ortho docs

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MindSpunk 2018-12-14 21:57:37 +11:00 committed by Sébastien Crozet
parent 21ecb5a370
commit 3518f95006

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