@@ -155,7 +155,7 @@ namespace glm
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T zNear, T zFar
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)
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{
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- # ifdef GLM_LEFT_HANDED
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+ # if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
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return orthoLH (left, right, bottom, top, zNear, zFar);
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# else
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return orthoRH (left, right, bottom, top, zNear, zFar);
@@ -176,7 +176,7 @@ namespace glm
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Result[3 ][0 ] = - (right + left) / (right - left);
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Result[3 ][1 ] = - (top + bottom) / (top - bottom);
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- # ifdef GLM_DEPTH_ZERO_TO_ONE
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+ # if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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Result[2 ][2 ] = static_cast <T>(1 ) / (zFar - zNear);
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Result[3 ][2 ] = - zNear / (zFar - zNear);
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# else
@@ -201,7 +201,7 @@ namespace glm
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Result[3 ][0 ] = - (right + left) / (right - left);
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Result[3 ][1 ] = - (top + bottom) / (top - bottom);
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- # ifdef GLM_DEPTH_ZERO_TO_ONE
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+ # if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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Result[2 ][2 ] = - static_cast <T>(1 ) / (zFar - zNear);
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Result[3 ][2 ] = - zNear / (zFar - zNear);
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# else
@@ -236,7 +236,7 @@ namespace glm
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T nearVal, T farVal
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)
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{
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- # ifdef GLM_LEFT_HANDED
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+ # if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
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return frustumLH (left, right, bottom, top, nearVal, farVal);
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# else
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return frustumRH (left, right, bottom, top, nearVal, farVal);
@@ -258,7 +258,7 @@ namespace glm
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Result[2 ][1 ] = (top + bottom) / (top - bottom);
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Result[2 ][3 ] = static_cast <T>(1 );
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- # ifdef GLM_DEPTH_ZERO_TO_ONE
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+ # if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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Result[2 ][2 ] = farVal / (farVal - nearVal);
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Result[3 ][2 ] = -(farVal * nearVal) / (farVal - nearVal);
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# else
@@ -284,7 +284,7 @@ namespace glm
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Result[2 ][1 ] = (top + bottom) / (top - bottom);
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Result[2 ][3 ] = static_cast <T>(-1 );
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- # ifdef GLM_DEPTH_ZERO_TO_ONE
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+ # if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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Result[2 ][2 ] = farVal / (nearVal - farVal);
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Result[3 ][2 ] = -(farVal * nearVal) / (farVal - nearVal);
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# else
@@ -304,7 +304,7 @@ namespace glm
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T zFar
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)
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{
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- # ifdef GLM_LEFT_HANDED
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+ # if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
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return perspectiveLH (fovy, aspect, zNear, zFar);
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# else
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return perspectiveRH (fovy, aspect, zNear, zFar);
@@ -328,7 +328,7 @@ namespace glm
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Result[1 ][1 ] = static_cast <T>(1 ) / (tanHalfFovy);
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Result[2 ][3 ] = - static_cast <T>(1 );
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- # ifdef GLM_DEPTH_ZERO_TO_ONE
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+ # if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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Result[2 ][2 ] = zFar / (zNear - zFar);
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Result[3 ][2 ] = -(zFar * zNear) / (zFar - zNear);
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# else
@@ -356,7 +356,7 @@ namespace glm
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Result[1 ][1 ] = static_cast <T>(1 ) / (tanHalfFovy);
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Result[2 ][3 ] = static_cast <T>(1 );
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- # ifdef GLM_DEPTH_ZERO_TO_ONE
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+ # if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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Result[2 ][2 ] = zFar / (zFar - zNear);
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Result[3 ][2 ] = -(zFar * zNear) / (zFar - zNear);
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# else
@@ -375,7 +375,7 @@ namespace glm
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T zNear, T zFar
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)
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{
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- # ifdef GLM_LEFT_HANDED
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+ # if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
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return perspectiveFovLH (fov, width, height, zNear, zFar);
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# else
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return perspectiveFovRH (fov, width, height, zNear, zFar);
@@ -403,7 +403,7 @@ namespace glm
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Result[1 ][1 ] = h;
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Result[2 ][3 ] = - static_cast <T>(1 );
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- # ifdef GLM_DEPTH_ZERO_TO_ONE
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+ # if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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Result[2 ][2 ] = zFar / (zNear - zFar);
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Result[3 ][2 ] = -(zFar * zNear) / (zFar - zNear);
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# else
@@ -435,7 +435,7 @@ namespace glm
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Result[1 ][1 ] = h;
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Result[2 ][3 ] = static_cast <T>(1 );
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- # ifdef GLM_DEPTH_ZERO_TO_ONE
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+ # if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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Result[2 ][2 ] = zFar / (zFar - zNear);
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Result[3 ][2 ] = -(zFar * zNear) / (zFar - zNear);
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# else
@@ -454,7 +454,7 @@ namespace glm
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T zNear
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)
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{
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- # ifdef GLM_LEFT_HANDED
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+ # if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
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return infinitePerspectiveLH (fovy, aspect, zNear);
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# else
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return infinitePerspectiveRH (fovy, aspect, zNear);
@@ -557,7 +557,7 @@ namespace glm
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tmp = proj * tmp;
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tmp /= tmp.w ;
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- # ifdef GLM_DEPTH_ZERO_TO_ONE
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+ # if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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tmp.x = tmp.x * T (0.5 ) + T (0.5 );
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tmp.y = tmp.y * T (0.5 ) + T (0.5 );
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# else
@@ -583,7 +583,7 @@ namespace glm
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tvec4<T, P> tmp = tvec4<T, P>(win, T (1 ));
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tmp.x = (tmp.x - T (viewport[0 ])) / T (viewport[2 ]);
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tmp.y = (tmp.y - T (viewport[1 ])) / T (viewport[3 ]);
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- # ifdef GLM_DEPTH_ZERO_TO_ONE
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+ # if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
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tmp.x = tmp.x * T (2 ) - T (1 );
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tmp.y = tmp.y * T (2 ) - T (1 );
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# else
@@ -628,7 +628,7 @@ namespace glm
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tvec3<T, P> const & up
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)
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{
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- # ifdef GLM_LEFT_HANDED
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+ # if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
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return lookAtLH (eye, center, up);
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# else
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return lookAtRH (eye, center, up);
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