game-engine/include/cglm/struct/clipspace/ortho_lh_zo.h

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2024-04-11 05:05:03 +00:00
/*
* 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_ortho_lh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ)
CGLM_INLINE mat4s glms_ortho_aabb_lh_zo(vec3s box[2]);
CGLM_INLINE mat4s glms_ortho_aabb_p_lh_zo(vec3s box[2], float padding);
CGLM_INLINE mat4s glms_ortho_aabb_pz_lh_zo(vec3s box[2], float padding);
CGLM_INLINE mat4s glms_ortho_default_lh_zo(float aspect)
CGLM_INLINE mat4s glms_ortho_default_s_lh_zo(float aspect, float size)
*/
#ifndef cglms_ortho_lh_zo_h
#define cglms_ortho_lh_zo_h
#include "../../common.h"
#include "../../types-struct.h"
#include "../../plane.h"
#include "../../cam.h"
/*!
* @brief set up orthographic projection matrix
* with a left-hand coordinate system and a
* clip-space of [0, 1].
*
* @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_lh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ) {
mat4s dest;
glm_ortho_lh_zo(left, right, bottom, top, nearZ, farZ, dest.raw);
return dest;
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a left-hand coordinate system and a
* clip-space of [0, 1].
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_ortho_aabb_lh_zo(vec3s box[2]) {
mat4s dest;
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
glm_ortho_aabb_lh_zo(rawBox, dest.raw);
return dest;
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a left-hand coordinate system and a
* clip-space of [0, 1].
*
* 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_lh_zo(vec3s box[2], float padding) {
mat4s dest;
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
glm_ortho_aabb_p_lh_zo(rawBox, padding, dest.raw);
return dest;
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a left-hand coordinate system and a
* clip-space of [0, 1].
*
* 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_lh_zo(vec3s box[2], float padding) {
mat4s dest;
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
glm_ortho_aabb_pz_lh_zo(rawBox, padding, dest.raw);
return dest;
}
/*!
* @brief set up unit orthographic projection matrix
* with a left-hand coordinate system and a
* clip-space of [0, 1].
*
* @param[in] aspect aspect ration ( width / height )
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_ortho_default_lh_zo(float aspect) {
mat4s dest;
glm_ortho_default_lh_zo(aspect, dest.raw);
return dest;
}
/*!
* @brief set up orthographic projection matrix with given CUBE size
* with a left-hand coordinate system and a
* clip-space of [0, 1].
*
* @param[in] aspect aspect ratio ( width / height )
* @param[in] size cube size
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_ortho_default_s_lh_zo(float aspect, float size) {
mat4s dest;
glm_ortho_default_s_lh_zo(aspect, size, dest.raw);
return dest;
}
#endif /* cglms_ortho_lh_zo_h */