/* * Copyright (c), Recep Aslantas. * * MIT License (MIT), http://opensource.org/licenses/MIT * Full license can be found in the LICENSE file */ /* Functions: CGLM_INLINE mat4s glms_frustum(float left, float right, float bottom, float top, float nearVal, float farVal) CGLM_INLINE mat4s glms_ortho(float left, float right, float bottom, float top, float nearVal, float farVal) CGLM_INLINE mat4s glms_ortho_aabb(vec3s box[2]); CGLM_INLINE mat4s glms_ortho_aabb_p(vec3s box[2], float padding); CGLM_INLINE mat4s glms_ortho_aabb_pz(vec3s box[2], float padding); CGLM_INLINE mat4s glms_ortho_default(float aspect) CGLM_INLINE mat4s glms_ortho_default_s(float aspect, float size) CGLM_INLINE mat4s glms_perspective(float fovy, float aspect, float nearVal, float farVal) CGLM_INLINE void glms_persp_move_far(mat4s proj, float deltaFar) CGLM_INLINE mat4s glms_perspective_default(float aspect) CGLM_INLINE void glms_perspective_resize(mat4s proj, float aspect) CGLM_INLINE mat4s glms_lookat(vec3s eye, vec3s center, vec3s up) CGLM_INLINE mat4s glms_look(vec3s eye, vec3s dir, vec3s up) CGLM_INLINE mat4s glms_look_anyup(vec3s eye, vec3s dir) CGLM_INLINE void glms_persp_decomp(mat4s proj, float *nearv, float *farv, float *top, float *bottom, float *left, float *right) CGLM_INLINE void glms_persp_decompv(mat4s proj, float dest[6]) CGLM_INLINE void glms_persp_decomp_x(mat4s proj, float *left, float *right) CGLM_INLINE void glms_persp_decomp_y(mat4s proj, float *top, float *bottom) CGLM_INLINE void glms_persp_decomp_z(mat4s proj, float *nearv, float *farv) CGLM_INLINE void glms_persp_decomp_far(mat4s proj, float *farVal) CGLM_INLINE void glms_persp_decomp_near(mat4s proj, float *nearVal) CGLM_INLINE float glms_persp_fovy(mat4s proj) CGLM_INLINE float glms_persp_aspect(mat4s proj) CGLM_INLINE vec4s glms_persp_sizes(mat4s proj, float fovy) */ #ifndef cglms_cam_h #define cglms_cam_h #include "../common.h" #include "../types-struct.h" #include "../plane.h" #include "../cam.h" /*! * @brief set up perspective peprojection matrix * * @param[in] left viewport.left * @param[in] right viewport.right * @param[in] bottom viewport.bottom * @param[in] top viewport.top * @param[in] nearVal near clipping plane * @param[in] farVal far clipping plane * @returns result matrix */ CGLM_INLINE mat4s glms_frustum(float left, float right, float bottom, float top, float nearVal, float farVal) { mat4s dest; glm_frustum(left, right, bottom, top, nearVal, farVal, dest.raw); return dest; } /*! * @brief set up orthographic projection matrix * * @param[in] left viewport.left * @param[in] right viewport.right * @param[in] bottom viewport.bottom * @param[in] top viewport.top * @param[in] nearVal near clipping plane * @param[in] farVal far clipping plane * @returns result matrix */ CGLM_INLINE mat4s glms_ortho(float left, float right, float bottom, float top, float nearVal, float farVal) { mat4s dest; glm_ortho(left, right, bottom, top, nearVal, farVal, dest.raw); return dest; } /*! * @brief set up orthographic projection matrix using bounding box * * bounding box (AABB) must be in view space * * @param[in] box AABB * @returns result matrix */ 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; } /*! * @brief set up orthographic projection matrix using bounding box * * 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(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; } /*! * @brief set up orthographic projection matrix using bounding box * * 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(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; } /*! * @brief set up unit orthographic projection matrix * * @param[in] aspect aspect ration ( width / height ) * @returns result matrix */ CGLM_INLINE mat4s glms_ortho_default(float aspect) { mat4s dest; glm_ortho_default(aspect, dest.raw); return dest; } /*! * @brief set up orthographic projection matrix with given CUBE size * * @param[in] aspect aspect ratio ( width / height ) * @param[in] size cube size * @returns result matrix */ CGLM_INLINE mat4s glms_ortho_default_s(float aspect, float size) { mat4s dest; glm_ortho_default_s(aspect, size, dest.raw); return dest; } /*! * @brief set up perspective projection matrix * * @param[in] fovy field of view angle * @param[in] aspect aspect ratio ( width / height ) * @param[in] nearVal near clipping plane * @param[in] farVal far clipping planes * @returns result matrix */ CGLM_INLINE mat4s glms_perspective(float fovy, float aspect, float nearVal, float farVal) { mat4s dest; glm_perspective(fovy, aspect, nearVal, farVal, dest.raw); return dest; } /*! * @brief extend perspective projection matrix's far distance * * 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(mat4s proj, float deltaFar) { glm_persp_move_far(proj.raw, deltaFar); } /*! * @brief set up perspective projection matrix with default near/far * and angle values * * @param[in] aspect aspect ratio ( width / height ) * @returns result matrix */ CGLM_INLINE mat4s glms_perspective_default(float aspect) { mat4s dest; glm_perspective_default(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 * * @param[in, out] proj perspective projection matrix * @param[in] aspect aspect ratio ( width / height ) */ CGLM_INLINE void glms_perspective_resize(mat4s proj, float aspect) { glm_perspective_resize(aspect, proj.raw); } /*! * @brief set up view matrix * * 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(vec3s eye, vec3s center, vec3s up) { mat4s dest; glm_lookat(eye.raw, center.raw, up.raw, dest.raw); return dest; } /*! * @brief set up view matrix * * 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(vec3s eye, vec3s dir, vec3s up) { mat4s dest; glm_look(eye.raw, dir.raw, up.raw, dest.raw); return dest; } /*! * @brief set up view matrix * * 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(vec3s eye, vec3s dir) { mat4s dest; glm_look_anyup(eye.raw, dir.raw, dest.raw); return dest; } /*! * @brief decomposes frustum values of perspective projection. * * @param[in] proj perspective projection matrix * @param[out] nearVal near * @param[out] farVal far * @param[out] top top * @param[out] bottom bottom * @param[out] left left * @param[out] right right */ CGLM_INLINE void glms_persp_decomp(mat4s proj, float * __restrict nearVal, float * __restrict farVal, float * __restrict top, float * __restrict bottom, float * __restrict left, float * __restrict right) { glm_persp_decomp(proj.raw, nearVal, farVal, top, bottom, left, right); } /*! * @brief decomposes frustum values of perspective projection. * this makes easy to get all values at once * * @param[in] proj perspective projection matrix * @param[out] dest array */ CGLM_INLINE void glms_persp_decompv(mat4s proj, float dest[6]) { glm_persp_decompv(proj.raw, dest); } /*! * @brief decomposes left and right values of perspective projection. * 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(mat4s proj, float * __restrict left, float * __restrict right) { glm_persp_decomp_x(proj.raw, left, right); } /*! * @brief decomposes top and bottom values of perspective projection. * 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(mat4s proj, float * __restrict top, float * __restrict bottom) { glm_persp_decomp_y(proj.raw, top, bottom); } /*! * @brief decomposes near and far values of perspective projection. * z stands for z axis (near / far axis) * * @param[in] proj perspective projection matrix * @param[out] nearVal near * @param[out] farVal far */ CGLM_INLINE void glms_persp_decomp_z(mat4s proj, float * __restrict nearVal, float * __restrict farVal) { glm_persp_decomp_z(proj.raw, nearVal, farVal); } /*! * @brief decomposes far value of perspective projection. * * @param[in] proj perspective projection matrix * @param[out] farVal far */ CGLM_INLINE void glms_persp_decomp_far(mat4s proj, float * __restrict farVal) { glm_persp_decomp_far(proj.raw, farVal); } /*! * @brief decomposes near value of perspective projection. * * @param[in] proj perspective projection matrix * @param[out] nearVal near */ CGLM_INLINE void glms_persp_decomp_near(mat4s proj, float * __restrict nearVal) { glm_persp_decomp_near(proj.raw, nearVal); } /*! * @brief returns field of view angle along the Y-axis (in radians) * * 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(mat4s proj) { return glm_persp_fovy(proj.raw); } /*! * @brief returns aspect ratio of perspective projection * * @param[in] proj perspective projection matrix */ CGLM_INLINE float glms_persp_aspect(mat4s proj) { return glm_persp_aspect(proj.raw); } /*! * @brief returns sizes of near and far planes of perspective projection * * @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(mat4s proj, float fovy) { vec4s dest; glm_persp_sizes(proj.raw, fovy, dest.raw); return dest; } #endif /* cglms_cam_h */