mirror of
https://github.com/recp/cglm.git
synced 2026-02-17 03:39:05 +00:00
Implement infinite perspective projection matrix creation functions
This commit is contained in:
@@ -51,6 +51,10 @@ CGLM_EXPORT
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void
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void
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glmc_perspective(float fovy, float aspect, float nearZ, float farZ, mat4 dest);
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glmc_perspective(float fovy, float aspect, float nearZ, float farZ, mat4 dest);
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CGLM_EXPORT
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void
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glmc_perspective_infinite(float fovy, float aspect, float nearZ, mat4 dest);
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CGLM_EXPORT
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CGLM_EXPORT
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void
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void
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glmc_persp_move_far(mat4 proj, float deltaFar);
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glmc_persp_move_far(mat4 proj, float deltaFar);
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@@ -25,6 +25,10 @@
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float nearZ,
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float nearZ,
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float farZ,
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float farZ,
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mat4 dest)
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mat4 dest)
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CGLM_INLINE void glm_perspective_infinite(float fovy,
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float aspect,
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float nearZ,
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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_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_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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CGLM_INLINE void glm_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest)
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@@ -87,7 +91,7 @@
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#endif
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#endif
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/*!
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/*!
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* @brief set up perspective peprojection matrix
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* @brief set up perspective projection matrix
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*
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*
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* @param[in] left viewport.left
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* @param[in] left viewport.left
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* @param[in] right viewport.right
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* @param[in] right viewport.right
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@@ -274,6 +278,28 @@ glm_perspective(float fovy, float aspect, float nearZ, float farZ, mat4 dest) {
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#endif
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#endif
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}
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}
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/*!
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* @brief set up perspective projection matrix with infinite far plane
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*
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* @param[in] fovy field of view angle
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* @param[in] aspect aspect ratio ( width / height )
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* @param[in] nearZ near clipping plane
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* @param[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_infinite(float fovy, float aspect, float nearZ, mat4 dest) {
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#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
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glm_perspective_infinite_lh_zo(fovy, aspect, nearZ, dest);
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#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
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glm_perspective_infinite_lh_no(fovy, aspect, nearZ, dest);
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#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
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glm_perspective_infinite_rh_zo(fovy, aspect, nearZ, dest);
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#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
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glm_perspective_infinite_rh_no(fovy, aspect, nearZ, dest);
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#endif
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}
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/*!
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/*!
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* @brief extend perspective projection matrix's far distance
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* @brief extend perspective projection matrix's far distance
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*
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*
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@@ -16,6 +16,10 @@
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float nearZ,
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float nearZ,
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float farZ,
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float farZ,
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mat4 dest)
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mat4 dest)
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CGLM_INLINE void glm_perspective_infinite_lh_no(float fovy,
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float aspect,
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float nearZ,
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mat4 dest)
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CGLM_INLINE void glm_perspective_default_lh_no(float aspect, mat4 dest)
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CGLM_INLINE void glm_perspective_default_lh_no(float aspect, mat4 dest)
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CGLM_INLINE void glm_perspective_resize_lh_no(float aspect, mat4 proj)
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CGLM_INLINE void glm_perspective_resize_lh_no(float aspect, mat4 proj)
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CGLM_INLINE void glm_persp_move_far_lh_no(mat4 proj,
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CGLM_INLINE void glm_persp_move_far_lh_no(mat4 proj,
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@@ -116,7 +120,35 @@ glm_perspective_lh_no(float fovy,
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dest[2][2] =-(nearZ + farZ) * fn;
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dest[2][2] =-(nearZ + farZ) * fn;
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dest[2][3] = 1.0f;
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dest[2][3] = 1.0f;
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dest[3][2] = 2.0f * nearZ * farZ * fn;
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dest[3][2] = 2.0f * nearZ * farZ * fn;
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}
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/*!
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* @brief set up infinite perspective projection matrix
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* with a left-hand coordinate system and a
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* clip-space of [-1, 1].
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*
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* @param[in] fovy field of view angle
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* @param[in] aspect aspect ratio ( width / height )
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* @param[in] nearZ near clipping plane
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* @param[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_infinite_lh_no(float fovy,
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float aspect,
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float nearZ,
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mat4 dest) {
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float f;
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glm_mat4_zero(dest);
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f = 1.0f / tanf(fovy * 0.5f);
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dest[0][0] = f / aspect;
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dest[1][1] = f;
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dest[2][2] = 1.0f;
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dest[2][3] = 1.0f;
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dest[3][2] =-2.0f * nearZ;
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}
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}
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/*!
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/*!
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@@ -16,6 +16,10 @@
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float nearZ,
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float nearZ,
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float farZ,
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float farZ,
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mat4 dest)
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mat4 dest)
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CGLM_INLINE void glm_perspective_infinite_lh_zo(float fovy,
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float aspect,
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float nearZ,
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mat4 dest)
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CGLM_INLINE void glm_perspective_default_lh_zo(float aspect, mat4 dest)
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CGLM_INLINE void glm_perspective_default_lh_zo(float aspect, mat4 dest)
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CGLM_INLINE void glm_perspective_resize_lh_zo(float aspect, mat4 proj)
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CGLM_INLINE void glm_perspective_resize_lh_zo(float aspect, mat4 proj)
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CGLM_INLINE void glm_persp_move_far_lh_zo(mat4 proj,
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CGLM_INLINE void glm_persp_move_far_lh_zo(mat4 proj,
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@@ -116,6 +120,35 @@ glm_perspective_lh_zo(float fovy,
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dest[3][2] = nearZ * farZ * fn;
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dest[3][2] = nearZ * farZ * fn;
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}
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}
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/*!
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* @brief set up infinite perspective projection matrix
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* with a left-hand coordinate system and a
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* clip-space of [0, 1].
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*
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* @param[in] fovy field of view angle
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* @param[in] aspect aspect ratio ( width / height )
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* @param[in] nearZ near clipping plane
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* @param[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_infinite_lh_zo(float fovy,
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float aspect,
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float nearZ,
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mat4 dest) {
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float f;
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glm_mat4_zero(dest);
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f = 1.0f / tanf(fovy * 0.5f);
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dest[0][0] = f / aspect;
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dest[1][1] = f;
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dest[2][2] = 1.0f;
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dest[2][3] = 1.0f;
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dest[3][2] =-nearZ;
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}
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/*!
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/*!
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* @brief extend perspective projection matrix's far distance with a
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* @brief extend perspective projection matrix's far distance with a
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* left-hand coordinate system and a clip-space with depth values
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* left-hand coordinate system and a clip-space with depth values
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@@ -16,6 +16,10 @@
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float nearZ,
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float nearZ,
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float farZ,
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float farZ,
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mat4 dest)
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mat4 dest)
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CGLM_INLINE void glm_perspective_infinite_rh_no(float fovy,
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float aspect,
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float nearZ,
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mat4 dest)
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CGLM_INLINE void glm_perspective_default_rh_no(float aspect, mat4 dest)
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CGLM_INLINE void glm_perspective_default_rh_no(float aspect, mat4 dest)
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CGLM_INLINE void glm_perspective_resize_rh_no(float aspect, mat4 proj)
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CGLM_INLINE void glm_perspective_resize_rh_no(float aspect, mat4 proj)
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CGLM_INLINE void glm_persp_move_far_rh_no(mat4 proj,
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CGLM_INLINE void glm_persp_move_far_rh_no(mat4 proj,
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@@ -116,7 +120,35 @@ glm_perspective_rh_no(float fovy,
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dest[2][2] = (nearZ + farZ) * fn;
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dest[2][2] = (nearZ + farZ) * fn;
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dest[2][3] =-1.0f;
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dest[2][3] =-1.0f;
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dest[3][2] = 2.0f * nearZ * farZ * fn;
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dest[3][2] = 2.0f * nearZ * farZ * fn;
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}
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/*!
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* @brief set up infinite perspective projection matrix
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* with a right-hand coordinate system and a
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* clip-space of [-1, 1].
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*
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* @param[in] fovy field of view angle
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* @param[in] aspect aspect ratio ( width / height )
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* @param[in] nearZ near clipping plane
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* @param[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_infinite_rh_no(float fovy,
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float aspect,
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float nearZ,
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mat4 dest) {
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float f;
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glm_mat4_zero(dest);
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f = 1.0f / tanf(fovy * 0.5f);
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dest[0][0] = f / aspect;
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dest[1][1] = f;
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dest[2][2] =-1.0f;
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dest[2][3] =-1.0f;
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dest[3][2] =-2.0f * nearZ;
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}
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}
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/*!
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/*!
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@@ -16,6 +16,10 @@
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float nearZ,
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float nearZ,
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float farZ,
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float farZ,
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mat4 dest)
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mat4 dest)
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CGLM_INLINE void glm_perspective_infinite_rh_zo(float fovy,
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float aspect,
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float nearZ,
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mat4 dest)
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CGLM_INLINE void glm_perspective_default_rh_zo(float aspect, mat4 dest)
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CGLM_INLINE void glm_perspective_default_rh_zo(float aspect, mat4 dest)
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CGLM_INLINE void glm_perspective_resize_rh_zo(float aspect, mat4 proj)
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CGLM_INLINE void glm_perspective_resize_rh_zo(float aspect, mat4 proj)
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CGLM_INLINE void glm_persp_move_far_rh_zo(mat4 proj,
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CGLM_INLINE void glm_persp_move_far_rh_zo(mat4 proj,
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@@ -116,6 +120,35 @@ glm_perspective_rh_zo(float fovy,
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dest[3][2] = nearZ * farZ * fn;
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dest[3][2] = nearZ * farZ * fn;
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}
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}
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/*!
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* @brief set up infinite perspective projection matrix
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* with a right-hand coordinate system and a
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* clip-space of [0, 1].
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*
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* @param[in] fovy field of view angle
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* @param[in] aspect aspect ratio ( width / height )
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* @param[in] nearZ near clipping plane
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* @param[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_infinite_rh_zo(float fovy,
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float aspect,
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float nearZ,
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mat4 dest) {
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float f;
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glm_mat4_zero(dest);
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f = 1.0f / tanf(fovy * 0.5f);
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dest[0][0] = f / aspect;
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dest[1][1] = f;
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dest[2][2] =-1.0f;
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dest[2][3] =-1.0f;
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dest[3][2] =-nearZ;
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}
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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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* @brief set up perspective projection matrix with default near/far
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* and angle values with a right-hand coordinate system and a
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* and angle values with a right-hand coordinate system and a
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@@ -62,6 +62,12 @@ glmc_perspective(float fovy, float aspect, float nearZ, float farZ, mat4 dest) {
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glm_perspective(fovy, aspect, nearZ, farZ, dest);
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glm_perspective(fovy, aspect, nearZ, farZ, dest);
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}
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}
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CGLM_EXPORT
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void
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glmc_perspective_infinite(float fovy, float aspect, float nearZ, mat4 dest) {
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glm_perspective_infinite(fovy, aspect, nearZ, dest);
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}
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CGLM_EXPORT
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CGLM_EXPORT
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void
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void
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glmc_persp_move_far(mat4 proj, float deltaFar) {
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glmc_persp_move_far(mat4 proj, float deltaFar) {
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