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Added infinitePerspectiveLH_ZO and tests
Renamed infinitePerspectiveLH -> infinitePerspectiveLH_NO
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@ -501,7 +501,7 @@ namespace glm
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}
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template<typename T>
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GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspectiveLH(T fovy, T aspect, T zNear)
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GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspectiveLH_NO(T fovy, T aspect, T zNear)
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{
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T const range = tan(fovy / static_cast<T>(2)) * zNear;
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T const left = -range * aspect;
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@ -518,11 +518,31 @@ namespace glm
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return Result;
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}
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template<typename T>
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GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspectiveLH_ZO(T fovy, T aspect, T zNear)
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{
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T const range = tan(fovy / static_cast<T>(2)) * zNear;
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T const left = -range * aspect;
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T const right = range * aspect;
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T const bottom = -range;
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T const top = range;
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mat<4, 4, T, defaultp> Result(T(0));
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Result[0][0] = (static_cast<T>(2) * zNear) / (right - left);
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Result[1][1] = (static_cast<T>(2) * zNear) / (top - bottom);
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Result[2][2] = static_cast<T>(1);
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Result[2][3] = static_cast<T>(1);
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Result[3][2] = - zNear;
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return Result;
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}
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template<typename T>
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GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspective(T fovy, T aspect, T zNear)
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{
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# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT
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return infinitePerspectiveLH(fovy, aspect, zNear);
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# if GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_ZO
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return infinitePerspectiveLH_ZO(fovy, aspect, zNear);
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# elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_NO
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return infinitePerspectiveLH_NO(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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@ -1,12 +1,70 @@
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/constants.hpp>
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#include <glm/ext/matrix_relational.hpp>
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#include <glm/ext/scalar_relational.hpp>
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int test_perspective()
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{
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int Error = 0;
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glm::mat4 Projection = glm::perspective(glm::pi<float>() * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f);
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const float Near = 0.1f;
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const float Far = 100.0f;
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const float Eps = glm::epsilon<float>();
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glm::mat4 Projection = glm::perspective(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far);
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Projection = glm::perspectiveLH_ZO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far);
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{
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glm::vec4 N = Projection * glm::vec4{0.f, 0.f, Near, 1.f};
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glm::vec4 F = Projection * glm::vec4{0.f, 0.f, Far, 1.f};
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N /= N.w;
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F /= F.w;
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Error += glm::notEqual(N.z, 0.f, Eps);
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Error += glm::notEqual(F.z, 1.f, Eps);
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}
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Projection = glm::perspectiveLH_NO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far);
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{
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glm::vec4 N = Projection * glm::vec4{0.f, 0.f, Near, 1.f};
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glm::vec4 F = Projection * glm::vec4{0.f, 0.f, Far, 1.f};
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N /= N.w;
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F /= F.w;
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Error += glm::notEqual(N.z, -1.f, Eps);
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Error += glm::notEqual(F.z, 1.f, Eps);
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}
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return Error;
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}
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int test_infinitePerspective()
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{
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int Error = 0;
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const float Near = 0.1f;
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const float Inf = 1.0e+10f;
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const float Eps = glm::epsilon<float>();
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glm::mat4 Projection = glm::infinitePerspective(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near);
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Projection = glm::infinitePerspectiveLH_ZO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near);
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{
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glm::vec4 N = Projection * glm::vec4{0.f, 0.f, Near, 1.f};
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glm::vec4 F = Projection * glm::vec4{0.f, 0.f, Inf, 1.f};
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N /= N.w;
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F /= F.w;
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Error += glm::notEqual(N.z, 0.f, Eps);
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Error += glm::notEqual(F.z, 1.f, Eps);
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}
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Projection = glm::infinitePerspectiveLH_NO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near);
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{
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glm::vec4 N = Projection * glm::vec4{0.f, 0.f, Near, 1.f};
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glm::vec4 F = Projection * glm::vec4{0.f, 0.f, Inf, 1.f};
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N /= N.w;
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F /= F.w;
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Error += glm::notEqual(N.z, -1.f, Eps);
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Error += glm::notEqual(F.z, 1.f, Eps);
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}
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return Error;
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}
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@ -50,6 +108,7 @@ int main()
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Error += test_tweakedInfinitePerspective();
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Error += test_pick();
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Error += test_perspective();
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Error += test_infinitePerspective();
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return Error;
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}
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