linear-1.15: src/Linear/Projection.hs
---------------------------------------------------------------------------
-- |
-- Copyright : (C) 2014 Edward Kmett
-- License : BSD-style (see the file LICENSE)
--
-- Maintainer : Edward Kmett <ekmett@gmail.com>
-- Stability : experimental
-- Portability : non-portable
--
-- Common projection matrices: e.g. perspective/orthographic transformation
-- matrices.
---------------------------------------------------------------------------
module Linear.Projection
( lookAt
, perspective
, infinitePerspective
, ortho
) where
import Control.Lens hiding (index)
import Linear.V3
import Linear.V4
import Linear.Matrix
import Linear.Epsilon
import Linear.Metric
-- | Build a look at view matrix
lookAt
:: (Epsilon a, Floating a)
=> V3 a -- ^ Eye
-> V3 a -- ^ Center
-> V3 a -- ^ Up
-> 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
-- | Build a matrix for a symmetric perspective-view frustum
perspective
:: Floating a
=> a -- ^ FOV
-> a -- ^ Aspect ratio
-> a -- ^ Near plane
-> a -- ^ Far plane
-> 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)
-- | Build a matrix for a symmetric perspective-view frustum with a far plane at infinite
infinitePerspective
:: Floating a
=> a -- ^ FOV
-> a -- ^ Aspect Ratio
-> a -- ^ Near plane
-> M44 a
infinitePerspective fovy aspect near =
V4 (V4 x 0 0 0)
(V4 0 y 0 0)
(V4 0 0 (-1) w)
(V4 0 0 (-1) 0)
where range = tan (fovy / 2) * near
left = -range * aspect
right = range * aspect
bottom = -range
top = range
x = (2 * near) / (right - left)
y = (2 * near) / (top - bottom)
w = -2 * near
-- | Build an orthographic perspective matrix from 6 clipping planes
ortho
:: Floating a
=> a -- ^ Left
-> a -- ^ Right
-> a -- ^ Bottom
-> a -- ^ Top
-> a -- ^ Near
-> a -- ^ Far
-> M44 a
ortho left right bottom top near far =
V4 (V4 (2 / a) 0 0 (negate (right + left) / a))
(V4 0 (2 / b) 0 (negate (top + bottom) / b))
(V4 0 0 (-2 / c) (negate (far + near) / c))
(V4 0 0 0 1)
where a = right - left
b = top - bottom
c = far - near