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Consolidate setup options in setup.hpp
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@ -892,6 +892,39 @@
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# endif
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#endif//GLM_MESSAGE
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///////////////////////////////////////////////////////////////////////////////////
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// Clip control
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#ifdef GLM_DEPTH_ZERO_TO_ONE // Legacy 0.9.8 development
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# error Define GLM_FORECE_DEPTH_ZERO_TO_ONE instead of GLM_DEPTH_ZERO_TO_ONE to use 0 to 1 clip space.
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#endif
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#define GLM_DEPTH_ZERO_TO_ONE 0x00000001
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#define GLM_DEPTH_NEGATIVE_ONE_TO_ONE 0x00000002
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#ifdef GLM_FORCE_DEPTH_ZERO_TO_ONE
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# define GLM_DEPTH_CLIP_SPACE GLM_DEPTH_ZERO_TO_ONE
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#else
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# define GLM_DEPTH_CLIP_SPACE GLM_DEPTH_NEGATIVE_ONE_TO_ONE
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#endif
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///////////////////////////////////////////////////////////////////////////////////
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// Coordinate system, define GLM_FORCE_LEFT_HANDED before including GLM
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// to use left handed coordinate system by default.
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#ifdef GLM_LEFT_HANDED // Legacy 0.9.8 development
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# error Define GLM_FORCE_LEFT_HANDED instead of GLM_LEFT_HANDED left handed coordinate system by default.
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#endif
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#define GLM_LEFT_HANDED 0x00000001 // For DirectX, Metal, Vulkan
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#define GLM_RIGHT_HANDED 0x00000002 // For OpenGL, default in GLM
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#ifdef GLM_FORCE_LEFT_HANDED
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# define GLM_COORDINATE_SYSTEM GLM_LEFT_HANDED
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#else
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# define GLM_COORDINATE_SYSTEM GLM_RIGHT_HANDED
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#endif
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///////////////////////////////////////////////////////////////////////////////////
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// Qualifiers
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@ -155,7 +155,7 @@ namespace glm
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T zNear, T zFar
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)
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{
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# ifdef GLM_LEFT_HANDED
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# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
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return orthoLH(left, right, bottom, top, zNear, zFar);
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# else
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return orthoRH(left, right, bottom, top, zNear, zFar);
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@ -176,7 +176,7 @@ namespace glm
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Result[3][0] = - (right + left) / (right - left);
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Result[3][1] = - (top + bottom) / (top - bottom);
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# ifdef GLM_DEPTH_ZERO_TO_ONE
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# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = static_cast<T>(1) / (zFar - zNear);
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Result[3][2] = - zNear / (zFar - zNear);
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# else
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@ -201,7 +201,7 @@ namespace glm
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Result[3][0] = - (right + left) / (right - left);
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Result[3][1] = - (top + bottom) / (top - bottom);
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# ifdef GLM_DEPTH_ZERO_TO_ONE
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# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = - static_cast<T>(1) / (zFar - zNear);
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Result[3][2] = - zNear / (zFar - zNear);
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# else
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@ -236,7 +236,7 @@ namespace glm
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T nearVal, T farVal
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)
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{
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# ifdef GLM_LEFT_HANDED
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# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
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return frustumLH(left, right, bottom, top, nearVal, farVal);
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# else
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return frustumRH(left, right, bottom, top, nearVal, farVal);
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@ -258,7 +258,7 @@ namespace glm
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Result[2][1] = (top + bottom) / (top - bottom);
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Result[2][3] = static_cast<T>(1);
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# ifdef GLM_DEPTH_ZERO_TO_ONE
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# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = farVal / (farVal - nearVal);
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Result[3][2] = -(farVal * nearVal) / (farVal - nearVal);
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# else
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@ -284,7 +284,7 @@ namespace glm
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Result[2][1] = (top + bottom) / (top - bottom);
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Result[2][3] = static_cast<T>(-1);
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# ifdef GLM_DEPTH_ZERO_TO_ONE
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# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = farVal / (nearVal - farVal);
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Result[3][2] = -(farVal * nearVal) / (farVal - nearVal);
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# else
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@ -304,7 +304,7 @@ namespace glm
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T zFar
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)
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{
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# ifdef GLM_LEFT_HANDED
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# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
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return perspectiveLH(fovy, aspect, zNear, zFar);
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# else
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return perspectiveRH(fovy, aspect, zNear, zFar);
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@ -328,7 +328,7 @@ namespace glm
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Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
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Result[2][3] = - static_cast<T>(1);
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# ifdef GLM_DEPTH_ZERO_TO_ONE
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# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = zFar / (zNear - zFar);
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Result[3][2] = -(zFar * zNear) / (zFar - zNear);
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# else
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@ -356,7 +356,7 @@ namespace glm
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Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
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Result[2][3] = static_cast<T>(1);
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# ifdef GLM_DEPTH_ZERO_TO_ONE
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# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = zFar / (zFar - zNear);
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Result[3][2] = -(zFar * zNear) / (zFar - zNear);
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# else
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@ -375,7 +375,7 @@ namespace glm
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T zNear, T zFar
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)
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{
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# ifdef GLM_LEFT_HANDED
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# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
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return perspectiveFovLH(fov, width, height, zNear, zFar);
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# else
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return perspectiveFovRH(fov, width, height, zNear, zFar);
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@ -403,7 +403,7 @@ namespace glm
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Result[1][1] = h;
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Result[2][3] = - static_cast<T>(1);
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# ifdef GLM_DEPTH_ZERO_TO_ONE
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# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = zFar / (zNear - zFar);
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Result[3][2] = -(zFar * zNear) / (zFar - zNear);
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# else
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@ -435,7 +435,7 @@ namespace glm
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Result[1][1] = h;
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Result[2][3] = static_cast<T>(1);
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# ifdef GLM_DEPTH_ZERO_TO_ONE
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# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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Result[2][2] = zFar / (zFar - zNear);
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Result[3][2] = -(zFar * zNear) / (zFar - zNear);
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# else
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@ -454,7 +454,7 @@ namespace glm
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T zNear
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)
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{
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# ifdef GLM_LEFT_HANDED
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# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
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return infinitePerspectiveLH(fovy, aspect, zNear);
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# else
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return infinitePerspectiveRH(fovy, aspect, zNear);
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@ -557,7 +557,7 @@ namespace glm
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tmp = proj * tmp;
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tmp /= tmp.w;
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# ifdef GLM_DEPTH_ZERO_TO_ONE
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# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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tmp.x = tmp.x * T(0.5) + T(0.5);
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tmp.y = tmp.y * T(0.5) + T(0.5);
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# else
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@ -583,7 +583,7 @@ namespace glm
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tvec4<T, P> tmp = tvec4<T, P>(win, T(1));
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tmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]);
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tmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]);
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# ifdef GLM_DEPTH_ZERO_TO_ONE
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# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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tmp.x = tmp.x * T(2) - T(1);
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tmp.y = tmp.y * T(2) - T(1);
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# else
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@ -628,7 +628,7 @@ namespace glm
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tvec3<T, P> const & up
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)
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{
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# ifdef GLM_LEFT_HANDED
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# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
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return lookAtLH(eye, center, up);
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# else
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return lookAtRH(eye, center, up);
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