/* -*- 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 #include /* 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& m, E left, E right, E bottom, E top, E n, E f, Handedness handedness, ZClip z_clip) { typedef matrix 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 ? 1 : -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& m, E width, E height, E n, E f, Handedness handedness, ZClip z_clip) { typedef matrix 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& 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& 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& 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& 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& m, E xfov, E aspect, E n, E f, Handedness handedness, ZClip z_clip) { typedef matrix 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& 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& 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& m, E yfov, E aspect, E n, E f, Handedness handedness, ZClip z_clip) { typedef matrix 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& 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& 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& m, E left, E right, E bottom, E top, E n, E f, Handedness handedness, ZClip z_clip) { typedef matrix 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 ? 1 : -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& m, E width, E height, E n, E f, Handedness handedness, ZClip z_clip) { typedef matrix 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& 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& 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& 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& 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& 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& 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 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