project_no.h 2.8 KB

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  1. /*
  2. * Copyright (c), Recep Aslantas.
  3. *
  4. * MIT License (MIT), http://opensource.org/licenses/MIT
  5. * Full license can be found in the LICENSE file
  6. */
  7. #ifndef cglm_project_no_h
  8. #define cglm_project_no_h
  9. #include "../common.h"
  10. #include "../vec3.h"
  11. #include "../vec4.h"
  12. #include "../mat4.h"
  13. /*!
  14. * @brief maps the specified viewport coordinates into specified space [1]
  15. * the matrix should contain projection matrix.
  16. *
  17. * if you don't have ( and don't want to have ) an inverse matrix then use
  18. * glm_unproject version. You may use existing inverse of matrix in somewhere
  19. * else, this is why glm_unprojecti exists to save save inversion cost
  20. *
  21. * [1] space:
  22. * 1- if m = invProj: View Space
  23. * 2- if m = invViewProj: World Space
  24. * 3- if m = invMVP: Object Space
  25. *
  26. * You probably want to map the coordinates into object space
  27. * so use invMVP as m
  28. *
  29. * Computing viewProj:
  30. * glm_mat4_mul(proj, view, viewProj);
  31. * glm_mat4_mul(viewProj, model, MVP);
  32. * glm_mat4_inv(viewProj, invMVP);
  33. *
  34. * @param[in] pos point/position in viewport coordinates
  35. * @param[in] invMat matrix (see brief)
  36. * @param[in] vp viewport as [x, y, width, height]
  37. * @param[out] dest unprojected coordinates
  38. */
  39. CGLM_INLINE
  40. void
  41. glm_unprojecti_no(vec3 pos, mat4 invMat, vec4 vp, vec3 dest) {
  42. vec4 v;
  43. v[0] = 2.0f * (pos[0] - vp[0]) / vp[2] - 1.0f;
  44. v[1] = 2.0f * (pos[1] - vp[1]) / vp[3] - 1.0f;
  45. v[2] = 2.0f * pos[2] - 1.0f;
  46. v[3] = 1.0f;
  47. glm_mat4_mulv(invMat, v, v);
  48. glm_vec4_scale(v, 1.0f / v[3], v);
  49. glm_vec3(v, dest);
  50. }
  51. /*!
  52. * @brief map object coordinates to window coordinates
  53. *
  54. * Computing MVP:
  55. * glm_mat4_mul(proj, view, viewProj);
  56. * glm_mat4_mul(viewProj, model, MVP);
  57. *
  58. * @param[in] pos object coordinates
  59. * @param[in] m MVP matrix
  60. * @param[in] vp viewport as [x, y, width, height]
  61. * @param[out] dest projected coordinates
  62. */
  63. CGLM_INLINE
  64. void
  65. glm_project_no(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
  66. CGLM_ALIGN(16) vec4 pos4;
  67. glm_vec4(pos, 1.0f, pos4);
  68. glm_mat4_mulv(m, pos4, pos4);
  69. glm_vec4_scale(pos4, 1.0f / pos4[3], pos4); /* pos = pos / pos.w */
  70. glm_vec4_scale(pos4, 0.5f, pos4);
  71. glm_vec4_adds(pos4, 0.5f, pos4);
  72. dest[0] = pos4[0] * vp[2] + vp[0];
  73. dest[1] = pos4[1] * vp[3] + vp[1];
  74. dest[2] = pos4[2];
  75. }
  76. /*!
  77. * @brief map object's z coordinate to window coordinates
  78. *
  79. * Computing MVP:
  80. * glm_mat4_mul(proj, view, viewProj);
  81. * glm_mat4_mul(viewProj, model, MVP);
  82. *
  83. * @param[in] v object coordinates
  84. * @param[in] m MVP matrix
  85. *
  86. * @returns projected z coordinate
  87. */
  88. CGLM_INLINE
  89. float
  90. glm_project_z_no(vec3 v, mat4 m) {
  91. float z, w;
  92. z = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2] + m[3][2];
  93. w = m[0][3] * v[0] + m[1][3] * v[1] + m[2][3] * v[2] + m[3][3];
  94. return 0.5f * (z / w) + 0.5f;
  95. }
  96. #endif /* cglm_project_no_h */