Update GLM to latest version (0.9.9.3). This includes GLM's change of matrices no longer default initializing to the identity matrix. This commit thus also includes the update of all of LearnOpenGL's code to reflect this: all matrices are now constructor-initialized to the identity matrix where relevant.

This commit is contained in:
Joey de Vries
2018-12-30 14:27:14 +01:00
parent 239c456ae9
commit f4b6763356
474 changed files with 38219 additions and 38025 deletions

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