Files
cglm/include/cglm-cam.h
2016-10-09 17:48:50 +03:00

162 lines
3.5 KiB
C

/*
* 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
#define _USE_MATH_DEFINES
#include "cglm.h"
#include "cglm-platform.h"
#include <math.h>
CGLM_INLINE
void
glm_frustum(float left,
float right,
float bottom,
float top,
float nearVal,
float farVal,
mat4 dest) {
/* https://www.opengl.org/sdk/docs/man2/xhtml/glFrustum.xml */
glm__memzero(float, dest, sizeof(mat4));
dest[0][0] = 2.0f * nearVal / (right - left);
dest[1][1] = 2.0f * nearVal / (top - bottom);
dest[2][0] = (right + left) / (right - left);
dest[2][1] = (top + bottom) / (top - bottom);
dest[2][2] = -(farVal + nearVal) / (farVal - nearVal);
dest[2][3] = -1.0f;
dest[3][2] = -2.0f * farVal * nearVal / (farVal - nearVal);
}
CGLM_INLINE
void
glm_ortho(float left,
float right,
float bottom,
float top,
float nearVal,
float farVal,
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 / (farVal - nearVal);
dest[3][0] =-(right + left) / (right - left);
dest[3][1] =-(top + bottom) / (top - bottom);
dest[3][2] =-(farVal + nearVal) / (farVal - nearVal);
dest[3][3] = 1.0f;
}
CGLM_INLINE
void
glm_ortho_default(mat4 dest) {
GLint rect[4];
float aspectRatio;
glGetIntegerv(GL_VIEWPORT, rect);
aspectRatio = (float)rect[2]/rect[3];
if (rect[2] >= rect[3]) {
glm_ortho(-1.0f * aspectRatio,
1.0f * aspectRatio,
-1.0f,
1.0f,
100.0f,
-100.0f,
dest);
} else {
glm_ortho(-1.0f,
1.0f,
-1.0f / aspectRatio,
1.0f / aspectRatio,
100.0f,
-100.0f,
dest);
}
}
CGLM_INLINE
void
glm_perspective(float fovy,
float aspect,
float nearVal,
float farVal,
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] = (nearVal + farVal) / (nearVal - farVal);
dest[2][3] =-1.0f;
dest[3][2] = 2 * nearVal * farVal / (nearVal - farVal);
}
CGLM_INLINE
void
glm_perspective_default(mat4 dest) {
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
glm_perspective((float)M_PI_4,
(float)viewport[2]/viewport[3],
0.01f,
100.0f,
dest);
}
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 */