312 lines
9.5 KiB
C
312 lines
9.5 KiB
C
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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 mat4s glms_frustum_lh_zo(float left, float right,
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float bottom, float top,
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float nearZ, float farZ)
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CGLM_INLINE mat4s glms_perspective_lh_zo(float fovy,
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float aspect,
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float nearZ,
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float farZ)
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CGLM_INLINE void glms_persp_move_far_lh_zo(mat4s proj, float deltaFar)
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CGLM_INLINE mat4s glms_perspective_default_lh_zo(float aspect)
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CGLM_INLINE void glms_perspective_resize_lh_zo(mat4s proj, float aspect)
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CGLM_INLINE void glms_persp_decomp_lh_zo(mat4s proj,
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float *nearv, float *farv,
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float *top, float *bottom,
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float *left, float *right)
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CGLM_INLINE void glms_persp_decompv_lh_zo(mat4s proj, float dest[6])
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CGLM_INLINE void glms_persp_decomp_x_lh_zo(mat4s proj, float *left, float *right)
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CGLM_INLINE void glms_persp_decomp_y_lh_zo(mat4s proj, float *top, float *bottom)
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CGLM_INLINE void glms_persp_decomp_z_lh_zo(mat4s proj, float *nearv, float *farv)
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CGLM_INLINE void glms_persp_decomp_far_lh_zo(mat4s proj, float *farZ)
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CGLM_INLINE void glms_persp_decomp_near_lh_zo(mat4s proj, float *nearZ)
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CGLM_INLINE float glms_persp_fovy_lh_zo(mat4s proj)
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CGLM_INLINE float glms_persp_aspect_lh_zo(mat4s proj)
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CGLM_INLINE vec4s glms_persp_sizes_lh_zo(mat4s proj, float fovy)
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*/
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#ifndef cglms_persp_lh_zo_h
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#define cglms_persp_lh_zo_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 set up perspective peprojection matrix
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* with a left-hand coordinate system and a
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* clip-space of [0, 1].
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*
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* @param[in] left viewport.left
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* @param[in] right viewport.right
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* @param[in] bottom viewport.bottom
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* @param[in] top viewport.top
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* @param[in] nearZ near clipping plane
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* @param[in] farZ far clipping plane
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* @returns result matrix
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*/
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CGLM_INLINE
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mat4s
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glms_frustum_lh_zo(float left, float right,
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float bottom, float top,
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float nearZ, float farZ) {
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mat4s dest;
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glm_frustum_lh_zo(left, right, bottom, top, nearZ, farZ, dest.raw);
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return dest;
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}
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/*!
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* @brief set up perspective projection matrix
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* with a left-hand coordinate system and a
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* clip-space of [0, 1].
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*
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* @param[in] fovy field of view angle
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* @param[in] aspect aspect ratio ( width / height )
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* @param[in] nearZ near clipping plane
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* @param[in] farZ far clipping planes
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* @returns result matrix
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*/
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CGLM_INLINE
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mat4s
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glms_perspective_lh_zo(float fovy, float aspect, float nearZ, float farZ) {
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mat4s dest;
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glm_perspective_lh_zo(fovy, aspect, nearZ, farZ, dest.raw);
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return dest;
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}
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/*!
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* @brief extend perspective projection matrix's far distance
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* with a left-hand coordinate system and a
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* clip-space of [0, 1].
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*
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* NOTE: if you dodn't want to create new matrix then use array api on struct.raw
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* like glms_persp_move_far_lh_zo(prooj.raw, deltaFar) to avoid create new mat4
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* each time
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*
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* this function does not guarantee far >= near, be aware of that!
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*
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* @param[in, out] proj projection matrix to extend
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* @param[in] deltaFar distance from existing far (negative to shink)
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*/
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CGLM_INLINE
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mat4s
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glms_persp_move_far_lh_zo(mat4s proj, float deltaFar) {
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mat4s dest;
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dest = proj;
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glm_persp_move_far_lh_zo(dest.raw, deltaFar);
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return dest;
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}
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/*!
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* @brief set up perspective projection matrix with default near/far
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* and angle values with a left-hand coordinate system and a
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* clip-space of [0, 1].
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*
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* @param[in] aspect aspect ratio ( width / height )
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* @returns result matrix
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*/
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CGLM_INLINE
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mat4s
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glms_perspective_default_lh_zo(float aspect) {
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mat4s dest;
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glm_perspective_default_lh_zo(aspect, dest.raw);
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return dest;
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}
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/*!
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* @brief resize perspective matrix by aspect ratio ( width / height )
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* this makes very easy to resize proj matrix when window /viewport
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* reized with a left-hand coordinate system and a
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* clip-space of [0, 1].
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*
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* NOTE: if you dodn't want to create new matrix then use array api on struct.raw
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* like glms_perspective_resize_lh_zo(proj.raw, aspect) to avoid create new mat4
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* each time
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*
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* @param[in, out] proj perspective projection matrix
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* @param[in] aspect aspect ratio ( width / height )
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*/
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CGLM_INLINE
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mat4s
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glms_perspective_resize_lh_zo(mat4s proj, float aspect) {
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mat4s dest;
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dest = proj;
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glm_perspective_resize_lh_zo(aspect, dest.raw);
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return dest;
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}
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/*!
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* @brief decomposes frustum values of perspective projection.
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* with a left-hand coordinate system and a
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* clip-space of [0, 1].
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*
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* @param[in] proj perspective projection matrix
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* @param[out] nearZ near
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* @param[out] farZ far
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* @param[out] top top
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* @param[out] bottom bottom
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* @param[out] left left
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* @param[out] right right
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*/
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CGLM_INLINE
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void
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glms_persp_decomp_lh_zo(mat4s proj,
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float * __restrict nearZ, float * __restrict farZ,
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float * __restrict top, float * __restrict bottom,
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float * __restrict left, float * __restrict right) {
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glm_persp_decomp_lh_zo(proj.raw, nearZ, farZ, top, bottom, left, right);
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}
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/*!
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* @brief decomposes frustum values of perspective projection.
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* this makes easy to get all values at once
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* with a left-hand coordinate system and a
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* clip-space of [0, 1].
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*
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* @param[in] proj perspective projection matrix
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* @param[out] dest array
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*/
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CGLM_INLINE
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void
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glms_persp_decompv_lh_zo(mat4s proj, float dest[6]) {
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glm_persp_decompv_lh_zo(proj.raw, dest);
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}
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/*!
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* @brief decomposes left and right values of perspective projection
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* with a left-hand coordinate system and a
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* clip-space of [0, 1].
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* x stands for x axis (left / right axis)
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*
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* @param[in] proj perspective projection matrix
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* @param[out] left left
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* @param[out] right right
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*/
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CGLM_INLINE
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void
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glms_persp_decomp_x_lh_zo(mat4s proj,
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float * __restrict left,
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float * __restrict right) {
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glm_persp_decomp_x_lh_zo(proj.raw, left, right);
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}
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/*!
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* @brief decomposes top and bottom values of perspective projection
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* with a left-hand coordinate system and a
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* clip-space of [0, 1].
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* y stands for y axis (top / botom axis)
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*
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* @param[in] proj perspective projection matrix
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* @param[out] top top
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* @param[out] bottom bottom
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*/
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CGLM_INLINE
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void
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glms_persp_decomp_y_lh_zo(mat4s proj,
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float * __restrict top,
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float * __restrict bottom) {
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glm_persp_decomp_y_lh_zo(proj.raw, top, bottom);
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}
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/*!
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* @brief decomposes near and far values of perspective projection
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* with a left-hand coordinate system and a
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* clip-space of [0, 1].
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* z stands for z axis (near / far axis)
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*
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* @param[in] proj perspective projection matrix
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* @param[out] nearZ near
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* @param[out] farZ far
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*/
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CGLM_INLINE
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void
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glms_persp_decomp_z_lh_zo(mat4s proj,
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float * __restrict nearZ,
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float * __restrict farZ) {
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glm_persp_decomp_z_lh_zo(proj.raw, nearZ, farZ);
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}
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/*!
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* @brief decomposes far value of perspective projection
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* with a left-hand coordinate system and a
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* clip-space of [0, 1].
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*
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* @param[in] proj perspective projection matrix
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* @param[out] farZ far
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*/
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CGLM_INLINE
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void
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glms_persp_decomp_far_lh_zo(mat4s proj, float * __restrict farZ) {
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glm_persp_decomp_far_lh_zo(proj.raw, farZ);
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}
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/*!
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* @brief decomposes near value of perspective projection
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* with a left-hand coordinate system and a
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* clip-space of [0, 1].
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*
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* @param[in] proj perspective projection matrix
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* @param[out] nearZ near
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*/
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CGLM_INLINE
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void
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glms_persp_decomp_near_lh_zo(mat4s proj, float * __restrict nearZ) {
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glm_persp_decomp_near_lh_zo(proj.raw, nearZ);
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}
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/*!
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* @brief returns field of view angle along the Y-axis (in radians)
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* with a left-hand coordinate system and a
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* clip-space of [0, 1].
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*
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* if you need to degrees, use glm_deg to convert it or use this:
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* fovy_deg = glm_deg(glm_persp_fovy(projMatrix))
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*
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* @param[in] proj perspective projection matrix
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*/
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CGLM_INLINE
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float
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glms_persp_fovy_lh_zo(mat4s proj) {
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return glm_persp_fovy_lh_zo(proj.raw);
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}
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/*!
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* @brief returns aspect ratio of perspective projection
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* with a left-hand coordinate system and a
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* clip-space of [0, 1].
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*
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* @param[in] proj perspective projection matrix
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*/
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CGLM_INLINE
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float
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glms_persp_aspect_lh_zo(mat4s proj) {
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return glm_persp_aspect_lh_zo(proj.raw);
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}
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/*!
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* @brief returns sizes of near and far planes of perspective projection
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* with a left-hand coordinate system and a
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* clip-space of [0, 1].
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*
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* @param[in] proj perspective projection matrix
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* @param[in] fovy fovy (see brief)
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* @returns sizes as vector, sizes order: [Wnear, Hnear, Wfar, Hfar]
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*/
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CGLM_INLINE
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vec4s
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glms_persp_sizes_lh_zo(mat4s proj, float fovy) {
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vec4s dest;
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glm_persp_sizes_lh_zo(proj.raw, fovy, dest.raw);
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return dest;
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}
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#endif /* cglms_persp_lh_zo_h */
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