Replacement for gluPerspective

For those interested, I have coded a replacment for gluPerspective so people can do away with dependancies on glu as well as glut!

 

// Replaces gluPerspective. Sets the frustum to perspective mode.
// fovY		- Field of vision in degrees in the y direction
// aspect	- Aspect ratio of the viewport
// zNear	- The near clipping distance
// zFar		- The far clipping distance

void perspectiveGL( GLdouble fovY, GLdouble aspect, GLdouble zNear, GLdouble zFar )
{

Very long (& in theory accurate!) version of Pi. Hopefully an optimizing compiler will replace references to this with the value!

	const GLdouble pi = 3.1415926535897932384626433832795;

Half of the size of the x and y clipping planes.

	GLdouble fW, fH;

Calculate the distance from 0 of the y clipping plane. Basically trig to calculate position of clipper at zNear.

Note: tan( double ) uses radians but OpenGL works in degrees so we convert degrees to radians by dividing by 360 then multiplying by pi.

Formula below corrected by Carsten Jurenz:

	fH = tan( (fovY / 2) / 180 * pi ) * zNear;

Which can be reduced to:

	fH = tan( fovY / 360 * pi ) * zNear;

Calculate the distance from 0 of the x clipping plane based on the aspect ratio.

	fW = fH * aspect;

Finally call glFrustum, this is all gluPerspective does anyway! This is why we calculate half the distance between the clipping planes - glFrustum takes an offset from zero for each clipping planes distance. (Saves 2 divides)

	glFrustum( -fW, fW, -fH, fH, zNear, zFar );
}
Diagram by Carsten Jurenz:

Download The Code Here: Perspective GL.

Email: James Heggie.