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- /*
- * Copyright (c), Recep Aslantas.
- *
- * MIT License (MIT), http://opensource.org/licenses/MIT
- * Full license can be found in the LICENSE file
- */
- /*
- Functions:
- CGLM_INLINE void glm_frustum(float left, float right,
- float bottom, float top,
- float nearVal, float farVal,
- mat4 dest)
- CGLM_INLINE void glm_ortho(float left, float right,
- float bottom, float top,
- float nearVal, float farVal,
- mat4 dest)
- CGLM_INLINE void glm_ortho_aabb(vec3 box[2], mat4 dest)
- CGLM_INLINE void glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest)
- CGLM_INLINE void glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest)
- CGLM_INLINE void glm_ortho_default(float aspect, mat4 dest)
- CGLM_INLINE void glm_ortho_default_s(float aspect, float size, mat4 dest)
- CGLM_INLINE void glm_perspective(float fovy,
- float aspect,
- float nearVal,
- float farVal,
- mat4 dest)
- CGLM_INLINE void glm_perspective_default(float aspect, mat4 dest)
- CGLM_INLINE void glm_perspective_resize(float aspect, mat4 proj)
- CGLM_INLINE void glm_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest)
- CGLM_INLINE void glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest)
- CGLM_INLINE void glm_look_anyup(vec3 eye, vec3 dir, mat4 dest)
- CGLM_INLINE void glm_persp_decomp(mat4 proj,
- float *nearVal, float *farVal,
- float *top, float *bottom,
- float *left, float *right)
- CGLM_INLINE void glm_persp_decompv(mat4 proj, float dest[6])
- CGLM_INLINE void glm_persp_decomp_x(mat4 proj, float *left, float *right)
- CGLM_INLINE void glm_persp_decomp_y(mat4 proj, float *top, float *bottom)
- CGLM_INLINE void glm_persp_decomp_z(mat4 proj, float *nearv, float *farv)
- CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float *farVal)
- CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *nearVal)
- CGLM_INLINE float glm_persp_fovy(mat4 proj)
- CGLM_INLINE float glm_persp_aspect(mat4 proj)
- CGLM_INLINE void glm_persp_sizes(mat4 proj, float fovy, vec4 dest)
- */
- #ifndef cglm_vcam_h
- #define cglm_vcam_h
- #include "common.h"
- #include "plane.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
- * @param[out] dest result matrix
- */
- CGLM_INLINE
- void
- glm_frustum(float left, float right,
- float bottom, float top,
- float nearVal, float farVal,
- mat4 dest) {
- float rl, tb, fn, nv;
- glm_mat4_zero(dest);
- rl = 1.0f / (right - left);
- tb = 1.0f / (top - bottom);
- fn =-1.0f / (farVal - nearVal);
- nv = 2.0f * nearVal;
- dest[0][0] = nv * rl;
- dest[1][1] = nv * tb;
- dest[2][0] = (right + left) * rl;
- dest[2][1] = (top + bottom) * tb;
- dest[2][2] = (farVal + nearVal) * fn;
- dest[2][3] =-1.0f;
- dest[3][2] = farVal * nv * fn;
- }
- /*!
- * @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
- * @param[out] dest result matrix
- */
- CGLM_INLINE
- void
- glm_ortho(float left, float right,
- float bottom, float top,
- float nearVal, float farVal,
- mat4 dest) {
- float rl, tb, fn;
- glm_mat4_zero(dest);
- rl = 1.0f / (right - left);
- tb = 1.0f / (top - bottom);
- fn =-1.0f / (farVal - nearVal);
- dest[0][0] = 2.0f * rl;
- dest[1][1] = 2.0f * tb;
- dest[2][2] = 2.0f * fn;
- dest[3][0] =-(right + left) * rl;
- dest[3][1] =-(top + bottom) * tb;
- dest[3][2] = (farVal + nearVal) * fn;
- dest[3][3] = 1.0f;
- }
- /*!
- * @brief set up orthographic projection matrix using bounding box
- *
- * bounding box (AABB) must be in view space
- *
- * @param[in] box AABB
- * @param[out] dest result matrix
- */
- CGLM_INLINE
- void
- glm_ortho_aabb(vec3 box[2], mat4 dest) {
- glm_ortho(box[0][0], box[1][0],
- box[0][1], box[1][1],
- -box[1][2], -box[0][2],
- 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
- * @param[out] dest result matrix
- */
- CGLM_INLINE
- void
- glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) {
- glm_ortho(box[0][0] - padding, box[1][0] + padding,
- box[0][1] - padding, box[1][1] + padding,
- -(box[1][2] + padding), -(box[0][2] - padding),
- 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
- * @param[out] dest result matrix
- */
- CGLM_INLINE
- void
- glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) {
- glm_ortho(box[0][0], box[1][0],
- box[0][1], box[1][1],
- -(box[1][2] + padding), -(box[0][2] - padding),
- dest);
- }
- /*!
- * @brief set up unit orthographic projection matrix
- *
- * @param[in] aspect aspect ration ( width / height )
- * @param[out] dest result matrix
- */
- CGLM_INLINE
- void
- glm_ortho_default(float aspect, mat4 dest) {
- if (aspect >= 1.0f) {
- glm_ortho(-aspect, aspect, -1.0f, 1.0f, -100.0f, 100.0f, dest);
- return;
- }
- aspect = 1.0f / aspect;
- glm_ortho(-1.0f, 1.0f, -aspect, aspect, -100.0f, 100.0f, dest);
- }
- /*!
- * @brief set up orthographic projection matrix with given CUBE size
- *
- * @param[in] aspect aspect ratio ( width / height )
- * @param[in] size cube size
- * @param[out] dest result matrix
- */
- CGLM_INLINE
- void
- glm_ortho_default_s(float aspect, float size, mat4 dest) {
- if (aspect >= 1.0f) {
- glm_ortho(-size * aspect,
- size * aspect,
- -size,
- size,
- -size - 100.0f,
- size + 100.0f,
- dest);
- return;
- }
- glm_ortho(-size,
- size,
- -size / aspect,
- size / aspect,
- -size - 100.0f,
- size + 100.0f,
- 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
- * @param[out] dest result matrix
- */
- CGLM_INLINE
- void
- glm_perspective(float fovy,
- float aspect,
- float nearVal,
- float farVal,
- mat4 dest) {
- float f, fn;
- glm_mat4_zero(dest);
- f = 1.0f / tanf(fovy * 0.5f);
- fn = 1.0f / (nearVal - farVal);
- dest[0][0] = f / aspect;
- dest[1][1] = f;
- dest[2][2] = (nearVal + farVal) * fn;
- dest[2][3] =-1.0f;
- dest[3][2] = 2.0f * nearVal * farVal * fn;
- }
- /*!
- * @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
- glm_persp_move_far(mat4 proj, float deltaFar) {
- float fn, farVal, nearVal, p22, p32;
- p22 = proj[2][2];
- p32 = proj[3][2];
- nearVal = p32 / (p22 - 1.0f);
- farVal = p32 / (p22 + 1.0f) + deltaFar;
- fn = 1.0f / (nearVal - farVal);
- proj[2][2] = (nearVal + farVal) * fn;
- proj[3][2] = 2.0f * nearVal * farVal * fn;
- }
- /*!
- * @brief set up perspective projection matrix with default near/far
- * and angle values
- *
- * @param[in] aspect aspect ratio ( width / height )
- * @param[out] dest result matrix
- */
- CGLM_INLINE
- void
- glm_perspective_default(float aspect, mat4 dest) {
- glm_perspective(GLM_PI_4f, aspect, 0.01f, 100.0f, dest);
- }
- /*!
- * @brief resize perspective matrix by aspect ratio ( width / height )
- * this makes very easy to resize proj matrix when window /viewport
- * reized
- *
- * @param[in] aspect aspect ratio ( width / height )
- * @param[in, out] proj perspective projection matrix
- */
- CGLM_INLINE
- void
- glm_perspective_resize(float aspect, mat4 proj) {
- if (proj[0][0] == 0.0f)
- return;
- proj[0][0] = proj[1][1] / aspect;
- }
- /*!
- * @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
- * @param[out] dest result matrix
- */
- CGLM_INLINE
- void
- glm_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest) {
- CGLM_ALIGN(8) vec3 f, u, s;
- glm_vec3_sub(center, eye, f);
- glm_vec3_normalize(f);
- glm_vec3_crossn(f, up, s);
- glm_vec3_cross(s, f, u);
- dest[0][0] = s[0];
- dest[0][1] = u[0];
- dest[0][2] =-f[0];
- dest[1][0] = s[1];
- dest[1][1] = u[1];
- dest[1][2] =-f[1];
- dest[2][0] = s[2];
- dest[2][1] = u[2];
- dest[2][2] =-f[2];
- dest[3][0] =-glm_vec3_dot(s, eye);
- dest[3][1] =-glm_vec3_dot(u, eye);
- dest[3][2] = glm_vec3_dot(f, eye);
- dest[0][3] = dest[1][3] = dest[2][3] = 0.0f;
- dest[3][3] = 1.0f;
- }
- /*!
- * @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
- * @param[out] dest result matrix
- */
- CGLM_INLINE
- void
- glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) {
- CGLM_ALIGN(8) vec3 target;
- glm_vec3_add(eye, dir, target);
- glm_lookat(eye, target, up, 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
- * @param[out] dest result matrix
- */
- CGLM_INLINE
- void
- glm_look_anyup(vec3 eye, vec3 dir, mat4 dest) {
- CGLM_ALIGN(8) vec3 up;
- glm_vec3_ortho(dir, up);
- glm_look(eye, dir, up, 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
- glm_persp_decomp(mat4 proj,
- float * __restrict nearVal, float * __restrict farVal,
- float * __restrict top, float * __restrict bottom,
- float * __restrict left, float * __restrict right) {
- float m00, m11, m20, m21, m22, m32, n, f;
- float n_m11, n_m00;
- m00 = proj[0][0];
- m11 = proj[1][1];
- m20 = proj[2][0];
- m21 = proj[2][1];
- m22 = proj[2][2];
- m32 = proj[3][2];
- n = m32 / (m22 - 1.0f);
- f = m32 / (m22 + 1.0f);
- n_m11 = n / m11;
- n_m00 = n / m00;
- *nearVal = n;
- *farVal = f;
- *bottom = n_m11 * (m21 - 1.0f);
- *top = n_m11 * (m21 + 1.0f);
- *left = n_m00 * (m20 - 1.0f);
- *right = n_m00 * (m20 + 1.0f);
- }
- /*!
- * @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
- glm_persp_decompv(mat4 proj, float dest[6]) {
- glm_persp_decomp(proj, &dest[0], &dest[1], &dest[2],
- &dest[3], &dest[4], &dest[5]);
- }
- /*!
- * @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
- glm_persp_decomp_x(mat4 proj,
- float * __restrict left,
- float * __restrict right) {
- float nearVal, m20, m00;
- m00 = proj[0][0];
- m20 = proj[2][0];
- nearVal = proj[3][2] / (proj[3][3] - 1.0f);
- *left = nearVal * (m20 - 1.0f) / m00;
- *right = nearVal * (m20 + 1.0f) / m00;
- }
- /*!
- * @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
- glm_persp_decomp_y(mat4 proj,
- float * __restrict top,
- float * __restrict bottom) {
- float nearVal, m21, m11;
- m21 = proj[2][1];
- m11 = proj[1][1];
- nearVal = proj[3][2] / (proj[3][3] - 1.0f);
- *bottom = nearVal * (m21 - 1) / m11;
- *top = nearVal * (m21 + 1) / m11;
- }
- /*!
- * @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
- glm_persp_decomp_z(mat4 proj,
- float * __restrict nearVal,
- float * __restrict farVal) {
- float m32, m22;
- m32 = proj[3][2];
- m22 = proj[2][2];
- *nearVal = m32 / (m22 - 1.0f);
- *farVal = m32 / (m22 + 1.0f);
- }
- /*!
- * @brief decomposes far value of perspective projection.
- *
- * @param[in] proj perspective projection matrix
- * @param[out] farVal far
- */
- CGLM_INLINE
- void
- glm_persp_decomp_far(mat4 proj, float * __restrict farVal) {
- *farVal = proj[3][2] / (proj[2][2] + 1.0f);
- }
- /*!
- * @brief decomposes near value of perspective projection.
- *
- * @param[in] proj perspective projection matrix
- * @param[out] nearVal near
- */
- CGLM_INLINE
- void
- glm_persp_decomp_near(mat4 proj, float * __restrict nearVal) {
- *nearVal = proj[3][2] / (proj[2][2] - 1.0f);
- }
- /*!
- * @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
- glm_persp_fovy(mat4 proj) {
- return 2.0f * atanf(1.0f / proj[1][1]);
- }
- /*!
- * @brief returns aspect ratio of perspective projection
- *
- * @param[in] proj perspective projection matrix
- */
- CGLM_INLINE
- float
- glm_persp_aspect(mat4 proj) {
- return proj[1][1] / proj[0][0];
- }
- /*!
- * @brief returns sizes of near and far planes of perspective projection
- *
- * @param[in] proj perspective projection matrix
- * @param[in] fovy fovy (see brief)
- * @param[out] dest sizes order: [Wnear, Hnear, Wfar, Hfar]
- */
- CGLM_INLINE
- void
- glm_persp_sizes(mat4 proj, float fovy, vec4 dest) {
- float t, a, nearVal, farVal;
- t = 2.0f * tanf(fovy * 0.5f);
- a = glm_persp_aspect(proj);
- glm_persp_decomp_z(proj, &nearVal, &farVal);
- dest[1] = t * nearVal;
- dest[3] = t * farVal;
- dest[0] = a * dest[1];
- dest[2] = a * dest[3];
- }
- #endif /* cglm_vcam_h */
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