mirror of
https://github.com/g-truc/glm.git
synced 2024-11-22 08:54:35 +00:00
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:
parent
33b4a621a6
commit
d03194c053
@ -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).
|
||||
|
@ -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)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user