/* * Copyright (c), Recep Aslantas. * * MIT License (MIT), http://opensource.org/licenses/MIT * Full license can be found in the LICENSE file */ #include "../include/cglm/cglm.h" #include "../include/cglm/call.h" CGLM_EXPORT void glmc_frustum(float left, float right, float bottom, float top, float nearZ, float farZ, mat4 dest) { glm_frustum(left, right, bottom, top, nearZ, farZ, dest); } CGLM_EXPORT void glmc_ortho(float left, float right, float bottom, float top, float nearZ, float farZ, mat4 dest) { glm_ortho(left, right, bottom, top, nearZ, farZ, dest); } CGLM_EXPORT void glmc_ortho_aabb(vec3 box[2], mat4 dest) { glm_ortho_aabb(box, dest); } CGLM_EXPORT void glmc_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) { glm_ortho_aabb_p(box, padding, dest); } CGLM_EXPORT void glmc_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) { glm_ortho_aabb_pz(box, padding, dest); } CGLM_EXPORT void glmc_ortho_default(float aspect, mat4 dest) { glm_ortho_default(aspect, dest); } CGLM_EXPORT void glmc_ortho_default_s(float aspect, float size, mat4 dest) { glm_ortho_default_s(aspect, size, dest); } CGLM_EXPORT void glmc_perspective(float fovy, float aspect, float nearZ, float farZ, mat4 dest) { glm_perspective(fovy, aspect, nearZ, farZ, dest); } CGLM_EXPORT void glmc_persp_move_far(mat4 proj, float deltaFar) { glm_persp_move_far(proj, deltaFar); } CGLM_EXPORT void glmc_perspective_default(float aspect, mat4 dest) { glm_perspective_default(aspect, dest); } CGLM_EXPORT void glmc_perspective_resize(float aspect, mat4 proj) { glm_perspective_resize(aspect, proj); } CGLM_EXPORT void glmc_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest) { glm_lookat(eye, center, up, dest); } CGLM_EXPORT void glmc_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) { glm_look(eye, dir, up, dest); } CGLM_EXPORT void glmc_look_anyup(vec3 eye, vec3 dir, mat4 dest) { glm_look_anyup(eye, dir, dest); } CGLM_EXPORT void glmc_persp_decomp(mat4 proj, float * __restrict nearZ, float * __restrict farZ, float * __restrict top, float * __restrict bottom, float * __restrict left, float * __restrict right) { glm_persp_decomp(proj, nearZ, farZ, top, bottom, left, right); } CGLM_EXPORT void glmc_persp_decompv(mat4 proj, float dest[6]) { glm_persp_decompv(proj, dest); } CGLM_EXPORT void glmc_persp_decomp_x(mat4 proj, float * __restrict left, float * __restrict right) { glm_persp_decomp_x(proj, left, right); } CGLM_EXPORT void glmc_persp_decomp_y(mat4 proj, float * __restrict top, float * __restrict bottom) { glm_persp_decomp_y(proj, top, bottom); } CGLM_EXPORT void glmc_persp_decomp_z(mat4 proj, float * __restrict nearZ, float * __restrict farZ) { glm_persp_decomp_z(proj, nearZ, farZ); } CGLM_EXPORT void glmc_persp_decomp_far(mat4 proj, float * __restrict farZ) { glm_persp_decomp_far(proj, farZ); } CGLM_EXPORT void glmc_persp_decomp_near(mat4 proj, float * __restrict nearZ) { glm_persp_decomp_near(proj, nearZ); } CGLM_EXPORT float glmc_persp_fovy(mat4 proj) { return glm_persp_fovy(proj); } CGLM_EXPORT float glmc_persp_aspect(mat4 proj) { return glm_persp_aspect(proj); } CGLM_EXPORT void glmc_persp_sizes(mat4 proj, float fovy, vec4 dest) { glm_persp_sizes(proj, fovy, dest); }