| 107 | } |
| 108 | |
| 109 | static void b3CreateFrustum( |
| 110 | float left, |
| 111 | float right, |
| 112 | float bottom, |
| 113 | float top, |
| 114 | float nearVal, |
| 115 | float farVal, |
| 116 | float frustum[16]) |
| 117 | { |
| 118 | frustum[0 * 4 + 0] = (float(2) * nearVal) / (right - left); |
| 119 | frustum[0 * 4 + 1] = float(0); |
| 120 | frustum[0 * 4 + 2] = float(0); |
| 121 | frustum[0 * 4 + 3] = float(0); |
| 122 | |
| 123 | frustum[1 * 4 + 0] = float(0); |
| 124 | frustum[1 * 4 + 1] = (float(2) * nearVal) / (top - bottom); |
| 125 | frustum[1 * 4 + 2] = float(0); |
| 126 | frustum[1 * 4 + 3] = float(0); |
| 127 | |
| 128 | frustum[2 * 4 + 0] = (right + left) / (right - left); |
| 129 | frustum[2 * 4 + 1] = (top + bottom) / (top - bottom); |
| 130 | frustum[2 * 4 + 2] = -(farVal + nearVal) / (farVal - nearVal); |
| 131 | frustum[2 * 4 + 3] = float(-1); |
| 132 | |
| 133 | frustum[3 * 4 + 0] = float(0); |
| 134 | frustum[3 * 4 + 1] = float(0); |
| 135 | frustum[3 * 4 + 2] = -(float(2) * farVal * nearVal) / (farVal - nearVal); |
| 136 | frustum[3 * 4 + 3] = float(0); |
| 137 | } |
| 138 | |
| 139 | #if 0 |
| 140 | static void b3CreateDiagonalMatrix(float value, float result[4][4]) |
no outgoing calls
no test coverage detected