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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 mat4s glms_frustum(float left, float right,
- float bottom, float top,
- float nearZ, float farZ)
- CGLM_INLINE mat4s glms_ortho(float left, float right,
- float bottom, float top,
- float nearZ, float farZ)
- CGLM_INLINE mat4s glms_ortho_aabb(vec3s box[2]);
- CGLM_INLINE mat4s glms_ortho_aabb_p(vec3s box[2], float padding);
- CGLM_INLINE mat4s glms_ortho_aabb_pz(vec3s box[2], float padding);
- CGLM_INLINE mat4s glms_ortho_default(float aspect)
- CGLM_INLINE mat4s glms_ortho_default_s(float aspect, float size)
- CGLM_INLINE mat4s glms_perspective(float fovy,
- float aspect,
- float nearZ,
- float farZ)
- CGLM_INLINE void glms_persp_move_far(mat4s proj, float deltaFar)
- CGLM_INLINE mat4s glms_perspective_default(float aspect)
- CGLM_INLINE void glms_perspective_resize(mat4s proj, float aspect)
- CGLM_INLINE mat4s glms_lookat(vec3s eye, vec3s center, vec3s up)
- CGLM_INLINE mat4s glms_look(vec3s eye, vec3s dir, vec3s up)
- CGLM_INLINE mat4s glms_look_anyup(vec3s eye, vec3s dir)
- CGLM_INLINE void glms_persp_decomp(mat4s proj,
- float *nearv, float *farv,
- float *top, float *bottom,
- float *left, float *right)
- CGLM_INLINE void glms_persp_decompv(mat4s proj, float dest[6])
- CGLM_INLINE void glms_persp_decomp_x(mat4s proj, float *left, float *right)
- CGLM_INLINE void glms_persp_decomp_y(mat4s proj, float *top, float *bottom)
- CGLM_INLINE void glms_persp_decomp_z(mat4s proj, float *nearv, float *farv)
- CGLM_INLINE void glms_persp_decomp_far(mat4s proj, float *farZ)
- CGLM_INLINE void glms_persp_decomp_near(mat4s proj, float *nearZ)
- CGLM_INLINE float glms_persp_fovy(mat4s proj)
- CGLM_INLINE float glms_persp_aspect(mat4s proj)
- CGLM_INLINE vec4s glms_persp_sizes(mat4s proj, float fovy)
- */
- #ifndef cglms_cam_h
- #define cglms_cam_h
- #include "../common.h"
- #include "../types-struct.h"
- #include "../plane.h"
- #include "../cam.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
- * @returns result matrix
- */
- CGLM_INLINE
- mat4s
- glms_frustum(float left, float right,
- float bottom, float top,
- float nearZ, float farZ) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- return glms_frustum_lh_zo(left, right, bottom, top, nearZ, farZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- return glms_frustum_lh_no(left, right, bottom, top, nearZ, farZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- return glms_frustum_rh_zo(left, right, bottom, top, nearZ, farZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- return glms_frustum_rh_no(left, right, bottom, top, nearZ, farZ);
- #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
- * @returns result matrix
- */
- CGLM_INLINE
- mat4s
- glms_ortho(float left, float right,
- float bottom, float top,
- float nearZ, float farZ) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- return glms_ortho_lh_zo(left, right, bottom, top, nearZ, farZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- return glms_ortho_lh_no(left, right, bottom, top, nearZ, farZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- return glms_ortho_rh_zo(left, right, bottom, top, nearZ, farZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- return glms_ortho_rh_no(left, right, bottom, top, nearZ, farZ);
- #endif
- }
- /*!
- * @brief set up orthographic projection matrix using bounding box
- *
- * bounding box (AABB) must be in view space
- *
- * @param[in] box AABB
- * @returns result matrix
- */
- CGLM_INLINE
- mat4s
- glms_ortho_aabb(vec3s box[2]) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- return glms_ortho_aabb_lh_zo(box);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- return glms_ortho_aabb_lh_no(box);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- return glms_ortho_aabb_rh_zo(box);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- return glms_ortho_aabb_rh_no(box);
- #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
- * @returns result matrix
- */
- CGLM_INLINE
- mat4s
- glms_ortho_aabb_p(vec3s box[2], float padding) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- return glms_ortho_aabb_p_lh_zo(box, padding);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- return glms_ortho_aabb_p_lh_no(box, padding);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- return glms_ortho_aabb_p_rh_zo(box, padding);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- return glms_ortho_aabb_p_rh_no(box, padding);
- #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
- * @returns result matrix
- */
- CGLM_INLINE
- mat4s
- glms_ortho_aabb_pz(vec3s box[2], float padding) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- return glms_ortho_aabb_pz_lh_zo(box, padding);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- return glms_ortho_aabb_pz_lh_no(box, padding);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- return glms_ortho_aabb_pz_rh_zo(box, padding);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- return glms_ortho_aabb_pz_rh_no(box, padding);
- #endif
- }
- /*!
- * @brief set up unit orthographic projection matrix
- *
- * @param[in] aspect aspect ration ( width / height )
- * @returns result matrix
- */
- CGLM_INLINE
- mat4s
- glms_ortho_default(float aspect) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- return glms_ortho_default_lh_zo(aspect);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- return glms_ortho_default_lh_no(aspect);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- return glms_ortho_default_rh_zo(aspect);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- return glms_ortho_default_rh_no(aspect);
- #endif
- }
- /*!
- * @brief set up orthographic projection matrix with given CUBE size
- *
- * @param[in] aspect aspect ratio ( width / height )
- * @param[in] size cube size
- * @returns result matrix
- */
- CGLM_INLINE
- mat4s
- glms_ortho_default_s(float aspect, float size) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- return glms_ortho_default_s_lh_zo(aspect, size);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- return glms_ortho_default_s_lh_no(aspect, size);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- return glms_ortho_default_s_rh_zo(aspect, size);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- return glms_ortho_default_s_rh_no(aspect, size);
- #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
- * @returns result matrix
- */
- CGLM_INLINE
- mat4s
- glms_perspective(float fovy, float aspect, float nearZ, float farZ) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- return glms_perspective_lh_zo(fovy, aspect, nearZ, farZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- return glms_perspective_lh_no(fovy, aspect, nearZ, farZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- return glms_perspective_rh_zo(fovy, aspect, nearZ, farZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- return glms_perspective_rh_no(fovy, aspect, nearZ, farZ);
- #endif
- }
- /*!
- * @brief extend perspective projection matrix's far distance
- *
- * NOTE: if you dodn't want to create new matrix then use array api on struct.raw
- * like glm_persp_move_far(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(mat4s proj, float deltaFar) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- return glms_persp_move_far_lh_zo(proj, deltaFar);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- return glms_persp_move_far_lh_no(proj, deltaFar);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- return glms_persp_move_far_rh_zo(proj, deltaFar);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- return glms_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 )
- * @returns result matrix
- */
- CGLM_INLINE
- mat4s
- glms_perspective_default(float aspect) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- return glms_perspective_default_lh_zo(aspect);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- return glms_perspective_default_lh_no(aspect);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- return glms_perspective_default_rh_zo(aspect);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- return glms_perspective_default_rh_no(aspect);
- #endif
- }
- /*!
- * @brief resize perspective matrix by aspect ratio ( width / height )
- * this makes very easy to resize proj matrix when window /viewport
- * reized
- *
- * NOTE: if you dodn't want to create new matrix then use array api on struct.raw
- * like glms_perspective_resize(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(mat4s proj, float aspect) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- return glms_perspective_resize_lh_zo(proj, aspect);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- return glms_perspective_resize_lh_no(proj, aspect);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- return glms_perspective_resize_rh_zo(proj, aspect);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- return glms_perspective_resize_rh_no(proj, aspect);
- #endif
- }
- /*!
- * @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
- * @returns result matrix
- */
- CGLM_INLINE
- mat4s
- glms_lookat(vec3s eye, vec3s center, vec3s up) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- return glms_lookat_lh_zo(eye, center, up);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- return glms_lookat_lh_no(eye, center, up);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- return glms_lookat_rh_zo(eye, center, up);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- return glms_lookat_rh_no(eye, center, up);
- #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
- * @returns result matrix
- */
- CGLM_INLINE
- mat4s
- glms_look(vec3s eye, vec3s dir, vec3s up) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- return glms_look_lh_zo(eye, dir, up);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- return glms_look_lh_no(eye, dir, up);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- return glms_look_rh_zo(eye, dir, up);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- return glms_look_rh_no(eye, dir, up);
- #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
- * @returns result matrix
- */
- CGLM_INLINE
- mat4s
- glms_look_anyup(vec3s eye, vec3s dir) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- return glms_look_anyup_lh_zo(eye, dir);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- return glms_look_anyup_lh_no(eye, dir);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- return glms_look_anyup_rh_zo(eye, dir);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- return glms_look_anyup_rh_no(eye, dir);
- #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
- glms_persp_decomp(mat4s 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
- glms_persp_decomp_lh_zo(proj, nearZ, farZ, top, bottom, left, right);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- glms_persp_decomp_lh_no(proj, nearZ, farZ, top, bottom, left, right);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- glms_persp_decomp_rh_zo(proj, nearZ, farZ, top, bottom, left, right);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- glms_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
- glms_persp_decompv(mat4s proj, float dest[6]) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- glms_persp_decompv_lh_zo(proj, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- glms_persp_decompv_lh_no(proj, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- glms_persp_decompv_rh_zo(proj, dest);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- glms_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
- glms_persp_decomp_x(mat4s proj,
- float * __restrict left,
- float * __restrict right) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- glms_persp_decomp_x_lh_zo(proj, left, right);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- glms_persp_decomp_x_lh_no(proj, left, right);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- glms_persp_decomp_x_rh_zo(proj, left, right);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- glms_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
- glms_persp_decomp_y(mat4s proj,
- float * __restrict top,
- float * __restrict bottom) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- glms_persp_decomp_y_lh_zo(proj, top, bottom);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- glms_persp_decomp_y_lh_no(proj, top, bottom);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- glms_persp_decomp_y_rh_zo(proj, top, bottom);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- glms_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
- glms_persp_decomp_z(mat4s proj,
- float * __restrict nearZ,
- float * __restrict farZ) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- glms_persp_decomp_z_lh_zo(proj, nearZ, farZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- glms_persp_decomp_z_lh_no(proj, nearZ, farZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- glms_persp_decomp_z_rh_zo(proj, nearZ, farZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- glms_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
- glms_persp_decomp_far(mat4s proj, float * __restrict farZ) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- glms_persp_decomp_far_lh_zo(proj, farZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- glms_persp_decomp_far_lh_no(proj, farZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- glms_persp_decomp_far_rh_zo(proj, farZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- glms_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
- glms_persp_decomp_near(mat4s proj, float * __restrict nearZ) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- glms_persp_decomp_near_lh_zo(proj, nearZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- glms_persp_decomp_near_lh_no(proj, nearZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- glms_persp_decomp_near_rh_zo(proj, nearZ);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- glms_persp_decomp_near_rh_no(proj, nearZ);
- #endif
- }
- /*!
- * @brief returns field of view angle along the Y-axis (in radians)
- *
- * 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(mat4s proj) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- return glms_persp_fovy_lh_zo(proj);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- return glms_persp_fovy_lh_no(proj);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- return glms_persp_fovy_rh_zo(proj);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- return glms_persp_fovy_rh_no(proj);
- #endif
- }
- /*!
- * @brief returns aspect ratio of perspective projection
- *
- * @param[in] proj perspective projection matrix
- */
- CGLM_INLINE
- float
- glms_persp_aspect(mat4s proj) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- return glms_persp_aspect_lh_zo(proj);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- return glms_persp_aspect_lh_no(proj);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- return glms_persp_aspect_rh_zo(proj);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- return glms_persp_aspect_rh_no(proj);
- #endif
- }
- /*!
- * @brief returns sizes of near and far planes of perspective projection
- *
- * @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(mat4s proj, float fovy) {
- #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
- return glms_persp_sizes_lh_zo(proj, fovy);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
- return glms_persp_sizes_lh_no(proj, fovy);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
- return glms_persp_sizes_rh_zo(proj, fovy);
- #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
- return glms_persp_sizes_rh_no(proj, fovy);
- #endif
- }
- #endif /* cglms_cam_h */
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