// 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. use std::num::cast; use mat::{Mat4, BaseMat4}; use num::NumAssign; /** * Create a perspective projection matrix * * Note: the fovy parameter should be specified in degrees. * * 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)] pub fn perspective(fovy: T, aspectRatio: T, near: T, far: T) -> Mat4 { let _2: T = cast(2); let ymax = near * (fovy / _2).to_radians().tan(); let xmax = ymax * aspectRatio; frustum(-xmax, xmax, -ymax, ymax, near, far) } /** * 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)] pub fn frustum(left: T, right: T, bottom: T, top: T, near: T, far: T) -> Mat4 { let _0: T = cast(0); let _1: T = cast(1); let _2: T = cast(2); let c0r0 = (_2 * near) / (right - left); let c0r1 = _0; let c0r2 = _0; let c0r3 = _0; let c1r0 = _0; let c1r1 = (_2 * near) / (top - bottom); 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; let c3r0 = _0; let c3r1 = _0; let c3r2 = -(_2 * far * near) / (far - near); let c3r3 = _0; BaseMat4::new(c0r0, c0r1, c0r2, c0r3, c1r0, c1r1, c1r2, c1r3, c2r0, c2r1, c2r2, c2r3, c3r0, c3r1, c3r2, c3r3) } /** * 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)] pub fn ortho(left: T, right: T, bottom: T, top: T, near: T, far: T) -> Mat4 { let _0: T = cast(0); let _1: T = cast(1); let _2: T = cast(2); let c0r0 = _2 / (right - left); let c0r1 = _0; let c0r2 = _0; let c0r3 = _0; let c1r0 = _0; let c1r1 = _2 / (top - bottom); let c1r2 = _0; let c1r3 = _0; let c2r0 = _0; let c2r1 = _0; let c2r2 = -_2 / (far - near); let c2r3 = _0; 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) }