glm: simplify some code for projection matrix computation.
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@ -98,12 +98,12 @@ pub fn ortho_lh_no<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar
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let two : N = ::convert(2.0);
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let mut mat : TMat4<N> = TMat4::<N>::identity();
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mat[(0,0)] = two / (right - left);
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mat[(0,3)] = -(right + left) / (right - left);
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mat[(1,1)] = two / (top-bottom);
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mat[(1,3)] = -(top + bottom) / (top - bottom);
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mat[(2,2)] = two / (zfar - znear);
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mat[(2,3)] = -(zfar + znear) / (zfar - znear);
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mat[(0, 0)] = two / (right - left);
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mat[(0, 3)] = -(right + left) / (right - left);
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mat[(1, 1)] = two / (top-bottom);
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mat[(1, 3)] = -(top + bottom) / (top - bottom);
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mat[(2, 2)] = two / (zfar - znear);
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mat[(2, 3)] = -(zfar + znear) / (zfar - znear);
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mat
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}
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@ -124,12 +124,12 @@ pub fn ortho_lh_zo<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar
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let two : N = ::convert(2.0);
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let mut mat : TMat4<N> = TMat4::<N>::identity();
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mat[(0,0)] = two / (right - left);
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mat[(0,3)] = - (right + left) / (right - left);
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mat[(1,1)] = two / (top - bottom);
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mat[(1,3)] = - (top + bottom) / (top - bottom);
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mat[(2,2)] = one / (zfar - znear);
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mat[(2,3)] = - znear / (zfar - znear);
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mat[(0, 0)] = two / (right - left);
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mat[(0, 3)] = - (right + left) / (right - left);
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mat[(1, 1)] = two / (top - bottom);
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mat[(1, 3)] = - (top + bottom) / (top - bottom);
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mat[(2, 2)] = one / (zfar - znear);
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mat[(2, 3)] = - znear / (zfar - znear);
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mat
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}
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@ -179,12 +179,12 @@ pub fn ortho_rh_no<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar
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let two : N = ::convert(2.0);
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let mut mat : TMat4<N> = TMat4::<N>::identity();
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mat[(0,0)] = two / (right - left);
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mat[(0,3)] = - (right + left) / (right - left);
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mat[(1,1)] = two/(top-bottom);
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mat[(1,3)] = - (top + bottom) / (top - bottom);
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mat[(2,2)] = - two / (zfar - znear);
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mat[(2,3)] = - (zfar + znear) / (zfar - znear);
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mat[(0, 0)] = two / (right - left);
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mat[(0, 3)] = - (right + left) / (right - left);
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mat[(1, 1)] = two/(top-bottom);
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mat[(1, 3)] = - (top + bottom) / (top - bottom);
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mat[(2, 2)] = - two / (zfar - znear);
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mat[(2, 3)] = - (zfar + znear) / (zfar - znear);
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mat
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}
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@ -205,12 +205,12 @@ pub fn ortho_rh_zo<N: Real>(left: N, right: N, bottom: N, top: N, znear: N, zfar
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let two : N = ::convert(2.0);
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let mut mat : TMat4<N> = TMat4::<N>::identity();
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mat[(0,0)] = two / (right - left);
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mat[(0,3)] = - (right + left) / (right - left);
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mat[(1,1)] = two/(top-bottom);
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mat[(1,3)] = - (top + bottom) / (top - bottom);
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mat[(2,2)] = - one / (zfar - znear);
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mat[(2,3)] = - znear / (zfar - znear);
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mat[(0, 0)] = two / (right - left);
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mat[(0, 3)] = - (right + left) / (right - left);
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mat[(1, 1)] = two/(top-bottom);
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mat[(1, 3)] = - (top + bottom) / (top - bottom);
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mat[(2, 2)] = - one / (zfar - znear);
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mat[(2, 3)] = - znear / (zfar - znear);
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mat
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}
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@ -282,21 +282,18 @@ pub fn perspective_fov_lh_no<N: Real>(fov: N, width: N, height: N, near: N, far:
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"The fov must be greater than zero"
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);
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let zero : N = N::zero();
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let mut mat : TMat4<N> = TMat4::<N>::new(zero,zero,zero,zero,
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zero,zero,zero,zero,
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zero,zero,zero,zero,
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zero,zero,zero,zero);
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let zero = N::zero();
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let mut mat = TMat4::zeros();
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let rad = fov;
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let h = (rad * ::convert(0.5)).cos() / (rad * ::convert(0.5)).sin();
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let w = h * height / width;
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mat[(0,0)] = w;
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mat[(1,1)] = h;
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mat[(2,2)] = (far + near) / (far - near);
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mat[(2,3)] = - (far * near * ::convert(2.0)) / (far - near);
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mat[(3,2)] = N::one();
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mat[(0, 0)] = w;
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mat[(1, 1)] = h;
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mat[(2, 2)] = (far + near) / (far - near);
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mat[(2, 3)] = - (far * near * ::convert(2.0)) / (far - near);
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mat[(3, 2)] = N::one();
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mat
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}
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@ -325,21 +322,17 @@ pub fn perspective_fov_lh_zo<N: Real>(fov: N, width: N, height: N, near: N, far:
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"The fov must be greater than zero"
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);
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let zero : N = N::zero();
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let mut mat : TMat4<N> = TMat4::<N>::new(zero,zero,zero,zero,
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zero,zero,zero,zero,
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zero,zero,zero,zero,
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zero,zero,zero,zero);
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let mut mat = TMat4::zeros();
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let rad = fov;
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let h = (rad * ::convert(0.5)).cos() / (rad * ::convert(0.5)).sin();
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let w = h * height / width;
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mat[(0,0)] = w;
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mat[(1,1)] = h;
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mat[(2,2)] = far / (far - near);
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mat[(2,3)] = -(far * near) / (far - near);
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mat[(3,2)] = N::one();
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mat[(0, 0)] = w;
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mat[(1, 1)] = h;
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mat[(2, 2)] = far / (far - near);
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mat[(2, 3)] = -(far * near) / (far - near);
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mat[(3, 2)] = N::one();
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mat
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}
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@ -396,21 +389,17 @@ pub fn perspective_fov_rh_no<N: Real>(fov: N, width: N, height: N, near: N, far:
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"The fov must be greater than zero"
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);
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let zero : N = N::zero();
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let mut mat : TMat4<N> = TMat4::<N>::new(zero,zero,zero,zero,
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zero,zero,zero,zero,
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zero,zero,zero,zero,
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zero,zero,zero,zero);
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let mut mat = TMat4::zeros();
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let rad = fov;
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let h = (rad * ::convert(0.5)).cos() / (rad * ::convert(0.5)).sin();
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let w = h * height / width;
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mat[(0,0)] = w;
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mat[(1,1)] = h;
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mat[(2,2)] = - (far + near) / (far - near);
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mat[(2,3)] = - (far * near * ::convert(2.0)) / (far - near);
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mat[(3,2)] = -N::one();
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mat[(0, 0)] = w;
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mat[(1, 1)] = h;
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mat[(2, 2)] = - (far + near) / (far - near);
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mat[(2, 3)] = - (far * near * ::convert(2.0)) / (far - near);
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mat[(3, 2)] = -N::one();
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mat
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}
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@ -439,21 +428,17 @@ pub fn perspective_fov_rh_zo<N: Real>(fov: N, width: N, height: N, near: N, far:
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"The fov must be greater than zero"
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);
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let zero : N = N::zero();
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let mut mat : TMat4<N> = TMat4::<N>::new(zero,zero,zero,zero,
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zero,zero,zero,zero,
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zero,zero,zero,zero,
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zero,zero,zero,zero);
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let mut mat = TMat4::zeros();
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let rad = fov;
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let h = (rad * ::convert(0.5)).cos() / (rad * ::convert(0.5)).sin();
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let w = h * height / width;
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mat[(0,0)] = w;
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mat[(1,1)] = h;
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mat[(2,2)] = far / (near - far);
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mat[(2,3)] = -(far * near) / (far - near);
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mat[(3,2)] = -N::one();
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mat[(0, 0)] = w;
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mat[(1, 1)] = h;
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mat[(2, 2)] = far / (near - far);
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mat[(2, 3)] = -(far * near) / (far - near);
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mat[(3, 2)] = -N::one();
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mat
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}
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@ -481,8 +466,10 @@ pub fn perspective_fov_zo<N: Real>(fov: N, width: N, height: N, near: N, far: N)
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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 perspective<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N> {
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// TODO: Breaking change - the arguments can be reversed back to proper glm conventions
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// TODO: Breaking change - revert back to proper glm conventions?
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//
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// Prior to changes to support configuring the behaviour of this function it was simply
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// a wrapper around Perspective3::new(). The argument order for that function is different
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@ -508,8 +495,10 @@ pub fn perspective<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N> {
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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 perspective_lh<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N> {
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perspective_lh_no(fovy, aspect, near, far)
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perspective_lh_no(aspect, fovy, near, far)
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}
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/// Creates a matrix for a left hand perspective-view frustum with a depth range of -1 to 1
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@ -521,6 +510,8 @@ pub fn perspective_lh<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N>
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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 perspective_lh_no<N: Real>(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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@ -531,21 +522,18 @@ pub fn perspective_lh_no<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<
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"The apsect ratio must not be zero."
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);
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let zero : N = N::zero();
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let one : N = N::one();
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let two : N = ::convert( 2.0);
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let mut mat : TMat4<N> = TMat4::<N>::new(zero,zero,zero,zero,
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zero,zero,zero,zero,
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zero,zero,zero,zero,
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zero,zero,zero,zero);
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let zero = N::zero();
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let one = N::one();
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let two: N = ::convert( 2.0);
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let mut mat : TMat4<N> = 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);
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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[(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);
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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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@ -559,6 +547,8 @@ pub fn perspective_lh_no<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<
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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 perspective_lh_zo<N: Real>(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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@ -569,21 +559,18 @@ pub fn perspective_lh_zo<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<
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"The apsect ratio must not be zero."
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);
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let zero : N = N::zero();
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let one : N = N::one();
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let two : N = ::convert( 2.0);
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let mut mat : TMat4<N> = TMat4::<N>::new(zero,zero,zero,zero,
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zero,zero,zero,zero,
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zero,zero,zero,zero,
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zero,zero,zero,zero);
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let zero = N::zero();
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let one = N::one();
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let two: N = ::convert( 2.0);
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let mut mat: TMat4<N> = 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 / (far - near);
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mat[(2,3)] = -(far * near) / (far - near);
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mat[(3,2)] = one;
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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 / (far - near);
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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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@ -597,6 +584,8 @@ pub fn perspective_lh_zo<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<
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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 perspective_no<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N> {
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perspective_rh_no(aspect, fovy, near, far)
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}
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@ -610,6 +599,8 @@ pub fn perspective_no<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N>
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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 perspective_rh<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N> {
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perspective_rh_no(aspect, fovy, near, far)
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}
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@ -623,6 +614,8 @@ pub fn perspective_rh<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N>
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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 perspective_rh_no<N: Real>(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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@ -633,22 +626,18 @@ pub fn perspective_rh_no<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<
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"The apsect ratio must not be zero."
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);
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let negone : N = -N::one();
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let zero : N = N::zero();
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let one : N = N::one();
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let two : N = ::convert( 2.0);
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let mut mat : TMat4<N> = TMat4::<N>::new(zero,zero,zero,zero,
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zero,zero,zero,zero,
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zero,zero,zero,zero,
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zero,zero,zero,zero);
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let negone = -N::one();
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let one = N::one();
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let two: N = ::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);
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mat[(2,3)] = -(two * far * near) / (far - near);
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mat[(3,2)] = negone;
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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);
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mat[(2, 3)] = -(two * far * near) / (far - near);
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mat[(3, 2)] = negone;
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mat
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}
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@ -662,6 +651,8 @@ pub fn perspective_rh_no<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<
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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 perspective_rh_zo<N: Real>(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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@ -672,22 +663,19 @@ pub fn perspective_rh_zo<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<
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"The apsect ratio must not be zero."
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);
|
||||
|
||||
let negone : N = -N::one();
|
||||
let zero : N = N::zero();
|
||||
let one : N = N::one();
|
||||
let two : N = ::convert( 2.0);
|
||||
let mut mat : TMat4<N> = TMat4::<N>::new(zero,zero,zero,zero,
|
||||
zero,zero,zero,zero,
|
||||
zero,zero,zero,zero,
|
||||
zero,zero,zero,zero);
|
||||
let negone = -N::one();
|
||||
let zero = N::zero();
|
||||
let one = N::one();
|
||||
let two = ::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);
|
||||
mat[(2,3)] = -(far * near) / (far - near);
|
||||
mat[(3,2)] = negone;
|
||||
mat[(0, 0)] = one / (aspect * tan_half_fovy);
|
||||
mat[(1, 1)] = one / tan_half_fovy;
|
||||
mat[(2, 2)] = far / (near - far);
|
||||
mat[(2, 3)] = -(far * near) / (far - near);
|
||||
mat[(3, 2)] = negone;
|
||||
|
||||
mat
|
||||
}
|
||||
|
@ -701,6 +689,8 @@ pub fn perspective_rh_zo<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<
|
|||
/// * `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 perspective_zo<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N> {
|
||||
perspective_rh_zo(aspect, fovy, near, far)
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue