451 lines
12 KiB
C
451 lines
12 KiB
C
/*
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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 mat4s glms_frustum(float left, float right,
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float bottom, float top,
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float nearVal, float farVal)
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CGLM_INLINE mat4s glms_ortho(float left, float right,
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float bottom, float top,
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float nearVal, float farVal)
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CGLM_INLINE mat4s glms_ortho_aabb(vec3s box[2]);
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CGLM_INLINE mat4s glms_ortho_aabb_p(vec3s box[2], float padding);
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CGLM_INLINE mat4s glms_ortho_aabb_pz(vec3s box[2], float padding);
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CGLM_INLINE mat4s glms_ortho_default(float aspect)
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CGLM_INLINE mat4s glms_ortho_default_s(float aspect, float size)
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CGLM_INLINE mat4s glms_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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CGLM_INLINE void glms_persp_move_far(mat4s proj, float deltaFar)
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CGLM_INLINE mat4s glms_perspective_default(float aspect)
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CGLM_INLINE void glms_perspective_resize(mat4s proj, float aspect)
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CGLM_INLINE mat4s glms_lookat(vec3s eye, vec3s center, vec3s up)
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CGLM_INLINE mat4s glms_look(vec3s eye, vec3s dir, vec3s up)
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CGLM_INLINE mat4s glms_look_anyup(vec3s eye, vec3s dir)
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CGLM_INLINE void glms_persp_decomp(mat4s proj,
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float *nearv, float *farv,
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float *top, float *bottom,
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float *left, float *right)
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CGLM_INLINE void glms_persp_decompv(mat4s proj, float dest[6])
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CGLM_INLINE void glms_persp_decomp_x(mat4s proj, float *left, float *right)
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CGLM_INLINE void glms_persp_decomp_y(mat4s proj, float *top, float *bottom)
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CGLM_INLINE void glms_persp_decomp_z(mat4s proj, float *nearv, float *farv)
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CGLM_INLINE void glms_persp_decomp_far(mat4s proj, float *farVal)
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CGLM_INLINE void glms_persp_decomp_near(mat4s proj, float *nearVal)
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CGLM_INLINE float glms_persp_fovy(mat4s proj)
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CGLM_INLINE float glms_persp_aspect(mat4s proj)
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CGLM_INLINE vec4s glms_persp_sizes(mat4s proj, float fovy)
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*/
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#ifndef cglms_cam_h
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#define cglms_cam_h
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#include "../common.h"
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#include "../types-struct.h"
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#include "../plane.h"
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#include "../cam.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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* @returns result matrix
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*/
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CGLM_INLINE
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mat4s
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glms_frustum(float left, float right,
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float bottom, float top,
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float nearVal, float farVal) {
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mat4s dest;
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glm_frustum(left, right, bottom, top, nearVal, farVal, dest.raw);
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return dest;
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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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* @returns result matrix
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*/
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CGLM_INLINE
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mat4s
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glms_ortho(float left, float right,
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float bottom, float top,
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float nearVal, float farVal) {
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mat4s dest;
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glm_ortho(left, right, bottom, top, nearVal, farVal, dest.raw);
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return dest;
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}
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/*!
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* @brief set up orthographic projection matrix using bounding box
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*
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* bounding box (AABB) must be in view space
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*
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* @param[in] box AABB
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* @returns result matrix
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*/
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CGLM_INLINE
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mat4s
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glms_ortho_aabb(vec3s box[2]) {
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mat4s dest;
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vec3 rawBox[2];
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glms_vec3_unpack(rawBox, box, 2);
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glm_ortho_aabb(rawBox, dest.raw);
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return dest;
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}
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/*!
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* @brief set up orthographic projection matrix using bounding box
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*
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* bounding box (AABB) must be in view space
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*
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* @param[in] box AABB
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* @param[in] padding padding
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* @returns result matrix
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*/
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CGLM_INLINE
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mat4s
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glms_ortho_aabb_p(vec3s box[2], float padding) {
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mat4s dest;
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vec3 rawBox[2];
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glms_vec3_unpack(rawBox, box, 2);
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glm_ortho_aabb_p(rawBox, padding, dest.raw);
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return dest;
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}
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/*!
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* @brief set up orthographic projection matrix using bounding box
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*
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* bounding box (AABB) must be in view space
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*
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* @param[in] box AABB
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* @param[in] padding padding for near and far
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* @returns result matrix
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*/
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CGLM_INLINE
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mat4s
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glms_ortho_aabb_pz(vec3s box[2], float padding) {
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mat4s dest;
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vec3 rawBox[2];
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glms_vec3_unpack(rawBox, box, 2);
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glm_ortho_aabb_pz(rawBox, padding, dest.raw);
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return dest;
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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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* @returns result matrix
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*/
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CGLM_INLINE
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mat4s
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glms_ortho_default(float aspect) {
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mat4s dest;
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glm_ortho_default(aspect, dest.raw);
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return 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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* @returns result matrix
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*/
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CGLM_INLINE
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mat4s
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glms_ortho_default_s(float aspect, float size) {
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mat4s dest;
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glm_ortho_default_s(aspect, size, dest.raw);
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return 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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* @returns result matrix
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*/
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CGLM_INLINE
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mat4s
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glms_perspective(float fovy, float aspect, float nearVal, float farVal) {
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mat4s dest;
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glm_perspective(fovy, aspect, nearVal, farVal, dest.raw);
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return dest;
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}
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/*!
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* @brief extend perspective projection matrix's far distance
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*
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* this function does not guarantee far >= near, be aware of that!
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*
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* @param[in, out] proj projection matrix to extend
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* @param[in] deltaFar distance from existing far (negative to shink)
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*/
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CGLM_INLINE
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void
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glms_persp_move_far(mat4s proj, float deltaFar) {
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glm_persp_move_far(proj.raw, deltaFar);
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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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* @returns result matrix
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*/
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CGLM_INLINE
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mat4s
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glms_perspective_default(float aspect) {
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mat4s dest;
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glm_perspective_default(aspect, dest.raw);
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return 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 makes very easy to resize proj matrix when window /viewport
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* reized
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*
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* @param[in, out] proj perspective projection matrix
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* @param[in] aspect aspect ratio ( width / height )
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*/
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CGLM_INLINE
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void
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glms_perspective_resize(mat4s proj, float aspect) {
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glm_perspective_resize(aspect, proj.raw);
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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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* NOTE: The UP vector must not be parallel to the line of sight from
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* the eye point to the reference point
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*
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* @param[in] eye eye vector
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* @param[in] center center vector
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* @param[in] up up vector
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* @returns result matrix
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*/
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CGLM_INLINE
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mat4s
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glms_lookat(vec3s eye, vec3s center, vec3s up) {
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mat4s dest;
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glm_lookat(eye.raw, center.raw, up.raw, dest.raw);
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return dest;
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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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* convenient wrapper for lookat: if you only have direction not target self
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* then this might be useful. Because you need to get target from direction.
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*
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* NOTE: The UP vector must not be parallel to the line of sight from
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* the eye point to the reference point
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*
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* @param[in] eye eye vector
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* @param[in] dir direction vector
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* @param[in] up up vector
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* @returns result matrix
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*/
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CGLM_INLINE
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mat4s
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glms_look(vec3s eye, vec3s dir, vec3s up) {
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mat4s dest;
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glm_look(eye.raw, dir.raw, up.raw, dest.raw);
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return dest;
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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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* convenient wrapper for look: if you only have direction and if you don't
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* care what UP vector is then this might be useful to create view matrix
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*
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* @param[in] eye eye vector
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* @param[in] dir direction vector
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* @returns result matrix
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*/
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CGLM_INLINE
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mat4s
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glms_look_anyup(vec3s eye, vec3s dir) {
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mat4s dest;
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glm_look_anyup(eye.raw, dir.raw, dest.raw);
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return dest;
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}
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/*!
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* @brief decomposes frustum values of perspective projection.
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*
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* @param[in] proj perspective projection matrix
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* @param[out] nearVal near
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* @param[out] farVal far
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* @param[out] top top
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* @param[out] bottom bottom
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* @param[out] left left
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* @param[out] right right
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*/
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CGLM_INLINE
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void
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glms_persp_decomp(mat4s proj,
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float * __restrict nearVal, float * __restrict farVal,
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float * __restrict top, float * __restrict bottom,
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float * __restrict left, float * __restrict right) {
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glm_persp_decomp(proj.raw, nearVal, farVal, top, bottom, left, right);
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}
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/*!
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* @brief decomposes frustum values of perspective projection.
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* this makes easy to get all values at once
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*
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* @param[in] proj perspective projection matrix
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* @param[out] dest array
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*/
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CGLM_INLINE
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void
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glms_persp_decompv(mat4s proj, float dest[6]) {
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glm_persp_decompv(proj.raw, dest);
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}
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/*!
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* @brief decomposes left and right values of perspective projection.
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* x stands for x axis (left / right axis)
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*
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* @param[in] proj perspective projection matrix
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* @param[out] left left
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* @param[out] right right
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*/
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CGLM_INLINE
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void
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glms_persp_decomp_x(mat4s proj,
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float * __restrict left,
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float * __restrict right) {
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glm_persp_decomp_x(proj.raw, left, right);
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}
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/*!
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* @brief decomposes top and bottom values of perspective projection.
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* y stands for y axis (top / botom axis)
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*
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* @param[in] proj perspective projection matrix
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* @param[out] top top
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* @param[out] bottom bottom
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*/
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CGLM_INLINE
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void
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glms_persp_decomp_y(mat4s proj,
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float * __restrict top,
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float * __restrict bottom) {
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glm_persp_decomp_y(proj.raw, top, bottom);
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}
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/*!
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* @brief decomposes near and far values of perspective projection.
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* z stands for z axis (near / far axis)
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*
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* @param[in] proj perspective projection matrix
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* @param[out] nearVal near
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* @param[out] farVal far
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*/
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CGLM_INLINE
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void
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glms_persp_decomp_z(mat4s proj,
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float * __restrict nearVal,
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float * __restrict farVal) {
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glm_persp_decomp_z(proj.raw, nearVal, farVal);
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}
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/*!
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* @brief decomposes far value of perspective projection.
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*
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* @param[in] proj perspective projection matrix
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* @param[out] farVal far
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*/
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CGLM_INLINE
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void
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glms_persp_decomp_far(mat4s proj, float * __restrict farVal) {
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glm_persp_decomp_far(proj.raw, farVal);
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}
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/*!
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* @brief decomposes near value of perspective projection.
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*
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* @param[in] proj perspective projection matrix
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* @param[out] nearVal near
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*/
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CGLM_INLINE
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void
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glms_persp_decomp_near(mat4s proj, float * __restrict nearVal) {
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glm_persp_decomp_near(proj.raw, nearVal);
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}
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/*!
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* @brief returns field of view angle along the Y-axis (in radians)
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*
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* if you need to degrees, use glm_deg to convert it or use this:
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* fovy_deg = glm_deg(glm_persp_fovy(projMatrix))
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*
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* @param[in] proj perspective projection matrix
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*/
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CGLM_INLINE
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float
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glms_persp_fovy(mat4s proj) {
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return glm_persp_fovy(proj.raw);
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}
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/*!
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* @brief returns aspect ratio of perspective projection
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*
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* @param[in] proj perspective projection matrix
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*/
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CGLM_INLINE
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float
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glms_persp_aspect(mat4s proj) {
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return glm_persp_aspect(proj.raw);
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}
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/*!
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* @brief returns sizes of near and far planes of perspective projection
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*
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* @param[in] proj perspective projection matrix
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* @param[in] fovy fovy (see brief)
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* @returns sizes as vector, sizes order: [Wnear, Hnear, Wfar, Hfar]
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*/
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CGLM_INLINE
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vec4s
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glms_persp_sizes(mat4s proj, float fovy) {
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vec4s dest;
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glm_persp_sizes(proj.raw, fovy, dest.raw);
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return dest;
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}
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#endif /* cglms_cam_h */
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