/* Copyright (c) 2017-2026 Hans-Kristian Arntzen * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY * CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #pragma once #include "math.hpp" #include namespace Granite { class AABB; bool compute_plane_reflection(mat4 &projection, mat4 &view, vec3 camera_pos, vec3 center, vec3 normal, vec3 look_up, float radius_up, float radius_other, float &z_near, float z_far); bool compute_plane_refraction(mat4 &projection, mat4 &view, vec3 camera_pos, vec3 center, vec3 normal, vec3 look_up, float radius_up, float radius_other, float &z_near, float z_far); void compute_model_transform(mat_affine &world, vec3 scale, quat rotation, vec3 translation, const mat_affine &parent); void compute_normal_transform(mat4 &normal, const mat4 &world); void compute_normal_transform(mat_affine &normal, const mat_affine &world); quat rotate_vector(vec3 from, vec3 to); quat look_at(vec3 direction, vec3 up); quat look_at_arbitrary_up(vec3 direction); quat rotate_vector_axis(vec3 from, vec3 to, vec3 axis); mat4 projection(float fovy, float aspect, float znear, float zfar); mat4 ortho(const AABB &aabb); void compute_cube_render_transform(vec3 center, unsigned face, mat4 &projection, mat4 &view, float znear, float zfar); struct PositionalSampler { std::vector values; vec3 sample(unsigned index, float l) const; vec3 sample_spline(unsigned index, float l, float dt) const; }; struct SphericalSampler { std::vector values; quat sample(unsigned index, float l) const; quat sample_spline(unsigned index, float l, float dt) const; quat sample_squad(unsigned index, float l) const; }; // Compute control points for q1. // dt0 is delta time between q0 and q1. // dt1 is delta time between q1 and q2. vec3 compute_inner_control_point_delta(const quat &q0, const quat &q1, const quat &q2, float dt0, float dt1); quat compute_inner_control_point(const quat &q, const vec3 &delta); struct Primaries { vec2 red, green, blue, white_point; }; mat3 compute_xyz_matrix(const Primaries &primaries); }