mirror of
https://github.com/recp/cglm.git
synced 2025-12-24 20:34:58 +00:00
move frustum related stuff to frustum header
* create helpers macro which defines corner index * func for get bounding box frustum * add missing source to make file * add more desc to glm_frustum_corners
This commit is contained in:
@@ -21,6 +21,7 @@ extern "C" {
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#include "call/quat.h"
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#include "call/euler.h"
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#include "call/plane.h"
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#include "call/frustum.h"
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#include "call/io.h"
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#ifdef __cplusplus
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@@ -53,18 +53,6 @@ CGLM_EXPORT
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void
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glmc_look_anyup(vec3 eye, vec3 dir, mat4 dest);
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CGLM_EXPORT
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void
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glmc_frustum_planes(mat4 m, vec4 dest[6]);
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CGLM_EXPORT
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void
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glmc_frustum_corners(mat4 invMat, vec4 dest[8]);
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CGLM_EXPORT
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void
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glmc_frustum_center(vec4 corners[8], vec4 dest);
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#ifdef __cplusplus
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}
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#endif
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35
include/cglm/call/frustum.h
Normal file
35
include/cglm/call/frustum.h
Normal file
@@ -0,0 +1,35 @@
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/*
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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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#ifndef cglmc_frustum_h
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#define cglmc_frustum_h
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "../cglm.h"
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CGLM_EXPORT
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void
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glmc_frustum_planes(mat4 m, vec4 dest[6]);
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CGLM_EXPORT
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void
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glmc_frustum_corners(mat4 invMat, vec4 dest[8]);
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CGLM_EXPORT
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void
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glmc_frustum_center(vec4 corners[8], vec4 dest);
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CGLM_EXPORT
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void
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glmc_frustum_box(vec4 corners[8], mat4 m, vec3 box[2]);
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#ifdef __cplusplus
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}
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#endif
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#endif /* cglmc_frustum_h */
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@@ -541,116 +541,4 @@ glm_persp_sizes(mat4 proj, float fovy, vec4 dest) {
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dest[2] = a * dest[3];
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}
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/*!
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* @brief extracts view frustum planes
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*
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* planes' space:
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* 1- if m = proj: View Space
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* 2- if m = viewProj: World Space
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* 3- if m = MVP: Object Space
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*
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* You probably want to extract planes in world space so use viewProj as m
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* Computing viewProj:
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* glm_mat4_mul(proj, view, viewProj);
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*
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* Exracted planes order: [left, right, bottom, top, near, far]
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*
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* @param[in] m matrix (see brief)
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* @param[out] dest exracted view frustum planes (see brief)
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*/
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CGLM_INLINE
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void
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glm_frustum_planes(mat4 m, vec4 dest[6]) {
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mat4 t;
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glm_mat4_transpose_to(m, t);
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glm_vec4_add(t[3], t[0], dest[0]); /* left */
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glm_vec4_sub(t[3], t[0], dest[1]); /* right */
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glm_vec4_add(t[3], t[1], dest[2]); /* bottom */
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glm_vec4_sub(t[3], t[1], dest[3]); /* top */
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glm_vec4_add(t[3], t[2], dest[4]); /* near */
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glm_vec4_sub(t[3], t[2], dest[5]); /* far */
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glm_plane_normalize(dest[0]);
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glm_plane_normalize(dest[1]);
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glm_plane_normalize(dest[2]);
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glm_plane_normalize(dest[3]);
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glm_plane_normalize(dest[4]);
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glm_plane_normalize(dest[5]);
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}
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/*!
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* @brief extracts view frustum corners using clip-space coordinates
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*
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* corners' space:
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* 1- if m = invViewProj: World Space
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* 2- if m = invMVP: Object Space
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*
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* You probably want to extract corners in world space so use invViewProj
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* Computing invViewProj:
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* glm_mat4_mul(proj, view, viewProj);
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* ...
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* glm_mat4_inv(viewProj, invViewProj);
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*
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* @param[in] invMat matrix (see brief)
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* @param[out] dest exracted view frustum corners (see brief)
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*/
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CGLM_INLINE
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void
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glm_frustum_corners(mat4 invMat, vec4 dest[8]) {
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vec4 c[8];
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vec4 csCoords[8] = {
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{-1.0f, -1.0f, -1.0f, 1.0f},
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{-1.0f, 1.0f, -1.0f, 1.0f},
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{ 1.0f, -1.0f, -1.0f, 1.0f},
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{ 1.0f, 1.0f, -1.0f, 1.0f},
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{-1.0f, -1.0f, 1.0f, 1.0f},
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{-1.0f, 1.0f, 1.0f, 1.0f},
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{ 1.0f, -1.0f, 1.0f, 1.0f},
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{ 1.0f, 1.0f, 1.0f, 1.0f}
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};
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glm_mat4_mulv(invMat, csCoords[0], c[0]);
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glm_mat4_mulv(invMat, csCoords[1], c[1]);
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glm_mat4_mulv(invMat, csCoords[2], c[2]);
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glm_mat4_mulv(invMat, csCoords[3], c[3]);
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glm_mat4_mulv(invMat, csCoords[4], c[4]);
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glm_mat4_mulv(invMat, csCoords[5], c[5]);
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glm_mat4_mulv(invMat, csCoords[6], c[6]);
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glm_mat4_mulv(invMat, csCoords[7], c[7]);
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glm_vec4_scale(c[1], 1.0f / c[1][3], dest[1]);
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glm_vec4_scale(c[2], 1.0f / c[2][3], dest[2]);
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glm_vec4_scale(c[3], 1.0f / c[3][3], dest[3]);
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glm_vec4_scale(c[4], 1.0f / c[4][3], dest[4]);
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glm_vec4_scale(c[5], 1.0f / c[5][3], dest[5]);
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glm_vec4_scale(c[6], 1.0f / c[6][3], dest[6]);
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glm_vec4_scale(c[7], 1.0f / c[7][3], dest[7]);
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}
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/*!
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* @brief finds center of view frustum
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*
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* @param[in] corners view frustum corners
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* @param[out] dest view frustum center
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*/
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CGLM_INLINE
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void
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glm_frustum_center(vec4 corners[8], vec4 dest) {
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vec4 center;
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glm_vec4_copy(corners[0], center);
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glm_vec4_add(corners[1], center, center);
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glm_vec4_add(corners[2], center, center);
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glm_vec4_add(corners[3], center, center);
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glm_vec4_add(corners[4], center, center);
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glm_vec4_add(corners[5], center, center);
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glm_vec4_add(corners[6], center, center);
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glm_vec4_add(corners[7], center, center);
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glm_vec4_scale(center, 0.125f, dest);
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}
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#endif /* cglm_vcam_h */
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@@ -15,6 +15,7 @@
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#include "mat3.h"
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#include "affine.h"
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#include "cam.h"
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#include "frustum.h"
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#include "quat.h"
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#include "euler.h"
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#include "plane.h"
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176
include/cglm/frustum.h
Normal file
176
include/cglm/frustum.h
Normal file
@@ -0,0 +1,176 @@
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/*
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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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#ifndef cglm_frustum_h
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#define cglm_frustum_h
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#include "common.h"
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#include "plane.h"
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#define GLM_LBN 0
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#define GLM_LTN 1
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#define GLM_RTN 2
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#define GLM_RBN 3
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#define GLM_LBF 4
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#define GLM_LTF 5
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#define GLM_RTF 6
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#define GLM_RBF 7
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/*!
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* @brief extracts view frustum planes
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*
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* planes' space:
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* 1- if m = proj: View Space
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* 2- if m = viewProj: World Space
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* 3- if m = MVP: Object Space
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*
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* You probably want to extract planes in world space so use viewProj as m
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* Computing viewProj:
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* glm_mat4_mul(proj, view, viewProj);
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*
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* Exracted planes order: [left, right, bottom, top, near, far]
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*
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* @param[in] m matrix (see brief)
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* @param[out] dest exracted view frustum planes (see brief)
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*/
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CGLM_INLINE
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void
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glm_frustum_planes(mat4 m, vec4 dest[6]) {
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mat4 t;
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glm_mat4_transpose_to(m, t);
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glm_vec4_add(t[3], t[0], dest[0]); /* left */
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glm_vec4_sub(t[3], t[0], dest[1]); /* right */
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glm_vec4_add(t[3], t[1], dest[2]); /* bottom */
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glm_vec4_sub(t[3], t[1], dest[3]); /* top */
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glm_vec4_add(t[3], t[2], dest[4]); /* near */
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glm_vec4_sub(t[3], t[2], dest[5]); /* far */
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glm_plane_normalize(dest[0]);
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glm_plane_normalize(dest[1]);
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glm_plane_normalize(dest[2]);
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glm_plane_normalize(dest[3]);
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glm_plane_normalize(dest[4]);
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glm_plane_normalize(dest[5]);
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}
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/*!
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* @brief extracts view frustum corners using clip-space coordinates
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*
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* corners' space:
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* 1- if m = invViewProj: World Space
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* 2- if m = invMVP: Object Space
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*
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* You probably want to extract corners in world space so use invViewProj
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* Computing invViewProj:
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* glm_mat4_mul(proj, view, viewProj);
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* ...
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* glm_mat4_inv(viewProj, invViewProj);
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*
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* if you have a near coord at i index, you can get it's far coord by i + 4
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*
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* Find center coordinates:
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* for (j = 0; j < 4; j++) {
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* glm_vec_center(corners[i], corners[i + 4], centerCorners[i]);
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* }
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*
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* @param[in] invMat matrix (see brief)
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* @param[out] dest exracted view frustum corners (see brief)
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*/
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CGLM_INLINE
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void
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glm_frustum_corners(mat4 invMat, vec4 dest[8]) {
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vec4 c[8];
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/* indexOf(nearCoord) = indexOf(farCoord) + 4 */
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vec4 csCoords[8] = {
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{-1.0f, -1.0f, -1.0f, 1.0f}, /* GLM_LBN */
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{-1.0f, 1.0f, -1.0f, 1.0f}, /* GLM_LTN */
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{ 1.0f, 1.0f, -1.0f, 1.0f}, /* GLM_RTN */
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{ 1.0f, -1.0f, -1.0f, 1.0f}, /* GLM_RBN */
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{-1.0f, -1.0f, 1.0f, 1.0f}, /* GLM_LBF */
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{-1.0f, 1.0f, 1.0f, 1.0f}, /* GLM_LTF */
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{ 1.0f, 1.0f, 1.0f, 1.0f}, /* GLM_RTF */
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{ 1.0f, -1.0f, 1.0f, 1.0f} /* GLM_RBF */
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};
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glm_mat4_mulv(invMat, csCoords[0], c[0]);
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glm_mat4_mulv(invMat, csCoords[1], c[1]);
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glm_mat4_mulv(invMat, csCoords[2], c[2]);
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glm_mat4_mulv(invMat, csCoords[3], c[3]);
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glm_mat4_mulv(invMat, csCoords[4], c[4]);
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glm_mat4_mulv(invMat, csCoords[5], c[5]);
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glm_mat4_mulv(invMat, csCoords[6], c[6]);
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glm_mat4_mulv(invMat, csCoords[7], c[7]);
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glm_vec4_scale(c[0], 1.0f / c[1][3], dest[0]);
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glm_vec4_scale(c[1], 1.0f / c[1][3], dest[1]);
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glm_vec4_scale(c[2], 1.0f / c[2][3], dest[2]);
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glm_vec4_scale(c[3], 1.0f / c[3][3], dest[3]);
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glm_vec4_scale(c[4], 1.0f / c[4][3], dest[4]);
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glm_vec4_scale(c[5], 1.0f / c[5][3], dest[5]);
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glm_vec4_scale(c[6], 1.0f / c[6][3], dest[6]);
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glm_vec4_scale(c[7], 1.0f / c[7][3], dest[7]);
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}
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/*!
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* @brief finds center of view frustum
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*
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* @param[in] corners view frustum corners
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* @param[out] dest view frustum center
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*/
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CGLM_INLINE
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void
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glm_frustum_center(vec4 corners[8], vec4 dest) {
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vec4 center;
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glm_vec4_copy(corners[0], center);
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glm_vec4_add(corners[1], center, center);
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glm_vec4_add(corners[2], center, center);
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glm_vec4_add(corners[3], center, center);
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glm_vec4_add(corners[4], center, center);
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glm_vec4_add(corners[5], center, center);
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glm_vec4_add(corners[6], center, center);
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glm_vec4_add(corners[7], center, center);
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glm_vec4_scale(center, 0.125f, dest);
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}
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/*!
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* @brief finds bounding box of frustum relative to given matrix e.g. view mat
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*
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* @param[in] corners view frustum corners
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* @param[in] m matrix to convert existing conners
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* @param[out] box bounding box as array [min, max]
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*/
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CGLM_INLINE
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void
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glm_frustum_box(vec4 corners[8], mat4 m, vec3 box[2]) {
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vec4 v;
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int i;
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glm_vec_broadcast(0.0f, box[0]);
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glm_vec_broadcast(0.0f, box[1]);
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for (i = 0; i < 8; i++) {
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glm_mat4_mulv(m, corners[i], v);
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box[0][0] = glm_min(box[0][0], v[0]);
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box[0][1] = glm_min(box[0][1], v[1]);
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box[0][2] = glm_min(box[0][2], v[2]);
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box[1][0] = glm_max(box[1][0], v[0]);
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box[1][1] = glm_max(box[1][1], v[1]);
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box[1][2] = glm_max(box[1][2], v[2]);
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}
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}
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#endif /* cglm_frustum_h */
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@@ -88,7 +88,9 @@ libcglm_la_SOURCES=\
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src/vec3.c \
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src/vec4.c \
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src/mat3.c \
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src/mat4.c
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src/mat4.c \
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src/plane.c \
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src/frustum.c
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test_tests_SOURCES=\
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test/src/test_common.c \
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18
src/cam.c
18
src/cam.c
@@ -78,21 +78,3 @@ void
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glmc_look_anyup(vec3 eye, vec3 dir, mat4 dest) {
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glm_look_anyup(eye, dir, dest);
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}
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CGLM_EXPORT
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void
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glmc_frustum_planes(mat4 m, vec4 dest[6]) {
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glm_frustum_planes(m, dest);
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}
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CGLM_EXPORT
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void
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glmc_frustum_corners(mat4 invMat, vec4 dest[8]) {
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glm_frustum_corners(invMat, dest);
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}
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CGLM_EXPORT
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void
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glmc_frustum_center(vec4 corners[8], vec4 dest) {
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glm_frustum_center(corners, dest);
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}
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33
src/frustum.c
Normal file
33
src/frustum.c
Normal file
@@ -0,0 +1,33 @@
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/*
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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
|
||||
*/
|
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#include "../include/cglm/cglm.h"
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#include "../include/cglm/call.h"
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CGLM_EXPORT
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void
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glmc_frustum_planes(mat4 m, vec4 dest[6]) {
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glm_frustum_planes(m, dest);
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}
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CGLM_EXPORT
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void
|
||||
glmc_frustum_corners(mat4 invMat, vec4 dest[8]) {
|
||||
glm_frustum_corners(invMat, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_frustum_center(vec4 corners[8], vec4 dest) {
|
||||
glm_frustum_center(corners, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_frustum_box(vec4 corners[8], mat4 m, vec3 box[2]) {
|
||||
glm_frustum_box(corners, m, box);
|
||||
}
|
||||
Reference in New Issue
Block a user