updated GL and GLU replacement extensions

This commit is contained in:
Christophe Riccio 2010-11-12 14:24:28 +00:00
parent 25248b822b
commit 8f2cae1e1f
11 changed files with 500 additions and 235 deletions

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@ -1,5 +1,6 @@
#include "../glm.hpp" #include "../glm.hpp"
#include "../ext.hpp" #include "../ext.hpp"
#include <map>
int main() int main()
{ {
@ -85,6 +86,22 @@ int main()
glm::mat4x3 q = m * x; glm::mat4x3 q = m * x;
} }
class test
{
private:
glm::vec3 Data;
};
std::map<int, test*> TestMap;
TestMap.insert(std::make_pair(0, new test));
TestMap.insert(std::make_pair(1, new test));
TestMap.insert(std::make_pair(2, new test));
std::map<int, test*>::iterator It = TestMap.find(1);
if(It != TestMap.end())
{
TestMap.insert(std::make_pair(3, new test));
}
//{ //{
// glm::mat3x4 m(1.0f); // glm::mat3x4 m(1.0f);
// glm::vec3 v(1.0f); // glm::vec3 v(1.0f);

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@ -11,6 +11,8 @@
#define glm_ext #define glm_ext
#include "./gtc/double_float.hpp" #include "./gtc/double_float.hpp"
#include "./gtc/gl_replacement.hpp"
#include "./gtc/glu_replacement.hpp"
#include "./gtc/half_float.hpp" #include "./gtc/half_float.hpp"
#include "./gtc/matrix_access.hpp" #include "./gtc/matrix_access.hpp"
#include "./gtc/matrix_operation.hpp" #include "./gtc/matrix_operation.hpp"

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@ -0,0 +1,82 @@
///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2010 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2010-11-12
// Updated : 2010-11-12
// Licence : This source is under MIT License
// File : glm/gtc/gl_replacement.hpp
///////////////////////////////////////////////////////////////////////////////////////////////////
// Dependency:
// - GLM core
///////////////////////////////////////////////////////////////////////////////////////////////////
#ifndef glm_gl_replacement
#define glm_gl_replacement
// Dependency:
#include "../glm.hpp"
#include "../gtc/gl_replacement.hpp"
namespace glm
{
namespace test{
bool main_gtc_gl_replacement();
}//namespace test
namespace gtc{
//! GLM_GTC_gl_replacement extension: GLM replacement functions for OpenGL compatibility function
namespace gl_replacement
{
//! Builds a translation 4 * 4 matrix created from a vector of 3 components.
//! From GLM_GTC_gl_replacement extension.
template <typename T>
detail::tmat4x4<T> translate(
detail::tmat4x4<T> const & m,
detail::tvec3<T> const & v);
//! Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees.
//! From GLM_GTC_gl_replacement extension.
template <typename T>
detail::tmat4x4<T> rotate(
detail::tmat4x4<T> const & m,
T const & angle,
detail::tvec3<T> const & v);
//! Builds a scale 4 * 4 matrix created from 3 scalars.
//! From GLM_GTC_gl_replacement extension.
template <typename T>
detail::tmat4x4<T> scale(
detail::tmat4x4<T> const & m,
detail::tvec3<T> const & v);
//! Creates a matrix for an orthographic parallel viewing volume.
//! From GLM_GTC_matrix_projection extension.
template <typename T>
detail::tmat4x4<T> ortho(
T const & left,
T const & right,
T const & bottom,
T const & top,
T const & zNear,
T const & zFar);
//! Creates a frustum matrix.
//! From GLM_GTC_matrix_projection extension.
template <typename T>
detail::tmat4x4<T> frustum(
T const & left,
T const & right,
T const & bottom,
T const & top,
T const & nearVal,
T const & farVal);
}//namespace gl_replacement
}//namespace gtc
}//namespace glm
#include "gl_replacement.inl"
namespace glm{using namespace gtc::gl_replacement;}
#endif//glm_gl_replacement

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@ -0,0 +1,187 @@
///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2010 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2010-11-12
// Updated : 2010-11-12
// Licence : This source is under MIT License
// File : glm/gtc/gl_replacement.inl
///////////////////////////////////////////////////////////////////////////////////////////////////
namespace glm{
namespace gtc{
namespace gl_replacement
{
template <typename T>
inline detail::tmat4x4<T> translate
(
detail::tmat4x4<T> const & m,
detail::tvec3<T> const & v
)
{
detail::tmat4x4<T> Result(m);
Result[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3];
return Result;
}
template <typename T>
inline detail::tmat4x4<T> rotate
(
detail::tmat4x4<T> const & m,
T const & angle,
detail::tvec3<T> const & v
)
{
T a = radians(angle);
T c = cos(a);
T s = sin(a);
detail::tvec3<T> axis = normalize(v);
detail::tvec3<T> temp = (T(1) - c) * axis;
detail::tmat4x4<T> Rotate(detail::tmat4x4<T>::null);
Rotate[0][0] = c + temp[0] * axis[0];
Rotate[0][1] = 0 + temp[0] * axis[1] + s * axis[2];
Rotate[0][2] = 0 + temp[0] * axis[2] - s * axis[1];
Rotate[1][0] = 0 + temp[1] * axis[0] - s * axis[2];
Rotate[1][1] = c + temp[1] * axis[1];
Rotate[1][2] = 0 + temp[1] * axis[2] + s * axis[0];
Rotate[2][0] = 0 + temp[2] * axis[0] + s * axis[1];
Rotate[2][1] = 0 + temp[2] * axis[1] - s * axis[0];
Rotate[2][2] = c + temp[2] * axis[2];
detail::tmat4x4<T> Result(detail::tmat4x4<T>::null);
Result[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2];
Result[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2];
Result[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2];
Result[3] = m[3];
return Result;
}
template <typename T>
inline detail::tmat4x4<T> scale
(
detail::tmat4x4<T> const & m,
detail::tvec3<T> const & v
)
{
detail::tmat4x4<T> Result(detail::tmat4x4<T>::null);
Result[0] = m[0] * v[0];
Result[1] = m[1] * v[1];
Result[2] = m[2] * v[2];
Result[3] = m[3];
return Result;
}
template <typename T>
inline detail::tmat4x4<T> translate_slow
(
detail::tmat4x4<T> const & m,
detail::tvec3<T> const & v
)
{
detail::tmat4x4<T> Result(T(1));
Result[3] = detail::tvec4<T>(v, T(1));
return m * Result;
//detail::tmat4x4<valType> Result(m);
Result[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3];
//Result[3][0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2] + m[3][0];
//Result[3][1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1] * v[2] + m[3][1];
//Result[3][2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2] + m[3][2];
//Result[3][3] = m[0][3] * v[0] + m[1][3] * v[1] + m[2][3] * v[2] + m[3][3];
//return Result;
}
template <typename T>
inline detail::tmat4x4<T> rotate_slow
(
detail::tmat4x4<T> const & m,
T const & angle,
detail::tvec3<T> const & v
)
{
T a = radians(angle);
T c = cos(a);
T s = sin(a);
detail::tmat4x4<T> Result;
detail::tvec3<T> axis = normalize(v);
Result[0][0] = c + (1 - c) * axis.x * axis.x;
Result[0][1] = (1 - c) * axis.x * axis.y + s * axis.z;
Result[0][2] = (1 - c) * axis.x * axis.z - s * axis.y;
Result[0][3] = 0;
Result[1][0] = (1 - c) * axis.y * axis.x - s * axis.z;
Result[1][1] = c + (1 - c) * axis.y * axis.y;
Result[1][2] = (1 - c) * axis.y * axis.z + s * axis.x;
Result[1][3] = 0;
Result[2][0] = (1 - c) * axis.z * axis.x + s * axis.y;
Result[2][1] = (1 - c) * axis.z * axis.y - s * axis.x;
Result[2][2] = c + (1 - c) * axis.z * axis.z;
Result[2][3] = 0;
Result[3] = detail::tvec4<T>(0, 0, 0, 1);
return m * Result;
}
template <typename T>
inline detail::tmat4x4<T> scale_slow
(
detail::tmat4x4<T> const & m,
detail::tvec3<T> const & v
)
{
detail::tmat4x4<T> Result(T(1));
Result[0][0] = v.x;
Result[1][1] = v.y;
Result[2][2] = v.z;
return m * Result;
}
template <typename valType>
inline detail::tmat4x4<valType> ortho(
valType const & left,
valType const & right,
valType const & bottom,
valType const & top,
valType const & zNear,
valType const & zFar)
{
detail::tmat4x4<valType> Result(1);
Result[0][0] = valType(2) / (right - left);
Result[1][1] = valType(2) / (top - bottom);
Result[2][2] = - valType(2) / (zFar - zNear);
Result[3][0] = - (right + left) / (right - left);
Result[3][1] = - (top + bottom) / (top - bottom);
Result[3][2] = - (zFar + zNear) / (zFar - zNear);
return Result;
}
template <typename valType>
inline detail::tmat4x4<valType> frustum(
valType const & left,
valType const & right,
valType const & bottom,
valType const & top,
valType const & nearVal,
valType const & farVal)
{
detail::tmat4x4<valType> Result(0);
Result[0][0] = (valType(2) * nearVal) / (right - left);
Result[1][1] = (valType(2) * nearVal) / (top - bottom);
Result[2][0] = (right + left) / (right - left);
Result[2][1] = (top + bottom) / (top - bottom);
Result[2][2] = -(farVal + nearVal) / (farVal - nearVal);
Result[2][3] = valType(-1);
Result[3][2] = -(valType(2) * farVal * nearVal) / (farVal - nearVal);
return Result;
}
}//namespace gl_replacement
}//namespace gtc
}//namespace glm

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///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2010 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2010-11-12
// Updated : 2010-11-12
// Licence : This source is under MIT License
// File : glm/gtc/gl_replacement.hpp
///////////////////////////////////////////////////////////////////////////////////////////////////
// Dependency:
// - GLM core
///////////////////////////////////////////////////////////////////////////////////////////////////
#ifndef glm_glu_replacement
#define glm_glu_replacement
// Dependency:
#include "../glm.hpp"
#include "../gtc/gl_replacement.hpp"
namespace glm
{
namespace test{
bool main_gtc_gl_replacement();
}//namespace test
namespace gtc{
//! GLM_GTC_glu_replacement extension: GLM replacement functions for GLU
namespace glu_replacement
{
using namespace gtc::gl_replacement;
//! Creates a matrix for projecting two-dimensional coordinates onto the screen.
//! From GLM_GTC_glu_replacement extension.
template <typename T>
detail::tmat4x4<T> ortho(
T const & left,
T const & right,
T const & bottom,
T const & top);
//! Creates a matrix for a symetric perspective-view frustum.
//! From GLM_GTC_glu_replacement extension.
template <typename T>
detail::tmat4x4<T> perspective(
T const & fovy,
T const & aspect,
T const & zNear,
T const & zFar);
//! Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
//! From GLM_GTC_glu_replacement extension.
template <typename T, typename U>
detail::tvec3<T> project(
detail::tvec3<T> const & obj,
detail::tmat4x4<T> const & model,
detail::tmat4x4<T> const & proj,
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.
template <typename T, typename U>
detail::tvec3<T> unProject(
detail::tvec3<T> const & win,
detail::tmat4x4<T> const & model,
detail::tmat4x4<T> const & proj,
detail::tvec4<U> const & viewport);
//! Build a look at view matrix.
//! From GLM_GTC_glu_replacement extension.
template <typename T>
detail::tmat4x4<T> lookAt(
detail::tvec3<T> const & eye,
detail::tvec3<T> const & center,
detail::tvec3<T> const & up);
}//namespace glu_replacement
}//namespace gtc
}//namespace glm
#include "glu_replacement.inl"
namespace glm{using namespace gtc::glu_replacement;}
#endif//glm_glu_replacement

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///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2010 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2010-11-12
// Updated : 2010-11-12
// Licence : This source is under MIT License
// File : glm/gtc/glu_replacement.inl
///////////////////////////////////////////////////////////////////////////////////////////////////
namespace glm{
namespace gtc{
namespace glu_replacement
{
template <typename valType>
inline detail::tmat4x4<valType> ortho(
valType const & left,
valType const & right,
valType const & bottom,
valType const & top)
{
detail::tmat4x4<valType> Result(1);
Result[0][0] = valType(2) / (right - left);
Result[1][1] = valType(2) / (top - bottom);
Result[2][2] = - valType(1);
Result[3][0] = - (right + left) / (right - left);
Result[3][1] = - (top + bottom) / (top - bottom);
return Result;
}
template <typename valType>
inline detail::tmat4x4<valType> perspective(
valType const & fovy,
valType const & aspect,
valType const & zNear,
valType const & zFar)
{
valType range = tan(radians(fovy / valType(2))) * zNear;
valType left = -range * aspect;
valType right = range * aspect;
valType bottom = -range;
valType top = range;
detail::tmat4x4<valType> Result(valType(0));
Result[0][0] = (valType(2) * zNear) / (right - left);
Result[1][1] = (valType(2) * zNear) / (top - bottom);
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, typename U>
inline detail::tvec3<T> project(
detail::tvec3<T> const & obj,
detail::tmat4x4<T> const & model,
detail::tmat4x4<T> const & proj,
detail::tvec4<U> const & viewport)
{
detail::tvec4<T> tmp = detail::tvec4<T>(obj, T(1));
tmp = model * tmp;
tmp = proj * tmp;
tmp /= tmp.w;
tmp = tmp * T(0.5) + T(0.5);
tmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]);
tmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]);
return detail::tvec3<T>(tmp);
}
template <typename T, typename U>
inline detail::tvec3<T> unProject(
detail::tvec3<T> const & win,
detail::tmat4x4<T> const & model,
detail::tmat4x4<T> const & proj,
detail::tvec4<U> const & viewport)
{
detail::tmat4x4<T> inverse = glm::inverse(proj * model);
detail::tvec4<T> tmp = detail::tvec4<T>(win, T(1));
tmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]);
tmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]);
tmp = tmp * T(2) - T(1);
detail::tvec4<T> obj = inverse * tmp;
obj /= obj.w;
return detail::tvec3<T>(obj);
}
template <typename T>
inline detail::tmat4x4<T> lookAt(
const detail::tvec3<T>& eye,
const detail::tvec3<T>& center,
const detail::tvec3<T>& up)
{
detail::tvec3<T> f = normalize(center - eye);
detail::tvec3<T> u = normalize(up);
detail::tvec3<T> s = normalize(cross(f, u));
u = cross(s, f);
detail::tmat4x4<T> Result(1);
Result[0][0] = s.x;
Result[1][0] = s.y;
Result[2][0] = s.z;
Result[0][1] = u.x;
Result[1][1] = u.y;
Result[2][1] = u.z;
Result[0][2] =-f.x;
Result[1][2] =-f.y;
Result[2][2] =-f.z;
/* Test this instead of translate3D
Result[3][0] =-dot(s, eye);
Result[3][1] =-dot(y, eye);
Result[3][2] = dot(f, eye);
*/
return gtc::matrix_transform::translate(Result, -eye);
}
}//namespace glu_replacement
}//namespace gtc
}//namespace glm

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@ -16,7 +16,7 @@
// Dependency: // Dependency:
#include "../glm.hpp" #include "../glm.hpp"
#include "../gtc/matrix_operation.hpp" #include "../gtc/glu_replacement.hpp"
namespace glm namespace glm
{ {
@ -28,65 +28,7 @@ namespace glm
//! GLM_GTC_matrix_projection: Varius ways to build and operate on projection matrices //! GLM_GTC_matrix_projection: Varius ways to build and operate on projection matrices
namespace matrix_projection namespace matrix_projection
{ {
using namespace gtc::matrix_operation; using namespace gtc::glu_replacement;
//! Creates a matrix for projecting two-dimensional coordinates onto the screen.
//! From GLM_GTC_matrix_projection extension.
template <typename T>
detail::tmat4x4<T> ortho(
T const & left,
T const & right,
T const & bottom,
T const & top);
//! Creates a matrix for an orthographic parallel viewing volume.
//! From GLM_GTC_matrix_projection extension.
template <typename T>
detail::tmat4x4<T> ortho(
T const & left,
T const & right,
T const & bottom,
T const & top,
T const & zNear,
T const & zFar);
//! Creates a frustum matrix.
//! From GLM_GTC_matrix_projection extension.
template <typename T>
detail::tmat4x4<T> frustum(
T const & left,
T const & right,
T const & bottom,
T const & top,
T const & nearVal,
T const & farVal);
//! Creates a matrix for a symetric perspective-view frustum.
//! From GLM_GTC_matrix_projection extension.
template <typename T>
detail::tmat4x4<T> perspective(
T const & fovy,
T const & aspect,
T const & zNear,
T const & zFar);
//! Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
//! From GLM_GTC_matrix_projection extension.
template <typename T, typename U>
detail::tvec3<T> project(
detail::tvec3<T> const & obj,
detail::tmat4x4<T> const & model,
detail::tmat4x4<T> const & proj,
detail::tvec4<U> const & viewport);
//! Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
//! From GLM_GTC_matrix_projection extension.
template <typename T, typename U>
detail::tvec3<T> unProject(
detail::tvec3<T> const & win,
detail::tmat4x4<T> const & model,
detail::tmat4x4<T> const & proj,
detail::tvec4<U> const & viewport);
}//namespace matrix_projection }//namespace matrix_projection
}//namespace gtc }//namespace gtc

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@ -11,121 +11,7 @@ namespace glm{
namespace gtc{ namespace gtc{
namespace matrix_projection namespace matrix_projection
{ {
template <typename valType>
inline detail::tmat4x4<valType> ortho(
valType const & left,
valType const & right,
valType const & bottom,
valType const & top)
{
detail::tmat4x4<valType> Result(1);
Result[0][0] = valType(2) / (right - left);
Result[1][1] = valType(2) / (top - bottom);
Result[2][2] = - valType(1);
Result[3][0] = - (right + left) / (right - left);
Result[3][1] = - (top + bottom) / (top - bottom);
return Result;
}
template <typename valType>
inline detail::tmat4x4<valType> ortho(
valType const & left,
valType const & right,
valType const & bottom,
valType const & top,
valType const & zNear,
valType const & zFar)
{
detail::tmat4x4<valType> Result(1);
Result[0][0] = valType(2) / (right - left);
Result[1][1] = valType(2) / (top - bottom);
Result[2][2] = - valType(2) / (zFar - zNear);
Result[3][0] = - (right + left) / (right - left);
Result[3][1] = - (top + bottom) / (top - bottom);
Result[3][2] = - (zFar + zNear) / (zFar - zNear);
return Result;
}
template <typename valType>
inline detail::tmat4x4<valType> frustum(
valType const & left,
valType const & right,
valType const & bottom,
valType const & top,
valType const & nearVal,
valType const & farVal)
{
detail::tmat4x4<valType> Result(0);
Result[0][0] = (valType(2) * nearVal) / (right - left);
Result[1][1] = (valType(2) * nearVal) / (top - bottom);
Result[2][0] = (right + left) / (right - left);
Result[2][1] = (top + bottom) / (top - bottom);
Result[2][2] = -(farVal + nearVal) / (farVal - nearVal);
Result[2][3] = valType(-1);
Result[3][2] = -(valType(2) * farVal * nearVal) / (farVal - nearVal);
return Result;
}
template <typename valType>
inline detail::tmat4x4<valType> perspective(
valType const & fovy,
valType const & aspect,
valType const & zNear,
valType const & zFar)
{
valType range = tan(radians(fovy / valType(2))) * zNear;
valType left = -range * aspect;
valType right = range * aspect;
valType bottom = -range;
valType top = range;
detail::tmat4x4<valType> Result(valType(0));
Result[0][0] = (valType(2) * zNear) / (right - left);
Result[1][1] = (valType(2) * zNear) / (top - bottom);
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, typename U>
inline detail::tvec3<T> project(
detail::tvec3<T> const & obj,
detail::tmat4x4<T> const & model,
detail::tmat4x4<T> const & proj,
detail::tvec4<U> const & viewport)
{
detail::tvec4<T> tmp = detail::tvec4<T>(obj, T(1));
tmp = model * tmp;
tmp = proj * tmp;
tmp /= tmp.w;
tmp = tmp * T(0.5) + T(0.5);
tmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]);
tmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]);
return detail::tvec3<T>(tmp);
}
template <typename T, typename U>
inline detail::tvec3<T> unProject(
detail::tvec3<T> const & win,
detail::tmat4x4<T> const & model,
detail::tmat4x4<T> const & proj,
detail::tvec4<U> const & viewport)
{
detail::tmat4x4<T> inverse = glm::inverse(proj * model);
detail::tvec4<T> tmp = detail::tvec4<T>(win, T(1));
tmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]);
tmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]);
tmp = tmp * T(2) - T(1);
detail::tvec4<T> obj = inverse * tmp;
obj /= obj.w;
return detail::tvec3<T>(obj);
}
}//namespace matrix_projection }//namespace matrix_projection
}//namespace gtc }//namespace gtc

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@ -16,7 +16,7 @@
// Dependency: // Dependency:
#include "../glm.hpp" #include "../glm.hpp"
#include "../gtc/matrix_operation.hpp" #include "../gtc/gl_replacement.hpp"
namespace glm namespace glm
{ {
@ -28,29 +28,7 @@ namespace glm
//! GLM_GTC_matrix_transform extension: Add transformation matrices //! GLM_GTC_matrix_transform extension: Add transformation matrices
namespace matrix_transform namespace matrix_transform
{ {
using namespace gtc::matrix_operation; using namespace gtc::gl_replacement;
//! Builds a translation 4 * 4 matrix created from a vector of 3 components.
//! From GLM_GTC_matrix_transform extension.
template <typename T>
detail::tmat4x4<T> translate(
detail::tmat4x4<T> const & m,
detail::tvec3<T> const & v);
//! Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees.
//! From GLM_GTC_matrix_transform extension.
template <typename T>
detail::tmat4x4<T> rotate(
detail::tmat4x4<T> const & m,
T const & angle,
detail::tvec3<T> const & v);
//! Builds a scale 4 * 4 matrix created from 3 scalars.
//! From GLM_GTC_matrix_transform extension.
template <typename T>
detail::tmat4x4<T> scale(
detail::tmat4x4<T> const & m,
detail::tvec3<T> const & v);
}//namespace matrix_transform }//namespace matrix_transform
}//namespace gtc }//namespace gtc

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@ -16,6 +16,7 @@
// Dependency: // Dependency:
#include "../glm.hpp" #include "../glm.hpp"
#include "../gtc/glu_replacement.hpp"
#include "../gtx/transform.hpp" #include "../gtx/transform.hpp"
namespace glm namespace glm
@ -29,6 +30,7 @@ namespace glm
namespace transform2 namespace transform2
{ {
using namespace gtx::transform; using namespace gtx::transform;
using namespace gtc::glu_replacement;
//! Transforms a matrix with a shearing on X axis. //! Transforms a matrix with a shearing on X axis.
//! From GLM_GTX_transform2 extension. //! From GLM_GTX_transform2 extension.
@ -90,14 +92,6 @@ namespace glm
const detail::tmat4x4<T> & m, const detail::tmat4x4<T> & m,
const detail::tvec3<T>& normal); const detail::tvec3<T>& normal);
//! Build a look at view matrix.
//! From GLM_GTX_transform2 extension.
template <typename T>
detail::tmat4x4<T> lookAt(
detail::tvec3<T> const & eye,
detail::tvec3<T> const & center,
detail::tvec3<T> const & up);
//! Build a scale bias matrix. //! Build a scale bias matrix.
//! From GLM_GTX_transform2 extension. //! From GLM_GTX_transform2 extension.
template <typename valType> template <typename valType>

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@ -131,35 +131,6 @@ namespace transform2
return m * r; return m * r;
} }
template <typename T>
inline detail::tmat4x4<T> lookAt(
const detail::tvec3<T>& eye,
const detail::tvec3<T>& center,
const detail::tvec3<T>& up)
{
detail::tvec3<T> f = normalize(center - eye);
detail::tvec3<T> u = normalize(up);
detail::tvec3<T> s = normalize(cross(f, u));
u = cross(s, f);
detail::tmat4x4<T> Result(1);
Result[0][0] = s.x;
Result[1][0] = s.y;
Result[2][0] = s.z;
Result[0][1] = u.x;
Result[1][1] = u.y;
Result[2][1] = u.z;
Result[0][2] =-f.x;
Result[1][2] =-f.y;
Result[2][2] =-f.z;
/* Test this instead of translate3D
Result[3][0] =-dot(s, eye);
Result[3][1] =-dot(y, eye);
Result[3][2] = dot(f, eye);
*/
return gtc::matrix_transform::translate(Result, -eye);
}
template <typename T> template <typename T>
inline detail::tmat4x4<T> scaleBias( inline detail::tmat4x4<T> scaleBias(
T scale, T scale,