GraphicsAPI_2020C
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GLM_EXT_matrix_projection More...
#include "../gtc/constants.hpp"
#include "../geometric.hpp"
#include "../trigonometric.hpp"
#include "../matrix.hpp"
#include "matrix_projection.inl"
Go to the source code of this file.
Namespaces | |
glm | |
Core features | |
Functions | |
template<typename T , typename U , qualifier Q> | |
GLM_FUNC_DECL vec< 3, T, Q > | glm::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) |
Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. More... | |
template<typename T , typename U , qualifier Q> | |
GLM_FUNC_DECL vec< 3, T, Q > | glm::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) |
Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. More... | |
template<typename T , typename U , qualifier Q> | |
GLM_FUNC_DECL vec< 3, T, Q > | glm::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) |
Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates using default near and far clip planes definition. More... | |
template<typename T , typename U , qualifier Q> | |
GLM_FUNC_DECL vec< 3, T, Q > | glm::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) |
Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. More... | |
template<typename T , typename U , qualifier Q> | |
GLM_FUNC_DECL vec< 3, T, Q > | glm::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) |
Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. More... | |
template<typename T , typename U , qualifier Q> | |
GLM_FUNC_DECL vec< 3, T, Q > | glm::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) |
Map the specified window coordinates (win.x, win.y, win.z) into object coordinates using default near and far clip planes definition. More... | |
template<typename T , qualifier Q, typename U > | |
GLM_FUNC_DECL mat< 4, 4, T, Q > | glm::pickMatrix (vec< 2, T, Q > const ¢er, vec< 2, T, Q > const &delta, vec< 4, U, Q > const &viewport) |
Define a picking region. More... | |