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Diffstat (limited to 'libs/cglm/include/cglm/clipspace/project_no.h')
-rw-r--r-- | libs/cglm/include/cglm/clipspace/project_no.h | 86 |
1 files changed, 86 insertions, 0 deletions
diff --git a/libs/cglm/include/cglm/clipspace/project_no.h b/libs/cglm/include/cglm/clipspace/project_no.h new file mode 100644 index 0000000..7e74323 --- /dev/null +++ b/libs/cglm/include/cglm/clipspace/project_no.h @@ -0,0 +1,86 @@ +/* + * Copyright (c), Recep Aslantas. + * + * MIT License (MIT), http://opensource.org/licenses/MIT + * Full license can be found in the LICENSE file + */ + +#ifndef cglm_project_no_h +#define cglm_project_no_h + +#include "../common.h" +#include "../vec3.h" +#include "../vec4.h" +#include "../mat4.h" + +/*! + * @brief maps the specified viewport coordinates into specified space [1] + * the matrix should contain projection matrix. + * + * if you don't have ( and don't want to have ) an inverse matrix then use + * glm_unproject version. You may use existing inverse of matrix in somewhere + * else, this is why glm_unprojecti exists to save save inversion cost + * + * [1] space: + * 1- if m = invProj: View Space + * 2- if m = invViewProj: World Space + * 3- if m = invMVP: Object Space + * + * You probably want to map the coordinates into object space + * so use invMVP as m + * + * Computing viewProj: + * glm_mat4_mul(proj, view, viewProj); + * glm_mat4_mul(viewProj, model, MVP); + * glm_mat4_inv(viewProj, invMVP); + * + * @param[in] pos point/position in viewport coordinates + * @param[in] invMat matrix (see brief) + * @param[in] vp viewport as [x, y, width, height] + * @param[out] dest unprojected coordinates + */ +CGLM_INLINE +void +glm_unprojecti_no(vec3 pos, mat4 invMat, vec4 vp, vec3 dest) { + vec4 v; + + v[0] = 2.0f * (pos[0] - vp[0]) / vp[2] - 1.0f; + v[1] = 2.0f * (pos[1] - vp[1]) / vp[3] - 1.0f; + v[2] = 2.0f * pos[2] - 1.0f; + v[3] = 1.0f; + + glm_mat4_mulv(invMat, v, v); + glm_vec4_scale(v, 1.0f / v[3], v); + glm_vec3(v, dest); +} + +/*! + * @brief map object coordinates to window coordinates + * + * Computing MVP: + * glm_mat4_mul(proj, view, viewProj); + * glm_mat4_mul(viewProj, model, MVP); + * + * @param[in] pos object coordinates + * @param[in] m MVP matrix + * @param[in] vp viewport as [x, y, width, height] + * @param[out] dest projected coordinates + */ +CGLM_INLINE +void +glm_project_no(vec3 pos, mat4 m, vec4 vp, vec3 dest) { + CGLM_ALIGN(16) vec4 pos4; + + glm_vec4(pos, 1.0f, pos4); + + glm_mat4_mulv(m, pos4, pos4); + glm_vec4_scale(pos4, 1.0f / pos4[3], pos4); /* pos = pos / pos.w */ + glm_vec4_scale(pos4, 0.5f, pos4); + glm_vec4_adds(pos4, 0.5f, pos4); + + dest[0] = pos4[0] * vp[2] + vp[0]; + dest[1] = pos4[1] * vp[3] + vp[1]; + dest[2] = pos4[2]; +} + +#endif /* cglm_project_no_h */ |