This commit is contained in:
Christophe Riccio 2011-03-09 09:54:35 +00:00
parent 7ca74e2b4d
commit 453607acec

View file

@ -144,13 +144,15 @@ namespace matrix_transform
}
template <typename valType>
inline detail::tmat4x4<valType> ortho(
inline detail::tmat4x4<valType> ortho
(
valType const & left,
valType const & right,
valType const & bottom,
valType const & top,
valType const & zNear,
valType const & zFar)
valType const & zFar
)
{
detail::tmat4x4<valType> Result(1);
Result[0][0] = valType(2) / (right - left);
@ -179,13 +181,15 @@ namespace matrix_transform
}
template <typename valType>
inline detail::tmat4x4<valType> frustum(
inline detail::tmat4x4<valType> frustum
(
valType const & left,
valType const & right,
valType const & bottom,
valType const & top,
valType const & nearVal,
valType const & farVal)
valType const & farVal
)
{
detail::tmat4x4<valType> Result(0);
Result[0][0] = (valType(2) * nearVal) / (right - left);
@ -199,11 +203,13 @@ namespace matrix_transform
}
template <typename valType>
inline detail::tmat4x4<valType> perspective(
inline detail::tmat4x4<valType> perspective
(
valType const & fovy,
valType const & aspect,
valType const & zNear,
valType const & zFar)
valType const & zFar
)
{
valType range = tan(radians(fovy / valType(2))) * zNear;
valType left = -range * aspect;
@ -244,10 +250,12 @@ namespace matrix_transform
}
template <typename T>
inline detail::tmat4x4<T> infinitePerspective(
inline detail::tmat4x4<T> infinitePerspective
(
T fovy,
T aspect,
T zNear)
T zNear
)
{
T range = tan(radians(fovy / T(2))) * zNear;
T left = -range * aspect;
@ -265,10 +273,12 @@ namespace matrix_transform
}
template <typename T>
inline detail::tmat4x4<T> tweakedInfinitePerspective(
inline detail::tmat4x4<T> tweakedInfinitePerspective
(
T fovy,
T aspect,
T zNear)
T zNear
)
{
T range = tan(radians(fovy / T(2))) * zNear;
T left = -range * aspect;
@ -286,11 +296,13 @@ namespace matrix_transform
}
template <typename T, typename U>
inline detail::tvec3<T> project(
inline detail::tvec3<T> project
(
detail::tvec3<T> const & obj,
detail::tmat4x4<T> const & model,
detail::tmat4x4<T> const & proj,
detail::tvec4<U> const & viewport)
detail::tvec4<U> const & viewport
)
{
detail::tvec4<T> tmp = detail::tvec4<T>(obj, T(1));
tmp = model * tmp;
@ -305,11 +317,13 @@ namespace matrix_transform
}
template <typename T, typename U>
inline detail::tvec3<T> unProject(
inline detail::tvec3<T> unProject
(
detail::tvec3<T> const & win,
detail::tmat4x4<T> const & model,
detail::tmat4x4<T> const & proj,
detail::tvec4<U> const & viewport)
detail::tvec4<U> const & viewport
)
{
detail::tmat4x4<T> inverse = glm::inverse(proj * model);
@ -349,10 +363,12 @@ namespace matrix_transform
}
template <typename T>
inline detail::tmat4x4<T> lookAt(
const detail::tvec3<T>& eye,
const detail::tvec3<T>& center,
const detail::tvec3<T>& up)
inline detail::tmat4x4<T> lookAt
(
detail::tvec3<T> const & eye,
detail::tvec3<T> const & center,
detail::tvec3<T> const & up
)
{
detail::tvec3<T> f = normalize(center - eye);
detail::tvec3<T> u = normalize(up);