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