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https://github.com/recp/cglm.git
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implement project zo
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@@ -11,7 +11,7 @@
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extern "C" {
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#endif
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#include "../cglm.h"
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#include "../../cglm.h"
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CGLM_EXPORT
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void
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@@ -17,6 +17,10 @@ CGLM_EXPORT
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void
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glmc_unprojecti_no(vec3 pos, mat4 invMat, vec4 vp, vec3 dest);
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CGLM_EXPORT
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void
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glmc_project_no(vec3 pos, mat4 m, vec4 vp, vec3 dest);
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#ifdef __cplusplus
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}
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#endif
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@@ -17,6 +17,10 @@ CGLM_EXPORT
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void
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glmc_unprojecti_zo(vec3 pos, mat4 invMat, vec4 vp, vec3 dest);
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CGLM_EXPORT
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void
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glmc_project_zo(vec3 pos, mat4 m, vec4 vp, vec3 dest);
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#ifdef __cplusplus
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}
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#endif
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@@ -54,4 +54,33 @@ glm_unprojecti_no(vec3 pos, mat4 invMat, vec4 vp, vec3 dest) {
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glm_vec3(v, dest);
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}
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/*!
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* @brief map object coordinates to window coordinates
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*
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* Computing MVP:
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* glm_mat4_mul(proj, view, viewProj);
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* glm_mat4_mul(viewProj, model, MVP);
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*
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* @param[in] pos object coordinates
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* @param[in] m MVP matrix
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* @param[in] vp viewport as [x, y, width, height]
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* @param[out] dest projected coordinates
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*/
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CGLM_INLINE
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void
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glm_project_no(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
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CGLM_ALIGN(16) vec4 pos4;
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glm_vec4(pos, 1.0f, pos4);
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glm_mat4_mulv(m, pos4, pos4);
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glm_vec4_scale(pos4, 1.0f / pos4[3], pos4); /* pos = pos / pos.w */
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glm_vec4_scale(pos4, 0.5f, pos4);
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glm_vec4_adds(pos4, 0.5f, pos4);
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dest[0] = pos4[0] * vp[2] + vp[0];
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dest[1] = pos4[1] * vp[3] + vp[1];
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dest[2] = pos4[2];
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}
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#endif /* cglm_project_no_h */
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@@ -54,4 +54,35 @@ glm_unprojecti_zo(vec3 pos, mat4 invMat, vec4 vp, vec3 dest) {
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glm_vec3(v, dest);
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}
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/*!
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* @brief map object coordinates to window coordinates
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*
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* Computing MVP:
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* glm_mat4_mul(proj, view, viewProj);
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* glm_mat4_mul(viewProj, model, MVP);
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*
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* @param[in] pos object coordinates
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* @param[in] m MVP matrix
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* @param[in] vp viewport as [x, y, width, height]
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* @param[out] dest projected coordinates
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*/
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CGLM_INLINE
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void
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glm_project_no(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
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CGLM_ALIGN(16) vec4 pos4;
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glm_vec4(pos, 1.0f, pos4);
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glm_mat4_mulv(m, pos4, pos4);
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glm_vec4_scale(pos4, 1.0f / pos4[3], pos4); /* pos = pos / pos.w */
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dest[2] = pos4[2];
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glm_vec4_scale(pos4, 0.5f, pos4);
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glm_vec4_adds(pos4, 0.5f, pos4);
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dest[0] = pos4[0] * vp[2] + vp[0];
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dest[1] = pos4[1] * vp[3] + vp[1];
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}
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#endif /* cglm_project_zo_h */
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@@ -107,18 +107,11 @@ glm_unproject(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
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CGLM_INLINE
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void
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glm_project(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
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CGLM_ALIGN(16) vec4 pos4, vone = GLM_VEC4_ONE_INIT;
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glm_vec4(pos, 1.0f, pos4);
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glm_mat4_mulv(m, pos4, pos4);
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glm_vec4_scale(pos4, 1.0f / pos4[3], pos4); /* pos = pos / pos.w */
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glm_vec4_add(pos4, vone, pos4);
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glm_vec4_scale(pos4, 0.5f, pos4);
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dest[0] = pos4[0] * vp[2] + vp[0];
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dest[1] = pos4[1] * vp[3] + vp[1];
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dest[2] = pos4[2];
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#if CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_ZO_BIT
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glm_project_zo(pos, m, vp, dest);
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#elif CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_NO_BIT
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glm_project_no(pos, m, vp, dest);
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#endif
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}
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#endif /* cglm_project_h */
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