/* ** 画角から透視投影変換行列を求める */ void cameraMatrix(float fovy, float aspect, float zNear, float zFar, GLfloat* matrix) { float f = 1.0f / tanf(fovy * 0.5f * 3.141593f / 180.0f); float dz = zFar - zNear; matrix[0] = f / aspect; matrix[5] = f; matrix[10] = -(zFar + zNear) / dz; matrix[11] = -1.0f; matrix[14] = -2.0f * zFar * zNear / dz; matrix[1] = matrix[2] = matrix[3] = matrix[4] = matrix[6] = matrix[7] = matrix[8] = matrix[9] = matrix[12] = matrix[13] = matrix[15] = 0.0f; }