75 lines
2.2 KiB
C++
75 lines
2.2 KiB
C++
/*
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* Copyright (C) 1999-2024 Hartmut Seichter
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY AUTHOR AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL AUTHOR OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*/
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#ifndef PW_SCENE_PROJECTION_HPP
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#define PW_SCENE_PROJECTION_HPP
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#include <pw/core/matrix.hpp>
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namespace pw {
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struct projection {
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void set_matrix(const matrix4x4 &projection)
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{
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this->projection_matrix = projection;
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// recompute the simplified parameters
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// auto near = _projection(3,4);
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// auto far = _projection(3,4);
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// right = (1-m14) / m11
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// near = (1+m34)/m33;
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// far = -(1-m34)/m33;
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// bottom = (1-m24)/m22;
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// top = -(1+m24)/m22;
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// left = -(1+m14)/m11;
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// right = (1-m14)/m11;
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// real_t fov_raw = float( atan (top / near_)) * * 2.0f;
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}
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operator const matrix4x4&() const
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{
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return projection_matrix;
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}
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void set_frustum(real_t left,
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real_t right,
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real_t top,
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real_t bottom)
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{
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}
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matrix4x4 projection_matrix;
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};
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}
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#endif
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