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Added left and right handedness to more projection functions and added a define for glClipControl GL_ZERO_TO_ONE
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@ -116,14 +116,14 @@ namespace glm
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tmat4x4<T, P> const & m,
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tvec3<T, P> const & v);
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/// Creates a matrix for an orthographic parallel viewing volume.
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///
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/// @param left
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/// @param right
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/// @param bottom
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/// @param top
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/// @param zNear
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/// @param zFar
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/// Creates a matrix for an orthographic parallel viewing volume, using the default handedness.
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///
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/// @param left
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/// @param right
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/// @param bottom
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/// @param top
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/// @param zNear
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/// @param zFar
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
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@ -136,12 +136,52 @@ namespace glm
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T zNear,
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T zFar);
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/// Creates a matrix for an orthographic parallel viewing volume, using left-handedness.
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///
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/// @param left
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/// @param right
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/// @param bottom
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/// @param top
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/// @param zNear
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/// @param zFar
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
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template <typename T>
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GLM_FUNC_DECL tmat4x4<T, defaultp> orthoLH(
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T left,
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T right,
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T bottom,
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T top,
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T zNear,
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T zFar);
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/// Creates a matrix for an orthographic parallel viewing volume, using right-handedness.
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///
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/// @param left
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/// @param right
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/// @param bottom
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/// @param top
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/// @param zNear
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/// @param zFar
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top)
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template <typename T>
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GLM_FUNC_DECL tmat4x4<T, defaultp> orthoRH(
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T left,
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T right,
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T bottom,
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T top,
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T zNear,
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T zFar);
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/// Creates a matrix for projecting two-dimensional coordinates onto the screen.
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///
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/// @param left
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/// @param right
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/// @param bottom
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/// @param top
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///
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/// @param left
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/// @param right
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/// @param bottom
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/// @param top
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const & left, T const & right, T const & bottom, T const & top, T const & zNear, T const & zFar)
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@ -152,14 +192,14 @@ namespace glm
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T bottom,
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T top);
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/// Creates a frustum matrix.
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///
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/// @param left
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/// @param right
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/// @param bottom
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/// @param top
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/// @param near
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/// @param far
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/// Creates a frustum matrix with default handedness.
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///
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/// @param left
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/// @param right
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/// @param bottom
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/// @param top
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/// @param near
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/// @param far
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T>
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@ -171,6 +211,44 @@ namespace glm
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T near,
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T far);
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/// Creates a left handed frustum matrix.
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///
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/// @param left
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/// @param right
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/// @param bottom
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/// @param top
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/// @param near
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/// @param far
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T>
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GLM_FUNC_DECL tmat4x4<T, defaultp> frustumLH(
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T left,
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T right,
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T bottom,
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T top,
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T near,
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T far);
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/// Creates a right handed frustum matrix.
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///
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/// @param left
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/// @param right
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/// @param bottom
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/// @param top
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/// @param near
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/// @param far
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T>
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GLM_FUNC_DECL tmat4x4<T, defaultp> frustumRH(
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T left,
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T right,
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T bottom,
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T top,
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T near,
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T far);
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/// Creates a matrix for a symetric perspective-view frustum based on the default handedness.
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///
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/// @param fovy Specifies the field of view angle in the y direction. Expressed in radians.
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@ -267,8 +345,8 @@ namespace glm
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T near,
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T far);
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/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite.
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///
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/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default handedness.
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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@ -278,6 +356,28 @@ namespace glm
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GLM_FUNC_DECL tmat4x4<T, defaultp> infinitePerspective(
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T fovy, T aspect, T near);
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/// Creates a matrix for a left handed, symmetric perspective-view frustum with far plane at infinite.
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T>
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GLM_FUNC_DECL tmat4x4<T, defaultp> infinitePerspectiveLH(
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T fovy, T aspect, T near);
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/// Creates a matrix for a right handed, symmetric perspective-view frustum with far plane at infinite.
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template <typename T>
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GLM_FUNC_DECL tmat4x4<T, defaultp> infinitePerspectiveRH(
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T fovy, T aspect, T near);
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/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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@ -157,14 +157,65 @@ namespace glm
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T zNear,
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T zFar
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)
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{
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#ifdef GLM_LEFT_HANDED
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return orthoLH(left, right, bottom, top, zNear, zFar);
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#else
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return orthoRH(left, right, bottom, top, zNear, zFar);
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#endif
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> orthoLH
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(
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T left,
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T right,
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T bottom,
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T top,
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T zNear,
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T zFar
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)
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{
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tmat4x4<T, defaultp> Result(1);
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Result[0][0] = static_cast<T>(2) / (right - left);
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Result[1][1] = static_cast<T>(2) / (top - bottom);
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Result[2][2] = - static_cast<T>(2) / (zFar - zNear);
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Result[3][0] = - (right + left) / (right - left);
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Result[3][1] = - (top + bottom) / (top - bottom);
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#ifdef GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = static_cast<T>(1) / (zFar - zNear);
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Result[3][2] = - zNear / (zFar - zNear);
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#else
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Result[2][2] = static_cast<T>(2) / (zFar - zNear);
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Result[3][2] = - (zFar + zNear) / (zFar - zNear);
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#endif
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> orthoRH
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(
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T left,
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T right,
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T bottom,
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T top,
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T zNear,
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T zFar
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)
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{
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tmat4x4<T, defaultp> Result(1);
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Result[0][0] = static_cast<T>(2) / (right - left);
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Result[1][1] = static_cast<T>(2) / (top - bottom);
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Result[3][0] = - (right + left) / (right - left);
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Result[3][1] = - (top + bottom) / (top - bottom);
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#ifdef GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = - static_cast<T>(1) / (zFar - zNear);
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Result[3][2] = - zNear / (zFar - zNear);
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#else
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Result[2][2] = - static_cast<T>(2) / (zFar - zNear);
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Result[3][2] = - (zFar + zNear) / (zFar - zNear);
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#endif
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return Result;
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}
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@ -177,13 +228,13 @@ namespace glm
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T top
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)
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{
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tmat4x4<T, defaultp> Result(1);
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Result[0][0] = static_cast<T>(2) / (right - left);
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Result[1][1] = static_cast<T>(2) / (top - bottom);
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Result[2][2] = - static_cast<T>(1);
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Result[3][0] = - (right + left) / (right - left);
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Result[3][1] = - (top + bottom) / (top - bottom);
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return Result;
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tmat4x4<T, defaultp> Result(1);
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Result[0][0] = static_cast<T>(2) / (right - left);
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Result[1][1] = static_cast<T>(2) / (top - bottom);
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Result[2][2] = - static_cast<T>(1);
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Result[3][0] = - (right + left) / (right - left);
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Result[3][1] = - (top + bottom) / (top - bottom);
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return Result;
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}
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template <typename T>
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@ -196,15 +247,67 @@ namespace glm
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T nearVal,
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T farVal
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)
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{
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#ifdef GLM_LEFT_HANDED
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return frustumLH(left, right, bottom, top, nearVal, farVal);
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#else
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return frustumRH(left, right, bottom, top, nearVal, farVal);
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#endif
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> frustumLH
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(
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T left,
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T right,
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T bottom,
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T top,
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T nearVal,
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T farVal
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)
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{
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tmat4x4<T, defaultp> Result(0);
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Result[0][0] = (static_cast<T>(2) * nearVal) / (right - left);
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Result[1][1] = (static_cast<T>(2) * nearVal) / (top - bottom);
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Result[2][0] = (right + left) / (right - left);
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Result[2][1] = (top + bottom) / (top - bottom);
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Result[2][3] = static_cast<T>(1);
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#ifdef GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = farVal / (zFar - nearVal);
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Result[3][2] = -(farVal * nearVal) / (zFar - nearVal);
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#else
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Result[2][2] = (farVal + nearVal) / (farVal - nearVal);
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Result[3][2] = - (static_cast<T>(2) * farVal * nearVal) / (farVal - nearVal);
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#endif
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> frustumRH
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(
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T left,
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T right,
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T bottom,
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T top,
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T nearVal,
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T farVal
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)
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{
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tmat4x4<T, defaultp> Result(0);
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Result[0][0] = (static_cast<T>(2) * nearVal) / (right - left);
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Result[1][1] = (static_cast<T>(2) * nearVal) / (top - bottom);
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Result[2][0] = (right + left) / (right - left);
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Result[2][1] = (top + bottom) / (top - bottom);
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Result[2][2] = -(farVal + nearVal) / (farVal - nearVal);
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Result[2][3] = static_cast<T>(-1);
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Result[3][2] = -(static_cast<T>(2) * farVal * nearVal) / (farVal - nearVal);
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#ifdef GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = farVal / (nearVal - farVal);
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Result[3][2] = -(farVal * nearVal) / (farVal - nearVal);
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#else
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Result[2][2] = - (farVal + nearVal) / (farVal - nearVal);
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Result[3][2] = - (static_cast<T>(2) * farVal * nearVal) / (farVal - nearVal);
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#endif
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return Result;
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}
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@ -240,9 +343,15 @@ namespace glm
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tmat4x4<T, defaultp> Result(static_cast<T>(0));
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Result[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);
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Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
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Result[2][2] = - (zFar + zNear) / (zFar - zNear);
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Result[2][3] = - static_cast<T>(1);
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#ifdef GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = zFar / (zNear - zFar);
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Result[3][2] = -(zFar * zNear) / (zFar - zNear);
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#else
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Result[2][2] = - (zFar + zNear) / (zFar - zNear);
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Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
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#endif
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return Result;
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}
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@ -262,9 +371,15 @@ namespace glm
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tmat4x4<T, defaultp> Result(static_cast<T>(0));
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Result[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);
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Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
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Result[2][2] = (zFar + zNear) / (zFar - zNear);
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Result[2][3] = static_cast<T>(1);
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Result[3][2] = -(static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
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#ifdef GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = zFar / (zFar - zNear);
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Result[3][2] = -(zFar * zNear) / (zFar - zNear);
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#else
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Result[2][2] = (zFar + zNear) / (zFar - zNear);
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Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
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#endif
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return Result;
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}
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@ -306,9 +421,15 @@ namespace glm
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tmat4x4<T, defaultp> Result(static_cast<T>(0));
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Result[0][0] = w;
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Result[1][1] = h;
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Result[2][2] = - (zFar + zNear) / (zFar - zNear);
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Result[2][3] = - static_cast<T>(1);
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#ifdef GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = zFar / (zNear - zFar);
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Result[3][2] = -(zFar * zNear) / (zFar - zNear);
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#else
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Result[2][2] = - (zFar + zNear) / (zFar - zNear);
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Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
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#endif
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return Result;
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}
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@ -333,9 +454,16 @@ namespace glm
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tmat4x4<T, defaultp> Result(static_cast<T>(0));
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Result[0][0] = w;
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Result[1][1] = h;
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Result[2][2] = (zFar + zNear) / (zFar - zNear);
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Result[2][3] = static_cast<T>(1);
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#ifdef GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = zFar / (zFar - zNear);
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Result[3][2] = -(zFar * zNear) / (zFar - zNear);
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#else
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Result[2][2] = (zFar + zNear) / (zFar - zNear);
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Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
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#endif
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return Result;
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}
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@ -346,6 +474,21 @@ namespace glm
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T aspect,
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T zNear
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)
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{
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#ifdef GLM_LEFT_HANDED
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return infinitePerspectiveLH(fovy, aspect, zNear);
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#else
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return infinitePerspectiveRH(fovy, aspect, zNear);
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#endif
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}
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template <typename T>
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GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> infinitePerspectiveRH
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(
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T fovy,
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T aspect,
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T zNear
|
||||
)
|
||||
{
|
||||
T const range = tan(fovy / T(2)) * zNear;
|
||||
T const left = -range * aspect;
|
||||
@ -362,6 +505,29 @@ namespace glm
|
||||
return Result;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> infinitePerspectiveLH
|
||||
(
|
||||
T fovy,
|
||||
T aspect,
|
||||
T zNear
|
||||
)
|
||||
{
|
||||
T const range = tan(fovy / T(2)) * zNear;
|
||||
T const left = -range * aspect;
|
||||
T const right = range * aspect;
|
||||
T const bottom = -range;
|
||||
T const top = range;
|
||||
|
||||
tmat4x4<T, defaultp> 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;
|
||||
}
|
||||
|
||||
// Infinite projection matrix: http://www.terathon.com/gdc07_lengyel.pdf
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> tweakedInfinitePerspective
|
||||
|
Loading…
Reference in New Issue
Block a user