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Consolidate setup options in setup.hpp

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Groovounet committed Mar 6, 2016
1 parent a391bc1 commit f48fe286ad88f9ffd5c5e9f0d95a6cd1107ac40b
Showing with 49 additions and 16 deletions.
  1. +33 −0 glm/detail/setup.hpp
  2. +16 −16 glm/gtc/matrix_transform.inl
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@@ -892,6 +892,39 @@
# endif
#endif//GLM_MESSAGE
+///////////////////////////////////////////////////////////////////////////////////
+// Clip control
+
+#ifdef GLM_DEPTH_ZERO_TO_ONE // Legacy 0.9.8 development
+# error Define GLM_FORECE_DEPTH_ZERO_TO_ONE instead of GLM_DEPTH_ZERO_TO_ONE to use 0 to 1 clip space.
+#endif
+
+#define GLM_DEPTH_ZERO_TO_ONE 0x00000001
+#define GLM_DEPTH_NEGATIVE_ONE_TO_ONE 0x00000002
+
+#ifdef GLM_FORCE_DEPTH_ZERO_TO_ONE
+# define GLM_DEPTH_CLIP_SPACE GLM_DEPTH_ZERO_TO_ONE
+#else
+# define GLM_DEPTH_CLIP_SPACE GLM_DEPTH_NEGATIVE_ONE_TO_ONE
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////
+// Coordinate system, define GLM_FORCE_LEFT_HANDED before including GLM
+// to use left handed coordinate system by default.
+
+#ifdef GLM_LEFT_HANDED // Legacy 0.9.8 development
+# error Define GLM_FORCE_LEFT_HANDED instead of GLM_LEFT_HANDED left handed coordinate system by default.
+#endif
+
+#define GLM_LEFT_HANDED 0x00000001 // For DirectX, Metal, Vulkan
+#define GLM_RIGHT_HANDED 0x00000002 // For OpenGL, default in GLM
+
+#ifdef GLM_FORCE_LEFT_HANDED
+# define GLM_COORDINATE_SYSTEM GLM_LEFT_HANDED
+#else
+# define GLM_COORDINATE_SYSTEM GLM_RIGHT_HANDED
+#endif
+
///////////////////////////////////////////////////////////////////////////////////
// Qualifiers
@@ -155,7 +155,7 @@ namespace glm
T zNear, T zFar
)
{
-# ifdef GLM_LEFT_HANDED
+# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
return orthoLH(left, right, bottom, top, zNear, zFar);
# else
return orthoRH(left, right, bottom, top, zNear, zFar);
@@ -176,7 +176,7 @@ namespace glm
Result[3][0] = - (right + left) / (right - left);
Result[3][1] = - (top + bottom) / (top - bottom);
-# ifdef GLM_DEPTH_ZERO_TO_ONE
+# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
Result[2][2] = static_cast<T>(1) / (zFar - zNear);
Result[3][2] = - zNear / (zFar - zNear);
# else
@@ -201,7 +201,7 @@ namespace glm
Result[3][0] = - (right + left) / (right - left);
Result[3][1] = - (top + bottom) / (top - bottom);
-# ifdef GLM_DEPTH_ZERO_TO_ONE
+# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
Result[2][2] = - static_cast<T>(1) / (zFar - zNear);
Result[3][2] = - zNear / (zFar - zNear);
# else
@@ -236,7 +236,7 @@ namespace glm
T nearVal, T farVal
)
{
-# ifdef GLM_LEFT_HANDED
+# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
return frustumLH(left, right, bottom, top, nearVal, farVal);
# else
return frustumRH(left, right, bottom, top, nearVal, farVal);
@@ -258,7 +258,7 @@ namespace glm
Result[2][1] = (top + bottom) / (top - bottom);
Result[2][3] = static_cast<T>(1);
-# ifdef GLM_DEPTH_ZERO_TO_ONE
+# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
Result[2][2] = farVal / (farVal - nearVal);
Result[3][2] = -(farVal * nearVal) / (farVal - nearVal);
# else
@@ -284,7 +284,7 @@ namespace glm
Result[2][1] = (top + bottom) / (top - bottom);
Result[2][3] = static_cast<T>(-1);
-# ifdef GLM_DEPTH_ZERO_TO_ONE
+# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
Result[2][2] = farVal / (nearVal - farVal);
Result[3][2] = -(farVal * nearVal) / (farVal - nearVal);
# else
@@ -304,7 +304,7 @@ namespace glm
T zFar
)
{
-# ifdef GLM_LEFT_HANDED
+# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
return perspectiveLH(fovy, aspect, zNear, zFar);
# else
return perspectiveRH(fovy, aspect, zNear, zFar);
@@ -328,7 +328,7 @@ namespace glm
Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
Result[2][3] = - static_cast<T>(1);
-# ifdef GLM_DEPTH_ZERO_TO_ONE
+# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
Result[2][2] = zFar / (zNear - zFar);
Result[3][2] = -(zFar * zNear) / (zFar - zNear);
# else
@@ -356,7 +356,7 @@ namespace glm
Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
Result[2][3] = static_cast<T>(1);
-# ifdef GLM_DEPTH_ZERO_TO_ONE
+# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
Result[2][2] = zFar / (zFar - zNear);
Result[3][2] = -(zFar * zNear) / (zFar - zNear);
# else
@@ -375,7 +375,7 @@ namespace glm
T zNear, T zFar
)
{
-# ifdef GLM_LEFT_HANDED
+# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
return perspectiveFovLH(fov, width, height, zNear, zFar);
# else
return perspectiveFovRH(fov, width, height, zNear, zFar);
@@ -403,7 +403,7 @@ namespace glm
Result[1][1] = h;
Result[2][3] = - static_cast<T>(1);
-# ifdef GLM_DEPTH_ZERO_TO_ONE
+# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
Result[2][2] = zFar / (zNear - zFar);
Result[3][2] = -(zFar * zNear) / (zFar - zNear);
# else
@@ -435,7 +435,7 @@ namespace glm
Result[1][1] = h;
Result[2][3] = static_cast<T>(1);
-# ifdef GLM_DEPTH_ZERO_TO_ONE
+# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
Result[2][2] = zFar / (zFar - zNear);
Result[3][2] = -(zFar * zNear) / (zFar - zNear);
# else
@@ -454,7 +454,7 @@ namespace glm
T zNear
)
{
-# ifdef GLM_LEFT_HANDED
+# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
return infinitePerspectiveLH(fovy, aspect, zNear);
# else
return infinitePerspectiveRH(fovy, aspect, zNear);
@@ -557,7 +557,7 @@ namespace glm
tmp = proj * tmp;
tmp /= tmp.w;
-# ifdef GLM_DEPTH_ZERO_TO_ONE
+# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
tmp.x = tmp.x * T(0.5) + T(0.5);
tmp.y = tmp.y * T(0.5) + T(0.5);
# else
@@ -583,7 +583,7 @@ namespace glm
tvec4<T, P> tmp = tvec4<T, P>(win, T(1));
tmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]);
tmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]);
-# ifdef GLM_DEPTH_ZERO_TO_ONE
+# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
tmp.x = tmp.x * T(2) - T(1);
tmp.y = tmp.y * T(2) - T(1);
# else
@@ -628,7 +628,7 @@ namespace glm
tvec3<T, P> const & up
)
{
-# ifdef GLM_LEFT_HANDED
+# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
return lookAtLH(eye, center, up);
# else
return lookAtRH(eye, center, up);

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