/* * Copyright (c), Recep Aslantas. * * MIT License (MIT), http://opensource.org/licenses/MIT * Full license can be found in the LICENSE file */ /* TODO: GLdouble vs float ? */ #ifndef glm_vcam_h #define glm_vcam_h #include "cglm.h" #include CGLM_INLINE void glm_frustum(float left, float right, float bottom, float top, float near, float far, mat4 dest) { /* https://www.opengl.org/sdk/docs/man2/xhtml/glFrustum.xml */ glm__memzero(float, dest, sizeof(mat4)); dest[0][0] = 2.0f * near / (right - left); dest[1][1] = 2.0f * near / (top - bottom); dest[2][0] = (right + left) / (right - left); dest[2][1] = (top + bottom) / (top - bottom); dest[2][2] = -(far + near) / (far - near); dest[2][3] = -1.0f; dest[3][2] = -2.0f * far * near / (far - near); } CGLM_INLINE void glm_ortho(float left, float right, float bottom, float top, float near, float far, mat4 dest) { /* https://www.opengl.org/sdk/docs/man2/xhtml/glOrtho.xml */ glm__memzero(float, dest, sizeof(mat4)); dest[0][0] = 2.0f / (right - left); dest[1][1] = 2.0f / (top - bottom); dest[2][2] =-2.0f / (far - near); dest[3][0] =-(right + left) / (right - left); dest[3][1] =-(top + bottom) / (top - bottom); dest[3][2] =-(far + near) / (far - near); } CGLM_INLINE void glm_perspective(float fovy, float aspect, float near, float far, mat4 dest) { /* https://www.opengl.org/sdk/docs/man2/xhtml/gluPerspective.xml */ float f; glm__memzero(float, dest, sizeof(mat4)); f = cosf(fovy * 0.5f) / sinf(fovy * 0.5f); dest[0][0] = f / aspect; dest[1][1] = f; dest[2][2] = (near + far) / (near - far); dest[2][3] =-1.0f; dest[3][2] = 2 * near * far / (near - far); } CGLM_INLINE void glm_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest) { vec3 f, u, s; glm_vec_sub(center, eye, f); glm_vec_normalize(f); glm_vec_cross(f, up, s); glm_vec_normalize(s); glm_vec_cross(s, f, u); dest[0][0] = s[0]; dest[1][0] = s[1]; dest[2][0] = s[2]; dest[0][1] = u[0]; dest[1][1] = u[1]; dest[2][1] = u[2]; dest[0][2] =-f[0]; dest[1][2] =-f[1]; dest[2][2] =-f[2]; dest[3][0] =-glm_vec_dot(s, eye); dest[3][1] =-glm_vec_dot(u, eye); dest[3][2] = glm_vec_dot(f, eye); dest[0][3] = 0; dest[1][3] = 0; dest[2][3] = 0; dest[3][3] = 1; } #endif /* glm_vcam_h */