| Copyright | (C) 2015 Edward Kmett |
|---|---|
| License | BSD-style (see the file LICENSE) |
| Maintainer | Edward Kmett <[email protected]> |
| Stability | experimental |
| Portability | non-portable |
| Safe Haskell | None |
| Language | Haskell98 |
Linear.Projection
Description
Common projection matrices: e.g. perspective/orthographic transformation matrices.
Analytically derived inverses are also supplied, because they can be much more accurate in practice than computing them through general purpose means
- lookAt :: (Epsilon a, Floating a) => V3 a -> V3 a -> V3 a -> M44 a
- perspective :: Floating a => a -> a -> a -> a -> M44 a
- inversePerspective :: Floating a => a -> a -> a -> a -> M44 a
- infinitePerspective :: Floating a => a -> a -> a -> M44 a
- inverseInfinitePerspective :: Floating a => a -> a -> a -> M44 a
- frustum :: Floating a => a -> a -> a -> a -> a -> a -> M44 a
- inverseFrustum :: Floating a => a -> a -> a -> a -> a -> a -> M44 a
- ortho :: Fractional a => a -> a -> a -> a -> a -> a -> M44 a
- inverseOrtho :: Fractional a => a -> a -> a -> a -> a -> a -> M44 a
Documentation
Build a look at view matrix
Arguments
| :: Floating a | |
| => a | FOV (y direction, in radians) |
| -> a | Aspect ratio |
| -> a | Near plane |
| -> a | Far plane |
| -> M44 a |
Build a matrix for a symmetric perspective-view frustum
Arguments
| :: Floating a | |
| => a | FOV (y direction, in radians) |
| -> a | Aspect ratio |
| -> a | Near plane |
| -> a | Far plane |
| -> M44 a |
Build an inverse perspective matrix
Build a matrix for a symmetric perspective-view frustum with a far plane at infinite
Build a perspective matrix per the classic glFrustum arguments.
Arguments
| :: Fractional a | |
| => a | Left |
| -> a | Right |
| -> a | Bottom |
| -> a | Top |
| -> a | Near |
| -> a | Far |
| -> M44 a |
Build an orthographic perspective matrix from 6 clipping planes. This matrix takes the region delimited by these planes and maps it to normalized device coordinates between [-1,1]
This call is designed to mimic the parameters to the OpenGL glOrtho
call, so it has a slightly strange convention: Notably: the near and
far planes are negated.
Consequently:
orthol r b t n f !*V4l b (-n) 1 =V4(-1) (-1) (-1) 1orthol r b t n f !*V4r t (-f) 1 =V41 1 1 1
Examples:
>>>ortho 1 2 3 4 5 6 !* V4 1 3 (-5) 1V4 (-1.0) (-1.0) (-1.0) 1.0
>>>ortho 1 2 3 4 5 6 !* V4 2 4 (-6) 1V4 1.0 1.0 1.0 1.0
Arguments
| :: Fractional a | |
| => a | Left |
| -> a | Right |
| -> a | Bottom |
| -> a | Top |
| -> a | Near |
| -> a | Far |
| -> M44 a |
Build an inverse orthographic perspective matrix from 6 clipping planes