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-rw-r--r--include/cglm/struct/clipspace/ortho_lh_no.h154
-rw-r--r--include/cglm/struct/clipspace/ortho_lh_zo.h154
-rw-r--r--include/cglm/struct/clipspace/ortho_rh_no.h154
-rw-r--r--include/cglm/struct/clipspace/ortho_rh_zo.h154
-rw-r--r--include/cglm/struct/clipspace/persp_lh_no.h312
-rw-r--r--include/cglm/struct/clipspace/persp_lh_zo.h312
-rw-r--r--include/cglm/struct/clipspace/persp_rh_no.h312
-rw-r--r--include/cglm/struct/clipspace/persp_rh_zo.h312
-rw-r--r--include/cglm/struct/clipspace/project_no.h98
-rw-r--r--include/cglm/struct/clipspace/project_zo.h98
-rw-r--r--include/cglm/struct/clipspace/view_lh_no.h89
-rw-r--r--include/cglm/struct/clipspace/view_lh_zo.h89
-rw-r--r--include/cglm/struct/clipspace/view_rh_no.h89
-rw-r--r--include/cglm/struct/clipspace/view_rh_zo.h89
14 files changed, 2416 insertions, 0 deletions
diff --git a/include/cglm/struct/clipspace/ortho_lh_no.h b/include/cglm/struct/clipspace/ortho_lh_no.h
new file mode 100644
index 0000000..a743fdf
--- /dev/null
+++ b/include/cglm/struct/clipspace/ortho_lh_no.h
@@ -0,0 +1,154 @@
+/*
+ * 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_ortho_lh_no(float left, float right,
+ float bottom, float top,
+ float nearZ, float farZ)
+ CGLM_INLINE mat4s glms_ortho_aabb_lh_no(vec3s box[2]);
+ CGLM_INLINE mat4s glms_ortho_aabb_p_lh_no(vec3s box[2], float padding);
+ CGLM_INLINE mat4s glms_ortho_aabb_pz_lh_no(vec3s box[2], float padding);
+ CGLM_INLINE mat4s glms_ortho_default_lh_no(float aspect)
+ CGLM_INLINE mat4s glms_ortho_default_s_lh_no(float aspect, float size)
+ */
+
+#ifndef cglms_ortho_lh_no_h
+#define cglms_ortho_lh_no_h
+
+#include "../../common.h"
+#include "../../types-struct.h"
+#include "../../plane.h"
+#include "../../cam.h"
+#include "../vec3.h"
+#include "../../clipspace/ortho_lh_no.h"
+
+/*!
+ * @brief set up orthographic projection matrix
+ * with a left-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_ortho_lh_no(float left, float right,
+ float bottom, float top,
+ float nearZ, float farZ) {
+ mat4s dest;
+ glm_ortho_lh_no(left, right, bottom, top, nearZ, farZ, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief set up orthographic projection matrix using bounding box
+ * with a left-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * bounding box (AABB) must be in view space
+ *
+ * @param[in] box AABB
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_ortho_aabb_lh_no(vec3s box[2]) {
+ mat4s dest;
+ vec3 rawBox[2];
+
+ glms_vec3_(unpack)(rawBox, box, 2);
+ glm_ortho_aabb_lh_no(rawBox, dest.raw);
+
+ return dest;
+}
+
+/*!
+ * @brief set up orthographic projection matrix using bounding box
+ * with a left-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * bounding box (AABB) must be in view space
+ *
+ * @param[in] box AABB
+ * @param[in] padding padding
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_ortho_aabb_p_lh_no(vec3s box[2], float padding) {
+ mat4s dest;
+ vec3 rawBox[2];
+
+ glms_vec3_(unpack)(rawBox, box, 2);
+ glm_ortho_aabb_p_lh_no(rawBox, padding, dest.raw);
+
+ return dest;
+}
+
+/*!
+ * @brief set up orthographic projection matrix using bounding box
+ * with a left-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * bounding box (AABB) must be in view space
+ *
+ * @param[in] box AABB
+ * @param[in] padding padding for near and far
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_ortho_aabb_pz_lh_no(vec3s box[2], float padding) {
+ mat4s dest;
+ vec3 rawBox[2];
+
+ glms_vec3_(unpack)(rawBox, box, 2);
+ glm_ortho_aabb_pz_lh_no(rawBox, padding, dest.raw);
+
+ return dest;
+}
+
+/*!
+ * @brief set up unit orthographic projection matrix
+ * with a left-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * @param[in] aspect aspect ration ( width / height )
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_ortho_default_lh_no(float aspect) {
+ mat4s dest;
+ glm_ortho_default_lh_no(aspect, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief set up orthographic projection matrix with given CUBE size
+ * with a left-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * @param[in] aspect aspect ratio ( width / height )
+ * @param[in] size cube size
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_ortho_default_s_lh_no(float aspect, float size) {
+ mat4s dest;
+ glm_ortho_default_s_lh_no(aspect, size, dest.raw);
+ return dest;
+}
+
+#endif /* cglms_ortho_lh_no_h */
diff --git a/include/cglm/struct/clipspace/ortho_lh_zo.h b/include/cglm/struct/clipspace/ortho_lh_zo.h
new file mode 100644
index 0000000..4f15656
--- /dev/null
+++ b/include/cglm/struct/clipspace/ortho_lh_zo.h
@@ -0,0 +1,154 @@
+/*
+ * 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_ortho_lh_zo(float left, float right,
+ float bottom, float top,
+ float nearZ, float farZ)
+ CGLM_INLINE mat4s glms_ortho_aabb_lh_zo(vec3s box[2]);
+ CGLM_INLINE mat4s glms_ortho_aabb_p_lh_zo(vec3s box[2], float padding);
+ CGLM_INLINE mat4s glms_ortho_aabb_pz_lh_zo(vec3s box[2], float padding);
+ CGLM_INLINE mat4s glms_ortho_default_lh_zo(float aspect)
+ CGLM_INLINE mat4s glms_ortho_default_s_lh_zo(float aspect, float size)
+ */
+
+#ifndef cglms_ortho_lh_zo_h
+#define cglms_ortho_lh_zo_h
+
+#include "../../common.h"
+#include "../../types-struct.h"
+#include "../../plane.h"
+#include "../../cam.h"
+#include "../vec3.h"
+#include "../../clipspace/ortho_lh_zo.h"
+
+/*!
+ * @brief set up orthographic projection matrix
+ * with a left-hand coordinate system and a
+ * clip-space of [0, 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_ortho_lh_zo(float left, float right,
+ float bottom, float top,
+ float nearZ, float farZ) {
+ mat4s dest;
+ glm_ortho_lh_zo(left, right, bottom, top, nearZ, farZ, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief set up orthographic projection matrix using bounding box
+ * with a left-hand coordinate system and a
+ * clip-space of [0, 1].
+ *
+ * bounding box (AABB) must be in view space
+ *
+ * @param[in] box AABB
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_ortho_aabb_lh_zo(vec3s box[2]) {
+ mat4s dest;
+ vec3 rawBox[2];
+
+ glms_vec3_(unpack)(rawBox, box, 2);
+ glm_ortho_aabb_lh_zo(rawBox, dest.raw);
+
+ return dest;
+}
+
+/*!
+ * @brief set up orthographic projection matrix using bounding box
+ * with a left-hand coordinate system and a
+ * clip-space of [0, 1].
+ *
+ * bounding box (AABB) must be in view space
+ *
+ * @param[in] box AABB
+ * @param[in] padding padding
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_ortho_aabb_p_lh_zo(vec3s box[2], float padding) {
+ mat4s dest;
+ vec3 rawBox[2];
+
+ glms_vec3_(unpack)(rawBox, box, 2);
+ glm_ortho_aabb_p_lh_zo(rawBox, padding, dest.raw);
+
+ return dest;
+}
+
+/*!
+ * @brief set up orthographic projection matrix using bounding box
+ * with a left-hand coordinate system and a
+ * clip-space of [0, 1].
+ *
+ * bounding box (AABB) must be in view space
+ *
+ * @param[in] box AABB
+ * @param[in] padding padding for near and far
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_ortho_aabb_pz_lh_zo(vec3s box[2], float padding) {
+ mat4s dest;
+ vec3 rawBox[2];
+
+ glms_vec3_(unpack)(rawBox, box, 2);
+ glm_ortho_aabb_pz_lh_zo(rawBox, padding, dest.raw);
+
+ return dest;
+}
+
+/*!
+ * @brief set up unit orthographic projection matrix
+ * with a left-hand coordinate system and a
+ * clip-space of [0, 1].
+ *
+ * @param[in] aspect aspect ration ( width / height )
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_ortho_default_lh_zo(float aspect) {
+ mat4s dest;
+ glm_ortho_default_lh_zo(aspect, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief set up orthographic projection matrix with given CUBE size
+ * with a left-hand coordinate system and a
+ * clip-space of [0, 1].
+ *
+ * @param[in] aspect aspect ratio ( width / height )
+ * @param[in] size cube size
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_ortho_default_s_lh_zo(float aspect, float size) {
+ mat4s dest;
+ glm_ortho_default_s_lh_zo(aspect, size, dest.raw);
+ return dest;
+}
+
+#endif /* cglms_ortho_lh_zo_h */
diff --git a/include/cglm/struct/clipspace/ortho_rh_no.h b/include/cglm/struct/clipspace/ortho_rh_no.h
new file mode 100644
index 0000000..ecb4d32
--- /dev/null
+++ b/include/cglm/struct/clipspace/ortho_rh_no.h
@@ -0,0 +1,154 @@
+/*
+ * 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_ortho_rh_no(float left, float right,
+ float bottom, float top,
+ float nearZ, float farZ)
+ CGLM_INLINE mat4s glms_ortho_aabb_rh_no(vec3s box[2]);
+ CGLM_INLINE mat4s glms_ortho_aabb_p_rh_no(vec3s box[2], float padding);
+ CGLM_INLINE mat4s glms_ortho_aabb_pz_rh_no(vec3s box[2], float padding);
+ CGLM_INLINE mat4s glms_ortho_default_rh_no(float aspect)
+ CGLM_INLINE mat4s glms_ortho_default_s_rh_no(float aspect, float size)
+ */
+
+#ifndef cglms_ortho_rh_no_h
+#define cglms_ortho_rh_no_h
+
+#include "../../common.h"
+#include "../../types-struct.h"
+#include "../../plane.h"
+#include "../../cam.h"
+#include "../vec3.h"
+#include "../../clipspace/ortho_rh_no.h"
+
+/*!
+ * @brief set up orthographic projection 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_ortho_rh_no(float left, float right,
+ float bottom, float top,
+ float nearZ, float farZ) {
+ mat4s dest;
+ glm_ortho_rh_no(left, right, bottom, top, nearZ, farZ, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief set up orthographic projection matrix using bounding box
+ * with a right-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * bounding box (AABB) must be in view space
+ *
+ * @param[in] box AABB
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_ortho_aabb_rh_no(vec3s box[2]) {
+ mat4s dest;
+ vec3 rawBox[2];
+
+ glms_vec3_(unpack)(rawBox, box, 2);
+ glm_ortho_aabb_rh_no(rawBox, dest.raw);
+
+ return dest;
+}
+
+/*!
+ * @brief set up orthographic projection matrix using bounding box
+ * with a right-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * bounding box (AABB) must be in view space
+ *
+ * @param[in] box AABB
+ * @param[in] padding padding
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_ortho_aabb_p_rh_no(vec3s box[2], float padding) {
+ mat4s dest;
+ vec3 rawBox[2];
+
+ glms_vec3_(unpack)(rawBox, box, 2);
+ glm_ortho_aabb_p_rh_no(rawBox, padding, dest.raw);
+
+ return dest;
+}
+
+/*!
+ * @brief set up orthographic projection matrix using bounding box
+ * with a right-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * bounding box (AABB) must be in view space
+ *
+ * @param[in] box AABB
+ * @param[in] padding padding for near and far
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_ortho_aabb_pz_rh_no(vec3s box[2], float padding) {
+ mat4s dest;
+ vec3 rawBox[2];
+
+ glms_vec3_(unpack)(rawBox, box, 2);
+ glm_ortho_aabb_pz_rh_no(rawBox, padding, dest.raw);
+
+ return dest;
+}
+
+/*!
+ * @brief set up unit orthographic projection matrix
+ * with a right-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * @param[in] aspect aspect ration ( width / height )
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_ortho_default_rh_no(float aspect) {
+ mat4s dest;
+ glm_ortho_default_rh_no(aspect, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief set up orthographic projection matrix with given CUBE size
+ * with a right-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * @param[in] aspect aspect ratio ( width / height )
+ * @param[in] size cube size
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_ortho_default_s_rh_no(float aspect, float size) {
+ mat4s dest;
+ glm_ortho_default_s_rh_no(aspect, size, dest.raw);
+ return dest;
+}
+
+#endif /* cglms_ortho_rh_no_h */
diff --git a/include/cglm/struct/clipspace/ortho_rh_zo.h b/include/cglm/struct/clipspace/ortho_rh_zo.h
new file mode 100644
index 0000000..2d50ee1
--- /dev/null
+++ b/include/cglm/struct/clipspace/ortho_rh_zo.h
@@ -0,0 +1,154 @@
+/*
+ * 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_ortho_rh_zo(float left, float right,
+ float bottom, float top,
+ float nearZ, float farZ)
+ CGLM_INLINE mat4s glms_ortho_aabb_rh_zo(vec3s box[2]);
+ CGLM_INLINE mat4s glms_ortho_aabb_p_rh_zo(vec3s box[2], float padding);
+ CGLM_INLINE mat4s glms_ortho_aabb_pz_rh_zo(vec3s box[2], float padding);
+ CGLM_INLINE mat4s glms_ortho_default_rh_zo(float aspect)
+ CGLM_INLINE mat4s glms_ortho_default_s_rh_zo(float aspect, float size)
+ */
+
+#ifndef cglms_ortho_rh_zo_h
+#define cglms_ortho_rh_zo_h
+
+#include "../../common.h"
+#include "../../types-struct.h"
+#include "../../plane.h"
+#include "../../cam.h"
+#include "../vec3.h"
+#include "../../clipspace/ortho_rh_zo.h"
+
+/*!
+ * @brief set up orthographic projection matrix
+ * with a right-hand coordinate system and a
+ * clip-space of [0, 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_ortho_rh_zo(float left, float right,
+ float bottom, float top,
+ float nearZ, float farZ) {
+ mat4s dest;
+ glm_ortho_rh_zo(left, right, bottom, top, nearZ, farZ, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief set up orthographic projection matrix using bounding box
+ * with a right-hand coordinate system and a
+ * clip-space of [0, 1].
+ *
+ * bounding box (AABB) must be in view space
+ *
+ * @param[in] box AABB
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_ortho_aabb_rh_zo(vec3s box[2]) {
+ mat4s dest;
+ vec3 rawBox[2];
+
+ glms_vec3_(unpack)(rawBox, box, 2);
+ glm_ortho_aabb_rh_zo(rawBox, dest.raw);
+
+ return dest;
+}
+
+/*!
+ * @brief set up orthographic projection matrix using bounding box
+ * with a right-hand coordinate system and a
+ * clip-space of [0, 1].
+ *
+ * bounding box (AABB) must be in view space
+ *
+ * @param[in] box AABB
+ * @param[in] padding padding
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_ortho_aabb_p_rh_zo(vec3s box[2], float padding) {
+ mat4s dest;
+ vec3 rawBox[2];
+
+ glms_vec3_(unpack)(rawBox, box, 2);
+ glm_ortho_aabb_p_rh_zo(rawBox, padding, dest.raw);
+
+ return dest;
+}
+
+/*!
+ * @brief set up orthographic projection matrix using bounding box
+ * with a right-hand coordinate system and a
+ * clip-space of [0, 1].
+ *
+ * bounding box (AABB) must be in view space
+ *
+ * @param[in] box AABB
+ * @param[in] padding padding for near and far
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_ortho_aabb_pz_rh_zo(vec3s box[2], float padding) {
+ mat4s dest;
+ vec3 rawBox[2];
+
+ glms_vec3_(unpack)(rawBox, box, 2);
+ glm_ortho_aabb_pz_rh_zo(rawBox, padding, dest.raw);
+
+ return dest;
+}
+
+/*!
+ * @brief set up unit orthographic projection matrix
+ * with a right-hand coordinate system and a
+ * clip-space of [0, 1].
+ *
+ * @param[in] aspect aspect ration ( width / height )
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_ortho_default_rh_zo(float aspect) {
+ mat4s dest;
+ glm_ortho_default_rh_zo(aspect, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief set up orthographic projection matrix with given CUBE size
+ * with a right-hand coordinate system and a
+ * clip-space of [0, 1].
+ *
+ * @param[in] aspect aspect ratio ( width / height )
+ * @param[in] size cube size
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_ortho_default_s_rh_zo(float aspect, float size) {
+ mat4s dest;
+ glm_ortho_default_s_rh_zo(aspect, size, dest.raw);
+ return dest;
+}
+
+#endif /* cglms_ortho_rh_zo_h */
diff --git a/include/cglm/struct/clipspace/persp_lh_no.h b/include/cglm/struct/clipspace/persp_lh_no.h
new file mode 100644
index 0000000..bc35ca0
--- /dev/null
+++ b/include/cglm/struct/clipspace/persp_lh_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_lh_no(float left, float right,
+ float bottom, float top,
+ float nearZ, float farZ)
+ CGLM_INLINE mat4s glms_perspective_lh_no(float fovy,
+ float aspect,
+ float nearZ,
+ float farZ)
+ CGLM_INLINE void glms_persp_move_far_lh_no(mat4s proj, float deltaFar)
+ CGLM_INLINE mat4s glms_perspective_default_lh_no(float aspect)
+ CGLM_INLINE void glms_perspective_resize_lh_no(mat4s proj, float aspect)
+ CGLM_INLINE void glms_persp_decomp_lh_no(mat4s proj,
+ float *nearv, float *farv,
+ float *top, float *bottom,
+ float *left, float *right)
+ CGLM_INLINE void glms_persp_decompv_lh_no(mat4s proj, float dest[6])
+ CGLM_INLINE void glms_persp_decomp_x_lh_no(mat4s proj, float *left, float *right)
+ CGLM_INLINE void glms_persp_decomp_y_lh_no(mat4s proj, float *top, float *bottom)
+ CGLM_INLINE void glms_persp_decomp_z_lh_no(mat4s proj, float *nearv, float *farv)
+ CGLM_INLINE void glms_persp_decomp_far_lh_no(mat4s proj, float *farZ)
+ CGLM_INLINE void glms_persp_decomp_near_lh_no(mat4s proj, float *nearZ)
+ CGLM_INLINE float glms_persp_fovy_lh_no(mat4s proj)
+ CGLM_INLINE float glms_persp_aspect_lh_no(mat4s proj)
+ CGLM_INLINE vec4s glms_persp_sizes_lh_no(mat4s proj, float fovy)
+ */
+
+#ifndef cglms_persp_lh_no_h
+#define cglms_persp_lh_no_h
+
+#include "../../common.h"
+#include "../../types-struct.h"
+#include "../../plane.h"
+#include "../../cam.h"
+#include "../../clipspace/persp_lh_no.h"
+
+/*!
+ * @brief set up perspective peprojection matrix
+ * with a left-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_lh_no(float left, float right,
+ float bottom, float top,
+ float nearZ, float farZ) {
+ mat4s dest;
+ glm_frustum_lh_no(left, right, bottom, top, nearZ, farZ, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief set up perspective projection matrix
+ * with a left-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_lh_no(float fovy, float aspect, float nearZ, float farZ) {
+ mat4s dest;
+ glm_perspective_lh_no(fovy, aspect, nearZ, farZ, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief extend perspective projection matrix's far distance
+ * with a left-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_lh_no(prooj.raw, deltaFar) to avoid create new mat4
+ * each time
+ *
+ * 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_lh_no(mat4s proj, float deltaFar) {
+ mat4s dest;
+ dest = proj;
+ glm_persp_move_far_lh_no(dest.raw, deltaFar);
+ return dest;
+}
+
+/*!
+ * @brief set up perspective projection matrix with default near/far
+ * and angle values with a left-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_lh_no(float aspect) {
+ mat4s dest;
+ glm_perspective_default_lh_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 left-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_lh_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_lh_no(mat4s proj, float aspect) {
+ mat4s dest;
+ dest = proj;
+ glm_perspective_resize_lh_no(aspect, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief decomposes frustum values of perspective projection.
+ * with a left-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_lh_no(mat4s proj,
+ float * __restrict nearZ, float * __restrict farZ,
+ float * __restrict top, float * __restrict bottom,
+ float * __restrict left, float * __restrict right) {
+ glm_persp_decomp_lh_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 left-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_lh_no(mat4s proj, float dest[6]) {
+ glm_persp_decompv_lh_no(proj.raw, dest);
+}
+
+/*!
+ * @brief decomposes left and right values of perspective projection
+ * with a left-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_lh_no(mat4s proj,
+ float * __restrict left,
+ float * __restrict right) {
+ glm_persp_decomp_x_lh_no(proj.raw, left, right);
+}
+
+/*!
+ * @brief decomposes top and bottom values of perspective projection
+ * with a left-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_lh_no(mat4s proj,
+ float * __restrict top,
+ float * __restrict bottom) {
+ glm_persp_decomp_y_lh_no(proj.raw, top, bottom);
+}
+
+/*!
+ * @brief decomposes near and far values of perspective projection
+ * with a left-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_lh_no(mat4s proj,
+ float * __restrict nearZ,
+ float * __restrict farZ) {
+ glm_persp_decomp_z_lh_no(proj.raw, nearZ, farZ);
+}
+
+/*!
+ * @brief decomposes far value of perspective projection
+ * with a left-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_lh_no(mat4s proj, float * __restrict farZ) {
+ glm_persp_decomp_far_lh_no(proj.raw, farZ);
+}
+
+/*!
+ * @brief decomposes near value of perspective projection
+ * with a left-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_lh_no(mat4s proj, float * __restrict nearZ) {
+ glm_persp_decomp_near_lh_no(proj.raw, nearZ);
+}
+
+/*!
+ * @brief returns field of view angle along the Y-axis (in radians)
+ * with a left-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_lh_no(mat4s proj) {
+ return glm_persp_fovy_lh_no(proj.raw);
+}
+
+/*!
+ * @brief returns aspect ratio of perspective projection
+ * with a left-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * @param[in] proj perspective projection matrix
+ */
+CGLM_INLINE
+float
+glms_persp_aspect_lh_no(mat4s proj) {
+ return glm_persp_aspect_lh_no(proj.raw);
+}
+
+/*!
+ * @brief returns sizes of near and far planes of perspective projection
+ * with a left-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_lh_no(mat4s proj, float fovy) {
+ vec4s dest;
+ glm_persp_sizes_lh_no(proj.raw, fovy, dest.raw);
+ return dest;
+}
+
+#endif /* cglms_persp_lh_no_h */
diff --git a/include/cglm/struct/clipspace/persp_lh_zo.h b/include/cglm/struct/clipspace/persp_lh_zo.h
new file mode 100644
index 0000000..29af065
--- /dev/null
+++ b/include/cglm/struct/clipspace/persp_lh_zo.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_lh_zo(float left, float right,
+ float bottom, float top,
+ float nearZ, float farZ)
+ CGLM_INLINE mat4s glms_perspective_lh_zo(float fovy,
+ float aspect,
+ float nearZ,
+ float farZ)
+ CGLM_INLINE void glms_persp_move_far_lh_zo(mat4s proj, float deltaFar)
+ CGLM_INLINE mat4s glms_perspective_default_lh_zo(float aspect)
+ CGLM_INLINE void glms_perspective_resize_lh_zo(mat4s proj, float aspect)
+ CGLM_INLINE void glms_persp_decomp_lh_zo(mat4s proj,
+ float *nearv, float *farv,
+ float *top, float *bottom,
+ float *left, float *right)
+ CGLM_INLINE void glms_persp_decompv_lh_zo(mat4s proj, float dest[6])
+ CGLM_INLINE void glms_persp_decomp_x_lh_zo(mat4s proj, float *left, float *right)
+ CGLM_INLINE void glms_persp_decomp_y_lh_zo(mat4s proj, float *top, float *bottom)
+ CGLM_INLINE void glms_persp_decomp_z_lh_zo(mat4s proj, float *nearv, float *farv)
+ CGLM_INLINE void glms_persp_decomp_far_lh_zo(mat4s proj, float *farZ)
+ CGLM_INLINE void glms_persp_decomp_near_lh_zo(mat4s proj, float *nearZ)
+ CGLM_INLINE float glms_persp_fovy_lh_zo(mat4s proj)
+ CGLM_INLINE float glms_persp_aspect_lh_zo(mat4s proj)
+ CGLM_INLINE vec4s glms_persp_sizes_lh_zo(mat4s proj, float fovy)
+ */
+
+#ifndef cglms_persp_lh_zo_h
+#define cglms_persp_lh_zo_h
+
+#include "../../common.h"
+#include "../../types-struct.h"
+#include "../../plane.h"
+#include "../../cam.h"
+#include "../../clipspace/persp_lh_zo.h"
+
+/*!
+ * @brief set up perspective peprojection matrix
+ * with a left-hand coordinate system and a
+ * clip-space of [0, 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_lh_zo(float left, float right,
+ float bottom, float top,
+ float nearZ, float farZ) {
+ mat4s dest;
+ glm_frustum_lh_zo(left, right, bottom, top, nearZ, farZ, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief set up perspective projection matrix
+ * with a left-hand coordinate system and a
+ * clip-space of [0, 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_lh_zo(float fovy, float aspect, float nearZ, float farZ) {
+ mat4s dest;
+ glm_perspective_lh_zo(fovy, aspect, nearZ, farZ, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief extend perspective projection matrix's far distance
+ * with a left-hand coordinate system and a
+ * clip-space of [0, 1].
+ *
+ * NOTE: if you dodn't want to create new matrix then use array api on struct.raw
+ * like glms_persp_move_far_lh_zo(prooj.raw, deltaFar) to avoid create new mat4
+ * each time
+ *
+ * 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_lh_zo(mat4s proj, float deltaFar) {
+ mat4s dest;
+ dest = proj;
+ glm_persp_move_far_lh_zo(dest.raw, deltaFar);
+ return dest;
+}
+
+/*!
+ * @brief set up perspective projection matrix with default near/far
+ * and angle values with a left-hand coordinate system and a
+ * clip-space of [0, 1].
+ *
+ * @param[in] aspect aspect ratio ( width / height )
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_perspective_default_lh_zo(float aspect) {
+ mat4s dest;
+ glm_perspective_default_lh_zo(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 left-hand coordinate system and a
+ * clip-space of [0, 1].
+ *
+ * NOTE: if you dodn't want to create new matrix then use array api on struct.raw
+ * like glms_perspective_resize_lh_zo(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_lh_zo(mat4s proj, float aspect) {
+ mat4s dest;
+ dest = proj;
+ glm_perspective_resize_lh_zo(aspect, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief decomposes frustum values of perspective projection.
+ * with a left-hand coordinate system and a
+ * clip-space of [0, 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_lh_zo(mat4s proj,
+ float * __restrict nearZ, float * __restrict farZ,
+ float * __restrict top, float * __restrict bottom,
+ float * __restrict left, float * __restrict right) {
+ glm_persp_decomp_lh_zo(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 left-hand coordinate system and a
+ * clip-space of [0, 1].
+ *
+ * @param[in] proj perspective projection matrix
+ * @param[out] dest array
+ */
+CGLM_INLINE
+void
+glms_persp_decompv_lh_zo(mat4s proj, float dest[6]) {
+ glm_persp_decompv_lh_zo(proj.raw, dest);
+}
+
+/*!
+ * @brief decomposes left and right values of perspective projection
+ * with a left-hand coordinate system and a
+ * clip-space of [0, 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_lh_zo(mat4s proj,
+ float * __restrict left,
+ float * __restrict right) {
+ glm_persp_decomp_x_lh_zo(proj.raw, left, right);
+}
+
+/*!
+ * @brief decomposes top and bottom values of perspective projection
+ * with a left-hand coordinate system and a
+ * clip-space of [0, 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_lh_zo(mat4s proj,
+ float * __restrict top,
+ float * __restrict bottom) {
+ glm_persp_decomp_y_lh_zo(proj.raw, top, bottom);
+}
+
+/*!
+ * @brief decomposes near and far values of perspective projection
+ * with a left-hand coordinate system and a
+ * clip-space of [0, 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_lh_zo(mat4s proj,
+ float * __restrict nearZ,
+ float * __restrict farZ) {
+ glm_persp_decomp_z_lh_zo(proj.raw, nearZ, farZ);
+}
+
+/*!
+ * @brief decomposes far value of perspective projection
+ * with a left-hand coordinate system and a
+ * clip-space of [0, 1].
+ *
+ * @param[in] proj perspective projection matrix
+ * @param[out] farZ far
+ */
+CGLM_INLINE
+void
+glms_persp_decomp_far_lh_zo(mat4s proj, float * __restrict farZ) {
+ glm_persp_decomp_far_lh_zo(proj.raw, farZ);
+}
+
+/*!
+ * @brief decomposes near value of perspective projection
+ * with a left-hand coordinate system and a
+ * clip-space of [0, 1].
+ *
+ * @param[in] proj perspective projection matrix
+ * @param[out] nearZ near
+ */
+CGLM_INLINE
+void
+glms_persp_decomp_near_lh_zo(mat4s proj, float * __restrict nearZ) {
+ glm_persp_decomp_near_lh_zo(proj.raw, nearZ);
+}
+
+/*!
+ * @brief returns field of view angle along the Y-axis (in radians)
+ * with a left-hand coordinate system and a
+ * clip-space of [0, 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_lh_zo(mat4s proj) {
+ return glm_persp_fovy_lh_zo(proj.raw);
+}
+
+/*!
+ * @brief returns aspect ratio of perspective projection
+ * with a left-hand coordinate system and a
+ * clip-space of [0, 1].
+ *
+ * @param[in] proj perspective projection matrix
+ */
+CGLM_INLINE
+float
+glms_persp_aspect_lh_zo(mat4s proj) {
+ return glm_persp_aspect_lh_zo(proj.raw);
+}
+
+/*!
+ * @brief returns sizes of near and far planes of perspective projection
+ * with a left-hand coordinate system and a
+ * clip-space of [0, 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_lh_zo(mat4s proj, float fovy) {
+ vec4s dest;
+ glm_persp_sizes_lh_zo(proj.raw, fovy, dest.raw);
+ return dest;
+}
+
+#endif /* cglms_persp_lh_zo_h */
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 */
diff --git a/include/cglm/struct/clipspace/persp_rh_zo.h b/include/cglm/struct/clipspace/persp_rh_zo.h
new file mode 100644
index 0000000..e3585a2
--- /dev/null
+++ b/include/cglm/struct/clipspace/persp_rh_zo.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_zo(float left, float right,
+ float bottom, float top,
+ float nearZ, float farZ)
+ CGLM_INLINE mat4s glms_perspective_rh_zo(float fovy,
+ float aspect,
+ float nearZ,
+ float farZ)
+ CGLM_INLINE void glms_persp_move_far_rh_zo(mat4s proj, float deltaFar)
+ CGLM_INLINE mat4s glms_perspective_default_rh_zo(float aspect)
+ CGLM_INLINE void glms_perspective_resize_rh_zo(mat4s proj, float aspect)
+ CGLM_INLINE void glms_persp_decomp_rh_zo(mat4s proj,
+ float *nearv, float *farv,
+ float *top, float *bottom,
+ float *left, float *right)
+ CGLM_INLINE void glms_persp_decompv_rh_zo(mat4s proj, float dest[6])
+ CGLM_INLINE void glms_persp_decomp_x_rh_zo(mat4s proj, float *left, float *right)
+ CGLM_INLINE void glms_persp_decomp_y_rh_zo(mat4s proj, float *top, float *bottom)
+ CGLM_INLINE void glms_persp_decomp_z_rh_zo(mat4s proj, float *nearv, float *farv)
+ CGLM_INLINE void glms_persp_decomp_far_rh_zo(mat4s proj, float *farZ)
+ CGLM_INLINE void glms_persp_decomp_near_rh_zo(mat4s proj, float *nearZ)
+ CGLM_INLINE float glms_persp_fovy_rh_zo(mat4s proj)
+ CGLM_INLINE float glms_persp_aspect_rh_zo(mat4s proj)
+ CGLM_INLINE vec4s glms_persp_sizes_rh_zo(mat4s proj, float fovy)
+ */
+
+#ifndef cglms_persp_rh_zo_h
+#define cglms_persp_rh_zo_h
+
+#include "../../common.h"
+#include "../../types-struct.h"
+#include "../../plane.h"
+#include "../../cam.h"
+#include "../../clipspace/persp_rh_zo.h"
+
+/*!
+ * @brief set up perspective peprojection matrix
+ * with a right-hand coordinate system and a
+ * clip-space of [0, 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_zo(float left, float right,
+ float bottom, float top,
+ float nearZ, float farZ) {
+ mat4s dest;
+ glm_frustum_rh_zo(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 [0, 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_zo(float fovy, float aspect, float nearZ, float farZ) {
+ mat4s dest;
+ glm_perspective_rh_zo(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 [0, 1].
+ *
+ * NOTE: if you dodn't want to create new matrix then use array api on struct.raw
+ * like glms_persp_move_far_rh_zo(prooj.raw, deltaFar) to avoid create new mat4
+ * each time
+ *
+ * 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_zo(mat4s proj, float deltaFar) {
+ mat4s dest;
+ dest = proj;
+ glm_persp_move_far_rh_zo(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 [0, 1].
+ *
+ * @param[in] aspect aspect ratio ( width / height )
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_perspective_default_rh_zo(float aspect) {
+ mat4s dest;
+ glm_perspective_default_rh_zo(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 [0, 1].
+ *
+ * NOTE: if you dodn't want to create new matrix then use array api on struct.raw
+ * like glm_perspective_resize_rh_zo(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_zo(mat4s proj, float aspect) {
+ mat4s dest;
+ dest = proj;
+ glm_perspective_resize_rh_zo(aspect, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief decomposes frustum values of perspective projection.
+ * with a right-hand coordinate system and a
+ * clip-space of [0, 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_zo(mat4s proj,
+ float * __restrict nearZ, float * __restrict farZ,
+ float * __restrict top, float * __restrict bottom,
+ float * __restrict left, float * __restrict right) {
+ glm_persp_decomp_rh_zo(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 [0, 1].
+ *
+ * @param[in] proj perspective projection matrix
+ * @param[out] dest array
+ */
+CGLM_INLINE
+void
+glms_persp_decompv_rh_zo(mat4s proj, float dest[6]) {
+ glm_persp_decompv_rh_zo(proj.raw, dest);
+}
+
+/*!
+ * @brief decomposes left and right values of perspective projection
+ * with a right-hand coordinate system and a
+ * clip-space of [0, 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_zo(mat4s proj,
+ float * __restrict left,
+ float * __restrict right) {
+ glm_persp_decomp_x_rh_zo(proj.raw, left, right);
+}
+
+/*!
+ * @brief decomposes top and bottom values of perspective projection
+ * with a right-hand coordinate system and a
+ * clip-space of [0, 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_zo(mat4s proj,
+ float * __restrict top,
+ float * __restrict bottom) {
+ glm_persp_decomp_y_rh_zo(proj.raw, top, bottom);
+}
+
+/*!
+ * @brief decomposes near and far values of perspective projection
+ * with a right-hand coordinate system and a
+ * clip-space of [0, 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_zo(mat4s proj,
+ float * __restrict nearZ,
+ float * __restrict farZ) {
+ glm_persp_decomp_z_rh_zo(proj.raw, nearZ, farZ);
+}
+
+/*!
+ * @brief decomposes far value of perspective projection
+ * with a right-hand coordinate system and a
+ * clip-space of [0, 1].
+ *
+ * @param[in] proj perspective projection matrix
+ * @param[out] farZ far
+ */
+CGLM_INLINE
+void
+glms_persp_decomp_far_rh_zo(mat4s proj, float * __restrict farZ) {
+ glm_persp_decomp_far_rh_zo(proj.raw, farZ);
+}
+
+/*!
+ * @brief decomposes near value of perspective projection
+ * with a right-hand coordinate system and a
+ * clip-space of [0, 1].
+ *
+ * @param[in] proj perspective projection matrix
+ * @param[out] nearZ near
+ */
+CGLM_INLINE
+void
+glms_persp_decomp_near_rh_zo(mat4s proj, float * __restrict nearZ) {
+ glm_persp_decomp_near_rh_zo(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 [0, 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_zo(mat4s proj) {
+ return glm_persp_fovy_rh_zo(proj.raw);
+}
+
+/*!
+ * @brief returns aspect ratio of perspective projection
+ * with a right-hand coordinate system and a
+ * clip-space of [0, 1].
+ *
+ * @param[in] proj perspective projection matrix
+ */
+CGLM_INLINE
+float
+glms_persp_aspect_rh_zo(mat4s proj) {
+ return glm_persp_aspect_rh_zo(proj.raw);
+}
+
+/*!
+ * @brief returns sizes of near and far planes of perspective projection
+ * with a right-hand coordinate system and a
+ * clip-space of [0, 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_zo(mat4s proj, float fovy) {
+ vec4s dest;
+ glm_persp_sizes_rh_zo(proj.raw, fovy, dest.raw);
+ return dest;
+}
+
+#endif /* cglms_persp_rh_zo_h */
diff --git a/include/cglm/struct/clipspace/project_no.h b/include/cglm/struct/clipspace/project_no.h
new file mode 100644
index 0000000..1a28d47
--- /dev/null
+++ b/include/cglm/struct/clipspace/project_no.h
@@ -0,0 +1,98 @@
+/*
+ * Copyright (c), Recep Aslantas.
+ *
+ * MIT License (MIT), http://opensource.org/licenses/MIT
+ * Full license can be found in the LICENSE file
+ */
+
+/*
+ Functions:
+ CGLM_INLINE vec3s glms_unprojecti_no(vec3s pos, mat4s invMat, vec4s vp)
+ CGLM_INLINE vec3s glms_project_no(vec3s pos, mat4s m, vec4s vp)
+ CGLM_INLINE float glms_project_z_no(vec3s v, mat4s m)
+ */
+
+#ifndef cglms_project_no_h
+#define cglms_project_no_h
+
+#include "../../common.h"
+#include "../../types-struct.h"
+#include "../../plane.h"
+#include "../../cam.h"
+#include "../../clipspace/project_no.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]
+ *
+ * @returns unprojected coordinates
+ */
+CGLM_INLINE
+vec3s
+glms_unprojecti_no(vec3s pos, mat4s invMat, vec4s vp) {
+ vec3s dest;
+ glm_unprojecti_no(pos.raw, invMat.raw, vp.raw, dest.raw);
+ return 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]
+ *
+ * @returns projected coordinates
+ */
+CGLM_INLINE
+vec3s
+glms_project_no(vec3s pos, mat4s m, vec4s vp) {
+ vec3s dest;
+ glm_project_no(pos.raw, m.raw, vp.raw, dest.raw);
+ return dest;
+}
+
+/*!
+ * @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
+glms_project_z_no(vec3s v, mat4s m) {
+ return glm_project_z_no(v.raw, m.raw);
+}
+
+#endif /* cglms_project_rh_no_h */
diff --git a/include/cglm/struct/clipspace/project_zo.h b/include/cglm/struct/clipspace/project_zo.h
new file mode 100644
index 0000000..13065f1
--- /dev/null
+++ b/include/cglm/struct/clipspace/project_zo.h
@@ -0,0 +1,98 @@
+/*
+ * Copyright (c), Recep Aslantas.
+ *
+ * MIT License (MIT), http://opensource.org/licenses/MIT
+ * Full license can be found in the LICENSE file
+ */
+
+/*
+ Functions:
+ CGLM_INLINE vec3s glms_unprojecti_no(vec3s pos, mat4s invMat, vec4s vp)
+ CGLM_INLINE vec3s glms_project_no(vec3s pos, mat4s m, vec4s vp)
+ CGLM_INLINE float glms_project_z_zo(vec3s v, mat4s m)
+ */
+
+#ifndef cglms_project_zo_h
+#define cglms_project_zo_h
+
+#include "../../common.h"
+#include "../../types-struct.h"
+#include "../../plane.h"
+#include "../../cam.h"
+#include "../../clipspace/project_zo.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]
+ *
+ * @returns unprojected coordinates
+ */
+CGLM_INLINE
+vec3s
+glms_unprojecti_zo(vec3s pos, mat4s invMat, vec4s vp) {
+ vec3s dest;
+ glm_unprojecti_zo(pos.raw, invMat.raw, vp.raw, dest.raw);
+ return 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]
+ *
+ * @returns projected coordinates
+ */
+CGLM_INLINE
+vec3s
+glms_project_zo(vec3s pos, mat4s m, vec4s vp) {
+ vec3s dest;
+ glm_project_zo(pos.raw, m.raw, vp.raw, dest.raw);
+ return dest;
+}
+
+/*!
+ * @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
+glms_project_z_zo(vec3s v, mat4s m) {
+ return glm_project_z_zo(v.raw, m.raw);
+}
+
+#endif /* cglm_project_zo_h */
diff --git a/include/cglm/struct/clipspace/view_lh_no.h b/include/cglm/struct/clipspace/view_lh_no.h
new file mode 100644
index 0000000..e4ca5ba
--- /dev/null
+++ b/include/cglm/struct/clipspace/view_lh_no.h
@@ -0,0 +1,89 @@
+/*
+ * 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_lookat_lh_no(vec3s eye, vec3s center, vec3s up)
+ CGLM_INLINE mat4s glms_look_lh_no(vec3s eye, vec3s dir, vec3s up)
+ CGLM_INLINE mat4s glms_look_anyup_lh_no(vec3s eye, vec3s dir)
+ */
+
+#ifndef cglms_view_lh_no_h
+#define cglms_view_lh_no_h
+
+#include "../../common.h"
+#include "../../types-struct.h"
+#include "../../plane.h"
+#include "../../cam.h"
+#include "../../clipspace/view_lh_no.h"
+
+/*!
+ * @brief set up view matrix
+ * with a left-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * 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
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_lookat_lh_no(vec3s eye, vec3s center, vec3s up) {
+ mat4s dest;
+ glm_lookat_lh_no(eye.raw, center.raw, up.raw, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief set up view matrix
+ * with a left-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * 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
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_look_lh_no(vec3s eye, vec3s dir, vec3s up) {
+ mat4s dest;
+ glm_look_lh_no(eye.raw, dir.raw, up.raw, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief set up view matrix
+ * with a left-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * 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
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_look_anyup_lh_no(vec3s eye, vec3s dir) {
+ mat4s dest;
+ glm_look_anyup_lh_no(eye.raw, dir.raw, dest.raw);
+ return dest;
+}
+
+#endif /* cglms_view_lh_no_h */
diff --git a/include/cglm/struct/clipspace/view_lh_zo.h b/include/cglm/struct/clipspace/view_lh_zo.h
new file mode 100644
index 0000000..ac1ada9
--- /dev/null
+++ b/include/cglm/struct/clipspace/view_lh_zo.h
@@ -0,0 +1,89 @@
+/*
+ * 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_lookat_lh_zo(vec3s eye, vec3s center, vec3s up)
+ CGLM_INLINE mat4s glms_look_lh_zo(vec3s eye, vec3s dir, vec3s up)
+ CGLM_INLINE mat4s glms_look_anyup_lh_zo(vec3s eye, vec3s dir)
+ */
+
+#ifndef cglms_view_lh_zo_h
+#define cglms_view_lh_zo_h
+
+#include "../../common.h"
+#include "../../types-struct.h"
+#include "../../plane.h"
+#include "../../cam.h"
+#include "../../clipspace/view_lh_zo.h"
+
+/*!
+ * @brief set up view matrix
+ * with a left-hand coordinate system and a
+ * clip-space of [0, 1].
+ *
+ * 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
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_lookat_lh_zo(vec3s eye, vec3s center, vec3s up) {
+ mat4s dest;
+ glm_lookat_lh_zo(eye.raw, center.raw, up.raw, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief set up view matrix
+ * with a left-hand coordinate system and a
+ * clip-space of [0, 1].
+ *
+ * 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
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_look_lh_zo(vec3s eye, vec3s dir, vec3s up) {
+ mat4s dest;
+ glm_look_lh_zo(eye.raw, dir.raw, up.raw, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief set up view matrix
+ * with a left-hand coordinate system and a
+ * clip-space of [0, 1].
+ *
+ * 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
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_look_anyup_lh_zo(vec3s eye, vec3s dir) {
+ mat4s dest;
+ glm_look_anyup_lh_zo(eye.raw, dir.raw, dest.raw);
+ return dest;
+}
+
+#endif /* cglms_view_lh_zo_h */
diff --git a/include/cglm/struct/clipspace/view_rh_no.h b/include/cglm/struct/clipspace/view_rh_no.h
new file mode 100644
index 0000000..99b03c3
--- /dev/null
+++ b/include/cglm/struct/clipspace/view_rh_no.h
@@ -0,0 +1,89 @@
+/*
+ * 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_lookat_rh_no(vec3s eye, vec3s center, vec3s up)
+ CGLM_INLINE mat4s glms_look_rh_no(vec3s eye, vec3s dir, vec3s up)
+ CGLM_INLINE mat4s glms_look_anyup_rh_no(vec3s eye, vec3s dir)
+ */
+
+#ifndef cglms_view_rh_no_h
+#define cglms_view_rh_no_h
+
+#include "../../common.h"
+#include "../../types-struct.h"
+#include "../../plane.h"
+#include "../../cam.h"
+#include "../../clipspace/view_rh_no.h"
+
+/*!
+ * @brief set up view matrix
+ * with a right-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * 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
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_lookat_rh_no(vec3s eye, vec3s center, vec3s up) {
+ mat4s dest;
+ glm_lookat_rh_no(eye.raw, center.raw, up.raw, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief set up view matrix
+ * with a right-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * 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
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_look_rh_no(vec3s eye, vec3s dir, vec3s up) {
+ mat4s dest;
+ glm_look_rh_no(eye.raw, dir.raw, up.raw, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief set up view matrix
+ * with a right-hand coordinate system and a
+ * clip-space of [-1, 1].
+ *
+ * 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
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_look_anyup_rh_no(vec3s eye, vec3s dir) {
+ mat4s dest;
+ glm_look_anyup_rh_no(eye.raw, dir.raw, dest.raw);
+ return dest;
+}
+
+#endif /* cglms_view_rh_no_h */
diff --git a/include/cglm/struct/clipspace/view_rh_zo.h b/include/cglm/struct/clipspace/view_rh_zo.h
new file mode 100644
index 0000000..14ffe32
--- /dev/null
+++ b/include/cglm/struct/clipspace/view_rh_zo.h
@@ -0,0 +1,89 @@
+/*
+ * 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_lookat_rh_zo(vec3s eye, vec3s center, vec3s up)
+ CGLM_INLINE mat4s glms_look_rh_zo(vec3s eye, vec3s dir, vec3s up)
+ CGLM_INLINE mat4s glms_look_anyup_rh_zo(vec3s eye, vec3s dir)
+ */
+
+#ifndef cglms_view_rh_zo_h
+#define cglms_view_rh_zo_h
+
+#include "../../common.h"
+#include "../../types-struct.h"
+#include "../../plane.h"
+#include "../../cam.h"
+#include "../../clipspace/view_rh_zo.h"
+
+/*!
+ * @brief set up view matrix
+ * with a right-hand coordinate system and a
+ * clip-space of [0, 1].
+ *
+ * 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
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_lookat_rh_zo(vec3s eye, vec3s center, vec3s up) {
+ mat4s dest;
+ glm_lookat_rh_zo(eye.raw, center.raw, up.raw, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief set up view matrix
+ * with a right-hand coordinate system and a
+ * clip-space of [0, 1].
+ *
+ * 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
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_look_rh_zo(vec3s eye, vec3s dir, vec3s up) {
+ mat4s dest;
+ glm_look_rh_zo(eye.raw, dir.raw, up.raw, dest.raw);
+ return dest;
+}
+
+/*!
+ * @brief set up view matrix
+ * with a right-hand coordinate system and a
+ * clip-space of [0, 1].
+ *
+ * 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
+ * @returns result matrix
+ */
+CGLM_INLINE
+mat4s
+glms_look_anyup_rh_zo(vec3s eye, vec3s dir) {
+ mat4s dest;
+ glm_look_anyup_rh_zo(eye.raw, dir.raw, dest.raw);
+ return dest;
+}
+
+#endif /* cglms_view_rh_zo_h */