Implement perspective projection matrix computation
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3d10fe76ce
commit
d1f29580ae
1 file changed
+24
-4
@@ -9,6 +9,9 @@
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#define M_PI 3.14159265358979324
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#endif
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#define W 800
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#define H 600
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static const vertex_t vertices[] = {
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{ { -1, -1 }, { 1, 0, 0 } },
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{ { 1, -1 }, { 0, 1, 0 } },
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@@ -78,13 +81,30 @@ static void mul(mat4_t out, const mat4_t left, const mat4_t right)
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}
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}
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static void persp(mat4_t out, float aspect, float fov, float ncp, float fcp)
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{
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const float r = 2 * ncp * tanf(fov / 2);
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const float t = r * aspect;
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// clang-format off
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const mat4_t m = {
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ncp / t, 0, 0, 0,
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0, -ncp / r, 0, 0,
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0, 0, fcp / (fcp - ncp), 1,
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0, 0, -fcp * ncp / (fcp - ncp), 0,
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};
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// clang-format on
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memcpy(out, m, sizeof(mat4_t));
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}
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int main()
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{
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// Set up window
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glfwInit();
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glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
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glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
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GLFWwindow *window = glfwCreateWindow(800, 800, "Foo", nullptr, nullptr);
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GLFWwindow *window = glfwCreateWindow(W, H, "Foo", nullptr, nullptr);
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assert(window);
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// Register input callbacks
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@@ -103,10 +123,10 @@ int main()
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gpu_init(&gpu, &gpu_config);
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mvp_t mvp = {
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.model = SCALE(0.2),
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.view = TRANSLATE(0, 0, 0.5),
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.proj = ID,
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.model = ID,
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.view = TRANSLATE(0, 0, 4.0),
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};
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persp(mvp.proj, (float)W / H, M_PI / 6, 0.1, 10.0);
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const mat4_t rot = ROT_Y(M_PI / 128);
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while (!glfwWindowShouldClose(window)) {
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