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-rw-r--r--include/cglm/cam.h582
1 files changed, 582 insertions, 0 deletions
diff --git a/include/cglm/cam.h b/include/cglm/cam.h
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--- /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 */