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include/cglm/struct/clipspace/project_no.h
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96
include/cglm/struct/clipspace/project_no.h
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/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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/*
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Functions:
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CGLM_INLINE vec3s glms_unprojecti_no(vec3s pos, mat4s invMat, vec4s vp, vec3 dest)
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CGLM_INLINE vec3s glms_project_no(vec3s pos, mat4s m, vec4s vp, vec3s dest)
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*/
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#ifndef cglms_project_no_h
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#define cglms_project_no_h
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#include "../../common.h"
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#include "../../types-struct.h"
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#include "../../plane.h"
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#include "../../cam.h"
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/*!
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* @brief maps the specified viewport coordinates into specified space [1]
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* the matrix should contain projection matrix.
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*
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* if you don't have ( and don't want to have ) an inverse matrix then use
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* glm_unproject version. You may use existing inverse of matrix in somewhere
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* else, this is why glm_unprojecti exists to save save inversion cost
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*
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* [1] space:
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* 1- if m = invProj: View Space
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* 2- if m = invViewProj: World Space
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* 3- if m = invMVP: Object Space
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*
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* You probably want to map the coordinates into object space
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* so use invMVP as m
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*
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* Computing viewProj:
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* glm_mat4_mul(proj, view, viewProj);
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* glm_mat4_mul(viewProj, model, MVP);
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* glm_mat4_inv(viewProj, invMVP);
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*
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* @param[in] pos point/position in viewport coordinates
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* @param[in] invMat matrix (see brief)
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* @param[in] vp viewport as [x, y, width, height]
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*
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* @returns unprojected coordinates
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*/
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CGLM_INLINE
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vec3s
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glms_unprojecti_no(vec3s pos, mat4s invMat, vec4s vp, vec3 dest) {
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vec3s dest;
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glm_unprojecti_no(pos.raw, invMat.raw, vp.raw, dest.raw);
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return dest;
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}
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/*!
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* @brief map object coordinates to window coordinates
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*
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* Computing MVP:
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* glm_mat4_mul(proj, view, viewProj);
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* glm_mat4_mul(viewProj, model, MVP);
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*
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* @param[in] pos object coordinates
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* @param[in] m MVP matrix
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* @param[in] vp viewport as [x, y, width, height]
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*
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* @returns projected coordinates
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*/
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CGLM_INLINE
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vec3s
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glms_project_no(vec3s pos, mat4s m, vec4s vp, vec3s dest) {
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vec3s dest;
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glm_project_no(pos.raw, m.raw, vp.raw, dest.raw);
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return dest;
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}
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/*!
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* @brief map object's z coordinate to window coordinates
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*
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* Computing MVP:
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* glm_mat4_mul(proj, view, viewProj);
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* glm_mat4_mul(viewProj, model, MVP);
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*
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* @param[in] v object coordinates
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* @param[in] m MVP matrix
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*
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* @returns projected z coordinate
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*/
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CGLM_INLINE
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vec3s
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glms_project_z_no(vec3s v, mat4s m) {
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return glm_project_z_no(v.raw, m.raw);
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}
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#endif /* cglms_project_rh_no_h */
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