forked from M-Labs/nalgebra
glm: simplify some code for projection matrix computation.
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ea933c654a
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b74aeb12e2
@ -282,11 +282,8 @@ 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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@ -325,11 +322,7 @@ 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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@ -396,11 +389,7 @@ 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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@ -439,11 +428,7 @@ 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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@ -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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@ -531,13 +522,10 @@ 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 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::<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<N> = TMat4::zeros();
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let tan_half_fovy = (fovy / two).tan();
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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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@ -569,13 +559,10 @@ 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 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::<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<N> = TMat4::zeros();
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let tan_half_fovy = (fovy / two).tan();
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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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@ -633,14 +626,10 @@ 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 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<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 tan_half_fovy = (fovy / two).tan();
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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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@ -672,14 +663,11 @@ 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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);
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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 zero = N::zero();
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let one = N::one();
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let two = ::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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@ -701,6 +689,8 @@ pub fn perspective_rh_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_zo<N: Real>(aspect: N, fovy: N, near: N, far: N) -> TMat4<N> {
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perspective_rh_zo(aspect, fovy, near, far)
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}
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