Something compiles
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0cc3dce9a8
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826f8cbb23
174
Math.cpp
174
Math.cpp
@ -24,6 +24,26 @@ namespace ZL {
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return result;
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}
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Matrix3f Matrix3f::Identity()
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{
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Matrix3f r;
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r.m[0] = 1.f;
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r.m[1] = 0.f;
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r.m[2] = 0.f;
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r.m[3] = 0.f;
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r.m[4] = 1.f;
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r.m[5] = 0.f;
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r.m[6] = 0.f;
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r.m[7] = 0.f;
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r.m[8] = 1.f;
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return r;
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}
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Matrix4f Matrix4f::Identity()
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{
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Matrix4f r;
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@ -114,6 +134,39 @@ namespace ZL {
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return r;
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}
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Matrix4f MakePerspectiveMatrix(float fovY, float aspectRatio, float zNear, float zFar)
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{
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float tanHalfFovy = tan(fovY / 2.f);
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Matrix4f r;
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if (zNear >= zFar || aspectRatio == 0)
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{
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throw std::runtime_error("Invalid perspective parameters");
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}
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r.m[0] = 1.f / (aspectRatio * tanHalfFovy);
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r.m[1] = 0;
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r.m[2] = 0;
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r.m[3] = 0;
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r.m[4] = 0;
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r.m[5] = 1.f / (tanHalfFovy);
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r.m[6] = 0;
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r.m[7] = 0;
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r.m[8] = 0;
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r.m[9] = 0;
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r.m[10] = -(zFar + zNear) / (zFar - zNear);
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r.m[11] = -1;
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r.m[12] = 0;
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r.m[13] = 0;
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r.m[14] = -(2.f * zFar * zNear) / (zFar - zNear);
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r.m[15] = 0;
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return r;
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}
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Matrix3f QuatToMatrix(const Vector4f& q)
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{
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Matrix3f m;
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@ -160,5 +213,126 @@ namespace ZL {
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return result;
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}
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Matrix3f TransposeMatrix(const Matrix3f& m)
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{
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Matrix3f r;
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r.m[0] = m.m[0];
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r.m[1] = m.m[3];
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r.m[2] = m.m[6];
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r.m[3] = m.m[1];
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r.m[4] = m.m[4];
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r.m[5] = m.m[7];
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r.m[6] = m.m[2];
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r.m[7] = m.m[5];
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r.m[8] = m.m[8];
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return r;
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}
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Matrix3f InverseMatrix(const Matrix3f& m)
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{
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float d;
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Matrix3f r;
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d = m.m[0] * (m.m[4] * m.m[8] - m.m[5] * m.m[7]);
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d -= m.m[1] * (m.m[3] * m.m[8] - m.m[6] * m.m[5]);
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d += m.m[2] * (m.m[3] * m.m[7] - m.m[6] * m.m[4]);
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if (fabs(d) < 0.01f)
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{
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throw std::runtime_error("Error: matrix cannot be inversed!");
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}
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else
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{
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r.m[0] = (m.m[4] * m.m[8] - m.m[5] * m.m[7]) / d;
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r.m[1] = -(m.m[1] * m.m[8] - m.m[2] * m.m[7]) / d;
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r.m[2] = (m.m[1] * m.m[5] - m.m[2] * m.m[4]) / d;
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r.m[3] = -(m.m[3] * m.m[8] - m.m[5] * m.m[6]) / d;
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r.m[4] = (m.m[0] * m.m[8] - m.m[2] * m.m[6]) / d;
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r.m[5] = -(m.m[0] * m.m[5] - m.m[2] * m.m[3]) / d;
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r.m[6] = (m.m[3] * m.m[7] - m.m[6] * m.m[4]) / d;
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r.m[7] = -(m.m[0] * m.m[7] - m.m[6] * m.m[1]) / d;
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r.m[8] = (m.m[0] * m.m[4] - m.m[1] * m.m[3]) / d;
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};
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return r;
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}
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Matrix3f CreateZRotationMatrix(float angle)
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{
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Matrix3f result = Matrix3f::Identity();
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result.m[0] = cosf(angle);
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result.m[1] = -sinf(angle);
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result.m[3] = sinf(angle);
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result.m[4] = cosf(angle);
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return result;
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}
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Matrix4f MultMatrixMatrix(const Matrix4f& m1, const Matrix4f& m2)
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{
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Matrix4f r;
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r.m[0] = m1.m[0] * m2.m[0] + m1.m[4] * m2.m[1] + m1.m[8] * m2.m[2] + m1.m[12] * m2.m[3];
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r.m[1] = m1.m[1] * m2.m[0] + m1.m[5] * m2.m[1] + m1.m[9] * m2.m[2] + m1.m[13] * m2.m[3];
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r.m[2] = m1.m[2] * m2.m[0] + m1.m[6] * m2.m[1] + m1.m[10] * m2.m[2] + m1.m[14] * m2.m[3];
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r.m[3] = m1.m[3] * m2.m[0] + m1.m[7] * m2.m[1] + m1.m[11] * m2.m[2] + m1.m[15] * m2.m[3];
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r.m[4] = m1.m[0] * m2.m[4] + m1.m[4] * m2.m[5] + m1.m[8] * m2.m[6] + m1.m[12] * m2.m[7];
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r.m[5] = m1.m[1] * m2.m[4] + m1.m[5] * m2.m[5] + m1.m[9] * m2.m[6] + m1.m[13] * m2.m[7];
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r.m[6] = m1.m[2] * m2.m[4] + m1.m[6] * m2.m[5] + m1.m[10] * m2.m[6] + m1.m[14] * m2.m[7];
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r.m[7] = m1.m[3] * m2.m[4] + m1.m[7] * m2.m[5] + m1.m[11] * m2.m[6] + m1.m[15] * m2.m[7];
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r.m[8] = m1.m[0] * m2.m[8] + m1.m[4] * m2.m[9] + m1.m[8] * m2.m[10] + m1.m[12] * m2.m[11];
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r.m[9] = m1.m[1] * m2.m[8] + m1.m[5] * m2.m[9] + m1.m[9] * m2.m[10] + m1.m[13] * m2.m[11];
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r.m[10] = m1.m[2] * m2.m[8] + m1.m[6] * m2.m[9] + m1.m[10] * m2.m[10] + m1.m[14] * m2.m[11];
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r.m[11] = m1.m[3] * m2.m[8] + m1.m[7] * m2.m[9] + m1.m[11] * m2.m[10] + m1.m[15] * m2.m[11];
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r.m[12] = m1.m[0] * m2.m[12] + m1.m[4] * m2.m[13] + m1.m[8] * m2.m[14] + m1.m[12] * m2.m[15];
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r.m[13] = m1.m[1] * m2.m[12] + m1.m[5] * m2.m[13] + m1.m[9] * m2.m[14] + m1.m[13] * m2.m[15];
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r.m[14] = m1.m[2] * m2.m[12] + m1.m[6] * m2.m[13] + m1.m[10] * m2.m[14] + m1.m[14] * m2.m[15];
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r.m[15] = m1.m[3] * m2.m[12] + m1.m[7] * m2.m[13] + m1.m[11] * m2.m[14] + m1.m[15] * m2.m[15];
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return r;
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}
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Matrix3f MakeTranslationMatrix(const Vector3f& p)
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{
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Matrix3f r = Matrix3f::Identity();
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r.m[12] = p.v[0];
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r.m[13] = p.v[1];
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r.m[14] = p.v[2];
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return r;
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}
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Matrix3f MakeScaleMatrix(float scale)
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{
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Matrix3f r = Matrix3f::Identity();
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r.m[0] = scale;
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r.m[5] = scale;
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r.m[10] = scale;
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return r;
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}
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Matrix3f MakeRotationMatrix(const Vector3f& p)
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{
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Matrix3f r = Matrix3f::Identity();
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r.m[12] = p.v[0];
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r.m[13] = p.v[1];
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r.m[14] = p.v[2];
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return r;
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}
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};
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4
Math.h
4
Math.h
@ -31,6 +31,8 @@ namespace ZL {
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std::array<float, 9> m = { 0.f, 0.f, 0.f,
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0.f, 0.f, 0.f,
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0.f, 0.f, 0.f, };
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static Matrix3f Identity();
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};
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struct Matrix4f
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@ -47,6 +49,8 @@ namespace ZL {
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Matrix4f MakeOrthoMatrix(float width, float height, float zNear, float zFar);
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Matrix4f MakePerspectiveMatrix(float fovY, float aspectRatio, float zNear, float zFar);
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Matrix3f QuatToMatrix(const Vector4f& q);
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Vector4f QuatFromRotateAroundZ(float angle);
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12
Renderer.cpp
12
Renderer.cpp
@ -184,6 +184,18 @@ namespace ZL {
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throw std::runtime_error("Projection matrix stack overflow!!!!");
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}
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}
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void Renderer::PushPerspectiveProjectionMatrix(float fovY, float aspectRatio, float zNear, float zFar)
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{
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Matrix4f m = MakePerspectiveMatrix(fovY, aspectRatio, zNear, zFar);
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ProjectionMatrixStack.push(m);
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SetMatrix();
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if (ProjectionMatrixStack.size() > CONST_MATRIX_STACK_SIZE)
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{
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throw std::runtime_error("Projection matrix stack overflow!!!!");
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}
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}
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void Renderer::PopProjectionMatrix()
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@ -71,6 +71,7 @@ namespace ZL {
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void InitOpenGL();
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void PushProjectionMatrix(float width, float height, float zNear = 0.f, float zFar = 1.f);
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void PushPerspectiveProjectionMatrix(float fovY, float aspectRatio, float zNear, float zFar);
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void PopProjectionMatrix();
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void PushMatrix();
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3
main.cpp
3
main.cpp
@ -137,6 +137,7 @@ namespace ZL
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renderer.EnableVertexAttribArray(vTexCoordName);
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renderer.PushProjectionMatrix(static_cast<float>(Env::width), static_cast<float>(Env::height));
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//renderer.PushPerspectiveProjectionMatrix(1.0 / 6.0, static_cast<float>(Env::width)/ static_cast<float>(Env::height), 10, 10000);
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DrawBackground();
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@ -228,7 +229,7 @@ namespace ZL
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Env::backgroundSectionWidth = BACKGROUND_WIDTH * backgroundTextureScale;
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GameObjects::backgroundMesh = CreateRectHorizontalSections2D({ BACKGROUND_WIDTH * backgroundTextureScale * (0.5f), BACKGROUND_HEIGHT * backgroundTextureScale * (0.5f) }, { BACKGROUND_WIDTH * backgroundTextureScale * 0.5f, BACKGROUND_HEIGHT * backgroundTextureScale * 0.5f }, 0, 2);
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GameObjects::backgroundMesh = CreateRectHorizontalSections2D({ BACKGROUND_WIDTH * backgroundTextureScale * (0.5f), BACKGROUND_HEIGHT * backgroundTextureScale * (0.5f) }, { BACKGROUND_WIDTH * backgroundTextureScale * 0.5f, BACKGROUND_HEIGHT * backgroundTextureScale * 0.5f }, -9000, 2);
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CheckGlError();
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