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libsst/Lib/Include/CML/mathlib/matrix_projection.h
2026-04-03 00:22:39 -05:00

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef matrix_projection_h
#define matrix_projection_h
#include <cml/mathlib/checking.h>
#include <cml/mathlib/helper.h>
/* Functions for building matrix transforms other than rotations
* (matrix_rotation.h) and viewing projections (matrix_projection.h).
*
* @todo: Clean up comments and documentation throughout.
*/
// NOTE: Changed 'near' and 'far' to 'n' and 'f' throughout to work around
// windows.h 'near' and 'far' macros.
namespace cml {
//////////////////////////////////////////////////////////////////////////////
// 3D perspective projection from frustum
//////////////////////////////////////////////////////////////////////////////
/** Build a matrix representing a perspective projection, specified by frustum
* bounds in l,r,b,t,n,f form, and with the given handedness and z clipping
* range
*/
template < typename E, class A, class B, class L > void
matrix_perspective(matrix<E,A,B,L>& m, E left, E right, E bottom, E top,
E n, E f, Handedness handedness,
ZClip z_clip)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
/* Checking */
detail::CheckMatHomogeneous3D(m);
identity_transform(m);
value_type inv_width = value_type(1) / (right - left);
value_type inv_height = value_type(1) / (top - bottom);
value_type inv_depth = value_type(1) / (f - n);
value_type near2 = value_type(2) * n;
value_type s = handedness == left_handed
? value_type(1) : value_type(-1);
if (z_clip == z_clip_neg_one) {
m.set_basis_element(2,2,s * (f + n) * inv_depth);
m.set_basis_element(3,2,value_type(-2) * f * n * inv_depth);
} else { // z_clip == z_clip_zero
m.set_basis_element(2,2,s * f * inv_depth);
m.set_basis_element(3,2,-s * n * m.basis_element(2,2));
}
m.set_basis_element(0,0,near2 * inv_width );
m.set_basis_element(1,1,near2 * inv_height );
m.set_basis_element(2,0,-s * (right + left) * inv_width );
m.set_basis_element(2,1,-s * (top + bottom) * inv_height);
m.set_basis_element(2,3,s );
m.set_basis_element(3,3,value_type(0) );
}
/** Build a matrix representing a perspective projection, specified by frustum
* bounds in w,h,n,f form, and with the given handedness and z clipping
* range
*/
template < typename E, class A, class B, class L > void
matrix_perspective(matrix<E,A,B,L>& m, E width, E height, E n, E f,
Handedness handedness, ZClip z_clip)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
value_type half_width = width * value_type(.5);
value_type half_height = height * value_type(.5);
matrix_perspective(m, -half_width, half_width,
-half_height, half_height, n, f, handedness, z_clip);
}
/** Build a left-handedness frustum perspective matrix */
template < typename E, class A, class B, class L > void
matrix_perspective_LH(matrix<E,A,B,L>& m, E left, E right, E bottom,
E top, E n, E f, ZClip z_clip)
{
matrix_perspective(m, left, right, bottom, top, n, f,
left_handed, z_clip);
}
/** Build a right-handedness frustum perspective matrix */
template < typename E, class A, class B, class L > void
matrix_perspective_RH(matrix<E,A,B,L>& m, E left, E right, E bottom,
E top, E n, E f, ZClip z_clip)
{
matrix_perspective(m, left, right, bottom, top, n, f,
right_handed, z_clip);
}
/** Build a left-handedness frustum perspective matrix */
template < typename E, class A, class B, class L > void
matrix_perspective_LH(matrix<E,A,B,L>& m, E width, E height, E n,
E f, ZClip z_clip)
{
matrix_perspective(m, width, height, n, f, left_handed, z_clip);
}
/** Build a right-handedness frustum perspective matrix */
template < typename E, class A, class B, class L > void
matrix_perspective_RH(matrix<E,A,B,L>& m, E width, E height, E n,
E f, ZClip z_clip)
{
matrix_perspective(m, width, height, n, f, right_handed, z_clip);
}
//////////////////////////////////////////////////////////////////////////////
// 3D perspective projection from horizontal field of view
//////////////////////////////////////////////////////////////////////////////
/** Build a perspective matrix */
template < typename E, class A, class B, class L > void
matrix_perspective_xfov(matrix<E,A,B,L>& m, E xfov, E aspect, E n,
E f, Handedness handedness, ZClip z_clip)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
value_type width = value_type(2) * std::tan(xfov * value_type(.5)) * n;
matrix_perspective(m, width, width / aspect, n, f,
handedness, z_clip);
}
/** Build a left-handedness perspective matrix */
template < typename E, class A, class B, class L > void
matrix_perspective_xfov_LH(matrix<E,A,B,L>& m, E xfov, E aspect, E n,
E f, ZClip z_clip)
{
matrix_perspective_xfov(m,xfov,aspect,n,f,left_handed,z_clip);
}
/** Build a right-handedness perspective matrix */
template < typename E, class A, class B, class L > void
matrix_perspective_xfov_RH(matrix<E,A,B,L>& m, E xfov, E aspect, E n,
E f, ZClip z_clip)
{
matrix_perspective_xfov(m,xfov,aspect,n,f,right_handed,z_clip);
}
//////////////////////////////////////////////////////////////////////////////
// 3D perspective projection from vertical field of view
//////////////////////////////////////////////////////////////////////////////
/** Build a perspective matrix */
template < typename E, class A, class B, class L > void
matrix_perspective_yfov(matrix<E,A,B,L>& m, E yfov, E aspect, E n,
E f, Handedness handedness, ZClip z_clip)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
value_type height = value_type(2) * std::tan(yfov * value_type(.5)) * n;
matrix_perspective(m, height * aspect, height, n, f,
handedness, z_clip);
}
/** Build a left-handedness perspective matrix */
template < typename E, class A, class B, class L > void
matrix_perspective_yfov_LH(matrix<E,A,B,L>& m, E yfov, E aspect, E n,
E f, ZClip z_clip)
{
matrix_perspective_yfov(m,yfov,aspect,n,f,left_handed,z_clip);
}
/** Build a right-handedness perspective matrix */
template < typename E, class A, class B, class L > void
matrix_perspective_yfov_RH(matrix<E,A,B,L>& m, E yfov, E aspect, E n,
E f, ZClip z_clip)
{
matrix_perspective_yfov(m,yfov,aspect,n,f,right_handed,z_clip);
}
//////////////////////////////////////////////////////////////////////////////
// 3D orthographic projection from frustum
//////////////////////////////////////////////////////////////////////////////
/** Build a matrix representing an orthographic projection, specified by
* frustum bounds in l,r,b,t,n,f form, and with the given handedness and z
* clipping range
*/
template < typename E, class A, class B, class L > void
matrix_orthographic(matrix<E,A,B,L>& m, E left, E right, E bottom, E top,
E n, E f, Handedness handedness,
ZClip z_clip)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
/* Checking */
detail::CheckMatHomogeneous3D(m);
identity_transform(m);
value_type inv_width = value_type(1) / (right - left);
value_type inv_height = value_type(1) / (top - bottom);
value_type inv_depth = value_type(1) / (f - n);
value_type s = handedness == left_handed
? value_type(1) : value_type(-1);
if (z_clip == z_clip_neg_one) {
m.set_basis_element(2,2,s * value_type(2) * inv_depth);
m.set_basis_element(3,2,-(f + n) * inv_depth);
} else { // z_clip.z_clip() == 0
m.set_basis_element(2,2,s * inv_depth);
m.set_basis_element(3,2,-n * inv_depth);
}
m.set_basis_element(0,0,value_type(2) * inv_width );
m.set_basis_element(1,1,value_type(2) * inv_height );
m.set_basis_element(3,0,-(right + left) * inv_width );
m.set_basis_element(3,1,-(top + bottom) * inv_height);
}
/** Build an orthographic projection matrix */
template < typename E, class A, class B, class L > void
matrix_orthographic(matrix<E,A,B,L>& m, E width, E height, E n, E f,
Handedness handedness, ZClip z_clip)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
value_type half_width = width * value_type(.5);
value_type half_height = height * value_type(.5);
matrix_orthographic(m, -half_width, half_width,
-half_height, half_height, n, f, handedness, z_clip);
}
/** Build a left-handedness orthographic projection matrix */
template < typename E, class A, class B, class L > void
matrix_orthographic_LH(matrix<E,A,B,L>& m, E left, E right, E bottom,
E top, E n, E f, ZClip z_clip)
{
matrix_orthographic(m, left, right, bottom, top, n, f,
left_handed, z_clip);
}
/** Build a right-handedness orthographic projection matrix */
template < typename E, class A, class B, class L > void
matrix_orthographic_RH(matrix<E,A,B,L>& m, E left, E right, E bottom,
E top, E n, E f, ZClip z_clip)
{
matrix_orthographic(m, left, right, bottom, top, n, f,
right_handed, z_clip);
}
/** Build a left-handedness orthographic projection matrix */
template < typename E, class A, class B, class L > void
matrix_orthographic_LH(matrix<E,A,B,L>& m, E width, E height, E n,
E f, ZClip z_clip)
{
matrix_orthographic(m, width, height, n, f, left_handed,
z_clip);
}
/** Build a right-handedness orthographic projection matrix */
template < typename E, class A, class B, class L > void
matrix_orthographic_RH(matrix<E,A,B,L>& m, E width, E height, E n,
E f, ZClip z_clip)
{
matrix_orthographic(m, width, height, n, f, right_handed,
z_clip);
}
//////////////////////////////////////////////////////////////////////////////
// 3D viewport
//////////////////////////////////////////////////////////////////////////////
/* Build a viewport matrix
*
* Note: A viewport matrix is in a sense the opposite of an orthographics
* projection matrix, and can be build by constructing and inverting the
* latter.
*
* @todo: Need to look into D3D viewport conventions and see if this needs to
* be adapted accordingly.
*/
template < typename E, class A, class B, class L > void
matrix_viewport(matrix<E,A,B,L>& m, E left, E right, E bottom,
E top, ZClip z_clip, E n = E(0), E f = E(1))
{
matrix_orthographic_LH(m, left, right, bottom, top, n, f, z_clip);
/* @todo: invert(m), when available */
m = inverse(m);
}
//////////////////////////////////////////////////////////////////////////////
// 3D picking volume
//////////////////////////////////////////////////////////////////////////////
/* Build a pick volume matrix
*
* When post-concatenated with a projection matrix, the pick matrix modifies
* the view volume to create a 'picking volume'. This volume corresponds to
* a screen rectangle centered at (pick_x, pick_y) and with dimensions
* pick_widthXpick_height.
*
* @todo: Representation of viewport between this function and
* matrix_viewport() is inconsistent (position and dimensions vs. bounds).
* Should this be addressed?
*/
template < typename E, class A, class B, class L > void
matrix_pick(
matrix<E,A,B,L>& m, E pick_x, E pick_y, E pick_width, E pick_height,
E viewport_x, E viewport_y, E viewport_width, E viewport_height)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
/* Checking */
detail::CheckMatHomogeneous3D(m);
identity_transform(m);
value_type inv_width = value_type(1) / pick_width;
value_type inv_height = value_type(1) / pick_height;
m.set_basis_element(0,0,viewport_width*inv_width);
m.set_basis_element(1,1,viewport_height*inv_height);
m.set_basis_element(3,0,
(viewport_width+value_type(2)*(viewport_x-pick_x))*inv_width);
m.set_basis_element(3,1,
(viewport_height+value_type(2)*(viewport_y-pick_y))*inv_height);
}
} // namespace cml
#endif