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decompose projection matrix into near, far, left, right, top and bottom
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@@ -31,6 +31,25 @@
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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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CGLM_INLINE void glm_persp_decomp(mat4 proj,
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float * __restrict near,
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float * __restrict far,
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float * __restrict top,
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float * __restrict bottom,
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float * __restrict left,
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float * __restrict right);
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CGLM_INLINE void glm_persp_decompv(mat4 proj, float dest[6]);
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CGLM_INLINE void glm_persp_decomp_x(mat4 proj,
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float * __restrict left,
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float * __restrict right);
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CGLM_INLINE void glm_persp_decomp_y(mat4 proj,
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float * __restrict top,
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float * __restrict bottom);
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CGLM_INLINE void glm_persp_decomp_z(mat4 proj,
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float * __restrict near,
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float * __restrict far);
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CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float * __restrict far);
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CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float * __restrict near);
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*/
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#ifndef cglm_vcam_h
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@@ -281,6 +300,88 @@ glm_lookat(vec3 eye,
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dest[3][3] = 1.0f;
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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] near near
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* @param[out] far 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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glm_persp_decomp(mat4 proj,
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float * __restrict near,
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float * __restrict far,
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float * __restrict top,
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float * __restrict bottom,
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float * __restrict left,
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float * __restrict right) {
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*near = proj[3][2] / (proj[2][2] - 1);
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*far = proj[3][2] / (proj[2][2] + 1);
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*bottom = *near * (proj[2][1] - 1) / proj[1][1];
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*top = *near * (proj[2][1] + 1) / proj[1][1];
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*left = *near * (proj[2][0] - 1) / proj[0][0];
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*right = *near * (proj[2][0] + 1) / proj[0][0];
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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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glm_persp_decompv(mat4 proj, float dest[6]) {
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glm_persp_decomp(proj, &dest[0], &dest[1], &dest[2],
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&dest[3], &dest[4], &dest[5]);
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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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glm_persp_decomp_x(mat4 proj,
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float * __restrict left,
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float * __restrict right) {
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float near;
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near = proj[3][2] / (proj[3][3] - 1);
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*left = near * (proj[2][0] - 1) / proj[0][0];
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*right = near * (proj[2][0] + 1) / proj[0][0];
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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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glm_persp_decomp_y(mat4 proj,
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float * __restrict top,
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float * __restrict bottom) {
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float near;
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near = proj[3][2] / (proj[3][3] - 1);
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*bottom = near * (proj[2][1] - 1) / proj[1][1];
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*top = near * (proj[2][1] + 1) / proj[1][1];
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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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