ortho docs
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@ -53,7 +53,37 @@ use na::{Real};
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// unimplemented!()
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// unimplemented!()
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//}
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//}
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/// Creates a matrix for an orthographic parallel viewing volume, using the right handedness and OpenGL near and far clip planes definition.
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/// Creates a matrix for a orthographic-view frustum with a handedness and depth range defined by
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/// the defaults configured for the library at build time
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///
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/// # Parameters
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///
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/// * `left` - Coordinate for left bound of matrix
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/// * `right` - Coordinate for right bound of matrix
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/// * `bottom` - Coordinate for bottom bound of matrix
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/// * `top` - Coordinate for top bound of matrix
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/// * `znear` - Distance from the viewer to the near clipping plane
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/// * `zfar` - Distance from the viewer to the far clipping plane
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///
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/// # Compile Options
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///
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/// There are 3 compile options that change the behaviour of the function:
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/// 1. projection_y_flip
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/// 2. left_hand_default/right_hand_default
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/// 3. zero_to_one_clip_default/negone_to_one_clip_default
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///
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/// ##### projection_y_flip
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/// When enabled will perform a `matrix[(1,1)] *= 1` implicitly. Primary use case is for Vulkan
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/// where the viewport coordinate origin is the top left, unlike OpenGL which is the bottom left.
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///
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/// ##### left_hand_default/right_hand_default
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/// Depending on which option is set the function will return either a left hand or a right
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/// hand orthographic matrix.
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///
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/// ##### zero_to_one_clip_default/negone_to_one_clip_default
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/// Depending on which option is set the function will return a orthographic matrix meant for a
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/// 0 to 1 depth clip space or a -1 to 1 depth clip space.
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///
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pub fn ortho<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
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pub fn ortho<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
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if cfg!(feature="zero_to_one_clip_default") {
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if cfg!(feature="zero_to_one_clip_default") {
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ortho_zo(left, right, bottom, top, znear, zfar)
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ortho_zo(left, right, bottom, top, znear, zfar)
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@ -64,6 +94,32 @@ pub fn ortho<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -
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}
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}
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}
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}
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/// Creates a left hand matrix for a orthographic-view frustum with a depth range defined by the
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/// default configured for the library at build time
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///
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/// # Parameters
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///
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/// * `left` - Coordinate for left bound of matrix
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/// * `right` - Coordinate for right bound of matrix
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/// * `bottom` - Coordinate for bottom bound of matrix
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/// * `top` - Coordinate for top bound of matrix
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/// * `znear` - Distance from the viewer to the near clipping plane
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/// * `zfar` - Distance from the viewer to the far clipping plane
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///
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/// # Compile Options
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///
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/// There are 2 compile options that change the behaviour of the function:
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/// 1. projection_y_flip
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/// 2. zero_to_one_clip_default/negone_to_one_clip_default
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///
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/// ##### projection_y_flip
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/// When enabled will perform a `matrix[(1,1)] *= 1` implicitly. Primary use case is for Vulkan
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/// where the viewport coordinate origin is the top left, unlike OpenGL which is the bottom left.
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///
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/// ##### zero_to_one_clip_default/negone_to_one_clip_default
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/// Depending on which option is set the function will return a orthographic matrix meant for a
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/// 0 to 1 depth clip space or a -1 to 1 depth clip space.
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///
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pub fn ortho_lh<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
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pub fn ortho_lh<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
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if cfg!(feature="zero_to_one_clip_default") {
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if cfg!(feature="zero_to_one_clip_default") {
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ortho_zo(left, right, bottom, top, znear, zfar)
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ortho_zo(left, right, bottom, top, znear, zfar)
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@ -74,6 +130,26 @@ pub fn ortho_lh<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N
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}
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}
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}
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}
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/// Creates a left hand matrix for a orthographic-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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/// * `left` - Coordinate for left bound of matrix
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/// * `right` - Coordinate for right bound of matrix
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/// * `bottom` - Coordinate for bottom bound of matrix
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/// * `top` - Coordinate for top bound of matrix
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/// * `znear` - Distance from the viewer to the near clipping plane
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/// * `zfar` - Distance from the viewer to the far clipping plane
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///
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/// # Compile Options
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///
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/// There are 1 compile option that changes the behaviour of the function:
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/// 1. projection_y_flip
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///
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/// ##### projection_y_flip
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/// When enabled will perform a `matrix[(1,1)] *= 1` implicitly. Primary use case is for Vulkan
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/// where the viewport coordinate origin is the top left, unlike OpenGL which is the bottom left.
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///
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pub fn ortho_lh_no<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
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pub fn ortho_lh_no<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
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let zero : N = ::convert(0.0);
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let zero : N = ::convert(0.0);
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let two : N = ::convert(2.0);
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let two : N = ::convert(2.0);
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@ -99,6 +175,26 @@ pub fn ortho_lh_no<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar
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mat
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mat
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}
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}
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/// Creates a left hand matrix for a orthographic-view frustum with a depth range of 0 to 1
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///
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/// # Parameters
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///
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/// * `left` - Coordinate for left bound of matrix
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/// * `right` - Coordinate for right bound of matrix
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/// * `bottom` - Coordinate for bottom bound of matrix
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/// * `top` - Coordinate for top bound of matrix
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/// * `znear` - Distance from the viewer to the near clipping plane
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/// * `zfar` - Distance from the viewer to the far clipping plane
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///
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/// # Compile Options
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///
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/// There are 1 compile option that changes the behaviour of the function:
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/// 1. projection_y_flip
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///
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/// ##### projection_y_flip
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/// When enabled will perform a `matrix[(1,1)] *= 1` implicitly. Primary use case is for Vulkan
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/// where the viewport coordinate origin is the top left, unlike OpenGL which is the bottom left.
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///
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pub fn ortho_lh_zo<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
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pub fn ortho_lh_zo<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
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let zero : N = ::convert(0.0);
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let zero : N = ::convert(0.0);
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let one : N = ::convert(1.0);
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let one : N = ::convert(1.0);
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@ -125,6 +221,32 @@ pub fn ortho_lh_zo<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar
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mat
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mat
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}
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}
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/// Creates a matrix for a orthographic-view frustum with a handedness defined by the defaults
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/// configured for the library at build time and a depth range of -1 to 1
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///
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/// # Parameters
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///
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/// * `left` - Coordinate for left bound of matrix
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/// * `right` - Coordinate for right bound of matrix
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/// * `bottom` - Coordinate for bottom bound of matrix
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/// * `top` - Coordinate for top bound of matrix
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/// * `znear` - Distance from the viewer to the near clipping plane
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/// * `zfar` - Distance from the viewer to the far clipping plane
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///
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/// # Compile Options
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///
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/// There are 2 compile options that change the behaviour of the function:
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/// 1. projection_y_flip
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/// 2. left_hand_default/right_hand_default
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///
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/// ##### projection_y_flip
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/// When enabled will perform a `matrix[(1,1)] *= 1` implicitly. Primary use case is for Vulkan
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/// where the viewport coordinate origin is the top left, unlike OpenGL which is the bottom left.
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///
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/// ##### left_hand_default/right_hand_default
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/// Depending on which option is set the function will return either a left hand or a right
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/// hand orthographic matrix.
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///
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pub fn ortho_no<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
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pub fn ortho_no<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
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if cfg!(feature="left_hand_default") {
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if cfg!(feature="left_hand_default") {
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ortho_lh_no(left, right, bottom, top, znear, zfar)
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ortho_lh_no(left, right, bottom, top, znear, zfar)
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@ -135,6 +257,32 @@ pub fn ortho_no<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N
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}
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}
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}
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}
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/// Creates a right hand matrix for a orthographic-view frustum with a depth range defined by the
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/// default configured for the library at build time
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///
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/// # Parameters
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///
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/// * `left` - Coordinate for left bound of matrix
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/// * `right` - Coordinate for right bound of matrix
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/// * `bottom` - Coordinate for bottom bound of matrix
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/// * `top` - Coordinate for top bound of matrix
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/// * `znear` - Distance from the viewer to the near clipping plane
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/// * `zfar` - Distance from the viewer to the far clipping plane
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///
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/// # Compile Options
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///
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/// There are 2 compile options that change the behaviour of the function:
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/// 1. projection_y_flip
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/// 2. zero_to_one_clip_default/negone_to_one_clip_default
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///
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/// ##### projection_y_flip
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/// When enabled will perform a `matrix[(1,1)] *= 1` implicitly. Primary use case is for Vulkan
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/// where the viewport coordinate origin is the top left, unlike OpenGL which is the bottom left.
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///
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/// ##### zero_to_one_clip_default/negone_to_one_clip_default
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/// Depending on which option is set the function will return a orthographic matrix meant for a
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/// 0 to 1 depth clip space or a -1 to 1 depth clip space.
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///
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pub fn ortho_rh<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
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pub fn ortho_rh<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
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if cfg!(feature="zero_to_one_clip_default") {
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if cfg!(feature="zero_to_one_clip_default") {
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ortho_rh_zo(left, right, bottom, top, znear, zfar)
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ortho_rh_zo(left, right, bottom, top, znear, zfar)
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@ -145,6 +293,26 @@ pub fn ortho_rh<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N
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}
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}
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}
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}
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/// Creates a right hand matrix for a orthographic-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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/// * `left` - Coordinate for left bound of matrix
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/// * `right` - Coordinate for right bound of matrix
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/// * `bottom` - Coordinate for bottom bound of matrix
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/// * `top` - Coordinate for top bound of matrix
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/// * `znear` - Distance from the viewer to the near clipping plane
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/// * `zfar` - Distance from the viewer to the far clipping plane
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///
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/// # Compile Options
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///
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/// There are 1 compile option that changes the behaviour of the function:
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/// 1. projection_y_flip
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///
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/// ##### projection_y_flip
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/// When enabled will perform a `matrix[(1,1)] *= 1` implicitly. Primary use case is for Vulkan
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/// where the viewport coordinate origin is the top left, unlike OpenGL which is the bottom left.
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///
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pub fn ortho_rh_no<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
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pub fn ortho_rh_no<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
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let zero : N = ::convert(0.0);
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let zero : N = ::convert(0.0);
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let two : N = ::convert(2.0);
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let two : N = ::convert(2.0);
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@ -170,6 +338,26 @@ pub fn ortho_rh_no<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar
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mat
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mat
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}
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}
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/// Creates a right hand matrix for a orthographic-view frustum with a depth range of 0 to 1
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///
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/// # Parameters
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///
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/// * `left` - Coordinate for left bound of matrix
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/// * `right` - Coordinate for right bound of matrix
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/// * `bottom` - Coordinate for bottom bound of matrix
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/// * `top` - Coordinate for top bound of matrix
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/// * `znear` - Distance from the viewer to the near clipping plane
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/// * `zfar` - Distance from the viewer to the far clipping plane
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///
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/// # Compile Options
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///
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/// There are 1 compile option that changes the behaviour of the function:
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/// 1. projection_y_flip
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///
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/// ##### projection_y_flip
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/// When enabled will perform a `matrix[(1,1)] *= 1` implicitly. Primary use case is for Vulkan
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/// where the viewport coordinate origin is the top left, unlike OpenGL which is the bottom left.
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///
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pub fn ortho_rh_zo<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
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pub fn ortho_rh_zo<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
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let zero : N = ::convert(0.0);
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let zero : N = ::convert(0.0);
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let one : N = ::convert(1.0);
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let one : N = ::convert(1.0);
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@ -196,6 +384,32 @@ pub fn ortho_rh_zo<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar
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mat
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mat
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}
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}
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/// Creates a matrix for a orthographic-view frustum with a handedness defined by the defaults
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/// configured for the library at build time and a depth range of 0 to 1
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///
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/// # Parameters
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///
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/// * `left` - Coordinate for left bound of matrix
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/// * `right` - Coordinate for right bound of matrix
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/// * `bottom` - Coordinate for bottom bound of matrix
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/// * `top` - Coordinate for top bound of matrix
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/// * `znear` - Distance from the viewer to the near clipping plane
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/// * `zfar` - Distance from the viewer to the far clipping plane
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///
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/// # Compile Options
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///
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/// There are 2 compile options that change the behaviour of the function:
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/// 1. projection_y_flip
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/// 2. left_hand_default/right_hand_default
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///
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/// ##### projection_y_flip
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/// When enabled will perform a `matrix[(1,1)] *= 1` implicitly. Primary use case is for Vulkan
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/// where the viewport coordinate origin is the top left, unlike OpenGL which is the bottom left.
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///
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/// ##### left_hand_default/right_hand_default
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/// Depending on which option is set the function will return either a left hand or a right
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/// hand orthographic matrix.
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///
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pub fn ortho_zo<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
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pub fn ortho_zo<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar: N) -> TMat4<N> {
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if cfg!(feature="left_hand_default") {
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if cfg!(feature="left_hand_default") {
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ortho_lh_zo(left, right, bottom, top, znear, zfar)
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ortho_lh_zo(left, right, bottom, top, znear, zfar)
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