Added infinitePerspectiveLH_ZO and tests

Renamed infinitePerspectiveLH -> infinitePerspectiveLH_NO
This commit is contained in:
azhirnov 2023-09-18 21:57:23 +03:00 committed by Christophe
parent 926e5d4b70
commit 9cb19aa43f
2 changed files with 83 additions and 4 deletions

View File

@ -501,7 +501,7 @@ namespace glm
}
template<typename T>
GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspectiveLH(T fovy, T aspect, T zNear)
GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspectiveLH_NO(T fovy, T aspect, T zNear)
{
T const range = tan(fovy / static_cast<T>(2)) * zNear;
T const left = -range * aspect;
@ -518,11 +518,31 @@ namespace glm
return Result;
}
template<typename T>
GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspectiveLH_ZO(T fovy, T aspect, T zNear)
{
T const range = tan(fovy / static_cast<T>(2)) * zNear;
T const left = -range * aspect;
T const right = range * aspect;
T const bottom = -range;
T const top = range;
mat<4, 4, T, defaultp> Result(T(0));
Result[0][0] = (static_cast<T>(2) * zNear) / (right - left);
Result[1][1] = (static_cast<T>(2) * zNear) / (top - bottom);
Result[2][2] = static_cast<T>(1);
Result[2][3] = static_cast<T>(1);
Result[3][2] = - zNear;
return Result;
}
template<typename T>
GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspective(T fovy, T aspect, T zNear)
{
# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT
return infinitePerspectiveLH(fovy, aspect, zNear);
# if GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_ZO
return infinitePerspectiveLH_ZO(fovy, aspect, zNear);
# elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_NO
return infinitePerspectiveLH_NO(fovy, aspect, zNear);
# else
return infinitePerspectiveRH(fovy, aspect, zNear);
# endif

View File

@ -1,12 +1,70 @@
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/constants.hpp>
#include <glm/ext/matrix_relational.hpp>
#include <glm/ext/scalar_relational.hpp>
int test_perspective()
{
int Error = 0;
glm::mat4 Projection = glm::perspective(glm::pi<float>() * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f);
const float Near = 0.1f;
const float Far = 100.0f;
const float Eps = glm::epsilon<float>();
glm::mat4 Projection = glm::perspective(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far);
Projection = glm::perspectiveLH_ZO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far);
{
glm::vec4 N = Projection * glm::vec4{0.f, 0.f, Near, 1.f};
glm::vec4 F = Projection * glm::vec4{0.f, 0.f, Far, 1.f};
N /= N.w;
F /= F.w;
Error += glm::notEqual(N.z, 0.f, Eps);
Error += glm::notEqual(F.z, 1.f, Eps);
}
Projection = glm::perspectiveLH_NO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far);
{
glm::vec4 N = Projection * glm::vec4{0.f, 0.f, Near, 1.f};
glm::vec4 F = Projection * glm::vec4{0.f, 0.f, Far, 1.f};
N /= N.w;
F /= F.w;
Error += glm::notEqual(N.z, -1.f, Eps);
Error += glm::notEqual(F.z, 1.f, Eps);
}
return Error;
}
int test_infinitePerspective()
{
int Error = 0;
const float Near = 0.1f;
const float Inf = 1.0e+10f;
const float Eps = glm::epsilon<float>();
glm::mat4 Projection = glm::infinitePerspective(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near);
Projection = glm::infinitePerspectiveLH_ZO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near);
{
glm::vec4 N = Projection * glm::vec4{0.f, 0.f, Near, 1.f};
glm::vec4 F = Projection * glm::vec4{0.f, 0.f, Inf, 1.f};
N /= N.w;
F /= F.w;
Error += glm::notEqual(N.z, 0.f, Eps);
Error += glm::notEqual(F.z, 1.f, Eps);
}
Projection = glm::infinitePerspectiveLH_NO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near);
{
glm::vec4 N = Projection * glm::vec4{0.f, 0.f, Near, 1.f};
glm::vec4 F = Projection * glm::vec4{0.f, 0.f, Inf, 1.f};
N /= N.w;
F /= F.w;
Error += glm::notEqual(N.z, -1.f, Eps);
Error += glm::notEqual(F.z, 1.f, Eps);
}
return Error;
}
@ -50,6 +108,7 @@ int main()
Error += test_tweakedInfinitePerspective();
Error += test_pick();
Error += test_perspective();
Error += test_infinitePerspective();
return Error;
}