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matrix_transform.hpp
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1
21 #pragma once
22
23 // Dependencies
24 #include "../mat4x4.hpp"
25 #include "../vec2.hpp"
26 #include "../vec3.hpp"
27 #include "../vec4.hpp"
28 #include "../gtc/constants.hpp"
29
30 #if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED)
31 # pragma message("GLM: GLM_GTC_matrix_transform extension included")
32 #endif
33
34 namespace glm
35 {
38
58 template<typename T, qualifier Q>
59 GLM_FUNC_DECL mat<4, 4, T, Q> translate(
60 mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v);
61
72 template<typename T, qualifier Q>
73 GLM_FUNC_DECL mat<4, 4, T, Q> rotate(
74 mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& axis);
75
85 template<typename T, qualifier Q>
86 GLM_FUNC_DECL mat<4, 4, T, Q> scale(
87 mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v);
88
95 template<typename T>
96 GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho(
97 T left, T right, T bottom, T top);
98
105 template<typename T>
106 GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_ZO(
107 T left, T right, T bottom, T top, T zNear, T zFar);
108
115 template<typename T>
116 GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_NO(
117 T left, T right, T bottom, T top, T zNear, T zFar);
118
125 template<typename T>
126 GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_ZO(
127 T left, T right, T bottom, T top, T zNear, T zFar);
128
135 template<typename T>
136 GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_NO(
137 T left, T right, T bottom, T top, T zNear, T zFar);
138
145 template<typename T>
146 GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoZO(
147 T left, T right, T bottom, T top, T zNear, T zFar);
148
155 template<typename T>
156 GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoNO(
157 T left, T right, T bottom, T top, T zNear, T zFar);
158
166 template<typename T>
167 GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH(
168 T left, T right, T bottom, T top, T zNear, T zFar);
169
177 template<typename T>
178 GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH(
179 T left, T right, T bottom, T top, T zNear, T zFar);
180
188 template<typename T>
189 GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho(
190 T left, T right, T bottom, T top, T zNear, T zFar);
191
197 template<typename T>
198 GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_ZO(
199 T left, T right, T bottom, T top, T near, T far);
200
206 template<typename T>
207 GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_NO(
208 T left, T right, T bottom, T top, T near, T far);
209
215 template<typename T>
216 GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_ZO(
217 T left, T right, T bottom, T top, T near, T far);
218
224 template<typename T>
225 GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_NO(
226 T left, T right, T bottom, T top, T near, T far);
227
233 template<typename T>
234 GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumZO(
235 T left, T right, T bottom, T top, T near, T far);
236
242 template<typename T>
243 GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumNO(
244 T left, T right, T bottom, T top, T near, T far);
245
252 template<typename T>
253 GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH(
254 T left, T right, T bottom, T top, T near, T far);
255
262 template<typename T>
263 GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH(
264 T left, T right, T bottom, T top, T near, T far);
265
272 template<typename T>
273 GLM_FUNC_DECL mat<4, 4, T, defaultp> frustum(
274 T left, T right, T bottom, T top, T near, T far);
275
276
286 template<typename T>
287 GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_ZO(
288 T fovy, T aspect, T near, T far);
289
299 template<typename T>
300 GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_NO(
301 T fovy, T aspect, T near, T far);
302
312 template<typename T>
313 GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_ZO(
314 T fovy, T aspect, T near, T far);
315
325 template<typename T>
326 GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_NO(
327 T fovy, T aspect, T near, T far);
328
338 template<typename T>
339 GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveZO(
340 T fovy, T aspect, T near, T far);
341
351 template<typename T>
352 GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveNO(
353 T fovy, T aspect, T near, T far);
354
365 template<typename T>
366 GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH(
367 T fovy, T aspect, T near, T far);
368
379 template<typename T>
380 GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH(
381 T fovy, T aspect, T near, T far);
382
393 template<typename T>
394 GLM_FUNC_DECL mat<4, 4, T, defaultp> perspective(
395 T fovy, T aspect, T near, T far);
396
407 template<typename T>
408 GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH_ZO(
409 T fov, T width, T height, T near, T far);
410
421 template<typename T>
422 GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH_NO(
423 T fov, T width, T height, T near, T far);
424
435 template<typename T>
436 GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH_ZO(
437 T fov, T width, T height, T near, T far);
438
449 template<typename T>
450 GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH_NO(
451 T fov, T width, T height, T near, T far);
452
463 template<typename T>
464 GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovZO(
465 T fov, T width, T height, T near, T far);
466
477 template<typename T>
478 GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovNO(
479 T fov, T width, T height, T near, T far);
480
492 template<typename T>
493 GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH(
494 T fov, T width, T height, T near, T far);
495
507 template<typename T>
508 GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH(
509 T fov, T width, T height, T near, T far);
510
521 template<typename T>
522 GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFov(
523 T fov, T width, T height, T near, T far);
524
532 template<typename T>
533 GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveLH(
534 T fovy, T aspect, T near);
535
543 template<typename T>
544 GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveRH(
545 T fovy, T aspect, T near);
546
554 template<typename T>
555 GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspective(
556 T fovy, T aspect, T near);
557
565 template<typename T>
566 GLM_FUNC_DECL mat<4, 4, T, defaultp> tweakedInfinitePerspective(
567 T fovy, T aspect, T near);
568
577 template<typename T>
578 GLM_FUNC_DECL mat<4, 4, T, defaultp> tweakedInfinitePerspective(
579 T fovy, T aspect, T near, T ep);
580
593 template<typename T, typename U, qualifier Q>
594 GLM_FUNC_DECL vec<3, T, Q> projectZO(
595 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);
596
609 template<typename T, typename U, qualifier Q>
610 GLM_FUNC_DECL vec<3, T, Q> projectNO(
611 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);
612
625 template<typename T, typename U, qualifier Q>
626 GLM_FUNC_DECL vec<3, T, Q> project(
627 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);
628
641 template<typename T, typename U, qualifier Q>
642 GLM_FUNC_DECL vec<3, T, Q> unProjectZO(
643 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);
644
657 template<typename T, typename U, qualifier Q>
658 GLM_FUNC_DECL vec<3, T, Q> unProjectNO(
659 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);
660
673 template<typename T, typename U, qualifier Q>
674 GLM_FUNC_DECL vec<3, T, Q> unProject(
675 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);
676
686 template<typename T, qualifier Q, typename U>
687 GLM_FUNC_DECL mat<4, 4, T, Q> pickMatrix(
688 vec<2, T, Q> const& center, vec<2, T, Q> const& delta, vec<4, U, Q> const& viewport);
689
697 template<typename T, qualifier Q>
698 GLM_FUNC_DECL mat<4, 4, T, Q> lookAtRH(
699 vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up);
700
708 template<typename T, qualifier Q>
709 GLM_FUNC_DECL mat<4, 4, T, Q> lookAtLH(
710 vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up);
711
720 template<typename T, qualifier Q>
721 GLM_FUNC_DECL mat<4, 4, T, Q> lookAt(
722 vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up);
723
725 }//namespace glm
726
727 #include "matrix_transform.inl"
glm::perspectiveRH_ZO
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.
glm::perspectiveFov
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveFov(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 defaul...
glm::frustum
GLM_FUNC_DECL mat< 4, 4, T, defaultp > frustum(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 f...
glm::frustumRH_NO
GLM_FUNC_DECL mat< 4, 4, T, defaultp > frustumRH_NO(T left, T right, T bottom, T top, T near, T far)
Creates a right handed frustum matrix.
glm::orthoLH_ZO
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 left-handed coordinates.
glm::angle
GLM_FUNC_DECL T angle(tquat< T, Q > const &x)
Returns the quaternion rotation angle.
glm::perspectiveLH_ZO
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.
glm::perspectiveFovLH
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveFovLH(T fov, T width, T height, T near, T far)
Builds a left handed perspective projection matrix based on a field of view.
glm::axis
GLM_FUNC_DECL vec< 3, T, Q > axis(tquat< T, Q > const &x)
Returns the q rotation axis.
glm::frustumLH
GLM_FUNC_DECL mat< 4, 4, T, defaultp > frustumLH(T left, T right, T bottom, T top, T near, T far)
Creates a left handed frustum matrix.
glm::ortho
GLM_FUNC_DECL mat< 4, 4, T, defaultp > ortho(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 defaul...
glm::perspectiveLH
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveLH(T fovy, T aspect, T near, T far)
Creates a matrix for a left handed, symetric perspective-view frustum.
glm::orthoLH_NO
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 right-handed coordinates.
glm::unProjectNO
GLM_FUNC_DECL 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)
Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
glm::projectNO
GLM_FUNC_DECL 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)
Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
glm::unProjectZO
GLM_FUNC_DECL 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)
Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
glm::orthoRH_NO
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 right-handed coordinates.
glm::frustumZO
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-h...
glm::projectZO
GLM_FUNC_DECL 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)
Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
glm::frustumNO
GLM_FUNC_DECL mat< 4, 4, T, defaultp > frustumNO(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-h...
glm::lookAt
GLM_FUNC_DECL mat< 4, 4, T, Q > lookAt(vec< 3, T, Q > const &eye, vec< 3, T, Q > const &center, vec< 3, T, Q > const &up)
Build a look at view matrix based on the default handedness.
glm::orthoLH
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 left-handed coordinates.
glm::pickMatrix
GLM_FUNC_DECL mat< 4, 4, T, Q > pickMatrix(vec< 2, T, Q > const &center, vec< 2, T, Q > const &delta, vec< 4, U, Q > const &viewport)
Define a picking region.
glm::perspectiveFovLH_NO
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...
glm::infinitePerspectiveRH
GLM_FUNC_DECL mat< 4, 4, T, defaultp > infinitePerspectiveRH(T fovy, T aspect, T near)
Creates a matrix for a right handed, symmetric perspective-view frustum with far plane at infinite...
glm::perspectiveFovRH_ZO
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...
glm::orthoNO
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_FO...
glm::perspectiveLH_NO
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveLH_NO(T fovy, T aspect, T near, T far)
Creates a matrix for a left handed, symetric perspective-view frustum.
glm::orthoZO
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.
glm
Definition: common.hpp:20
glm::perspectiveRH_NO
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveRH_NO(T fovy, T aspect, T near, T far)
Creates a matrix for a right handed, symetric perspective-view frustum.
glm::proj
GLM_FUNC_DECL genType proj(genType const &x, genType const &Normal)
Projects x on Normal.
glm::perspectiveFovRH_NO
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 right-handed coordinates...
glm::infinitePerspectiveLH
GLM_FUNC_DECL mat< 4, 4, T, defaultp > infinitePerspectiveLH(T fovy, T aspect, T near)
Creates a matrix for a left handed, symmetric perspective-view frustum with far plane at infinite...
glm::orthoRH_ZO
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 left-handed coordinates.
glm::project
GLM_FUNC_DECL 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)
Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates using default near...
glm::translate
GLM_FUNC_DECL mat< 4, 4, T, Q > translate(mat< 4, 4, T, Q > const &m, vec< 3, T, Q > const &v)
Builds a translation 4 * 4 matrix created from a vector of 3 components.
glm::rotate
GLM_FUNC_DECL mat< 4, 4, T, Q > rotate(mat< 4, 4, T, Q > const &m, T angle, vec< 3, T, Q > const &axis)
Builds a rotation 4 * 4 matrix created from an axis vector and an angle.
glm::perspectiveFovZO
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_...
glm::perspectiveNO
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveNO(T fovy, T aspect, T near, T far)
Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_L...
glm::frustumLH_ZO
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.
glm::frustumRH
GLM_FUNC_DECL mat< 4, 4, T, defaultp > frustumRH(T left, T right, T bottom, T top, T near, T far)
Creates a right handed frustum matrix.
glm::scale
GLM_FUNC_DECL mat< 4, 4, T, Q > scale(mat< 4, 4, T, Q > const &m, vec< 3, T, Q > const &v)
Builds a scale 4 * 4 matrix created from 3 scalars.
glm::orthoRH
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 right-handed coordinates.
glm::perspectiveRH
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveRH(T fovy, T aspect, T near, T far)
Creates a matrix for a right handed, symetric perspective-view frustum.
glm::tweakedInfinitePerspective
GLM_FUNC_DECL mat< 4, 4, T, defaultp > tweakedInfinitePerspective(T fovy, T aspect, T near, T ep)
Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics har...
glm::unProject
GLM_FUNC_DECL 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)
Map the specified window coordinates (win.x, win.y, win.z) into object coordinates using default near...
glm::perspectiveZO
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_L...
glm::lookAtRH
GLM_FUNC_DECL mat< 4, 4, T, Q > lookAtRH(vec< 3, T, Q > const &eye, vec< 3, T, Q > const &center, vec< 3, T, Q > const &up)
Build a right handed look at view matrix.
glm::perspectiveFovLH_ZO
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...
glm::frustumRH_ZO
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.
glm::lookAtLH
GLM_FUNC_DECL mat< 4, 4, T, Q > lookAtLH(vec< 3, T, Q > const &eye, vec< 3, T, Q > const &center, vec< 3, T, Q > const &up)
Build a left handed look at view matrix.
glm::frustumLH_NO
GLM_FUNC_DECL mat< 4, 4, T, defaultp > frustumLH_NO(T left, T right, T bottom, T top, T near, T far)
Creates a left handed frustum matrix.
glm::infinitePerspective
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 with default han...
glm::perspective
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspective(T fovy, T aspect, T near, T far)
Creates a matrix for a symetric perspective-view frustum based on the default handedness and default ...
glm::perspectiveFovNO
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveFovNO(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_...
glm::perspectiveFovRH
GLM_FUNC_DECL mat< 4, 4, T, defaultp > perspectiveFovRH(T fov, T width, T height, T near, T far)
Builds a right handed perspective projection matrix based on a field of view.