Skip to content

Left handed perspective and lookAt functions #314

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Merged
merged 2 commits into from
Feb 22, 2015
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
97 changes: 94 additions & 3 deletions glm/gtc/matrix_transform.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -171,7 +171,7 @@ namespace glm
T near,
T far);

/// Creates a matrix for a symetric perspective-view frustum.
/// Creates a matrix for a symetric perspective-view frustum based on the 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).
Expand All @@ -186,7 +186,38 @@ namespace glm
T near,
T far);

/// Builds a perspective projection matrix based on a field of view.

/// Creates a matrix for a right handed, symetric perspective-view frustum.
///
/// @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 Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
template <typename T>
GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveRH(
T fovy,
T aspect,
T near,
T far);

/// Creates a matrix for a left handed, symetric perspective-view frustum.
///
/// @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 Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
template <typename T>
GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveLH(
T fovy,
T aspect,
T near,
T far);

/// Builds a perspective projection matrix based on a field of view and the default handedness.
///
/// @param fov Expressed in radians.
/// @param width
Expand All @@ -203,6 +234,40 @@ namespace glm
T near,
T far);

/// Builds a right handed perspective projection matrix based on a field of view.
///
/// @param fov Expressed in radians.
/// @param width
/// @param 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 Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
template <typename T>
GLM_FUNC_DECL tmat4x4<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.
///
/// @param fov Expressed in radians.
/// @param width
/// @param 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 Value type used to build the matrix. Currently supported: half (not recommanded), float or double.
/// @see gtc_matrix_transform
template <typename T>
GLM_FUNC_DECL tmat4x4<T, defaultp> perspectiveFovLH(
T fov,
T width,
T height,
T near,
T far);

/// Creates a matrix for a 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.
Expand Down Expand Up @@ -285,7 +350,7 @@ namespace glm
tvec2<T, P> const & delta,
tvec4<U, P> const & viewport);

/// Build a look at view matrix.
/// Build a look at view matrix based on the default handedness.
///
/// @param eye Position of the camera
/// @param center Position where the camera is looking at
Expand All @@ -298,6 +363,32 @@ namespace glm
tvec3<T, P> const & center,
tvec3<T, P> const & up);

/// Build a right handed look at view matrix.
///
/// @param eye Position of the camera
/// @param center Position where the camera is looking at
/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
/// @see gtc_matrix_transform
/// @see - frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal)
template <typename T, precision P>
GLM_FUNC_DECL tmat4x4<T, P> lookAtRH(
tvec3<T, P> const & eye,
tvec3<T, P> const & center,
tvec3<T, P> const & up);

/// Build a left handed look at view matrix.
///
/// @param eye Position of the camera
/// @param center Position where the camera is looking at
/// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
/// @see gtc_matrix_transform
/// @see - frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal)
template <typename T, precision P>
GLM_FUNC_DECL tmat4x4<T, P> lookAtLH(
tvec3<T, P> const & eye,
tvec3<T, P> const & center,
tvec3<T, P> const & up);

/// @}
}//namespace glm

Expand Down
125 changes: 125 additions & 0 deletions glm/gtc/matrix_transform.inl
Original file line number Diff line number Diff line change
Expand Up @@ -216,6 +216,22 @@ namespace glm
T zNear,
T zFar
)
{
#ifdef GLM_LEFT_HANDED
return perspectiveLH(fovy, aspect, zNear, zFar);
#else
return perspectiveRH(fovy, aspect, zNear, zFar);
#endif
}

template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveRH
(
T fovy,
T aspect,
T zNear,
T zFar
)
{
assert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));

Expand All @@ -230,6 +246,28 @@ namespace glm
return Result;
}

template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveLH
(
T fovy,
T aspect,
T zNear,
T zFar
)
{
assert(abs(aspect - std::numeric_limits<T>::epsilon()) > static_cast<T>(0));

T const tanHalfFovy = tan(fovy / static_cast<T>(2));

tmat4x4<T, defaultp> Result(static_cast<T>(0));
Result[0][0] = static_cast<T>(1) / (aspect * tanHalfFovy);
Result[1][1] = static_cast<T>(1) / (tanHalfFovy);
Result[2][2] = (zFar + zNear) / (zFar - zNear);
Result[2][3] = static_cast<T>(1);
Result[3][2] = -(static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
return Result;
}

template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveFov
(
Expand All @@ -239,6 +277,23 @@ namespace glm
T zNear,
T zFar
)
{
#ifdef GLM_LEFT_HANDED
return perspectiveFovLH(fov, width, height, zNear, zFar);
#else
return perspectiveFovRH(fov, width, height, zNear, zFar);
#endif
}

template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveFovRH
(
T fov,
T width,
T height,
T zNear,
T zFar
)
{
assert(width > static_cast<T>(0));
assert(height > static_cast<T>(0));
Expand All @@ -257,6 +312,33 @@ namespace glm
return Result;
}

template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> perspectiveFovLH
(
T fov,
T width,
T height,
T zNear,
T zFar
)
{
assert(width > static_cast<T>(0));
assert(height > static_cast<T>(0));
assert(fov > static_cast<T>(0));

T const rad = fov;
T const h = glm::cos(static_cast<T>(0.5) * rad) / glm::sin(static_cast<T>(0.5) * rad);
T const w = h * height / width; ///todo max(width , Height) / min(width , Height)?

tmat4x4<T, defaultp> Result(static_cast<T>(0));
Result[0][0] = w;
Result[1][1] = h;
Result[2][2] = (zFar + zNear) / (zFar - zNear);
Result[2][3] = static_cast<T>(1);
Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
return Result;
}

template <typename T>
GLM_FUNC_QUALIFIER tmat4x4<T, defaultp> infinitePerspective
(
Expand Down Expand Up @@ -390,6 +472,21 @@ namespace glm
tvec3<T, P> const & center,
tvec3<T, P> const & up
)
{
#ifdef GLM_LEFT_HANDED
return lookAtLH(eye, center, up);
#else
return lookAtRH(eye, center, up);
#endif
}

template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat4x4<T, P> lookAtRH
(
tvec3<T, P> const & eye,
tvec3<T, P> const & center,
tvec3<T, P> const & up
)
{
tvec3<T, P> const f(normalize(center - eye));
tvec3<T, P> const s(normalize(cross(f, up)));
Expand All @@ -410,4 +507,32 @@ namespace glm
Result[3][2] = dot(f, eye);
return Result;
}

template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat4x4<T, P> lookAtLH
(
tvec3<T, P> const & eye,
tvec3<T, P> const & center,
tvec3<T, P> const & up
)
{
tvec3<T, P> const f(normalize(center - eye));
tvec3<T, P> const s(normalize(cross(up, f)));
tvec3<T, P> const u(cross(f, s));

tmat4x4<T, P> Result(1);
Result[0][0] = s.x;
Result[1][0] = s.y;
Result[2][0] = s.z;
Result[0][1] = u.x;
Result[1][1] = u.y;
Result[2][1] = u.z;
Result[0][2] = f.x;
Result[1][2] = f.y;
Result[2][2] = f.z;
Result[3][0] = -dot(s, eye);
Result[3][1] = -dot(u, eye);
Result[3][2] = -dot(f, eye);
return Result;
}
}//namespace glm