/// @ref ext_matrix_clip_space /// @file glm/ext/matrix_clip_space.hpp /// /// @defgroup ext_matrix_clip_space GLM_EXT_matrix_clip_space /// @ingroup ext /// /// Defines functions that generate clip space 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_projection #pragma once // Dependencies #include "../ext/scalar_constants.hpp" #include "../geometric.hpp" #include "../trigonometric.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_clip_space extension included") #endif namespace glm { /// @addtogroup ext_matrix_clip_space /// @{ /// Creates a matrix for projecting two-dimensional coordinates onto the screen. /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top, T const& zNear, T const& zFar) /// @see gluOrtho2D man page template GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho( T left, T right, T bottom, T top); /// Creates a matrix for an orthographic parallel viewing volume, 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) /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) template GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_ZO( T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a matrix for an orthographic parallel viewing volume 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) /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) template GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_NO( T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a matrix for an orthographic parallel viewing volume, 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) /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) template GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_ZO( T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a matrix for an orthographic parallel viewing volume, 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) /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) template GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_NO( T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a matrix for an orthographic parallel viewing volume, 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) /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) template GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoZO( T left, T right, T bottom, T top, T zNear, T zFar); /// 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. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) template GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoNO( T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. /// 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 A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) template GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH( T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates. /// 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 A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) template GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH( T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a matrix for an orthographic parallel viewing volume, 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 A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) /// @see glOrtho man page template GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho( T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a left handed frustum matrix. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_ZO( T left, T right, T bottom, T top, T near, T far); /// Creates a left handed frustum matrix. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_NO( T left, T right, T bottom, T top, T near, T far); /// Creates a right handed frustum matrix. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_ZO( T left, T right, T bottom, T top, T near, T far); /// Creates a right handed frustum matrix. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_NO( T left, T right, T bottom, T top, T near, T far); /// Creates a frustum matrix 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) /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumZO( T left, T right, T bottom, T top, T near, T far); /// Creates a frustum matrix 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) /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumNO( T left, T right, T bottom, T top, T near, T far); /// 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 A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH( T left, T right, T bottom, T top, T near, T far); /// 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 A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH( 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 A floating-point scalar type /// @see glFrustum man page template 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 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 A floating-point scalar type template 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. /// 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 A floating-point scalar type template 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 A floating-point scalar type template 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 A floating-point scalar type template 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 A floating-point scalar type template 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 A floating-point scalar type template 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 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 A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH( T fovy, T aspect, T near, T far); /// 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 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 A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH( T fovy, T aspect, T near, T far); /// 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 A floating-point scalar type /// @see gluPerspective man page template 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 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 A floating-point scalar type template 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 A floating-point scalar type template 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 A floating-point scalar type template 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 A floating-point scalar type template 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 A floating-point scalar type template 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 A floating-point scalar type template 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. /// 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 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 A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH( T fov, T width, T height, T near, T far); /// 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 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 A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH( T fov, T width, T height, T near, T far); /// 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 far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template 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. /// /// @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 A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveLH( T fovy, T aspect, T near); /// Creates a matrix for a right handed, symmetric perspective-view frustum with far plane at infinite. /// /// @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 A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveRH( 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 A floating-point scalar type template 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. /// /// @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 A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> tweakedInfinitePerspective( 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. /// /// @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 ep Epsilon /// /// @tparam T A floating-point scalar type template GLM_FUNC_DECL mat<4, 4, T, defaultp> tweakedInfinitePerspective( T fovy, T aspect, T near, T ep); /// @} }//namespace glm #include "matrix_clip_space.inl"