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- /*
- * 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_frustum(float left, float right,
- float bottom, float top,
- float nearZ, float farZ,
- mat4 dest)
- CGLM_INLINE void glm_ortho(float left, float right,
- float bottom, float top,
- float nearZ, float farZ,
- mat4 dest)
- CGLM_INLINE void glm_ortho_aabb(vec3 box[2], mat4 dest)
- CGLM_INLINE void glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest)
- CGLM_INLINE void glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest)
- CGLM_INLINE void glm_ortho_default(float aspect, mat4 dest)
- CGLM_INLINE void glm_ortho_default_s(float aspect, float size, mat4 dest)
- CGLM_INLINE void glm_perspective(float fovy,
- float aspect,
- float nearZ,
- float farZ,
- mat4 dest)
- CGLM_INLINE void glm_perspective_default(float aspect, mat4 dest)
- CGLM_INLINE void glm_perspective_resize(float aspect, mat4 proj)
- CGLM_INLINE void glm_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest)
- CGLM_INLINE void glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest)
- CGLM_INLINE void glm_look_anyup(vec3 eye, vec3 dir, mat4 dest)
- CGLM_INLINE void glm_persp_decomp(mat4 proj,
- float *nearZ, float *farZ,
- float *top, float *bottom,
- float *left, float *right)
- CGLM_INLINE void glm_persp_decompv(mat4 proj, float dest[6])
- CGLM_INLINE void glm_persp_decomp_x(mat4 proj, float *left, float *right)
- CGLM_INLINE void glm_persp_decomp_y(mat4 proj, float *top, float *bottom)
- CGLM_INLINE void glm_persp_decomp_z(mat4 proj, float *nearv, float *farv)
- CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float *farZ)
- CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *nearZ)
- CGLM_INLINE float glm_persp_fovy(mat4 proj)
- CGLM_INLINE float glm_persp_aspect(mat4 proj)
- CGLM_INLINE void glm_persp_sizes(mat4 proj, float fovy, vec4 dest)
- */
- #ifndef cglm_cam_h
- #define cglm_cam_h
- #include "common.h"
- #include "plane.h"
- #include "clipspace/persp.h"
- #ifndef CGLM_CLIPSPACE_INCLUDE_ALL
- # if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- # include "clipspace/ortho_lh_zo.h"
- # include "clipspace/persp_lh_zo.h"
- # include "clipspace/view_lh_zo.h"
- # elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- # include "clipspace/ortho_lh_no.h"
- # include "clipspace/persp_lh_no.h"
- # include "clipspace/view_lh_no.h"
- # elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- # include "clipspace/ortho_rh_zo.h"
- # include "clipspace/persp_rh_zo.h"
- # include "clipspace/view_rh_zo.h"
- # elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- # include "clipspace/ortho_rh_no.h"
- # include "clipspace/persp_rh_no.h"
- # include "clipspace/view_rh_no.h"
- # endif
- #else
- # include "clipspace/ortho_lh_zo.h"
- # include "clipspace/persp_lh_zo.h"
- # include "clipspace/ortho_lh_no.h"
- # include "clipspace/persp_lh_no.h"
- # include "clipspace/ortho_rh_zo.h"
- # include "clipspace/persp_rh_zo.h"
- # include "clipspace/ortho_rh_no.h"
- # include "clipspace/persp_rh_no.h"
- # include "clipspace/view_lh_zo.h"
- # include "clipspace/view_lh_no.h"
- # include "clipspace/view_rh_zo.h"
- # include "clipspace/view_rh_no.h"
- #endif
- /*!
- * @brief set up perspective peprojection matrix
- *
- * @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
- * @param[out] dest result matrix
- */
- CGLM_INLINE
- void
- glm_frustum(float left, float right,
- float bottom, float top,
- float nearZ, float farZ,
- mat4 dest) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- glm_frustum_lh_zo(left, right, bottom, top, nearZ, farZ, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- glm_frustum_lh_no(left, right, bottom, top, nearZ, farZ, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- glm_frustum_rh_zo(left, right, bottom, top, nearZ, farZ, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- glm_frustum_rh_no(left, right, bottom, top, nearZ, farZ, dest);
- #endif
- }
- /*!
- * @brief set up orthographic projection matrix
- *
- * @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
- * @param[out] dest result matrix
- */
- CGLM_INLINE
- void
- glm_ortho(float left, float right,
- float bottom, float top,
- float nearZ, float farZ,
- mat4 dest) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- glm_ortho_lh_zo(left, right, bottom, top, nearZ, farZ, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- glm_ortho_lh_no(left, right, bottom, top, nearZ, farZ, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- glm_ortho_rh_zo(left, right, bottom, top, nearZ, farZ, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- glm_ortho_rh_no(left, right, bottom, top, nearZ, farZ, dest);
- #endif
- }
- /*!
- * @brief set up orthographic projection matrix using bounding box
- *
- * bounding box (AABB) must be in view space
- *
- * @param[in] box AABB
- * @param[out] dest result matrix
- */
- CGLM_INLINE
- void
- glm_ortho_aabb(vec3 box[2], mat4 dest) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- glm_ortho_aabb_lh_zo(box, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- glm_ortho_aabb_lh_no(box, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- glm_ortho_aabb_rh_zo(box, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- glm_ortho_aabb_rh_no(box, dest);
- #endif
- }
- /*!
- * @brief set up orthographic projection matrix using bounding box
- *
- * bounding box (AABB) must be in view space
- *
- * @param[in] box AABB
- * @param[in] padding padding
- * @param[out] dest result matrix
- */
- CGLM_INLINE
- void
- glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- glm_ortho_aabb_p_lh_zo(box, padding, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- glm_ortho_aabb_p_lh_no(box, padding, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- glm_ortho_aabb_p_rh_zo(box, padding, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- glm_ortho_aabb_p_rh_no(box, padding, dest);
- #endif
- }
- /*!
- * @brief set up orthographic projection matrix using bounding box
- *
- * bounding box (AABB) must be in view space
- *
- * @param[in] box AABB
- * @param[in] padding padding for near and far
- * @param[out] dest result matrix
- */
- CGLM_INLINE
- void
- glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- glm_ortho_aabb_pz_lh_zo(box, padding, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- glm_ortho_aabb_pz_lh_no(box, padding, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- glm_ortho_aabb_pz_rh_zo(box, padding, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- glm_ortho_aabb_pz_rh_no(box, padding, dest);
- #endif
- }
- /*!
- * @brief set up unit orthographic projection matrix
- *
- * @param[in] aspect aspect ration ( width / height )
- * @param[out] dest result matrix
- */
- CGLM_INLINE
- void
- glm_ortho_default(float aspect, mat4 dest) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- glm_ortho_default_lh_zo(aspect, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- glm_ortho_default_lh_no(aspect, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- glm_ortho_default_rh_zo(aspect, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- glm_ortho_default_rh_no(aspect, dest);
- #endif
- }
- /*!
- * @brief set up orthographic projection matrix with given CUBE size
- *
- * @param[in] aspect aspect ratio ( width / height )
- * @param[in] size cube size
- * @param[out] dest result matrix
- */
- CGLM_INLINE
- void
- glm_ortho_default_s(float aspect, float size, mat4 dest) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- glm_ortho_default_s_lh_zo(aspect, size, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- glm_ortho_default_s_lh_no(aspect, size, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- glm_ortho_default_s_rh_zo(aspect, size, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- glm_ortho_default_s_rh_no(aspect, size, dest);
- #endif
- }
- /*!
- * @brief set up perspective projection matrix
- *
- * @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
- * @param[out] dest result matrix
- */
- CGLM_INLINE
- void
- glm_perspective(float fovy, float aspect, float nearZ, float farZ, mat4 dest) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- glm_perspective_lh_zo(fovy, aspect, nearZ, farZ, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- glm_perspective_lh_no(fovy, aspect, nearZ, farZ, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- glm_perspective_rh_zo(fovy, aspect, nearZ, farZ, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- glm_perspective_rh_no(fovy, aspect, nearZ, farZ, dest);
- #endif
- }
- /*!
- * @brief extend perspective projection matrix's far distance
- *
- * 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
- void
- glm_persp_move_far(mat4 proj, float deltaFar) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- glm_persp_move_far_lh_zo(proj, deltaFar);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- glm_persp_move_far_lh_no(proj, deltaFar);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- glm_persp_move_far_rh_zo(proj, deltaFar);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- glm_persp_move_far_rh_no(proj, deltaFar);
- #endif
- }
- /*!
- * @brief set up perspective projection matrix with default near/far
- * and angle values
- *
- * @param[in] aspect aspect ratio ( width / height )
- * @param[out] dest result matrix
- */
- CGLM_INLINE
- void
- glm_perspective_default(float aspect, mat4 dest) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- glm_perspective_default_lh_zo(aspect, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- glm_perspective_default_lh_no(aspect, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- glm_perspective_default_rh_zo(aspect, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- glm_perspective_default_rh_no(aspect, dest);
- #endif
- }
- /*!
- * @brief resize perspective matrix by aspect ratio ( width / height )
- * this makes very easy to resize proj matrix when window /viewport
- * reized
- *
- * @param[in] aspect aspect ratio ( width / height )
- * @param[in, out] proj perspective projection matrix
- */
- CGLM_INLINE
- void
- glm_perspective_resize(float aspect, mat4 proj) {
- if (proj[0][0] == 0.0f)
- return;
- proj[0][0] = proj[1][1] / aspect;
- }
- /*!
- * @brief set up view matrix
- *
- * 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(vec3 eye, vec3 center, vec3 up, mat4 dest) {
- #if CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_LH_BIT
- glm_lookat_lh(eye, center, up, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_RH_BIT
- glm_lookat_rh(eye, center, up, dest);
- #endif
- }
- /*!
- * @brief set up view matrix
- *
- * 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(vec3 eye, vec3 dir, vec3 up, mat4 dest) {
- #if CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_LH_BIT
- glm_look_lh(eye, dir, up, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_RH_BIT
- glm_look_rh(eye, dir, up, dest);
- #endif
- }
- /*!
- * @brief set up view matrix
- *
- * 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(vec3 eye, vec3 dir, mat4 dest) {
- #if CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_LH_BIT
- glm_look_anyup_lh(eye, dir, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_RH_BIT
- glm_look_anyup_rh(eye, dir, dest);
- #endif
- }
- /*!
- * @brief decomposes frustum values of perspective projection.
- *
- * @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
- glm_persp_decomp(mat4 proj,
- float * __restrict nearZ, float * __restrict farZ,
- float * __restrict top, float * __restrict bottom,
- float * __restrict left, float * __restrict right) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- glm_persp_decomp_lh_zo(proj, nearZ, farZ, top, bottom, left, right);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- glm_persp_decomp_lh_no(proj, nearZ, farZ, top, bottom, left, right);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- glm_persp_decomp_rh_zo(proj, nearZ, farZ, top, bottom, left, right);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- glm_persp_decomp_rh_no(proj, nearZ, farZ, top, bottom, left, right);
- #endif
- }
- /*!
- * @brief decomposes frustum values of perspective projection.
- * this makes easy to get all values at once
- *
- * @param[in] proj perspective projection matrix
- * @param[out] dest array
- */
- CGLM_INLINE
- void
- glm_persp_decompv(mat4 proj, float dest[6]) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- glm_persp_decompv_lh_zo(proj, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- glm_persp_decompv_lh_no(proj, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- glm_persp_decompv_rh_zo(proj, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- glm_persp_decompv_rh_no(proj, dest);
- #endif
- }
- /*!
- * @brief decomposes left and right values of perspective projection.
- * 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
- glm_persp_decomp_x(mat4 proj,
- float * __restrict left,
- float * __restrict right) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- glm_persp_decomp_x_lh_zo(proj, left, right);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- glm_persp_decomp_x_lh_no(proj, left, right);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- glm_persp_decomp_x_rh_zo(proj, left, right);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- glm_persp_decomp_x_rh_no(proj, left, right);
- #endif
- }
- /*!
- * @brief decomposes top and bottom values of perspective projection.
- * y stands for y axis (top / bottom axis)
- *
- * @param[in] proj perspective projection matrix
- * @param[out] top top
- * @param[out] bottom bottom
- */
- CGLM_INLINE
- void
- glm_persp_decomp_y(mat4 proj,
- float * __restrict top,
- float * __restrict bottom) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- glm_persp_decomp_y_lh_zo(proj, top, bottom);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- glm_persp_decomp_y_lh_no(proj, top, bottom);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- glm_persp_decomp_y_rh_zo(proj, top, bottom);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- glm_persp_decomp_y_rh_no(proj, top, bottom);
- #endif
- }
- /*!
- * @brief decomposes near and far values of perspective projection.
- * 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
- glm_persp_decomp_z(mat4 proj, float * __restrict nearZ, float * __restrict farZ) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- glm_persp_decomp_z_lh_zo(proj, nearZ, farZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- glm_persp_decomp_z_lh_no(proj, nearZ, farZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- glm_persp_decomp_z_rh_zo(proj, nearZ, farZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- glm_persp_decomp_z_rh_no(proj, nearZ, farZ);
- #endif
- }
- /*!
- * @brief decomposes far value of perspective projection.
- *
- * @param[in] proj perspective projection matrix
- * @param[out] farZ far
- */
- CGLM_INLINE
- void
- glm_persp_decomp_far(mat4 proj, float * __restrict farZ) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- glm_persp_decomp_far_lh_zo(proj, farZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- glm_persp_decomp_far_lh_no(proj, farZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- glm_persp_decomp_far_rh_zo(proj, farZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- glm_persp_decomp_far_rh_no(proj, farZ);
- #endif
- }
- /*!
- * @brief decomposes near value of perspective projection.
- *
- * @param[in] proj perspective projection matrix
- * @param[out] nearZ near
- */
- CGLM_INLINE
- void
- glm_persp_decomp_near(mat4 proj, float * __restrict nearZ) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- glm_persp_decomp_near_lh_zo(proj, nearZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- glm_persp_decomp_near_lh_no(proj, nearZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- glm_persp_decomp_near_rh_zo(proj, nearZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- glm_persp_decomp_near_rh_no(proj, nearZ);
- #endif
- }
- /*!
- * @brief returns sizes of near and far planes of perspective projection
- *
- * @param[in] proj perspective projection matrix
- * @param[in] fovy fovy (see brief)
- * @param[out] dest sizes order: [Wnear, Hnear, Wfar, Hfar]
- */
- CGLM_INLINE
- void
- glm_persp_sizes(mat4 proj, float fovy, vec4 dest) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- glm_persp_sizes_lh_zo(proj, fovy, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- glm_persp_sizes_lh_no(proj, fovy, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- glm_persp_sizes_rh_zo(proj, fovy, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- glm_persp_sizes_rh_no(proj, fovy, dest);
- #endif
- }
- #endif /* cglm_cam_h */
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