game-engine/include/cglm/struct/clipspace/persp_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_frustum_lh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ)
CGLM_INLINE mat4s glms_perspective_lh_zo(float fovy,
float aspect,
float nearZ,
float farZ)
CGLM_INLINE void glms_persp_move_far_lh_zo(mat4s proj, float deltaFar)
CGLM_INLINE mat4s glms_perspective_default_lh_zo(float aspect)
CGLM_INLINE void glms_perspective_resize_lh_zo(mat4s proj, float aspect)
CGLM_INLINE void glms_persp_decomp_lh_zo(mat4s proj,
float *nearv, float *farv,
float *top, float *bottom,
float *left, float *right)
CGLM_INLINE void glms_persp_decompv_lh_zo(mat4s proj, float dest[6])
CGLM_INLINE void glms_persp_decomp_x_lh_zo(mat4s proj, float *left, float *right)
CGLM_INLINE void glms_persp_decomp_y_lh_zo(mat4s proj, float *top, float *bottom)
CGLM_INLINE void glms_persp_decomp_z_lh_zo(mat4s proj, float *nearv, float *farv)
CGLM_INLINE void glms_persp_decomp_far_lh_zo(mat4s proj, float *farZ)
CGLM_INLINE void glms_persp_decomp_near_lh_zo(mat4s proj, float *nearZ)
CGLM_INLINE float glms_persp_fovy_lh_zo(mat4s proj)
CGLM_INLINE float glms_persp_aspect_lh_zo(mat4s proj)
CGLM_INLINE vec4s glms_persp_sizes_lh_zo(mat4s proj, float fovy)
*/
#ifndef cglms_persp_lh_zo_h
#define cglms_persp_lh_zo_h
#include "../../common.h"
#include "../../types-struct.h"
#include "../../plane.h"
#include "../../cam.h"
/*!
* @brief set up perspective peprojection 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_frustum_lh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ) {
mat4s dest;
glm_frustum_lh_zo(left, right, bottom, top, nearZ, farZ, dest.raw);
return dest;
}
/*!
* @brief set up perspective projection matrix
* with a left-hand coordinate system and a
* clip-space of [0, 1].
*
* @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_lh_zo(float fovy, float aspect, float nearZ, float farZ) {
mat4s dest;
glm_perspective_lh_zo(fovy, aspect, nearZ, farZ, dest.raw);
return dest;
}
/*!
* @brief extend perspective projection matrix's far distance
* with a left-hand coordinate system and a
* clip-space of [0, 1].
*
* NOTE: if you dodn't want to create new matrix then use array api on struct.raw
* like glms_persp_move_far_lh_zo(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_lh_zo(mat4s proj, float deltaFar) {
mat4s dest;
dest = proj;
glm_persp_move_far_lh_zo(dest.raw, deltaFar);
return dest;
}
/*!
* @brief set up perspective projection matrix with default near/far
* and angle values with a left-hand coordinate system and a
* clip-space of [0, 1].
*
* @param[in] aspect aspect ratio ( width / height )
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_perspective_default_lh_zo(float aspect) {
mat4s dest;
glm_perspective_default_lh_zo(aspect, dest.raw);
return dest;
}
/*!
* @brief resize perspective matrix by aspect ratio ( width / height )
* this makes very easy to resize proj matrix when window /viewport
* reized with a left-hand coordinate system and a
* clip-space of [0, 1].
*
* NOTE: if you dodn't want to create new matrix then use array api on struct.raw
* like glms_perspective_resize_lh_zo(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_lh_zo(mat4s proj, float aspect) {
mat4s dest;
dest = proj;
glm_perspective_resize_lh_zo(aspect, dest.raw);
return dest;
}
/*!
* @brief decomposes frustum values of perspective projection.
* with a left-hand coordinate system and a
* clip-space of [0, 1].
*
* @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_lh_zo(mat4s proj,
float * __restrict nearZ, float * __restrict farZ,
float * __restrict top, float * __restrict bottom,
float * __restrict left, float * __restrict right) {
glm_persp_decomp_lh_zo(proj.raw, nearZ, farZ, top, bottom, left, right);
}
/*!
* @brief decomposes frustum values of perspective projection.
* this makes easy to get all values at once
* with a left-hand coordinate system and a
* clip-space of [0, 1].
*
* @param[in] proj perspective projection matrix
* @param[out] dest array
*/
CGLM_INLINE
void
glms_persp_decompv_lh_zo(mat4s proj, float dest[6]) {
glm_persp_decompv_lh_zo(proj.raw, dest);
}
/*!
* @brief decomposes left and right values of perspective projection
* with a left-hand coordinate system and a
* clip-space of [0, 1].
* 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_lh_zo(mat4s proj,
float * __restrict left,
float * __restrict right) {
glm_persp_decomp_x_lh_zo(proj.raw, left, right);
}
/*!
* @brief decomposes top and bottom values of perspective projection
* with a left-hand coordinate system and a
* clip-space of [0, 1].
* 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_lh_zo(mat4s proj,
float * __restrict top,
float * __restrict bottom) {
glm_persp_decomp_y_lh_zo(proj.raw, top, bottom);
}
/*!
* @brief decomposes near and far values of perspective projection
* with a left-hand coordinate system and a
* clip-space of [0, 1].
* 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_lh_zo(mat4s proj,
float * __restrict nearZ,
float * __restrict farZ) {
glm_persp_decomp_z_lh_zo(proj.raw, nearZ, farZ);
}
/*!
* @brief decomposes far value of perspective projection
* with a left-hand coordinate system and a
* clip-space of [0, 1].
*
* @param[in] proj perspective projection matrix
* @param[out] farZ far
*/
CGLM_INLINE
void
glms_persp_decomp_far_lh_zo(mat4s proj, float * __restrict farZ) {
glm_persp_decomp_far_lh_zo(proj.raw, farZ);
}
/*!
* @brief decomposes near value of perspective projection
* with a left-hand coordinate system and a
* clip-space of [0, 1].
*
* @param[in] proj perspective projection matrix
* @param[out] nearZ near
*/
CGLM_INLINE
void
glms_persp_decomp_near_lh_zo(mat4s proj, float * __restrict nearZ) {
glm_persp_decomp_near_lh_zo(proj.raw, nearZ);
}
/*!
* @brief returns field of view angle along the Y-axis (in radians)
* with a left-hand coordinate system and a
* clip-space of [0, 1].
*
* 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_lh_zo(mat4s proj) {
return glm_persp_fovy_lh_zo(proj.raw);
}
/*!
* @brief returns aspect ratio of perspective projection
* with a left-hand coordinate system and a
* clip-space of [0, 1].
*
* @param[in] proj perspective projection matrix
*/
CGLM_INLINE
float
glms_persp_aspect_lh_zo(mat4s proj) {
return glm_persp_aspect_lh_zo(proj.raw);
}
/*!
* @brief returns sizes of near and far planes of perspective projection
* with a left-hand coordinate system and a
* clip-space of [0, 1].
*
* @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_lh_zo(mat4s proj, float fovy) {
vec4s dest;
glm_persp_sizes_lh_zo(proj.raw, fovy, dest.raw);
return dest;
}
#endif /* cglms_persp_lh_zo_h */