docs: add docs for camera

This commit is contained in:
Recep Aslantas
2018-02-26 23:23:31 +03:00
parent 23698b7e48
commit 425bf87c1f
3 changed files with 349 additions and 54 deletions

View File

@@ -7,54 +7,53 @@
/*
Functions:
CGLM_INLINE void glm_frustum(float left,
float right,
float bottom,
float top,
float nearVal,
float farVal,
mat4 dest);
CGLM_INLINE void glm_ortho(float left,
float right,
float bottom,
float top,
float nearVal,
float farVal,
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 nearVal,
float farVal,
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_persp_decomp(mat4 proj,
float * __restrict nearVal,
float * __restrict farVal,
float * __restrict top,
float * __restrict bottom,
float * __restrict left,
float * __restrict right);
CGLM_INLINE void glm_persp_decompv(mat4 proj, float dest[6]);
CGLM_INLINE void glm_persp_decomp_x(mat4 proj,
float * __restrict left,
float * __restrict right);
CGLM_INLINE void glm_persp_decomp_y(mat4 proj,
float * __restrict top,
float * __restrict bottom);
CGLM_INLINE void glm_persp_decomp_z(mat4 proj,
float * __restrict nearVal,
float * __restrict farVal);
CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float * __restrict farVal);
CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *__restrict nearVal);
CGLM_INLINE void glm_frustum_planes(mat4 m, vec4 dest[6]);
CGLM_INLINE void glm_frustum_corners(mat4 invMat, vec4 dest[8]);
CGLM_INLINE glm_ortho_box(vec3 box[2], mat4 dest);
CGLM_INLINE void glm_ortho_boxp(vec3 box[2], float padding, mat4 dest);
CGLM_INLINE void glm_ortho_boxp(vec3 box[2], float padding, mat4 dest);
CGLM_INLINE void glm_frustum(float left,
float right,
float bottom,
float top,
float nearVal,
float farVal,
mat4 dest)
CGLM_INLINE void glm_ortho(float left,
float right,
float bottom,
float top,
float nearVal,
float farVal,
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 nearVal,
float farVal,
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 *nearVal,
float *farVal,
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 *nearVal,
float *farVal)
CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float *farVal)
CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *nearVal)
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_vcam_h
@@ -303,7 +302,7 @@ glm_perspective_default(float aspect,
/*!
* @brief resize perspective matrix by aspect ratio ( width / height )
* this very make easy to resize proj matrix when window, viewport
* this makes very easy to resize proj matrix when window /viewport
* reized
*
* @param[in] aspect aspect ratio ( width / height )
@@ -458,7 +457,7 @@ glm_persp_decompv(mat4 proj, float dest[6]) {
* @brief decomposes left and right values of perspective projection.
* x stands for x axis (left / right axis)
*
* @param[in] proj perspective projection matrix
* @param[in] proj perspective projection matrix
* @param[out] left left
* @param[out] right right
*/
@@ -572,10 +571,7 @@ glm_persp_aspect(mat4 proj) {
}
/*!
* @brief returns aspect ratio of perspective projection
*
* if you don't have fovy then use glm_persp_fovy(proj) to get it
* or pass directly: glm_persp_sizes(proj, glm_persp_fovy(proj), sizes);
* @brief returns sizes of near and far planes of perspective projection
*
* @param[in] proj perspective projection matrix
* @param[in] fovy fovy (see brief)