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re-organise files, remove cglm prefix from file to make them more clean
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284
include/cglm/cam.h
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284
include/cglm/cam.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(float left,
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float right,
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float bottom,
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float top,
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float near,
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float far,
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mat4 dest);
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CGLM_INLINE void glm_ortho(float left,
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float right,
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float bottom,
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float top,
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float near,
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float far,
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mat4 dest);
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CGLM_INLINE void glm_ortho_default(float aspect, mat4 dest);
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CGLM_INLINE void glm_ortho_default_s(float aspect, float size, mat4 dest);
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CGLM_INLINE void glm_perspective(float fovy,
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float aspect,
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float near,
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float far,
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mat4 dest);
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CGLM_INLINE void glm_perspective_default(float aspect, mat4 dest);
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CGLM_INLINE void glm_perspective_resize(float aspect, mat4 proj);
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CGLM_INLINE void glm_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest);
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*/
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#ifndef cglm_vcam_h
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#define cglm_vcam_h
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#include "common.h"
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/*!
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* @brief set up perspective peprojection matrix
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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] nearVal near clipping plane
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* @param[in] farVal 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(float left,
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float right,
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float bottom,
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float top,
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float nearVal,
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float farVal,
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mat4 dest) {
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float rl, tb, fn, nv;
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glm__memzero(float, dest, sizeof(mat4));
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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 / (farVal - nearVal);
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nv = 2.0f * nearVal;
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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] = (farVal + nearVal) * fn;
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dest[2][3] =-1.0f;
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dest[3][2] = farVal * nv * fn;
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}
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/*!
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* @brief set up orthographic projection matrix
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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] nearVal near clipping plane
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* @param[in] farVal 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_ortho(float left,
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float right,
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float bottom,
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float top,
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float nearVal,
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float farVal,
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mat4 dest) {
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float rl, tb, fn;
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glm__memzero(float, dest, sizeof(mat4));
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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 / (farVal - nearVal);
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dest[0][0] = 2.0f * rl;
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dest[1][1] = 2.0f * tb;
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dest[2][2] = 2.0f * fn;
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dest[3][0] =-(right + left) * rl;
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dest[3][1] =-(top + bottom) * tb;
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dest[3][2] = (farVal + nearVal) * fn;
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dest[3][3] = 1.0f;
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}
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/*!
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* @brief set up unit orthographic projection matrix
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*
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* @param[in] aspect aspect ration ( 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_ortho_default(float aspect,
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mat4 dest) {
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if (aspect >= 1.0f) {
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glm_ortho(-1.0f * aspect,
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1.0f * aspect,
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-1.0f,
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1.0f,
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-100.0f,
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100.0f,
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dest);
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return;
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}
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glm_ortho(-1.0f,
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1.0f,
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-1.0f / aspect,
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1.0f / aspect,
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-100.0f,
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100.0f,
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dest);
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}
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/*!
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* @brief set up orthographic projection matrix with given CUBE size
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*
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* @param[in] aspect aspect ratio ( width / height )
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* @param[in] size cube size
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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_ortho_default_s(float aspect,
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float size,
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mat4 dest) {
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if (aspect >= 1.0f) {
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glm_ortho(-size * aspect,
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size * aspect,
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-size,
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size,
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-size - 100.0f,
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size + 100.0f,
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dest);
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return;
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}
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glm_ortho(-size,
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size,
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-size / aspect,
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size / aspect,
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-size - 100.0f,
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size + 100.0f,
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dest);
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}
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/*!
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* @brief set up perspective projection matrix
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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] nearVal near clipping plane
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* @param[in] farVal 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(float fovy,
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float aspect,
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float nearVal,
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float farVal,
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mat4 dest) {
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float f, fn;
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glm__memzero(float, dest, sizeof(mat4));
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f = 1.0f / tanf(fovy * 0.5f);
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fn = 1.0f / (nearVal - farVal);
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dest[0][0] = f / aspect;
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dest[1][1] = f;
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dest[2][2] = (nearVal + farVal) * fn;
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dest[2][3] =-1.0f;
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dest[3][2] = 2.0f * nearVal * farVal * 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
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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(float aspect,
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mat4 dest) {
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glm_perspective((float)CGLM_PI_4,
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aspect,
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0.01f,
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100.0f,
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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 very make easy to resize proj matrix when window, viewport
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* reized
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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(float aspect,
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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 set up view matrix
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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(vec3 eye,
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vec3 center,
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vec3 up,
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mat4 dest) {
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vec3 f, u, s;
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glm_vec_sub(center, eye, f);
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glm_vec_normalize(f);
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glm_vec_cross(f, up, s);
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glm_vec_normalize(s);
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glm_vec_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_vec_dot(s, eye);
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dest[3][1] =-glm_vec_dot(u, eye);
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dest[3][2] = glm_vec_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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#endif /* cglm_vcam_h */
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