Files
cglm/include/cglm/cam.h
2018-01-10 00:01:06 +03:00

620 lines
16 KiB
C

/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Functions:
CGLM_INLINE void glm_frustum(float left,
float right,
float bottom,
float top,
float nearVal,
float farVal,
mat4 dest);
CGLM_INLINE void glm_ortho(float left,
float right,
float bottom,
float top,
float nearVal,
float farVal,
mat4 dest);
CGLM_INLINE void glm_ortho_default(float aspect, mat4 dest);
CGLM_INLINE void glm_ortho_default_s(float aspect, float size, mat4 dest);
CGLM_INLINE void glm_perspective(float fovy,
float aspect,
float nearVal,
float farVal,
mat4 dest);
CGLM_INLINE void glm_perspective_default(float aspect, mat4 dest);
CGLM_INLINE void glm_perspective_resize(float aspect, mat4 proj);
CGLM_INLINE void glm_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest);
CGLM_INLINE void glm_persp_decomp(mat4 proj,
float * __restrict nearVal,
float * __restrict farVal,
float * __restrict top,
float * __restrict bottom,
float * __restrict left,
float * __restrict right);
CGLM_INLINE void glm_persp_decompv(mat4 proj, float dest[6]);
CGLM_INLINE void glm_persp_decomp_x(mat4 proj,
float * __restrict left,
float * __restrict right);
CGLM_INLINE void glm_persp_decomp_y(mat4 proj,
float * __restrict top,
float * __restrict bottom);
CGLM_INLINE void glm_persp_decomp_z(mat4 proj,
float * __restrict nearVal,
float * __restrict farVal);
CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float * __restrict farVal);
CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *__restrict nearVal);
CGLM_INLINE void glm_frustum_planes(mat4 m, vec4 dest[6]);
CGLM_INLINE void glm_frustum_corners(mat4 invMat, vec4 dest[8]);
*/
#ifndef cglm_vcam_h
#define cglm_vcam_h
#include "common.h"
#include "plane.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,
float right,
float bottom,
float top,
float nearVal,
float farVal,
mat4 dest) {
float rl, tb, fn, nv;
glm__memzero(float, dest, sizeof(mat4));
rl = 1.0f / (right - left);
tb = 1.0f / (top - bottom);
fn =-1.0f / (farVal - nearVal);
nv = 2.0f * nearVal;
dest[0][0] = nv * rl;
dest[1][1] = nv * tb;
dest[2][0] = (right + left) * rl;
dest[2][1] = (top + bottom) * tb;
dest[2][2] = (farVal + nearVal) * fn;
dest[2][3] =-1.0f;
dest[3][2] = farVal * nv * 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,
float right,
float bottom,
float top,
float nearVal,
float farVal,
mat4 dest) {
float rl, tb, fn;
glm__memzero(float, dest, sizeof(mat4));
rl = 1.0f / (right - left);
tb = 1.0f / (top - bottom);
fn =-1.0f / (farVal - nearVal);
dest[0][0] = 2.0f * rl;
dest[1][1] = 2.0f * tb;
dest[2][2] = 2.0f * fn;
dest[3][0] =-(right + left) * rl;
dest[3][1] =-(top + bottom) * tb;
dest[3][2] = (farVal + nearVal) * fn;
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 aspect,
mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho(-1.0f * aspect,
1.0f * aspect,
-1.0f,
1.0f,
-100.0f,
100.0f,
dest);
return;
}
glm_ortho(-1.0f,
1.0f,
-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 aspect,
float size,
mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho(-size * aspect,
size * aspect,
-size,
size,
-size - 100.0f,
size + 100.0f,
dest);
return;
}
glm_ortho(-size,
size,
-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) {
float f, fn;
glm__memzero(float, dest, sizeof(mat4));
f = 1.0f / tanf(fovy * 0.5f);
fn = 1.0f / (nearVal - farVal);
dest[0][0] = f / aspect;
dest[1][1] = f;
dest[2][2] = (nearVal + farVal) * fn;
dest[2][3] =-1.0f;
dest[3][2] = 2.0f * 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 aspect,
mat4 dest) {
glm_perspective((float)CGLM_PI_4,
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 aspect,
mat4 proj) {
if (proj[0][0] == 0.0f)
return;
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,
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[0][1] = u[0];
dest[0][2] =-f[0];
dest[1][0] = s[1];
dest[1][1] = u[1];
dest[1][2] =-f[1];
dest[2][0] = s[2];
dest[2][1] = u[2];
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] = dest[1][3] = dest[2][3] = 0.0f;
dest[3][3] = 1.0f;
}
/*!
* @brief decomposes frustum values of perspective projection.
*
* @param[in] proj perspective projection matrix
* @param[out] nearVal near
* @param[out] farVal far
* @param[out] top top
* @param[out] bottom bottom
* @param[out] left left
* @param[out] right right
*/
CGLM_INLINE
void
glm_persp_decomp(mat4 proj,
float * __restrict nearVal,
float * __restrict farVal,
float * __restrict top,
float * __restrict bottom,
float * __restrict left,
float * __restrict right) {
float m00, m11, m20, m21, m22, m32, n, f;
float n_m11, n_m00;
m00 = proj[0][0];
m11 = proj[1][1];
m20 = proj[2][0];
m21 = proj[2][1];
m22 = proj[2][2];
m32 = proj[3][2];
n = m32 / (m22 - 1.0f);
f = m32 / (m22 + 1.0f);
n_m11 = n / m11;
n_m00 = n / m00;
*nearVal = n;
*farVal = f;
*bottom = n_m11 * (m21 - 1.0f);
*top = n_m11 * (m21 + 1.0f);
*left = n_m00 * (m20 - 1.0f);
*right = n_m00 * (m20 + 1.0f);
}
/*!
* @brief decomposes frustum values of perspective projection.
* this makes easy to get all values at once
*
* @param[in] proj perspective projection matrix
* @param[out] dest array
*/
CGLM_INLINE
void
glm_persp_decompv(mat4 proj, float dest[6]) {
glm_persp_decomp(proj, &dest[0], &dest[1], &dest[2],
&dest[3], &dest[4], &dest[5]);
}
/*!
* @brief decomposes left and right values of perspective projection.
* x stands for x axis (left / right axis)
*
* @param[in] proj perspective projection matrix
* @param[out] left left
* @param[out] right right
*/
CGLM_INLINE
void
glm_persp_decomp_x(mat4 proj,
float * __restrict left,
float * __restrict right) {
float nearVal, m20, m00;
m00 = proj[0][0];
m20 = proj[2][0];
nearVal = proj[3][2] / (proj[3][3] - 1.0f);
*left = nearVal * (m20 - 1.0f) / m00;
*right = nearVal * (m20 + 1.0f) / m00;
}
/*!
* @brief decomposes top and bottom values of perspective projection.
* y stands for y axis (top / botom axis)
*
* @param[in] proj perspective projection matrix
* @param[out] top top
* @param[out] bottom bottom
*/
CGLM_INLINE
void
glm_persp_decomp_y(mat4 proj,
float * __restrict top,
float * __restrict bottom) {
float nearVal, m21, m11;
m21 = proj[2][1];
m11 = proj[1][1];
nearVal = proj[3][2] / (proj[3][3] - 1.0f);
*bottom = nearVal * (m21 - 1) / m11;
*top = nearVal * (m21 + 1) / m11;
}
/*!
* @brief decomposes near and far values of perspective projection.
* z stands for z axis (near / far axis)
*
* @param[in] proj perspective projection matrix
* @param[out] nearVal near
* @param[out] farVal far
*/
CGLM_INLINE
void
glm_persp_decomp_z(mat4 proj,
float * __restrict nearVal,
float * __restrict farVal) {
float m32, m22;
m32 = proj[3][2];
m22 = proj[2][2];
*nearVal = m32 / (m22 - 1.0f);
*farVal = m32 / (m22 + 1.0f);
}
/*!
* @brief decomposes far value of perspective projection.
*
* @param[in] proj perspective projection matrix
* @param[out] farVal far
*/
CGLM_INLINE
void
glm_persp_decomp_far(mat4 proj, float * __restrict farVal) {
*farVal = proj[3][2] / (proj[2][2] + 1.0f);
}
/*!
* @brief decomposes near value of perspective projection.
*
* @param[in] proj perspective projection matrix
* @param[out] nearVal near
*/
CGLM_INLINE
void
glm_persp_decomp_near(mat4 proj, float * __restrict nearVal) {
*nearVal = proj[3][2] / (proj[2][2] - 1.0f);
}
/*!
* @brief returns field of view angle along the Y-axis (in radians)
*
* if you need to degrees, use glm_deg to convert it or use this:
* fovy_deg = glm_deg(glm_persp_fovy(projMatrix))
*
* @param[in] proj perspective projection matrix
*/
CGLM_INLINE
float
glm_persp_fovy(mat4 proj) {
return 2.0f * atanf(1.0f / proj[1][1]);
}
/*!
* @brief returns aspect ratio of perspective projection
*
* @param[in] proj perspective projection matrix
*/
CGLM_INLINE
float
glm_persp_aspect(mat4 proj) {
return proj[1][1] / proj[0][0];
}
/*!
* @brief returns aspect ratio of perspective projection
*
* if you don't have fovy then use glm_persp_fovy(proj) to get it
* or pass directly: glm_persp_sizes(proj, glm_persp_fovy(proj), sizes);
*
* @param[in] proj perspective projection matrix
* @param[in] fovy fovy (see brief)
* @param[out] dest sizes order: [Wnear, Hnear, Wfar, Hfar]
*/
CGLM_INLINE
void
glm_persp_sizes(mat4 proj, float fovy, vec4 dest) {
float t, a, nearVal, farVal;
t = 2.0f * tanf(fovy * 0.5f);
a = glm_persp_aspect(proj);
glm_persp_decomp_z(proj, &nearVal, &farVal);
dest[1] = t * nearVal;
dest[3] = t * farVal;
dest[0] = a * dest[1];
dest[2] = a * dest[3];
}
/*!
* @brief extracts view frustum planes
*
* planes' space:
* 1- if m = proj: View Space
* 2- if m = viewProj: World Space
* 3- if m = MVP: Object Space
*
* You probably want to extract planes in world space so use viewProj as m
* Computing viewProj:
* glm_mat4_mul(proj, view, viewProj);
*
* Exracted planes order: [left, right, bottom, top, near, far]
*
* @param[in] m matrix (see brief)
* @param[out] dest exracted view frustum planes (see brief)
*/
CGLM_INLINE
void
glm_frustum_planes(mat4 m, vec4 dest[6]) {
mat4 t;
glm_mat4_transpose_to(m, t);
glm_vec4_add(t[3], t[0], dest[0]); /* left */
glm_vec4_sub(t[3], t[0], dest[1]); /* right */
glm_vec4_add(t[3], t[1], dest[2]); /* bottom */
glm_vec4_sub(t[3], t[1], dest[3]); /* top */
glm_vec4_add(t[3], t[2], dest[4]); /* near */
glm_vec4_sub(t[3], t[2], dest[5]); /* far */
glm_plane_normalize(dest[0]);
glm_plane_normalize(dest[1]);
glm_plane_normalize(dest[2]);
glm_plane_normalize(dest[3]);
glm_plane_normalize(dest[4]);
glm_plane_normalize(dest[5]);
}
/*!
* @brief extracts view frustum corners using clip-space coordinates
*
* corners' space:
* 1- if m = invViewProj: World Space
* 2- if m = invMVP: Object Space
*
* You probably want to extract corners in world space so use invViewProj
* Computing invViewProj:
* glm_mat4_mul(proj, view, viewProj);
* ...
* glm_mat4_inv(viewProj, invViewProj);
*
* @param[in] invMat matrix (see brief)
* @param[out] dest exracted view frustum corners (see brief)
*/
CGLM_INLINE
void
glm_frustum_corners(mat4 invMat, vec4 dest[8]) {
vec4 c[8];
vec4 csCoords[8] = {
{-1.0f, -1.0f, -1.0f, 1.0f},
{-1.0f, 1.0f, -1.0f, 1.0f},
{ 1.0f, -1.0f, -1.0f, 1.0f},
{ 1.0f, 1.0f, -1.0f, 1.0f},
{-1.0f, -1.0f, 1.0f, 1.0f},
{-1.0f, 1.0f, 1.0f, 1.0f},
{ 1.0f, -1.0f, 1.0f, 1.0f},
{ 1.0f, 1.0f, 1.0f, 1.0f}
};
glm_mat4_mulv(invMat, csCoords[0], c[0]);
glm_mat4_mulv(invMat, csCoords[1], c[1]);
glm_mat4_mulv(invMat, csCoords[2], c[2]);
glm_mat4_mulv(invMat, csCoords[3], c[3]);
glm_mat4_mulv(invMat, csCoords[4], c[4]);
glm_mat4_mulv(invMat, csCoords[5], c[5]);
glm_mat4_mulv(invMat, csCoords[6], c[6]);
glm_mat4_mulv(invMat, csCoords[7], c[7]);
glm_vec4_scale(c[1], 1.0f / c[1][3], dest[1]);
glm_vec4_scale(c[2], 1.0f / c[2][3], dest[2]);
glm_vec4_scale(c[3], 1.0f / c[3][3], dest[3]);
glm_vec4_scale(c[4], 1.0f / c[4][3], dest[4]);
glm_vec4_scale(c[5], 1.0f / c[5][3], dest[5]);
glm_vec4_scale(c[6], 1.0f / c[6][3], dest[6]);
glm_vec4_scale(c[7], 1.0f / c[7][3], dest[7]);
}
/*!
* @brief finds center of view frustum
*
* @param[in] corners view frustum corners
* @param[out] dest view frustum center
*/
CGLM_INLINE
void
glm_frustum_center(vec4 corners[8], vec4 dest) {
vec4 center;
glm_vec4_copy(corners[0], center);
glm_vec4_add(corners[1], center, center);
glm_vec4_add(corners[2], center, center);
glm_vec4_add(corners[3], center, center);
glm_vec4_add(corners[4], center, center);
glm_vec4_add(corners[5], center, center);
glm_vec4_add(corners[6], center, center);
glm_vec4_add(corners[7], center, center);
glm_vec4_scale(center, 0.125f, dest);
}
#endif /* cglm_vcam_h */