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authorHunter Kvalevog <hunter@kvog.sh>2025-11-13 18:14:17 -0600
committerHunter Kvalevog <hunter@kvog.sh>2025-11-13 18:14:17 -0600
commit694f1b0ec3c119d4625dd1ab10145aed23642a6b (patch)
treec3d7a6ce9fd39135b51df1d6fad9130495b550a8 /gl-vfog/geometry.hh
parent012d4ccc9f34ac50b4c68e5c97e36d9d9813fc42 (diff)
gl-vfog
Diffstat (limited to 'gl-vfog/geometry.hh')
-rw-r--r--gl-vfog/geometry.hh108
1 files changed, 108 insertions, 0 deletions
diff --git a/gl-vfog/geometry.hh b/gl-vfog/geometry.hh
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+++ b/gl-vfog/geometry.hh
@@ -0,0 +1,108 @@
+#ifndef _GEOMETRY_HH_
+#define _GEOMETRY_HH_
+
+#include <cmath>
+
+static inline float Radians(float degrees)
+{
+ return degrees * M_PI / 180.0f;
+}
+
+class Vec3
+{
+public:
+ float x;
+ float y;
+ float z;
+public:
+ Vec3(float x, float y, float z)
+ : x(x), y(y), z(z) { }
+
+ inline Vec3 operator+(const Vec3& rhs) const { return Vec3(x + rhs.x, y + rhs.y, z + rhs.z); }
+ inline Vec3 operator-(const Vec3& rhs) const { return Vec3(x - rhs.x, y - rhs.y, z - rhs.z); }
+
+ inline float* Base() { return &x; }
+
+ inline float Length() { return std::sqrtf(x * x + y * y + z * z); }
+
+ inline Vec3 Normalize()
+ {
+ float l = Length();
+ if (l < 0.0f) { l = 1.0f; }
+ return Vec3(x / l, y / l, z / l);
+ }
+
+ inline float Dot(const Vec3& rhs)
+ {
+ return x * rhs.x + y * rhs.y + z * rhs.z;
+ }
+
+ inline Vec3 Cross(const Vec3& rhs)
+ {
+ return Vec3(
+ y * rhs.z - z * rhs.y,
+ z * rhs.x - x * rhs.z,
+ x * rhs.y - y * rhs.x
+ );
+ }
+};
+
+class Mat4x4
+{
+private:
+ float m[4 * 4];
+public:
+ inline float& operator[](std::size_t s) { return m[s]; }
+ inline float operator[](std::size_t s) const { return m[s]; }
+
+ inline float* Base() { return m; }
+
+ inline Mat4x4 operator*(const Mat4x4& rhs)
+ {
+ Mat4x4 r = { };
+ for (int col = 0; col < 4; ++col) {
+ for (int row = 0; row < 4; ++row) {
+ r[col * 4 + row] =
+ m[0 * 4 + row] * rhs[col * 4 + 0] +
+ m[1 * 4 + row] * rhs[col * 4 + 1] +
+ m[2 * 4 + row] * rhs[col * 4 + 2] +
+ m[3 * 4 + row] * rhs[col * 4 + 3];
+ }
+ }
+ return r;
+ }
+public:
+ static Mat4x4 LookAt(const Vec3& eye, const Vec3& at, const Vec3& up)
+ {
+ Vec3 f = (at - eye).Normalize();
+ Vec3 s = f.Cross(up).Normalize();
+ Vec3 u = s.Cross(f);
+ Vec3 t = Vec3(-s.Dot(eye), -u.Dot(eye), f.Dot(eye));
+
+ Mat4x4 m;
+ m[ 0] = s.x; m[ 1] = u.x; m[ 2] = -f.x; m[ 3] = 0.0f;
+ m[ 4] = s.y; m[ 5] = u.y; m[ 6] = -f.y; m[ 7] = 0.0f;
+ m[ 8] = s.z; m[ 9] = u.z; m[10] = -f.z; m[11] = 0.0f;
+ m[12] = t.x; m[13] = t.y; m[14] = t.z; m[15] = 1.0f;
+
+ return m;
+ }
+
+ static Mat4x4 Perspective(float fov_deg, float aspect, float z_near, float z_far)
+ {
+ const float fov_cot = 1.0f / std::tanf(Radians(fov_deg) / 2.0f);
+
+ Mat4x4 m = { };
+
+ m[0*4+0] = fov_cot / aspect;
+ m[1*4+1] = fov_cot;
+ m[2*4+3] = -1.0f;
+
+ m[2*4+2] = (z_far + z_near) / (z_near - z_far);
+ m[3*4+2] = (2.0f * z_near * z_far) / (z_near - z_far);
+
+ return m;
+ }
+};
+
+#endif // _GEOMETRY_HH_