Remove the _no variants of reversed perspective.

This commit is contained in:
sebcrozet 2019-04-06 09:43:07 +02:00 committed by Sébastien Crozet
parent f03c785a60
commit 6b67687e1c

View File

@ -735,33 +735,6 @@ pub fn infinite_perspective_rh_zo<N: RealField>(aspect: N, fovy: N, near: N) ->
mat
}
/// Creates a matrix for a right hand perspective-view frustum with a reversed depth range of -1 to 1.
///
/// # Parameters
///
/// * `fovy` - Field of view, in radians
/// * `aspect` - Ratio of viewport width to height (width/height)
/// * `near` - Distance from the viewer to the near clipping plane
/// * `far` - Distance from the viewer to the far clipping plane
///
/// # Important note
/// The `aspect` and `fovy` argument are interchanged compared to the original GLM API.
pub fn reversed_perspective_rh_no<N: RealField>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N> {
let one = N::one();
let two: N = crate::convert(2.0);
let mut mat = TMat4::zeros();
let tan_half_fovy = (fovy / two).tan();
mat[(0, 0)] = one / (aspect * tan_half_fovy);
mat[(1, 1)] = one / tan_half_fovy;
mat[(2, 2)] = (far + near) / (far - near) - one;
mat[(2, 3)] = (two * far * near) / (far - near);
mat[(3, 2)] = -one;
mat
}
/// Creates a matrix for a right hand perspective-view frustum with a reversed depth range of 0 to 1.
///
/// # Parameters
@ -773,6 +746,7 @@ pub fn reversed_perspective_rh_no<N: RealField>(aspect: N, fovy: N, near: N, far
///
/// # Important note
/// The `aspect` and `fovy` argument are interchanged compared to the original GLM API.
// NOTE: The variants `_no` of reversed perspective are not useful.
pub fn reversed_perspective_rh_zo<N: RealField>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N> {
let one = N::one();
let two = crate::convert(2.0);
@ -789,28 +763,6 @@ pub fn reversed_perspective_rh_zo<N: RealField>(aspect: N, fovy: N, near: N, far
mat
}
/// Build an infinite perspective projection matrix with a reversed [-1, 1] depth range.
///
/// # Parameters
///
/// * `fovy` - Field of view, in radians
/// * `aspect` - Ratio of viewport width to height (width/height)
/// * `near` - Distance from the viewer to the near clipping plane
///
/// # Important note
/// The `aspect` and `fovy` argument are interchanged compared to the original GLM API.
pub fn reversed_infinite_perspective_rh_no<N: RealField>(aspect: N, fovy: N, near: N) -> TMat4<N> {
let f = N::one() / (fovy * na::convert(0.5)).tan();
let mut mat = TMat4::zeros();
mat[(0, 0)] = f / aspect;
mat[(1, 1)] = f;
mat[(2, 3)] = near * crate::convert(2.0);
mat[(3, 2)] = -N::one();
mat
}
/// Build an infinite perspective projection matrix with a reversed [0, 1] depth range.
///
/// # Parameters
@ -822,6 +774,7 @@ pub fn reversed_infinite_perspective_rh_no<N: RealField>(aspect: N, fovy: N, nea
/// # Important note
/// The `aspect` and `fovy` argument are interchanged compared to the original GLM API.
// Credit: https://discourse.nphysics.org/t/reversed-z-and-infinite-zfar-in-projections/341/2
// NOTE: The variants `_no` of reversed perspective are not useful.
pub fn reversed_infinite_perspective_rh_zo<N: RealField>(aspect: N, fovy: N, near: N) -> TMat4<N> {
let f = N::one() / (fovy * na::convert(0.5)).tan();
let mut mat = TMat4::zeros();