Inverting the Full 3D Transform

?

?

W, K, P / S, J, N Jump to previous / next marker

t / T Toggle theatre / SUPERtheatre mode

z Toggle filter mode V Revert filter to original state

X, ShiftSpace Toggle category and focus previous

v Invert topics / media as per focus

# Keyboard Navigation

## Global Keys

[, < / ], > Jump to previous / next episodeW, K, P / S, J, N Jump to previous / next marker

t / T Toggle theatre / SUPERtheatre mode

z Toggle filter mode V Revert filter to original state

## Menu toggling

q Quotes r References f Filter c Credits## In-Menu Movement

a

w

s

s

d

h
j
k
l

←

↑

↓

↓

→

## Quotes and References Menus

Enter Jump to timecode## Quotes, References and Credits Menus

o Open URL (in new tab)## Filter Menu

x, Space Toggle category and focus nextX, ShiftSpace Toggle category and focus previous

v Invert topics / media as per focus

## Credits Menu

Enter Open URL (in new tab)⏫

Previous: 'Using Strictly OpenGL Core Profile'

⏫

0:09Recap and set the stage for the day

0:09Recap and set the stage for the day

0:09Recap and set the stage for the day

3:05"This will be a stream filled with mucus"

^{α}3:05"This will be a stream filled with mucus"

^{α}3:05"This will be a stream filled with mucus"

^{α}4:14handmade_debug.cpp: Consider how to enable DEBUGStart() to correctly place the debug text

4:14handmade_debug.cpp: Consider how to enable DEBUGStart() to correctly place the debug text

4:14handmade_debug.cpp: Consider how to enable DEBUGStart() to correctly place the debug text

6:53handmade_math.h: Make OrthographicProjection() set the near clip plane to be behind the camera

6:53handmade_math.h: Make OrthographicProjection() set the near clip plane to be behind the camera

6:53handmade_math.h: Make OrthographicProjection() set the near clip plane to be behind the camera

9:12Run the game to see that it's drawing okay, but that we cannot perform a debug click

9:12Run the game to see that it's drawing okay, but that we cannot perform a debug click

9:12Run the game to see that it's drawing okay, but that we cannot perform a debug click

10:56handmade_debug.cpp: Temporarily make DEBUGStart() shrink the debug text

10:56handmade_debug.cpp: Temporarily make DEBUGStart() shrink the debug text

10:56handmade_debug.cpp: Temporarily make DEBUGStart() shrink the debug text

11:38Determine to get Unproject() working again

11:38Determine to get Unproject() working again

11:38Determine to get Unproject() working again

13:22Run the game to see those pixel coordinates

13:22Run the game to see those pixel coordinates

13:22Run the game to see those pixel coordinates

14:00handmade_render_group.cpp: Look at how Unproject() currently works

14:00handmade_render_group.cpp: Look at how Unproject() currently works

14:00handmade_render_group.cpp: Look at how Unproject() currently works

15:08Blackboard: The Projection, Clip-space, Screen-space pipeline

15:08Blackboard: The Projection, Clip-space, Screen-space pipeline

15:08Blackboard: The Projection, Clip-space, Screen-space pipeline

19:53handmade_render_group.cpp: Prevent Unproject() from baking in the aspect ratio

19:53handmade_render_group.cpp: Prevent Unproject() from baking in the aspect ratio

19:53handmade_render_group.cpp: Prevent Unproject() from baking in the aspect ratio

21:47Blackboard: Inverting a matrix

21:47Blackboard: Inverting a matrix

21:47Blackboard: Inverting a matrix

25:44Blackboard: Producing the inverse of our projection matrix

25:44Blackboard: Producing the inverse of our projection matrix

25:44Blackboard: Producing the inverse of our projection matrix

30:35Blackboard: Check our working

30:35Blackboard: Check our working

30:35Blackboard: Check our working

35:32Blackboard: Producing the bottom row of the identity projection matrix

35:32Blackboard: Producing the bottom row of the identity projection matrix

35:32Blackboard: Producing the bottom row of the identity projection matrix

44:46Blackboard: Plug in those terms and see if that checks out

44:46Blackboard: Plug in those terms and see if that checks out

44:46Blackboard: Plug in those terms and see if that checks out

46:51handmade_render_group.cpp: Note that our projection matrix is slightly different

46:51handmade_render_group.cpp: Note that our projection matrix is slightly different

46:51handmade_render_group.cpp: Note that our projection matrix is slightly different

47:33Blackboard: Computing the inverse projection matrix for our actual matrix

47:33Blackboard: Computing the inverse projection matrix for our actual matrix

47:33Blackboard: Computing the inverse projection matrix for our actual matrix

49:38handmade_math.h: Introduce m4x4_inv struct and augment PerspectiveProjection() to produce both the Forward and Inverse matrices

49:38handmade_math.h: Introduce m4x4_inv struct and augment PerspectiveProjection() to produce both the Forward and Inverse matrices

53:56Step in to PerspectiveProjection() and inspect the resulting matrix

53:56Step in to PerspectiveProjection() and inspect the resulting matrix

53:56Step in to PerspectiveProjection() and inspect the resulting matrix

55:35Blackboard: Producing the identity orthographic projection matrix

55:35Blackboard: Producing the identity orthographic projection matrix

55:35Blackboard: Producing the identity orthographic projection matrix

1:01:05handmade_math.h: Augment OrthographicProjection() to produce both the Forward and Inverse matrices

1:01:05handmade_math.h: Augment OrthographicProjection() to produce both the Forward and Inverse matrices

1:02:15Step in to OrthographicProjection() and inspect the resulting matrix

1:02:15Step in to OrthographicProjection() and inspect the resulting matrix

1:02:15Step in to OrthographicProjection() and inspect the resulting matrix

1:03:01handmade_render_group.cpp: Set up SetCameraTransform() to compute both the Forward and Inverse matrices

1:03:01handmade_render_group.cpp: Set up SetCameraTransform() to compute both the Forward and Inverse matrices

1:04:42handmade_math.h: Determine to augment CameraTransform() to produce both the Forward and Inverse matrices

1:04:42handmade_math.h: Determine to augment CameraTransform() to produce both the Forward and Inverse matrices

1:05:34Blackboard: Beginning to produce the identity camera matrix

1:05:34Blackboard: Beginning to produce the identity camera matrix

1:05:34Blackboard: Beginning to produce the identity camera matrix

1:06:24Blackboard: Isolating pieces of the matrix

1:06:24Blackboard: Isolating pieces of the matrix

1:06:24Blackboard: Isolating pieces of the matrix

1:10:13Blackboard: Producing the identity camera matrix

1:10:13Blackboard: Producing the identity camera matrix

1:10:13Blackboard: Producing the identity camera matrix

1:12:45Blackboard: Handling different length, yet still orthogonal axes

1:12:45Blackboard: Handling different length, yet still orthogonal axes

1:12:45Blackboard: Handling different length, yet still orthogonal axes

1:14:44handmade_math.h: Augment CameraTransform() to produce both the Forward and Inverse matrices

1:14:44handmade_math.h: Augment CameraTransform() to produce both the Forward and Inverse matrices

1:14:44handmade_math.h: Augment CameraTransform() to produce both the Forward and Inverse matrices

1:16:41Blackboard: Getting the inverse of a vector's own length

1:16:41Blackboard: Getting the inverse of a vector's own length

1:16:41Blackboard: Getting the inverse of a vector's own length

1:17:22handmade_math.h: Continue to augment CameraTransform()

1:17:22handmade_math.h: Continue to augment CameraTransform()

1:17:22handmade_math.h: Continue to augment CameraTransform()

1:18:08handmade_math.h: Introduce an operator/() that operates on vectors

1:18:08handmade_math.h: Introduce an operator/() that operates on vectors

1:18:08handmade_math.h: Introduce an operator/() that operates on vectors

1:19:41Blackboard: Producing our rightmost and bottom vectors for the identity camera matrix

1:19:41Blackboard: Producing our rightmost and bottom vectors for the identity camera matrix

1:19:41Blackboard: Producing our rightmost and bottom vectors for the identity camera matrix

1:22:31handmade_math.h: Enable CameraTransform() to compute our inverse components

1:22:31handmade_math.h: Enable CameraTransform() to compute our inverse components

1:22:31handmade_math.h: Enable CameraTransform() to compute our inverse components

1:25:50Step in to CameraTransform() and inspect the resulting matrix

1:25:50Step in to CameraTransform() and inspect the resulting matrix

1:25:50Step in to CameraTransform() and inspect the resulting matrix

1:26:55handmade_math.h: Fix typos in CameraTransform()

1:26:55handmade_math.h: Fix typos in CameraTransform()

1:26:55handmade_math.h: Fix typos in CameraTransform()

1:27:12Step back in to CameraTransform() and inspect the resulting matrix

1:27:12Step back in to CameraTransform() and inspect the resulting matrix

1:27:12Step back in to CameraTransform() and inspect the resulting matrix

1:28:39Blackboard: Producing our inverse components

1:28:39Blackboard: Producing our inverse components

1:28:39Blackboard: Producing our inverse components

1:31:47Blackboard: Set up the matrixes in the correct orientation

1:31:47Blackboard: Set up the matrixes in the correct orientation

1:31:47Blackboard: Set up the matrixes in the correct orientation

1:33:04handmade_math.h: Make CameraTransform() correctly compute the iP

1:33:04handmade_math.h: Make CameraTransform() correctly compute the iP

1:33:04handmade_math.h: Make CameraTransform() correctly compute the iP

1:34:18Step in to CameraTransform() to see that we're now rock solid

1:34:18Step in to CameraTransform() to see that we're now rock solid

1:34:18Step in to CameraTransform() to see that we're now rock solid

1:35:03handmade_render_group.cpp: Enable SetCameraTransform() to compute both matrices, and PushSetup() to take a m4x4_inv

1:35:03handmade_render_group.cpp: Enable SetCameraTransform() to compute both matrices, and PushSetup() to take a m4x4_inv

1:37:03Run the game and note that we can always access the inverse of our projection

1:37:03Run the game and note that we can always access the inverse of our projection

1:37:03Run the game and note that we can always access the inverse of our projection

1:37:23handmade_render_group.cpp: Determine to enable Unproject() to perform the reverse transform on the z

1:37:23handmade_render_group.cpp: Determine to enable Unproject() to perform the reverse transform on the z

1:38:41Blackboard: Unprojecting the z

1:38:41Blackboard: Unprojecting the z

1:38:41Blackboard: Unprojecting the z

1:39:50handmade_render_group.cpp: Enable Unproject() to perform the reverse transform on the z

1:39:50handmade_render_group.cpp: Enable Unproject() to perform the reverse transform on the z

1:39:50handmade_render_group.cpp: Enable Unproject() to perform the reverse transform on the z

1:43:06Consider restoring the mouse picking of entities

1:43:06Consider restoring the mouse picking of entities

1:43:06Consider restoring the mouse picking of entities

1:45:15handmade_render_group.cpp: Make Unproject() take a WorldDistanceZ

1:45:15handmade_render_group.cpp: Make Unproject() take a WorldDistanceZ

1:45:15handmade_render_group.cpp: Make Unproject() take a WorldDistanceZ

1:47:28handmade_math.h: Extend Transform() to take a v4

1:47:28handmade_math.h: Extend Transform() to take a v4

1:47:28handmade_math.h: Extend Transform() to take a v4

1:48:20handmade_render_group.cpp: Make Unproject() compute the ClipZ from ProbeZ

1:48:20handmade_render_group.cpp: Make Unproject() compute the ClipZ from ProbeZ

1:48:20handmade_render_group.cpp: Make Unproject() compute the ClipZ from ProbeZ

1:49:20handmade_math.h: Introduce an operator*() that takes a v4

1:49:20handmade_math.h: Introduce an operator*() that takes a v4

1:49:20handmade_math.h: Introduce an operator*() that takes a v4

1:49:40handmade_render_group.cpp: Make GetCameraRectangleAtDistance() use WorldDistanceFromCameraZ directly

1:49:40handmade_render_group.cpp: Make GetCameraRectangleAtDistance() use WorldDistanceFromCameraZ directly

1:50:50Run the game to see how it currently works

1:50:50Run the game to see how it currently works

1:50:50Run the game to see how it currently works

1:51:39handmade_render_group.cpp: Enable SetCameraTransform() to check the inverse of the composite

1:51:39handmade_render_group.cpp: Enable SetCameraTransform() to check the inverse of the composite

1:51:39handmade_render_group.cpp: Enable SetCameraTransform() to check the inverse of the composite

1:52:20Step in to SetCameraTransform() and inspect that identity composite matrix

1:52:20Step in to SetCameraTransform() and inspect that identity composite matrix

1:52:20Step in to SetCameraTransform() and inspect that identity composite matrix

1:54:02Step in to Unproject() and inspect the Clip coordinates

1:54:02Step in to Unproject() and inspect the Clip coordinates

1:54:02Step in to Unproject() and inspect the Clip coordinates

1:55:30handmade_debug.cpp: Make DEBUGEnd() set the MouseX to 0 and MouseY to 1079

1:55:30handmade_debug.cpp: Make DEBUGEnd() set the MouseX to 0 and MouseY to 1079

1:55:30handmade_debug.cpp: Make DEBUGEnd() set the MouseX to 0 and MouseY to 1079

1:56:03Step in to Unproject() to see that the Clip coordinates are now wrong

1:56:03Step in to Unproject() to see that the Clip coordinates are now wrong

1:56:03Step in to Unproject() to see that the Clip coordinates are now wrong

1:56:57handmade_render_group.cpp: Make Unproject() correctly compute the ClipSpaceX and ClipSpaceY

1:56:57handmade_render_group.cpp: Make Unproject() correctly compute the ClipSpaceX and ClipSpaceY

1:56:57handmade_render_group.cpp: Make Unproject() correctly compute the ClipSpaceX and ClipSpaceY

1:58:06Blackboard: Dividing by half of the width

1:58:06Blackboard: Dividing by half of the width

1:58:06Blackboard: Dividing by half of the width

1:59:06Step through Unproject() and inspect the values

1:59:06Step through Unproject() and inspect the values

1:59:06Step through Unproject() and inspect the values

2:01:11Run the game to find that debug clicking works correctly again

2:01:11Run the game to find that debug clicking works correctly again

2:01:11Run the game to find that debug clicking works correctly again

2:02:14todo.txt: Update the TODO list

2:02:14todo.txt: Update the TODO list

2:02:14todo.txt: Update the TODO list

2:03:21Q&A

🗩

2:03:21Q&A

🗩

2:03:21Q&A

🗩

2:04:52Blackboard: 3D Picking of Entities

2:04:52Blackboard: 3D Picking of Entities

2:04:52Blackboard: 3D Picking of Entities

2:05:54handmade_opengl.cpp: Disable the OpenGLDebugCallback error message

2:05:54handmade_opengl.cpp: Disable the OpenGLDebugCallback error message

2:05:54handmade_opengl.cpp: Disable the OpenGLDebugCallback error message

2:09:21handmade_math.h: Make CameraTransform() use LengthSq() directly

2:09:21handmade_math.h: Make CameraTransform() use LengthSq() directly

2:09:21handmade_math.h: Make CameraTransform() use LengthSq() directly

2:12:04Blackboard: The 3D Picking Procedure

2:12:04Blackboard: The 3D Picking Procedure

2:12:04Blackboard: The 3D Picking Procedure

2:16:31build.bat: Temporarily switch to -O2 and disable the debug system

2:16:31build.bat: Temporarily switch to -O2 and disable the debug system

2:16:31build.bat: Temporarily switch to -O2 and disable the debug system

2:18:45Run the game in the belief that this is 60fps

2:18:45Run the game in the belief that this is 60fps

2:18:45Run the game in the belief that this is 60fps

2:20:24handmade_opengl.cpp: Pull in the severities from corearb.h and only make the OpenGLDebugCallback occur on GL_DEBUG_SEVERITY_HIGH

^{1}2:20:24handmade_opengl.cpp: Pull in the severities from corearb.h and only make the OpenGLDebugCallback occur on GL_DEBUG_SEVERITY_HIGH

^{1}^{1}

2:21:32Run the game to see that it still works

2:21:32Run the game to see that it still works

2:21:32Run the game to see that it still works

2:21:40We are about done for today

🗩

2:21:40We are about done for today

🗩

2:21:40We are about done for today

🗩

⏬

Next: 'Debugging Z Transform and Bias'

⏬