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- // viewportSize is SCREEN_WIDTH and SCREEN_HEIGHT
- // viewportLowerLeft is 0.0 and 0.0
- ivec2 size = this->viewportSize;
- ivec2 lowerLeft = this->viewportLowerLeft;
- glViewport(lowerLeft.x, lowerLeft.y, size.x, size.y); // if I put size.x, size.x it draws well
- mat4 projectionMatrix = mat4::FOVFrustum(45.0, 0.1, 100.0, size.x / size.y);
- glUniformMatrix4fv(uniforms.Projection, 1, 0, projectionMatrix.Pointer());
- static Matrix4<T> Frustum(T left, T right, T bottom, T top, T near, T far)
- {
- T a = 2 * near / (right - left);
- T b = 2 * near / (top - bottom);
- T c = (right + left) / (right - left);
- T d = (top + bottom) / (top - bottom);
- T e = - (far + near) / (far - near);
- T f = -2 * far * near / (far - near);
- Matrix4 m;
- m.x.x = a; m.x.y = 0; m.x.z = 0; m.x.w = 0;
- m.y.x = 0; m.y.y = b; m.y.z = 0; m.y.w = 0;
- m.z.x = c; m.z.y = d; m.z.z = e; m.z.w = -1;
- m.w.x = 0; m.w.y = 0; m.w.z = f; m.w.w = 1;
- return m;
- }
- static Matrix4<T> FOVFrustum(T fieldOfView, T near, T far, T aspectRatio)
- {
- T size = near * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0);
- return Frustum(-size, size, -size / aspectRatio, size / aspectRatio, near, far);
- }
- return Frustum(-size, size, -size / aspectRatio, size / aspectRatio, near, far);
- return Frustum(-size / aspectRatio, size / aspectRatio, -size, size,, near, far);
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