doc: add documentations to view, projection functions

This commit is contained in:
Recep Aslantas
2017-02-27 16:48:10 +03:00
parent a3b66f5b4c
commit ec371099bc

View File

@@ -10,6 +10,17 @@
#include "cglm-common.h"
/*!
* @brief set up perspective peprojection matrix
*
* @param[in] left viewport.left
* @param[in] right viewport.right
* @param[in] bottom viewport.bottom
* @param[in] top viewport.top
* @param[in] nearVal near clipping plane
* @param[in] farVal far clipping plane
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_frustum(float left,
@@ -18,7 +29,7 @@ glm_frustum(float left,
float top,
float nearVal,
float farVal,
mat4 dest) {
mat4 dest) {
float rl, tb, fn;
glm__memzero(float, dest, sizeof(mat4));
@@ -36,6 +47,17 @@ glm_frustum(float left,
dest[3][2] = -2.0f * farVal * nearVal * fn;
}
/*!
* @brief set up orthographic projection matrix
*
* @param[in] left viewport.left
* @param[in] right viewport.right
* @param[in] bottom viewport.bottom
* @param[in] top viewport.top
* @param[in] nearVal near clipping plane
* @param[in] farVal far clipping plane
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho(float left,
@@ -44,7 +66,7 @@ glm_ortho(float left,
float top,
float nearVal,
float farVal,
mat4 dest) {
mat4 dest) {
float rl, tb, fn;
glm__memzero(float, dest, sizeof(mat4));
@@ -62,13 +84,19 @@ glm_ortho(float left,
dest[3][3] = 1.0f;
}
/*!
* @brief set up unit orthographic projection matrix
*
* @param[in] aspect aspect ration ( width / height )
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_default(float aspectRatio,
glm_ortho_default(float aspect,
mat4 dest) {
if (aspectRatio >= 1.0f) {
glm_ortho(-1.0f * aspectRatio,
1.0f * aspectRatio,
if (aspect >= 1.0f) {
glm_ortho(-1.0f * aspect,
1.0f * aspect,
-1.0f,
1.0f,
-100.0f,
@@ -79,21 +107,28 @@ glm_ortho_default(float aspectRatio,
glm_ortho(-1.0f,
1.0f,
-1.0f / aspectRatio,
1.0f / aspectRatio,
-1.0f / aspect,
1.0f / aspect,
-100.0f,
100.0f,
dest);
}
/*!
* @brief set up orthographic projection matrix with given CUBE size
*
* @param[in] aspect aspect ratio ( width / height )
* @param[in] size cube size
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_default_s(float aspectRatio,
glm_ortho_default_s(float aspect,
float size,
mat4 dest) {
if (aspectRatio >= 1.0f) {
glm_ortho(-size * aspectRatio,
size * aspectRatio,
if (aspect >= 1.0f) {
glm_ortho(-size * aspect,
size * aspect,
-size,
size,
-size - 100.0f,
@@ -104,20 +139,29 @@ glm_ortho_default_s(float aspectRatio,
glm_ortho(-size,
size,
-size / aspectRatio,
size / aspectRatio,
-size / aspect,
size / aspect,
-size - 100.0f,
size + 100.0f,
dest);
}
/*!
* @brief set up perspective projection matrix
*
* @param[in] fovy field of view angle
* @param[in] aspect aspect ratio ( width / height )
* @param[in] nearVal near clipping plane
* @param[in] farVal far clipping planes
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective(float fovy,
float aspect,
float nearVal,
float farVal,
mat4 dest) {
mat4 dest) {
float f, fn;
glm__memzero(float, dest, sizeof(mat4));
@@ -132,26 +176,50 @@ glm_perspective(float fovy,
dest[3][2] = 2 * nearVal * farVal * fn;
}
/*!
* @brief set up perspective projection matrix with default near/far
* and angle values
*
* @param[in] aspect aspect ratio ( width / height )
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective_default(float aspectRatio, mat4 dest) {
glm_perspective_default(float aspect,
mat4 dest) {
glm_perspective((float)CGLM_PI_4,
aspectRatio,
aspect,
0.01f,
100.0f,
dest);
}
/*!
* @brief resize perspective matrix by aspect ratio ( width / height )
* this very make easy to resize proj matrix when window, viewport
* reized
*
* @param[in] aspect aspect ratio ( width / height )
* @param[in, out] proj perspective projection matrix
*/
CGLM_INLINE
void
glm_perspective_resize(float aspectRatio,
glm_perspective_resize(float aspect,
mat4 proj) {
if (proj[0][0] == 0)
return;
proj[0][0] = proj[1][1] / aspectRatio;
proj[0][0] = proj[1][1] / aspect;
}
/*!
* @brief set up view matrix
*
* @param[in] eye eye vector
* @param[in] center center vector
* @param[in] up up vector
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_lookat(vec3 eye,