示例#1
0
Mat4x4 Anubis::CreateOrthoProjectionLH(	const AREAL width, const AREAL height,
										const AREAL nearZ,	const AREAL farZ)
{
	Mat4x4 mat;

	mat.Init(	Vector( 2.0f / width,			0,					0,					 0),
				Vector( 0,				 2.0f / height,				0,					 0),
				Vector( 0,						0,			1.0f / (farZ - nearZ),		 0),
				Vector( 0,						0,			nearZ / (nearZ - farZ),		 1) );

	return mat;
}
示例#2
0
/* ======================================
					Matrices
	========================================= */
Mat4x4 Anubis::CreateViewMatrixLH(const Vec & pos, const Vec & lookDir, const Vec & up)
{
	Mat4x4 mat;

	Vec & zaxis = Normalize(lookDir);
	Vec & xaxis = Normalize(cross(up, zaxis));
	Vec & yaxis = cross(zaxis, xaxis);

	mat.Init(	Vector( getx(xaxis), getx(yaxis), getx(zaxis), 0),
				Vector( gety(xaxis), gety(yaxis), gety(zaxis), 0),
				Vector( getz(xaxis), getz(yaxis), getz(zaxis), 0),
				Vector( -Dot(xaxis, pos), -Dot(yaxis, pos), -Dot(zaxis, pos), 1) );

	return mat;
}
示例#3
0
Mat4x4 Anubis::CreatePerspectiveProjectionLH(	const AREAL fov,   const AREAL aspect,
												const AREAL nearZ, const AREAL farZ )
{
	Mat4x4 mat;

	//AREAL yscale = CtgR32(fov / 2);
	//AREAL xscale = yscale / aspect;

	AREAL SinFov = Sin(fov * 0.5f);
	AREAL CosFov = Cos(fov * 0.5f);

	AREAL height = CosFov / SinFov;
	AREAL width = height / aspect;

	mat.Init(	Vector(width, 0, 0, 0),
				Vector(0, height, 0, 0),
				Vector(0, 0, farZ/(farZ-nearZ), 1),
				Vector(0, 0, -nearZ*farZ/(farZ-nearZ), 0) );

	return mat;
}