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@@ -57,9 +57,8 @@ namespace glm
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glTranslate.xml">glTranslate man page</a>
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glTranslate.xml">glTranslate man page</a>
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template<typename T, qualifier Q>
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template<typename T, qualifier Q>
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GLM_FUNC_DECL mat<4, 4, T, Q> translate(
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GLM_FUNC_DECL mat<4, 4, T, Q> translate(
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- mat<4, 4, T, Q> const& m,
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- vec<3, T, Q> const& v);
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-
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+ mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v);
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+
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/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle.
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/// Builds a rotation 4 * 4 matrix created from an axis vector and an angle.
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///
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///
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/// @param m Input matrix multiplied by this rotation matrix.
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/// @param m Input matrix multiplied by this rotation matrix.
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@@ -72,9 +71,7 @@ namespace glm
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glRotate.xml">glRotate man page</a>
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glRotate.xml">glRotate man page</a>
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template<typename T, qualifier Q>
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template<typename T, qualifier Q>
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GLM_FUNC_DECL mat<4, 4, T, Q> rotate(
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GLM_FUNC_DECL mat<4, 4, T, Q> rotate(
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- mat<4, 4, T, Q> const& m,
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- T angle,
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- vec<3, T, Q> const& axis);
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+ mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& axis);
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/// Builds a scale 4 * 4 matrix created from 3 scalars.
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/// Builds a scale 4 * 4 matrix created from 3 scalars.
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///
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///
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@@ -87,122 +84,277 @@ namespace glm
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glScale.xml">glScale man page</a>
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glScale.xml">glScale man page</a>
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template<typename T, qualifier Q>
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template<typename T, qualifier Q>
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GLM_FUNC_DECL mat<4, 4, T, Q> scale(
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GLM_FUNC_DECL mat<4, 4, T, Q> scale(
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- mat<4, 4, T, Q> const& m,
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- vec<3, T, Q> const& v);
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+ mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v);
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- /// Creates a matrix for an orthographic parallel viewing volume, using the default handedness.
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+ /// Creates a matrix for projecting two-dimensional coordinates onto the screen.
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///
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///
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see gtc_matrix_transform
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- /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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- /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glOrtho.xml">glOrtho man page</a>
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+ /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top, T const& zNear, T const& zFar)
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+ /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluOrtho2D.xml">gluOrtho2D man page</a>
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template<typename T>
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho(
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GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho(
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- T left,
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- T right,
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- T bottom,
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- T top,
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- T zNear,
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- T zFar);
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-
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- /// Creates a matrix for an orthographic parallel viewing volume, using left-handedness.
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+ T left, T right, T bottom, T top);
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+
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+ /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.
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+ /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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+ ///
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+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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+ /// @see gtc_matrix_transform
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+ /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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+ template<typename T>
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+ GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_ZO(
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+ T left, T right, T bottom, T top, T zNear, T zFar);
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+
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+ /// Creates a matrix for an orthographic parallel viewing volume using right-handed coordinates.
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+ /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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+ ///
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+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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+ /// @see gtc_matrix_transform
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+ /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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+ template<typename T>
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+ GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_NO(
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+ T left, T right, T bottom, T top, T zNear, T zFar);
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+
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+ /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.
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+ /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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+ ///
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+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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+ /// @see gtc_matrix_transform
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+ /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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+ template<typename T>
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+ GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_ZO(
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+ T left, T right, T bottom, T top, T zNear, T zFar);
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+
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+ /// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates.
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+ /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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+ ///
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+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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+ /// @see gtc_matrix_transform
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+ /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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+ template<typename T>
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+ GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_NO(
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+ T left, T right, T bottom, T top, T zNear, T zFar);
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+
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+ /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.
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+ /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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+ ///
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+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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+ /// @see gtc_matrix_transform
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+ /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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+ template<typename T>
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+ GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoZO(
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+ T left, T right, T bottom, T top, T zNear, T zFar);
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+
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+ /// 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.
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+ /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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+ ///
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+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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+ /// @see gtc_matrix_transform
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+ /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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+ template<typename T>
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+ GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoNO(
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+ T left, T right, T bottom, T top, T zNear, T zFar);
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+
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+ /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.
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+ /// 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)
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+ /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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///
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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template<typename T>
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH(
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH(
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- T left,
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- T right,
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- T bottom,
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- T top,
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- T zNear,
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- T zFar);
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-
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- /// Creates a matrix for an orthographic parallel viewing volume, using right-handedness.
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+ T left, T right, T bottom, T top, T zNear, T zFar);
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+
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+ /// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates.
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+ /// 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)
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+ /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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///
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see gtc_matrix_transform
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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template<typename T>
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH(
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH(
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- T left,
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- T right,
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- T bottom,
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- T top,
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- T zNear,
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- T zFar);
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+ T left, T right, T bottom, T top, T zNear, T zFar);
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- /// Creates a matrix for projecting two-dimensional coordinates onto the screen.
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+ /// Creates a matrix for an orthographic parallel viewing volume, using the default handedness and default near and far clip planes definition.
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+ /// 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.
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///
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///
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see gtc_matrix_transform
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- /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top, T const& zNear, T const& zFar)
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- /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluOrtho2D.xml">gluOrtho2D man page</a>
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+ /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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+ /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glOrtho.xml">glOrtho man page</a>
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template<typename T>
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho(
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GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho(
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- T left,
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- T right,
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- T bottom,
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- T top);
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+ T left, T right, T bottom, T top, T zNear, T zFar);
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- /// Creates a frustum matrix with default handedness.
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+ /// Creates a left handed frustum matrix.
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+ /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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///
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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/// @see gtc_matrix_transform
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/// @see gtc_matrix_transform
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- /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glFrustum.xml">glFrustum man page</a>
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template<typename T>
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template<typename T>
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- GLM_FUNC_DECL mat<4, 4, T, defaultp> frustum(
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- T left,
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- T right,
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- T bottom,
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- T top,
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- T near,
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- T far);
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+ GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_ZO(
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+ T left, T right, T bottom, T top, T near, T far);
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+
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+ /// Creates a left handed frustum matrix.
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+ /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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+ ///
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+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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+ /// @see gtc_matrix_transform
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+ template<typename T>
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+ GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_NO(
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+ T left, T right, T bottom, T top, T near, T far);
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+
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+ /// Creates a right handed frustum matrix.
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+ /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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+ ///
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+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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+ /// @see gtc_matrix_transform
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+ template<typename T>
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+ GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_ZO(
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+ T left, T right, T bottom, T top, T near, T far);
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+
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+ /// Creates a right handed frustum matrix.
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+ /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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+ ///
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+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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+ /// @see gtc_matrix_transform
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+ template<typename T>
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+ GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_NO(
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+ T left, T right, T bottom, T top, T near, T far);
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+
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+ /// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
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+ /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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+ ///
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+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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+ /// @see gtc_matrix_transform
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+ template<typename T>
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+ GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumZO(
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+ T left, T right, T bottom, T top, T near, T far);
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+
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+ /// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
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+ /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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+ ///
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+ /// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
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+ /// @see gtc_matrix_transform
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+ template<typename T>
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+ GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumNO(
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+ T left, T right, T bottom, T top, T near, T far);
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/// Creates a left handed frustum matrix.
|
|
/// 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.
|
|
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
|
|
|
/// @see gtc_matrix_transform
|
|
/// @see gtc_matrix_transform
|
|
|
template<typename T>
|
|
template<typename T>
|
|
|
GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH(
|
|
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.
|
|
/// 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.
|
|
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
|
|
|
/// @see gtc_matrix_transform
|
|
/// @see gtc_matrix_transform
|
|
|
template<typename T>
|
|
template<typename T>
|
|
|
GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH(
|
|
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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glFrustum.xml">glFrustum man page</a>
|
|
|
|
|
+ template<typename T>
|
|
|
|
|
+ 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 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 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).
|
|
/// @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.
|
|
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
|
|
|
/// @see gtc_matrix_transform
|
|
/// @see gtc_matrix_transform
|
|
|
- /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml">gluPerspective man page</a>
|
|
|
|
|
template<typename T>
|
|
template<typename T>
|
|
|
- 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.
|
|
/// 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<typename T>
|
|
|
|
|
+ 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<typename T>
|
|
|
|
|
+ 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<typename T>
|
|
|
|
|
+ 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<typename T>
|
|
|
|
|
+ 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<typename T>
|
|
|
|
|
+ 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 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 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
|
|
/// @see gtc_matrix_transform
|
|
|
template<typename T>
|
|
template<typename T>
|
|
|
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH(
|
|
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.
|
|
/// 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 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 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
|
|
/// @see gtc_matrix_transform
|
|
|
template<typename T>
|
|
template<typename T>
|
|
|
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH(
|
|
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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml">gluPerspective man page</a>
|
|
|
|
|
+ template<typename T>
|
|
|
|
|
+ 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 fov Expressed in radians.
|
|
|
/// @param width Width of the viewport
|
|
/// @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.
|
|
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
|
|
|
/// @see gtc_matrix_transform
|
|
/// @see gtc_matrix_transform
|
|
|
template<typename T>
|
|
template<typename T>
|
|
|
- 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<typename T>
|
|
|
|
|
+ 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<typename T>
|
|
|
|
|
+ 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<typename T>
|
|
|
|
|
+ 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<typename T>
|
|
|
|
|
+ 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<typename T>
|
|
|
|
|
+ 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.
|
|
/// 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 fov Expressed in radians.
|
|
|
/// @param width Width of the viewport
|
|
/// @param width Width of the viewport
|
|
@@ -260,13 +491,11 @@ namespace glm
|
|
|
/// @see gtc_matrix_transform
|
|
/// @see gtc_matrix_transform
|
|
|
template<typename T>
|
|
template<typename T>
|
|
|
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH(
|
|
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.
|
|
/// 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 fov Expressed in radians.
|
|
|
/// @param width Width of the viewport
|
|
/// @param width Width of the viewport
|
|
@@ -277,22 +506,21 @@ namespace glm
|
|
|
/// @see gtc_matrix_transform
|
|
/// @see gtc_matrix_transform
|
|
|
template<typename T>
|
|
template<typename T>
|
|
|
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH(
|
|
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 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.
|
|
/// @tparam T Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
|
|
|
/// @see gtc_matrix_transform
|
|
/// @see gtc_matrix_transform
|
|
|
template<typename T>
|
|
template<typename T>
|
|
|
- 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.
|
|
/// 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(
|
|
GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveRH(
|
|
|
T fovy, T aspect, T near);
|
|
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<typename T>
|
|
|
|
|
+ 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.
|
|
/// 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.
|
|
/// @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);
|
|
T fovy, T aspect, T near, T ep);
|
|
|
|
|
|
|
|
/// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
|
|
/// 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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml">gluProject man page</a>
|
|
|
|
|
+ template<typename T, typename U, qualifier Q>
|
|
|
|
|
+ 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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml">gluProject man page</a>
|
|
|
|
|
+ template<typename T, typename U, qualifier Q>
|
|
|
|
|
+ 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 obj Specify the object coordinates.
|
|
|
/// @param model Specifies the current modelview matrix
|
|
/// @param model Specifies the current modelview matrix
|
|
@@ -352,12 +624,42 @@ namespace glm
|
|
|
/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml">gluProject man page</a>
|
|
/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml">gluProject man page</a>
|
|
|
template<typename T, typename U, qualifier Q>
|
|
template<typename T, typename U, qualifier Q>
|
|
|
GLM_FUNC_DECL vec<3, T, Q> project(
|
|
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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml">gluUnProject man page</a>
|
|
|
|
|
+ template<typename T, typename U, qualifier Q>
|
|
|
|
|
+ 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.
|
|
/// 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 <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml">gluUnProject man page</a>
|
|
|
|
|
+ template<typename T, typename U, qualifier Q>
|
|
|
|
|
+ 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 win Specify the window coordinates to be mapped.
|
|
|
/// @param model Specifies the modelview matrix
|
|
/// @param model Specifies the modelview matrix
|
|
@@ -370,10 +672,7 @@ namespace glm
|
|
|
/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml">gluUnProject man page</a>
|
|
/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml">gluUnProject man page</a>
|
|
|
template<typename T, typename U, qualifier Q>
|
|
template<typename T, typename U, qualifier Q>
|
|
|
GLM_FUNC_DECL vec<3, T, Q> unProject(
|
|
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
|
|
/// Define a picking region
|
|
|
///
|
|
///
|
|
@@ -386,25 +685,20 @@ namespace glm
|
|
|
/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPickMatrix.xml">gluPickMatrix man page</a>
|
|
/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPickMatrix.xml">gluPickMatrix man page</a>
|
|
|
template<typename T, qualifier Q, typename U>
|
|
template<typename T, qualifier Q, typename U>
|
|
|
GLM_FUNC_DECL mat<4, 4, T, Q> pickMatrix(
|
|
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 eye Position of the camera
|
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/// @param center Position where the camera is looking at
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/// @param center Position where the camera is looking at
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/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
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/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
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/// @see gtc_matrix_transform
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/// @see gtc_matrix_transform
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/// @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)
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/// @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)
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- /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluLookAt.xml">gluLookAt man page</a>
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template<typename T, qualifier Q>
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template<typename T, qualifier Q>
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- GLM_FUNC_DECL mat<4, 4, T, Q> lookAt(
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- vec<3, T, Q> const& eye,
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- vec<3, T, Q> const& center,
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- vec<3, T, Q> const& up);
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+ GLM_FUNC_DECL mat<4, 4, T, Q> lookAtRH(
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+ vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up);
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- /// Build a right handed look at view matrix.
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+ /// Build a left handed look at view matrix.
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///
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///
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/// @param eye Position of the camera
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/// @param eye Position of the camera
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/// @param center Position where the camera is looking at
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/// @param center Position where the camera is looking at
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@@ -412,23 +706,20 @@ namespace glm
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/// @see gtc_matrix_transform
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/// @see gtc_matrix_transform
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/// @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)
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/// @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)
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template<typename T, qualifier Q>
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template<typename T, qualifier Q>
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- GLM_FUNC_DECL mat<4, 4, T, Q> lookAtRH(
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- vec<3, T, Q> const& eye,
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- vec<3, T, Q> const& center,
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- vec<3, T, Q> const& up);
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+ GLM_FUNC_DECL mat<4, 4, T, Q> lookAtLH(
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+ vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up);
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- /// Build a left handed look at view matrix.
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+ /// Build a look at view matrix based on the default handedness.
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///
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///
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/// @param eye Position of the camera
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/// @param eye Position of the camera
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/// @param center Position where the camera is looking at
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/// @param center Position where the camera is looking at
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/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
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/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
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/// @see gtc_matrix_transform
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/// @see gtc_matrix_transform
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/// @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)
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/// @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)
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+ /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluLookAt.xml">gluLookAt man page</a>
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template<typename T, qualifier Q>
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template<typename T, qualifier Q>
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- GLM_FUNC_DECL mat<4, 4, T, Q> lookAtLH(
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- vec<3, T, Q> const& eye,
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- vec<3, T, Q> const& center,
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- vec<3, T, Q> const& up);
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+ GLM_FUNC_DECL mat<4, 4, T, Q> lookAt(
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+ vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up);
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/// @}
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/// @}
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}//namespace glm
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}//namespace glm
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