100 lines
2.5 KiB
C
100 lines
2.5 KiB
C
/*
|
|
* Copyright (c), Recep Aslantas.
|
|
*
|
|
* MIT License (MIT), http://opensource.org/licenses/MIT
|
|
* Full license can be found in the LICENSE file
|
|
*/
|
|
|
|
/*
|
|
Functions:
|
|
CGLM_INLINE void glm_lookat_rh(vec3 eye, vec3 center, vec3 up, mat4 dest)
|
|
CGLM_INLINE void glm_look_rh(vec3 eye, vec3 dir, vec3 up, mat4 dest)
|
|
CGLM_INLINE void glm_look_anyup_rh(vec3 eye, vec3 dir, mat4 dest)
|
|
*/
|
|
|
|
#ifndef cglm_view_rh_h
|
|
#define cglm_view_rh_h
|
|
|
|
#include "../common.h"
|
|
#include "../plane.h"
|
|
|
|
/*!
|
|
* @brief set up view matrix with right handed coordinate system.
|
|
*
|
|
* 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
|
|
* @param[out] dest result matrix
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_lookat_rh(vec3 eye, vec3 center, vec3 up, mat4 dest) {
|
|
CGLM_ALIGN(8) vec3 f, u, s;
|
|
|
|
glm_vec3_sub(center, eye, f);
|
|
glm_vec3_normalize(f);
|
|
|
|
glm_vec3_crossn(f, up, s);
|
|
glm_vec3_cross(s, f, u);
|
|
|
|
dest[0][0] = s[0];
|
|
dest[0][1] = u[0];
|
|
dest[0][2] =-f[0];
|
|
dest[1][0] = s[1];
|
|
dest[1][1] = u[1];
|
|
dest[1][2] =-f[1];
|
|
dest[2][0] = s[2];
|
|
dest[2][1] = u[2];
|
|
dest[2][2] =-f[2];
|
|
dest[3][0] =-glm_vec3_dot(s, eye);
|
|
dest[3][1] =-glm_vec3_dot(u, eye);
|
|
dest[3][2] = glm_vec3_dot(f, eye);
|
|
dest[0][3] = dest[1][3] = dest[2][3] = 0.0f;
|
|
dest[3][3] = 1.0f;
|
|
}
|
|
|
|
/*!
|
|
* @brief set up view matrix with right handed coordinate system.
|
|
*
|
|
* 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
|
|
* @param[out] dest result matrix
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_look_rh(vec3 eye, vec3 dir, vec3 up, mat4 dest) {
|
|
CGLM_ALIGN(8) vec3 target;
|
|
glm_vec3_add(eye, dir, target);
|
|
glm_lookat_rh(eye, target, up, dest);
|
|
}
|
|
|
|
/*!
|
|
* @brief set up view matrix with right handed coordinate system.
|
|
*
|
|
* 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
|
|
* @param[out] dest result matrix
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_look_anyup_rh(vec3 eye, vec3 dir, mat4 dest) {
|
|
CGLM_ALIGN(8) vec3 up;
|
|
glm_vec3_ortho(dir, up);
|
|
glm_look_rh(eye, dir, up, dest);
|
|
}
|
|
|
|
#endif /*cglm_view_rh_h*/
|