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authorAaditya Dhruv <[email protected]>2026-01-25 15:10:37 -0600
committerAaditya Dhruv <[email protected]>2026-01-25 15:10:37 -0600
commit118980e02e59ff31871df59dce257075394f3533 (patch)
tree26fba4492bb4b561d21bf49b35d892a821d54fab /include/cglm/clipspace/view_lh.h
parent0e6e1245b70df4dfcba135d50e1b53d1a8ef7eb8 (diff)
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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 void glm_lookat_lh(vec3 eye, vec3 center, vec3 up, mat4 dest)
+ CGLM_INLINE void glm_look_lh(vec3 eye, vec3 dir, vec3 up, mat4 dest)
+ CGLM_INLINE void glm_look_anyup_lh(vec3 eye, vec3 dir, mat4 dest)
+ */
+
+#ifndef cglm_view_lh_h
+#define cglm_view_lh_h
+
+#include "../common.h"
+#include "../plane.h"
+
+/*!
+ * @brief set up view matrix (LH)
+ *
+ * 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_lh(vec3 eye, vec3 center, vec3 up, mat4 dest) {
+ CGLM_ALIGN(8) vec3 f, u, s;
+
+ glm_vec3_sub(center, eye, f);
+ glm_vec3_normalize(f);
+
+ glm_vec3_crossn(up, f, s);
+ glm_vec3_cross(f, s, u);
+
+ dest[0][0] = s[0];
+ dest[0][1] = u[0];
+ dest[0][2] = f[0];
+ dest[1][0] = s[1];
+ dest[1][1] = u[1];
+ dest[1][2] = f[1];
+ dest[2][0] = s[2];
+ dest[2][1] = u[2];
+ dest[2][2] = f[2];
+ dest[3][0] =-glm_vec3_dot(s, eye);
+ dest[3][1] =-glm_vec3_dot(u, eye);
+ dest[3][2] =-glm_vec3_dot(f, eye);
+ dest[0][3] = dest[1][3] = dest[2][3] = 0.0f;
+ dest[3][3] = 1.0f;
+}
+
+/*!
+ * @brief set up view matrix with left handed coordinate system
+ *
+ * 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_lh(vec3 eye, vec3 dir, vec3 up, mat4 dest) {
+ CGLM_ALIGN(8) vec3 target;
+ glm_vec3_add(eye, dir, target);
+ glm_lookat_lh(eye, target, up, dest);
+}
+
+/*!
+ * @brief set up view matrix with left handed coordinate system
+ *
+ * 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_lh(vec3 eye, vec3 dir, mat4 dest) {
+ CGLM_ALIGN(8) vec3 up;
+ glm_vec3_ortho(dir, up);
+ glm_look_lh(eye, dir, up, dest);
+}
+
+#endif /*cglm_view_lh_h*/