From 118980e02e59ff31871df59dce257075394f3533 Mon Sep 17 00:00:00 2001 From: Aaditya Dhruv Date: Sun, 25 Jan 2026 15:10:37 -0600 Subject: wip --- include/cglm/struct/clipspace/persp_rh_zo.h | 312 ++++++++++++++++++++++++++++ 1 file changed, 312 insertions(+) create mode 100644 include/cglm/struct/clipspace/persp_rh_zo.h (limited to 'include/cglm/struct/clipspace/persp_rh_zo.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 */ -- cgit