Add function glm_perspective_lh_zo

This commit adds the function `glm_perspective_lh_zo`, modelled on the
implementation of glm_perspective, but amended to provide a left-hand
coordinate system expected by DirectX, Metal and Vulkan (per the GLM
project's `glm/detail/setup.hpp`). It uses a clip-space of zero-to-one.

The function is tested against a longhand version of the algorithm it
seeks to implement as well as against the output of the GLM project's
`glm::perspectiveLH_ZO` function. This commit adds a new subdirectory
`test/glm_cmp` which contains a basic CMake file and `main.cpp`. An
interested user should link or copy or clone the GLM project into this
directory. The `main` function can be used to print the reference data
used so others can verify behaviour in the future, or add new literal
reference values.
This commit is contained in:
michaelg
2021-04-28 23:15:51 +01:00
committed by Tai Chi Minh Ralph Eastwood
parent a242d83805
commit 1bce62c371
9 changed files with 120 additions and 0 deletions

View File

@@ -248,6 +248,39 @@ glm_perspective(float fovy, float aspect, float nearZ, float farZ, mat4 dest) {
dest[3][2] = 2.0f * nearZ * farZ * fn;
}
/*!
* @brief set up perspective projection matrix with a left-hand coordinate
* system (suitable for DirectX, Metal and Vulkan) and a clip-space with
* depth values from zero to one.
*
* @param[in] fovy field of view angle
* @param[in] aspect aspect ratio ( width / height )
* @param[in] nearVal near clipping plane
* @param[in] farVal far clipping planes
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective_lh_zo(float fovy,
float aspect,
float nearVal,
float farVal,
mat4 dest) {
/* Impl follows glm::perspectiveLH_ZO in glm/ext/matrix_clip_space.inl */
float f, fn;
glm_mat4_zero(dest);
f = 1.0f / tanf(fovy * 0.5f);
fn = 1.0f / (farVal - nearVal);
dest[0][0] = f / aspect;
dest[1][1] = f;
dest[2][2] = farVal * fn;
dest[2][3] = 1.0f;
dest[3][2] = -(farVal * nearVal * fn);
}
/*!
* @brief extend perspective projection matrix's far distance
*