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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.
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104
includes/glm/ext/matrix_projection.inl
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104
includes/glm/ext/matrix_projection.inl
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namespace glm
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{
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template<typename T, typename U, qualifier Q>
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GLM_FUNC_QUALIFIER vec<3, T, Q> projectZO(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)
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{
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vec<4, T, Q> tmp = vec<4, T, Q>(obj, static_cast<T>(1));
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tmp = model * tmp;
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tmp = proj * tmp;
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tmp /= tmp.w;
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tmp.x = tmp.x * static_cast<T>(0.5) + static_cast<T>(0.5);
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tmp.y = tmp.y * static_cast<T>(0.5) + static_cast<T>(0.5);
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tmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]);
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tmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]);
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return vec<3, T, Q>(tmp);
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}
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template<typename T, typename U, qualifier Q>
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GLM_FUNC_QUALIFIER vec<3, T, Q> projectNO(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)
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{
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vec<4, T, Q> tmp = vec<4, T, Q>(obj, static_cast<T>(1));
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tmp = model * tmp;
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tmp = proj * tmp;
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tmp /= tmp.w;
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tmp = tmp * static_cast<T>(0.5) + static_cast<T>(0.5);
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tmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]);
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tmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]);
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return vec<3, T, Q>(tmp);
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}
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template<typename T, typename U, qualifier Q>
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GLM_FUNC_QUALIFIER vec<3, T, Q> project(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)
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{
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if(GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT)
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return projectZO(obj, model, proj, viewport);
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else
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return projectNO(obj, model, proj, viewport);
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}
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template<typename T, typename U, qualifier Q>
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GLM_FUNC_QUALIFIER vec<3, T, Q> unProjectZO(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)
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{
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mat<4, 4, T, Q> Inverse = inverse(proj * model);
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vec<4, T, Q> tmp = vec<4, T, Q>(win, T(1));
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tmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]);
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tmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]);
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tmp.x = tmp.x * static_cast<T>(2) - static_cast<T>(1);
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tmp.y = tmp.y * static_cast<T>(2) - static_cast<T>(1);
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vec<4, T, Q> obj = Inverse * tmp;
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obj /= obj.w;
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return vec<3, T, Q>(obj);
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}
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template<typename T, typename U, qualifier Q>
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GLM_FUNC_QUALIFIER vec<3, T, Q> unProjectNO(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)
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{
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mat<4, 4, T, Q> Inverse = inverse(proj * model);
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vec<4, T, Q> tmp = vec<4, T, Q>(win, T(1));
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tmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]);
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tmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]);
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tmp = tmp * static_cast<T>(2) - static_cast<T>(1);
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vec<4, T, Q> obj = Inverse * tmp;
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obj /= obj.w;
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return vec<3, T, Q>(obj);
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}
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template<typename T, typename U, qualifier Q>
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GLM_FUNC_QUALIFIER vec<3, T, Q> unProject(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport)
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{
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if(GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT)
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return unProjectZO(win, model, proj, viewport);
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else
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return unProjectNO(win, model, proj, viewport);
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}
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template<typename T, qualifier Q, typename U>
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GLM_FUNC_QUALIFIER mat<4, 4, T, Q> pickMatrix(vec<2, T, Q> const& center, vec<2, T, Q> const& delta, vec<4, U, Q> const& viewport)
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{
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assert(delta.x > static_cast<T>(0) && delta.y > static_cast<T>(0));
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mat<4, 4, T, Q> Result(static_cast<T>(1));
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if(!(delta.x > static_cast<T>(0) && delta.y > static_cast<T>(0)))
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return Result; // Error
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vec<3, T, Q> Temp(
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(static_cast<T>(viewport[2]) - static_cast<T>(2) * (center.x - static_cast<T>(viewport[0]))) / delta.x,
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(static_cast<T>(viewport[3]) - static_cast<T>(2) * (center.y - static_cast<T>(viewport[1]))) / delta.y,
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static_cast<T>(0));
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// Translate and scale the picked region to the entire window
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Result = translate(Result, Temp);
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return scale(Result, vec<3, T, Q>(static_cast<T>(viewport[2]) / delta.x, static_cast<T>(viewport[3]) / delta.y, static_cast<T>(1)));
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}
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}//namespace glm
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