citro3d/source/maths/mtx_orthotilt.c
2014-12-20 21:34:19 +01:00

31 lines
923 B
C

#include <c3d/maths.h>
void Mtx_OrthoTilt(C3D_Mtx* mtx, float top, float bottom, float left, float right, float near, float far)
{
// Notes:
// The 3DS screens are sideways and so are the top/bottom/left/right parameters
// that the caller passed. Hence why the parameter names are swapped in the implementation.
C3D_Mtx mp;
Mtx_Zeros(&mp);
// Build standard orthogonal projection matrix
mp.r[0].x = 2.0f / (right - left);
mp.r[0].w = (left + right) / (left - right);
mp.r[1].y = 2.0f / (top - bottom);
mp.r[1].w = (bottom + top) / (bottom - top);
mp.r[2].z = 2.0f / (far - near);
mp.r[2].w = (near + far) / (near - far);
mp.r[3].w = 1.0f;
// Fix depth range to [-1, 0]
C3D_Mtx mp2;
Mtx_Identity(&mp2);
mp2.r[2].z = 0.5;
mp2.r[2].w = -0.5;
Mtx_Multiply(mtx, &mp2, &mp);
// Rotate the matrix one quarter of a turn CCW in order to fix the 3DS screens' orientation
Mtx_RotateZ(mtx, M_TAU/4, true);
}