diff options
| author | Aaditya Dhruv <[email protected]> | 2026-01-25 15:10:37 -0600 |
|---|---|---|
| committer | Aaditya Dhruv <[email protected]> | 2026-01-25 15:10:37 -0600 |
| commit | 118980e02e59ff31871df59dce257075394f3533 (patch) | |
| tree | 26fba4492bb4b561d21bf49b35d892a821d54fab /include/cglm/cam.h | |
| parent | 0e6e1245b70df4dfcba135d50e1b53d1a8ef7eb8 (diff) | |
wip
Diffstat (limited to 'include/cglm/cam.h')
| -rw-r--r-- | include/cglm/cam.h | 582 |
1 files changed, 582 insertions, 0 deletions
diff --git a/include/cglm/cam.h b/include/cglm/cam.h new file mode 100644 index 0000000..816cb5e --- /dev/null +++ b/include/cglm/cam.h @@ -0,0 +1,582 @@ +/* + * 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 */ |
