Sources/Toolkits/OpenGL/Math/Transforms/GLMTransforms.h
/* |
File: GLMTransforms.h |
Abstract: |
Utility methods for linear transformations of projective geometry. |
Version: 1.2 |
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*/ |
#ifndef _OPENGL_MATH_TRANSFORMS_H_ |
#define _OPENGL_MATH_TRANSFORMS_H_ |
#import <simd/simd.h> |
#import <OpenGL/OpenGL.h> |
#ifdef __cplusplus |
namespace GLM |
{ |
void uniform(const GLint& location, |
const bool& transpose, |
const simd::float4x4& M); |
simd::float4x4 scale(const GLfloat& x, |
const GLfloat& y, |
const GLfloat& z); |
simd::float4x4 scale(const simd::float3& s); |
simd::float4x4 translate(const GLfloat& x, |
const GLfloat& y, |
const GLfloat& z); |
simd::float4x4 translate(const simd::float3& t); |
simd::float4x4 rotate(const GLfloat& angle, |
const GLfloat& x, |
const GLfloat& y, |
const GLfloat& z); |
simd::float4x4 rotate(const GLfloat& angle, |
const simd::float3& u); |
simd::float4x4 rotate(const simd::float4& r); |
simd::float4x4 frustum(const GLfloat& left, |
const GLfloat& right, |
const GLfloat& bottom, |
const GLfloat& top, |
const GLfloat& near, |
const GLfloat& far); |
simd::float4x4 frustum(const GLfloat& fovy, |
const GLfloat& width, |
const GLfloat& heigth, |
const GLfloat& near, |
const GLfloat& far); |
simd::float4x4 frustum(const GLfloat& fovy, |
const GLfloat& aspect, |
const GLfloat& near, |
const GLfloat& far); |
simd::float4x4 lookAt(const GLfloat * const pEye, |
const GLfloat * const pCenter, |
const GLfloat * const pUp); |
simd::float4x4 lookAt(const simd::float3& eye, |
const simd::float3& center, |
const simd::float3& up); |
simd::float4x4 perspective(const GLfloat& fovy, |
const GLfloat& aspect, |
const GLfloat& near, |
const GLfloat& far); |
simd::float4x4 perspective(const GLfloat& fovy, |
const GLfloat& width, |
const GLfloat& height, |
const GLfloat& near, |
const GLfloat& far); |
simd::float4x4 projection(const GLfloat& fovy, |
const GLfloat& aspect, |
const GLfloat& near, |
const GLfloat& far); |
simd::float4x4 projection(const GLfloat& fovy, |
const GLfloat& width, |
const GLfloat& height, |
const GLfloat& near, |
const GLfloat& far); |
simd::float4x4 ortho(const GLfloat& left, |
const GLfloat& right, |
const GLfloat& bottom, |
const GLfloat& top, |
const GLfloat& near, |
const GLfloat& far); |
simd::float4x4 ortho(const GLfloat& left, |
const GLfloat& right, |
const GLfloat& bottom, |
const GLfloat& top); |
simd::float4x4 ortho(const simd::float3& origin, |
const simd::float3& size); |
} // GLM |
#endif |
#endif |
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