diff --git a/glm/gtc/matrix_transform.hpp b/glm/gtc/matrix_transform.hpp
index 0d620b94..a98033d2 100644
--- a/glm/gtc/matrix_transform.hpp
+++ b/glm/gtc/matrix_transform.hpp
@@ -57,9 +57,8 @@ namespace glm
/// @see glTranslate man page
template
GLM_FUNC_DECL mat<4, 4, T, Q> translate(
- mat<4, 4, T, Q> const& m,
- vec<3, T, Q> const& v);
-
+ mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v);
+
/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle.
///
/// @param m Input matrix multiplied by this rotation matrix.
@@ -72,9 +71,7 @@ namespace glm
/// @see glRotate man page
template
GLM_FUNC_DECL mat<4, 4, T, Q> rotate(
- mat<4, 4, T, Q> const& m,
- T angle,
- vec<3, T, Q> const& axis);
+ mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& axis);
/// Builds a scale 4 * 4 matrix created from 3 scalars.
///
@@ -87,122 +84,277 @@ namespace glm
/// @see glScale man page
template
GLM_FUNC_DECL mat<4, 4, T, Q> scale(
- mat<4, 4, T, Q> const& m,
- vec<3, T, Q> const& v);
+ mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v);
- /// Creates a matrix for an orthographic parallel viewing volume, using the default handedness.
+ /// Creates a matrix for projecting two-dimensional coordinates onto the screen.
///
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
- /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
- /// @see glOrtho man page
+ /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top, T const& zNear, T const& zFar)
+ /// @see gluOrtho2D man page
template
GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho(
- T left,
- T right,
- T bottom,
- T top,
- T zNear,
- T zFar);
-
- /// Creates a matrix for an orthographic parallel viewing volume, using left-handedness.
+ T left, T right, T bottom, T top);
+
+ /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.
+ /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+ ///
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
+ template
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_ZO(
+ T left, T right, T bottom, T top, T zNear, T zFar);
+
+ /// Creates a matrix for an orthographic parallel viewing volume using right-handed coordinates.
+ /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+ ///
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
+ template
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_NO(
+ T left, T right, T bottom, T top, T zNear, T zFar);
+
+ /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.
+ /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+ ///
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
+ template
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_ZO(
+ T left, T right, T bottom, T top, T zNear, T zFar);
+
+ /// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates.
+ /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+ ///
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
+ template
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_NO(
+ T left, T right, T bottom, T top, T zNear, T zFar);
+
+ /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.
+ /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+ ///
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
+ template
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoZO(
+ T left, T right, T bottom, T top, T zNear, T zFar);
+
+ /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
+ /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+ ///
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
+ template
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoNO(
+ T left, T right, T bottom, T top, T zNear, T zFar);
+
+ /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.
+ /// 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)
///
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
template
GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH(
- T left,
- T right,
- T bottom,
- T top,
- T zNear,
- T zFar);
-
- /// Creates a matrix for an orthographic parallel viewing volume, using right-handedness.
+ T left, T right, T bottom, T top, T zNear, T zFar);
+
+ /// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates.
+ /// 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)
///
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
template
GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH(
- T left,
- T right,
- T bottom,
- T top,
- T zNear,
- T zFar);
+ T left, T right, T bottom, T top, T zNear, T zFar);
- /// Creates a matrix for projecting two-dimensional coordinates onto the screen.
+ /// Creates a matrix for an orthographic parallel viewing volume, using the default handedness and default near and far clip planes definition.
+ /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
///
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
- /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top, T const& zNear, T const& zFar)
- /// @see gluOrtho2D man page
+ /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
+ /// @see glOrtho man page
template
GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho(
- T left,
- T right,
- T bottom,
- T top);
+ T left, T right, T bottom, T top, T zNear, T zFar);
- /// Creates a frustum matrix with default handedness.
+ /// Creates a left handed frustum matrix.
+ /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
///
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
- /// @see glFrustum man page
template
- GLM_FUNC_DECL mat<4, 4, T, defaultp> frustum(
- T left,
- T right,
- T bottom,
- T top,
- T near,
- T far);
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_ZO(
+ T left, T right, T bottom, T top, T near, T far);
+
+ /// Creates a left handed frustum matrix.
+ /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+ ///
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ template
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_NO(
+ T left, T right, T bottom, T top, T near, T far);
+
+ /// Creates a right handed frustum matrix.
+ /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+ ///
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ template
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_ZO(
+ T left, T right, T bottom, T top, T near, T far);
+
+ /// Creates a right handed frustum matrix.
+ /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+ ///
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ template
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_NO(
+ T left, T right, T bottom, T top, T near, T far);
+
+ /// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
+ /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+ ///
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ template
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumZO(
+ T left, T right, T bottom, T top, T near, T far);
+
+ /// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
+ /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+ ///
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ template
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumNO(
+ T left, T right, T bottom, T top, T near, T far);
/// Creates a left handed frustum matrix.
+ /// 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)
///
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
template
GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH(
- T left,
- T right,
- T bottom,
- T top,
- T near,
- T far);
+ T left, T right, T bottom, T top, T near, T far);
/// Creates a right handed frustum matrix.
+ /// 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)
///
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
template
GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH(
- T left,
- T right,
- T bottom,
- T top,
- T near,
- T far);
-
- /// Creates a matrix for a symetric perspective-view frustum based on the default handedness.
+ T left, T right, T bottom, T top, T near, T far);
+
+ /// Creates a frustum matrix with default handedness, using the default handedness and default near and far clip planes definition.
+ /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
+ ///
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ /// @see glFrustum man page
+ template
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> frustum(
+ T left, T right, T bottom, T top, T near, T far);
+
+
+ /// Creates a matrix for a right handed, symetric perspective-view frustum.
+ /// 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 the y direction. Expressed in radians.
+ /// @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).
/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
- /// @see gluPerspective man page
template
- GLM_FUNC_DECL mat<4, 4, T, defaultp> perspective(
- T fovy,
- T aspect,
- T near,
- T far);
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_ZO(
+ T fovy, T aspect, T near, T far);
/// Creates a matrix for a right handed, symetric perspective-view frustum.
+ /// 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).
+ /// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ template
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_NO(
+ T fovy, T aspect, T near, T far);
+
+ /// Creates a matrix for a left handed, symetric perspective-view frustum.
+ /// 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).
+ /// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ template
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_ZO(
+ T fovy, T aspect, T near, T far);
+
+ /// Creates a matrix for a left handed, symetric perspective-view frustum.
+ /// 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).
+ /// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ template
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_NO(
+ T fovy, T aspect, T near, T far);
+
+ /// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
+ /// 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).
+ /// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ template
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveZO(
+ T fovy, T aspect, T near, T far);
+
+ /// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates 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).
+ /// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+ /// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ template
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveNO(
+ T fovy, T aspect, T near, T far);
+
+ /// Creates a matrix for a right handed, symetric perspective-view frustum.
+ /// 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).
@@ -212,12 +364,11 @@ namespace glm
/// @see gtc_matrix_transform
template
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH(
- T fovy,
- T aspect,
- T near,
- T far);
+ T fovy, T aspect, T near, T far);
/// Creates a matrix for a left handed, symetric perspective-view frustum.
+ /// 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).
@@ -227,12 +378,24 @@ namespace glm
/// @see gtc_matrix_transform
template
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH(
- T fovy,
- T aspect,
- T near,
- T far);
+ T fovy, T aspect, T near, T far);
- /// Builds a perspective projection matrix based on a field of view and the default handedness.
+ /// Creates a matrix for a symetric perspective-view frustum based on the default handedness and default near and far clip planes definition.
+ /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
+ ///
+ /// @param fovy Specifies the field of view angle 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).
+ /// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ /// @see gluPerspective man page
+ template
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> perspective(
+ T fovy, T aspect, T near, T far);
+
+ /// Builds a perspective projection matrix based on a field of view using right-handed coordinates.
+ /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
///
/// @param fov Expressed in radians.
/// @param width Width of the viewport
@@ -242,14 +405,82 @@ namespace glm
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
template
- GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFov(
- T fov,
- T width,
- T height,
- T near,
- T far);
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH_ZO(
+ T fov, T width, T height, T near, T far);
+
+ /// Builds a perspective projection matrix based on a field of view using right-handed coordinates.
+ /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+ ///
+ /// @param fov Expressed in radians.
+ /// @param width Width of the viewport
+ /// @param height Height of the viewport
+ /// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+ /// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ template
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH_NO(
+ T fov, T width, T height, T near, T far);
+
+ /// Builds a perspective projection matrix based on a field of view using left-handed coordinates.
+ /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+ ///
+ /// @param fov Expressed in radians.
+ /// @param width Width of the viewport
+ /// @param height Height of the viewport
+ /// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+ /// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ template
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH_ZO(
+ T fov, T width, T height, T near, T far);
+
+ /// Builds a perspective projection matrix based on a field of view using left-handed coordinates.
+ /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+ ///
+ /// @param fov Expressed in radians.
+ /// @param width Width of the viewport
+ /// @param height Height of the viewport
+ /// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+ /// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ template
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH_NO(
+ T fov, T width, T height, T near, T far);
+
+ /// Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
+ /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+ ///
+ /// @param fov Expressed in radians.
+ /// @param width Width of the viewport
+ /// @param height Height of the viewport
+ /// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+ /// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ template
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovZO(
+ T fov, T width, T height, T near, T far);
+
+ /// Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
+ /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+ ///
+ /// @param fov Expressed in radians.
+ /// @param width Width of the viewport
+ /// @param height Height of the viewport
+ /// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+ /// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ template
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovNO(
+ T fov, T width, T height, T near, T far);
/// Builds a right handed perspective projection matrix based on a field of view.
+ /// 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 fov Expressed in radians.
/// @param width Width of the viewport
@@ -260,13 +491,11 @@ namespace glm
/// @see gtc_matrix_transform
template
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH(
- T fov,
- T width,
- T height,
- T near,
- T far);
+ T fov, T width, T height, T near, T far);
/// Builds a left handed perspective projection matrix based on a field of view.
+ /// 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 fov Expressed in radians.
/// @param width Width of the viewport
@@ -277,22 +506,21 @@ namespace glm
/// @see gtc_matrix_transform
template
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH(
- T fov,
- T width,
- T height,
- T near,
- T far);
+ T fov, T width, T height, T near, T far);
- /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default handedness.
- ///
- /// @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).
+ /// Builds a perspective projection matrix based on a field of view and the default handedness and default near and far clip planes definition.
+ /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
+ ///
+ /// @param fov Expressed in radians.
+ /// @param width Width of the viewport
+ /// @param height Height of the viewport
/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
+ /// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
template
- GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspective(
- T fovy, T aspect, T near);
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFov(
+ 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.
///
@@ -316,6 +544,17 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveRH(
T fovy, T aspect, T near);
+ /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default handedness.
+ ///
+ /// @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 Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
+ /// @see gtc_matrix_transform
+ template
+ GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspective(
+ T fovy, T aspect, T near);
+
/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
///
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
@@ -340,6 +579,39 @@ namespace glm
T fovy, T aspect, T near, T ep);
/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
+ /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+ ///
+ /// @param obj Specify the object coordinates.
+ /// @param model Specifies the current modelview matrix
+ /// @param proj Specifies the current projection matrix
+ /// @param viewport Specifies the current viewport
+ /// @return Return the computed window coordinates.
+ /// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
+ /// @tparam U Currently supported: Floating-point types and integer types.
+ /// @see gtc_matrix_transform
+ /// @see gluProject man page
+ template
+ GLM_FUNC_DECL vec<3, T, Q> projectZO(
+ vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport);
+
+ /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
+ /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+ ///
+ /// @param obj Specify the object coordinates.
+ /// @param model Specifies the current modelview matrix
+ /// @param proj Specifies the current projection matrix
+ /// @param viewport Specifies the current viewport
+ /// @return Return the computed window coordinates.
+ /// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
+ /// @tparam U Currently supported: Floating-point types and integer types.
+ /// @see gtc_matrix_transform
+ /// @see gluProject man page
+ template
+ GLM_FUNC_DECL vec<3, T, Q> projectNO(
+ vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport);
+
+ /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates using default near and far clip planes definition.
+ /// To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
///
/// @param obj Specify the object coordinates.
/// @param model Specifies the current modelview matrix
@@ -352,12 +624,42 @@ namespace glm
/// @see gluProject man page
template
GLM_FUNC_DECL vec<3, T, Q> project(
- vec<3, T, Q> const& obj,
- mat<4, 4, T, Q> const& model,
- mat<4, 4, T, Q> const& proj,
- vec<4, U, Q> const& viewport);
+ vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport);
+
+ /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
+ /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
+ ///
+ /// @param win Specify the window coordinates to be mapped.
+ /// @param model Specifies the modelview matrix
+ /// @param proj Specifies the projection matrix
+ /// @param viewport Specifies the viewport
+ /// @return Returns the computed object coordinates.
+ /// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
+ /// @tparam U Currently supported: Floating-point types and integer types.
+ /// @see gtc_matrix_transform
+ /// @see gluUnProject man page
+ template
+ GLM_FUNC_DECL vec<3, T, Q> unProjectZO(
+ vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport);
/// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
+ /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
+ ///
+ /// @param win Specify the window coordinates to be mapped.
+ /// @param model Specifies the modelview matrix
+ /// @param proj Specifies the projection matrix
+ /// @param viewport Specifies the viewport
+ /// @return Returns the computed object coordinates.
+ /// @tparam T Native type used for the computation. Currently supported: half (not recommanded), float or double.
+ /// @tparam U Currently supported: Floating-point types and integer types.
+ /// @see gtc_matrix_transform
+ /// @see gluUnProject man page
+ template
+ GLM_FUNC_DECL vec<3, T, Q> unProjectNO(
+ vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport);
+
+ /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates using default near and far clip planes definition.
+ /// To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
///
/// @param win Specify the window coordinates to be mapped.
/// @param model Specifies the modelview matrix
@@ -370,10 +672,7 @@ namespace glm
/// @see gluUnProject man page
template
GLM_FUNC_DECL vec<3, T, Q> unProject(
- vec<3, T, Q> const& win,
- mat<4, 4, T, Q> const& model,
- mat<4, 4, T, Q> const& proj,
- vec<4, U, Q> const& viewport);
+ vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport);
/// Define a picking region
///
@@ -386,25 +685,20 @@ namespace glm
/// @see gluPickMatrix man page
template
GLM_FUNC_DECL mat<4, 4, T, Q> pickMatrix(
- vec<2, T, Q> const& center,
- vec<2, T, Q> const& delta,
- vec<4, U, Q> const& viewport);
+ vec<2, T, Q> const& center, vec<2, T, Q> const& delta, vec<4, U, Q> const& viewport);
- /// Build a look at view matrix based on the default handedness.
+ /// Build a right handed look at view matrix.
///
/// @param eye Position of the camera
/// @param center Position where the camera is looking at
/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
/// @see gtc_matrix_transform
/// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal)
- /// @see gluLookAt man page
template
- GLM_FUNC_DECL mat<4, 4, T, Q> lookAt(
- vec<3, T, Q> const& eye,
- vec<3, T, Q> const& center,
- vec<3, T, Q> const& up);
+ GLM_FUNC_DECL mat<4, 4, T, Q> lookAtRH(
+ vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up);
- /// Build a right handed look at view matrix.
+ /// Build a left handed look at view matrix.
///
/// @param eye Position of the camera
/// @param center Position where the camera is looking at
@@ -412,23 +706,20 @@ namespace glm
/// @see gtc_matrix_transform
/// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal)
template
- GLM_FUNC_DECL mat<4, 4, T, Q> lookAtRH(
- vec<3, T, Q> const& eye,
- vec<3, T, Q> const& center,
- vec<3, T, Q> const& up);
+ GLM_FUNC_DECL mat<4, 4, T, Q> lookAtLH(
+ vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up);
- /// Build a left handed look at view matrix.
+ /// Build a look at view matrix based on the default handedness.
///
/// @param eye Position of the camera
/// @param center Position where the camera is looking at
/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
/// @see gtc_matrix_transform
/// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal)
+ /// @see gluLookAt man page
template
- GLM_FUNC_DECL mat<4, 4, T, Q> lookAtLH(
- vec<3, T, Q> const& eye,
- vec<3, T, Q> const& center,
- vec<3, T, Q> const& up);
+ GLM_FUNC_DECL mat<4, 4, T, Q> lookAt(
+ vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up);
/// @}
}//namespace glm
diff --git a/glm/gtc/matrix_transform.inl b/glm/gtc/matrix_transform.inl
index 0dda98a2..39b15a69 100644
--- a/glm/gtc/matrix_transform.inl
+++ b/glm/gtc/matrix_transform.inl
@@ -97,165 +97,234 @@ namespace glm
}
template
- GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> ortho
- (
- T left, T right,
- T bottom, T top,
- T zNear, T zFar
- )
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> ortho(T left, T right, T bottom, T top)
{
-# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
- return orthoLH(left, right, bottom, top, zNear, zFar);
-# else
- return orthoRH(left, right, bottom, top, zNear, zFar);
-# endif
+ mat<4, 4, T, defaultp> Result(static_cast(1));
+ Result[0][0] = static_cast(2) / (right - left);
+ Result[1][1] = static_cast(2) / (top - bottom);
+ Result[3][0] = - (right + left) / (right - left);
+ Result[3][1] = - (top + bottom) / (top - bottom);
+ return Result;
}
template
- GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoLH
- (
- T left, T right,
- T bottom, T top,
- T zNear, T zFar
- )
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoLH_ZO(T left, T right, T bottom, T top, T zNear, T zFar)
{
mat<4, 4, T, defaultp> Result(1);
Result[0][0] = static_cast(2) / (right - left);
Result[1][1] = static_cast(2) / (top - bottom);
+ Result[2][2] = static_cast(1) / (zFar - zNear);
Result[3][0] = - (right + left) / (right - left);
Result[3][1] = - (top + bottom) / (top - bottom);
-
-# 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
- Result[2][2] = static_cast(2) / (zFar - zNear);
- Result[3][2] = - (zFar + zNear) / (zFar - zNear);
-# endif
-
+ Result[3][2] = - zNear / (zFar - zNear);
return Result;
}
template
- GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoRH
- (
- T left, T right,
- T bottom, T top,
- T zNear, T zFar
- )
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoLH_NO(T left, T right, T bottom, T top, T zNear, T zFar)
{
mat<4, 4, T, defaultp> Result(1);
Result[0][0] = static_cast(2) / (right - left);
Result[1][1] = static_cast(2) / (top - bottom);
+ Result[2][2] = static_cast(2) / (zFar - zNear);
Result[3][0] = - (right + left) / (right - left);
Result[3][1] = - (top + bottom) / (top - bottom);
+ Result[3][2] = - (zFar + zNear) / (zFar - zNear);
+ return Result;
+ }
-# 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
- Result[2][2] = - static_cast(2) / (zFar - zNear);
- Result[3][2] = - (zFar + zNear) / (zFar - zNear);
-# endif
-
+ template
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoRH_ZO(T left, T right, T bottom, T top, T zNear, T zFar)
+ {
+ mat<4, 4, T, defaultp> Result(1);
+ Result[0][0] = static_cast(2) / (right - left);
+ Result[1][1] = static_cast(2) / (top - bottom);
+ Result[2][2] = - static_cast(1) / (zFar - zNear);
+ Result[3][0] = - (right + left) / (right - left);
+ Result[3][1] = - (top + bottom) / (top - bottom);
+ Result[3][2] = - zNear / (zFar - zNear);
return Result;
}
template
- GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> ortho
- (
- T left, T right,
- T bottom, T top
- )
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoRH_NO(T left, T right, T bottom, T top, T zNear, T zFar)
{
- mat<4, 4, T, defaultp> Result(static_cast(1));
+ mat<4, 4, T, defaultp> Result(1);
Result[0][0] = static_cast(2) / (right - left);
Result[1][1] = static_cast(2) / (top - bottom);
- Result[2][2] = - static_cast(1);
+ Result[2][2] = - static_cast(2) / (zFar - zNear);
Result[3][0] = - (right + left) / (right - left);
Result[3][1] = - (top + bottom) / (top - bottom);
+ Result[3][2] = - (zFar + zNear) / (zFar - zNear);
return Result;
}
template
- GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustum
- (
- T left, T right,
- T bottom, T top,
- T nearVal, T farVal
- )
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoZO(T left, T right, T bottom, T top, T zNear, T zFar)
{
# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
- return frustumLH(left, right, bottom, top, nearVal, farVal);
+ return orthoLH_ZO(left, right, bottom, top, zNear, zFar);
+# else
+ return orthoRH_ZO(left, right, bottom, top, zNear, zFar);
+# endif
+ }
+
+ template
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoNO(T left, T right, T bottom, T top, T zNear, T zFar)
+ {
+# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
+ return orthoLH_NO(left, right, bottom, top, zNear, zFar);
+# else
+ return orthoRH_NO(left, right, bottom, top, zNear, zFar);
+# endif
+ }
+
+ template
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoLH(T left, T right, T bottom, T top, T zNear, T zFar)
+ {
+# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
+ return orthoLH_ZO(left, right, bottom, top, zNear, zFar);
+# else
+ return orthoLH_NO(left, right, bottom, top, zNear, zFar);
+# endif
+ }
+
+ template
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoRH(T left, T right, T bottom, T top, T zNear, T zFar)
+ {
+# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
+ return orthoRH_ZO(left, right, bottom, top, zNear, zFar);
# else
- return frustumRH(left, right, bottom, top, nearVal, farVal);
+ return orthoRH_NO(left, right, bottom, top, zNear, zFar);
+# endif
+ }
+
+ template
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> ortho(T left, T right, T bottom, T top, T zNear, T zFar)
+ {
+# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
+ return orthoLH_ZO(left, right, bottom, top, zNear, zFar);
+# elif GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_NEGATIVE_ONE_TO_ONE
+ return orthoLH_NO(left, right, bottom, top, zNear, zFar);
+# elif GLM_COORDINATE_SYSTEM == GLM_RIGHT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
+ return orthoRH_ZO(left, right, bottom, top, zNear, zFar);
+# elif GLM_COORDINATE_SYSTEM == GLM_RIGHT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_NEGATIVE_ONE_TO_ONE
+ return orthoRH_NO(left, right, bottom, top, zNear, zFar);
# endif
}
template
- GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumLH
- (
- T left, T right,
- T bottom, T top,
- T nearVal, T farVal
- )
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumLH_ZO(T left, T right, T bottom, T top, T nearVal, T farVal)
{
mat<4, 4, T, defaultp> Result(0);
Result[0][0] = (static_cast(2) * nearVal) / (right - left);
Result[1][1] = (static_cast(2) * nearVal) / (top - bottom);
Result[2][0] = (right + left) / (right - left);
Result[2][1] = (top + bottom) / (top - bottom);
+ Result[2][2] = farVal / (farVal - nearVal);
Result[2][3] = static_cast(1);
+ Result[3][2] = -(farVal * nearVal) / (farVal - nearVal);
+ return Result;
+ }
-# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
- Result[2][2] = farVal / (farVal - nearVal);
- Result[3][2] = -(farVal * nearVal) / (farVal - nearVal);
-# else
- Result[2][2] = (farVal + nearVal) / (farVal - nearVal);
- Result[3][2] = - (static_cast(2) * farVal * nearVal) / (farVal - nearVal);
-# endif
+ template
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumLH_NO(T left, T right, T bottom, T top, T nearVal, T farVal)
+ {
+ mat<4, 4, T, defaultp> Result(0);
+ Result[0][0] = (static_cast(2) * nearVal) / (right - left);
+ Result[1][1] = (static_cast(2) * nearVal) / (top - bottom);
+ Result[2][0] = (right + left) / (right - left);
+ Result[2][1] = (top + bottom) / (top - bottom);
+ Result[2][2] = (farVal + nearVal) / (farVal - nearVal);
+ Result[2][3] = static_cast(1);
+ Result[3][2] = - (static_cast(2) * farVal * nearVal) / (farVal - nearVal);
+ return Result;
+ }
+ template
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumRH_ZO(T left, T right, T bottom, T top, T nearVal, T farVal)
+ {
+ mat<4, 4, T, defaultp> Result(0);
+ Result[0][0] = (static_cast(2) * nearVal) / (right - left);
+ Result[1][1] = (static_cast(2) * nearVal) / (top - bottom);
+ Result[2][0] = (right + left) / (right - left);
+ Result[2][1] = (top + bottom) / (top - bottom);
+ Result[2][2] = farVal / (nearVal - farVal);
+ Result[2][3] = static_cast(-1);
+ Result[3][2] = -(farVal * nearVal) / (farVal - nearVal);
return Result;
}
template
- GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumRH
- (
- T left, T right,
- T bottom, T top,
- T nearVal, T farVal
- )
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumRH_NO(T left, T right, T bottom, T top, T nearVal, T farVal)
{
mat<4, 4, T, defaultp> Result(0);
Result[0][0] = (static_cast(2) * nearVal) / (right - left);
Result[1][1] = (static_cast(2) * nearVal) / (top - bottom);
Result[2][0] = (right + left) / (right - left);
Result[2][1] = (top + bottom) / (top - bottom);
+ Result[2][2] = - (farVal + nearVal) / (farVal - nearVal);
Result[2][3] = static_cast(-1);
+ Result[3][2] = - (static_cast(2) * farVal * nearVal) / (farVal - nearVal);
+ return Result;
+ }
-# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
- Result[2][2] = farVal / (nearVal - farVal);
- Result[3][2] = -(farVal * nearVal) / (farVal - nearVal);
+ template
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumZO(T left, T right, T bottom, T top, T nearVal, T farVal)
+ {
+# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
+ return frustumLH_ZO(left, right, bottom, top, nearVal, farVal);
# else
- Result[2][2] = - (farVal + nearVal) / (farVal - nearVal);
- Result[3][2] = - (static_cast(2) * farVal * nearVal) / (farVal - nearVal);
+ return frustumRH_ZO(left, right, bottom, top, nearVal, farVal);
# endif
-
- return Result;
}
template
- GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspective(T fovy, T aspect, T zNear, T zFar)
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumNO(T left, T right, T bottom, T top, T nearVal, T farVal)
{
# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
- return perspectiveLH(fovy, aspect, zNear, zFar);
+ return frustumLH_NO(left, right, bottom, top, nearVal, farVal);
# else
- return perspectiveRH(fovy, aspect, zNear, zFar);
+ return frustumRH_NO(left, right, bottom, top, nearVal, farVal);
# endif
}
template
- GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveRH(T fovy, T aspect, T zNear, T zFar)
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumLH(T left, T right, T bottom, T top, T nearVal, T farVal)
+ {
+# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
+ return frustumLH_ZO(left, right, bottom, top, nearVal, farVal);
+# else
+ return frustumLH_NO(left, right, bottom, top, nearVal, farVal);
+# endif
+ }
+
+ template
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumRH(T left, T right, T bottom, T top, T nearVal, T farVal)
+ {
+# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
+ return frustumRH_ZO(left, right, bottom, top, nearVal, farVal);
+# else
+ return frustumRH_NO(left, right, bottom, top, nearVal, farVal);
+# endif
+ }
+
+ template
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustum(T left, T right, T bottom, T top, T nearVal, T farVal)
+ {
+# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
+ return frustumLH_ZO(left, right, bottom, top, nearVal, farVal);
+# elif GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_NEGATIVE_ONE_TO_ONE
+ return frustumLH_NO(left, right, bottom, top, nearVal, farVal);
+# elif GLM_COORDINATE_SYSTEM == GLM_RIGHT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
+ return frustumRH_ZO(left, right, bottom, top, nearVal, farVal);
+# elif GLM_COORDINATE_SYSTEM == GLM_RIGHT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_NEGATIVE_ONE_TO_ONE
+ return frustumRH_NO(left, right, bottom, top, nearVal, farVal);
+# endif
+ }
+
+ template
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveRH_ZO(T fovy, T aspect, T zNear, T zFar)
{
assert(abs(aspect - std::numeric_limits::epsilon()) > static_cast(0));
@@ -264,21 +333,30 @@ namespace glm
mat<4, 4, T, defaultp> Result(static_cast(0));
Result[0][0] = static_cast(1) / (aspect * tanHalfFovy);
Result[1][1] = static_cast(1) / (tanHalfFovy);
+ Result[2][2] = zFar / (zNear - zFar);
Result[2][3] = - static_cast(1);
+ Result[3][2] = -(zFar * zNear) / (zFar - zNear);
+ return Result;
+ }
-# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
- Result[2][2] = zFar / (zNear - zFar);
- Result[3][2] = -(zFar * zNear) / (zFar - zNear);
-# else
- Result[2][2] = - (zFar + zNear) / (zFar - zNear);
- Result[3][2] = - (static_cast(2) * zFar * zNear) / (zFar - zNear);
-# endif
+ template
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveRH_NO(T fovy, T aspect, T zNear, T zFar)
+ {
+ assert(abs(aspect - std::numeric_limits::epsilon()) > static_cast(0));
+
+ T const tanHalfFovy = tan(fovy / static_cast(2));
+ mat<4, 4, T, defaultp> Result(static_cast(0));
+ Result[0][0] = static_cast(1) / (aspect * tanHalfFovy);
+ Result[1][1] = static_cast(1) / (tanHalfFovy);
+ Result[2][2] = - (zFar + zNear) / (zFar - zNear);
+ Result[2][3] = - static_cast(1);
+ Result[3][2] = - (static_cast(2) * zFar * zNear) / (zFar - zNear);
return Result;
}
-
+
template
- GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveLH(T fovy, T aspect, T zNear, T zFar)
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveLH_ZO(T fovy, T aspect, T zNear, T zFar)
{
assert(abs(aspect - std::numeric_limits::epsilon()) > static_cast(0));
@@ -287,31 +365,84 @@ namespace glm
mat<4, 4, T, defaultp> Result(static_cast(0));
Result[0][0] = static_cast(1) / (aspect * tanHalfFovy);
Result[1][1] = static_cast(1) / (tanHalfFovy);
+ Result[2][2] = zFar / (zFar - zNear);
Result[2][3] = static_cast(1);
+ Result[3][2] = -(zFar * zNear) / (zFar - zNear);
+ return Result;
+ }
-# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
- Result[2][2] = zFar / (zFar - zNear);
- Result[3][2] = -(zFar * zNear) / (zFar - zNear);
-# else
- Result[2][2] = (zFar + zNear) / (zFar - zNear);
- Result[3][2] = - (static_cast(2) * zFar * zNear) / (zFar - zNear);
-# endif
+ template
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveLH_NO(T fovy, T aspect, T zNear, T zFar)
+ {
+ assert(abs(aspect - std::numeric_limits::epsilon()) > static_cast(0));
+ T const tanHalfFovy = tan(fovy / static_cast(2));
+
+ mat<4, 4, T, defaultp> Result(static_cast(0));
+ Result[0][0] = static_cast(1) / (aspect * tanHalfFovy);
+ Result[1][1] = static_cast(1) / (tanHalfFovy);
+ Result[2][2] = (zFar + zNear) / (zFar - zNear);
+ Result[2][3] = static_cast(1);
+ Result[3][2] = - (static_cast(2) * zFar * zNear) / (zFar - zNear);
return Result;
}
template
- GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFov(T fov, T width, T height, T zNear, T zFar)
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveZO(T fovy, T aspect, T zNear, T zFar)
{
# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
- return perspectiveFovLH(fov, width, height, zNear, zFar);
+ return perspectiveLH_ZO(fovy, aspect, zNear, zFar);
# else
- return perspectiveFovRH(fov, width, height, zNear, zFar);
+ return perspectiveRH_ZO(fovy, aspect, zNear, zFar);
# endif
}
template
- GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH(T fov, T width, T height, T zNear, T zFar)
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveNO(T fovy, T aspect, T zNear, T zFar)
+ {
+# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
+ return perspectiveLH_NO(fovy, aspect, zNear, zFar);
+# else
+ return perspectiveRH_NO(fovy, aspect, zNear, zFar);
+# endif
+ }
+
+ template
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveLH(T fovy, T aspect, T zNear, T zFar)
+ {
+# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
+ return perspectiveLH_ZO(fovy, aspect, zNear, zFar);
+# else
+ return perspectiveLH_NO(fovy, aspect, zNear, zFar);
+# endif
+ }
+
+ template
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveRH(T fovy, T aspect, T zNear, T zFar)
+ {
+# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
+ return perspectiveRH_ZO(fovy, aspect, zNear, zFar);
+# else
+ return perspectiveRH_NO(fovy, aspect, zNear, zFar);
+# endif
+ }
+
+ template
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspective(T fovy, T aspect, T zNear, T zFar)
+ {
+# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
+ return perspectiveLH_ZO(fovy, aspect, zNear, zFar);
+# elif GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_NEGATIVE_ONE_TO_ONE
+ return perspectiveLH_NO(fovy, aspect, zNear, zFar);
+# elif GLM_COORDINATE_SYSTEM == GLM_RIGHT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
+ return perspectiveRH_ZO(fovy, aspect, zNear, zFar);
+# elif GLM_COORDINATE_SYSTEM == GLM_RIGHT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_NEGATIVE_ONE_TO_ONE
+ return perspectiveRH_NO(fovy, aspect, zNear, zFar);
+# endif
+ }
+
+ template
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH_ZO(T fov, T width, T height, T zNear, T zFar)
{
assert(width > static_cast(0));
assert(height > static_cast(0));
@@ -324,21 +455,34 @@ namespace glm
mat<4, 4, T, defaultp> Result(static_cast(0));
Result[0][0] = w;
Result[1][1] = h;
+ Result[2][2] = zFar / (zNear - zFar);
Result[2][3] = - static_cast(1);
+ Result[3][2] = -(zFar * zNear) / (zFar - zNear);
+ return Result;
+ }
-# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
- Result[2][2] = zFar / (zNear - zFar);
- Result[3][2] = -(zFar * zNear) / (zFar - zNear);
-# else
- Result[2][2] = - (zFar + zNear) / (zFar - zNear);
- Result[3][2] = - (static_cast(2) * zFar * zNear) / (zFar - zNear);
-# endif
+ template
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH_NO(T fov, T width, T height, T zNear, T zFar)
+ {
+ assert(width > static_cast(0));
+ assert(height > static_cast(0));
+ assert(fov > static_cast(0));
+
+ T const rad = fov;
+ T const h = glm::cos(static_cast(0.5) * rad) / glm::sin(static_cast(0.5) * rad);
+ T const w = h * height / width; ///todo max(width , Height) / min(width , Height)?
+ mat<4, 4, T, defaultp> Result(static_cast(0));
+ Result[0][0] = w;
+ Result[1][1] = h;
+ Result[2][2] = - (zFar + zNear) / (zFar - zNear);
+ Result[2][3] = - static_cast(1);
+ Result[3][2] = - (static_cast(2) * zFar * zNear) / (zFar - zNear);
return Result;
}
template
- GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH(T fov, T width, T height, T zNear, T zFar)
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH_ZO(T fov, T width, T height, T zNear, T zFar)
{
assert(width > static_cast(0));
assert(height > static_cast(0));
@@ -351,26 +495,83 @@ namespace glm
mat<4, 4, T, defaultp> Result(static_cast(0));
Result[0][0] = w;
Result[1][1] = h;
+ Result[2][2] = zFar / (zFar - zNear);
Result[2][3] = static_cast(1);
+ Result[3][2] = -(zFar * zNear) / (zFar - zNear);
+ return Result;
+ }
-# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
- Result[2][2] = zFar / (zFar - zNear);
- Result[3][2] = -(zFar * zNear) / (zFar - zNear);
-# else
- Result[2][2] = (zFar + zNear) / (zFar - zNear);
- Result[3][2] = - (static_cast(2) * zFar * zNear) / (zFar - zNear);
-# endif
+ template
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH_NO(T fov, T width, T height, T zNear, T zFar)
+ {
+ assert(width > static_cast(0));
+ assert(height > static_cast(0));
+ assert(fov > static_cast(0));
+
+ T const rad = fov;
+ T const h = glm::cos(static_cast(0.5) * rad) / glm::sin(static_cast(0.5) * rad);
+ T const w = h * height / width; ///todo max(width , Height) / min(width , Height)?
+ mat<4, 4, T, defaultp> Result(static_cast(0));
+ Result[0][0] = w;
+ Result[1][1] = h;
+ Result[2][2] = (zFar + zNear) / (zFar - zNear);
+ Result[2][3] = static_cast(1);
+ Result[3][2] = - (static_cast(2) * zFar * zNear) / (zFar - zNear);
return Result;
}
template
- GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspective(T fovy, T aspect, T zNear)
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovZO(T fov, T width, T height, T zNear, T zFar)
{
# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
- return infinitePerspectiveLH(fovy, aspect, zNear);
+ return perspectiveFovLH_ZO(fov, width, height, zNear, zFar);
# else
- return infinitePerspectiveRH(fovy, aspect, zNear);
+ return perspectiveFovRH_ZO(fov, width, height, zNear, zFar);
+# endif
+ }
+
+ template
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovNO(T fov, T width, T height, T zNear, T zFar)
+ {
+# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
+ return perspectiveFovLH_NO(fov, width, height, zNear, zFar);
+# else
+ return perspectiveFovRH_NO(fov, width, height, zNear, zFar);
+# endif
+ }
+
+ template
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH(T fov, T width, T height, T zNear, T zFar)
+ {
+# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
+ return perspectiveFovLH_ZO(fov, width, height, zNear, zFar);
+# else
+ return perspectiveFovLH_NO(fov, width, height, zNear, zFar);
+# endif
+ }
+
+ template
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH(T fov, T width, T height, T zNear, T zFar)
+ {
+# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
+ return perspectiveFovRH_ZO(fov, width, height, zNear, zFar);
+# else
+ return perspectiveFovRH_NO(fov, width, height, zNear, zFar);
+# endif
+ }
+
+ template
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFov(T fov, T width, T height, T zNear, T zFar)
+ {
+# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
+ return perspectiveFovLH_ZO(fov, width, height, zNear, zFar);
+# elif GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_NEGATIVE_ONE_TO_ONE
+ return perspectiveFovLH_NO(fov, width, height, zNear, zFar);
+# elif GLM_COORDINATE_SYSTEM == GLM_RIGHT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
+ return perspectiveFovRH_ZO(fov, width, height, zNear, zFar);
+# elif GLM_COORDINATE_SYSTEM == GLM_RIGHT_HANDED && GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_NEGATIVE_ONE_TO_ONE
+ return perspectiveFovRH_NO(fov, width, height, zNear, zFar);
# endif
}
@@ -410,6 +611,16 @@ namespace glm
return Result;
}
+ template
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspective(T fovy, T aspect, T zNear)
+ {
+# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
+ return infinitePerspectiveLH(fovy, aspect, zNear);
+# else
+ return infinitePerspectiveRH(fovy, aspect, zNear);
+# endif
+ }
+
// Infinite projection matrix: http://www.terathon.com/gdc07_lengyel.pdf
template
GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> tweakedInfinitePerspective(T fovy, T aspect, T zNear, T ep)
@@ -436,25 +647,31 @@ namespace glm
}
template
- GLM_FUNC_QUALIFIER vec<3, T, Q> project
- (
- vec<3, T, Q> const& obj,
- mat<4, 4, T, Q> const& model,
- mat<4, 4, T, Q> const& proj,
- vec<4, U, Q> const& viewport
- )
+ GLM_FUNC_QUALIFIER vec<3, T, Q> projectZO(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)
{
vec<4, T, Q> tmp = vec<4, T, Q>(obj, static_cast(1));
tmp = model * tmp;
tmp = proj * tmp;
tmp /= tmp.w;
-# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
- tmp.x = tmp.x * static_cast(0.5) + static_cast(0.5);
- tmp.y = tmp.y * static_cast(0.5) + static_cast(0.5);
-# else
- tmp = tmp * static_cast(0.5) + static_cast(0.5);
-# endif
+ tmp.x = tmp.x * static_cast(0.5) + static_cast(0.5);
+ tmp.y = tmp.y * static_cast(0.5) + static_cast(0.5);
+
+ tmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]);
+ tmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]);
+
+ return vec<3, T, Q>(tmp);
+ }
+
+ template
+ GLM_FUNC_QUALIFIER vec<3, T, Q> projectNO(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)
+ {
+ vec<4, T, Q> tmp = vec<4, T, Q>(obj, static_cast(1));
+ tmp = model * tmp;
+ tmp = proj * tmp;
+
+ tmp /= tmp.w;
+ tmp = tmp * static_cast(0.5) + static_cast(0.5);
tmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]);
tmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]);
@@ -462,25 +679,25 @@ namespace glm
}
template
- GLM_FUNC_QUALIFIER vec<3, T, Q> unProject
- (
- vec<3, T, Q> const& win,
- mat<4, 4, T, Q> const& model,
- mat<4, 4, T, Q> const& proj,
- vec<4, U, Q> const& viewport
- )
+ GLM_FUNC_QUALIFIER vec<3, T, Q> project(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)
+ {
+# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
+ return projectZO(obj, model, proj, viewport);
+# else
+ return projectNO(obj, model, proj, viewport);
+# endif
+ }
+
+ template
+ GLM_FUNC_QUALIFIER vec<3, T, Q> unProjectZO(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)
{
mat<4, 4, T, Q> Inverse = inverse(proj * model);
vec<4, T, Q> tmp = vec<4, T, Q>(win, T(1));
tmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]);
tmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]);
-# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
- tmp.x = tmp.x * static_cast(2) - static_cast(1);
- tmp.y = tmp.y * static_cast(2) - static_cast(1);
-# else
- tmp = tmp * static_cast(2) - static_cast(1);
-# endif
+ tmp.x = tmp.x * static_cast(2) - static_cast(1);
+ tmp.y = tmp.y * static_cast(2) - static_cast(1);
vec<4, T, Q> obj = Inverse * tmp;
obj /= obj.w;
@@ -488,6 +705,32 @@ namespace glm
return vec<3, T, Q>(obj);
}
+ template
+ GLM_FUNC_QUALIFIER vec<3, T, Q> unProjectNO(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)
+ {
+ mat<4, 4, T, Q> Inverse = inverse(proj * model);
+
+ vec<4, T, Q> tmp = vec<4, T, Q>(win, T(1));
+ tmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]);
+ tmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]);
+ tmp = tmp * static_cast(2) - static_cast(1);
+
+ vec<4, T, Q> obj = Inverse * tmp;
+ obj /= obj.w;
+
+ return vec<3, T, Q>(obj);
+ }
+
+ template
+ GLM_FUNC_QUALIFIER vec<3, T, Q> unProject(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)
+ {
+# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
+ return unProjectZO(win, model, proj, viewport);
+# else
+ return unProjectNO(win, model, proj, viewport);
+# endif
+ }
+
template
GLM_FUNC_QUALIFIER mat<4, 4, T, Q> pickMatrix(vec<2, T, Q> const& center, vec<2, T, Q> const& delta, vec<4, U, Q> const& viewport)
{
@@ -508,22 +751,7 @@ namespace glm
}
template
- GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAt(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up)
- {
-# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
- return lookAtLH(eye, center, up);
-# else
- return lookAtRH(eye, center, up);
-# endif
- }
-
- template
- GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAtRH
- (
- vec<3, T, Q> const& eye,
- vec<3, T, Q> const& center,
- vec<3, T, Q> const& up
- )
+ GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAtRH(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up)
{
vec<3, T, Q> const f(normalize(center - eye));
vec<3, T, Q> const s(normalize(cross(f, up)));
@@ -546,12 +774,7 @@ namespace glm
}
template
- GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAtLH
- (
- vec<3, T, Q> const& eye,
- vec<3, T, Q> const& center,
- vec<3, T, Q> const& up
- )
+ GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAtLH(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up)
{
vec<3, T, Q> const f(normalize(center - eye));
vec<3, T, Q> const s(normalize(cross(up, f)));
@@ -572,4 +795,14 @@ namespace glm
Result[3][2] = -dot(f, eye);
return Result;
}
+
+ template
+ GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAt(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up)
+ {
+# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
+ return lookAtLH(eye, center, up);
+# else
+ return lookAtRH(eye, center, up);
+# endif
+ }
}//namespace glm
diff --git a/readme.md b/readme.md
index 833006f5..ec7625a2 100644
--- a/readme.md
+++ b/readme.md
@@ -67,6 +67,7 @@ glm::mat4 camera(float Translate, glm::vec2 const& Rotate)
- Added EXT_vector_relational: openBounded and closeBounded
- Added EXT_vec1: *vec1 types
- Added GTX_texture: levels function
+- Added spearate functions to use both nagative one and zero near clip plans #680
#### Improvements:
- No more default initialization of vector, matrix and quaternion types