/// @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"