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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].
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include/cglm/clipspace/view_lh.h
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99
include/cglm/clipspace/view_lh.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_lookat_lh(vec3 eye, vec3 center, vec3 up, mat4 dest)
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CGLM_INLINE void glm_look_lh(vec3 eye, vec3 dir, vec3 up, mat4 dest)
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CGLM_INLINE void glm_look_anyup_lh(vec3 eye, vec3 dir, mat4 dest)
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*/
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#ifndef cglm_view_lh_h
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#define cglm_view_lh_h
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#include "../common.h"
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#include "../plane.h"
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/*!
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* @brief set up view matrix (LH)
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*
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* NOTE: The UP vector must not be parallel to the line of sight from
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* the eye point to the reference point
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*
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* @param[in] eye eye vector
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* @param[in] center center vector
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* @param[in] up up vector
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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_lookat_lh(vec3 eye, vec3 center, vec3 up, mat4 dest) {
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CGLM_ALIGN(8) vec3 f, u, s;
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glm_vec3_sub(center, eye, f);
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glm_vec3_normalize(f);
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glm_vec3_crossn(f, up, s);
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glm_vec3_cross(s, f, u);
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dest[0][0] = s[0];
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dest[0][1] = u[0];
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dest[0][2] = f[0];
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dest[1][0] = s[1];
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dest[1][1] = u[1];
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dest[1][2] = f[1];
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dest[2][0] = s[2];
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dest[2][1] = u[2];
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dest[2][2] = f[2];
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dest[3][0] =-glm_vec3_dot(s, eye);
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dest[3][1] =-glm_vec3_dot(u, eye);
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dest[3][2] =-glm_vec3_dot(f, eye);
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dest[0][3] = dest[1][3] = dest[2][3] = 0.0f;
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dest[3][3] = 1.0f;
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}
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/*!
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* @brief set up view matrix with left handed coordinate system
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*
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* convenient wrapper for lookat: if you only have direction not target self
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* then this might be useful. Because you need to get target from direction.
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*
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* NOTE: The UP vector must not be parallel to the line of sight from
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* the eye point to the reference point
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*
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* @param[in] eye eye vector
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* @param[in] dir direction vector
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* @param[in] up up vector
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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_look_lh(vec3 eye, vec3 dir, vec3 up, mat4 dest) {
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CGLM_ALIGN(8) vec3 target;
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glm_vec3_add(eye, dir, target);
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glm_lookat_lh(eye, target, up, dest);
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}
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/*!
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* @brief set up view matrix with left handed coordinate system
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*
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* convenient wrapper for look: if you only have direction and if you don't
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* care what UP vector is then this might be useful to create view matrix
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*
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* @param[in] eye eye vector
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* @param[in] dir direction vector
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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_look_anyup_lh(vec3 eye, vec3 dir, mat4 dest) {
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CGLM_ALIGN(8) vec3 up;
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glm_vec3_ortho(dir, up);
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glm_look_lh(eye, dir, up, dest);
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}
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#endif /*cglm_view_lh_h*/
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