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synced 2026-02-17 03:39:05 +00:00
clipspace: add initial implementations LH, RH and NO, ZO
Add the initial implementations of the left-handed and right-handed coordinate systems as well as clipspace depth values of [-1, 0] and [0, 1].
This commit is contained in:
390
include/cglm/clipspace/persp_rh_zo.h
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390
include/cglm/clipspace/persp_rh_zo.h
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/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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/*
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Functions:
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CGLM_INLINE void glm_frustum_rh_zo(float left, float right,
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float bottom, float top,
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float nearZ, float farZ,
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mat4 dest)
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CGLM_INLINE void glm_perspective_rh_zo(float fovy,
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float aspect,
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float nearZ,
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float farZ,
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mat4 dest)
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CGLM_INLINE void glm_perspective_default_rh_zo(float aspect, mat4 dest)
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CGLM_INLINE void glm_perspective_resize_rh_zo(float aspect, mat4 proj)
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CGLM_INLINE void glm_persp_move_far_rh_zo(mat4 proj,
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float deltaFar)
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CGLM_INLINE void glm_persp_decomp_rh_zo(mat4 proj,
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float * __restrict nearZ,
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float * __restrict farZ,
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float * __restrict top,
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float * __restrict bottom,
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float * __restrict left,
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float * __restrict right)
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CGLM_INLINE void glm_persp_decompv_rh_zo(mat4 proj,
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float dest[6])
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CGLM_INLINE void glm_persp_decomp_x_rh_zo(mat4 proj,
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float * __restrict left,
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float * __restrict right)
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CGLM_INLINE void glm_persp_decomp_y_rh_zo(mat4 proj,
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float * __restrict top,
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float * __restrict bottom)
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CGLM_INLINE void glm_persp_decomp_z_rh_zo(mat4 proj,
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float * __restrict nearZ,
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float * __restrict farZ)
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CGLM_INLINE void glm_persp_decomp_far_rh_zo(mat4 proj, float * __restrict farZ)
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CGLM_INLINE void glm_persp_decomp_near_rh_zo(mat4 proj, float * __restrict nearZ)
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CGLM_INLINE void glm_persp_sizes_rh_zo(mat4 proj, float fovy, vec4 dest)
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*/
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#ifndef cglm_persp_rh_zo_h
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#define cglm_persp_rh_zo_h
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#include "../common.h"
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#include "../plane.h"
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#include "persp.h"
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/*!
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* @brief set up perspective peprojection matrix with a right-hand coordinate
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* system and a clip-space of [0, 1].
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*
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* @param[in] left viewport.left
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* @param[in] right viewport.right
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* @param[in] bottom viewport.bottom
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* @param[in] top viewport.top
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* @param[in] nearZ near clipping plane
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* @param[in] farZ far clipping plane
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* @param[out] dest result matrix
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*/
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CGLM_INLINE
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void
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glm_frustum_rh_zo(float left, float right,
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float bottom, float top,
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float nearZ, float farZ,
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mat4 dest) {
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float rl, tb, fn, nv;
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glm_mat4_zero(dest);
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rl = 1.0f / (right - left);
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tb = 1.0f / (top - bottom);
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fn =-1.0f / (farZ - nearZ);
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nv = 2.0f * nearZ;
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dest[0][0] = nv * rl;
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dest[1][1] = nv * tb;
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dest[2][0] = (right + left) * rl;
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dest[2][1] = (top + bottom) * tb;
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dest[2][2] = farZ * fn;
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dest[2][3] =-1.0f;
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dest[3][2] = farZ * nearZ * fn;
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}
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/*!
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* @brief set up perspective projection matrix with a right-hand coordinate
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* system and a clip-space of [0, 1].
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*
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* @param[in] fovy field of view angle
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* @param[in] aspect aspect ratio ( width / height )
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* @param[in] nearZ near clipping plane
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* @param[in] farZ far clipping planes
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* @param[out] dest result matrix
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*/
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CGLM_INLINE
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void
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glm_perspective_rh_zo(float fovy,
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float aspect,
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float nearZ,
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float farZ,
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mat4 dest) {
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float f, fn;
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glm_mat4_zero(dest);
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f = 1.0f / tanf(fovy * 0.5f);
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fn = 1.0f / (nearZ - farZ);
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dest[0][0] = f / aspect;
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dest[1][1] = f;
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dest[2][2] = farZ * fn;
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dest[2][3] =-1.0f;
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dest[3][2] = nearZ * farZ * fn;
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}
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/*!
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* @brief set up perspective projection matrix with default near/far
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* and angle values with a right-hand coordinate system and a
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* clip-space of [0, 1].
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*
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* @param[in] aspect aspect ratio ( width / height )
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* @param[out] dest result matrix
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*/
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CGLM_INLINE
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void
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glm_perspective_default_rh_zo(float aspect, mat4 dest) {
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glm_perspective_rh_zo(GLM_PI_4f, aspect, 0.01f, 100.0f, dest);
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}
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/*!
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* @brief resize perspective matrix by aspect ratio ( width / height )
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* this makes very easy to resize proj matrix when window /viewport
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* resized with a right-hand coordinate system and a clip-space of
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* [0, 1].
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*
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* @param[in] aspect aspect ratio ( width / height )
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* @param[in, out] proj perspective projection matrix
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*/
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CGLM_INLINE
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void
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glm_perspective_resize_rh_zo(float aspect, mat4 proj) {
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if (proj[0][0] == 0.0f)
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return;
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proj[0][0] = proj[1][1] / aspect;
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}
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/*!
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* @brief extend perspective projection matrix's far distance with a
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* right-hand coordinate system and a clip-space of [0, 1].
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*
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* this function does not guarantee far >= near, be aware of that!
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*
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* @param[in, out] proj projection matrix to extend
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* @param[in] deltaFar distance from existing far (negative to shink)
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*/
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CGLM_INLINE
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void
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glm_persp_move_far_rh_zo(mat4 proj, float deltaFar) {
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float fn, farZ, nearZ, p22, p32;
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p22 = proj[2][2];
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p32 = proj[3][2];
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nearZ = p32 / p22;
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farZ = p32 / (p22 + 1.0f) + deltaFar;
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fn = 1.0f / (nearZ - farZ);
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proj[2][2] = farZ * fn;
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proj[3][2] = nearZ * farZ * fn;
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}
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/*!
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* @brief decomposes frustum values of perspective projection
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* with angle values with a right-hand coordinate system and a
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* clip-space of [0, 1].
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*
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* @param[in] proj perspective projection matrix
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* @param[out] nearZ near
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* @param[out] farZ far
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* @param[out] top top
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* @param[out] bottom bottom
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* @param[out] left left
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* @param[out] right right
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*/
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CGLM_INLINE
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void
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glm_persp_decomp_rh_zo(mat4 proj,
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float * __restrict nearZ, float * __restrict farZ,
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float * __restrict top, float * __restrict bottom,
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float * __restrict left, float * __restrict right) {
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float m00, m11, m20, m21, m22, m32, n, f;
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float n_m11, n_m00;
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m00 = proj[0][0];
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m11 = proj[1][1];
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m20 = proj[2][0];
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m21 = proj[2][1];
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m22 = proj[2][2];
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m32 = proj[3][2];
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n = m32 / m22;
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f = m32 / (m22 + 1.0f);
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n_m11 = n / m11;
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n_m00 = n / m00;
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*nearZ = n;
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*farZ = f;
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*bottom = n_m11 * (m21 - 1.0f);
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*top = n_m11 * (m21 + 1.0f);
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*left = n_m00 * (m20 - 1.0f);
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*right = n_m00 * (m20 + 1.0f);
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}
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/*!
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* @brief decomposes frustum values of perspective projection
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* with angle values with a right-hand coordinate system and a
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* clip-space of [0, 1].
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* this makes easy to get all values at once
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*
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* @param[in] proj perspective projection matrix
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* @param[out] dest array
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*/
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CGLM_INLINE
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void
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glm_persp_decompv_rh_zo(mat4 proj, float dest[6]) {
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glm_persp_decomp_rh_zo(proj, &dest[0], &dest[1], &dest[2],
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&dest[3], &dest[4], &dest[5]);
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}
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/*!
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* @brief decomposes left and right values of perspective projection (ZO).
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* x stands for x axis (left / right axis)
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*
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* @param[in] proj perspective projection matrix
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* @param[out] left left
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* @param[out] right right
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*/
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CGLM_INLINE
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void
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glm_persp_decomp_x_rh_zo(mat4 proj,
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float * __restrict left,
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float * __restrict right) {
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float nearZ, m20, m00, m22;
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m00 = proj[0][0];
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m20 = proj[2][0];
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m22 = proj[2][2];
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nearZ = proj[3][2] / m22;
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*left = nearZ * (m20 - 1.0f) / m00;
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*right = nearZ * (m20 + 1.0f) / m00;
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}
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/*!
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* @brief decomposes top and bottom values of perspective projection
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* with angle values with a right-hand coordinate system and a
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* clip-space of [0, 1].
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* y stands for y axis (top / bottom axis)
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*
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* @param[in] proj perspective projection matrix
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* @param[out] top top
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* @param[out] bottom bottom
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*/
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CGLM_INLINE
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void
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glm_persp_decomp_y_rh_zo(mat4 proj,
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float * __restrict top,
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float * __restrict bottom) {
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float nearZ, m21, m11, m22;
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m21 = proj[2][1];
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m11 = proj[1][1];
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m22 = proj[2][2];
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nearZ = proj[3][2] / m22;
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*bottom = nearZ * (m21 - 1) / m11;
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*top = nearZ * (m21 + 1) / m11;
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}
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/*!
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* @brief decomposes near and far values of perspective projection
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* with angle values with a right-hand coordinate system and a
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* clip-space of [0, 1].
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* z stands for z axis (near / far axis)
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*
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* @param[in] proj perspective projection matrix
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* @param[out] nearZ near
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* @param[out] farZ far
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*/
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CGLM_INLINE
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void
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glm_persp_decomp_z_rh_zo(mat4 proj,
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float * __restrict nearZ,
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float * __restrict farZ) {
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float m32, m22;
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m32 = proj[3][2];
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m22 = proj[2][2];
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*nearZ = m32 / m22;
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*farZ = m32 / (m22 + 1.0f);
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}
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/*!
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* @brief decomposes far value of perspective projection
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* with angle values with a right-hand coordinate system and a
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* clip-space of [0, 1].
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*
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* @param[in] proj perspective projection matrix
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* @param[out] farZ far
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*/
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CGLM_INLINE
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void
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glm_persp_decomp_far_rh_zo(mat4 proj, float * __restrict farZ) {
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*farZ = proj[3][2] / (proj[2][2] + 1.0f);
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}
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/*!
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* @brief decomposes near value of perspective projection
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* with angle values with a right-hand coordinate system and a
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* clip-space of [0, 1].
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*
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* @param[in] proj perspective projection matrix
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* @param[out] nearZ near
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*/
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CGLM_INLINE
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void
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glm_persp_decomp_near_rh_zo(mat4 proj, float * __restrict nearZ) {
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*nearZ = proj[3][2] / proj[2][2];
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}
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/*!
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* @brief returns sizes of near and far planes of perspective projection
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* with a right-hand coordinate system and a
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* clip-space of [0, 1].
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*
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* @param[in] proj perspective projection matrix
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* @param[in] fovy fovy (see brief)
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* @param[out] dest sizes order: [Wnear, Hnear, Wfar, Hfar]
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*/
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CGLM_INLINE
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void
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glm_persp_sizes_rh_zo(mat4 proj, float fovy, vec4 dest) {
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float t, a, nearZ, farZ;
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t = 2.0f * tanf(fovy * 0.5f);
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a = glm_persp_aspect(proj);
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glm_persp_decomp_z_rh_zo(proj, &nearZ, &farZ);
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dest[1] = t * nearZ;
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dest[3] = t * farZ;
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dest[0] = a * dest[1];
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dest[2] = a * dest[3];
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}
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/*!
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* @brief returns field of view angle along the Y-axis (in radians)
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* with a right-hand coordinate system and a clip-space of [0, 1].
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*
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* if you need to degrees, use glm_deg to convert it or use this:
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* fovy_deg = glm_deg(glm_persp_fovy(projMatrix))
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*
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* @param[in] proj perspective projection matrix
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*/
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CGLM_INLINE
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float
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glm_persp_fovy_rh_zo(mat4 proj) {
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return glm_persp_fovy(proj);
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}
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/*!
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* @brief returns aspect ratio of perspective projection
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* with a right-hand coordinate system and a clip-space of [0, 1].
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*
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* @param[in] proj perspective projection matrix
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*/
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CGLM_INLINE
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float
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glm_persp_aspect_rh_zo(mat4 proj) {
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return glm_persp_aspect(proj);
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}
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#endif /*cglm_persp_rh_zo_h*/
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