Use perspective projection matrix without far clipping plane.
This commit is contained in:
parent
a407f8b9ed
commit
ea08fea654
7 changed files with 88 additions and 6 deletions
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@ -4,7 +4,11 @@ project(ZOOM)
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set(CMAKE_MODULE_PATH ${ZOOM_SOURCE_DIR})
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find_package(Boost REQUIRED)
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find_package(OpenGL REQUIRED)
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find_package(OpenGL)
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IF (NOT OPENGL_FOUND)
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MESSAGE(FATAL_ERROR "Could not find OpenGL")
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ENDIF (NOT OPENGL_FOUND)
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find_package(GLEW REQUIRED)
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find_package(GLPng REQUIRED)
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find_package(LibXml2 REQUIRED)
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@ -4,10 +4,11 @@ add_executable(zoom
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config.h
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gl.h
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Level.cpp Level.h
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MathUtil.cpp MathUtil.h
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Renderer.cpp Renderer.h
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Shader.cpp Shader.h
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Texture.cpp Texture.h
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Triangle.h
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zoom.cpp
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)
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target_link_libraries(zoom ${Boost_LIBRARIES} ${OPENGL_LIBRARIES} ${GLEW_LIBRARY} ${GLPNG_LIBRARY} ${LIBXML2_LIBRARIES})
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target_link_libraries(zoom ${Boost_LIBRARIES} ${OPENGL_gl_LIBRARY} ${GLEW_LIBRARY} ${GLPNG_LIBRARY} ${LIBXML2_LIBRARIES})
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@ -18,10 +18,12 @@
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*/
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#include "Game.h"
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#include "BSPTree.h"
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#include "Level.h"
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#include "Shader.h"
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#include "Triangle.h"
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#include "gl.h"
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#include <algorithm>
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@ -61,7 +63,7 @@ Game::Game(bool multisample) : playerPos(vmml::vec3f::ZERO), playerRot(vmml::mat
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Shader::loadProgram("default.vert", "default.frag");
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playerRot.rotate_y(M_PI/6);
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playerRot.rotate_y(-M_PI/6);
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loadLevel("level.xml");
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triangles.insert(triangles.end(), level->getRooms().front().walls.begin(), level->getRooms().front().walls.end());
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38
src/MathUtil.cpp
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38
src/MathUtil.cpp
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@ -0,0 +1,38 @@
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/*
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* MathUtil.cpp
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*
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* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
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*
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* This program is free software: you can redistribute it and/or modify it
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* under the terms of the GNU Lesser General Public License as published by the
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* Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "MathUtil.h"
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#include <cmath>
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namespace Zoom {
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vmml::mat4f MathUtil::perspective(float fovy, float aspect, float zNear) {
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float f = 1/std::tan(fovy*M_PI/360);
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vmml::mat4f ret(vmml::mat4f::ZERO);
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ret[0][0] = f/aspect;
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ret[1][1] = f;
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ret[2][2] = -1;
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ret[2][3] = -2*zNear;
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ret[3][2] = -1;
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return ret;
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}
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}
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37
src/MathUtil.h
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37
src/MathUtil.h
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@ -0,0 +1,37 @@
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/*
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* MathUtil.h
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*
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* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
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*
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* This program is free software: you can redistribute it and/or modify it
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* under the terms of the GNU Lesser General Public License as published by the
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* Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef ZOOM_MATHUTIL_H_
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#define ZOOM_MATHUTIL_H_
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#include <vmmlib/matrix.hpp>
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namespace Zoom {
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class MathUtil {
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public:
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static vmml::mat4f perspective(float fovy, float aspect, float zNear);
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private:
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MathUtil();
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};
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}
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#endif /* ZOOM_MATHUTIL_H_ */
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1
src/gl.h
1
src/gl.h
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@ -27,6 +27,5 @@
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#include <GL/glew.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#endif /* ZOOM_GL_H_ */
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@ -18,9 +18,11 @@
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*/
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#include "Game.h"
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#include "MathUtil.h"
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#include "config.h"
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#include "gl.h"
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#ifdef _WIN32
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#else
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#include <iostream>
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@ -38,8 +40,7 @@ void resize(int width, int height)
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(50.0f, (GLfloat)width/(GLfloat)height, 0.1, 1000);
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glLoadMatrixf(Zoom::MathUtil::perspective(50.0f, (float)width/(float)height, 0.1).array);
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glMatrixMode(GL_MODELVIEW);
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