H A D | matrix_util.h | 467 static inline Mat4X4 PerspectiveLhZo(float fovy, float aspect, float zNear, float zFar) in PerspectiveLhZo() argument 483 if (const auto div = (zFar - zNear); abs(div) > EPSILON) { in PerspectiveLhZo() 484 result.z.z = zFar / div; in PerspectiveLhZo() 485 result.w.z = -(zFar * zNear) / div; in PerspectiveLhZo() 496 static inline Mat4X4 PerspectiveRhZo(float fovy, float aspect, float zNear, float zFar) in PerspectiveRhZo() argument 498 Mat4X4 result = PerspectiveLhZo(fovy, aspect, zNear, zFar); in PerspectiveRhZo() 507 static inline Mat4X4 PerspectiveLhNo(float fovy, float aspect, float zNear, float zFar) in PerspectiveLhNo() argument 523 if (const auto div = (zFar - zNear); abs(div) > EPSILON) { in PerspectiveLhNo() 524 result.z.z = (zFar + zNear) / div; in PerspectiveLhNo() 525 result.w.z = -(2.0f * zFar * zNea in PerspectiveLhNo() 536 PerspectiveRhNo(float fovy, float aspect, float zNear, float zFar) PerspectiveRhNo() argument 547 OrthoLhZo(float left, float right, float bottom, float top, float zNear, float zFar) OrthoLhZo() argument 561 OrthoLhNo(float left, float right, float bottom, float top, float zNear, float zFar) OrthoLhNo() argument 575 OrthoRhZo(float left, float right, float bottom, float top, float zNear, float zFar) OrthoRhZo() argument 584 OrthoRhNo(float left, float right, float bottom, float top, float zNear, float zFar) OrthoRhNo() argument 593 PerspectiveLhZo(float left, float right, float bottom, float top, float zNear, float zFar) PerspectiveLhZo() argument 625 PerspectiveRhZo(float left, float right, float bottom, float top, float zNear, float zFar) PerspectiveRhZo() argument 636 PerspectiveLhNo(float left, float right, float bottom, float top, float zNear, float zFar) PerspectiveLhNo() argument 668 PerspectiveRhNo(float left, float right, float bottom, float top, float zNear, float zFar) PerspectiveRhNo() argument [all...] |