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| 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/clipspace/project_zo.h | |
| parent | 0e6e1245b70df4dfcba135d50e1b53d1a8ef7eb8 (diff) | |
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Diffstat (limited to 'include/cglm/clipspace/project_zo.h')
| -rw-r--r-- | include/cglm/clipspace/project_zo.h | 111 |
1 files changed, 111 insertions, 0 deletions
diff --git a/include/cglm/clipspace/project_zo.h b/include/cglm/clipspace/project_zo.h new file mode 100644 index 0000000..dc32078 --- /dev/null +++ b/include/cglm/clipspace/project_zo.h @@ -0,0 +1,111 @@ +/* + * Copyright (c), Recep Aslantas. + * + * MIT License (MIT), http://opensource.org/licenses/MIT + * Full license can be found in the LICENSE file + */ + +#ifndef cglm_project_zo_h +#define cglm_project_zo_h + +#include "../common.h" +#include "../vec3.h" +#include "../vec4.h" +#include "../mat4.h" + +/*! + * @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_zo(vec3 pos, mat4 invMat, vec4 vp, vec3 dest) { + vec4 v; + + v[0] = 2.0f * (pos[0] - vp[0]) / vp[2] - 1.0f; + v[1] = 2.0f * (pos[1] - vp[1]) / vp[3] - 1.0f; + v[2] = pos[2]; + v[3] = 1.0f; + + glm_mat4_mulv(invMat, v, v); + glm_vec4_scale(v, 1.0f / v[3], v); + glm_vec3(v, 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_zo(vec3 pos, mat4 m, vec4 vp, vec3 dest) { + CGLM_ALIGN(16) vec4 pos4; + + glm_vec4(pos, 1.0f, pos4); + + glm_mat4_mulv(m, pos4, pos4); + glm_vec4_scale(pos4, 1.0f / pos4[3], pos4); /* pos = pos / pos.w */ + + dest[2] = pos4[2]; + + glm_vec4_scale(pos4, 0.5f, pos4); + glm_vec4_adds(pos4, 0.5f, pos4); + + dest[0] = pos4[0] * vp[2] + vp[0]; + dest[1] = pos4[1] * vp[3] + vp[1]; +} + +/*! + * @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_zo(vec3 v, mat4 m) { + float z, w; + + z = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2] + m[3][2]; + w = m[0][3] * v[0] + m[1][3] * v[1] + m[2][3] * v[2] + m[3][3]; + + return z / w; +} + +#endif /* cglm_project_zo_h */ |
