diff --git a/include/cglm/struct/cam.h b/include/cglm/struct/cam.h index c1e954b..151eec4 100644 --- a/include/cglm/struct/cam.h +++ b/include/cglm/struct/cam.h @@ -51,6 +51,39 @@ #include "../plane.h" #include "../cam.h" +#ifndef CGLM_CLIPSPACE_INCLUDE_ALL +# if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO +# include "clipspace/ortho_lh_zo.h" +# include "clipspace/persp_lh_zo.h" +# include "clipspace/view_lh_zo.h" +# elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO +# include "clipspace/ortho_lh_no.h" +# include "clipspace/persp_lh_no.h" +# include "clipspace/view_lh_no.h" +# elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO +# include "clipspace/ortho_rh_zo.h" +# include "clipspace/persp_rh_zo.h" +# include "clipspace/view_rh_zo.h" +# elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO +# include "clipspace/ortho_rh_no.h" +# include "clipspace/persp_rh_no.h" +# include "clipspace/view_rh_no.h" +# endif +#else +# include "clipspace/ortho_lh_zo.h" +# include "clipspace/persp_lh_zo.h" +# include "clipspace/ortho_lh_no.h" +# include "clipspace/persp_lh_no.h" +# include "clipspace/ortho_rh_zo.h" +# include "clipspace/persp_rh_zo.h" +# include "clipspace/ortho_rh_no.h" +# include "clipspace/persp_rh_no.h" +# include "clipspace/view_lh_zo.h" +# include "clipspace/view_lh_no.h" +# include "clipspace/view_rh_zo.h" +# include "clipspace/view_rh_no.h" +#endif + /*! * @brief set up perspective peprojection matrix * @@ -67,9 +100,15 @@ mat4s glms_frustum(float left, float right, float bottom, float top, float nearZ, float farZ) { - mat4s dest; - glm_frustum(left, right, bottom, top, nearZ, farZ, dest.raw); - return dest; +#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO + return glms_frustum_lh_zo(left, right, bottom, top, nearZ, farZ); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO + return glms_frustum_lh_no(left, right, bottom, top, nearZ, farZ); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO + return glms_frustum_rh_zo(left, right, bottom, top, nearZ, farZ); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO + return glms_frustum_rh_no(left, right, bottom, top, nearZ, farZ); +#endif } /*! @@ -88,9 +127,15 @@ mat4s glms_ortho(float left, float right, float bottom, float top, float nearZ, float farZ) { - mat4s dest; - glm_ortho(left, right, bottom, top, nearZ, farZ, dest.raw); - return dest; +#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO + return glms_ortho_lh_zo(left, right, bottom, top, nearZ, farZ); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO + return glms_ortho_lh_no(left, right, bottom, top, nearZ, farZ); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO + return glms_ortho_rh_zo(left, right, bottom, top, nearZ, farZ); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO + return glms_ortho_rh_no(left, right, bottom, top, nearZ, farZ); +#endif } /*! @@ -104,13 +149,15 @@ glms_ortho(float left, float right, CGLM_INLINE mat4s glms_ortho_aabb(vec3s box[2]) { - mat4s dest; - vec3 rawBox[2]; - - glms_vec3_unpack(rawBox, box, 2); - glm_ortho_aabb(rawBox, dest.raw); - - return dest; +#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO + return glms_ortho_aabb_lh_zo(box); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO + return glms_ortho_aabb_lh_no(box); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO + return glms_ortho_aabb_rh_zo(box); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO + return glms_ortho_aabb_rh_no(box); +#endif } /*! @@ -125,13 +172,15 @@ glms_ortho_aabb(vec3s box[2]) { CGLM_INLINE mat4s glms_ortho_aabb_p(vec3s box[2], float padding) { - mat4s dest; - vec3 rawBox[2]; - - glms_vec3_unpack(rawBox, box, 2); - glm_ortho_aabb_p(rawBox, padding, dest.raw); - - return dest; +#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO + return glms_ortho_aabb_p_lh_zo(box, padding); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO + return glms_ortho_aabb_p_lh_no(box, padding); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO + return glms_ortho_aabb_p_rh_zo(box, padding); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO + return glms_ortho_aabb_p_rh_no(box, padding); +#endif } /*! @@ -146,13 +195,15 @@ glms_ortho_aabb_p(vec3s box[2], float padding) { CGLM_INLINE mat4s glms_ortho_aabb_pz(vec3s box[2], float padding) { - mat4s dest; - vec3 rawBox[2]; - - glms_vec3_unpack(rawBox, box, 2); - glm_ortho_aabb_pz(rawBox, padding, dest.raw); - - return dest; +#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO + return glms_ortho_aabb_pz_lh_zo(box, padding); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO + return glms_ortho_aabb_pz_lh_no(box, padding); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO + return glms_ortho_aabb_pz_rh_zo(box, padding); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO + return glms_ortho_aabb_pz_rh_no(box, padding); +#endif } /*! @@ -164,9 +215,15 @@ glms_ortho_aabb_pz(vec3s box[2], float padding) { CGLM_INLINE mat4s glms_ortho_default(float aspect) { - mat4s dest; - glm_ortho_default(aspect, dest.raw); - return dest; +#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO + return glms_ortho_default_lh_zo(aspect); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO + return glms_ortho_default_lh_no(aspect); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO + return glms_ortho_default_rh_zo(aspect); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO + return glms_ortho_default_rh_no(aspect); +#endif } /*! @@ -179,9 +236,15 @@ glms_ortho_default(float aspect) { CGLM_INLINE mat4s glms_ortho_default_s(float aspect, float size) { - mat4s dest; - glm_ortho_default_s(aspect, size, dest.raw); - return dest; +#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO + return glms_ortho_default_s_lh_zo(aspect, size); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO + return glms_ortho_default_s_lh_no(aspect, size); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO + return glms_ortho_default_s_rh_zo(aspect, size); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO + return glms_ortho_default_s_rh_no(aspect, size); +#endif } /*! @@ -196,9 +259,15 @@ glms_ortho_default_s(float aspect, float size) { CGLM_INLINE mat4s glms_perspective(float fovy, float aspect, float nearZ, float farZ) { - mat4s dest; - glm_perspective(fovy, aspect, nearZ, farZ, dest.raw); - return dest; +#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO + return glms_perspective_lh_zo(fovy, aspect, nearZ, farZ); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO + return glms_perspective_lh_no(fovy, aspect, nearZ, farZ); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO + return glms_perspective_rh_zo(fovy, aspect, nearZ, farZ); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO + return glms_perspective_rh_no(fovy, aspect, nearZ, farZ); +#endif } /*! @@ -212,7 +281,15 @@ glms_perspective(float fovy, float aspect, float nearZ, float farZ) { CGLM_INLINE void glms_persp_move_far(mat4s proj, float deltaFar) { - glm_persp_move_far(proj.raw, deltaFar); +#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO + glms_persp_move_far_lh_zo(proj, deltaFar); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO + glms_persp_move_far_lh_no(proj, deltaFar); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO + glms_persp_move_far_rh_zo(proj, deltaFar); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO + glms_persp_move_far_rh_no(proj, deltaFar); +#endif } /*! @@ -225,9 +302,15 @@ glms_persp_move_far(mat4s proj, float deltaFar) { CGLM_INLINE mat4s glms_perspective_default(float aspect) { - mat4s dest; - glm_perspective_default(aspect, dest.raw); - return dest; +#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO + return glms_perspective_default_lh_zo(aspect); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO + return glms_perspective_default_lh_no(aspect); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO + return glms_perspective_default_rh_zo(aspect); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO + return glms_perspective_default_rh_no(aspect); +#endif } /*! @@ -241,7 +324,15 @@ glms_perspective_default(float aspect) { CGLM_INLINE void glms_perspective_resize(mat4s proj, float aspect) { - glm_perspective_resize(aspect, proj.raw); +#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO + glms_perspective_resize_lh_zo(proj, aspect); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO + glms_perspective_resize_lh_no(proj, aspect); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO + glms_perspective_resize_rh_zo(proj, aspect); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO + glms_perspective_resize_rh_no(proj, aspect); +#endif } /*! @@ -258,9 +349,15 @@ glms_perspective_resize(mat4s proj, float aspect) { CGLM_INLINE mat4s glms_lookat(vec3s eye, vec3s center, vec3s up) { - mat4s dest; - glm_lookat(eye.raw, center.raw, up.raw, dest.raw); - return dest; +#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO + return glms_lookat_lh_zo(eye, center, up); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO + return glms_lookat_lh_no(eye, center, up); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO + return glms_lookat_rh_zo(eye, center, up); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO + return glms_lookat_rh_no(eye, center, up); +#endif } /*! @@ -280,9 +377,15 @@ glms_lookat(vec3s eye, vec3s center, vec3s up) { CGLM_INLINE mat4s glms_look(vec3s eye, vec3s dir, vec3s up) { - mat4s dest; - glm_look(eye.raw, dir.raw, up.raw, dest.raw); - return dest; +#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO + return glms_look_lh_zo(eye, dir, up); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO + return glms_look_lh_no(eye, dir, up); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO + return glms_look_rh_zo(eye, dir, up); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO + return glms_look_rh_no(eye, dir, up); +#endif } /*! @@ -298,9 +401,15 @@ glms_look(vec3s eye, vec3s dir, vec3s up) { CGLM_INLINE mat4s glms_look_anyup(vec3s eye, vec3s dir) { - mat4s dest; - glm_look_anyup(eye.raw, dir.raw, dest.raw); - return dest; +#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO + return glms_look_anyup_lh_zo(eye, dir); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO + return glms_look_anyup_lh_no(eye, dir); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO + return glms_look_anyup_rh_zo(eye, dir); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO + return glms_look_anyup_rh_no(eye, dir); +#endif } /*! @@ -320,7 +429,15 @@ glms_persp_decomp(mat4s proj, float * __restrict nearZ, float * __restrict farZ, float * __restrict top, float * __restrict bottom, float * __restrict left, float * __restrict right) { - glm_persp_decomp(proj.raw, nearZ, farZ, top, bottom, left, right); +#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO + glms_persp_decomp_lh_zo(proj, nearZ, farZ, top, bottom, left, right); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO + glms_persp_decomp_lh_no(proj, nearZ, farZ, top, bottom, left, right); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO + glms_persp_decomp_rh_zo(proj, nearZ, farZ, top, bottom, left, right); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO + glms_persp_decomp_rh_no(proj, nearZ, farZ, top, bottom, left, right); +#endif } /*! @@ -333,7 +450,15 @@ glms_persp_decomp(mat4s proj, CGLM_INLINE void glms_persp_decompv(mat4s proj, float dest[6]) { - glm_persp_decompv(proj.raw, dest); +#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO + glms_persp_decompv_lh_zo(proj, dest); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO + glms_persp_decompv_lh_no(proj, dest); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO + glms_persp_decompv_rh_zo(proj, dest); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO + glms_persp_decompv_rh_no(proj, dest); +#endif } /*! @@ -349,7 +474,15 @@ void glms_persp_decomp_x(mat4s proj, float * __restrict left, float * __restrict right) { - glm_persp_decomp_x(proj.raw, left, right); +#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO + glms_persp_decomp_x_lh_zo(proj, left, right); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO + glms_persp_decomp_x_lh_no(proj, left, right); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO + glms_persp_decomp_x_rh_zo(proj, left, right); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO + glms_persp_decomp_x_rh_no(proj, left, right); +#endif } /*! @@ -365,7 +498,15 @@ void glms_persp_decomp_y(mat4s proj, float * __restrict top, float * __restrict bottom) { - glm_persp_decomp_y(proj.raw, top, bottom); +#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO + return glms_persp_decomp_y_lh_zo(proj, top, bottom); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO + return glms_persp_decomp_y_lh_no(proj, top, bottom); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO + return glms_persp_decomp_y_rh_zo(proj, top, bottom); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO + return glms_persp_decomp_y_rh_no(proj, top, bottom); +#endif } /*! @@ -381,7 +522,15 @@ void glms_persp_decomp_z(mat4s proj, float * __restrict nearZ, float * __restrict farZ) { - glm_persp_decomp_z(proj.raw, nearZ, farZ); +#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO + glms_persp_decomp_z_lh_zo(proj, nearZ, farZ); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO + glms_persp_decomp_z_lh_no(proj, nearZ, farZ); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO + glms_persp_decomp_z_rh_zo(proj, nearZ, farZ); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO + glms_persp_decomp_z_rh_no(proj, nearZ, farZ); +#endif } /*! @@ -393,7 +542,15 @@ glms_persp_decomp_z(mat4s proj, CGLM_INLINE void glms_persp_decomp_far(mat4s proj, float * __restrict farZ) { - glm_persp_decomp_far(proj.raw, farZ); +#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO + glms_persp_decomp_far_lh_zo(proj, farZ); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO + glms_persp_decomp_far_lh_no(proj, farZ); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO + glms_persp_decomp_far_rh_zo(proj, farZ); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO + glms_persp_decomp_far_rh_no(proj, farZ); +#endif } /*! @@ -405,7 +562,15 @@ glms_persp_decomp_far(mat4s proj, float * __restrict farZ) { CGLM_INLINE void glms_persp_decomp_near(mat4s proj, float * __restrict nearZ) { - glm_persp_decomp_near(proj.raw, nearZ); +#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO + glms_persp_decomp_near_lh_zo(proj, nearZ); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO + glms_persp_decomp_near_lh_no(proj, nearZ); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO + glms_persp_decomp_near_rh_zo(proj, nearZ); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO + glms_persp_decomp_near_rh_no(proj, nearZ); +#endif } /*! @@ -419,7 +584,15 @@ glms_persp_decomp_near(mat4s proj, float * __restrict nearZ) { CGLM_INLINE float glms_persp_fovy(mat4s proj) { - return glm_persp_fovy(proj.raw); +#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO + return glms_persp_fovy_lh_zo(proj); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO + return glms_persp_fovy_lh_no(proj); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO + return glms_persp_fovy_rh_zo(proj); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO + return glms_persp_fovy_rh_no(proj); +#endif } /*! @@ -430,7 +603,15 @@ glms_persp_fovy(mat4s proj) { CGLM_INLINE float glms_persp_aspect(mat4s proj) { - return glm_persp_aspect(proj.raw); +#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO + return glms_persp_aspect_lh_zo(proj); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO + return glms_persp_aspect_lh_no(proj); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO + return glms_persp_aspect_rh_zo(proj); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO + return glms_persp_aspect_rh_no(proj); +#endif } /*! @@ -443,9 +624,15 @@ glms_persp_aspect(mat4s proj) { CGLM_INLINE vec4s glms_persp_sizes(mat4s proj, float fovy) { - vec4s dest; - glm_persp_sizes(proj.raw, fovy, dest.raw); - return dest; +#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO + return glms_persp_sizes_lh_zo(proj, fovy); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO + return glms_persp_sizes_lh_no(proj, fovy); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO + return glms_persp_sizes_rh_zo(proj, fovy); +#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO + return glms_persp_sizes_rh_no(proj, fovy); +#endif } #endif /* cglms_cam_h */ 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..9a22ff5 --- /dev/null +++ b/include/cglm/struct/clipspace/ortho_lh_no.h @@ -0,0 +1,152 @@ +/* + * Copyright (c), Recep Aslantas. + * + * MIT License (MIT), htt../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" + +/*! + * @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..09f4731 --- /dev/null +++ b/include/cglm/struct/clipspace/ortho_lh_zo.h @@ -0,0 +1,152 @@ +/* + * Copyright (c), Recep Aslantas. + * + * MIT License (MIT), htt../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" + +/*! + * @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..28bd275 --- /dev/null +++ b/include/cglm/struct/clipspace/ortho_rh_no.h @@ -0,0 +1,152 @@ +/* + * Copyright (c), Recep Aslantas. + * + * MIT License (MIT), htt../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" + +/*! + * @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..0758d62 --- /dev/null +++ b/include/cglm/struct/clipspace/ortho_rh_zo.h @@ -0,0 +1,152 @@ +/* + * Copyright (c), Recep Aslantas. + * + * MIT License (MIT), htt../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" + +/*! + * @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..af957ad --- /dev/null +++ b/include/cglm/struct/clipspace/persp_lh_no.h @@ -0,0 +1,297 @@ +/* + * Copyright (c), Recep Aslantas. + * + * MIT License (MIT), htt../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" + +/*! + * @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]. + * + * 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 +void +glms_persp_move_far_lh_no(mat4s proj, float deltaFar) { + glm_persp_move_far_lh_no(proj.raw, deltaFar); +} + +/*! + * @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]. + * + * @param[in, out] proj perspective projection matrix + * @param[in] aspect aspect ratio ( width / height ) + */ +CGLM_INLINE +void +glms_perspective_resize_lh_no(mat4s proj, float aspect) { + glm_perspective_resize_lh_no(aspect, proj.raw); +} + +/*! + * @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 / botom 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..e1ddacc --- /dev/null +++ b/include/cglm/struct/clipspace/persp_lh_zo.h @@ -0,0 +1,297 @@ +/* + * Copyright (c), Recep Aslantas. + * + * MIT License (MIT), htt../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" + +/*! + * @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]. + * + * 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 +void +glms_persp_move_far_lh_zo(mat4s proj, float deltaFar) { + glm_persp_move_far_lh_zo(proj.raw, deltaFar); +} + +/*! + * @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]. + * + * @param[in, out] proj perspective projection matrix + * @param[in] aspect aspect ratio ( width / height ) + */ +CGLM_INLINE +void +glms_perspective_resize_lh_zo(mat4s proj, float aspect) { + glm_perspective_resize_lh_zo(aspect, proj.raw); +} + +/*! + * @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 / botom 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..fbd6e6c --- /dev/null +++ b/include/cglm/struct/clipspace/persp_rh_no.h @@ -0,0 +1,297 @@ +/* + * Copyright (c), Recep Aslantas. + * + * MIT License (MIT), htt../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" + +/*! + * @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]. + * + * 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 +void +glms_persp_move_far_rh_no(mat4s proj, float deltaFar) { + glm_persp_move_far_rh_no(proj.raw, deltaFar); +} + +/*! + * @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]. + * + * @param[in, out] proj perspective projection matrix + * @param[in] aspect aspect ratio ( width / height ) + */ +CGLM_INLINE +void +glms_perspective_resize_rh_no(mat4s proj, float aspect) { + glm_perspective_resize_rh_no(aspect, proj.raw); +} + +/*! + * @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 / botom 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..596ffee --- /dev/null +++ b/include/cglm/struct/clipspace/persp_rh_zo.h @@ -0,0 +1,297 @@ +/* + * Copyright (c), Recep Aslantas. + * + * MIT License (MIT), htt../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" + +/*! + * @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]. + * + * 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 +void +glms_persp_move_far_rh_zo(mat4s proj, float deltaFar) { + glm_persp_move_far_rh_zo(proj.raw, deltaFar); +} + +/*! + * @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]. + * + * @param[in, out] proj perspective projection matrix + * @param[in] aspect aspect ratio ( width / height ) + */ +CGLM_INLINE +void +glms_perspective_resize_rh_zo(mat4s proj, float aspect) { + glm_perspective_resize_rh_zo(aspect, proj.raw); +} + +/*! + * @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 / botom 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/view_lh_no.h b/include/cglm/struct/clipspace/view_lh_no.h new file mode 100644 index 0000000..bb5eed6 --- /dev/null +++ b/include/cglm/struct/clipspace/view_lh_no.h @@ -0,0 +1,88 @@ +/* + * Copyright (c), Recep Aslantas. + * + * MIT License (MIT), htt../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" + +/*! + * @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..322fdf6 --- /dev/null +++ b/include/cglm/struct/clipspace/view_lh_zo.h @@ -0,0 +1,88 @@ +/* + * Copyright (c), Recep Aslantas. + * + * MIT License (MIT), htt../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" + +/*! + * @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..df82b1d --- /dev/null +++ b/include/cglm/struct/clipspace/view_rh_no.h @@ -0,0 +1,88 @@ +/* + * Copyright (c), Recep Aslantas. + * + * MIT License (MIT), htt../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" + +/*! + * @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..5097bc8 --- /dev/null +++ b/include/cglm/struct/clipspace/view_rh_zo.h @@ -0,0 +1,88 @@ +/* + * Copyright (c), Recep Aslantas. + * + * MIT License (MIT), htt../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" + +/*! + * @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 */