diff --git a/glm/gtc/matrix_transform.hpp b/glm/gtc/matrix_transform.hpp index 0d620b94..a98033d2 100644 --- a/glm/gtc/matrix_transform.hpp +++ b/glm/gtc/matrix_transform.hpp @@ -57,9 +57,8 @@ namespace glm /// @see glTranslate man page template GLM_FUNC_DECL mat<4, 4, T, Q> translate( - mat<4, 4, T, Q> const& m, - vec<3, T, Q> const& v); - + mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v); + /// Builds a rotation 4 * 4 matrix created from an axis vector and an angle. /// /// @param m Input matrix multiplied by this rotation matrix. @@ -72,9 +71,7 @@ namespace glm /// @see glRotate man page template GLM_FUNC_DECL mat<4, 4, T, Q> rotate( - mat<4, 4, T, Q> const& m, - T angle, - vec<3, T, Q> const& axis); + mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& axis); /// Builds a scale 4 * 4 matrix created from 3 scalars. /// @@ -87,51 +84,7 @@ namespace glm /// @see glScale man page template GLM_FUNC_DECL mat<4, 4, T, Q> scale( - mat<4, 4, T, Q> const& m, - vec<3, T, Q> const& v); - - /// Creates a matrix for an orthographic parallel viewing volume, using the default handedness. - /// - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. - /// @see gtc_matrix_transform - /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) - /// @see glOrtho man page - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho( - T left, - T right, - T bottom, - T top, - T zNear, - T zFar); - - /// Creates a matrix for an orthographic parallel viewing volume, using left-handedness. - /// - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. - /// @see gtc_matrix_transform - /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH( - T left, - T right, - T bottom, - T top, - T zNear, - T zFar); - - /// Creates a matrix for an orthographic parallel viewing volume, using right-handedness. - /// - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. - /// @see gtc_matrix_transform - /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH( - T left, - T right, - T bottom, - T top, - T zNear, - T zFar); + mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v); /// Creates a matrix for projecting two-dimensional coordinates onto the screen. /// @@ -141,52 +94,294 @@ namespace glm /// @see gluOrtho2D man page template GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho( - T left, - T right, - T bottom, - T top); + T left, T right, T bottom, T top); - /// Creates a frustum matrix with default handedness. + /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_ZO( + T left, T right, T bottom, T top, T zNear, T zFar); + + /// Creates a matrix for an orthographic parallel viewing volume using right-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_NO( + T left, T right, T bottom, T top, T zNear, T zFar); + + /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_ZO( + T left, T right, T bottom, T top, T zNear, T zFar); + + /// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_NO( + T left, T right, T bottom, T top, T zNear, T zFar); + + /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoZO( + T left, T right, T bottom, T top, T zNear, T zFar); + + /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoNO( + T left, T right, T bottom, T top, T zNear, T zFar); + + /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. + /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH( + T left, T right, T bottom, T top, T zNear, T zFar); + + /// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates. + /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH( + T left, T right, T bottom, T top, T zNear, T zFar); + + /// Creates a matrix for an orthographic parallel viewing volume, using the default handedness and default near and far clip planes definition. + /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) + /// @see glOrtho man page + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho( + T left, T right, T bottom, T top, T zNear, T zFar); + + /// Creates a left handed frustum matrix. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_ZO( + T left, T right, T bottom, T top, T near, T far); + + /// Creates a left handed frustum matrix. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_NO( + T left, T right, T bottom, T top, T near, T far); + + /// Creates a right handed frustum matrix. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_ZO( + T left, T right, T bottom, T top, T near, T far); + + /// Creates a right handed frustum matrix. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_NO( + T left, T right, T bottom, T top, T near, T far); + + /// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumZO( + T left, T right, T bottom, T top, T near, T far); + + /// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumNO( + T left, T right, T bottom, T top, T near, T far); + + /// Creates a left handed frustum matrix. + /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH( + T left, T right, T bottom, T top, T near, T far); + + /// Creates a right handed frustum matrix. + /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH( + T left, T right, T bottom, T top, T near, T far); + + /// Creates a frustum matrix with default handedness, using the default handedness and default near and far clip planes definition. + /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. /// /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. /// @see gtc_matrix_transform /// @see glFrustum man page template GLM_FUNC_DECL mat<4, 4, T, defaultp> frustum( - T left, - T right, - T bottom, - T top, - T near, - T far); + T left, T right, T bottom, T top, T near, T far); - /// Creates a left handed frustum matrix. - /// + + /// Creates a matrix for a right handed, symetric perspective-view frustum. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @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). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. /// @see gtc_matrix_transform template - GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH( - T left, - T right, - T bottom, - T top, - T near, - T far); + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_ZO( + T fovy, T aspect, T near, T far); - /// Creates a right handed frustum matrix. - /// + /// Creates a matrix for a right handed, symetric perspective-view frustum. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @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). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. /// @see gtc_matrix_transform template - GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH( - T left, - T right, - T bottom, - T top, - T near, - T far); + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_NO( + T fovy, T aspect, T near, T far); - /// Creates a matrix for a symetric perspective-view frustum based on the default handedness. + /// Creates a matrix for a left handed, symetric perspective-view frustum. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @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). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_ZO( + T fovy, T aspect, T near, T far); + + /// Creates a matrix for a left handed, symetric perspective-view frustum. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @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). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_NO( + T fovy, T aspect, T near, T far); + + /// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @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). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveZO( + T fovy, T aspect, T near, T far); + + /// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @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). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveNO( + T fovy, T aspect, T near, T far); + + /// Creates a matrix for a right handed, symetric perspective-view frustum. + /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @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). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH( + T fovy, T aspect, T near, T far); + + /// Creates a matrix for a left handed, symetric perspective-view frustum. + /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @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). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH( + T fovy, T aspect, T near, T far); + + /// Creates a matrix for a symetric perspective-view frustum based on the default handedness and default near and far clip planes definition. + /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. /// /// @param fovy Specifies the field of view angle in the y direction. Expressed in radians. /// @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). @@ -197,42 +392,10 @@ namespace glm /// @see gluPerspective man page template GLM_FUNC_DECL mat<4, 4, T, defaultp> perspective( - T fovy, - T aspect, - T near, - T far); + T fovy, T aspect, T near, T far); - /// Creates a matrix for a right handed, symetric perspective-view frustum. - /// - /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. - /// @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). - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH( - T fovy, - T aspect, - T near, - T far); - - /// Creates a matrix for a left handed, symetric perspective-view frustum. - /// - /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. - /// @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). - /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). - /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). - /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. - /// @see gtc_matrix_transform - template - GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH( - T fovy, - T aspect, - T near, - T far); - - /// Builds a perspective projection matrix based on a field of view and the default handedness. + /// Builds a perspective projection matrix based on a field of view using right-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @param fov Expressed in radians. /// @param width Width of the viewport @@ -242,14 +405,82 @@ namespace glm /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. /// @see gtc_matrix_transform template - GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFov( - T fov, - T width, - T height, - T near, - T far); + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH_ZO( + T fov, T width, T height, T near, T far); + + /// Builds a perspective projection matrix based on a field of view using right-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param fov Expressed in radians. + /// @param width Width of the viewport + /// @param height Height of the viewport + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH_NO( + T fov, T width, T height, T near, T far); + + /// Builds a perspective projection matrix based on a field of view using left-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @param fov Expressed in radians. + /// @param width Width of the viewport + /// @param height Height of the viewport + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH_ZO( + T fov, T width, T height, T near, T far); + + /// Builds a perspective projection matrix based on a field of view using left-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param fov Expressed in radians. + /// @param width Width of the viewport + /// @param height Height of the viewport + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH_NO( + T fov, T width, T height, T near, T far); + + /// Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @param fov Expressed in radians. + /// @param width Width of the viewport + /// @param height Height of the viewport + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovZO( + T fov, T width, T height, T near, T far); + + /// Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param fov Expressed in radians. + /// @param width Width of the viewport + /// @param height Height of the viewport + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovNO( + T fov, T width, T height, T near, T far); /// Builds a right handed perspective projection matrix based on a field of view. + /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @param fov Expressed in radians. /// @param width Width of the viewport @@ -260,13 +491,11 @@ namespace glm /// @see gtc_matrix_transform template GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH( - T fov, - T width, - T height, - T near, - T far); + T fov, T width, T height, T near, T far); /// Builds a left handed perspective projection matrix based on a field of view. + /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @param fov Expressed in radians. /// @param width Width of the viewport @@ -277,22 +506,21 @@ namespace glm /// @see gtc_matrix_transform template GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH( - T fov, - T width, - T height, - T near, - T far); + T fov, T width, T height, T near, T far); - /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default handedness. - /// - /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. - /// @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). + /// Builds a perspective projection matrix based on a field of view and the default handedness and default near and far clip planes definition. + /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. + /// + /// @param fov Expressed in radians. + /// @param width Width of the viewport + /// @param height Height of the viewport /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. /// @see gtc_matrix_transform template - GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspective( - T fovy, T aspect, T near); + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFov( + T fov, T width, T height, T near, T far); /// Creates a matrix for a left handed, symmetric perspective-view frustum with far plane at infinite. /// @@ -316,6 +544,17 @@ namespace glm GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveRH( T fovy, T aspect, T near); + /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default handedness. + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @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). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double. + /// @see gtc_matrix_transform + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspective( + T fovy, T aspect, T near); + /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping. /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. @@ -340,6 +579,39 @@ namespace glm T fovy, T aspect, T near, T ep); /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @param obj Specify the object coordinates. + /// @param model Specifies the current modelview matrix + /// @param proj Specifies the current projection matrix + /// @param viewport Specifies the current viewport + /// @return Return the computed window coordinates. + /// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double. + /// @tparam U Currently supported: Floating-point types and integer types. + /// @see gtc_matrix_transform + /// @see gluProject man page + template + GLM_FUNC_DECL vec<3, T, Q> projectZO( + vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); + + /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param obj Specify the object coordinates. + /// @param model Specifies the current modelview matrix + /// @param proj Specifies the current projection matrix + /// @param viewport Specifies the current viewport + /// @return Return the computed window coordinates. + /// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double. + /// @tparam U Currently supported: Floating-point types and integer types. + /// @see gtc_matrix_transform + /// @see gluProject man page + template + GLM_FUNC_DECL vec<3, T, Q> projectNO( + vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); + + /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates using default near and far clip planes definition. + /// To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. /// /// @param obj Specify the object coordinates. /// @param model Specifies the current modelview matrix @@ -352,12 +624,42 @@ namespace glm /// @see gluProject man page template GLM_FUNC_DECL vec<3, T, Q> project( - vec<3, T, Q> const& obj, - mat<4, 4, T, Q> const& model, - mat<4, 4, T, Q> const& proj, - vec<4, U, Q> const& viewport); + vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @param win Specify the window coordinates to be mapped. + /// @param model Specifies the modelview matrix + /// @param proj Specifies the projection matrix + /// @param viewport Specifies the viewport + /// @return Returns the computed object coordinates. + /// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double. + /// @tparam U Currently supported: Floating-point types and integer types. + /// @see gtc_matrix_transform + /// @see gluUnProject man page + template + GLM_FUNC_DECL vec<3, T, Q> unProjectZO( + vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); + + /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param win Specify the window coordinates to be mapped. + /// @param model Specifies the modelview matrix + /// @param proj Specifies the projection matrix + /// @param viewport Specifies the viewport + /// @return Returns the computed object coordinates. + /// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double. + /// @tparam U Currently supported: Floating-point types and integer types. + /// @see gtc_matrix_transform + /// @see gluUnProject man page + template + GLM_FUNC_DECL vec<3, T, Q> unProjectNO( + vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); + + /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates using default near and far clip planes definition. + /// To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. /// /// @param win Specify the window coordinates to be mapped. /// @param model Specifies the modelview matrix @@ -370,10 +672,7 @@ namespace glm /// @see gluUnProject man page template GLM_FUNC_DECL vec<3, T, Q> unProject( - vec<3, T, Q> const& win, - mat<4, 4, T, Q> const& model, - mat<4, 4, T, Q> const& proj, - vec<4, U, Q> const& viewport); + vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); /// Define a picking region /// @@ -386,9 +685,29 @@ namespace glm /// @see gluPickMatrix man page template GLM_FUNC_DECL mat<4, 4, T, Q> pickMatrix( - vec<2, T, Q> const& center, - vec<2, T, Q> const& delta, - vec<4, U, Q> const& viewport); + vec<2, T, Q> const& center, vec<2, T, Q> const& delta, vec<4, U, Q> const& viewport); + + /// Build a right handed look at view matrix. + /// + /// @param eye Position of the camera + /// @param center Position where the camera is looking at + /// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1) + /// @see gtc_matrix_transform + /// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) + template + GLM_FUNC_DECL mat<4, 4, T, Q> lookAtRH( + vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up); + + /// Build a left handed look at view matrix. + /// + /// @param eye Position of the camera + /// @param center Position where the camera is looking at + /// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1) + /// @see gtc_matrix_transform + /// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) + template + GLM_FUNC_DECL mat<4, 4, T, Q> lookAtLH( + vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up); /// Build a look at view matrix based on the default handedness. /// @@ -400,35 +719,7 @@ namespace glm /// @see gluLookAt man page template GLM_FUNC_DECL mat<4, 4, T, Q> lookAt( - vec<3, T, Q> const& eye, - vec<3, T, Q> const& center, - vec<3, T, Q> const& up); - - /// Build a right handed look at view matrix. - /// - /// @param eye Position of the camera - /// @param center Position where the camera is looking at - /// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1) - /// @see gtc_matrix_transform - /// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) - template - GLM_FUNC_DECL mat<4, 4, T, Q> lookAtRH( - vec<3, T, Q> const& eye, - vec<3, T, Q> const& center, - vec<3, T, Q> const& up); - - /// Build a left handed look at view matrix. - /// - /// @param eye Position of the camera - /// @param center Position where the camera is looking at - /// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1) - /// @see gtc_matrix_transform - /// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) - template - GLM_FUNC_DECL mat<4, 4, T, Q> lookAtLH( - vec<3, T, Q> const& eye, - vec<3, T, Q> const& center, - vec<3, T, Q> const& up); + vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up); /// @} }//namespace glm diff --git a/glm/gtc/matrix_transform.inl b/glm/gtc/matrix_transform.inl index 0dda98a2..39b15a69 100644 --- a/glm/gtc/matrix_transform.inl +++ b/glm/gtc/matrix_transform.inl @@ -97,165 +97,234 @@ namespace glm } template - GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> ortho - ( - T left, T right, - T bottom, T top, - T zNear, T zFar - ) - { -# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED - return orthoLH(left, right, bottom, top, zNear, zFar); -# else - return orthoRH(left, right, bottom, top, zNear, zFar); -# endif - } - - template - GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoLH - ( - T left, T right, - T bottom, T top, - T zNear, T zFar - ) - { - mat<4, 4, T, defaultp> Result(1); - Result[0][0] = static_cast(2) / (right - left); - Result[1][1] = static_cast(2) / (top - bottom); - Result[3][0] = - (right + left) / (right - left); - Result[3][1] = - (top + bottom) / (top - bottom); - -# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE - Result[2][2] = static_cast(1) / (zFar - zNear); - Result[3][2] = - zNear / (zFar - zNear); -# else - Result[2][2] = static_cast(2) / (zFar - zNear); - Result[3][2] = - (zFar + zNear) / (zFar - zNear); -# endif - - return Result; - } - - template - GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoRH - ( - T left, T right, - T bottom, T top, - T zNear, T zFar - ) - { - mat<4, 4, T, defaultp> Result(1); - Result[0][0] = static_cast(2) / (right - left); - Result[1][1] = static_cast(2) / (top - bottom); - Result[3][0] = - (right + left) / (right - left); - Result[3][1] = - (top + bottom) / (top - bottom); - -# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE - Result[2][2] = - static_cast(1) / (zFar - zNear); - Result[3][2] = - zNear / (zFar - zNear); -# else - Result[2][2] = - static_cast(2) / (zFar - zNear); - Result[3][2] = - (zFar + zNear) / (zFar - zNear); -# endif - - return Result; - } - - template - GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> ortho - ( - T left, T right, - T bottom, T top - ) + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> ortho(T left, T right, T bottom, T top) { mat<4, 4, T, defaultp> Result(static_cast(1)); Result[0][0] = static_cast(2) / (right - left); Result[1][1] = static_cast(2) / (top - bottom); - Result[2][2] = - static_cast(1); Result[3][0] = - (right + left) / (right - left); Result[3][1] = - (top + bottom) / (top - bottom); return Result; } template - GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustum - ( - T left, T right, - T bottom, T top, - T nearVal, T farVal - ) + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoLH_ZO(T left, T right, T bottom, T top, T zNear, T zFar) + { + mat<4, 4, T, defaultp> Result(1); + Result[0][0] = static_cast(2) / (right - left); + Result[1][1] = static_cast(2) / (top - bottom); + Result[2][2] = static_cast(1) / (zFar - zNear); + Result[3][0] = - (right + left) / (right - left); + Result[3][1] = - (top + bottom) / (top - bottom); + Result[3][2] = - zNear / (zFar - zNear); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoLH_NO(T left, T right, T bottom, T top, T zNear, T zFar) + { + mat<4, 4, T, defaultp> Result(1); + Result[0][0] = static_cast(2) / (right - left); + Result[1][1] = static_cast(2) / (top - bottom); + Result[2][2] = static_cast(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 + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoRH_ZO(T left, T right, T bottom, T top, T zNear, T zFar) + { + mat<4, 4, T, defaultp> Result(1); + Result[0][0] = static_cast(2) / (right - left); + Result[1][1] = static_cast(2) / (top - bottom); + Result[2][2] = - static_cast(1) / (zFar - zNear); + Result[3][0] = - (right + left) / (right - left); + Result[3][1] = - (top + bottom) / (top - bottom); + Result[3][2] = - zNear / (zFar - zNear); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoRH_NO(T left, T right, T bottom, T top, T zNear, T zFar) + { + mat<4, 4, T, defaultp> Result(1); + Result[0][0] = static_cast(2) / (right - left); + Result[1][1] = static_cast(2) / (top - bottom); + Result[2][2] = - static_cast(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 + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoZO(T left, T right, T bottom, T top, T zNear, T zFar) { # if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED - return frustumLH(left, right, bottom, top, nearVal, farVal); + return orthoLH_ZO(left, right, bottom, top, zNear, zFar); # else - return frustumRH(left, right, bottom, top, nearVal, farVal); + return orthoRH_ZO(left, right, bottom, top, zNear, zFar); # endif } template - GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumLH - ( - T left, T right, - T bottom, T top, - T nearVal, T farVal - ) + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoNO(T left, T right, T bottom, T top, T zNear, T zFar) + { +# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED + return orthoLH_NO(left, right, bottom, top, zNear, zFar); +# else + return orthoRH_NO(left, right, bottom, top, zNear, zFar); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoLH(T left, T right, T bottom, T top, T zNear, T zFar) + { +# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE + return orthoLH_ZO(left, right, bottom, top, zNear, zFar); +# else + return orthoLH_NO(left, right, bottom, top, zNear, zFar); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoRH(T left, T right, T bottom, T top, T zNear, T zFar) + { +# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE + return orthoRH_ZO(left, right, bottom, top, zNear, zFar); +# else + return orthoRH_NO(left, right, bottom, top, zNear, zFar); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> ortho(T left, T right, T bottom, T top, T zNear, T zFar) + { +# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE + return orthoLH_ZO(left, right, bottom, top, zNear, zFar); +# elif GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_NEGATIVE_ONE_TO_ONE + return orthoLH_NO(left, right, bottom, top, zNear, zFar); +# elif GLM_COORDINATE_SYSTEM == GLM_RIGHT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE + return orthoRH_ZO(left, right, bottom, top, zNear, zFar); +# elif GLM_COORDINATE_SYSTEM == GLM_RIGHT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_NEGATIVE_ONE_TO_ONE + return orthoRH_NO(left, right, bottom, top, zNear, zFar); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumLH_ZO(T left, T right, T bottom, T top, T nearVal, T farVal) { mat<4, 4, T, defaultp> Result(0); Result[0][0] = (static_cast(2) * nearVal) / (right - left); Result[1][1] = (static_cast(2) * nearVal) / (top - bottom); Result[2][0] = (right + left) / (right - left); Result[2][1] = (top + bottom) / (top - bottom); + Result[2][2] = farVal / (farVal - nearVal); Result[2][3] = static_cast(1); - -# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE - Result[2][2] = farVal / (farVal - nearVal); - Result[3][2] = -(farVal * nearVal) / (farVal - nearVal); -# else - Result[2][2] = (farVal + nearVal) / (farVal - nearVal); - Result[3][2] = - (static_cast(2) * farVal * nearVal) / (farVal - nearVal); -# endif - + Result[3][2] = -(farVal * nearVal) / (farVal - nearVal); return Result; } template - GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumRH - ( - T left, T right, - T bottom, T top, - T nearVal, T farVal - ) + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumLH_NO(T left, T right, T bottom, T top, T nearVal, T farVal) { mat<4, 4, T, defaultp> Result(0); Result[0][0] = (static_cast(2) * nearVal) / (right - left); Result[1][1] = (static_cast(2) * nearVal) / (top - bottom); Result[2][0] = (right + left) / (right - left); Result[2][1] = (top + bottom) / (top - bottom); - Result[2][3] = static_cast(-1); - -# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE - Result[2][2] = farVal / (nearVal - farVal); - Result[3][2] = -(farVal * nearVal) / (farVal - nearVal); -# else - Result[2][2] = - (farVal + nearVal) / (farVal - nearVal); - Result[3][2] = - (static_cast(2) * farVal * nearVal) / (farVal - nearVal); -# endif - + Result[2][2] = (farVal + nearVal) / (farVal - nearVal); + Result[2][3] = static_cast(1); + Result[3][2] = - (static_cast(2) * farVal * nearVal) / (farVal - nearVal); return Result; } template - GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspective(T fovy, T aspect, T zNear, T zFar) + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumRH_ZO(T left, T right, T bottom, T top, T nearVal, T farVal) + { + mat<4, 4, T, defaultp> Result(0); + Result[0][0] = (static_cast(2) * nearVal) / (right - left); + Result[1][1] = (static_cast(2) * nearVal) / (top - bottom); + Result[2][0] = (right + left) / (right - left); + Result[2][1] = (top + bottom) / (top - bottom); + Result[2][2] = farVal / (nearVal - farVal); + Result[2][3] = static_cast(-1); + Result[3][2] = -(farVal * nearVal) / (farVal - nearVal); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumRH_NO(T left, T right, T bottom, T top, T nearVal, T farVal) + { + mat<4, 4, T, defaultp> Result(0); + Result[0][0] = (static_cast(2) * nearVal) / (right - left); + Result[1][1] = (static_cast(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] = static_cast(-1); + Result[3][2] = - (static_cast(2) * farVal * nearVal) / (farVal - nearVal); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumZO(T left, T right, T bottom, T top, T nearVal, T farVal) { # if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED - return perspectiveLH(fovy, aspect, zNear, zFar); + return frustumLH_ZO(left, right, bottom, top, nearVal, farVal); # else - return perspectiveRH(fovy, aspect, zNear, zFar); + return frustumRH_ZO(left, right, bottom, top, nearVal, farVal); # endif } template - GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveRH(T fovy, T aspect, T zNear, T zFar) + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumNO(T left, T right, T bottom, T top, T nearVal, T farVal) + { +# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED + return frustumLH_NO(left, right, bottom, top, nearVal, farVal); +# else + return frustumRH_NO(left, right, bottom, top, nearVal, farVal); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumLH(T left, T right, T bottom, T top, T nearVal, T farVal) + { +# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE + return frustumLH_ZO(left, right, bottom, top, nearVal, farVal); +# else + return frustumLH_NO(left, right, bottom, top, nearVal, farVal); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumRH(T left, T right, T bottom, T top, T nearVal, T farVal) + { +# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE + return frustumRH_ZO(left, right, bottom, top, nearVal, farVal); +# else + return frustumRH_NO(left, right, bottom, top, nearVal, farVal); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustum(T left, T right, T bottom, T top, T nearVal, T farVal) + { +# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE + return frustumLH_ZO(left, right, bottom, top, nearVal, farVal); +# elif GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_NEGATIVE_ONE_TO_ONE + return frustumLH_NO(left, right, bottom, top, nearVal, farVal); +# elif GLM_COORDINATE_SYSTEM == GLM_RIGHT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE + return frustumRH_ZO(left, right, bottom, top, nearVal, farVal); +# elif GLM_COORDINATE_SYSTEM == GLM_RIGHT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_NEGATIVE_ONE_TO_ONE + return frustumRH_NO(left, right, bottom, top, nearVal, farVal); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveRH_ZO(T fovy, T aspect, T zNear, T zFar) { assert(abs(aspect - std::numeric_limits::epsilon()) > static_cast(0)); @@ -264,21 +333,30 @@ namespace glm mat<4, 4, T, defaultp> Result(static_cast(0)); Result[0][0] = static_cast(1) / (aspect * tanHalfFovy); Result[1][1] = static_cast(1) / (tanHalfFovy); + Result[2][2] = zFar / (zNear - zFar); Result[2][3] = - static_cast(1); - -# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE - Result[2][2] = zFar / (zNear - zFar); - Result[3][2] = -(zFar * zNear) / (zFar - zNear); -# else - Result[2][2] = - (zFar + zNear) / (zFar - zNear); - Result[3][2] = - (static_cast(2) * zFar * zNear) / (zFar - zNear); -# endif - + Result[3][2] = -(zFar * zNear) / (zFar - zNear); return Result; } - + template - GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveLH(T fovy, T aspect, T zNear, T zFar) + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveRH_NO(T fovy, T aspect, T zNear, T zFar) + { + assert(abs(aspect - std::numeric_limits::epsilon()) > static_cast(0)); + + T const tanHalfFovy = tan(fovy / static_cast(2)); + + mat<4, 4, T, defaultp> Result(static_cast(0)); + Result[0][0] = static_cast(1) / (aspect * tanHalfFovy); + Result[1][1] = static_cast(1) / (tanHalfFovy); + Result[2][2] = - (zFar + zNear) / (zFar - zNear); + Result[2][3] = - static_cast(1); + Result[3][2] = - (static_cast(2) * zFar * zNear) / (zFar - zNear); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveLH_ZO(T fovy, T aspect, T zNear, T zFar) { assert(abs(aspect - std::numeric_limits::epsilon()) > static_cast(0)); @@ -287,90 +365,213 @@ namespace glm mat<4, 4, T, defaultp> Result(static_cast(0)); Result[0][0] = static_cast(1) / (aspect * tanHalfFovy); Result[1][1] = static_cast(1) / (tanHalfFovy); + Result[2][2] = zFar / (zFar - zNear); Result[2][3] = static_cast(1); - -# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE - Result[2][2] = zFar / (zFar - zNear); - Result[3][2] = -(zFar * zNear) / (zFar - zNear); -# else - Result[2][2] = (zFar + zNear) / (zFar - zNear); - Result[3][2] = - (static_cast(2) * zFar * zNear) / (zFar - zNear); -# endif - + Result[3][2] = -(zFar * zNear) / (zFar - zNear); return Result; } template - GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFov(T fov, T width, T height, T zNear, T zFar) + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveLH_NO(T fovy, T aspect, T zNear, T zFar) + { + assert(abs(aspect - std::numeric_limits::epsilon()) > static_cast(0)); + + T const tanHalfFovy = tan(fovy / static_cast(2)); + + mat<4, 4, T, defaultp> Result(static_cast(0)); + Result[0][0] = static_cast(1) / (aspect * tanHalfFovy); + Result[1][1] = static_cast(1) / (tanHalfFovy); + Result[2][2] = (zFar + zNear) / (zFar - zNear); + Result[2][3] = static_cast(1); + Result[3][2] = - (static_cast(2) * zFar * zNear) / (zFar - zNear); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveZO(T fovy, T aspect, T zNear, T zFar) { # if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED - return perspectiveFovLH(fov, width, height, zNear, zFar); + return perspectiveLH_ZO(fovy, aspect, zNear, zFar); # else - return perspectiveFovRH(fov, width, height, zNear, zFar); + return perspectiveRH_ZO(fovy, aspect, zNear, zFar); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveNO(T fovy, T aspect, T zNear, T zFar) + { +# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED + return perspectiveLH_NO(fovy, aspect, zNear, zFar); +# else + return perspectiveRH_NO(fovy, aspect, zNear, zFar); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveLH(T fovy, T aspect, T zNear, T zFar) + { +# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE + return perspectiveLH_ZO(fovy, aspect, zNear, zFar); +# else + return perspectiveLH_NO(fovy, aspect, zNear, zFar); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveRH(T fovy, T aspect, T zNear, T zFar) + { +# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE + return perspectiveRH_ZO(fovy, aspect, zNear, zFar); +# else + return perspectiveRH_NO(fovy, aspect, zNear, zFar); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspective(T fovy, T aspect, T zNear, T zFar) + { +# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE + return perspectiveLH_ZO(fovy, aspect, zNear, zFar); +# elif GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_NEGATIVE_ONE_TO_ONE + return perspectiveLH_NO(fovy, aspect, zNear, zFar); +# elif GLM_COORDINATE_SYSTEM == GLM_RIGHT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE + return perspectiveRH_ZO(fovy, aspect, zNear, zFar); +# elif GLM_COORDINATE_SYSTEM == GLM_RIGHT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_NEGATIVE_ONE_TO_ONE + return perspectiveRH_NO(fovy, aspect, zNear, zFar); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH_ZO(T fov, T width, T height, T zNear, T zFar) + { + assert(width > static_cast(0)); + assert(height > static_cast(0)); + assert(fov > static_cast(0)); + + T const rad = fov; + T const h = glm::cos(static_cast(0.5) * rad) / glm::sin(static_cast(0.5) * rad); + T const w = h * height / width; ///todo max(width , Height) / min(width , Height)? + + mat<4, 4, T, defaultp> Result(static_cast(0)); + Result[0][0] = w; + Result[1][1] = h; + Result[2][2] = zFar / (zNear - zFar); + Result[2][3] = - static_cast(1); + Result[3][2] = -(zFar * zNear) / (zFar - zNear); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH_NO(T fov, T width, T height, T zNear, T zFar) + { + assert(width > static_cast(0)); + assert(height > static_cast(0)); + assert(fov > static_cast(0)); + + T const rad = fov; + T const h = glm::cos(static_cast(0.5) * rad) / glm::sin(static_cast(0.5) * rad); + T const w = h * height / width; ///todo max(width , Height) / min(width , Height)? + + mat<4, 4, T, defaultp> Result(static_cast(0)); + Result[0][0] = w; + Result[1][1] = h; + Result[2][2] = - (zFar + zNear) / (zFar - zNear); + Result[2][3] = - static_cast(1); + Result[3][2] = - (static_cast(2) * zFar * zNear) / (zFar - zNear); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH_ZO(T fov, T width, T height, T zNear, T zFar) + { + assert(width > static_cast(0)); + assert(height > static_cast(0)); + assert(fov > static_cast(0)); + + T const rad = fov; + T const h = glm::cos(static_cast(0.5) * rad) / glm::sin(static_cast(0.5) * rad); + T const w = h * height / width; ///todo max(width , Height) / min(width , Height)? + + mat<4, 4, T, defaultp> Result(static_cast(0)); + Result[0][0] = w; + Result[1][1] = h; + Result[2][2] = zFar / (zFar - zNear); + Result[2][3] = static_cast(1); + Result[3][2] = -(zFar * zNear) / (zFar - zNear); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH_NO(T fov, T width, T height, T zNear, T zFar) + { + assert(width > static_cast(0)); + assert(height > static_cast(0)); + assert(fov > static_cast(0)); + + T const rad = fov; + T const h = glm::cos(static_cast(0.5) * rad) / glm::sin(static_cast(0.5) * rad); + T const w = h * height / width; ///todo max(width , Height) / min(width , Height)? + + mat<4, 4, T, defaultp> Result(static_cast(0)); + Result[0][0] = w; + Result[1][1] = h; + Result[2][2] = (zFar + zNear) / (zFar - zNear); + Result[2][3] = static_cast(1); + Result[3][2] = - (static_cast(2) * zFar * zNear) / (zFar - zNear); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovZO(T fov, T width, T height, T zNear, T zFar) + { +# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED + return perspectiveFovLH_ZO(fov, width, height, zNear, zFar); +# else + return perspectiveFovRH_ZO(fov, width, height, zNear, zFar); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovNO(T fov, T width, T height, T zNear, T zFar) + { +# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED + return perspectiveFovLH_NO(fov, width, height, zNear, zFar); +# else + return perspectiveFovRH_NO(fov, width, height, zNear, zFar); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH(T fov, T width, T height, T zNear, T zFar) + { +# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE + return perspectiveFovLH_ZO(fov, width, height, zNear, zFar); +# else + return perspectiveFovLH_NO(fov, width, height, zNear, zFar); # endif } template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH(T fov, T width, T height, T zNear, T zFar) { - assert(width > static_cast(0)); - assert(height > static_cast(0)); - assert(fov > static_cast(0)); - - T const rad = fov; - T const h = glm::cos(static_cast(0.5) * rad) / glm::sin(static_cast(0.5) * rad); - T const w = h * height / width; ///todo max(width , Height) / min(width , Height)? - - mat<4, 4, T, defaultp> Result(static_cast(0)); - Result[0][0] = w; - Result[1][1] = h; - Result[2][3] = - static_cast(1); - # if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE - Result[2][2] = zFar / (zNear - zFar); - Result[3][2] = -(zFar * zNear) / (zFar - zNear); + return perspectiveFovRH_ZO(fov, width, height, zNear, zFar); # else - Result[2][2] = - (zFar + zNear) / (zFar - zNear); - Result[3][2] = - (static_cast(2) * zFar * zNear) / (zFar - zNear); + return perspectiveFovRH_NO(fov, width, height, zNear, zFar); # endif - - return Result; } template - GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH(T fov, T width, T height, T zNear, T zFar) + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFov(T fov, T width, T height, T zNear, T zFar) { - assert(width > static_cast(0)); - assert(height > static_cast(0)); - assert(fov > static_cast(0)); - - T const rad = fov; - T const h = glm::cos(static_cast(0.5) * rad) / glm::sin(static_cast(0.5) * rad); - T const w = h * height / width; ///todo max(width , Height) / min(width , Height)? - - mat<4, 4, T, defaultp> Result(static_cast(0)); - Result[0][0] = w; - Result[1][1] = h; - Result[2][3] = static_cast(1); - -# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE - Result[2][2] = zFar / (zFar - zNear); - Result[3][2] = -(zFar * zNear) / (zFar - zNear); -# else - Result[2][2] = (zFar + zNear) / (zFar - zNear); - Result[3][2] = - (static_cast(2) * zFar * zNear) / (zFar - zNear); -# endif - - return Result; - } - - template - GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspective(T fovy, T aspect, T zNear) - { -# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED - return infinitePerspectiveLH(fovy, aspect, zNear); -# else - return infinitePerspectiveRH(fovy, aspect, zNear); +# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE + return perspectiveFovLH_ZO(fov, width, height, zNear, zFar); +# elif GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_NEGATIVE_ONE_TO_ONE + return perspectiveFovLH_NO(fov, width, height, zNear, zFar); +# elif GLM_COORDINATE_SYSTEM == GLM_RIGHT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE + return perspectiveFovRH_ZO(fov, width, height, zNear, zFar); +# elif GLM_COORDINATE_SYSTEM == GLM_RIGHT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_NEGATIVE_ONE_TO_ONE + return perspectiveFovRH_NO(fov, width, height, zNear, zFar); # endif } @@ -410,6 +611,16 @@ namespace glm return Result; } + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspective(T fovy, T aspect, T zNear) + { +# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED + return infinitePerspectiveLH(fovy, aspect, zNear); +# else + return infinitePerspectiveRH(fovy, aspect, zNear); +# endif + } + // Infinite projection matrix: http://www.terathon.com/gdc07_lengyel.pdf template GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> tweakedInfinitePerspective(T fovy, T aspect, T zNear, T ep) @@ -436,25 +647,16 @@ namespace glm } template - GLM_FUNC_QUALIFIER vec<3, T, Q> project - ( - vec<3, T, Q> const& obj, - mat<4, 4, T, Q> const& model, - mat<4, 4, T, Q> const& proj, - vec<4, U, Q> const& viewport - ) + GLM_FUNC_QUALIFIER vec<3, T, Q> projectZO(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport) { vec<4, T, Q> tmp = vec<4, T, Q>(obj, static_cast(1)); tmp = model * tmp; tmp = proj * tmp; tmp /= tmp.w; -# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE - tmp.x = tmp.x * static_cast(0.5) + static_cast(0.5); - tmp.y = tmp.y * static_cast(0.5) + static_cast(0.5); -# else - tmp = tmp * static_cast(0.5) + static_cast(0.5); -# endif + tmp.x = tmp.x * static_cast(0.5) + static_cast(0.5); + tmp.y = tmp.y * static_cast(0.5) + static_cast(0.5); + tmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]); tmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]); @@ -462,25 +664,40 @@ namespace glm } template - GLM_FUNC_QUALIFIER vec<3, T, Q> unProject - ( - vec<3, T, Q> const& win, - mat<4, 4, T, Q> const& model, - mat<4, 4, T, Q> const& proj, - vec<4, U, Q> const& viewport - ) + GLM_FUNC_QUALIFIER vec<3, T, Q> projectNO(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport) + { + vec<4, T, Q> tmp = vec<4, T, Q>(obj, static_cast(1)); + tmp = model * tmp; + tmp = proj * tmp; + + tmp /= tmp.w; + tmp = tmp * static_cast(0.5) + static_cast(0.5); + tmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]); + tmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]); + + return vec<3, T, Q>(tmp); + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> project(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport) + { +# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE + return projectZO(obj, model, proj, viewport); +# else + return projectNO(obj, model, proj, viewport); +# endif + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> unProjectZO(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport) { mat<4, 4, T, Q> Inverse = inverse(proj * model); vec<4, T, Q> tmp = vec<4, T, Q>(win, T(1)); tmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]); tmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]); -# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE - tmp.x = tmp.x * static_cast(2) - static_cast(1); - tmp.y = tmp.y * static_cast(2) - static_cast(1); -# else - tmp = tmp * static_cast(2) - static_cast(1); -# endif + tmp.x = tmp.x * static_cast(2) - static_cast(1); + tmp.y = tmp.y * static_cast(2) - static_cast(1); vec<4, T, Q> obj = Inverse * tmp; obj /= obj.w; @@ -488,6 +705,32 @@ namespace glm return vec<3, T, Q>(obj); } + template + GLM_FUNC_QUALIFIER vec<3, T, Q> unProjectNO(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport) + { + mat<4, 4, T, Q> Inverse = inverse(proj * model); + + vec<4, T, Q> tmp = vec<4, T, Q>(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 * static_cast(2) - static_cast(1); + + vec<4, T, Q> obj = Inverse * tmp; + obj /= obj.w; + + return vec<3, T, Q>(obj); + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> unProject(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport) + { +# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE + return unProjectZO(win, model, proj, viewport); +# else + return unProjectNO(win, model, proj, viewport); +# endif + } + template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> pickMatrix(vec<2, T, Q> const& center, vec<2, T, Q> const& delta, vec<4, U, Q> const& viewport) { @@ -508,22 +751,7 @@ namespace glm } template - GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAt(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up) - { -# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED - return lookAtLH(eye, center, up); -# else - return lookAtRH(eye, center, up); -# endif - } - - template - GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAtRH - ( - vec<3, T, Q> const& eye, - vec<3, T, Q> const& center, - vec<3, T, Q> const& up - ) + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAtRH(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up) { vec<3, T, Q> const f(normalize(center - eye)); vec<3, T, Q> const s(normalize(cross(f, up))); @@ -546,12 +774,7 @@ namespace glm } template - GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAtLH - ( - vec<3, T, Q> const& eye, - vec<3, T, Q> const& center, - vec<3, T, Q> const& up - ) + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAtLH(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up) { vec<3, T, Q> const f(normalize(center - eye)); vec<3, T, Q> const s(normalize(cross(up, f))); @@ -572,4 +795,14 @@ namespace glm Result[3][2] = -dot(f, eye); return Result; } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAt(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up) + { +# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED + return lookAtLH(eye, center, up); +# else + return lookAtRH(eye, center, up); +# endif + } }//namespace glm diff --git a/readme.md b/readme.md index 833006f5..ec7625a2 100644 --- a/readme.md +++ b/readme.md @@ -67,6 +67,7 @@ glm::mat4 camera(float Translate, glm::vec2 const& Rotate) - Added EXT_vector_relational: openBounded and closeBounded - Added EXT_vec1: *vec1 types - Added GTX_texture: levels function +- Added spearate functions to use both nagative one and zero near clip plans #680 #### Improvements: - No more default initialization of vector, matrix and quaternion types