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https://github.com/recp/cglm.git
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code style
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@@ -7,48 +7,37 @@
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/*
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Functions:
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CGLM_INLINE void glm_frustum(float left,
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float right,
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float bottom,
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float top,
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float nearVal,
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float farVal,
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CGLM_INLINE void glm_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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mat4 dest)
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CGLM_INLINE void glm_ortho(float left,
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float right,
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float bottom,
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float top,
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float nearVal,
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float farVal,
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CGLM_INLINE void glm_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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mat4 dest)
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CGLM_INLINE void glm_ortho_aabb(vec3 box[2], mat4 dest)
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CGLM_INLINE void glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest)
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CGLM_INLINE void glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest)
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CGLM_INLINE void glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest)
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CGLM_INLINE void glm_ortho_default(float aspect, mat4 dest)
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CGLM_INLINE void glm_ortho_default_s(float aspect, float size, mat4 dest)
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CGLM_INLINE void glm_ortho_default_s(float aspect, float size, mat4 dest)
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CGLM_INLINE void glm_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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mat4 dest)
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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_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_look(vec3 eye, vec3 dir, vec3 up, mat4 dest)
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CGLM_INLINE void glm_look_anyup(vec3 eye, vec3 dir, mat4 dest)
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CGLM_INLINE void glm_persp_decomp(mat4 proj,
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float *nearVal,
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float *farVal,
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float *top,
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float *bottom,
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float *left,
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float *right)
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float *nearVal, float *farVal,
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float *top, float *bottom,
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float *left, float *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, float *left, float *right)
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CGLM_INLINE void glm_persp_decomp_y(mat4 proj, float *top, float *bottom)
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CGLM_INLINE void glm_persp_decomp_z(mat4 proj,
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float *nearVal,
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float *farVal)
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CGLM_INLINE void glm_persp_decomp_z(mat4 proj, float *nearv, float *farv)
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CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float *farVal)
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CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *nearVal)
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CGLM_INLINE float glm_persp_fovy(mat4 proj)
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@@ -75,12 +64,9 @@
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*/
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CGLM_INLINE
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void
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glm_frustum(float left,
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float right,
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float bottom,
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float top,
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float nearVal,
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float farVal,
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glm_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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mat4 dest) {
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float rl, tb, fn, nv;
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@@ -113,12 +99,9 @@ glm_frustum(float left,
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*/
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CGLM_INLINE
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void
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glm_ortho(float left,
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float right,
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float bottom,
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float top,
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float nearVal,
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float farVal,
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glm_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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mat4 dest) {
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float rl, tb, fn;
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@@ -218,9 +201,7 @@ glm_ortho_default(float aspect, mat4 dest) {
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*/
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CGLM_INLINE
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void
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glm_ortho_default_s(float aspect,
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float size,
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mat4 dest) {
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glm_ortho_default_s(float aspect, float size, mat4 dest) {
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if (aspect >= 1.0f) {
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glm_ortho(-size * aspect,
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size * aspect,
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@@ -420,12 +401,9 @@ glm_look_anyup(vec3 eye, vec3 dir, mat4 dest) {
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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 nearVal,
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float * __restrict farVal,
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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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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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float m00, m11, m20, m21, m22, m32, n, f;
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float n_m11, n_m00;
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@@ -14,7 +14,7 @@
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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_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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@@ -29,22 +29,13 @@
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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 *nearVal,
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float *farVal,
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float *top,
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float *bottom,
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float *left,
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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,
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float *left,
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float *right)
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CGLM_INLINE void glms_persp_decomp_y(mat4s proj,
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float *top,
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float *bottom)
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CGLM_INLINE void glms_persp_decomp_z(mat4s proj,
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float *nearVal,
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float *farVal)
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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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@@ -326,12 +317,9 @@ glms_look_anyup(vec3s eye, vec3s dir) {
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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,
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float * __restrict farVal,
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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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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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