cgmath/src/projection.rs

52 lines
1.5 KiB
Rust
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use float::consts::pi;
use float::tan;
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use matrix::Mat4;
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use ncast::*;
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//
// Create a perspective projection matrix
//
// fov is in degrees
// http://www.opengl.org/wiki/GluPerspective_code
//
#[inline(always)]
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pure fn perspective<T:Copy NumCast Neg<T>>(fovy: float, aspectRatio: float, near: float, far: float) -> Mat4<T> {
let ymax = near * tan(fovy * pi / 360f);
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let xmax = ymax * aspectRatio;
return frustum(-xmax, xmax, -ymax, ymax, near, far);
}
//
// Define a view frustrum
// http://www.felixgers.de/teaching/jogl/perspectiveProjection.html
// http://www.opengl.org/wiki/GluPerspective_code
//
// TODO: double check algorithm
//
#[inline(always)]
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pure fn frustum<T:Copy NumCast Neg<T>>(left: float, right: float, bottom: float, top: float, near: float, far: float) -> Mat4<T> {
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let _0 = cast(0);
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let c0r0 = cast((2f * near) / (right - left));
let c0r1 = _0;
let c0r2 = _0;
let c0r3 = _0;
let c1r0 = _0;
let c1r1 = cast((2f * near) / (top - bottom));
let c1r2 = _0;
let c1r3 = _0;
let c2r0 = cast((right + left) / (right - left));
let c2r1 = cast((top + bottom) / (top - bottom));
let c2r2 = cast(-(far + near) / (far - near));
let c2r3 = cast(-1);
let c3r0 = _0;
let c3r1 = _0;
let c3r2 = cast(-(2f * far * near) / (far - near));
let c3r3 = _0;
return Mat4::new(c0r0, c0r1, c0r2, c0r3,
c1r0, c1r1, c1r2, c1r3,
c2r0, c2r1, c2r2, c2r3,
c3r0, c3r1, c3r2, c3r3);
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}