523 lines
29 KiB
C++
523 lines
29 KiB
C++
/// @ref ext_matrix_clip_space
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/// @file glm/ext/matrix_clip_space.hpp
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///
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/// @defgroup ext_matrix_clip_space GLM_EXT_matrix_clip_space
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/// @ingroup ext
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///
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/// Defines functions that generate clip space transformation matrices.
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///
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/// The matrices generated by this extension use standard OpenGL fixed-function
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/// conventions. For example, the lookAt function generates a transform from world
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/// space into the specific eye space that the projective matrix functions
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/// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility
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/// specifications defines the particular layout of this eye space.
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///
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/// Include <glm/ext/matrix_clip_space.hpp> to use the features of this extension.
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///
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/// @see ext_matrix_transform
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/// @see ext_matrix_projection
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#pragma once
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// Dependencies
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#include "../ext/scalar_constants.hpp"
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#include "../geometric.hpp"
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#include "../trigonometric.hpp"
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#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
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# pragma message("GLM: GLM_EXT_matrix_clip_space extension included")
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#endif
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namespace glm
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{
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/// @addtogroup ext_matrix_clip_space
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/// @{
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/// Creates a matrix for projecting two-dimensional coordinates onto the screen.
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///
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/// @tparam T A floating-point scalar type
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///
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top, T const& zNear, T const& zFar)
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluOrtho2D.xml">gluOrtho2D man page</a>
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho(
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T left, T right, T bottom, T top);
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/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// @tparam T A floating-point scalar type
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///
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_ZO(
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T left, T right, T bottom, T top, T zNear, T zFar);
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/// Creates a matrix for an orthographic parallel viewing volume using right-handed coordinates.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @tparam T A floating-point scalar type
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///
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_NO(
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T left, T right, T bottom, T top, T zNear, T zFar);
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/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// @tparam T A floating-point scalar type
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///
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_ZO(
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T left, T right, T bottom, T top, T zNear, T zFar);
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/// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @tparam T A floating-point scalar type
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///
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_NO(
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T left, T right, T bottom, T top, T zNear, T zFar);
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/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// @tparam T A floating-point scalar type
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///
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoZO(
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T left, T right, T bottom, T top, T zNear, T zFar);
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/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @tparam T A floating-point scalar type
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///
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoNO(
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T left, T right, T bottom, T top, T zNear, T zFar);
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/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.
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/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @tparam T A floating-point scalar type
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///
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH(
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T left, T right, T bottom, T top, T zNear, T zFar);
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/// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates.
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/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @tparam T A floating-point scalar type
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///
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH(
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T left, T right, T bottom, T top, T zNear, T zFar);
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/// Creates a matrix for an orthographic parallel viewing volume, using the default handedness and default near and far clip planes definition.
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/// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
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///
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/// @tparam T A floating-point scalar type
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///
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/// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top)
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glOrtho.xml">glOrtho man page</a>
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho(
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T left, T right, T bottom, T top, T zNear, T zFar);
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/// Creates a left handed frustum matrix.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_ZO(
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T left, T right, T bottom, T top, T near, T far);
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/// Creates a left handed frustum matrix.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_NO(
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T left, T right, T bottom, T top, T near, T far);
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/// Creates a right handed frustum matrix.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_ZO(
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T left, T right, T bottom, T top, T near, T far);
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/// Creates a right handed frustum matrix.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_NO(
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T left, T right, T bottom, T top, T near, T far);
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/// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumZO(
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T left, T right, T bottom, T top, T near, T far);
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/// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumNO(
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T left, T right, T bottom, T top, T near, T far);
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/// Creates a left handed frustum matrix.
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/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH(
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T left, T right, T bottom, T top, T near, T far);
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/// Creates a right handed frustum matrix.
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/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH(
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T left, T right, T bottom, T top, T near, T far);
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/// Creates a frustum matrix with default handedness, using the default handedness and default near and far clip planes definition.
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/// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
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///
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/// @tparam T A floating-point scalar type
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glFrustum.xml">glFrustum man page</a>
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustum(
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T left, T right, T bottom, T top, T near, T far);
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/// Creates a matrix for a right handed, symetric perspective-view frustum.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @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).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_ZO(
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T fovy, T aspect, T near, T far);
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/// Creates a matrix for a right handed, symetric perspective-view frustum.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @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).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_NO(
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T fovy, T aspect, T near, T far);
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/// Creates a matrix for a left handed, symetric perspective-view frustum.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @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).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_ZO(
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T fovy, T aspect, T near, T far);
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/// Creates a matrix for a left handed, symetric perspective-view frustum.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @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).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_NO(
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T fovy, T aspect, T near, T far);
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/// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @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).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveZO(
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T fovy, T aspect, T near, T far);
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/// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @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).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveNO(
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T fovy, T aspect, T near, T far);
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/// Creates a matrix for a right handed, symetric perspective-view frustum.
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/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @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).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH(
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T fovy, T aspect, T near, T far);
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/// Creates a matrix for a left handed, symetric perspective-view frustum.
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/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @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).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH(
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T fovy, T aspect, T near, T far);
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/// Creates a matrix for a symetric perspective-view frustum based on the default handedness and default near and far clip planes definition.
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/// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
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///
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/// @param fovy Specifies the field of view angle in the y direction. Expressed in radians.
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/// @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).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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///
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/// @tparam T A floating-point scalar type
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/// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml">gluPerspective man page</a>
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspective(
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T fovy, T aspect, T near, T far);
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/// Builds a perspective projection matrix based on a field of view using right-handed coordinates.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// @param fov Expressed in radians.
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/// @param width Width of the viewport
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/// @param height Height of the viewport
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH_ZO(
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T fov, T width, T height, T near, T far);
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/// Builds a perspective projection matrix based on a field of view using right-handed coordinates.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @param fov Expressed in radians.
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/// @param width Width of the viewport
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/// @param height Height of the viewport
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH_NO(
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T fov, T width, T height, T near, T far);
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/// Builds a perspective projection matrix based on a field of view using left-handed coordinates.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// @param fov Expressed in radians.
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/// @param width Width of the viewport
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/// @param height Height of the viewport
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH_ZO(
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T fov, T width, T height, T near, T far);
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/// Builds a perspective projection matrix based on a field of view using left-handed coordinates.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @param fov Expressed in radians.
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/// @param width Width of the viewport
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/// @param height Height of the viewport
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH_NO(
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T fov, T width, T height, T near, T far);
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/// Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// @param fov Expressed in radians.
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/// @param width Width of the viewport
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/// @param height Height of the viewport
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovZO(
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T fov, T width, T height, T near, T far);
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/// Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @param fov Expressed in radians.
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/// @param width Width of the viewport
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/// @param height Height of the viewport
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovNO(
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T fov, T width, T height, T near, T far);
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/// Builds a right handed perspective projection matrix based on a field of view.
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/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @param fov Expressed in radians.
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/// @param width Width of the viewport
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/// @param height Height of the viewport
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH(
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T fov, T width, T height, T near, T far);
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/// Builds a left handed perspective projection matrix based on a field of view.
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/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @param fov Expressed in radians.
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/// @param width Width of the viewport
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/// @param height Height of the viewport
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH(
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T fov, T width, T height, T near, T far);
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/// Builds a perspective projection matrix based on a field of view and the default handedness and default near and far clip planes definition.
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/// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
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///
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/// @param fov Expressed in radians.
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/// @param width Width of the viewport
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/// @param height Height of the viewport
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param far Specifies the distance from the viewer to the far clipping plane (always positive).
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFov(
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T fov, T width, T height, T near, T far);
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/// Creates a matrix for a left handed, symmetric perspective-view frustum with far plane at infinite.
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @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).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveLH(
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T fovy, T aspect, T near);
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/// Creates a matrix for a right handed, symmetric perspective-view frustum with far plane at infinite.
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @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).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveRH(
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T fovy, T aspect, T near);
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/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default handedness.
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @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).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspective(
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T fovy, T aspect, T near);
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/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @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).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> tweakedInfinitePerspective(
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T fovy, T aspect, T near);
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/// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @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).
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/// @param near Specifies the distance from the viewer to the near clipping plane (always positive).
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/// @param ep Epsilon
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///
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/// @tparam T A floating-point scalar type
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template<typename T>
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GLM_FUNC_DECL mat<4, 4, T, defaultp> tweakedInfinitePerspective(
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T fovy, T aspect, T near, T ep);
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/// @}
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}//namespace glm
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#include "matrix_clip_space.inl"
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