From f48fe286ad88f9ffd5c5e9f0d95a6cd1107ac40b Mon Sep 17 00:00:00 2001 From: Christophe Riccio Date: Sun, 6 Mar 2016 03:36:20 +0100 Subject: [PATCH] Consolidate setup options in setup.hpp --- glm/detail/setup.hpp | 33 +++++++++++++++++++++++++++++++++ glm/gtc/matrix_transform.inl | 32 ++++++++++++++++---------------- 2 files changed, 49 insertions(+), 16 deletions(-) diff --git a/glm/detail/setup.hpp b/glm/detail/setup.hpp index d815ea6e..27c96521 100644 --- a/glm/detail/setup.hpp +++ b/glm/detail/setup.hpp @@ -892,6 +892,39 @@ # endif #endif//GLM_MESSAGE +/////////////////////////////////////////////////////////////////////////////////// +// Clip control + +#ifdef GLM_DEPTH_ZERO_TO_ONE // Legacy 0.9.8 development +# error Define GLM_FORECE_DEPTH_ZERO_TO_ONE instead of GLM_DEPTH_ZERO_TO_ONE to use 0 to 1 clip space. +#endif + +#define GLM_DEPTH_ZERO_TO_ONE 0x00000001 +#define GLM_DEPTH_NEGATIVE_ONE_TO_ONE 0x00000002 + +#ifdef GLM_FORCE_DEPTH_ZERO_TO_ONE +# define GLM_DEPTH_CLIP_SPACE GLM_DEPTH_ZERO_TO_ONE +#else +# define GLM_DEPTH_CLIP_SPACE GLM_DEPTH_NEGATIVE_ONE_TO_ONE +#endif + +/////////////////////////////////////////////////////////////////////////////////// +// Coordinate system, define GLM_FORCE_LEFT_HANDED before including GLM +// to use left handed coordinate system by default. + +#ifdef GLM_LEFT_HANDED // Legacy 0.9.8 development +# error Define GLM_FORCE_LEFT_HANDED instead of GLM_LEFT_HANDED left handed coordinate system by default. +#endif + +#define GLM_LEFT_HANDED 0x00000001 // For DirectX, Metal, Vulkan +#define GLM_RIGHT_HANDED 0x00000002 // For OpenGL, default in GLM + +#ifdef GLM_FORCE_LEFT_HANDED +# define GLM_COORDINATE_SYSTEM GLM_LEFT_HANDED +#else +# define GLM_COORDINATE_SYSTEM GLM_RIGHT_HANDED +#endif + /////////////////////////////////////////////////////////////////////////////////// // Qualifiers diff --git a/glm/gtc/matrix_transform.inl b/glm/gtc/matrix_transform.inl index e8c13d6b..d8929c81 100644 --- a/glm/gtc/matrix_transform.inl +++ b/glm/gtc/matrix_transform.inl @@ -155,7 +155,7 @@ namespace glm T zNear, T zFar ) { -# ifdef GLM_LEFT_HANDED +# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED return orthoLH(left, right, bottom, top, zNear, zFar); # else return orthoRH(left, right, bottom, top, zNear, zFar); @@ -176,7 +176,7 @@ namespace glm Result[3][0] = - (right + left) / (right - left); Result[3][1] = - (top + bottom) / (top - bottom); -# ifdef GLM_DEPTH_ZERO_TO_ONE +# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE Result[2][2] = static_cast(1) / (zFar - zNear); Result[3][2] = - zNear / (zFar - zNear); # else @@ -201,7 +201,7 @@ namespace glm Result[3][0] = - (right + left) / (right - left); Result[3][1] = - (top + bottom) / (top - bottom); -# ifdef GLM_DEPTH_ZERO_TO_ONE +# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE Result[2][2] = - static_cast(1) / (zFar - zNear); Result[3][2] = - zNear / (zFar - zNear); # else @@ -236,7 +236,7 @@ namespace glm T nearVal, T farVal ) { -# ifdef GLM_LEFT_HANDED +# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED return frustumLH(left, right, bottom, top, nearVal, farVal); # else return frustumRH(left, right, bottom, top, nearVal, farVal); @@ -258,7 +258,7 @@ namespace glm Result[2][1] = (top + bottom) / (top - bottom); Result[2][3] = static_cast(1); -# ifdef GLM_DEPTH_ZERO_TO_ONE +# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE Result[2][2] = farVal / (farVal - nearVal); Result[3][2] = -(farVal * nearVal) / (farVal - nearVal); # else @@ -284,7 +284,7 @@ namespace glm Result[2][1] = (top + bottom) / (top - bottom); Result[2][3] = static_cast(-1); -# ifdef GLM_DEPTH_ZERO_TO_ONE +# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE Result[2][2] = farVal / (nearVal - farVal); Result[3][2] = -(farVal * nearVal) / (farVal - nearVal); # else @@ -304,7 +304,7 @@ namespace glm T zFar ) { -# ifdef GLM_LEFT_HANDED +# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED return perspectiveLH(fovy, aspect, zNear, zFar); # else return perspectiveRH(fovy, aspect, zNear, zFar); @@ -328,7 +328,7 @@ namespace glm Result[1][1] = static_cast(1) / (tanHalfFovy); Result[2][3] = - static_cast(1); -# ifdef GLM_DEPTH_ZERO_TO_ONE +# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE Result[2][2] = zFar / (zNear - zFar); Result[3][2] = -(zFar * zNear) / (zFar - zNear); # else @@ -356,7 +356,7 @@ namespace glm Result[1][1] = static_cast(1) / (tanHalfFovy); Result[2][3] = static_cast(1); -# ifdef GLM_DEPTH_ZERO_TO_ONE +# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE Result[2][2] = zFar / (zFar - zNear); Result[3][2] = -(zFar * zNear) / (zFar - zNear); # else @@ -375,7 +375,7 @@ namespace glm T zNear, T zFar ) { -# ifdef GLM_LEFT_HANDED +# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED return perspectiveFovLH(fov, width, height, zNear, zFar); # else return perspectiveFovRH(fov, width, height, zNear, zFar); @@ -403,7 +403,7 @@ namespace glm Result[1][1] = h; Result[2][3] = - static_cast(1); -# ifdef GLM_DEPTH_ZERO_TO_ONE +# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE Result[2][2] = zFar / (zNear - zFar); Result[3][2] = -(zFar * zNear) / (zFar - zNear); # else @@ -435,7 +435,7 @@ namespace glm Result[1][1] = h; Result[2][3] = static_cast(1); -# ifdef GLM_DEPTH_ZERO_TO_ONE +# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE Result[2][2] = zFar / (zFar - zNear); Result[3][2] = -(zFar * zNear) / (zFar - zNear); # else @@ -454,7 +454,7 @@ namespace glm T zNear ) { -# ifdef GLM_LEFT_HANDED +# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED return infinitePerspectiveLH(fovy, aspect, zNear); # else return infinitePerspectiveRH(fovy, aspect, zNear); @@ -557,7 +557,7 @@ namespace glm tmp = proj * tmp; tmp /= tmp.w; -# ifdef GLM_DEPTH_ZERO_TO_ONE +# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE tmp.x = tmp.x * T(0.5) + T(0.5); tmp.y = tmp.y * T(0.5) + T(0.5); # else @@ -583,7 +583,7 @@ namespace glm tvec4 tmp = tvec4(win, T(1)); tmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]); tmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]); -# ifdef GLM_DEPTH_ZERO_TO_ONE +# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE tmp.x = tmp.x * T(2) - T(1); tmp.y = tmp.y * T(2) - T(1); # else @@ -628,7 +628,7 @@ namespace glm tvec3 const & up ) { -# ifdef GLM_LEFT_HANDED +# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED return lookAtLH(eye, center, up); # else return lookAtRH(eye, center, up);