Add some infinite and reversed perspectives.
This adds: infinite_perspective_rh_no infinite_perspective_rh_zo reversed_perspective_rh_no reversed_perspective_rh_zo reversed_infinite_perspective_rh_zo reversed_infinite_perspective_rh_zo Fix #573
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@ -43,11 +43,7 @@ use na::{RealField};
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//
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//pub fn infinite_perspective_lh<N: RealField>(fovy: N, aspect: N, near: N) -> TMat4<N> {
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// unimplemented!()
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//}
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//
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//pub fn infinite_perspective_rh<N: RealField>(fovy: N, aspect: N, near: N) -> TMat4<N> {
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// unimplemented!()
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//}
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//}ç
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//
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//pub fn infinite_ortho<N: RealField>(left: N, right: N, bottom: N, top: N) -> TMat4<N> {
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// unimplemented!()
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@ -691,6 +687,168 @@ pub fn perspective_zo<N: RealField>(aspect: N, fovy: N, near: N, far: N) -> TMat
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perspective_rh_zo(aspect, fovy, near, far)
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}
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/// Build infinite right-handed perspective projection matrix with [-1,1] depth range.
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///
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/// # Parameters
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///
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/// * `fovy` - Field of view, in radians
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/// * `aspect` - Ratio of viewport width to height (width/height)
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/// * `near` - Distance from the viewer to the near clipping plane.
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///
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/// # Important note
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/// The `aspect` and `fovy` argument are interchanged compared to the original GLM API.
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pub fn infinite_perspective_rh_no<N: RealField>(aspect: N, fovy: N, near: N) -> TMat4<N> {
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let f = N::one() / (fovy * na::convert(0.5)).tan();
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let mut mat = TMat4::zeros();
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mat[(0, 0)] = f / aspect;
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mat[(1, 1)] = f;
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mat[(2, 2)] = -N::one();
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mat[(2, 3)] = -near * na::convert(2.0);
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mat[(3, 2)] = -N::one();
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mat
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}
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/// Build infinite right-handed perspective projection matrix with [0,1] depth range.
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///
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/// # Parameters
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///
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/// * `fovy` - Field of view, in radians
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/// * `aspect` - Ratio of viewport width to height (width/height)
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/// * `near` - Distance from the viewer to the near clipping plane.
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///
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/// # Important note
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/// The `aspect` and `fovy` argument are interchanged compared to the original GLM API.
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pub fn infinite_perspective_rh_zo<N: RealField>(aspect: N, fovy: N, near: N) -> TMat4<N> {
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let f = N::one() / (fovy * na::convert(0.5)).tan();
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let mut mat = TMat4::zeros();
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mat[(0, 0)] = f / aspect;
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mat[(1, 1)] = f;
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mat[(2, 2)] = -N::one();
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mat[(2, 3)] = -near;
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mat[(3, 2)] = -N::one();
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mat
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}
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/// Creates a matrix for a right hand perspective-view frustum with a depth range of -1 to 1
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///
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/// # Parameters
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///
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/// * `fovy` - Field of view, in radians
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/// * `aspect` - Ratio of viewport width to height (width/height)
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/// * `near` - Distance from the viewer to the near clipping plane
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/// * `far` - Distance from the viewer to the far clipping plane
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///
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/// # Important note
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/// The `aspect` and `fovy` argument are interchanged compared to the original GLM API.
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pub fn reversed_perspective_rh_no<N: RealField>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N> {
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assert!(
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!relative_eq!(far - near, N::zero()),
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"The near-plane and far-plane must not be superimposed."
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);
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assert!(
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!relative_eq!(aspect, N::zero()),
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"The apsect ratio must not be zero."
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);
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let one = N::one();
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let two: N = crate::convert(2.0);
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let mut mat = TMat4::zeros();
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let tan_half_fovy = (fovy / two).tan();
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mat[(0, 0)] = one / (aspect * tan_half_fovy);
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mat[(1, 1)] = one / tan_half_fovy;
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mat[(2, 2)] = (far + near) / (far - near) - one;
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mat[(2, 3)] = (two * far * near) / (far - near);
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mat[(3, 2)] = -one;
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mat
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}
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/// Creates a matrix for a right hand perspective-view frustum with a reversed depth range of 0 to 1
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///
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/// # Parameters
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///
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/// * `fovy` - Field of view, in radians
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/// * `aspect` - Ratio of viewport width to height (width/height)
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/// * `near` - Distance from the viewer to the near clipping plane
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/// * `far` - Distance from the viewer to the far clipping plane
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///
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/// # Important note
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/// The `aspect` and `fovy` argument are interchanged compared to the original GLM API.
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pub fn reversed_perspective_rh_zo<N: RealField>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N> {
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assert!(
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!relative_eq!(far - near, N::zero()),
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"The near-plane and far-plane must not be superimposed."
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);
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assert!(
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!relative_eq!(aspect, N::zero()),
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"The apsect ratio must not be zero."
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);
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let one = N::one();
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let two = crate::convert(2.0);
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let mut mat = TMat4::zeros();
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let tan_half_fovy = (fovy / two).tan();
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mat[(0, 0)] = one / (aspect * tan_half_fovy);
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mat[(1, 1)] = one / tan_half_fovy;
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mat[(2, 2)] = -far / (near - far) - one;
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mat[(2, 3)] = (far * near) / (far - near);
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mat[(3, 2)] = -one;
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mat
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}
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/// Build reverted infinite perspective projection matrix with [-1, 1] depth range.
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///
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/// # Parameters
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///
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/// * `fovy` - Field of view, in radians
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/// * `aspect` - Ratio of viewport width to height (width/height)
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/// * `near` - Distance from the viewer to the near clipping plane
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///
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/// # Important note
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/// The `aspect` and `fovy` argument are interchanged compared to the original GLM API.
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pub fn reversed_infinite_perspective_rh_no<N: RealField>(aspect: N, fovy: N, near: N) -> TMat4<N> {
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let f = N::one() / (fovy * na::convert(0.5)).tan();
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let mut mat = TMat4::zeros();
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mat[(0, 0)] = f / aspect;
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mat[(1, 1)] = f;
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mat[(2, 3)] = two * near;
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mat[(3, 2)] = -N::one();
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mat
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}
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/// Build reverted infinite perspective projection matrix with [0, 1] depth range.
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///
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/// # Parameters
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///
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/// * `fovy` - Field of view, in radians
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/// * `aspect` - Ratio of viewport width to height (width/height)
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/// * `near` - Distance from the viewer to the near clipping plane.
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///
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/// # Important note
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/// The `aspect` and `fovy` argument are interchanged compared to the original GLM API.
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pub fn reversed_infinite_perspective_rh_zo<N: RealField>(aspect: N, fovy: N, near: N) -> TMat4<N> {
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let f = N::one() / (fovy * na::convert(0.5)).tan();
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let mut mat = TMat4::zeros();
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mat[(0, 0)] = f / aspect;
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mat[(1, 1)] = f;
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mat[(2, 3)] = near;
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mat[(3, 2)] = -N::one();
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mat
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}
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//pub fn tweaked_infinite_perspective<N: RealField>(fovy: N, aspect: N, near: N) -> TMat4<N> {
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// unimplemented!()
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//}
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