graphics: spaces
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@ -58,12 +58,12 @@ struct GraphicsCamera{
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#[inline]
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#[inline]
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fn perspective_rh(fov_x_slope:f32,fov_y_slope:f32,z_near:f32,z_far:f32)->glam::Mat4{
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fn perspective_rh(fov_x_slope:f32,fov_y_slope:f32,z_near:f32,z_far:f32)->glam::Mat4{
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//glam_assert!(z_near > 0.0 && z_far > 0.0);
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//glam_assert!(z_near > 0.0 && z_far > 0.0);
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let r=z_far / (z_near-z_far);
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let r=z_far/(z_near-z_far);
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glam::Mat4::from_cols(
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glam::Mat4::from_cols(
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glam::Vec4::new(1.0/fov_x_slope,0.0,0.0,0.0),
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glam::Vec4::new(1.0/fov_x_slope,0.0,0.0,0.0),
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glam::Vec4::new(0.0,1.0/fov_y_slope,0.0,0.0),
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glam::Vec4::new(0.0,1.0/fov_y_slope,0.0,0.0),
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glam::Vec4::new(0.0,0.0,r,-1.0),
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glam::Vec4::new(0.0,0.0,r,-1.0),
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glam::Vec4::new(0.0,0.0,r * z_near,0.0),
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glam::Vec4::new(0.0,0.0,r*z_near,0.0),
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)
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)
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}
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}
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impl GraphicsCamera{
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impl GraphicsCamera{
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@ -72,7 +72,7 @@ impl GraphicsCamera{
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}
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}
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pub fn world(&self,pos:glam::Vec3,angles:glam::Vec2)->glam::Mat4{
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pub fn world(&self,pos:glam::Vec3,angles:glam::Vec2)->glam::Mat4{
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//f32 good enough for view matrix
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//f32 good enough for view matrix
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glam::Mat4::from_translation(pos) * glam::Mat4::from_euler(glam::EulerRot::YXZ,angles.x,angles.y,0f32)
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glam::Mat4::from_translation(pos)*glam::Mat4::from_euler(glam::EulerRot::YXZ,angles.x,angles.y,0f32)
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}
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}
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pub fn to_uniform_data(&self,(pos,angles):(glam::Vec3,glam::Vec2))->[f32; 16 * 4]{
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pub fn to_uniform_data(&self,(pos,angles):(glam::Vec3,glam::Vec2))->[f32; 16 * 4]{
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