mirror of
https://github.com/recp/cglm.git
synced 2025-10-03 16:51:35 +00:00
162 lines
3.5 KiB
C
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 */
|