module Linear.Projection
( lookAt
, perspective, inversePerspective
, infinitePerspective, inverseInfinitePerspective
, frustum, inverseFrustum
, ortho, inverseOrtho
) where
import Control.Lens hiding (index)
import Linear.V3
import Linear.V4
import Linear.Matrix
import Linear.Epsilon
import Linear.Metric
#ifdef HLINT
#endif
lookAt
:: (Epsilon a, Floating a)
=> V3 a
-> V3 a
-> V3 a
-> M44 a
lookAt eye center up =
V4 (V4 (xa^._x) (xa^._y) (xa^._z) xd)
(V4 (ya^._x) (ya^._y) (ya^._z) yd)
(V4 (za^._x) (za^._y) (za^._z) zd)
(V4 0 0 0 1)
where za = normalize $ center eye
xa = normalize $ cross za up
ya = cross xa za
xd = dot xa eye
yd = dot ya eye
zd = dot za eye
perspective
:: Floating a
=> a
-> a
-> a
-> a
-> M44 a
perspective fovy aspect near far =
V4 (V4 x 0 0 0)
(V4 0 y 0 0)
(V4 0 0 z w)
(V4 0 0 (1) 0)
where tanHalfFovy = tan $ fovy / 2
x = 1 / (aspect * tanHalfFovy)
y = 1 / tanHalfFovy
z = (far + near) / (far near)
w = (2 * far * near) / (far near)
inversePerspective
:: Floating a
=> a
-> a
-> a
-> a
-> M44 a
inversePerspective fovy aspect near far =
V4 (V4 a 0 0 0 )
(V4 0 b 0 0 )
(V4 0 0 0 (1))
(V4 0 0 c d )
where tanHalfFovy = tan $ fovy / 2
a = aspect * tanHalfFovy
b = tanHalfFovy
c = (far near) / (2 * far * near)
d = (far + near) / (2 * far * near)
frustum
:: Floating a
=> a
-> a
-> a
-> a
-> a
-> a
-> M44 a
frustum l r b t n f =
V4 (V4 x 0 a 0)
(V4 0 y e 0)
(V4 0 0 c d)
(V4 0 0 (1) 0)
where
rml = rl
tmb = tb
fmn = fn
x = 2*n/rml
y = 2*n/tmb
a = (r+l)/rml
e = (t+b)/tmb
c = negate (f+n)/fmn
d = (2*f*n)/fmn
inverseFrustum
:: Floating a
=> a
-> a
-> a
-> a
-> a
-> a
-> M44 a
inverseFrustum l r b t n f =
V4 (V4 rx 0 0 ax)
(V4 0 ry 0 by)
(V4 0 0 0 (1))
(V4 0 0 rd cd)
where
hrn = 0.5/n
hrnf = 0.5/(n*f)
rx = (rl)*hrn
ry = (tb)*hrn
ax = (r+l)*hrn
by = (t+b)*hrn
cd = (f+n)*hrnf
rd = (nf)*hrnf
infinitePerspective
:: Floating a
=> a
-> a
-> a
-> M44 a
infinitePerspective fovy a n =
V4 (V4 x 0 0 0)
(V4 0 y 0 0)
(V4 0 0 (1) w)
(V4 0 0 (1) 0)
where
t = n*tan(fovy/2)
b = t
l = b*a
r = t*a
x = (2*n)/(rl)
y = (2*n)/(tb)
w = 2*n
inverseInfinitePerspective
:: Floating a
=> a
-> a
-> a
-> M44 a
inverseInfinitePerspective fovy a n =
V4 (V4 rx 0 0 0)
(V4 0 ry 0 0)
(V4 0 0 0 (1))
(V4 0 0 rw (rw))
where
t = n*tan(fovy/2)
b = t
l = b*a
r = t*a
hrn = 0.5/n
rx = (rl)*hrn
ry = (tb)*hrn
rw = hrn
ortho
:: Floating a
=> a
-> a
-> a
-> a
-> a
-> a
-> M44 a
ortho l r b t n f =
V4 (V4 (2*x) 0 0 ((r+l)*x))
(V4 0 (2*y) 0 ((t+b)*y))
(V4 0 0 (2*z) ((f+n)*z))
(V4 0 0 0 1)
where x = recip(lr)
y = recip(bt)
z = recip(nf)
inverseOrtho
:: Floating a
=> a
-> a
-> a
-> a
-> a
-> a
-> M44 a
inverseOrtho l r b t n f =
V4 (V4 x 0 0 c)
(V4 0 y 0 d)
(V4 0 0 z e)
(V4 0 0 0 1)
where x = 0.5*(rl)
y = 0.5*(tb)
z = 0.5*(nf)
c = 0.5*(l+r)
d = 0.5*(b+t)
e = 0.5*(n+f)