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@ -11,7 +11,282 @@ namespace glm{ |
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namespace gtc{ |
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namespace gtc{ |
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namespace matrix_transform |
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namespace matrix_transform |
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{ |
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{ |
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template <typename T> |
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inline detail::tmat4x4<T> translate |
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detail::tmat4x4<T> const & m, |
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detail::tvec3<T> const & v |
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) |
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{ |
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detail::tmat4x4<T> Result(m); |
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Result[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3]; |
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return Result; |
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} |
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template <typename T> |
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inline detail::tmat4x4<T> rotate |
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detail::tmat4x4<T> const & m, |
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T const & angle, |
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detail::tvec3<T> const & v |
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{ |
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T a = radians(angle); |
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T c = cos(a); |
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T s = sin(a); |
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detail::tvec3<T> axis = normalize(v); |
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detail::tvec3<T> temp = (T(1) - c) * axis; |
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detail::tmat4x4<T> Rotate(detail::tmat4x4<T>::null); |
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Rotate[0][0] = c + temp[0] * axis[0]; |
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Rotate[0][1] = 0 + temp[0] * axis[1] + s * axis[2]; |
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Rotate[0][2] = 0 + temp[0] * axis[2] - s * axis[1]; |
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Rotate[1][0] = 0 + temp[1] * axis[0] - s * axis[2]; |
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Rotate[1][1] = c + temp[1] * axis[1]; |
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Rotate[1][2] = 0 + temp[1] * axis[2] + s * axis[0]; |
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Rotate[2][0] = 0 + temp[2] * axis[0] + s * axis[1]; |
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Rotate[2][1] = 0 + temp[2] * axis[1] - s * axis[0]; |
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Rotate[2][2] = c + temp[2] * axis[2]; |
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detail::tmat4x4<T> Result(detail::tmat4x4<T>::null); |
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Result[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2]; |
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Result[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2]; |
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Result[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2]; |
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Result[3] = m[3]; |
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return Result; |
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} |
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template <typename T> |
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inline detail::tmat4x4<T> scale |
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detail::tmat4x4<T> const & m, |
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detail::tvec3<T> const & v |
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) |
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{ |
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detail::tmat4x4<T> Result(detail::tmat4x4<T>::null); |
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Result[0] = m[0] * v[0]; |
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Result[1] = m[1] * v[1]; |
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Result[2] = m[2] * v[2]; |
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Result[3] = m[3]; |
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return Result; |
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} |
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template <typename T> |
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inline detail::tmat4x4<T> translate_slow |
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detail::tmat4x4<T> const & m, |
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detail::tvec3<T> const & v |
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) |
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{ |
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detail::tmat4x4<T> Result(T(1)); |
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Result[3] = detail::tvec4<T>(v, T(1)); |
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return m * Result; |
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//detail::tmat4x4<valType> Result(m); |
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Result[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3]; |
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//Result[3][0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2] + m[3][0]; |
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//Result[3][1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1] * v[2] + m[3][1]; |
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//Result[3][2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2] + m[3][2]; |
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//Result[3][3] = m[0][3] * v[0] + m[1][3] * v[1] + m[2][3] * v[2] + m[3][3]; |
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//return Result; |
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} |
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template <typename T> |
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inline detail::tmat4x4<T> rotate_slow |
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detail::tmat4x4<T> const & m, |
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T const & angle, |
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detail::tvec3<T> const & v |
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) |
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{ |
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T a = radians(angle); |
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T c = cos(a); |
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T s = sin(a); |
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detail::tmat4x4<T> Result; |
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detail::tvec3<T> axis = normalize(v); |
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Result[0][0] = c + (1 - c) * axis.x * axis.x; |
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Result[0][1] = (1 - c) * axis.x * axis.y + s * axis.z; |
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Result[0][2] = (1 - c) * axis.x * axis.z - s * axis.y; |
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Result[0][3] = 0; |
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Result[1][0] = (1 - c) * axis.y * axis.x - s * axis.z; |
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Result[1][1] = c + (1 - c) * axis.y * axis.y; |
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Result[1][2] = (1 - c) * axis.y * axis.z + s * axis.x; |
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Result[1][3] = 0; |
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Result[2][0] = (1 - c) * axis.z * axis.x + s * axis.y; |
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Result[2][1] = (1 - c) * axis.z * axis.y - s * axis.x; |
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Result[2][2] = c + (1 - c) * axis.z * axis.z; |
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Result[2][3] = 0; |
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Result[3] = detail::tvec4<T>(0, 0, 0, 1); |
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return m * Result; |
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} |
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template <typename T> |
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inline detail::tmat4x4<T> scale_slow |
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( |
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detail::tmat4x4<T> const & m, |
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detail::tvec3<T> const & v |
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) |
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{ |
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detail::tmat4x4<T> Result(T(1)); |
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Result[0][0] = v.x; |
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Result[1][1] = v.y; |
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Result[2][2] = v.z; |
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return m * Result; |
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} |
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template <typename valType> |
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inline detail::tmat4x4<valType> ortho( |
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valType const & left, |
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valType const & right, |
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valType const & bottom, |
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valType const & top, |
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valType const & zNear, |
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valType const & zFar) |
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{ |
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detail::tmat4x4<valType> Result(1); |
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Result[0][0] = valType(2) / (right - left); |
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Result[1][1] = valType(2) / (top - bottom); |
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Result[2][2] = - valType(2) / (zFar - zNear); |
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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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Result[3][2] = - (zFar + zNear) / (zFar - zNear); |
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return Result; |
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} |
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template <typename valType> |
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inline detail::tmat4x4<valType> ortho( |
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valType const & left, |
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valType const & right, |
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valType const & bottom, |
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valType const & top) |
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{ |
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detail::tmat4x4<valType> Result(1); |
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Result[0][0] = valType(2) / (right - left); |
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Result[1][1] = valType(2) / (top - bottom); |
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Result[2][2] = - valType(1); |
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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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return Result; |
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} |
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template <typename valType> |
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inline detail::tmat4x4<valType> frustum( |
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valType const & left, |
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valType const & right, |
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valType const & bottom, |
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valType const & top, |
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valType const & nearVal, |
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valType const & farVal) |
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{ |
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detail::tmat4x4<valType> Result(0); |
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Result[0][0] = (valType(2) * nearVal) / (right - left); |
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Result[1][1] = (valType(2) * nearVal) / (top - bottom); |
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Result[2][0] = (right + left) / (right - left); |
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Result[2][1] = (top + bottom) / (top - bottom); |
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Result[2][2] = -(farVal + nearVal) / (farVal - nearVal); |
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Result[2][3] = valType(-1); |
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Result[3][2] = -(valType(2) * farVal * nearVal) / (farVal - nearVal); |
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return Result; |
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} |
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template <typename valType> |
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inline detail::tmat4x4<valType> perspective( |
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valType const & fovy, |
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valType const & aspect, |
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valType const & zNear, |
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valType const & zFar) |
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{ |
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valType range = tan(radians(fovy / valType(2))) * zNear; |
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valType left = -range * aspect; |
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valType right = range * aspect; |
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valType bottom = -range; |
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valType top = range; |
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detail::tmat4x4<valType> Result(valType(0)); |
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Result[0][0] = (valType(2) * zNear) / (right - left); |
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Result[1][1] = (valType(2) * zNear) / (top - bottom); |
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Result[2][2] = - (zFar + zNear) / (zFar - zNear); |
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Result[2][3] = - valType(1); |
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Result[3][2] = - (valType(2) * zFar * zNear) / (zFar - zNear); |
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return Result; |
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} |
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template <typename T, typename U> |
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inline detail::tvec3<T> project( |
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detail::tvec3<T> const & obj, |
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detail::tmat4x4<T> const & model, |
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detail::tmat4x4<T> const & proj, |
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detail::tvec4<U> const & viewport) |
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{ |
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detail::tvec4<T> tmp = detail::tvec4<T>(obj, T(1)); |
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tmp = model * tmp; |
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tmp = proj * tmp; |
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tmp /= tmp.w; |
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tmp = tmp * T(0.5) + T(0.5); |
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tmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]); |
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tmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]); |
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return detail::tvec3<T>(tmp); |
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} |
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template <typename T, typename U> |
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inline detail::tvec3<T> unProject( |
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detail::tvec3<T> const & win, |
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detail::tmat4x4<T> const & model, |
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detail::tmat4x4<T> const & proj, |
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detail::tvec4<U> const & viewport) |
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{ |
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detail::tmat4x4<T> inverse = glm::inverse(proj * model); |
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detail::tvec4<T> tmp = detail::tvec4<T>(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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tmp = tmp * T(2) - T(1); |
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detail::tvec4<T> obj = inverse * tmp; |
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obj /= obj.w; |
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return detail::tvec3<T>(obj); |
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} |
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template <typename T> |
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inline detail::tmat4x4<T> lookAt( |
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const detail::tvec3<T>& eye, |
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const detail::tvec3<T>& center, |
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const detail::tvec3<T>& up) |
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{ |
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detail::tvec3<T> f = normalize(center - eye); |
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detail::tvec3<T> u = normalize(up); |
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detail::tvec3<T> s = normalize(cross(f, u)); |
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u = cross(s, f); |
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detail::tmat4x4<T> Result(1); |
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Result[0][0] = s.x; |
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Result[1][0] = s.y; |
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Result[2][0] = s.z; |
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Result[0][1] = u.x; |
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Result[1][1] = u.y; |
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Result[2][1] = u.z; |
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Result[0][2] =-f.x; |
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Result[1][2] =-f.y; |
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Result[2][2] =-f.z; |
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/* Test this instead of translate3D |
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Result[3][0] =-dot(s, eye); |
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Result[3][1] =-dot(y, eye); |
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Result[3][2] = dot(f, eye); |
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*/ |
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return gtc::matrix_transform::translate(Result, -eye); |
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} |
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}//namespace matrix_transform |
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}//namespace matrix_transform |
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}//namespace gtc |
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}//namespace gtc |
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}//namespace glm |
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}//namespace glm |
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