From a8b3118e8305fd1c668ea25e07157b625c9747ff Mon Sep 17 00:00:00 2001 From: Joursoir Date: Sat, 10 Apr 2021 17:29:02 +0000 Subject: add glm headers --- src/include/glm/ext/matrix_projection.hpp | 149 ++++++++++++++++++++++++++++++ 1 file changed, 149 insertions(+) create mode 100644 src/include/glm/ext/matrix_projection.hpp (limited to 'src/include/glm/ext/matrix_projection.hpp') diff --git a/src/include/glm/ext/matrix_projection.hpp b/src/include/glm/ext/matrix_projection.hpp new file mode 100644 index 0000000..4c2a494 --- /dev/null +++ b/src/include/glm/ext/matrix_projection.hpp @@ -0,0 +1,149 @@ +/// @ref ext_matrix_projection +/// @file glm/ext/matrix_projection.hpp +/// +/// @defgroup ext_matrix_projection GLM_EXT_matrix_projection +/// @ingroup ext +/// +/// Functions that generate common projection transformation matrices. +/// +/// The matrices generated by this extension use standard OpenGL fixed-function +/// conventions. For example, the lookAt function generates a transform from world +/// space into the specific eye space that the projective matrix functions +/// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility +/// specifications defines the particular layout of this eye space. +/// +/// Include to use the features of this extension. +/// +/// @see ext_matrix_transform +/// @see ext_matrix_clip_space + +#pragma once + +// Dependencies +#include "../gtc/constants.hpp" +#include "../geometric.hpp" +#include "../trigonometric.hpp" +#include "../matrix.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_projection extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_projection + /// @{ + + /// 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 recommended), float or double. + /// @tparam U Currently supported: Floating-point types and integer types. + /// + /// @see gluProject man page + template + GLM_FUNC_DECL vec<3, T, Q> projectZO( + vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); + + /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param obj Specify the object coordinates. + /// @param model Specifies the current modelview matrix + /// @param proj Specifies the current projection matrix + /// @param viewport Specifies the current viewport + /// @return Return the computed window coordinates. + /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. + /// @tparam U Currently supported: Floating-point types and integer types. + /// + /// @see gluProject man page + template + GLM_FUNC_DECL vec<3, T, Q> projectNO( + vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); + + /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates using default near and far clip planes definition. + /// To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. + /// + /// @param obj Specify the object coordinates. + /// @param model Specifies the current modelview matrix + /// @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 recommended), float or double. + /// @tparam U Currently supported: Floating-point types and integer types. + /// + /// @see gluProject man page + template + GLM_FUNC_DECL vec<3, T, Q> project( + vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); + + /// 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 recommended), float or double. + /// @tparam U Currently supported: Floating-point types and integer types. + /// + /// @see gluUnProject man page + template + GLM_FUNC_DECL vec<3, T, Q> unProjectZO( + vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); + + /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param win Specify the window coordinates to be mapped. + /// @param model Specifies the modelview matrix + /// @param proj Specifies the projection matrix + /// @param viewport Specifies the viewport + /// @return Returns the computed object coordinates. + /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. + /// @tparam U Currently supported: Floating-point types and integer types. + /// + /// @see gluUnProject man page + template + GLM_FUNC_DECL vec<3, T, Q> unProjectNO( + vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); + + /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates using default near and far clip planes definition. + /// To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. + /// + /// @param win Specify the window coordinates to be mapped. + /// @param model Specifies the modelview matrix + /// @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 recommended), float or double. + /// @tparam U Currently supported: Floating-point types and integer types. + /// + /// @see gluUnProject man page + template + GLM_FUNC_DECL vec<3, T, Q> unProject( + vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); + + /// Define a picking region + /// + /// @param center Specify the center of a picking region in window coordinates. + /// @param delta Specify the width and height, respectively, of the picking region in window coordinates. + /// @param viewport Rendering viewport + /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. + /// @tparam U Currently supported: Floating-point types and integer types. + /// + /// @see gluPickMatrix man page + template + GLM_FUNC_DECL mat<4, 4, T, Q> pickMatrix( + vec<2, T, Q> const& center, vec<2, T, Q> const& delta, vec<4, U, Q> const& viewport); + + /// @} +}//namespace glm + +#include "matrix_projection.inl" -- cgit v1.2.3-18-g5258