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Rewrapped GL compatibility and GLU replacement functions

Christophe Riccio 15 år sedan
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2baf870c49

+ 0 - 6
glm/ext.hpp

@@ -11,12 +11,8 @@
 #define glm_ext
 
 #include "./gtc/double_float.hpp"
-#include "./gtc/gl_replacement.hpp"
-#include "./gtc/glu_replacement.hpp"
 #include "./gtc/half_float.hpp"
 #include "./gtc/matrix_access.hpp"
-#include "./gtc/matrix_operation.hpp"
-#include "./gtc/matrix_projection.hpp"
 #include "./gtc/matrix_transform.hpp"
 #include "./gtc/quaternion.hpp"
 #include "./gtc/swizzle.hpp"
@@ -49,11 +45,9 @@
 #include "./gtx/inverse.hpp"
 #include "./gtx/inverse_transpose.hpp"
 #include "./gtx/log_base.hpp"
-#include "./gtx/matrix_access.hpp"
 #include "./gtx/matrix_cross_product.hpp"
 #include "./gtx/matrix_major_storage.hpp"
 #include "./gtx/matrix_operation.hpp"
-#include "./gtx/matrix_projection.hpp"
 #include "./gtx/matrix_query.hpp"
 #include "./gtx/matrix_selection.hpp"
 #include "./gtx/mixed_product.hpp"

+ 2 - 44
glm/gtc/gl_replacement.hpp

@@ -15,7 +15,8 @@
 
 // Dependency:
 #include "../glm.hpp"
-#include "../gtc/gl_replacement.hpp"
+#include "../gtc/matrix_transform.hpp"
+#include "../gtc/matrix_projection.hpp"
 
 namespace glm
 {
@@ -27,49 +28,6 @@ namespace glm
 	//! GLM_GTC_gl_replacement extension: GLM replacement functions for OpenGL compatibility function
 	namespace gl_replacement
 	{
-		//! Builds a translation 4 * 4 matrix created from a vector of 3 components.
-		//! From GLM_GTC_gl_replacement extension.
-		template <typename T> 
-		detail::tmat4x4<T> translate(
-			detail::tmat4x4<T> const & m,
-			detail::tvec3<T> const & v);
-		
-		//! Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees. 
-		//! From GLM_GTC_gl_replacement extension.
-		template <typename T> 
-		detail::tmat4x4<T> rotate(
-			detail::tmat4x4<T> const & m,
-			T const & angle, 
-			detail::tvec3<T> const & v);
-
-		//! Builds a scale 4 * 4 matrix created from 3 scalars. 
-		//! From GLM_GTC_gl_replacement extension.
-		template <typename T> 
-		detail::tmat4x4<T> scale(
-			detail::tmat4x4<T> const & m,
-			detail::tvec3<T> const & v);
-
-		//! Creates a matrix for an orthographic parallel viewing volume.
-		//! From GLM_GTC_matrix_projection extension.
-		template <typename T> 
-		detail::tmat4x4<T> ortho(
-			T const & left, 
-			T const & right, 
-			T const & bottom, 
-			T const & top, 
-			T const & zNear, 
-			T const & zFar);
-
-		//! Creates a frustum matrix.
-		//! From GLM_GTC_matrix_projection extension.
-		template <typename T> 
-		detail::tmat4x4<T> frustum(
-			T const & left, 
-			T const & right, 
-			T const & bottom, 
-			T const & top, 
-			T const & nearVal, 
-			T const & farVal);
 
 	}//namespace gl_replacement
 	}//namespace gtc

+ 0 - 169
glm/gtc/gl_replacement.inl

@@ -11,176 +11,7 @@ namespace glm{
 namespace gtc{
 namespace gl_replacement
 {
-    template <typename T> 
-    inline detail::tmat4x4<T> translate
-	(
-		detail::tmat4x4<T> const & m,
-		detail::tvec3<T> const & v
-	)
-    {
-		detail::tmat4x4<T> Result(m);
-		Result[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3];
-		return Result;
-    }
-		
-    template <typename T> 
-    inline detail::tmat4x4<T> rotate
-	(
-		detail::tmat4x4<T> const & m,
-		T const & angle, 
-		detail::tvec3<T> const & v
-	)
-    {
-        T a = radians(angle);
-        T c = cos(a);
-        T s = sin(a);
 
-        detail::tvec3<T> axis = normalize(v);
-
-		detail::tvec3<T> temp = (T(1) - c) * axis;
-
-        detail::tmat4x4<T> Rotate(detail::tmat4x4<T>::null);
-		Rotate[0][0] = c + temp[0] * axis[0];
-	    Rotate[0][1] = 0 + temp[0] * axis[1] + s * axis[2];
-	    Rotate[0][2] = 0 + temp[0] * axis[2] - s * axis[1];
-
-	    Rotate[1][0] = 0 + temp[1] * axis[0] - s * axis[2];
-	    Rotate[1][1] = c + temp[1] * axis[1];
-	    Rotate[1][2] = 0 + temp[1] * axis[2] + s * axis[0];
-
-	    Rotate[2][0] = 0 + temp[2] * axis[0] + s * axis[1];
-	    Rotate[2][1] = 0 + temp[2] * axis[1] - s * axis[0];
-	    Rotate[2][2] = c + temp[2] * axis[2];
-
-		detail::tmat4x4<T> Result(detail::tmat4x4<T>::null);
-		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> 
-    inline detail::tmat4x4<T> scale
-	(
-		detail::tmat4x4<T> const & m,
-		detail::tvec3<T> const & v
-	)
-    {
-        detail::tmat4x4<T> Result(detail::tmat4x4<T>::null);
-		Result[0] = m[0] * v[0];
-		Result[1] = m[1] * v[1];
-		Result[2] = m[2] * v[2];
-		Result[3] = m[3];
-		return Result;
-    }
-
-    template <typename T> 
-    inline detail::tmat4x4<T> translate_slow
-	(
-		detail::tmat4x4<T> const & m,
-		detail::tvec3<T> const & v
-	)
-    {
-        detail::tmat4x4<T> Result(T(1));
-        Result[3] = detail::tvec4<T>(v, T(1));
-        return m * Result;
-
-		//detail::tmat4x4<valType> Result(m);
-		Result[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3];
-		//Result[3][0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2] + m[3][0];
-		//Result[3][1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1] * v[2] + m[3][1];
-		//Result[3][2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2] + m[3][2];
-		//Result[3][3] = m[0][3] * v[0] + m[1][3] * v[1] + m[2][3] * v[2] + m[3][3];
-		//return Result;
-    }
-		
-    template <typename T> 
-    inline detail::tmat4x4<T> rotate_slow
-	(
-		detail::tmat4x4<T> const & m,
-		T const & angle, 
-		detail::tvec3<T> const & v
-	)
-    {
-        T a = radians(angle);
-        T c = cos(a);
-        T s = sin(a);
-        detail::tmat4x4<T> Result;
-
-        detail::tvec3<T> axis = normalize(v);
-
-        Result[0][0] = c + (1 - c)      * axis.x     * axis.x;
-	    Result[0][1] = (1 - c) * axis.x * axis.y + s * axis.z;
-	    Result[0][2] = (1 - c) * axis.x * axis.z - s * axis.y;
-	    Result[0][3] = 0;
-
-	    Result[1][0] = (1 - c) * axis.y * axis.x - s * axis.z;
-	    Result[1][1] = c + (1 - c) * axis.y * axis.y;
-	    Result[1][2] = (1 - c) * axis.y * axis.z + s * axis.x;
-	    Result[1][3] = 0;
-
-	    Result[2][0] = (1 - c) * axis.z * axis.x + s * axis.y;
-	    Result[2][1] = (1 - c) * axis.z * axis.y - s * axis.x;
-	    Result[2][2] = c + (1 - c) * axis.z * axis.z;
-	    Result[2][3] = 0;
-
-        Result[3] = detail::tvec4<T>(0, 0, 0, 1);
-        return m * Result;
-    }
-
-    template <typename T> 
-    inline detail::tmat4x4<T> scale_slow
-	(
-		detail::tmat4x4<T> const & m,
-		detail::tvec3<T> const & v
-	)
-    {
-        detail::tmat4x4<T> Result(T(1));
-        Result[0][0] = v.x;
-        Result[1][1] = v.y;
-        Result[2][2] = v.z;
-        return m * Result;
-    }
-
-	template <typename valType> 
-	inline detail::tmat4x4<valType> ortho(
-		valType const & left, 
-		valType const & right, 
-		valType const & bottom, 
-		valType const & top, 
-		valType const & zNear, 
-		valType const & zFar)
-	{
-		detail::tmat4x4<valType> Result(1);
-		Result[0][0] = valType(2) / (right - left);
-		Result[1][1] = valType(2) / (top - bottom);
-		Result[2][2] = - valType(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 valType> 
-	inline detail::tmat4x4<valType> frustum(
-		valType const & left, 
-		valType const & right, 
-		valType const & bottom, 
-		valType const & top, 
-		valType const & nearVal, 
-		valType const & farVal)
-	{
-		detail::tmat4x4<valType> Result(0);
-		Result[0][0] = (valType(2) * nearVal) / (right - left);
-		Result[1][1] = (valType(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] = valType(-1);
-		Result[3][2] = -(valType(2) * farVal * nearVal) / (farVal - nearVal);
-		return Result;
-	}
 
 }//namespace gl_replacement
 }//namespace gtc

+ 0 - 44
glm/gtc/glu_replacement.hpp

@@ -29,50 +29,6 @@ namespace glm
 	{
 		using namespace gtc::gl_replacement;
 
-		//! Creates a matrix for projecting two-dimensional coordinates onto the screen.
-		//! From GLM_GTC_glu_replacement extension.
-        template <typename T> 
-		detail::tmat4x4<T> ortho(
-			T const & left, 
-			T const & right, 
-			T const & bottom, 
-			T const & top);
-
-		//! Creates a matrix for a symetric perspective-view frustum.
-		//! From GLM_GTC_glu_replacement extension.
-		template <typename T> 
-		detail::tmat4x4<T> perspective(
-			T const & fovy, 
-			T const & aspect, 
-			T const & zNear, 
-			T const & zFar);
-
-		//! Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
-		//! From GLM_GTC_glu_replacement extension.
-		template <typename T, typename U> 
-		detail::tvec3<T> project(
-			detail::tvec3<T> const & obj, 
-			detail::tmat4x4<T> const & model, 
-			detail::tmat4x4<T> const & proj, 
-			detail::tvec4<U> const & viewport);
-
-		//! Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
-		//! From GLM_GTC_glu_replacement extension.
-		template <typename T, typename U> 
-		detail::tvec3<T> unProject(
-			detail::tvec3<T> const & win, 
-			detail::tmat4x4<T> const & model, 
-			detail::tmat4x4<T> const & proj, 
-			detail::tvec4<U> const & viewport);
-
-		//! Build a look at view matrix.
-		//! From GLM_GTC_glu_replacement extension.
-		template <typename T> 
-		detail::tmat4x4<T> lookAt(
-			detail::tvec3<T> const & eye, 
-			detail::tvec3<T> const & center, 
-			detail::tvec3<T> const & up);
-
 	}//namespace glu_replacement
 	}//namespace gtc
 }//namespace glm

+ 0 - 104
glm/gtc/glu_replacement.inl

@@ -11,111 +11,7 @@ namespace glm{
 namespace gtc{
 namespace glu_replacement
 {
-	template <typename valType> 
-	inline detail::tmat4x4<valType> ortho(
-		valType const & left, 
-		valType const & right, 
-		valType const & bottom, 
-		valType const & top)
-	{
-		detail::tmat4x4<valType> Result(1);
-		Result[0][0] = valType(2) / (right - left);
-		Result[1][1] = valType(2) / (top - bottom);
-		Result[2][2] = - valType(1);
-		Result[3][0] = - (right + left) / (right - left);
-		Result[3][1] = - (top + bottom) / (top - bottom);
-		return Result;
-	}
 
-	template <typename valType> 
-	inline detail::tmat4x4<valType> perspective(
-		valType const & fovy, 
-		valType const & aspect, 
-		valType const & zNear, 
-		valType const & zFar)
-	{
-		valType range = tan(radians(fovy / valType(2))) * zNear;	
-		valType left = -range * aspect;
-		valType right = range * aspect;
-		valType bottom = -range;
-		valType top = range;
-
-		detail::tmat4x4<valType> Result(valType(0));
-		Result[0][0] = (valType(2) * zNear) / (right - left);
-		Result[1][1] = (valType(2) * zNear) / (top - bottom);
-		Result[2][2] = - (zFar + zNear) / (zFar - zNear);
-		Result[2][3] = - valType(1);
-		Result[3][2] = - (valType(2) * zFar * zNear) / (zFar - zNear);
-		return Result;
-	}
-
-	template <typename T, typename U>
-	inline detail::tvec3<T> project(
-		detail::tvec3<T> const & obj, 
-		detail::tmat4x4<T> const & model, 
-		detail::tmat4x4<T> const & proj, 
-		detail::tvec4<U> const & viewport)
-	{
-		detail::tvec4<T> tmp = detail::tvec4<T>(obj, T(1));
-		tmp = model * tmp;
-		tmp = proj * tmp;
-
-		tmp /= tmp.w;
-		tmp = tmp * T(0.5) + T(0.5);
-		tmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]);
-		tmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]);
-
-		return detail::tvec3<T>(tmp);
-	}
-
-	template <typename T, typename U>
-	inline detail::tvec3<T> unProject(
-		detail::tvec3<T> const & win, 
-		detail::tmat4x4<T> const & model, 
-		detail::tmat4x4<T> const & proj, 
-		detail::tvec4<U> const & viewport)
-	{
-		detail::tmat4x4<T> inverse = glm::inverse(proj * model);
-
-		detail::tvec4<T> tmp = detail::tvec4<T>(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 * T(2) - T(1);
-
-		detail::tvec4<T> obj = inverse * tmp;
-		obj /= obj.w;
-
-		return detail::tvec3<T>(obj);
-	}
-
-    template <typename T> 
-    inline detail::tmat4x4<T> lookAt(
-		const detail::tvec3<T>& eye, 
-		const detail::tvec3<T>& center, 
-		const detail::tvec3<T>& up)
-    {
-        detail::tvec3<T> f = normalize(center - eye);
-        detail::tvec3<T> u = normalize(up);
-        detail::tvec3<T> s = normalize(cross(f, u));
-        u = cross(s, f);
-
-        detail::tmat4x4<T> Result(1);
-        Result[0][0] = s.x;
-        Result[1][0] = s.y;
-        Result[2][0] = s.z;
-        Result[0][1] = u.x;
-        Result[1][1] = u.y;
-        Result[2][1] = u.z;
-        Result[0][2] =-f.x;
-        Result[1][2] =-f.y;
-        Result[2][2] =-f.z;
-    /*  Test this instead of translate3D
-        Result[3][0] =-dot(s, eye);
-        Result[3][1] =-dot(y, eye);
-        Result[3][2] = dot(f, eye);
-    */  
-		return gtc::matrix_transform::translate(Result, -eye);
-    }
 
 }//namespace glu_replacement
 }//namespace gtc

+ 1 - 2
glm/gtc/matrix_projection.hpp

@@ -16,7 +16,6 @@
 
 // Dependency:
 #include "../glm.hpp"
-#include "../gtc/glu_replacement.hpp"
 
 namespace glm
 {
@@ -28,7 +27,7 @@ namespace glm
 	//! GLM_GTC_matrix_projection: Varius ways to build and operate on projection matrices
     namespace matrix_projection
     {
-		using namespace gtc::glu_replacement;
+
 
     }//namespace matrix_projection
     }//namespace gtc

+ 0 - 1
glm/gtc/matrix_projection.inl

@@ -12,7 +12,6 @@ namespace gtc{
 namespace matrix_projection
 {
 
-
 }//namespace matrix_projection
 }//namespace gtc
 }//namespace glm

+ 87 - 1
glm/gtc/matrix_transform.hpp

@@ -28,7 +28,93 @@ namespace glm
 	//! GLM_GTC_matrix_transform extension: Add transformation matrices
 	namespace matrix_transform
 	{
-		using namespace gtc::gl_replacement;
+		//! Builds a translation 4 * 4 matrix created from a vector of 3 components.
+		//! From GLM_GTC_matrix_transform extension.
+		template <typename T> 
+		detail::tmat4x4<T> translate(
+			detail::tmat4x4<T> const & m,
+			detail::tvec3<T> const & v);
+		
+		//! Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees. 
+		//! From GLM_GTC_matrix_transform extension.
+		template <typename T> 
+		detail::tmat4x4<T> rotate(
+			detail::tmat4x4<T> const & m,
+			T const & angle, 
+			detail::tvec3<T> const & v);
+
+		//! Builds a scale 4 * 4 matrix created from 3 scalars. 
+		//! From GLM_GTC_matrix_transform extension.
+		template <typename T> 
+		detail::tmat4x4<T> scale(
+			detail::tmat4x4<T> const & m,
+			detail::tvec3<T> const & v);
+
+		//! Creates a matrix for an orthographic parallel viewing volume.
+		//! From GLM_GTC_matrix_transform extension.
+		template <typename T> 
+		detail::tmat4x4<T> ortho(
+			T const & left, 
+			T const & right, 
+			T const & bottom, 
+			T const & top, 
+			T const & zNear, 
+			T const & zFar);
+
+		//! Creates a matrix for projecting two-dimensional coordinates onto the screen.
+		//! From GLM_GTC_matrix_transform extension.
+        template <typename T> 
+		detail::tmat4x4<T> ortho(
+			T const & left, 
+			T const & right, 
+			T const & bottom, 
+			T const & top);
+
+		//! Creates a frustum matrix.
+		//! From GLM_GTC_matrix_transform extension.
+		template <typename T> 
+		detail::tmat4x4<T> frustum(
+			T const & left, 
+			T const & right, 
+			T const & bottom, 
+			T const & top, 
+			T const & nearVal, 
+			T const & farVal);
+
+		//! Creates a matrix for a symetric perspective-view frustum.
+		//! From GLM_GTC_matrix_transform extension.
+		template <typename T> 
+		detail::tmat4x4<T> perspective(
+			T const & fovy, 
+			T const & aspect, 
+			T const & zNear, 
+			T const & zFar);
+
+		//! Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
+		//! From GLM_GTC_glu_replacement extension.
+		template <typename T, typename U> 
+		detail::tvec3<T> project(
+			detail::tvec3<T> const & obj, 
+			detail::tmat4x4<T> const & model, 
+			detail::tmat4x4<T> const & proj, 
+			detail::tvec4<U> const & viewport);
+
+		//! Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
+		//! From GLM_GTC_glu_replacement extension.
+		template <typename T, typename U> 
+		detail::tvec3<T> unProject(
+			detail::tvec3<T> const & win, 
+			detail::tmat4x4<T> const & model, 
+			detail::tmat4x4<T> const & proj, 
+			detail::tvec4<U> const & viewport);
+
+		//! Build a look at view matrix.
+		//! From GLM_GTC_matrix_transform extension.
+		template <typename T> 
+		detail::tmat4x4<T> lookAt(
+			detail::tvec3<T> const & eye, 
+			detail::tvec3<T> const & center, 
+			detail::tvec3<T> const & up);
 
 	}//namespace matrix_transform
 	}//namespace gtc

+ 275 - 0
glm/gtc/matrix_transform.inl

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