mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-28 05:58:30 +00:00
Complete review of raymath
Now it should be coherent with OpenGL math standards
This commit is contained in:
35
src/rlgl.c
35
src/rlgl.c
@@ -395,7 +395,7 @@ void rlLoadIdentity(void) { glLoadIdentity(); }
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void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
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void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); }
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void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
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void rlMultMatrixf(float *mat) { glMultMatrixf(mat); }
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void rlMultMatrixf(float *matf) { glMultMatrixf(matf); }
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#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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@@ -445,7 +445,6 @@ void rlLoadIdentity(void)
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void rlTranslatef(float x, float y, float z)
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{
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Matrix matTranslation = MatrixTranslate(x, y, z);
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MatrixTranspose(&matTranslation);
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*currentMatrix = MatrixMultiply(*currentMatrix, matTranslation);
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}
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@@ -458,7 +457,6 @@ void rlRotatef(float angleDeg, float x, float y, float z)
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Vector3 axis = (Vector3){ x, y, z };
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VectorNormalize(&axis);
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matRotation = MatrixRotate(axis, angleDeg*DEG2RAD);
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MatrixTranspose(&matRotation);
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*currentMatrix = MatrixMultiply(*currentMatrix, matRotation);
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}
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@@ -467,28 +465,26 @@ void rlRotatef(float angleDeg, float x, float y, float z)
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void rlScalef(float x, float y, float z)
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{
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Matrix matScale = MatrixScale(x, y, z);
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MatrixTranspose(&matScale);
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*currentMatrix = MatrixMultiply(*currentMatrix, matScale);
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}
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// Multiply the current matrix by another matrix
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void rlMultMatrixf(float *mat)
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void rlMultMatrixf(float *matf)
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{
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// Matrix creation from array
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Matrix mat2 = { m[0], m[1], m[2], m[3],
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m[4], m[5], m[6], m[7],
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m[8], m[9], m[10], m[11],
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m[12], m[13], m[14], m[15] };
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Matrix mat = { matf[0], matf[4], matf[8], matf[12],
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matf[1], matf[5], matf[9], matf[13],
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matf[2], matf[6], matf[10], matf[14],
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matf[3], matf[7], matf[11], matf[15] };
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*currentMatrix = MatrixMultiply(*currentMatrix, mat2);
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*currentMatrix = MatrixMultiply(*currentMatrix, mat);
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}
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// Multiply the current matrix by a perspective matrix generated by parameters
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void rlFrustum(double left, double right, double bottom, double top, double near, double far)
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{
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Matrix matPerps = MatrixFrustum(left, right, bottom, top, near, far);
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MatrixTranspose(&matPerps);
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*currentMatrix = MatrixMultiply(*currentMatrix, matPerps);
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}
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@@ -497,7 +493,6 @@ void rlFrustum(double left, double right, double bottom, double top, double near
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void rlOrtho(double left, double right, double bottom, double top, double near, double far)
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{
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Matrix matOrtho = MatrixOrtho(left, right, bottom, top, near, far);
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MatrixTranspose(&matOrtho);
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*currentMatrix = MatrixMultiply(*currentMatrix, matOrtho);
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}
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@@ -2545,7 +2540,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
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// Create projection (transposed) and different views for each face
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Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
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MatrixTranspose(&fboProjection);
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//MatrixTranspose(&fboProjection);
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Matrix fboViews[6] = {
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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@@ -2617,7 +2612,7 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
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// Create projection (transposed) and different views for each face
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Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
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MatrixTranspose(&fboProjection);
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//MatrixTranspose(&fboProjection);
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Matrix fboViews[6] = {
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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@@ -2693,7 +2688,7 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
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// Create projection (transposed) and different views for each face
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Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
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MatrixTranspose(&fboProjection);
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//MatrixTranspose(&fboProjection);
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Matrix fboViews[6] = {
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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@@ -2931,7 +2926,6 @@ void ToggleVrMode(void)
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// Reset viewport and default projection-modelview matrices
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rlViewport(0, 0, screenWidth, screenHeight);
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projection = MatrixOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f);
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MatrixTranspose(&projection);
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modelview = MatrixIdentity();
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}
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else vrStereoRender = true;
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@@ -3034,7 +3028,6 @@ void EndVrDrawing(void)
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// Reset viewport and default projection-modelview matrices
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rlViewport(0, 0, screenWidth, screenHeight);
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projection = MatrixOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f);
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MatrixTranspose(&projection);
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modelview = MatrixIdentity();
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rlDisableDepthTest();
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@@ -3977,18 +3970,14 @@ static void SetStereoConfig(VrDeviceInfo hmd)
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// Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)*RAD2DEG
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// ...but with lens distortion it is increased (see Oculus SDK Documentation)
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//float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance)*RAD2DEG; // Really need distortionScale?
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float fovy = 2.0f*(float)atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance)*RAD2DEG;
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float fovy = 2.0f*(float)atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance);
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// Compute camera projection matrices
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float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
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Matrix proj = MatrixPerspective(fovy*DEG2RAD, aspect, 0.01, 1000.0);
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Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0);
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vrConfig.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
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vrConfig.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
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// NOTE: Projection matrices must be transposed due to raymath convention
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MatrixTranspose(&vrConfig.eyesProjection[0]);
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MatrixTranspose(&vrConfig.eyesProjection[1]);
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// Compute camera transformation matrices
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// NOTE: Camera movement might seem more natural if we model the head.
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// Our axis of rotation is the base of our head, so we might want to add
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