summaryrefslogtreecommitdiff
path: root/include/cglm/struct/clipspace/persp_rh_no.h
diff options
context:
space:
mode:
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/struct/clipspace/persp_rh_no.h
parent0e6e1245b70df4dfcba135d50e1b53d1a8ef7eb8 (diff)
wip
Diffstat (limited to 'include/cglm/struct/clipspace/persp_rh_no.h')
-rw-r--r--include/cglm/struct/clipspace/persp_rh_no.h312
1 files changed, 312 insertions, 0 deletions
diff --git a/include/cglm/struct/clipspace/persp_rh_no.h b/include/cglm/struct/clipspace/persp_rh_no.h
new file mode 100644
index 0000000..7120fdf
--- /dev/null
+++ b/include/cglm/struct/clipspace/persp_rh_no.h
@@ -0,0 +1,312 @@
+/*
+ * 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_rh_no(float left, float right,
+ float bottom, float top,
+ float nearZ, float farZ)
+ CGLM_INLINE mat4s glms_perspective_rh_no(float fovy,
+ float aspect,
+ float nearZ,
+ float farZ)
+ CGLM_INLINE void glms_persp_move_far_rh_no(mat4s proj, float deltaFar)
+ CGLM_INLINE mat4s glms_perspective_default_rh_no(float aspect)
+ CGLM_INLINE void glms_perspective_resize_rh_no(mat4s proj, float aspect)
+ CGLM_INLINE void glms_persp_decomp_rh_no(mat4s proj,
+ float *nearv, float *farv,
+ float *top, float *bottom,
+ float *left, float *right)
+ CGLM_INLINE void glms_persp_decompv_rh_no(mat4s proj, float dest[6])
+ CGLM_INLINE void glms_persp_decomp_x_rh_no(mat4s proj, float *left, float *right)
+ CGLM_INLINE void glms_persp_decomp_y_rh_no(mat4s proj, float *top, float *bottom)
+ CGLM_INLINE void glms_persp_decomp_z_rh_no(mat4s proj, float *nearv, float *farv)
+ CGLM_INLINE void glms_persp_decomp_far_rh_no(mat4s proj, float *farZ)
+ CGLM_INLINE void glms_persp_decomp_near_rh_no(mat4s proj, float *nearZ)
+ CGLM_INLINE float glms_persp_fovy_rh_no(mat4s proj)
+ CGLM_INLINE float glms_persp_aspect_rh_no(mat4s proj)
+ CGLM_INLINE vec4s glms_persp_sizes_rh_no(mat4s proj, float fovy)
+ */
+
+#ifndef cglms_persp_rh_no_h
+#define cglms_persp_rh_no_h
+
+#include "../../common.h"
+#include "../../types-struct.h"
+#include "../../plane.h"
+#include "../../cam.h"
+#include "../../clipspace/persp_rh_no.h"
+
+/*!
+ * @brief set up perspective peprojection matrix
+ * with a right-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * @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_rh_no(float left, float right,
+ float bottom, float top,
+ float nearZ, float farZ) {
+ mat4s dest;
+ glm_frustum_rh_no(left, right, bottom, top, nearZ, farZ, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief set up perspective projection matrix
+ * with a right-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * @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_rh_no(float fovy, float aspect, float nearZ, float farZ) {
+ mat4s dest;
+ glm_perspective_rh_no(fovy, aspect, nearZ, farZ, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief extend perspective projection matrix's far distance
+ * with a right-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * NOTE: if you dodn't want to create new matrix then use array api on struct.raw
+ * like glms_persp_move_far_rh_no(prooj.raw, deltaFar) to avoid create new mat4
+ * each time
+ * s
+ * 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_rh_no(mat4s proj, float deltaFar) {
+ mat4s dest;
+ dest = proj;
+ glm_persp_move_far_rh_no(dest.raw, deltaFar);
+ return dest;
+}
+
+/*!
+ * @brief set up perspective projection matrix with default near/far
+ * and angle values with a right-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * @param[in] aspect aspect ratio ( width / height )
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_perspective_default_rh_no(float aspect) {
+ mat4s dest;
+ glm_perspective_default_rh_no(aspect, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief resize perspective matrix by aspect ratio ( width / height )
+ * this makes very easy to resize proj matrix when window /viewport
+ * reized with a right-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * NOTE: if you dodn't want to create new matrix then use array api on struct.raw
+ * like glm_perspective_resize_rh_no(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_rh_no(mat4s proj, float aspect) {
+ mat4s dest;
+ dest = proj;
+ glm_perspective_resize_rh_no(aspect, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief decomposes frustum values of perspective projection.
+ * with a right-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * @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_rh_no(mat4s proj,
+ float * __restrict nearZ, float * __restrict farZ,
+ float * __restrict top, float * __restrict bottom,
+ float * __restrict left, float * __restrict right) {
+ glm_persp_decomp_rh_no(proj.raw, nearZ, farZ, top, bottom, left, right);
+}
+
+/*!
+ * @brief decomposes frustum values of perspective projection.
+ * this makes easy to get all values at once
+ * with a right-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * @param[in] proj perspective projection matrix
+ * @param[out] dest array
+ */
+CGLM_INLINE
+void
+glms_persp_decompv_rh_no(mat4s proj, float dest[6]) {
+ glm_persp_decompv_rh_no(proj.raw, dest);
+}
+
+/*!
+ * @brief decomposes left and right values of perspective projection
+ * with a right-hand coordinate system and a
+ * clip-space of [-1, 1].
+ * 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_rh_no(mat4s proj,
+ float * __restrict left,
+ float * __restrict right) {
+ glm_persp_decomp_x_rh_no(proj.raw, left, right);
+}
+
+/*!
+ * @brief decomposes top and bottom values of perspective projection
+ * with a right-hand coordinate system and a
+ * clip-space of [-1, 1].
+ * 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_rh_no(mat4s proj,
+ float * __restrict top,
+ float * __restrict bottom) {
+ glm_persp_decomp_y_rh_no(proj.raw, top, bottom);
+}
+
+/*!
+ * @brief decomposes near and far values of perspective projection
+ * with a right-hand coordinate system and a
+ * clip-space of [-1, 1].
+ * 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_rh_no(mat4s proj,
+ float * __restrict nearZ,
+ float * __restrict farZ) {
+ glm_persp_decomp_z_rh_no(proj.raw, nearZ, farZ);
+}
+
+/*!
+ * @brief decomposes far value of perspective projection
+ * with a right-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * @param[in] proj perspective projection matrix
+ * @param[out] farZ far
+ */
+CGLM_INLINE
+void
+glms_persp_decomp_far_rh_no(mat4s proj, float * __restrict farZ) {
+ glm_persp_decomp_far_rh_no(proj.raw, farZ);
+}
+
+/*!
+ * @brief decomposes near value of perspective projection
+ * with a right-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * @param[in] proj perspective projection matrix
+ * @param[out] nearZ near
+ */
+CGLM_INLINE
+void
+glms_persp_decomp_near_rh_no(mat4s proj, float * __restrict nearZ) {
+ glm_persp_decomp_near_rh_no(proj.raw, nearZ);
+}
+
+/*!
+ * @brief returns field of view angle along the Y-axis (in radians)
+ * with a right-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * 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_rh_no(mat4s proj) {
+ return glm_persp_fovy_rh_no(proj.raw);
+}
+
+/*!
+ * @brief returns aspect ratio of perspective projection
+ * with a right-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * @param[in] proj perspective projection matrix
+ */
+CGLM_INLINE
+float
+glms_persp_aspect_rh_no(mat4s proj) {
+ return glm_persp_aspect_rh_no(proj.raw);
+}
+
+/*!
+ * @brief returns sizes of near and far planes of perspective projection
+ * with a right-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * @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_rh_no(mat4s proj, float fovy) {
+ vec4s dest;
+ glm_persp_sizes_rh_no(proj.raw, fovy, dest.raw);
+ return dest;
+}
+
+#endif /* cglms_persp_rh_no_h */