fix perspective matrix

v1
Brett 2023-02-11 12:09:15 -05:00
parent 1147d02c20
commit f64535671d
1 changed files with 12 additions and 7 deletions

View File

@ -511,17 +511,22 @@ namespace blt {
// https://www.scratchapixel.com/lessons/3d-basic-rendering/perspective-and-orthographic-projection-matrix/building-basic-perspective-projection-matrix.html
// https://ogldev.org/www/tutorial12/tutorial12.html
static inline mat4x4 perspective(float fov, float aspect_ratio, float near, float far){
mat4x4 perspectiveMat4x4;
mat4x4 perspectiveMat4x4 {emptyMatrix};
float oneOverNearMFar = 1.0f / (near - far);
float halfTan = tanf(fov * 0.5f * (float)M_PI / 180.0f);
perspectiveMat4x4.m00(1.0f/(aspect_ratio*halfTan));
perspectiveMat4x4.m11(1.0f/halfTan);
perspectiveMat4x4.m22((far + near) * oneOverNearMFar);
perspectiveMat4x4.m32(2 * far * near * oneOverNearMFar);
perspectiveMat4x4.m23(-1);
perspectiveMat4x4.m33(0);
// perspectiveMat4x4.m00(1.0f/(aspect_ratio*halfTan));
// perspectiveMat4x4.m11(1.0f/halfTan);
// perspectiveMat4x4.m22((far + near) * oneOverNearMFar);
// perspectiveMat4x4.m32(2 * far * near * oneOverNearMFar);
// perspectiveMat4x4.m23(-1);
// perspectiveMat4x4.m33(0);
perspectiveMat4x4.m00(float(1.0 / (aspect_ratio * halfTan)));
perspectiveMat4x4.m11(float(1.0 / halfTan));
perspectiveMat4x4.m22(float(-((far + near) / (far - near))));
perspectiveMat4x4.m32(-1);
perspectiveMat4x4.m23(float(-((2 * near * far) / (far - near))));
return perspectiveMat4x4;
}