2012-09-24 02:54:24 +00:00
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use float::consts::pi;
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use float::tan;
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use mat::Mat4;
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2012-09-07 10:48:47 +00:00
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//
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// Create a perspective projection matrix
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//
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// fov is in degrees
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// http://www.opengl.org/wiki/GluPerspective_code
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//
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2012-09-24 02:54:24 +00:00
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pure fn perspective(fovy:float, aspectRatio:float, near:float, far:float) -> Mat4 {
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2012-09-07 14:17:26 +00:00
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let ymax = near * tan(fovy * pi / 360f);
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2012-09-07 10:48:47 +00:00
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let xmax = ymax * aspectRatio;
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return frustum(-xmax, xmax, -ymax, ymax, near, far);
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}
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//
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// Define a view frustrum
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// http://www.felixgers.de/teaching/jogl/perspectiveProjection.html
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// http://www.opengl.org/wiki/GluPerspective_code
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//
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// TODO: double check algorithm
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//
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2012-09-24 02:54:24 +00:00
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pure fn frustum(left:float, right:float, bottom:float, top:float, near:float, far:float) -> Mat4 {
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2012-09-08 02:41:04 +00:00
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let m00 = (2f * near) / (right - left);
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let m01 = 0f;
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let m02 = 0f;
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let m03 = 0f;
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let m10 = 0f;
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let m11 = (2f * near)/(top - bottom);
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let m12 = 0f;
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let m13 = 0f;
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let m20 = (right + left) / (right - left);
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let m21 = (top + bottom) / (top - bottom);
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let m22 = -(far + near) / (far - near);
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let m23 = -1f;
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let m30 = 0f;
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let m31 = 0f;
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let m32 = -(2f * far * near) / (far - near);
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let m33 = 0f;
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2012-09-07 10:48:47 +00:00
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2012-09-24 02:54:24 +00:00
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return Mat4(m00, m01, m02, m03,
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2012-09-07 10:48:47 +00:00
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m10, m11, m12, m13,
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m20, m21, m22, m23,
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m30, m31, m32, m33);
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}
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