Merge pull request #12 from cyndis/master
Fix the projection::perspective method
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commit
8442e16db6
1 changed files with 25 additions and 2 deletions
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@ -8,12 +8,16 @@ use mat::{Mat4, BaseMat4};
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/**
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/**
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* Create a perspective projection matrix
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* Create a perspective projection matrix
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*
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*
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* Note: the fovy parameter should be specified in degrees.
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*
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* This is the equivalent of the gluPerspective function, the algorithm of which
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* This is the equivalent of the gluPerspective function, the algorithm of which
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* can be found [here](http://www.opengl.org/wiki/GluPerspective_code).
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* can be found [here](http://www.opengl.org/wiki/GluPerspective_code).
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*/
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*/
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#[inline(always)]
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#[inline(always)]
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pub fn perspective<T:Copy + Float + Zero + One + FuzzyEq<T> + Add<T,T> + Sub<T,T> + Mul<T,T> + Div<T,T> + Neg<T>>(fovy: T, aspectRatio: T, near: T, far: T) -> Mat4<T> {
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pub fn perspective<T:Copy + Float + Zero + One + FuzzyEq<T> + Add<T,T> + Sub<T,T> + Mul<T,T> + Div<T,T> + Neg<T>>(fovy: T, aspectRatio: T, near: T, far: T) -> Mat4<T> {
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let ymax = near * tan(radians(fovy));
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let _2: T = num::cast(2);
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let ymax = near * tan(radians(fovy / _2));
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let xmax = ymax * aspectRatio;
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let xmax = ymax * aspectRatio;
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frustum(-xmax, xmax, -ymax, ymax, near, far)
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frustum(-xmax, xmax, -ymax, ymax, near, far)
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@ -56,3 +60,22 @@ pub fn frustum<T:Copy + Float + Zero + One + FuzzyEq<T> + Add<T,T> + Sub<T,T> +
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c2r0, c2r1, c2r2, c2r3,
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c2r0, c2r1, c2r2, c2r3,
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c3r0, c3r1, c3r2, c3r3)
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c3r0, c3r1, c3r2, c3r3)
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}
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}
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/**
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* Create an orthographic projection matrix
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*
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* This is the equivalent of the now deprecated [glOrtho]
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* (http://www.opengl.org/sdk/docs/man2/xhtml/glOrtho.xml) function.
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*/
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#[inline(always)]
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pub fn orthographic<T:Copy + Float + Zero + One + FuzzyEq<T> + Add<T,T> + Sub<T,T> + Mul<T,T> + Div<T,T> + Neg<T>>(left: T, right: T, bottom: T, top: T, near: T, far: T) -> Mat4<T> {
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let _0: T = num::cast(0);
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let _1: T = num::cast(1);
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let _2: T = num::cast(2);
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BaseMat4::new(_2 / (right - left), _0, _0, _0,
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_0, _2 / (top - bottom), _0, _0,
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_0, _0, -_2 / (far - near), _0,
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-(right + left) / (right - left), -(top + bottom) / (top - bottom),
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-(far + near) / (far - near), _1)
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}
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