cgmath/src/projection.rs

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// Copyright 2013 The Lmath Developers. For a full listing of the authors,
// refer to the AUTHORS file at the top-level directory of this distribution.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
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use std::num::cast;
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use mat::{Mat4, BaseMat4};
use num::NumAssign;
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/**
* Create a perspective projection matrix
*
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* Note: the fovy parameter should be specified in degrees.
*
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* This is the equivalent of the gluPerspective function, the algorithm of which
* can be found [here](http://www.opengl.org/wiki/GluPerspective_code).
*/
#[inline(always)]
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pub fn perspective<T:Copy + Float + NumAssign>(fovy: T, aspectRatio: T, near: T, far: T) -> Mat4<T> {
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let _2: T = cast(2);
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let ymax = near * (fovy / _2).to_radians().tan();
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let xmax = ymax * aspectRatio;
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frustum(-xmax, xmax, -ymax, ymax, near, far)
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}
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/**
* Define a view frustrum
*
* This is the equivalent of the now deprecated [glFrustrum]
* (http://www.opengl.org/sdk/docs/man2/xhtml/glFrustum.xml) function.
*/
#[inline(always)]
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pub fn frustum<T:Copy + Float + NumAssign>(left: T, right: T, bottom: T, top: T, near: T, far: T) -> Mat4<T> {
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let _0: T = cast(0);
let _1: T = cast(1);
let _2: T = cast(2);
let c0r0 = (_2 * near) / (right - left);
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let c0r1 = _0;
let c0r2 = _0;
let c0r3 = _0;
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let c1r0 = _0;
let c1r1 = (_2 * near) / (top - bottom);
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let c1r2 = _0;
let c1r3 = _0;
let c2r0 = (right + left) / (right - left);
let c2r1 = (top + bottom) / (top - bottom);
let c2r2 = -(far + near) / (far - near);
let c2r3 = -_1;
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let c3r0 = _0;
let c3r1 = _0;
let c3r2 = -(_2 * far * near) / (far - near);
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let c3r3 = _0;
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BaseMat4::new(c0r0, c0r1, c0r2, c0r3,
c1r0, c1r1, c1r2, c1r3,
c2r0, c2r1, c2r2, c2r3,
c3r0, c3r1, c3r2, c3r3)
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}
/**
* Create an orthographic projection matrix
*
* This is the equivalent of the now deprecated [glOrtho]
* (http://www.opengl.org/sdk/docs/man2/xhtml/glOrtho.xml) function.
*/
#[inline(always)]
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pub fn ortho<T:Copy + Float + NumAssign>(left: T, right: T, bottom: T, top: T, near: T, far: T) -> Mat4<T> {
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let _0: T = cast(0);
let _1: T = cast(1);
let _2: T = cast(2);
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let c0r0 = _2 / (right - left);
let c0r1 = _0;
let c0r2 = _0;
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let c0r3 = _0;
let c1r0 = _0;
let c1r1 = _2 / (top - bottom);
let c1r2 = _0;
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let c1r3 = _0;
let c2r0 = _0;
let c2r1 = _0;
let c2r2 = -_2 / (far - near);
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let c2r3 = _0;
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let c3r0 = -(right + left) / (right - left);
let c3r1 = -(top + bottom) / (top - bottom);
let c3r2 = -(far + near) / (far - near);
let c3r3 = _1;
BaseMat4::new(c0r0, c0r1, c0r2, c0r3,
c1r0, c1r1, c1r2, c1r3,
c2r0, c2r1, c2r2, c2r3,
c3r0, c3r1, c3r2, c3r3)
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}