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Vulkan Projection Matrix from OpenGL Projection Matrix (C++ with glm)
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// Public domain. | |
#include <glm/mat4x4.hpp> | |
#include <glm/gtc/matrix_transform.hpp> | |
/* | |
Adjustment matrix, that transforms coordinates from OpenGL NDC to Vulkan NDC. | |
*/ | |
inline glm::mat4 gl2vk_matrix() | |
{ | |
/* | |
( 1 0 0 0 ) | |
( 0 -1 0 0 ) | |
( 0 0 .5 .5 ) | |
( 0 0 0 1 ) | |
To create a Vulkan projection matrix Q from an OpenGL projection matrix P | |
compute Q = P * A | |
where A is the matrix above! | |
*/ | |
glm::mat4 identity(1); | |
identity[1][1] = -1; | |
identity[2][2] = 0.5; | |
identity[3][2] = 0.5; | |
return identity; | |
} | |
inline glm::mat4 infinitePerspectiveVK(float aspect) | |
{ | |
return gl2vk_matrix() * glm::infinitePerspective(glm::radians(90.0f),aspect,.1f); | |
} | |
inline glm::mat4 perspectiveVK(float aspect) | |
{ | |
return gl2vk_matrix() * glm::perspective(glm::radians(90.0f),aspect,.1f, 1000.f); | |
} |
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