frillrun/include/cglm/struct/cam.h
2024-08-24 00:47:58 -04:00

647 lines
22 KiB
C

/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Functions:
CGLM_INLINE mat4s glms_frustum(float left, float right,
float bottom, float top,
float nearZ, float farZ)
CGLM_INLINE mat4s glms_ortho(float left, float right,
float bottom, float top,
float nearZ, float farZ)
CGLM_INLINE mat4s glms_ortho_aabb(vec3s box[2]);
CGLM_INLINE mat4s glms_ortho_aabb_p(vec3s box[2], float padding);
CGLM_INLINE mat4s glms_ortho_aabb_pz(vec3s box[2], float padding);
CGLM_INLINE mat4s glms_ortho_default(float aspect)
CGLM_INLINE mat4s glms_ortho_default_s(float aspect, float size)
CGLM_INLINE mat4s glms_perspective(float fovy,
float aspect,
float nearZ,
float farZ)
CGLM_INLINE void glms_persp_move_far(mat4s proj, float deltaFar)
CGLM_INLINE mat4s glms_perspective_default(float aspect)
CGLM_INLINE void glms_perspective_resize(mat4s proj, float aspect)
CGLM_INLINE mat4s glms_lookat(vec3s eye, vec3s center, vec3s up)
CGLM_INLINE mat4s glms_look(vec3s eye, vec3s dir, vec3s up)
CGLM_INLINE mat4s glms_look_anyup(vec3s eye, vec3s dir)
CGLM_INLINE void glms_persp_decomp(mat4s proj,
float *nearv, float *farv,
float *top, float *bottom,
float *left, float *right)
CGLM_INLINE void glms_persp_decompv(mat4s proj, float dest[6])
CGLM_INLINE void glms_persp_decomp_x(mat4s proj, float *left, float *right)
CGLM_INLINE void glms_persp_decomp_y(mat4s proj, float *top, float *bottom)
CGLM_INLINE void glms_persp_decomp_z(mat4s proj, float *nearv, float *farv)
CGLM_INLINE void glms_persp_decomp_far(mat4s proj, float *farZ)
CGLM_INLINE void glms_persp_decomp_near(mat4s proj, float *nearZ)
CGLM_INLINE float glms_persp_fovy(mat4s proj)
CGLM_INLINE float glms_persp_aspect(mat4s proj)
CGLM_INLINE vec4s glms_persp_sizes(mat4s proj, float fovy)
*/
#ifndef cglms_cam_h
#define cglms_cam_h
#include "../common.h"
#include "../types-struct.h"
#include "../plane.h"
#include "../cam.h"
#ifndef CGLM_CLIPSPACE_INCLUDE_ALL
# if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
# include "clipspace/ortho_lh_zo.h"
# include "clipspace/persp_lh_zo.h"
# include "clipspace/view_lh_zo.h"
# elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
# include "clipspace/ortho_lh_no.h"
# include "clipspace/persp_lh_no.h"
# include "clipspace/view_lh_no.h"
# elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
# include "clipspace/ortho_rh_zo.h"
# include "clipspace/persp_rh_zo.h"
# include "clipspace/view_rh_zo.h"
# elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
# include "clipspace/ortho_rh_no.h"
# include "clipspace/persp_rh_no.h"
# include "clipspace/view_rh_no.h"
# endif
#else
# include "clipspace/ortho_lh_zo.h"
# include "clipspace/persp_lh_zo.h"
# include "clipspace/ortho_lh_no.h"
# include "clipspace/persp_lh_no.h"
# include "clipspace/ortho_rh_zo.h"
# include "clipspace/persp_rh_zo.h"
# include "clipspace/ortho_rh_no.h"
# include "clipspace/persp_rh_no.h"
# include "clipspace/view_lh_zo.h"
# include "clipspace/view_lh_no.h"
# include "clipspace/view_rh_zo.h"
# include "clipspace/view_rh_no.h"
#endif
/*!
* @brief set up perspective peprojection matrix
*
* @param[in] left viewport.left
* @param[in] right viewport.right
* @param[in] bottom viewport.bottom
* @param[in] top viewport.top
* @param[in] nearZ near clipping plane
* @param[in] farZ far clipping plane
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_frustum(float left, float right,
float bottom, float top,
float nearZ, float farZ) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
return glms_frustum_lh_zo(left, right, bottom, top, nearZ, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
return glms_frustum_lh_no(left, right, bottom, top, nearZ, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
return glms_frustum_rh_zo(left, right, bottom, top, nearZ, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
return glms_frustum_rh_no(left, right, bottom, top, nearZ, farZ);
#endif
}
/*!
* @brief set up orthographic projection matrix
*
* @param[in] left viewport.left
* @param[in] right viewport.right
* @param[in] bottom viewport.bottom
* @param[in] top viewport.top
* @param[in] nearZ near clipping plane
* @param[in] farZ far clipping plane
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_ortho(float left, float right,
float bottom, float top,
float nearZ, float farZ) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
return glms_ortho_lh_zo(left, right, bottom, top, nearZ, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
return glms_ortho_lh_no(left, right, bottom, top, nearZ, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
return glms_ortho_rh_zo(left, right, bottom, top, nearZ, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
return glms_ortho_rh_no(left, right, bottom, top, nearZ, farZ);
#endif
}
/*!
* @brief set up orthographic projection matrix using bounding box
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_ortho_aabb(vec3s box[2]) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
return glms_ortho_aabb_lh_zo(box);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
return glms_ortho_aabb_lh_no(box);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
return glms_ortho_aabb_rh_zo(box);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
return glms_ortho_aabb_rh_no(box);
#endif
}
/*!
* @brief set up orthographic projection matrix using bounding box
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[in] padding padding
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_ortho_aabb_p(vec3s box[2], float padding) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
return glms_ortho_aabb_p_lh_zo(box, padding);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
return glms_ortho_aabb_p_lh_no(box, padding);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
return glms_ortho_aabb_p_rh_zo(box, padding);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
return glms_ortho_aabb_p_rh_no(box, padding);
#endif
}
/*!
* @brief set up orthographic projection matrix using bounding box
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[in] padding padding for near and far
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_ortho_aabb_pz(vec3s box[2], float padding) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
return glms_ortho_aabb_pz_lh_zo(box, padding);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
return glms_ortho_aabb_pz_lh_no(box, padding);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
return glms_ortho_aabb_pz_rh_zo(box, padding);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
return glms_ortho_aabb_pz_rh_no(box, padding);
#endif
}
/*!
* @brief set up unit orthographic projection matrix
*
* @param[in] aspect aspect ration ( width / height )
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_ortho_default(float aspect) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
return glms_ortho_default_lh_zo(aspect);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
return glms_ortho_default_lh_no(aspect);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
return glms_ortho_default_rh_zo(aspect);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
return glms_ortho_default_rh_no(aspect);
#endif
}
/*!
* @brief set up orthographic projection matrix with given CUBE size
*
* @param[in] aspect aspect ratio ( width / height )
* @param[in] size cube size
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_ortho_default_s(float aspect, float size) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
return glms_ortho_default_s_lh_zo(aspect, size);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
return glms_ortho_default_s_lh_no(aspect, size);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
return glms_ortho_default_s_rh_zo(aspect, size);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
return glms_ortho_default_s_rh_no(aspect, size);
#endif
}
/*!
* @brief set up perspective projection matrix
*
* @param[in] fovy field of view angle
* @param[in] aspect aspect ratio ( width / height )
* @param[in] nearZ near clipping plane
* @param[in] farZ far clipping planes
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_perspective(float fovy, float aspect, float nearZ, float farZ) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
return glms_perspective_lh_zo(fovy, aspect, nearZ, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
return glms_perspective_lh_no(fovy, aspect, nearZ, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
return glms_perspective_rh_zo(fovy, aspect, nearZ, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
return glms_perspective_rh_no(fovy, aspect, nearZ, farZ);
#endif
}
/*!
* @brief extend perspective projection matrix's far distance
*
* NOTE: if you dodn't want to create new matrix then use array api on struct.raw
* like glm_persp_move_far(prooj.raw, deltaFar) to avoid create new mat4
* each time
*
* this function does not guarantee far >= near, be aware of that!
*
* @param[in, out] proj projection matrix to extend
* @param[in] deltaFar distance from existing far (negative to shink)
*/
CGLM_INLINE
mat4s
glms_persp_move_far(mat4s proj, float deltaFar) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
return glms_persp_move_far_lh_zo(proj, deltaFar);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
return glms_persp_move_far_lh_no(proj, deltaFar);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
return glms_persp_move_far_rh_zo(proj, deltaFar);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
return glms_persp_move_far_rh_no(proj, deltaFar);
#endif
}
/*!
* @brief set up perspective projection matrix with default near/far
* and angle values
*
* @param[in] aspect aspect ratio ( width / height )
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_perspective_default(float aspect) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
return glms_perspective_default_lh_zo(aspect);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
return glms_perspective_default_lh_no(aspect);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
return glms_perspective_default_rh_zo(aspect);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
return glms_perspective_default_rh_no(aspect);
#endif
}
/*!
* @brief resize perspective matrix by aspect ratio ( width / height )
* this makes very easy to resize proj matrix when window /viewport
* reized
*
* NOTE: if you dodn't want to create new matrix then use array api on struct.raw
* like glms_perspective_resize(proj.raw, aspect) to avoid create new mat4
* each time
*
* @param[in, out] proj perspective projection matrix
* @param[in] aspect aspect ratio ( width / height )
*/
CGLM_INLINE
mat4s
glms_perspective_resize(mat4s proj, float aspect) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
return glms_perspective_resize_lh_zo(proj, aspect);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
return glms_perspective_resize_lh_no(proj, aspect);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
return glms_perspective_resize_rh_zo(proj, aspect);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
return glms_perspective_resize_rh_no(proj, aspect);
#endif
}
/*!
* @brief set up view matrix
*
* NOTE: The UP vector must not be parallel to the line of sight from
* the eye point to the reference point
*
* @param[in] eye eye vector
* @param[in] center center vector
* @param[in] up up vector
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_lookat(vec3s eye, vec3s center, vec3s up) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
return glms_lookat_lh_zo(eye, center, up);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
return glms_lookat_lh_no(eye, center, up);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
return glms_lookat_rh_zo(eye, center, up);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
return glms_lookat_rh_no(eye, center, up);
#endif
}
/*!
* @brief set up view matrix
*
* convenient wrapper for lookat: if you only have direction not target self
* then this might be useful. Because you need to get target from direction.
*
* NOTE: The UP vector must not be parallel to the line of sight from
* the eye point to the reference point
*
* @param[in] eye eye vector
* @param[in] dir direction vector
* @param[in] up up vector
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_look(vec3s eye, vec3s dir, vec3s up) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
return glms_look_lh_zo(eye, dir, up);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
return glms_look_lh_no(eye, dir, up);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
return glms_look_rh_zo(eye, dir, up);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
return glms_look_rh_no(eye, dir, up);
#endif
}
/*!
* @brief set up view matrix
*
* convenient wrapper for look: if you only have direction and if you don't
* care what UP vector is then this might be useful to create view matrix
*
* @param[in] eye eye vector
* @param[in] dir direction vector
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_look_anyup(vec3s eye, vec3s dir) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
return glms_look_anyup_lh_zo(eye, dir);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
return glms_look_anyup_lh_no(eye, dir);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
return glms_look_anyup_rh_zo(eye, dir);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
return glms_look_anyup_rh_no(eye, dir);
#endif
}
/*!
* @brief decomposes frustum values of perspective projection.
*
* @param[in] proj perspective projection matrix
* @param[out] nearZ near
* @param[out] farZ far
* @param[out] top top
* @param[out] bottom bottom
* @param[out] left left
* @param[out] right right
*/
CGLM_INLINE
void
glms_persp_decomp(mat4s proj,
float * __restrict nearZ, float * __restrict farZ,
float * __restrict top, float * __restrict bottom,
float * __restrict left, float * __restrict right) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glms_persp_decomp_lh_zo(proj, nearZ, farZ, top, bottom, left, right);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glms_persp_decomp_lh_no(proj, nearZ, farZ, top, bottom, left, right);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glms_persp_decomp_rh_zo(proj, nearZ, farZ, top, bottom, left, right);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glms_persp_decomp_rh_no(proj, nearZ, farZ, top, bottom, left, right);
#endif
}
/*!
* @brief decomposes frustum values of perspective projection.
* this makes easy to get all values at once
*
* @param[in] proj perspective projection matrix
* @param[out] dest array
*/
CGLM_INLINE
void
glms_persp_decompv(mat4s proj, float dest[6]) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glms_persp_decompv_lh_zo(proj, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glms_persp_decompv_lh_no(proj, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glms_persp_decompv_rh_zo(proj, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glms_persp_decompv_rh_no(proj, dest);
#endif
}
/*!
* @brief decomposes left and right values of perspective projection.
* x stands for x axis (left / right axis)
*
* @param[in] proj perspective projection matrix
* @param[out] left left
* @param[out] right right
*/
CGLM_INLINE
void
glms_persp_decomp_x(mat4s proj,
float * __restrict left,
float * __restrict right) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glms_persp_decomp_x_lh_zo(proj, left, right);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glms_persp_decomp_x_lh_no(proj, left, right);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glms_persp_decomp_x_rh_zo(proj, left, right);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glms_persp_decomp_x_rh_no(proj, left, right);
#endif
}
/*!
* @brief decomposes top and bottom values of perspective projection.
* y stands for y axis (top / botom axis)
*
* @param[in] proj perspective projection matrix
* @param[out] top top
* @param[out] bottom bottom
*/
CGLM_INLINE
void
glms_persp_decomp_y(mat4s proj,
float * __restrict top,
float * __restrict bottom) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glms_persp_decomp_y_lh_zo(proj, top, bottom);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glms_persp_decomp_y_lh_no(proj, top, bottom);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glms_persp_decomp_y_rh_zo(proj, top, bottom);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glms_persp_decomp_y_rh_no(proj, top, bottom);
#endif
}
/*!
* @brief decomposes near and far values of perspective projection.
* z stands for z axis (near / far axis)
*
* @param[in] proj perspective projection matrix
* @param[out] nearZ near
* @param[out] farZ far
*/
CGLM_INLINE
void
glms_persp_decomp_z(mat4s proj,
float * __restrict nearZ,
float * __restrict farZ) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glms_persp_decomp_z_lh_zo(proj, nearZ, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glms_persp_decomp_z_lh_no(proj, nearZ, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glms_persp_decomp_z_rh_zo(proj, nearZ, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glms_persp_decomp_z_rh_no(proj, nearZ, farZ);
#endif
}
/*!
* @brief decomposes far value of perspective projection.
*
* @param[in] proj perspective projection matrix
* @param[out] farZ far
*/
CGLM_INLINE
void
glms_persp_decomp_far(mat4s proj, float * __restrict farZ) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glms_persp_decomp_far_lh_zo(proj, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glms_persp_decomp_far_lh_no(proj, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glms_persp_decomp_far_rh_zo(proj, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glms_persp_decomp_far_rh_no(proj, farZ);
#endif
}
/*!
* @brief decomposes near value of perspective projection.
*
* @param[in] proj perspective projection matrix
* @param[out] nearZ near
*/
CGLM_INLINE
void
glms_persp_decomp_near(mat4s proj, float * __restrict nearZ) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glms_persp_decomp_near_lh_zo(proj, nearZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glms_persp_decomp_near_lh_no(proj, nearZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glms_persp_decomp_near_rh_zo(proj, nearZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glms_persp_decomp_near_rh_no(proj, nearZ);
#endif
}
/*!
* @brief returns field of view angle along the Y-axis (in radians)
*
* if you need to degrees, use glm_deg to convert it or use this:
* fovy_deg = glm_deg(glm_persp_fovy(projMatrix))
*
* @param[in] proj perspective projection matrix
*/
CGLM_INLINE
float
glms_persp_fovy(mat4s proj) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
return glms_persp_fovy_lh_zo(proj);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
return glms_persp_fovy_lh_no(proj);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
return glms_persp_fovy_rh_zo(proj);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
return glms_persp_fovy_rh_no(proj);
#endif
}
/*!
* @brief returns aspect ratio of perspective projection
*
* @param[in] proj perspective projection matrix
*/
CGLM_INLINE
float
glms_persp_aspect(mat4s proj) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
return glms_persp_aspect_lh_zo(proj);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
return glms_persp_aspect_lh_no(proj);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
return glms_persp_aspect_rh_zo(proj);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
return glms_persp_aspect_rh_no(proj);
#endif
}
/*!
* @brief returns sizes of near and far planes of perspective projection
*
* @param[in] proj perspective projection matrix
* @param[in] fovy fovy (see brief)
* @returns sizes as vector, sizes order: [Wnear, Hnear, Wfar, Hfar]
*/
CGLM_INLINE
vec4s
glms_persp_sizes(mat4s proj, float fovy) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
return glms_persp_sizes_lh_zo(proj, fovy);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
return glms_persp_sizes_lh_no(proj, fovy);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
return glms_persp_sizes_rh_zo(proj, fovy);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
return glms_persp_sizes_rh_no(proj, fovy);
#endif
}
#endif /* cglms_cam_h */