Fixed infinitePerspective declarations and definitions

+ infinitePerspectiveLH_ZO, RH_NO, etc. now have a declaration
+ infinitePerspectiveLH and RH now have a definition again.
This commit is contained in:
Zuzu-Typ 2024-10-11 14:40:31 +02:00
parent 33b4a621a6
commit d03194c053
2 changed files with 74 additions and 0 deletions

View File

@ -461,6 +461,56 @@ namespace glm
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.
/// 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).
///
/// @tparam T A floating-point scalar type
template<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveLH_ZO(
T fovy, T aspect, T near);
/// Creates a matrix for a left-handed, symmetric perspective-view frustum with far plane at infinite.
/// 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).
///
/// @tparam T A floating-point scalar type
template<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveLH_NO(
T fovy, T aspect, T near);
/// Creates a matrix for a right-handed, symmetric perspective-view frustum with far plane at infinite.
/// 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).
///
/// @tparam T A floating-point scalar type
template<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveRH_ZO(
T fovy, T aspect, T near);
/// Creates a matrix for a right-handed, symmetric perspective-view frustum with far plane at infinite.
/// 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).
///
/// @tparam T A floating-point scalar type
template<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveRH_NO(
T fovy, T aspect, T near);
/// Creates a matrix for a left-handed, symmetric perspective-view frustum with far plane at infinite.
/// 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).
@ -472,6 +522,8 @@ namespace glm
T fovy, T aspect, T near);
/// Creates a matrix for a right-handed, symmetric perspective-view frustum with far plane at infinite.
/// 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).
@ -483,6 +535,8 @@ namespace glm
T fovy, T aspect, T near);
/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default handedness.
/// 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).

View File

@ -554,6 +554,26 @@ namespace glm
return Result;
}
template<typename T>
GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspectiveRH(T fovy, T aspect, T zNear)
{
# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT
return infinitePerspectiveRH_ZO(fovy, aspect, zNear);
# else
return infinitePerspectiveRH_NO(fovy, aspect, zNear);
# endif
}
template<typename T>
GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspectiveLH(T fovy, T aspect, T zNear)
{
# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT
return infinitePerspectiveLH_ZO(fovy, aspect, zNear);
# else
return infinitePerspectiveLH_NO(fovy, aspect, zNear);
# endif
}
template<typename T>
GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspective(T fovy, T aspect, T zNear)
{