mirror of
https://github.com/g-truc/glm.git
synced 2024-11-22 08:54:35 +00:00
Promoted perspective functions
This commit is contained in:
parent
4425b722c0
commit
455144b990
@ -89,8 +89,30 @@ namespace glm
|
||||
T const & zNear,
|
||||
T const & zFar);
|
||||
|
||||
//! Builds a perspective projection matrix based on a field of view
|
||||
//! From GLM_GTC_matrix_transform extension.
|
||||
template <typename valType>
|
||||
detail::tmat4x4<valType> perspectiveFov(
|
||||
valType const & fov,
|
||||
valType const & width,
|
||||
valType const & height,
|
||||
valType const & zNear,
|
||||
valType const & zFar);
|
||||
|
||||
//! Creates a matrix for a symmetric perspective-view frustum with far plane at infinite .
|
||||
//! From GLM_GTC_matrix_transform extension.
|
||||
template <typename T>
|
||||
detail::tmat4x4<T> infinitePerspective(
|
||||
T fovy, T aspect, T zNear);
|
||||
|
||||
//! Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
|
||||
//! From GLM_GTC_matrix_transform extension.
|
||||
template <typename T>
|
||||
detail::tmat4x4<T> tweakedInfinitePerspective(
|
||||
T fovy, T aspect, T zNear);
|
||||
|
||||
//! Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
|
||||
//! From GLM_GTC_glu_replacement extension.
|
||||
//! From GLM_GTC_matrix_transform extension.
|
||||
template <typename T, typename U>
|
||||
detail::tvec3<T> project(
|
||||
detail::tvec3<T> const & obj,
|
||||
@ -99,7 +121,7 @@ namespace glm
|
||||
detail::tvec4<U> const & viewport);
|
||||
|
||||
//! Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
|
||||
//! From GLM_GTC_glu_replacement extension.
|
||||
//! From GLM_GTC_matrix_transform extension.
|
||||
template <typename T, typename U>
|
||||
detail::tvec3<T> unProject(
|
||||
detail::tvec3<T> const & win,
|
||||
|
@ -220,6 +220,71 @@ namespace matrix_transform
|
||||
return Result;
|
||||
}
|
||||
|
||||
template <typename valType>
|
||||
inline detail::tmat4x4<valType> perspectiveFov
|
||||
(
|
||||
valType const & fov,
|
||||
valType const & width,
|
||||
valType const & height,
|
||||
valType const & zNear,
|
||||
valType const & zFar
|
||||
)
|
||||
{
|
||||
valType rad = glm::radians(fov);
|
||||
valType h = glm::cos(valType(0.5) * rad) / glm::sin(valType(0.5) * rad);
|
||||
valType w = h * height / width;
|
||||
|
||||
detail::tmat4x4<valType> Result(valType(0));
|
||||
Result[0][0] = w;
|
||||
Result[1][1] = h;
|
||||
Result[2][2] = (zFar + zNear) / (zFar - zNear);
|
||||
Result[2][3] = valType(1);
|
||||
Result[3][2] = -(valType(2) * zFar * zNear) / (zFar - zNear);
|
||||
return Result;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
inline detail::tmat4x4<T> infinitePerspective(
|
||||
T fovy,
|
||||
T aspect,
|
||||
T zNear)
|
||||
{
|
||||
T range = tan(radians(fovy / T(2))) * zNear;
|
||||
T left = -range * aspect;
|
||||
T right = range * aspect;
|
||||
T bottom = -range;
|
||||
T top = range;
|
||||
|
||||
detail::tmat4x4<T> Result(T(0));
|
||||
Result[0][0] = (T(2) * zNear) / (right - left);
|
||||
Result[1][1] = (T(2) * zNear) / (top - bottom);
|
||||
Result[2][2] = - T(1);
|
||||
Result[2][3] = - T(1);
|
||||
Result[3][2] = - T(2) * zNear;
|
||||
return Result;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
inline detail::tmat4x4<T> tweakedInfinitePerspective(
|
||||
T fovy,
|
||||
T aspect,
|
||||
T zNear)
|
||||
{
|
||||
T range = tan(radians(fovy / T(2))) * zNear;
|
||||
T left = -range * aspect;
|
||||
T right = range * aspect;
|
||||
T bottom = -range;
|
||||
T top = range;
|
||||
|
||||
detail::tmat4x4<T> Result(T(0));
|
||||
Result[0][0] = (T(2) * zNear) / (right - left);
|
||||
Result[1][1] = (T(2) * zNear) / (top - bottom);
|
||||
Result[2][2] = T(0.0001) - T(1);
|
||||
Result[2][3] = T(-1);
|
||||
Result[3][2] = - (T(0.0001) - T(2)) * zNear;
|
||||
return Result;
|
||||
}
|
||||
|
||||
template <typename T, typename U>
|
||||
inline detail::tvec3<T> project(
|
||||
detail::tvec3<T> const & obj,
|
||||
|
Loading…
Reference in New Issue
Block a user