summaryrefslogtreecommitdiffstats
path: root/external/include/glm/gtc/matrix_transform.inl
diff options
context:
space:
mode:
Diffstat (limited to 'external/include/glm/gtc/matrix_transform.inl')
-rw-r--r--external/include/glm/gtc/matrix_transform.inl737
1 files changed, 485 insertions, 252 deletions
diff --git a/external/include/glm/gtc/matrix_transform.inl b/external/include/glm/gtc/matrix_transform.inl
index b9ff418..12623d7 100644
--- a/external/include/glm/gtc/matrix_transform.inl
+++ b/external/include/glm/gtc/matrix_transform.inl
@@ -7,25 +7,25 @@
namespace glm
{
- template <typename T, precision P>
- GLM_FUNC_QUALIFIER tmat4x4<T, P> translate(tmat4x4<T, P> const & m, tvec3<T, P> const & v)
+ template<typename T, qualifier Q>
+ GLM_FUNC_QUALIFIER mat<4, 4, T, Q> translate(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v)
{
- tmat4x4<T, P> Result(m);
+ mat<4, 4, T, Q> Result(m);
Result[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3];
return Result;
}
-
- template <typename T, precision P>
- GLM_FUNC_QUALIFIER tmat4x4<T, P> rotate(tmat4x4<T, P> const & m, T angle, tvec3<T, P> const & v)
+
+ template<typename T, qualifier Q>
+ GLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotate(mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& v)
{
T const a = angle;
T const c = cos(a);
T const s = sin(a);
- tvec3<T, P> axis(normalize(v));
- tvec3<T, P> temp((T(1) - c) * axis);
+ vec<3, T, Q> axis(normalize(v));
+ vec<3, T, Q> temp((T(1) - c) * axis);
- tmat4x4<T, P> Rotate(uninitialize);
+ mat<4, 4, T, Q> Rotate;
Rotate[0][0] = c + temp[0] * axis[0];
Rotate[0][1] = temp[0] * axis[1] + s * axis[2];
Rotate[0][2] = temp[0] * axis[2] - s * axis[1];
@@ -38,23 +38,23 @@ namespace glm
Rotate[2][1] = temp[2] * axis[1] - s * axis[0];
Rotate[2][2] = c + temp[2] * axis[2];
- tmat4x4<T, P> Result(uninitialize);
+ mat<4, 4, T, Q> Result;
Result[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2];
Result[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2];
Result[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2];
Result[3] = m[3];
return Result;
}
-
- template <typename T, precision P>
- GLM_FUNC_QUALIFIER tmat4x4<T, P> rotate_slow(tmat4x4<T, P> const & m, T angle, tvec3<T, P> const & v)
+
+ template<typename T, qualifier Q>
+ GLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotate_slow(mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& v)
{
T const a = angle;
T const c = cos(a);
T const s = sin(a);
- tmat4x4<T, P> Result;
+ mat<4, 4, T, Q> Result;
- tvec3<T, P> axis = normalize(v);
+ vec<3, T, Q> axis = normalize(v);
Result[0][0] = c + (static_cast<T>(1) - c) * axis.x * axis.x;
Result[0][1] = (static_cast<T>(1) - c) * axis.x * axis.y + s * axis.z;
@@ -71,14 +71,14 @@ namespace glm
Result[2][2] = c + (static_cast<T>(1) - c) * axis.z * axis.z;
Result[2][3] = static_cast<T>(0);
- Result[3] = tvec4<T, P>(0, 0, 0, 1);
+ Result[3] = vec<4, T, Q>(0, 0, 0, 1);
return m * Result;
}
- template <typename T, precision P>
- GLM_FUNC_QUALIFIER tmat4x4<T, P> scale(tmat4x4<T, P> const & m, tvec3<T, P> const & v)
+ template<typename T, qualifier Q>
+ GLM_FUNC_QUALIFIER mat<4, 4, T, Q> scale(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v)
{
- tmat4x4<T, P> Result(uninitialize);
+ mat<4, 4, T, Q> Result;
Result[0] = m[0] * v[0];
Result[1] = m[1] * v[1];
Result[2] = m[2] * v[2];
@@ -86,296 +86,497 @@ namespace glm
return Result;
}
- template <typename T, precision P>
- GLM_FUNC_QUALIFIER tmat4x4<T, P> scale_slow(tmat4x4<T, P> const & m, tvec3<T, P> const & v)
+ template<typename T, qualifier Q>
+ GLM_FUNC_QUALIFIER mat<4, 4, T, Q> scale_slow(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v)
{
- tmat4x4<T, P> Result(T(1));
+ mat<4, 4, T, Q> Result(T(1));
Result[0][0] = v.x;
Result[1][1] = v.y;
Result[2][2] = v.z;
return m * Result;
}
- template <typename T>
- GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> ortho
- (
- T left, T right,
- T bottom, T top,
- T zNear, T zFar
- )
+ template<typename T>
+ 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<T>(1));
+ Result[0][0] = static_cast<T>(2) / (right - left);
+ Result[1][1] = static_cast<T>(2) / (top - bottom);
+ Result[3][0] = - (right + left) / (right - left);
+ Result[3][1] = - (top + bottom) / (top - bottom);
+ return Result;
}
- template <typename T>
- GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> orthoLH
- (
- T left, T right,
- T bottom, T top,
- T zNear, T zFar
- )
+ template<typename T>
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoLH_ZO(T left, T right, T bottom, T top, T zNear, T zFar)
{
- tmat4x4<T, defaultp> Result(1);
+ mat<4, 4, T, defaultp> Result(1);
Result[0][0] = static_cast<T>(2) / (right - left);
Result[1][1] = static_cast<T>(2) / (top - bottom);
+ Result[2][2] = static_cast<T>(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<T>(1) / (zFar - zNear);
- Result[3][2] = - zNear / (zFar - zNear);
-# else
- Result[2][2] = static_cast<T>(2) / (zFar - zNear);
- Result[3][2] = - (zFar + zNear) / (zFar - zNear);
-# endif
-
+ Result[3][2] = - zNear / (zFar - zNear);
return Result;
}
- template <typename T>
- GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> orthoRH
- (
- T left, T right,
- T bottom, T top,
- T zNear, T zFar
- )
+ template<typename T>
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoLH_NO(T left, T right, T bottom, T top, T zNear, T zFar)
{
- tmat4x4<T, defaultp> Result(1);
+ mat<4, 4, T, defaultp> Result(1);
Result[0][0] = static_cast<T>(2) / (right - left);
Result[1][1] = static_cast<T>(2) / (top - bottom);
+ Result[2][2] = static_cast<T>(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<T>(1) / (zFar - zNear);
- Result[3][2] = - zNear / (zFar - zNear);
-# else
- Result[2][2] = - static_cast<T>(2) / (zFar - zNear);
- Result[3][2] = - (zFar + zNear) / (zFar - zNear);
-# endif
-
+ template<typename T>
+ 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<T>(2) / (right - left);
+ Result[1][1] = static_cast<T>(2) / (top - bottom);
+ Result[2][2] = - static_cast<T>(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 <typename T>
- GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> ortho
- (
- T left, T right,
- T bottom, T top
- )
+ template<typename T>
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoRH_NO(T left, T right, T bottom, T top, T zNear, T zFar)
{
- tmat4x4<T, defaultp> Result(static_cast<T>(1));
+ mat<4, 4, T, defaultp> Result(1);
Result[0][0] = static_cast<T>(2) / (right - left);
Result[1][1] = static_cast<T>(2) / (top - bottom);
- Result[2][2] = - static_cast<T>(1);
+ Result[2][2] = - static_cast<T>(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 <typename T>
- GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> frustum
- (
- T left, T right,
- T bottom, T top,
- T nearVal, T farVal
- )
+ template<typename T>
+ 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 orthoLH_ZO(left, right, bottom, top, zNear, zFar);
+# else
+ return orthoRH_ZO(left, right, bottom, top, zNear, zFar);
+# endif
+ }
+
+ template<typename T>
+ 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 frustumLH(left, right, bottom, top, nearVal, farVal);
+ return orthoLH_NO(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 <typename T>
- GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> frustumLH
- (
- T left, T right,
- T bottom, T top,
- T nearVal, T farVal
- )
+ template<typename T>
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoLH(T left, T right, T bottom, T top, T zNear, T zFar)
{
- tmat4x4<T, defaultp> Result(0);
+# 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<typename T>
+ 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 orthoRH_NO(left, right, bottom, top, zNear, zFar);
+# endif
+ }
+
+ template<typename T>
+ 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<typename T>
+ 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<T>(2) * nearVal) / (right - left);
Result[1][1] = (static_cast<T>(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<T>(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<T>(2) * farVal * nearVal) / (farVal - nearVal);
-# endif
+ template<typename T>
+ 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<T>(2) * nearVal) / (right - left);
+ Result[1][1] = (static_cast<T>(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<T>(1);
+ Result[3][2] = - (static_cast<T>(2) * farVal * nearVal) / (farVal - nearVal);
+ return Result;
+ }
+ template<typename T>
+ 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<T>(2) * nearVal) / (right - left);
+ Result[1][1] = (static_cast<T>(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<T>(-1);
+ Result[3][2] = -(farVal * nearVal) / (farVal - nearVal);
return Result;
}
- template <typename T>
- GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> frustumRH
- (
- T left, T right,
- T bottom, T top,
- T nearVal, T farVal
- )
+ template<typename T>
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumRH_NO(T left, T right, T bottom, T top, T nearVal, T farVal)
{
- tmat4x4<T, defaultp> Result(0);
+ mat<4, 4, T, defaultp> Result(0);
Result[0][0] = (static_cast<T>(2) * nearVal) / (right - left);
Result[1][1] = (static_cast<T>(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<T>(-1);
+ Result[3][2] = - (static_cast<T>(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<typename T>
+ 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<T>(2) * farVal * nearVal) / (farVal - nearVal);
+ return frustumRH_ZO(left, right, bottom, top, nearVal, farVal);
# endif
-
- return Result;
}
- template <typename T>
- GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspective(T fovy, T aspect, T zNear, T zFar)
+ template<typename T>
+ 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 frustumRH_NO(left, right, bottom, top, nearVal, farVal);
+# endif
+ }
+
+ template<typename T>
+ 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 perspectiveRH(fovy, aspect, zNear, zFar);
+ return frustumLH_NO(left, right, bottom, top, nearVal, farVal);
# endif
}
- template <typename T>
- GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveRH(T fovy, T aspect, T zNear, T zFar)
+ template<typename T>
+ 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<typename T>
+ 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<typename T>
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveRH_ZO(T fovy, T aspect, T zNear, T zFar)
{
assert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));
T const tanHalfFovy = tan(fovy / static_cast<T>(2));
- tmat4x4<T, defaultp> Result(static_cast<T>(0));
+ mat<4, 4, T, defaultp> Result(static_cast<T>(0));
Result[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);
Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
+ Result[2][2] = zFar / (zNear - zFar);
Result[2][3] = - static_cast<T>(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<T>(2) * zFar * zNear) / (zFar - zNear);
-# endif
+ template<typename T>
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveRH_NO(T fovy, T aspect, T zNear, T zFar)
+ {
+ assert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));
+
+ T const tanHalfFovy = tan(fovy / static_cast<T>(2));
+ mat<4, 4, T, defaultp> Result(static_cast<T>(0));
+ Result[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);
+ Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
+ Result[2][2] = - (zFar + zNear) / (zFar - zNear);
+ Result[2][3] = - static_cast<T>(1);
+ Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
return Result;
}
-
- template <typename T>
- GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveLH(T fovy, T aspect, T zNear, T zFar)
+
+ template<typename T>
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveLH_ZO(T fovy, T aspect, T zNear, T zFar)
{
assert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));
T const tanHalfFovy = tan(fovy / static_cast<T>(2));
-
- tmat4x4<T, defaultp> Result(static_cast<T>(0));
+
+ mat<4, 4, T, defaultp> Result(static_cast<T>(0));
Result[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);
Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
+ Result[2][2] = zFar / (zFar - zNear);
Result[2][3] = static_cast<T>(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<T>(2) * zFar * zNear) / (zFar - zNear);
-# endif
+ template<typename T>
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveLH_NO(T fovy, T aspect, T zNear, T zFar)
+ {
+ assert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));
+
+ T const tanHalfFovy = tan(fovy / static_cast<T>(2));
+ mat<4, 4, T, defaultp> Result(static_cast<T>(0));
+ Result[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);
+ Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
+ Result[2][2] = (zFar + zNear) / (zFar - zNear);
+ Result[2][3] = static_cast<T>(1);
+ Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
return Result;
}
- template <typename T>
- GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveFov(T fov, T width, T height, T zNear, T zFar)
+ template<typename T>
+ 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 perspectiveLH_ZO(fovy, aspect, zNear, zFar);
+# else
+ return perspectiveRH_ZO(fovy, aspect, zNear, zFar);
+# endif
+ }
+
+ template<typename T>
+ 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 perspectiveFovLH(fov, width, height, zNear, zFar);
+ return perspectiveLH_NO(fovy, aspect, zNear, zFar);
+# else
+ return perspectiveRH_NO(fovy, aspect, zNear, zFar);
+# endif
+ }
+
+ template<typename T>
+ 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 perspectiveFovRH(fov, width, height, zNear, zFar);
+ return perspectiveLH_NO(fovy, aspect, zNear, zFar);
# endif
}
- template <typename T>
- GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveFovRH(T fov, T width, T height, T zNear, T zFar)
+ template<typename T>
+ 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<typename T>
+ 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<typename T>
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH_ZO(T fov, T width, T height, T zNear, T zFar)
{
assert(width > static_cast<T>(0));
assert(height > static_cast<T>(0));
assert(fov > static_cast<T>(0));
-
+
T const rad = fov;
T const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);
T const w = h * height / width; ///todo max(width , Height) / min(width , Height)?
- tmat4x4<T, defaultp> Result(static_cast<T>(0));
+ mat<4, 4, T, defaultp> Result(static_cast<T>(0));
Result[0][0] = w;
Result[1][1] = h;
+ Result[2][2] = zFar / (zNear - zFar);
Result[2][3] = - static_cast<T>(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<T>(2) * zFar * zNear) / (zFar - zNear);
-# endif
+ template<typename T>
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH_NO(T fov, T width, T height, T zNear, T zFar)
+ {
+ assert(width > static_cast<T>(0));
+ assert(height > static_cast<T>(0));
+ assert(fov > static_cast<T>(0));
+
+ T const rad = fov;
+ T const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);
+ T const w = h * height / width; ///todo max(width , Height) / min(width , Height)?
+ mat<4, 4, T, defaultp> Result(static_cast<T>(0));
+ Result[0][0] = w;
+ Result[1][1] = h;
+ Result[2][2] = - (zFar + zNear) / (zFar - zNear);
+ Result[2][3] = - static_cast<T>(1);
+ Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
return Result;
}
- template <typename T>
- GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveFovLH(T fov, T width, T height, T zNear, T zFar)
+ template<typename T>
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH_ZO(T fov, T width, T height, T zNear, T zFar)
{
assert(width > static_cast<T>(0));
assert(height > static_cast<T>(0));
assert(fov > static_cast<T>(0));
-
+
T const rad = fov;
T const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);
T const w = h * height / width; ///todo max(width , Height) / min(width , Height)?
- tmat4x4<T, defaultp> Result(static_cast<T>(0));
+ mat<4, 4, T, defaultp> Result(static_cast<T>(0));
Result[0][0] = w;
Result[1][1] = h;
+ Result[2][2] = zFar / (zFar - zNear);
Result[2][3] = static_cast<T>(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<T>(2) * zFar * zNear) / (zFar - zNear);
-# endif
+ template<typename T>
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH_NO(T fov, T width, T height, T zNear, T zFar)
+ {
+ assert(width > static_cast<T>(0));
+ assert(height > static_cast<T>(0));
+ assert(fov > static_cast<T>(0));
+
+ T const rad = fov;
+ T const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);
+ T const w = h * height / width; ///todo max(width , Height) / min(width , Height)?
+ mat<4, 4, T, defaultp> Result(static_cast<T>(0));
+ Result[0][0] = w;
+ Result[1][1] = h;
+ Result[2][2] = (zFar + zNear) / (zFar - zNear);
+ Result[2][3] = static_cast<T>(1);
+ Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
return Result;
}
- template <typename T>
- GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> infinitePerspective(T fovy, T aspect, T zNear)
+ template<typename T>
+ 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<typename T>
+ 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<typename T>
+ 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<typename T>
+ 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 <typename T>
- GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> infinitePerspectiveRH(T fovy, T aspect, T zNear)
+ template<typename T>
+ 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
+ }
+
+ template<typename T>
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspectiveRH(T fovy, T aspect, T zNear)
{
T const range = tan(fovy / static_cast<T>(2)) * zNear;
T const left = -range * aspect;
@@ -383,7 +584,7 @@ namespace glm
T const bottom = -range;
T const top = range;
- tmat4x4<T, defaultp> Result(static_cast<T>(0));
+ mat<4, 4, T, defaultp> Result(static_cast<T>(0));
Result[0][0] = (static_cast<T>(2) * zNear) / (right - left);
Result[1][1] = (static_cast<T>(2) * zNear) / (top - bottom);
Result[2][2] = - static_cast<T>(1);
@@ -392,8 +593,8 @@ namespace glm
return Result;
}
- template <typename T>
- GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> infinitePerspectiveLH(T fovy, T aspect, T zNear)
+ template<typename T>
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspectiveLH(T fovy, T aspect, T zNear)
{
T const range = tan(fovy / static_cast<T>(2)) * zNear;
T const left = -range * aspect;
@@ -401,7 +602,7 @@ namespace glm
T const bottom = -range;
T const top = range;
- tmat4x4<T, defaultp> Result(T(0));
+ mat<4, 4, T, defaultp> Result(T(0));
Result[0][0] = (static_cast<T>(2) * zNear) / (right - left);
Result[1][1] = (static_cast<T>(2) * zNear) / (top - bottom);
Result[2][2] = static_cast<T>(1);
@@ -410,17 +611,27 @@ namespace glm
return Result;
}
+ template<typename T>
+ 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 <typename T>
- GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> tweakedInfinitePerspective(T fovy, T aspect, T zNear, T ep)
+ template<typename T>
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> tweakedInfinitePerspective(T fovy, T aspect, T zNear, T ep)
{
- T const range = tan(fovy / static_cast<T>(2)) * zNear;
+ T const range = tan(fovy / static_cast<T>(2)) * zNear;
T const left = -range * aspect;
T const right = range * aspect;
T const bottom = -range;
T const top = range;
- tmat4x4<T, defaultp> Result(static_cast<T>(0));
+ mat<4, 4, T, defaultp> Result(static_cast<T>(0));
Result[0][0] = (static_cast<T>(2) * zNear) / (right - left);
Result[1][1] = (static_cast<T>(2) * zNear) / (top - bottom);
Result[2][2] = ep - static_cast<T>(1);
@@ -429,107 +640,124 @@ namespace glm
return Result;
}
- template <typename T>
- GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> tweakedInfinitePerspective(T fovy, T aspect, T zNear)
+ template<typename T>
+ GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> tweakedInfinitePerspective(T fovy, T aspect, T zNear)
{
return tweakedInfinitePerspective(fovy, aspect, zNear, epsilon<T>());
}
- template <typename T, typename U, precision P>
- GLM_FUNC_QUALIFIER tvec3<T, P> project
- (
- tvec3<T, P> const & obj,
- tmat4x4<T, P> const & model,
- tmat4x4<T, P> const & proj,
- tvec4<U, P> const & viewport
- )
+ template<typename T, typename U, qualifier Q>
+ 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)
{
- tvec4<T, P> tmp = tvec4<T, P>(obj, static_cast<T>(1));
+ vec<4, T, Q> tmp = vec<4, T, Q>(obj, static_cast<T>(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<T>(0.5) + static_cast<T>(0.5);
- tmp.y = tmp.y * static_cast<T>(0.5) + static_cast<T>(0.5);
-# else
- tmp = tmp * static_cast<T>(0.5) + static_cast<T>(0.5);
-# endif
+ tmp.x = tmp.x * static_cast<T>(0.5) + static_cast<T>(0.5);
+ tmp.y = tmp.y * static_cast<T>(0.5) + static_cast<T>(0.5);
+
tmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]);
tmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]);
- return tvec3<T, P>(tmp);
+ return vec<3, T, Q>(tmp);
}
- template <typename T, typename U, precision P>
- GLM_FUNC_QUALIFIER tvec3<T, P> unProject
- (
- tvec3<T, P> const & win,
- tmat4x4<T, P> const & model,
- tmat4x4<T, P> const & proj,
- tvec4<U, P> const & viewport
- )
+ template<typename T, typename U, qualifier Q>
+ 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)
{
- tmat4x4<T, P> Inverse = inverse(proj * model);
+ vec<4, T, Q> tmp = vec<4, T, Q>(obj, static_cast<T>(1));
+ tmp = model * tmp;
+ tmp = proj * tmp;
- tvec4<T, P> tmp = tvec4<T, P>(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.w;
+ tmp = tmp * static_cast<T>(0.5) + static_cast<T>(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<typename T, typename U, qualifier Q>
+ 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
- tmp.x = tmp.x * static_cast<T>(2) - static_cast<T>(1);
- tmp.y = tmp.y * static_cast<T>(2) - static_cast<T>(1);
+ return projectZO(obj, model, proj, viewport);
# else
- tmp = tmp * static_cast<T>(2) - static_cast<T>(1);
+ return projectNO(obj, model, proj, viewport);
# endif
+ }
+
+ template<typename T, typename U, qualifier Q>
+ 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]);
+ tmp.x = tmp.x * static_cast<T>(2) - static_cast<T>(1);
+ tmp.y = tmp.y * static_cast<T>(2) - static_cast<T>(1);
+
+ vec<4, T, Q> obj = Inverse * tmp;
+ obj /= obj.w;
+
+ return vec<3, T, Q>(obj);
+ }
+
+ template<typename T, typename U, qualifier Q>
+ 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<T>(2) - static_cast<T>(1);
- tvec4<T, P> obj = Inverse * tmp;
+ vec<4, T, Q> obj = Inverse * tmp;
obj /= obj.w;
- return tvec3<T, P>(obj);
+ return vec<3, T, Q>(obj);
+ }
+
+ template<typename T, typename U, qualifier Q>
+ 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 <typename T, precision P, typename U>
- GLM_FUNC_QUALIFIER tmat4x4<T, P> pickMatrix(tvec2<T, P> const & center, tvec2<T, P> const & delta, tvec4<U, P> const & viewport)
+ template<typename T, qualifier Q, typename U>
+ 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)
{
assert(delta.x > static_cast<T>(0) && delta.y > static_cast<T>(0));
- tmat4x4<T, P> Result(static_cast<T>(1));
+ mat<4, 4, T, Q> Result(static_cast<T>(1));
if(!(delta.x > static_cast<T>(0) && delta.y > static_cast<T>(0)))
return Result; // Error
- tvec3<T, P> Temp(
+ vec<3, T, Q> Temp(
(static_cast<T>(viewport[2]) - static_cast<T>(2) * (center.x - static_cast<T>(viewport[0]))) / delta.x,
(static_cast<T>(viewport[3]) - static_cast<T>(2) * (center.y - static_cast<T>(viewport[1]))) / delta.y,
static_cast<T>(0));
// Translate and scale the picked region to the entire window
Result = translate(Result, Temp);
- return scale(Result, tvec3<T, P>(static_cast<T>(viewport[2]) / delta.x, static_cast<T>(viewport[3]) / delta.y, static_cast<T>(1)));
+ return scale(Result, vec<3, T, Q>(static_cast<T>(viewport[2]) / delta.x, static_cast<T>(viewport[3]) / delta.y, static_cast<T>(1)));
}
- template <typename T, precision P>
- GLM_FUNC_QUALIFIER tmat4x4<T, P> lookAt(tvec3<T, P> const & eye, tvec3<T, P> const & center, tvec3<T, P> const & up)
+ template<typename T, qualifier Q>
+ 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)
{
-# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
- return lookAtLH(eye, center, up);
-# else
- return lookAtRH(eye, center, up);
-# endif
- }
-
- template <typename T, precision P>
- GLM_FUNC_QUALIFIER tmat4x4<T, P> lookAtRH
- (
- tvec3<T, P> const & eye,
- tvec3<T, P> const & center,
- tvec3<T, P> const & up
- )
- {
- tvec3<T, P> const f(normalize(center - eye));
- tvec3<T, P> const s(normalize(cross(f, up)));
- tvec3<T, P> const u(cross(s, f));
+ vec<3, T, Q> const f(normalize(center - eye));
+ vec<3, T, Q> const s(normalize(cross(f, up)));
+ vec<3, T, Q> const u(cross(s, f));
- tmat4x4<T, P> Result(1);
+ mat<4, 4, T, Q> Result(1);
Result[0][0] = s.x;
Result[1][0] = s.y;
Result[2][0] = s.z;
@@ -545,19 +773,14 @@ namespace glm
return Result;
}
- template <typename T, precision P>
- GLM_FUNC_QUALIFIER tmat4x4<T, P> lookAtLH
- (
- tvec3<T, P> const & eye,
- tvec3<T, P> const & center,
- tvec3<T, P> const & up
- )
+ template<typename T, qualifier Q>
+ 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)
{
- tvec3<T, P> const f(normalize(center - eye));
- tvec3<T, P> const s(normalize(cross(up, f)));
- tvec3<T, P> const u(cross(f, s));
+ vec<3, T, Q> const f(normalize(center - eye));
+ vec<3, T, Q> const s(normalize(cross(up, f)));
+ vec<3, T, Q> const u(cross(f, s));
- tmat4x4<T, P> Result(1);
+ mat<4, 4, T, Q> Result(1);
Result[0][0] = s.x;
Result[1][0] = s.y;
Result[2][0] = s.z;
@@ -572,4 +795,14 @@ namespace glm
Result[3][2] = -dot(f, eye);
return Result;
}
+
+ template<typename T, qualifier Q>
+ 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