Use perspective projection matrix without far clipping plane.

This commit is contained in:
Matthias Schiffer 2009-12-16 14:58:56 +01:00
parent a407f8b9ed
commit ea08fea654
7 changed files with 88 additions and 6 deletions

View file

@ -4,7 +4,11 @@ project(ZOOM)
set(CMAKE_MODULE_PATH ${ZOOM_SOURCE_DIR})
find_package(Boost REQUIRED)
find_package(OpenGL REQUIRED)
find_package(OpenGL)
IF (NOT OPENGL_FOUND)
MESSAGE(FATAL_ERROR "Could not find OpenGL")
ENDIF (NOT OPENGL_FOUND)
find_package(GLEW REQUIRED)
find_package(GLPng REQUIRED)
find_package(LibXml2 REQUIRED)

View file

@ -4,10 +4,11 @@ add_executable(zoom
config.h
gl.h
Level.cpp Level.h
MathUtil.cpp MathUtil.h
Renderer.cpp Renderer.h
Shader.cpp Shader.h
Texture.cpp Texture.h
Triangle.h
zoom.cpp
)
target_link_libraries(zoom ${Boost_LIBRARIES} ${OPENGL_LIBRARIES} ${GLEW_LIBRARY} ${GLPNG_LIBRARY} ${LIBXML2_LIBRARIES})
target_link_libraries(zoom ${Boost_LIBRARIES} ${OPENGL_gl_LIBRARY} ${GLEW_LIBRARY} ${GLPNG_LIBRARY} ${LIBXML2_LIBRARIES})

View file

@ -18,10 +18,12 @@
*/
#include "Game.h"
#include "BSPTree.h"
#include "Level.h"
#include "Shader.h"
#include "Triangle.h"
#include "gl.h"
#include <algorithm>
@ -61,7 +63,7 @@ Game::Game(bool multisample) : playerPos(vmml::vec3f::ZERO), playerRot(vmml::mat
Shader::loadProgram("default.vert", "default.frag");
playerRot.rotate_y(M_PI/6);
playerRot.rotate_y(-M_PI/6);
loadLevel("level.xml");
triangles.insert(triangles.end(), level->getRooms().front().walls.begin(), level->getRooms().front().walls.end());

38
src/MathUtil.cpp Normal file
View file

@ -0,0 +1,38 @@
/*
* MathUtil.cpp
*
* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "MathUtil.h"
#include <cmath>
namespace Zoom {
vmml::mat4f MathUtil::perspective(float fovy, float aspect, float zNear) {
float f = 1/std::tan(fovy*M_PI/360);
vmml::mat4f ret(vmml::mat4f::ZERO);
ret[0][0] = f/aspect;
ret[1][1] = f;
ret[2][2] = -1;
ret[2][3] = -2*zNear;
ret[3][2] = -1;
return ret;
}
}

37
src/MathUtil.h Normal file
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@ -0,0 +1,37 @@
/*
* MathUtil.h
*
* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ZOOM_MATHUTIL_H_
#define ZOOM_MATHUTIL_H_
#include <vmmlib/matrix.hpp>
namespace Zoom {
class MathUtil {
public:
static vmml::mat4f perspective(float fovy, float aspect, float zNear);
private:
MathUtil();
};
}
#endif /* ZOOM_MATHUTIL_H_ */

View file

@ -27,6 +27,5 @@
#include <GL/glew.h>
#include <GL/gl.h>
#include <GL/glu.h>
#endif /* ZOOM_GL_H_ */

View file

@ -18,9 +18,11 @@
*/
#include "Game.h"
#include "MathUtil.h"
#include "config.h"
#include "gl.h"
#ifdef _WIN32
#else
#include <iostream>
@ -38,8 +40,7 @@ void resize(int width, int height)
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(50.0f, (GLfloat)width/(GLfloat)height, 0.1, 1000);
glLoadMatrixf(Zoom::MathUtil::perspective(50.0f, (float)width/(float)height, 0.1).array);
glMatrixMode(GL_MODELVIEW);