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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
- */
- #ifndef cglm_project_h
- #define cglm_project_h
- #include "common.h"
- #include "vec3.h"
- #include "vec4.h"
- #include "mat4.h"
- #ifndef CGLM_CLIPSPACE_INCLUDE_ALL
- # if CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_ZO_BIT
- # include "clipspace/project_zo.h"
- # elif CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_NO_BIT
- # include "clipspace/project_no.h"
- # endif
- #else
- # include "clipspace/project_zo.h"
- # include "clipspace/project_no.h"
- #endif
- /*!
- * @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]
- * @param[out] dest unprojected coordinates
- */
- CGLM_INLINE
- void
- glm_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest) {
- #if CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_ZO_BIT
- glm_unprojecti_zo(pos, invMat, vp, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_NO_BIT
- glm_unprojecti_no(pos, invMat, vp, dest);
- #endif
- }
- /*!
- * @brief maps the specified viewport coordinates into specified space [1]
- * the matrix should contain projection matrix.
- *
- * this is same as glm_unprojecti except this function get inverse matrix for
- * you.
- *
- * [1] space:
- * 1- if m = proj: View Space
- * 2- if m = viewProj: World Space
- * 3- if m = MVP: Object Space
- *
- * You probably want to map the coordinates into object space
- * so use MVP as m
- *
- * Computing viewProj and MVP:
- * glm_mat4_mul(proj, view, viewProj);
- * glm_mat4_mul(viewProj, model, MVP);
- *
- * @param[in] pos point/position in viewport coordinates
- * @param[in] m matrix (see brief)
- * @param[in] vp viewport as [x, y, width, height]
- * @param[out] dest unprojected coordinates
- */
- CGLM_INLINE
- void
- glm_unproject(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
- mat4 inv;
- glm_mat4_inv(m, inv);
- glm_unprojecti(pos, inv, vp, 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]
- * @param[out] dest projected coordinates
- */
- CGLM_INLINE
- void
- glm_project(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
- #if CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_ZO_BIT
- glm_project_zo(pos, m, vp, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_NO_BIT
- glm_project_no(pos, m, vp, dest);
- #endif
- }
- /*!
- * @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
- float
- glm_project_z(vec3 v, mat4 m) {
- #if CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_ZO_BIT
- return glm_project_z_zo(v, m);
- #elif CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_NO_BIT
- return glm_project_z_no(v, m);
- #endif
- }
- /*!
- * @brief define a picking region
- *
- * @param[in] center center [x, y] of a picking region in window coordinates
- * @param[in] size size [width, height] of the picking region in window coordinates
- * @param[in] vp viewport as [x, y, width, height]
- * @param[out] dest projected coordinates
- */
- CGLM_INLINE
- void
- glm_pickmatrix(vec2 center, vec2 size, vec4 vp, mat4 dest) {
- mat4 res;
- vec3 v;
- if (size[0] <= 0.0f || size[1] <= 0.0f)
- return;
-
- /* Translate and scale the picked region to the entire window */
- v[0] = (vp[2] - 2.0f * (center[0] - vp[0])) / size[0];
- v[1] = (vp[3] - 2.0f * (center[1] - vp[1])) / size[1];
- v[2] = 0.0f;
- glm_translate_make(res, v);
-
- v[0] = vp[2] / size[0];
- v[1] = vp[3] / size[1];
- v[2] = 1.0f;
- glm_scale(res, v);
- glm_mat4_copy(res, dest);
- }
- #endif /* cglm_project_h */
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