Files
omath/include/omath/engines/Source/Formulas.hpp
2024-12-08 05:19:49 +03:00

59 lines
1.7 KiB
C++

//
// Created by Orange on 12/4/2024.
//
#pragma once
#include "Constants.h"
namespace omath::source
{
[[nodiscard]]
inline Vector3 ForwardVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsForward);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
[[nodiscard]]
inline Vector3 RightVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsRight);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
[[nodiscard]]
inline Vector3 UpVector(const ViewAngles& angles)
{
const auto vec = MatRotation(angles) * MatColumnFromVector(kAbsUp);
return {vec.At(0, 0), vec.At(1, 0), vec.At(2, 0)};
}
[[nodiscard]] inline Mat4x4 CalcViewMatrix(const ViewAngles& angles, const Vector3& cam_origin)
{
return MatCameraView(ForwardVector(angles), RightVector(angles), UpVector(angles), cam_origin);
}
[[nodiscard]]
inline Mat4x4 CalcPerspectiveProjectionMatrix(const float fieldOfView, const float aspectRatio, const float near,
const float far)
{
// NOTE: Needed tp make thing draw normal, since source is wierd
// and use tricky projection matrix formula.
constexpr auto kMultiplyFactor = 0.75f;
const float fovHalfTan = std::tan(angles::DegreesToRadians(fieldOfView) / 2.f) * kMultiplyFactor;
return {
{1.f / (aspectRatio * fovHalfTan), 0, 0, 0},
{0, 1.f / (fovHalfTan), 0, 0},
{0, 0, (far + near) / (far - near), -(2.f * far * near) / (far - near)},
{0, 0, 1, 0},
};
}
} // namespace omath::source