first commit
This commit is contained in:
152
include/cglm/struct/clipspace/ortho_lh_no.h
Normal file
152
include/cglm/struct/clipspace/ortho_lh_no.h
Normal file
@ -0,0 +1,152 @@
|
||||
/*
|
||||
* 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_no(float left, float right,
|
||||
float bottom, float top,
|
||||
float nearZ, float farZ)
|
||||
CGLM_INLINE mat4s glms_ortho_aabb_lh_no(vec3s box[2]);
|
||||
CGLM_INLINE mat4s glms_ortho_aabb_p_lh_no(vec3s box[2], float padding);
|
||||
CGLM_INLINE mat4s glms_ortho_aabb_pz_lh_no(vec3s box[2], float padding);
|
||||
CGLM_INLINE mat4s glms_ortho_default_lh_no(float aspect)
|
||||
CGLM_INLINE mat4s glms_ortho_default_s_lh_no(float aspect, float size)
|
||||
*/
|
||||
|
||||
#ifndef cglms_ortho_lh_no_h
|
||||
#define cglms_ortho_lh_no_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 [-1, 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_no(float left, float right,
|
||||
float bottom, float top,
|
||||
float nearZ, float farZ) {
|
||||
mat4s dest;
|
||||
glm_ortho_lh_no(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 [-1, 1].
|
||||
*
|
||||
* bounding box (AABB) must be in view space
|
||||
*
|
||||
* @param[in] box AABB
|
||||
* @returns result matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
mat4s
|
||||
glms_ortho_aabb_lh_no(vec3s box[2]) {
|
||||
mat4s dest;
|
||||
vec3 rawBox[2];
|
||||
|
||||
glms_vec3_unpack(rawBox, box, 2);
|
||||
glm_ortho_aabb_lh_no(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 [-1, 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_no(vec3s box[2], float padding) {
|
||||
mat4s dest;
|
||||
vec3 rawBox[2];
|
||||
|
||||
glms_vec3_unpack(rawBox, box, 2);
|
||||
glm_ortho_aabb_p_lh_no(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 [-1, 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_no(vec3s box[2], float padding) {
|
||||
mat4s dest;
|
||||
vec3 rawBox[2];
|
||||
|
||||
glms_vec3_unpack(rawBox, box, 2);
|
||||
glm_ortho_aabb_pz_lh_no(rawBox, padding, dest.raw);
|
||||
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up unit orthographic projection matrix
|
||||
* with a left-hand coordinate system and a
|
||||
* clip-space of [-1, 1].
|
||||
*
|
||||
* @param[in] aspect aspect ration ( width / height )
|
||||
* @returns result matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
mat4s
|
||||
glms_ortho_default_lh_no(float aspect) {
|
||||
mat4s dest;
|
||||
glm_ortho_default_lh_no(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 [-1, 1].
|
||||
*
|
||||
* @param[in] aspect aspect ratio ( width / height )
|
||||
* @param[in] size cube size
|
||||
* @returns result matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
mat4s
|
||||
glms_ortho_default_s_lh_no(float aspect, float size) {
|
||||
mat4s dest;
|
||||
glm_ortho_default_s_lh_no(aspect, size, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
#endif /* cglms_ortho_lh_no_h */
|
152
include/cglm/struct/clipspace/ortho_lh_zo.h
Normal file
152
include/cglm/struct/clipspace/ortho_lh_zo.h
Normal file
@ -0,0 +1,152 @@
|
||||
/*
|
||||
* 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 */
|
152
include/cglm/struct/clipspace/ortho_rh_no.h
Normal file
152
include/cglm/struct/clipspace/ortho_rh_no.h
Normal file
@ -0,0 +1,152 @@
|
||||
/*
|
||||
* 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_rh_no(float left, float right,
|
||||
float bottom, float top,
|
||||
float nearZ, float farZ)
|
||||
CGLM_INLINE mat4s glms_ortho_aabb_rh_no(vec3s box[2]);
|
||||
CGLM_INLINE mat4s glms_ortho_aabb_p_rh_no(vec3s box[2], float padding);
|
||||
CGLM_INLINE mat4s glms_ortho_aabb_pz_rh_no(vec3s box[2], float padding);
|
||||
CGLM_INLINE mat4s glms_ortho_default_rh_no(float aspect)
|
||||
CGLM_INLINE mat4s glms_ortho_default_s_rh_no(float aspect, float size)
|
||||
*/
|
||||
|
||||
#ifndef cglms_ortho_rh_no_h
|
||||
#define cglms_ortho_rh_no_h
|
||||
|
||||
#include "../../common.h"
|
||||
#include "../../types-struct.h"
|
||||
#include "../../plane.h"
|
||||
#include "../../cam.h"
|
||||
|
||||
/*!
|
||||
* @brief set up orthographic projection matrix
|
||||
* with a right-hand coordinate system and a
|
||||
* clip-space of [-1, 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_rh_no(float left, float right,
|
||||
float bottom, float top,
|
||||
float nearZ, float farZ) {
|
||||
mat4s dest;
|
||||
glm_ortho_rh_no(left, right, bottom, top, nearZ, farZ, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up orthographic projection matrix using bounding box
|
||||
* with a right-hand coordinate system and a
|
||||
* clip-space of [-1, 1].
|
||||
*
|
||||
* bounding box (AABB) must be in view space
|
||||
*
|
||||
* @param[in] box AABB
|
||||
* @returns result matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
mat4s
|
||||
glms_ortho_aabb_rh_no(vec3s box[2]) {
|
||||
mat4s dest;
|
||||
vec3 rawBox[2];
|
||||
|
||||
glms_vec3_unpack(rawBox, box, 2);
|
||||
glm_ortho_aabb_rh_no(rawBox, dest.raw);
|
||||
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up orthographic projection matrix using bounding box
|
||||
* with a right-hand coordinate system and a
|
||||
* clip-space of [-1, 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_rh_no(vec3s box[2], float padding) {
|
||||
mat4s dest;
|
||||
vec3 rawBox[2];
|
||||
|
||||
glms_vec3_unpack(rawBox, box, 2);
|
||||
glm_ortho_aabb_p_rh_no(rawBox, padding, dest.raw);
|
||||
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up orthographic projection matrix using bounding box
|
||||
* with a right-hand coordinate system and a
|
||||
* clip-space of [-1, 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_rh_no(vec3s box[2], float padding) {
|
||||
mat4s dest;
|
||||
vec3 rawBox[2];
|
||||
|
||||
glms_vec3_unpack(rawBox, box, 2);
|
||||
glm_ortho_aabb_pz_rh_no(rawBox, padding, dest.raw);
|
||||
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up unit orthographic projection matrix
|
||||
* with a right-hand coordinate system and a
|
||||
* clip-space of [-1, 1].
|
||||
*
|
||||
* @param[in] aspect aspect ration ( width / height )
|
||||
* @returns result matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
mat4s
|
||||
glms_ortho_default_rh_no(float aspect) {
|
||||
mat4s dest;
|
||||
glm_ortho_default_rh_no(aspect, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up orthographic projection matrix with given CUBE size
|
||||
* with a right-hand coordinate system and a
|
||||
* clip-space of [-1, 1].
|
||||
*
|
||||
* @param[in] aspect aspect ratio ( width / height )
|
||||
* @param[in] size cube size
|
||||
* @returns result matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
mat4s
|
||||
glms_ortho_default_s_rh_no(float aspect, float size) {
|
||||
mat4s dest;
|
||||
glm_ortho_default_s_rh_no(aspect, size, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
#endif /* cglms_ortho_rh_no_h */
|
152
include/cglm/struct/clipspace/ortho_rh_zo.h
Normal file
152
include/cglm/struct/clipspace/ortho_rh_zo.h
Normal file
@ -0,0 +1,152 @@
|
||||
/*
|
||||
* 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_rh_zo(float left, float right,
|
||||
float bottom, float top,
|
||||
float nearZ, float farZ)
|
||||
CGLM_INLINE mat4s glms_ortho_aabb_rh_zo(vec3s box[2]);
|
||||
CGLM_INLINE mat4s glms_ortho_aabb_p_rh_zo(vec3s box[2], float padding);
|
||||
CGLM_INLINE mat4s glms_ortho_aabb_pz_rh_zo(vec3s box[2], float padding);
|
||||
CGLM_INLINE mat4s glms_ortho_default_rh_zo(float aspect)
|
||||
CGLM_INLINE mat4s glms_ortho_default_s_rh_zo(float aspect, float size)
|
||||
*/
|
||||
|
||||
#ifndef cglms_ortho_rh_zo_h
|
||||
#define cglms_ortho_rh_zo_h
|
||||
|
||||
#include "../../common.h"
|
||||
#include "../../types-struct.h"
|
||||
#include "../../plane.h"
|
||||
#include "../../cam.h"
|
||||
|
||||
/*!
|
||||
* @brief set up orthographic projection matrix
|
||||
* with a right-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_rh_zo(float left, float right,
|
||||
float bottom, float top,
|
||||
float nearZ, float farZ) {
|
||||
mat4s dest;
|
||||
glm_ortho_rh_zo(left, right, bottom, top, nearZ, farZ, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up orthographic projection matrix using bounding box
|
||||
* with a right-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_rh_zo(vec3s box[2]) {
|
||||
mat4s dest;
|
||||
vec3 rawBox[2];
|
||||
|
||||
glms_vec3_unpack(rawBox, box, 2);
|
||||
glm_ortho_aabb_rh_zo(rawBox, dest.raw);
|
||||
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up orthographic projection matrix using bounding box
|
||||
* with a right-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_rh_zo(vec3s box[2], float padding) {
|
||||
mat4s dest;
|
||||
vec3 rawBox[2];
|
||||
|
||||
glms_vec3_unpack(rawBox, box, 2);
|
||||
glm_ortho_aabb_p_rh_zo(rawBox, padding, dest.raw);
|
||||
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up orthographic projection matrix using bounding box
|
||||
* with a right-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_rh_zo(vec3s box[2], float padding) {
|
||||
mat4s dest;
|
||||
vec3 rawBox[2];
|
||||
|
||||
glms_vec3_unpack(rawBox, box, 2);
|
||||
glm_ortho_aabb_pz_rh_zo(rawBox, padding, dest.raw);
|
||||
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up unit orthographic projection matrix
|
||||
* with a right-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_rh_zo(float aspect) {
|
||||
mat4s dest;
|
||||
glm_ortho_default_rh_zo(aspect, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up orthographic projection matrix with given CUBE size
|
||||
* with a right-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_rh_zo(float aspect, float size) {
|
||||
mat4s dest;
|
||||
glm_ortho_default_s_rh_zo(aspect, size, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
#endif /* cglms_ortho_rh_zo_h */
|
311
include/cglm/struct/clipspace/persp_lh_no.h
Normal file
311
include/cglm/struct/clipspace/persp_lh_no.h
Normal file
@ -0,0 +1,311 @@
|
||||
/*
|
||||
* 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_no(float left, float right,
|
||||
float bottom, float top,
|
||||
float nearZ, float farZ)
|
||||
CGLM_INLINE mat4s glms_perspective_lh_no(float fovy,
|
||||
float aspect,
|
||||
float nearZ,
|
||||
float farZ)
|
||||
CGLM_INLINE void glms_persp_move_far_lh_no(mat4s proj, float deltaFar)
|
||||
CGLM_INLINE mat4s glms_perspective_default_lh_no(float aspect)
|
||||
CGLM_INLINE void glms_perspective_resize_lh_no(mat4s proj, float aspect)
|
||||
CGLM_INLINE void glms_persp_decomp_lh_no(mat4s proj,
|
||||
float *nearv, float *farv,
|
||||
float *top, float *bottom,
|
||||
float *left, float *right)
|
||||
CGLM_INLINE void glms_persp_decompv_lh_no(mat4s proj, float dest[6])
|
||||
CGLM_INLINE void glms_persp_decomp_x_lh_no(mat4s proj, float *left, float *right)
|
||||
CGLM_INLINE void glms_persp_decomp_y_lh_no(mat4s proj, float *top, float *bottom)
|
||||
CGLM_INLINE void glms_persp_decomp_z_lh_no(mat4s proj, float *nearv, float *farv)
|
||||
CGLM_INLINE void glms_persp_decomp_far_lh_no(mat4s proj, float *farZ)
|
||||
CGLM_INLINE void glms_persp_decomp_near_lh_no(mat4s proj, float *nearZ)
|
||||
CGLM_INLINE float glms_persp_fovy_lh_no(mat4s proj)
|
||||
CGLM_INLINE float glms_persp_aspect_lh_no(mat4s proj)
|
||||
CGLM_INLINE vec4s glms_persp_sizes_lh_no(mat4s proj, float fovy)
|
||||
*/
|
||||
|
||||
#ifndef cglms_persp_lh_no_h
|
||||
#define cglms_persp_lh_no_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 [-1, 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_no(float left, float right,
|
||||
float bottom, float top,
|
||||
float nearZ, float farZ) {
|
||||
mat4s dest;
|
||||
glm_frustum_lh_no(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 [-1, 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_no(float fovy, float aspect, float nearZ, float farZ) {
|
||||
mat4s dest;
|
||||
glm_perspective_lh_no(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 [-1, 1].
|
||||
*
|
||||
* NOTE: if you dodn't want to create new matrix then use array api on struct.raw
|
||||
* like glms_persp_move_far_lh_no(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_no(mat4s proj, float deltaFar) {
|
||||
mat4s dest;
|
||||
dest = proj;
|
||||
glm_persp_move_far_lh_no(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 [-1, 1].
|
||||
*
|
||||
* @param[in] aspect aspect ratio ( width / height )
|
||||
* @returns result matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
mat4s
|
||||
glms_perspective_default_lh_no(float aspect) {
|
||||
mat4s dest;
|
||||
glm_perspective_default_lh_no(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 [-1, 1].
|
||||
*
|
||||
* NOTE: if you dodn't want to create new matrix then use array api on struct.raw
|
||||
* like glm_perspective_resize_lh_no(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_no(mat4s proj, float aspect) {
|
||||
mat4s dest;
|
||||
dest = proj;
|
||||
glm_perspective_resize_lh_no(aspect, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief decomposes frustum values of perspective projection.
|
||||
* with a left-hand coordinate system and a
|
||||
* clip-space of [-1, 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_no(mat4s proj,
|
||||
float * __restrict nearZ, float * __restrict farZ,
|
||||
float * __restrict top, float * __restrict bottom,
|
||||
float * __restrict left, float * __restrict right) {
|
||||
glm_persp_decomp_lh_no(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 [-1, 1].
|
||||
*
|
||||
* @param[in] proj perspective projection matrix
|
||||
* @param[out] dest array
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glms_persp_decompv_lh_no(mat4s proj, float dest[6]) {
|
||||
glm_persp_decompv_lh_no(proj.raw, dest);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief decomposes left and right values of perspective projection
|
||||
* with a left-hand coordinate system and a
|
||||
* clip-space of [-1, 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_no(mat4s proj,
|
||||
float * __restrict left,
|
||||
float * __restrict right) {
|
||||
glm_persp_decomp_x_lh_no(proj.raw, left, right);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief decomposes top and bottom values of perspective projection
|
||||
* with a left-hand coordinate system and a
|
||||
* clip-space of [-1, 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_no(mat4s proj,
|
||||
float * __restrict top,
|
||||
float * __restrict bottom) {
|
||||
glm_persp_decomp_y_lh_no(proj.raw, top, bottom);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief decomposes near and far values of perspective projection
|
||||
* with a left-hand coordinate system and a
|
||||
* clip-space of [-1, 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_no(mat4s proj,
|
||||
float * __restrict nearZ,
|
||||
float * __restrict farZ) {
|
||||
glm_persp_decomp_z_lh_no(proj.raw, nearZ, farZ);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief decomposes far value of perspective projection
|
||||
* with a left-hand coordinate system and a
|
||||
* clip-space of [-1, 1].
|
||||
*
|
||||
* @param[in] proj perspective projection matrix
|
||||
* @param[out] farZ far
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glms_persp_decomp_far_lh_no(mat4s proj, float * __restrict farZ) {
|
||||
glm_persp_decomp_far_lh_no(proj.raw, farZ);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief decomposes near value of perspective projection
|
||||
* with a left-hand coordinate system and a
|
||||
* clip-space of [-1, 1].
|
||||
*
|
||||
* @param[in] proj perspective projection matrix
|
||||
* @param[out] nearZ near
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glms_persp_decomp_near_lh_no(mat4s proj, float * __restrict nearZ) {
|
||||
glm_persp_decomp_near_lh_no(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 [-1, 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_no(mat4s proj) {
|
||||
return glm_persp_fovy_lh_no(proj.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief returns aspect ratio of perspective projection
|
||||
* with a left-hand coordinate system and a
|
||||
* clip-space of [-1, 1].
|
||||
*
|
||||
* @param[in] proj perspective projection matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glms_persp_aspect_lh_no(mat4s proj) {
|
||||
return glm_persp_aspect_lh_no(proj.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief returns sizes of near and far planes of perspective projection
|
||||
* with a left-hand coordinate system and a
|
||||
* clip-space of [-1, 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_no(mat4s proj, float fovy) {
|
||||
vec4s dest;
|
||||
glm_persp_sizes_lh_no(proj.raw, fovy, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
#endif /* cglms_persp_lh_no_h */
|
311
include/cglm/struct/clipspace/persp_lh_zo.h
Normal file
311
include/cglm/struct/clipspace/persp_lh_zo.h
Normal file
@ -0,0 +1,311 @@
|
||||
/*
|
||||
* 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 */
|
311
include/cglm/struct/clipspace/persp_rh_no.h
Normal file
311
include/cglm/struct/clipspace/persp_rh_no.h
Normal file
@ -0,0 +1,311 @@
|
||||
/*
|
||||
* 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_rh_no(float left, float right,
|
||||
float bottom, float top,
|
||||
float nearZ, float farZ)
|
||||
CGLM_INLINE mat4s glms_perspective_rh_no(float fovy,
|
||||
float aspect,
|
||||
float nearZ,
|
||||
float farZ)
|
||||
CGLM_INLINE void glms_persp_move_far_rh_no(mat4s proj, float deltaFar)
|
||||
CGLM_INLINE mat4s glms_perspective_default_rh_no(float aspect)
|
||||
CGLM_INLINE void glms_perspective_resize_rh_no(mat4s proj, float aspect)
|
||||
CGLM_INLINE void glms_persp_decomp_rh_no(mat4s proj,
|
||||
float *nearv, float *farv,
|
||||
float *top, float *bottom,
|
||||
float *left, float *right)
|
||||
CGLM_INLINE void glms_persp_decompv_rh_no(mat4s proj, float dest[6])
|
||||
CGLM_INLINE void glms_persp_decomp_x_rh_no(mat4s proj, float *left, float *right)
|
||||
CGLM_INLINE void glms_persp_decomp_y_rh_no(mat4s proj, float *top, float *bottom)
|
||||
CGLM_INLINE void glms_persp_decomp_z_rh_no(mat4s proj, float *nearv, float *farv)
|
||||
CGLM_INLINE void glms_persp_decomp_far_rh_no(mat4s proj, float *farZ)
|
||||
CGLM_INLINE void glms_persp_decomp_near_rh_no(mat4s proj, float *nearZ)
|
||||
CGLM_INLINE float glms_persp_fovy_rh_no(mat4s proj)
|
||||
CGLM_INLINE float glms_persp_aspect_rh_no(mat4s proj)
|
||||
CGLM_INLINE vec4s glms_persp_sizes_rh_no(mat4s proj, float fovy)
|
||||
*/
|
||||
|
||||
#ifndef cglms_persp_rh_no_h
|
||||
#define cglms_persp_rh_no_h
|
||||
|
||||
#include "../../common.h"
|
||||
#include "../../types-struct.h"
|
||||
#include "../../plane.h"
|
||||
#include "../../cam.h"
|
||||
|
||||
/*!
|
||||
* @brief set up perspective peprojection matrix
|
||||
* with a right-hand coordinate system and a
|
||||
* clip-space of [-1, 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_rh_no(float left, float right,
|
||||
float bottom, float top,
|
||||
float nearZ, float farZ) {
|
||||
mat4s dest;
|
||||
glm_frustum_rh_no(left, right, bottom, top, nearZ, farZ, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up perspective projection matrix
|
||||
* with a right-hand coordinate system and a
|
||||
* clip-space of [-1, 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_rh_no(float fovy, float aspect, float nearZ, float farZ) {
|
||||
mat4s dest;
|
||||
glm_perspective_rh_no(fovy, aspect, nearZ, farZ, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief extend perspective projection matrix's far distance
|
||||
* with a right-hand coordinate system and a
|
||||
* clip-space of [-1, 1].
|
||||
*
|
||||
* NOTE: if you dodn't want to create new matrix then use array api on struct.raw
|
||||
* like glms_persp_move_far_rh_no(prooj.raw, deltaFar) to avoid create new mat4
|
||||
* each time
|
||||
* s
|
||||
* 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_rh_no(mat4s proj, float deltaFar) {
|
||||
mat4s dest;
|
||||
dest = proj;
|
||||
glm_persp_move_far_rh_no(dest.raw, deltaFar);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up perspective projection matrix with default near/far
|
||||
* and angle values with a right-hand coordinate system and a
|
||||
* clip-space of [-1, 1].
|
||||
*
|
||||
* @param[in] aspect aspect ratio ( width / height )
|
||||
* @returns result matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
mat4s
|
||||
glms_perspective_default_rh_no(float aspect) {
|
||||
mat4s dest;
|
||||
glm_perspective_default_rh_no(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 right-hand coordinate system and a
|
||||
* clip-space of [-1, 1].
|
||||
*
|
||||
* NOTE: if you dodn't want to create new matrix then use array api on struct.raw
|
||||
* like glm_perspective_resize_rh_no(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_rh_no(mat4s proj, float aspect) {
|
||||
mat4s dest;
|
||||
dest = proj;
|
||||
glm_perspective_resize_rh_no(aspect, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief decomposes frustum values of perspective projection.
|
||||
* with a right-hand coordinate system and a
|
||||
* clip-space of [-1, 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_rh_no(mat4s proj,
|
||||
float * __restrict nearZ, float * __restrict farZ,
|
||||
float * __restrict top, float * __restrict bottom,
|
||||
float * __restrict left, float * __restrict right) {
|
||||
glm_persp_decomp_rh_no(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 right-hand coordinate system and a
|
||||
* clip-space of [-1, 1].
|
||||
*
|
||||
* @param[in] proj perspective projection matrix
|
||||
* @param[out] dest array
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glms_persp_decompv_rh_no(mat4s proj, float dest[6]) {
|
||||
glm_persp_decompv_rh_no(proj.raw, dest);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief decomposes left and right values of perspective projection
|
||||
* with a right-hand coordinate system and a
|
||||
* clip-space of [-1, 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_rh_no(mat4s proj,
|
||||
float * __restrict left,
|
||||
float * __restrict right) {
|
||||
glm_persp_decomp_x_rh_no(proj.raw, left, right);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief decomposes top and bottom values of perspective projection
|
||||
* with a right-hand coordinate system and a
|
||||
* clip-space of [-1, 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_rh_no(mat4s proj,
|
||||
float * __restrict top,
|
||||
float * __restrict bottom) {
|
||||
glm_persp_decomp_y_rh_no(proj.raw, top, bottom);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief decomposes near and far values of perspective projection
|
||||
* with a right-hand coordinate system and a
|
||||
* clip-space of [-1, 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_rh_no(mat4s proj,
|
||||
float * __restrict nearZ,
|
||||
float * __restrict farZ) {
|
||||
glm_persp_decomp_z_rh_no(proj.raw, nearZ, farZ);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief decomposes far value of perspective projection
|
||||
* with a right-hand coordinate system and a
|
||||
* clip-space of [-1, 1].
|
||||
*
|
||||
* @param[in] proj perspective projection matrix
|
||||
* @param[out] farZ far
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glms_persp_decomp_far_rh_no(mat4s proj, float * __restrict farZ) {
|
||||
glm_persp_decomp_far_rh_no(proj.raw, farZ);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief decomposes near value of perspective projection
|
||||
* with a right-hand coordinate system and a
|
||||
* clip-space of [-1, 1].
|
||||
*
|
||||
* @param[in] proj perspective projection matrix
|
||||
* @param[out] nearZ near
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glms_persp_decomp_near_rh_no(mat4s proj, float * __restrict nearZ) {
|
||||
glm_persp_decomp_near_rh_no(proj.raw, nearZ);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief returns field of view angle along the Y-axis (in radians)
|
||||
* with a right-hand coordinate system and a
|
||||
* clip-space of [-1, 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_rh_no(mat4s proj) {
|
||||
return glm_persp_fovy_rh_no(proj.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief returns aspect ratio of perspective projection
|
||||
* with a right-hand coordinate system and a
|
||||
* clip-space of [-1, 1].
|
||||
*
|
||||
* @param[in] proj perspective projection matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glms_persp_aspect_rh_no(mat4s proj) {
|
||||
return glm_persp_aspect_rh_no(proj.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief returns sizes of near and far planes of perspective projection
|
||||
* with a right-hand coordinate system and a
|
||||
* clip-space of [-1, 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_rh_no(mat4s proj, float fovy) {
|
||||
vec4s dest;
|
||||
glm_persp_sizes_rh_no(proj.raw, fovy, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
#endif /* cglms_persp_rh_no_h */
|
311
include/cglm/struct/clipspace/persp_rh_zo.h
Normal file
311
include/cglm/struct/clipspace/persp_rh_zo.h
Normal file
@ -0,0 +1,311 @@
|
||||
/*
|
||||
* 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_rh_zo(float left, float right,
|
||||
float bottom, float top,
|
||||
float nearZ, float farZ)
|
||||
CGLM_INLINE mat4s glms_perspective_rh_zo(float fovy,
|
||||
float aspect,
|
||||
float nearZ,
|
||||
float farZ)
|
||||
CGLM_INLINE void glms_persp_move_far_rh_zo(mat4s proj, float deltaFar)
|
||||
CGLM_INLINE mat4s glms_perspective_default_rh_zo(float aspect)
|
||||
CGLM_INLINE void glms_perspective_resize_rh_zo(mat4s proj, float aspect)
|
||||
CGLM_INLINE void glms_persp_decomp_rh_zo(mat4s proj,
|
||||
float *nearv, float *farv,
|
||||
float *top, float *bottom,
|
||||
float *left, float *right)
|
||||
CGLM_INLINE void glms_persp_decompv_rh_zo(mat4s proj, float dest[6])
|
||||
CGLM_INLINE void glms_persp_decomp_x_rh_zo(mat4s proj, float *left, float *right)
|
||||
CGLM_INLINE void glms_persp_decomp_y_rh_zo(mat4s proj, float *top, float *bottom)
|
||||
CGLM_INLINE void glms_persp_decomp_z_rh_zo(mat4s proj, float *nearv, float *farv)
|
||||
CGLM_INLINE void glms_persp_decomp_far_rh_zo(mat4s proj, float *farZ)
|
||||
CGLM_INLINE void glms_persp_decomp_near_rh_zo(mat4s proj, float *nearZ)
|
||||
CGLM_INLINE float glms_persp_fovy_rh_zo(mat4s proj)
|
||||
CGLM_INLINE float glms_persp_aspect_rh_zo(mat4s proj)
|
||||
CGLM_INLINE vec4s glms_persp_sizes_rh_zo(mat4s proj, float fovy)
|
||||
*/
|
||||
|
||||
#ifndef cglms_persp_rh_zo_h
|
||||
#define cglms_persp_rh_zo_h
|
||||
|
||||
#include "../../common.h"
|
||||
#include "../../types-struct.h"
|
||||
#include "../../plane.h"
|
||||
#include "../../cam.h"
|
||||
|
||||
/*!
|
||||
* @brief set up perspective peprojection matrix
|
||||
* with a right-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_rh_zo(float left, float right,
|
||||
float bottom, float top,
|
||||
float nearZ, float farZ) {
|
||||
mat4s dest;
|
||||
glm_frustum_rh_zo(left, right, bottom, top, nearZ, farZ, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up perspective projection matrix
|
||||
* with a right-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_rh_zo(float fovy, float aspect, float nearZ, float farZ) {
|
||||
mat4s dest;
|
||||
glm_perspective_rh_zo(fovy, aspect, nearZ, farZ, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief extend perspective projection matrix's far distance
|
||||
* with a right-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_rh_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_rh_zo(mat4s proj, float deltaFar) {
|
||||
mat4s dest;
|
||||
dest = proj;
|
||||
glm_persp_move_far_rh_zo(dest.raw, deltaFar);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up perspective projection matrix with default near/far
|
||||
* and angle values with a right-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_rh_zo(float aspect) {
|
||||
mat4s dest;
|
||||
glm_perspective_default_rh_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 right-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 glm_perspective_resize_rh_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_rh_zo(mat4s proj, float aspect) {
|
||||
mat4s dest;
|
||||
dest = proj;
|
||||
glm_perspective_resize_rh_zo(aspect, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief decomposes frustum values of perspective projection.
|
||||
* with a right-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_rh_zo(mat4s proj,
|
||||
float * __restrict nearZ, float * __restrict farZ,
|
||||
float * __restrict top, float * __restrict bottom,
|
||||
float * __restrict left, float * __restrict right) {
|
||||
glm_persp_decomp_rh_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 right-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_rh_zo(mat4s proj, float dest[6]) {
|
||||
glm_persp_decompv_rh_zo(proj.raw, dest);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief decomposes left and right values of perspective projection
|
||||
* with a right-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_rh_zo(mat4s proj,
|
||||
float * __restrict left,
|
||||
float * __restrict right) {
|
||||
glm_persp_decomp_x_rh_zo(proj.raw, left, right);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief decomposes top and bottom values of perspective projection
|
||||
* with a right-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_rh_zo(mat4s proj,
|
||||
float * __restrict top,
|
||||
float * __restrict bottom) {
|
||||
glm_persp_decomp_y_rh_zo(proj.raw, top, bottom);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief decomposes near and far values of perspective projection
|
||||
* with a right-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_rh_zo(mat4s proj,
|
||||
float * __restrict nearZ,
|
||||
float * __restrict farZ) {
|
||||
glm_persp_decomp_z_rh_zo(proj.raw, nearZ, farZ);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief decomposes far value of perspective projection
|
||||
* with a right-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_rh_zo(mat4s proj, float * __restrict farZ) {
|
||||
glm_persp_decomp_far_rh_zo(proj.raw, farZ);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief decomposes near value of perspective projection
|
||||
* with a right-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_rh_zo(mat4s proj, float * __restrict nearZ) {
|
||||
glm_persp_decomp_near_rh_zo(proj.raw, nearZ);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief returns field of view angle along the Y-axis (in radians)
|
||||
* with a right-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_rh_zo(mat4s proj) {
|
||||
return glm_persp_fovy_rh_zo(proj.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief returns aspect ratio of perspective projection
|
||||
* with a right-hand coordinate system and a
|
||||
* clip-space of [0, 1].
|
||||
*
|
||||
* @param[in] proj perspective projection matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
glms_persp_aspect_rh_zo(mat4s proj) {
|
||||
return glm_persp_aspect_rh_zo(proj.raw);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief returns sizes of near and far planes of perspective projection
|
||||
* with a right-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_rh_zo(mat4s proj, float fovy) {
|
||||
vec4s dest;
|
||||
glm_persp_sizes_rh_zo(proj.raw, fovy, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
#endif /* cglms_persp_rh_zo_h */
|
96
include/cglm/struct/clipspace/project_no.h
Normal file
96
include/cglm/struct/clipspace/project_no.h
Normal file
@ -0,0 +1,96 @@
|
||||
/*
|
||||
* Copyright (c), Recep Aslantas.
|
||||
*
|
||||
* MIT License (MIT), http://opensource.org/licenses/MIT
|
||||
* Full license can be found in the LICENSE file
|
||||
*/
|
||||
|
||||
/*
|
||||
Functions:
|
||||
CGLM_INLINE vec3s glms_unprojecti_no(vec3s pos, mat4s invMat, vec4s vp, vec3 dest)
|
||||
CGLM_INLINE vec3s glms_project_no(vec3s pos, mat4s m, vec4s vp, vec3s dest)
|
||||
*/
|
||||
|
||||
#ifndef cglms_project_no_h
|
||||
#define cglms_project_no_h
|
||||
|
||||
#include "../../common.h"
|
||||
#include "../../types-struct.h"
|
||||
#include "../../plane.h"
|
||||
#include "../../cam.h"
|
||||
|
||||
/*!
|
||||
* @brief maps the specified viewport coordinates into specified space [1]
|
||||
* the matrix should contain projection matrix.
|
||||
*
|
||||
* if you don't have ( and don't want to have ) an inverse matrix then use
|
||||
* glm_unproject version. You may use existing inverse of matrix in somewhere
|
||||
* else, this is why glm_unprojecti exists to save save inversion cost
|
||||
*
|
||||
* [1] space:
|
||||
* 1- if m = invProj: View Space
|
||||
* 2- if m = invViewProj: World Space
|
||||
* 3- if m = invMVP: Object Space
|
||||
*
|
||||
* You probably want to map the coordinates into object space
|
||||
* so use invMVP as m
|
||||
*
|
||||
* Computing viewProj:
|
||||
* glm_mat4_mul(proj, view, viewProj);
|
||||
* glm_mat4_mul(viewProj, model, MVP);
|
||||
* glm_mat4_inv(viewProj, invMVP);
|
||||
*
|
||||
* @param[in] pos point/position in viewport coordinates
|
||||
* @param[in] invMat matrix (see brief)
|
||||
* @param[in] vp viewport as [x, y, width, height]
|
||||
*
|
||||
* @returns unprojected coordinates
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_unprojecti_no(vec3s pos, mat4s invMat, vec4s vp, vec3 dest) {
|
||||
vec3s dest;
|
||||
glm_unprojecti_no(pos.raw, invMat.raw, vp.raw, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief map object coordinates to window coordinates
|
||||
*
|
||||
* Computing MVP:
|
||||
* glm_mat4_mul(proj, view, viewProj);
|
||||
* glm_mat4_mul(viewProj, model, MVP);
|
||||
*
|
||||
* @param[in] pos object coordinates
|
||||
* @param[in] m MVP matrix
|
||||
* @param[in] vp viewport as [x, y, width, height]
|
||||
*
|
||||
* @returns projected coordinates
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_project_no(vec3s pos, mat4s m, vec4s vp, vec3s dest) {
|
||||
vec3s dest;
|
||||
glm_project_no(pos.raw, m.raw, vp.raw, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief map object's z coordinate to window coordinates
|
||||
*
|
||||
* Computing MVP:
|
||||
* glm_mat4_mul(proj, view, viewProj);
|
||||
* glm_mat4_mul(viewProj, model, MVP);
|
||||
*
|
||||
* @param[in] v object coordinates
|
||||
* @param[in] m MVP matrix
|
||||
*
|
||||
* @returns projected z coordinate
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_project_z_no(vec3s v, mat4s m) {
|
||||
return glm_project_z_no(v.raw, m.raw);
|
||||
}
|
||||
|
||||
#endif /* cglms_project_rh_no_h */
|
96
include/cglm/struct/clipspace/project_zo.h
Normal file
96
include/cglm/struct/clipspace/project_zo.h
Normal file
@ -0,0 +1,96 @@
|
||||
/*
|
||||
* Copyright (c), Recep Aslantas.
|
||||
*
|
||||
* MIT License (MIT), http://opensource.org/licenses/MIT
|
||||
* Full license can be found in the LICENSE file
|
||||
*/
|
||||
|
||||
/*
|
||||
Functions:
|
||||
CGLM_INLINE vec3s glms_unprojecti_no(vec3s pos, mat4s invMat, vec4s vp, vec3 dest)
|
||||
CGLM_INLINE vec3s glms_project_no(vec3s pos, mat4s m, vec4s vp, vec3s dest)
|
||||
*/
|
||||
|
||||
#ifndef cglms_project_zo_h
|
||||
#define cglms_project_zo_h
|
||||
|
||||
#include "../../common.h"
|
||||
#include "../../types-struct.h"
|
||||
#include "../../plane.h"
|
||||
#include "../../cam.h"
|
||||
|
||||
/*!
|
||||
* @brief maps the specified viewport coordinates into specified space [1]
|
||||
* the matrix should contain projection matrix.
|
||||
*
|
||||
* if you don't have ( and don't want to have ) an inverse matrix then use
|
||||
* glm_unproject version. You may use existing inverse of matrix in somewhere
|
||||
* else, this is why glm_unprojecti exists to save save inversion cost
|
||||
*
|
||||
* [1] space:
|
||||
* 1- if m = invProj: View Space
|
||||
* 2- if m = invViewProj: World Space
|
||||
* 3- if m = invMVP: Object Space
|
||||
*
|
||||
* You probably want to map the coordinates into object space
|
||||
* so use invMVP as m
|
||||
*
|
||||
* Computing viewProj:
|
||||
* glm_mat4_mul(proj, view, viewProj);
|
||||
* glm_mat4_mul(viewProj, model, MVP);
|
||||
* glm_mat4_inv(viewProj, invMVP);
|
||||
*
|
||||
* @param[in] pos point/position in viewport coordinates
|
||||
* @param[in] invMat matrix (see brief)
|
||||
* @param[in] vp viewport as [x, y, width, height]
|
||||
*
|
||||
* @returns unprojected coordinates
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_unprojecti_zo(vec3s pos, mat4s invMat, vec4s vp, vec3 dest) {
|
||||
vec3s dest;
|
||||
glm_unprojecti_zo(pos.raw, invMat.raw, vp.raw, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief map object coordinates to window coordinates
|
||||
*
|
||||
* Computing MVP:
|
||||
* glm_mat4_mul(proj, view, viewProj);
|
||||
* glm_mat4_mul(viewProj, model, MVP);
|
||||
*
|
||||
* @param[in] pos object coordinates
|
||||
* @param[in] m MVP matrix
|
||||
* @param[in] vp viewport as [x, y, width, height]
|
||||
*
|
||||
* @returns projected coordinates
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_project_zo(vec3s pos, mat4s m, vec4s vp, vec3 dest) {
|
||||
vec3s dest;
|
||||
glm_project_zo(pos.raw, m.raw, vp.raw, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief map object's z coordinate to window coordinates
|
||||
*
|
||||
* Computing MVP:
|
||||
* glm_mat4_mul(proj, view, viewProj);
|
||||
* glm_mat4_mul(viewProj, model, MVP);
|
||||
*
|
||||
* @param[in] v object coordinates
|
||||
* @param[in] m MVP matrix
|
||||
*
|
||||
* @returns projected z coordinate
|
||||
*/
|
||||
CGLM_INLINE
|
||||
vec3s
|
||||
glms_project_z_zo(vec3s v, mat4s m) {
|
||||
return glm_project_z_zo(v.raw, m.raw);
|
||||
}
|
||||
|
||||
#endif /* cglm_project_zo_h */
|
88
include/cglm/struct/clipspace/view_lh_no.h
Normal file
88
include/cglm/struct/clipspace/view_lh_no.h
Normal file
@ -0,0 +1,88 @@
|
||||
/*
|
||||
* 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_lookat_lh_no(vec3s eye, vec3s center, vec3s up)
|
||||
CGLM_INLINE mat4s glms_look_lh_no(vec3s eye, vec3s dir, vec3s up)
|
||||
CGLM_INLINE mat4s glms_look_anyup_lh_no(vec3s eye, vec3s dir)
|
||||
*/
|
||||
|
||||
#ifndef cglms_view_lh_no_h
|
||||
#define cglms_view_lh_no_h
|
||||
|
||||
#include "../../common.h"
|
||||
#include "../../types-struct.h"
|
||||
#include "../../plane.h"
|
||||
#include "../../cam.h"
|
||||
|
||||
/*!
|
||||
* @brief set up view matrix
|
||||
* with a left-hand coordinate system and a
|
||||
* clip-space of [-1, 1].
|
||||
*
|
||||
* 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_lh_no(vec3s eye, vec3s center, vec3s up) {
|
||||
mat4s dest;
|
||||
glm_lookat_lh_no(eye.raw, center.raw, up.raw, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up view matrix
|
||||
* with a left-hand coordinate system and a
|
||||
* clip-space of [-1, 1].
|
||||
*
|
||||
* 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_lh_no(vec3s eye, vec3s dir, vec3s up) {
|
||||
mat4s dest;
|
||||
glm_look_lh_no(eye.raw, dir.raw, up.raw, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up view matrix
|
||||
* with a left-hand coordinate system and a
|
||||
* clip-space of [-1, 1].
|
||||
*
|
||||
* 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_lh_no(vec3s eye, vec3s dir) {
|
||||
mat4s dest;
|
||||
glm_look_anyup_lh_no(eye.raw, dir.raw, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
#endif /* cglms_view_lh_no_h */
|
88
include/cglm/struct/clipspace/view_lh_zo.h
Normal file
88
include/cglm/struct/clipspace/view_lh_zo.h
Normal file
@ -0,0 +1,88 @@
|
||||
/*
|
||||
* 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_lookat_lh_zo(vec3s eye, vec3s center, vec3s up)
|
||||
CGLM_INLINE mat4s glms_look_lh_zo(vec3s eye, vec3s dir, vec3s up)
|
||||
CGLM_INLINE mat4s glms_look_anyup_lh_zo(vec3s eye, vec3s dir)
|
||||
*/
|
||||
|
||||
#ifndef cglms_view_lh_zo_h
|
||||
#define cglms_view_lh_zo_h
|
||||
|
||||
#include "../../common.h"
|
||||
#include "../../types-struct.h"
|
||||
#include "../../plane.h"
|
||||
#include "../../cam.h"
|
||||
|
||||
/*!
|
||||
* @brief set up view matrix
|
||||
* with a left-hand coordinate system and a
|
||||
* clip-space of [0, 1].
|
||||
*
|
||||
* 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_lh_zo(vec3s eye, vec3s center, vec3s up) {
|
||||
mat4s dest;
|
||||
glm_lookat_lh_zo(eye.raw, center.raw, up.raw, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up view matrix
|
||||
* with a left-hand coordinate system and a
|
||||
* clip-space of [0, 1].
|
||||
*
|
||||
* 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_lh_zo(vec3s eye, vec3s dir, vec3s up) {
|
||||
mat4s dest;
|
||||
glm_look_lh_zo(eye.raw, dir.raw, up.raw, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up view matrix
|
||||
* with a left-hand coordinate system and a
|
||||
* clip-space of [0, 1].
|
||||
*
|
||||
* 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_lh_zo(vec3s eye, vec3s dir) {
|
||||
mat4s dest;
|
||||
glm_look_anyup_lh_zo(eye.raw, dir.raw, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
#endif /* cglms_view_lh_zo_h */
|
88
include/cglm/struct/clipspace/view_rh_no.h
Normal file
88
include/cglm/struct/clipspace/view_rh_no.h
Normal file
@ -0,0 +1,88 @@
|
||||
/*
|
||||
* 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_lookat_rh_no(vec3s eye, vec3s center, vec3s up)
|
||||
CGLM_INLINE mat4s glms_look_rh_no(vec3s eye, vec3s dir, vec3s up)
|
||||
CGLM_INLINE mat4s glms_look_anyup_rh_no(vec3s eye, vec3s dir)
|
||||
*/
|
||||
|
||||
#ifndef cglms_view_rh_no_h
|
||||
#define cglms_view_rh_no_h
|
||||
|
||||
#include "../../common.h"
|
||||
#include "../../types-struct.h"
|
||||
#include "../../plane.h"
|
||||
#include "../../cam.h"
|
||||
|
||||
/*!
|
||||
* @brief set up view matrix
|
||||
* with a right-hand coordinate system and a
|
||||
* clip-space of [-1, 1].
|
||||
*
|
||||
* 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_rh_no(vec3s eye, vec3s center, vec3s up) {
|
||||
mat4s dest;
|
||||
glm_lookat_rh_no(eye.raw, center.raw, up.raw, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up view matrix
|
||||
* with a right-hand coordinate system and a
|
||||
* clip-space of [-1, 1].
|
||||
*
|
||||
* 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_rh_no(vec3s eye, vec3s dir, vec3s up) {
|
||||
mat4s dest;
|
||||
glm_look_rh_no(eye.raw, dir.raw, up.raw, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up view matrix
|
||||
* with a right-hand coordinate system and a
|
||||
* clip-space of [-1, 1].
|
||||
*
|
||||
* 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_rh_no(vec3s eye, vec3s dir) {
|
||||
mat4s dest;
|
||||
glm_look_anyup_rh_no(eye.raw, dir.raw, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
#endif /* cglms_view_rh_no_h */
|
88
include/cglm/struct/clipspace/view_rh_zo.h
Normal file
88
include/cglm/struct/clipspace/view_rh_zo.h
Normal file
@ -0,0 +1,88 @@
|
||||
/*
|
||||
* 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_lookat_rh_zo(vec3s eye, vec3s center, vec3s up)
|
||||
CGLM_INLINE mat4s glms_look_rh_zo(vec3s eye, vec3s dir, vec3s up)
|
||||
CGLM_INLINE mat4s glms_look_anyup_rh_zo(vec3s eye, vec3s dir)
|
||||
*/
|
||||
|
||||
#ifndef cglms_view_rh_zo_h
|
||||
#define cglms_view_rh_zo_h
|
||||
|
||||
#include "../../common.h"
|
||||
#include "../../types-struct.h"
|
||||
#include "../../plane.h"
|
||||
#include "../../cam.h"
|
||||
|
||||
/*!
|
||||
* @brief set up view matrix
|
||||
* with a right-hand coordinate system and a
|
||||
* clip-space of [0, 1].
|
||||
*
|
||||
* 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_rh_zo(vec3s eye, vec3s center, vec3s up) {
|
||||
mat4s dest;
|
||||
glm_lookat_rh_zo(eye.raw, center.raw, up.raw, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up view matrix
|
||||
* with a right-hand coordinate system and a
|
||||
* clip-space of [0, 1].
|
||||
*
|
||||
* 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_rh_zo(vec3s eye, vec3s dir, vec3s up) {
|
||||
mat4s dest;
|
||||
glm_look_rh_zo(eye.raw, dir.raw, up.raw, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up view matrix
|
||||
* with a right-hand coordinate system and a
|
||||
* clip-space of [0, 1].
|
||||
*
|
||||
* 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_rh_zo(vec3s eye, vec3s dir) {
|
||||
mat4s dest;
|
||||
glm_look_anyup_rh_zo(eye.raw, dir.raw, dest.raw);
|
||||
return dest;
|
||||
}
|
||||
|
||||
#endif /* cglms_view_rh_zo_h */
|
Reference in New Issue
Block a user