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optimize project
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@@ -67,7 +67,7 @@ glm_unprojecti(mat4 invMat, vec4 vp, vec3 coord, vec4 dest) {
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* You probably want to map the coordinates into object space
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* so use MVP as m
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*
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* Computing viewProj:
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* Computing viewProj and 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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@@ -87,6 +87,10 @@ glm_unproject(mat4 m, vec4 vp, vec3 coord, vec4 dest) {
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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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@@ -95,16 +99,18 @@ glm_unproject(mat4 m, vec4 vp, vec3 coord, vec4 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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vec4 pos4;
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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] + 1.0f) * 0.5f * vp[2] + vp[0];
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dest[1] = (pos4[1] + 1.0f) * 0.5f * vp[3] + vp[1];
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dest[2] = (pos4[2] + 1.0f) * 0.5f;
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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_h */
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