const FFMatrix4f& FFMvp::GetWVPTrans() { GetWorldTrans(); GetVPTrans(); m4WVPtransformation = m4VPtransformation * m4Wtransformation; return m4WVPtransformation; }
const Matrix4f& Pipeline::GetWVTrans() { GetWorldTrans(); GetViewTrans(); m_WVtransformation = m_Vtransformation * m_Wtransformation; return m_WVtransformation; }
const Matrix4f& Pipeline::GetWVPTrans() { GetWorldTrans(); GetVPTrans(); m_WVPtransformation = m_VPTtransformation * m_WorldTransformation; return m_WVPtransformation; }
const Matrix4f& Pipeline::GetWPTrans() { Matrix4f PersProjTrans; GetWorldTrans(); PersProjTrans.InitPersProjTransform(m_persProjInfo); m_WPtransformation = PersProjTrans * m_Wtransformation; return m_WPtransformation; }
const FFMatrix4f& FFMvp::GetWPTrans() { FFMatrix4f PersProjTrans; GetWorldTrans(); PersProjTrans.InitPersProjTransform(persProjInfo); m4WPtransformation = PersProjTrans * m4Wtransformation; return m4WPtransformation; }
const Matrix4f& Pipeline::GetWVOrthoPTrans() { GetWorldTrans(); GetViewTrans(); Matrix4f P; P.InitOrthoProjTransform(m_orthoProjInfo); m_WVPtransformation = P * m_Vtransformation * m_Wtransformation; return m_WVPtransformation; }
const FFMatrix4f& FFMvp::GetWVOrthoPTrans() { GetWorldTrans(); GetViewTrans(); FFMatrix4f P; P.InitOrthoProjTransform(orthoProjInfo); m4WVPtransformation = P * m4Vtransformation * m4Wtransformation; return m4WVPtransformation; }
const Matrix4f& Pipeline::GetWVTrans() { GetWorldTrans(); Matrix4f CameraTranslationTrans, CameraRotateTrans; CameraTranslationTrans.InitTranslationTransform(-m_camera.Pos.x, -m_camera.Pos.y, -m_camera.Pos.z); CameraRotateTrans.InitCameraTransform(m_camera.Target, m_camera.Up); m_WVtransformation = CameraRotateTrans * CameraTranslationTrans * m_Wtransformation; return m_WVtransformation; }
const Matrix4& Pipeline::GetVPTrans() { GetWorldTrans(); Matrix4 CameraTranslationTrans, CameraRotateTrans, PersProjTrans; CameraTranslationTrans.InitTranslationTransform(-m_camera.Pos.x, -m_camera.Pos.y, -m_camera.Pos.z); CameraRotateTrans.InitCameraTransform(m_camera.Target, m_camera.Up); PersProjTrans.InitPersProjTransform(m_persProj); m_WVPtransformation = PersProjTrans * CameraRotateTrans * CameraTranslationTrans * m_WorldTransformation; return m_WVPtransformation; }
const Matrix4f& Pipeline::GetWVPTrans() { GetWorldTrans(); Matrix4f CameraTranslationTrans, CameraRotateTrans, PersProjTrans; CameraTranslationTrans.InitTranslationTransform(-m_camera.Pos.x, -m_camera.Pos.y, -m_camera.Pos.z); CameraRotateTrans.InitCameraTransform(m_camera.Target, m_camera.Up); PersProjTrans.InitPersProjTransform(m_persProj.FOV, m_persProj.Width, m_persProj.Height, m_persProj.zNear, m_persProj.zFar); m_WVPtransformation = PersProjTrans * CameraRotateTrans * CameraTranslationTrans * m_WorldTransformation; return m_WVPtransformation; }