Пример #1
0
        public static void MatLookAt(ref Mat4 result, Vec3 eye, Vec3 at, Vec3 up)
        {
            Vec3 view = Vec3Normalize(
                Vec3Sub(eye, at)
                );

            Vec3 uxv   = Vec3Cross(up, view);
            Vec3 right = Vec3Normalize(uxv);

            up = Vec3Cross(view, right);

            Mat4.ZeroSet(ref result);

            result.M11 = right.X;
            result.M12 = up.X;
            result.M13 = view.X;

            result.M21 = right.Y;
            result.M22 = up.Y;
            result.M23 = view.Y;

            result.M31 = right.Z;
            result.M32 = up.Z;
            result.M33 = view.Z;

            result.M41 = -Vec3Dot(right, eye);
            result.M42 = -Vec3Dot(up, eye);
            result.M43 = -Vec3Dot(view, eye);
            result.M44 = 1.0f;
        }
Пример #2
0
        public static void MatOrtho(ref Mat4 result, float left, float right, float bottom, float top, float near, float far, float offset = 0f)
        {
            Mat4.ZeroSet(ref result);

            result.M11 = 2.0f / (right - left);
            result.M22 = 2.0f / (top - bottom);
            result.M33 = 1.0f / (near - far);
            result.M41 = (left + right) / (left - right) + offset;
            result.M42 = (top + bottom) / (bottom - top);
            result.M43 = near / (near - far);
            result.M44 = 1.0f;
        }
Пример #3
0
        // ==================================================================

        private static void MatProjXYWH(ref Mat4 result, float x, float y, float w, float h, float near, float far)
        {
            float diff = far - near;
            float aa   = far / diff;
            float bb   = near * aa;

            Mat4.ZeroSet(ref result);

            result.M11 = w;
            result.M22 = h;
            result.M31 = x;
            result.M32 = y;
            result.M33 = -aa;
            result.M34 = -1.0f;
            result.M43 = -bb;
        }
Пример #4
0
        public static void MatRotateXY(ref Mat4 result, float rx, float ry)
        {
            float sx = Sin(rx);
            float cx = Cos(rx);
            float sy = Sin(ry);
            float cy = Cos(ry);

            Mat4.ZeroSet(ref result);

            result.M11 = cy;
            result.M13 = sy;
            result.M21 = sx * sy;
            result.M22 = cx;
            result.M23 = -sx * cy;
            result.M31 = -cx * sy;
            result.M32 = sx;
            result.M33 = cx * cy;
            result.M44 = 1.0f;
        }