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Added spearate functions to use both nagative one and zero near clip plans #680
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@ -57,9 +57,8 @@ namespace glm
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glTranslate.xml">glTranslate man page</a>
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template<typename T, qualifier Q>
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GLM_FUNC_DECL mat<4, 4, T, Q> translate(
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mat<4, 4, T, Q> const& m,
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vec<3, T, Q> const& v);
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mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v);
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/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle.
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///
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/// @param m Input matrix multiplied by this rotation matrix.
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@ -72,9 +71,7 @@ namespace glm
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glRotate.xml">glRotate man page</a>
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template<typename T, qualifier Q>
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GLM_FUNC_DECL mat<4, 4, T, Q> rotate(
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mat<4, 4, T, Q> const& m,
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T angle,
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vec<3, T, Q> const& axis);
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mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& axis);
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/// Builds a scale 4 * 4 matrix created from 3 scalars.
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///
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@ -87,51 +84,7 @@ namespace glm
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glScale.xml">glScale man page</a>
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template<typename T, qualifier Q>
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GLM_FUNC_DECL mat<4, 4, T, Q> scale(
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mat<4, 4, T, Q> const& m,
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vec<3, T, Q> const& v);
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/// Creates a matrix for an orthographic parallel viewing volume, using the default handedness.
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///
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glOrtho.xml">glOrtho man page</a>
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho(
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T left,
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T right,
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T bottom,
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T top,
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T zNear,
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T zFar);
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/// Creates a matrix for an orthographic parallel viewing volume, using left-handedness.
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///
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH(
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T left,
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T right,
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T bottom,
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T top,
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T zNear,
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T zFar);
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/// Creates a matrix for an orthographic parallel viewing volume, using right-handedness.
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///
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH(
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T left,
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T right,
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T bottom,
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T top,
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T zNear,
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T zFar);
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mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v);
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/// Creates a matrix for projecting two-dimensional coordinates onto the screen.
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///
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@ -141,52 +94,294 @@ namespace glm
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluOrtho2D.xml">gluOrtho2D man page</a>
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho(
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T left,
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T right,
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T bottom,
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T top);
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T left, T right, T bottom, T top);
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/// Creates a frustum matrix with default handedness.
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/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_ZO(
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T left, T right, T bottom, T top, T zNear, T zFar);
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/// Creates a matrix for an orthographic parallel viewing volume using right-handed coordinates.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_NO(
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T left, T right, T bottom, T top, T zNear, T zFar);
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/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_ZO(
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T left, T right, T bottom, T top, T zNear, T zFar);
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/// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_NO(
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T left, T right, T bottom, T top, T zNear, T zFar);
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/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoZO(
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T left, T right, T bottom, T top, T zNear, T zFar);
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/// 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.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoNO(
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T left, T right, T bottom, T top, T zNear, T zFar);
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/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.
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/// 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)
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH(
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T left, T right, T bottom, T top, T zNear, T zFar);
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/// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates.
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/// 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)
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH(
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T left, T right, T bottom, T top, T zNear, T zFar);
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/// Creates a matrix for an orthographic parallel viewing volume, using the default handedness and default near and far clip planes definition.
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/// 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.
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///
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glOrtho.xml">glOrtho man page</a>
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho(
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T left, T right, T bottom, T top, T zNear, T zFar);
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/// Creates a left handed frustum matrix.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_ZO(
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T left, T right, T bottom, T top, T near, T far);
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/// Creates a left handed frustum matrix.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_NO(
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T left, T right, T bottom, T top, T near, T far);
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/// Creates a right handed frustum matrix.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_ZO(
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T left, T right, T bottom, T top, T near, T far);
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/// Creates a right handed frustum matrix.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_NO(
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T left, T right, T bottom, T top, T near, T far);
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/// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumZO(
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T left, T right, T bottom, T top, T near, T far);
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/// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumNO(
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T left, T right, T bottom, T top, T near, T far);
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/// Creates a left handed frustum matrix.
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/// 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)
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH(
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T left, T right, T bottom, T top, T near, T far);
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/// Creates a right handed frustum matrix.
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/// 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)
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH(
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T left, T right, T bottom, T top, T near, T far);
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/// Creates a frustum matrix with default handedness, using the default handedness and default near and far clip planes definition.
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/// 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.
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///
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glFrustum.xml">glFrustum man page</a>
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustum(
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T left,
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T right,
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T bottom,
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T top,
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T near,
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T far);
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T left, T right, T bottom, T top, T near, T far);
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/// Creates a left handed frustum matrix.
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///
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/// Creates a matrix for a right handed, symetric perspective-view frustum.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH(
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T left,
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T right,
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T bottom,
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T top,
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T near,
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T far);
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_ZO(
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T fovy, T aspect, T near, T far);
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/// Creates a right handed frustum matrix.
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///
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/// Creates a matrix for a right handed, symetric perspective-view frustum.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH(
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T left,
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T right,
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T bottom,
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T top,
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T near,
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T far);
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_NO(
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T fovy, T aspect, T near, T far);
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/// Creates a matrix for a symetric perspective-view frustum based on the default handedness.
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/// Creates a matrix for a left handed, symetric perspective-view frustum.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_ZO(
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T fovy, T aspect, T near, T far);
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/// Creates a matrix for a left handed, symetric perspective-view frustum.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_NO(
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T fovy, T aspect, T near, T far);
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/// 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<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml">gluPerspective man page</a>
|
||||
template<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml">gluProject man page</a>
|
||||
template<typename T, typename U, qualifier Q>
|
||||
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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml">gluProject man page</a>
|
||||
template<typename T, typename U, qualifier Q>
|
||||
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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml">gluProject man page</a>
|
||||
template<typename T, typename U, qualifier Q>
|
||||
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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml">gluUnProject man page</a>
|
||||
template<typename T, typename U, qualifier Q>
|
||||
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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml">gluUnProject man page</a>
|
||||
template<typename T, typename U, qualifier Q>
|
||||
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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml">gluUnProject man page</a>
|
||||
template<typename T, typename U, qualifier Q>
|
||||
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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPickMatrix.xml">gluPickMatrix man page</a>
|
||||
template<typename T, qualifier Q, typename U>
|
||||
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<typename T, qualifier Q>
|
||||
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<typename T, qualifier Q>
|
||||
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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluLookAt.xml">gluLookAt man page</a>
|
||||
template<typename T, qualifier Q>
|
||||
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<typename T, qualifier Q>
|
||||
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<typename T, qualifier Q>
|
||||
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
|
||||
|
@ -97,165 +97,234 @@ namespace glm
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
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<typename T>
|
||||
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<T>(2) / (right - left);
|
||||
Result[1][1] = static_cast<T>(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<T>(1) / (zFar - zNear);
|
||||
Result[3][2] = - zNear / (zFar - zNear);
|
||||
# else
|
||||
Result[2][2] = static_cast<T>(2) / (zFar - zNear);
|
||||
Result[3][2] = - (zFar + zNear) / (zFar - zNear);
|
||||
# endif
|
||||
|
||||
return Result;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
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<T>(2) / (right - left);
|
||||
Result[1][1] = static_cast<T>(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<T>(1) / (zFar - zNear);
|
||||
Result[3][2] = - zNear / (zFar - zNear);
|
||||
# else
|
||||
Result[2][2] = - static_cast<T>(2) / (zFar - zNear);
|
||||
Result[3][2] = - (zFar + zNear) / (zFar - zNear);
|
||||
# endif
|
||||
|
||||
return Result;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
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<T>(1));
|
||||
Result[0][0] = static_cast<T>(2) / (right - left);
|
||||
Result[1][1] = static_cast<T>(2) / (top - bottom);
|
||||
Result[2][2] = - static_cast<T>(1);
|
||||
Result[3][0] = - (right + left) / (right - left);
|
||||
Result[3][1] = - (top + bottom) / (top - bottom);
|
||||
return Result;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
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<T>(2) / (right - left);
|
||||
Result[1][1] = static_cast<T>(2) / (top - bottom);
|
||||
Result[2][2] = static_cast<T>(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<typename T>
|
||||
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<T>(2) / (right - left);
|
||||
Result[1][1] = static_cast<T>(2) / (top - bottom);
|
||||
Result[2][2] = static_cast<T>(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 T>
|
||||
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<T>(2) / (right - left);
|
||||
Result[1][1] = static_cast<T>(2) / (top - bottom);
|
||||
Result[2][2] = - static_cast<T>(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<typename T>
|
||||
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<T>(2) / (right - left);
|
||||
Result[1][1] = static_cast<T>(2) / (top - bottom);
|
||||
Result[2][2] = - static_cast<T>(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 T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
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<T>(2) * nearVal) / (right - left);
|
||||
Result[1][1] = (static_cast<T>(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<T>(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<T>(2) * farVal * nearVal) / (farVal - nearVal);
|
||||
# endif
|
||||
|
||||
Result[3][2] = -(farVal * nearVal) / (farVal - nearVal);
|
||||
return Result;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
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<T>(2) * nearVal) / (right - left);
|
||||
Result[1][1] = (static_cast<T>(2) * nearVal) / (top - bottom);
|
||||
Result[2][0] = (right + left) / (right - left);
|
||||
Result[2][1] = (top + bottom) / (top - bottom);
|
||||
Result[2][3] = static_cast<T>(-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<T>(2) * farVal * nearVal) / (farVal - nearVal);
|
||||
# endif
|
||||
|
||||
Result[2][2] = (farVal + nearVal) / (farVal - nearVal);
|
||||
Result[2][3] = static_cast<T>(1);
|
||||
Result[3][2] = - (static_cast<T>(2) * farVal * nearVal) / (farVal - nearVal);
|
||||
return Result;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
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<T>(2) * nearVal) / (right - left);
|
||||
Result[1][1] = (static_cast<T>(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<T>(-1);
|
||||
Result[3][2] = -(farVal * nearVal) / (farVal - nearVal);
|
||||
return Result;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
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<T>(2) * nearVal) / (right - left);
|
||||
Result[1][1] = (static_cast<T>(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<T>(-1);
|
||||
Result[3][2] = - (static_cast<T>(2) * farVal * nearVal) / (farVal - nearVal);
|
||||
return Result;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveRH_ZO(T fovy, T aspect, T zNear, T zFar)
|
||||
{
|
||||
assert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));
|
||||
|
||||
@ -264,21 +333,30 @@ namespace glm
|
||||
mat<4, 4, T, defaultp> Result(static_cast<T>(0));
|
||||
Result[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);
|
||||
Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
|
||||
Result[2][2] = zFar / (zNear - zFar);
|
||||
Result[2][3] = - static_cast<T>(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<T>(2) * zFar * zNear) / (zFar - zNear);
|
||||
# endif
|
||||
|
||||
Result[3][2] = -(zFar * zNear) / (zFar - zNear);
|
||||
return Result;
|
||||
}
|
||||
|
||||
|
||||
template<typename T>
|
||||
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<T>::epsilon()) > static_cast<T>(0));
|
||||
|
||||
T const tanHalfFovy = tan(fovy / static_cast<T>(2));
|
||||
|
||||
mat<4, 4, T, defaultp> Result(static_cast<T>(0));
|
||||
Result[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);
|
||||
Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
|
||||
Result[2][2] = - (zFar + zNear) / (zFar - zNear);
|
||||
Result[2][3] = - static_cast<T>(1);
|
||||
Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
|
||||
return Result;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveLH_ZO(T fovy, T aspect, T zNear, T zFar)
|
||||
{
|
||||
assert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));
|
||||
|
||||
@ -287,90 +365,213 @@ namespace glm
|
||||
mat<4, 4, T, defaultp> Result(static_cast<T>(0));
|
||||
Result[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);
|
||||
Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
|
||||
Result[2][2] = zFar / (zFar - zNear);
|
||||
Result[2][3] = static_cast<T>(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<T>(2) * zFar * zNear) / (zFar - zNear);
|
||||
# endif
|
||||
|
||||
Result[3][2] = -(zFar * zNear) / (zFar - zNear);
|
||||
return Result;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
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<T>::epsilon()) > static_cast<T>(0));
|
||||
|
||||
T const tanHalfFovy = tan(fovy / static_cast<T>(2));
|
||||
|
||||
mat<4, 4, T, defaultp> Result(static_cast<T>(0));
|
||||
Result[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);
|
||||
Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
|
||||
Result[2][2] = (zFar + zNear) / (zFar - zNear);
|
||||
Result[2][3] = static_cast<T>(1);
|
||||
Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
|
||||
return Result;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH_ZO(T fov, T width, T height, T zNear, T zFar)
|
||||
{
|
||||
assert(width > static_cast<T>(0));
|
||||
assert(height > static_cast<T>(0));
|
||||
assert(fov > static_cast<T>(0));
|
||||
|
||||
T const rad = fov;
|
||||
T const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);
|
||||
T const w = h * height / width; ///todo max(width , Height) / min(width , Height)?
|
||||
|
||||
mat<4, 4, T, defaultp> Result(static_cast<T>(0));
|
||||
Result[0][0] = w;
|
||||
Result[1][1] = h;
|
||||
Result[2][2] = zFar / (zNear - zFar);
|
||||
Result[2][3] = - static_cast<T>(1);
|
||||
Result[3][2] = -(zFar * zNear) / (zFar - zNear);
|
||||
return Result;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH_NO(T fov, T width, T height, T zNear, T zFar)
|
||||
{
|
||||
assert(width > static_cast<T>(0));
|
||||
assert(height > static_cast<T>(0));
|
||||
assert(fov > static_cast<T>(0));
|
||||
|
||||
T const rad = fov;
|
||||
T const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);
|
||||
T const w = h * height / width; ///todo max(width , Height) / min(width , Height)?
|
||||
|
||||
mat<4, 4, T, defaultp> Result(static_cast<T>(0));
|
||||
Result[0][0] = w;
|
||||
Result[1][1] = h;
|
||||
Result[2][2] = - (zFar + zNear) / (zFar - zNear);
|
||||
Result[2][3] = - static_cast<T>(1);
|
||||
Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
|
||||
return Result;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH_ZO(T fov, T width, T height, T zNear, T zFar)
|
||||
{
|
||||
assert(width > static_cast<T>(0));
|
||||
assert(height > static_cast<T>(0));
|
||||
assert(fov > static_cast<T>(0));
|
||||
|
||||
T const rad = fov;
|
||||
T const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);
|
||||
T const w = h * height / width; ///todo max(width , Height) / min(width , Height)?
|
||||
|
||||
mat<4, 4, T, defaultp> Result(static_cast<T>(0));
|
||||
Result[0][0] = w;
|
||||
Result[1][1] = h;
|
||||
Result[2][2] = zFar / (zFar - zNear);
|
||||
Result[2][3] = static_cast<T>(1);
|
||||
Result[3][2] = -(zFar * zNear) / (zFar - zNear);
|
||||
return Result;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH_NO(T fov, T width, T height, T zNear, T zFar)
|
||||
{
|
||||
assert(width > static_cast<T>(0));
|
||||
assert(height > static_cast<T>(0));
|
||||
assert(fov > static_cast<T>(0));
|
||||
|
||||
T const rad = fov;
|
||||
T const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);
|
||||
T const w = h * height / width; ///todo max(width , Height) / min(width , Height)?
|
||||
|
||||
mat<4, 4, T, defaultp> Result(static_cast<T>(0));
|
||||
Result[0][0] = w;
|
||||
Result[1][1] = h;
|
||||
Result[2][2] = (zFar + zNear) / (zFar - zNear);
|
||||
Result[2][3] = static_cast<T>(1);
|
||||
Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
|
||||
return Result;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH(T fov, T width, T height, T zNear, T zFar)
|
||||
{
|
||||
assert(width > static_cast<T>(0));
|
||||
assert(height > static_cast<T>(0));
|
||||
assert(fov > static_cast<T>(0));
|
||||
|
||||
T const rad = fov;
|
||||
T const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);
|
||||
T const w = h * height / width; ///todo max(width , Height) / min(width , Height)?
|
||||
|
||||
mat<4, 4, T, defaultp> Result(static_cast<T>(0));
|
||||
Result[0][0] = w;
|
||||
Result[1][1] = h;
|
||||
Result[2][3] = - static_cast<T>(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<T>(2) * zFar * zNear) / (zFar - zNear);
|
||||
return perspectiveFovRH_NO(fov, width, height, zNear, zFar);
|
||||
# endif
|
||||
|
||||
return Result;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
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<T>(0));
|
||||
assert(height > static_cast<T>(0));
|
||||
assert(fov > static_cast<T>(0));
|
||||
|
||||
T const rad = fov;
|
||||
T const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);
|
||||
T const w = h * height / width; ///todo max(width , Height) / min(width , Height)?
|
||||
|
||||
mat<4, 4, T, defaultp> Result(static_cast<T>(0));
|
||||
Result[0][0] = w;
|
||||
Result[1][1] = h;
|
||||
Result[2][3] = static_cast<T>(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<T>(2) * zFar * zNear) / (zFar - zNear);
|
||||
# endif
|
||||
|
||||
return Result;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
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<typename T>
|
||||
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<typename T>
|
||||
GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> tweakedInfinitePerspective(T fovy, T aspect, T zNear, T ep)
|
||||
@ -436,25 +647,16 @@ namespace glm
|
||||
}
|
||||
|
||||
template<typename T, typename U, qualifier Q>
|
||||
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<T>(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<T>(0.5) + static_cast<T>(0.5);
|
||||
tmp.y = tmp.y * static_cast<T>(0.5) + static_cast<T>(0.5);
|
||||
# else
|
||||
tmp = tmp * static_cast<T>(0.5) + static_cast<T>(0.5);
|
||||
# endif
|
||||
tmp.x = tmp.x * static_cast<T>(0.5) + static_cast<T>(0.5);
|
||||
tmp.y = tmp.y * static_cast<T>(0.5) + static_cast<T>(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<typename T, typename U, qualifier Q>
|
||||
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<T>(1));
|
||||
tmp = model * tmp;
|
||||
tmp = proj * tmp;
|
||||
|
||||
tmp /= tmp.w;
|
||||
tmp = tmp * static_cast<T>(0.5) + static_cast<T>(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<typename T, typename U, qualifier Q>
|
||||
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<typename T, typename U, qualifier Q>
|
||||
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<T>(2) - static_cast<T>(1);
|
||||
tmp.y = tmp.y * static_cast<T>(2) - static_cast<T>(1);
|
||||
# else
|
||||
tmp = tmp * static_cast<T>(2) - static_cast<T>(1);
|
||||
# endif
|
||||
tmp.x = tmp.x * static_cast<T>(2) - static_cast<T>(1);
|
||||
tmp.y = tmp.y * static_cast<T>(2) - static_cast<T>(1);
|
||||
|
||||
vec<4, T, Q> obj = Inverse * tmp;
|
||||
obj /= obj.w;
|
||||
@ -488,6 +705,32 @@ namespace glm
|
||||
return vec<3, T, Q>(obj);
|
||||
}
|
||||
|
||||
template<typename T, typename U, qualifier Q>
|
||||
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<T>(2) - static_cast<T>(1);
|
||||
|
||||
vec<4, T, Q> obj = Inverse * tmp;
|
||||
obj /= obj.w;
|
||||
|
||||
return vec<3, T, Q>(obj);
|
||||
}
|
||||
|
||||
template<typename T, typename U, qualifier Q>
|
||||
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<typename T, qualifier Q, typename U>
|
||||
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<typename T, qualifier Q>
|
||||
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<typename T, qualifier Q>
|
||||
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<typename T, qualifier Q>
|
||||
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<typename T, qualifier Q>
|
||||
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
|
||||
|
@ -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
|
||||
|
Loading…
Reference in New Issue
Block a user