| 35 | } |
| 36 | |
| 37 | Matrix4f perspectiveOffCenter( |
| 38 | float left, float right, float bottom, float top, float mynear, float myfar ) |
| 39 | { |
| 40 | float x = (2.0f * mynear) / (right - left); |
| 41 | float y = (2.0f * mynear) / (top - bottom); |
| 42 | float a = (right + left) / (right - left); |
| 43 | |
| 44 | float b = (top + bottom) / (top - bottom); |
| 45 | float c = -(myfar + mynear) / (myfar - mynear); |
| 46 | float d = -(2.0f * myfar * mynear) / (myfar - mynear); |
| 47 | float e = -1.0f; |
| 48 | |
| 49 | Matrix4f m; |
| 50 | |
| 51 | m << |
| 52 | x, 0, 0, 0, |
| 53 | 0, y, 0, 0, |
| 54 | a, b, c, e, |
| 55 | 0, 0, d, 0; |
| 56 | |
| 57 | return m; |
| 58 | } |
| 59 | |
| 60 | Matrix4f perspectiveStereo( |
| 61 | float fovRadian, float aspect, float zn, float zf, float focalDistance, float eyeDistance, bool isLeftEye ) |