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math.hpp
1 /* Copyright (c) 2016-2017, ARM Limited and Contributors
2  *
3  * SPDX-License-Identifier: MIT
4  *
5  * Permission is hereby granted, free of charge,
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9  * and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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13  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
14  * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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20 
21 #ifndef FRAMEWORK_MATH_HPP
22 #define FRAMEWORK_MATH_HPP
23 
24 #define GLM_FORCE_SWIZZLE
25 #define GLM_FORCE_RADIANS
26 #define GLM_ENABLE_EXPERIMENTAL
27 #include <glm/glm.hpp>
28 #include <glm/gtc/constants.hpp>
29 #include <glm/gtc/matrix_transform.hpp>
30 #include <glm/gtc/type_ptr.hpp>
31 #include <glm/gtx/rotate_vector.hpp>
32 #include <glm/gtx/transform.hpp>
33 
34 namespace MaliSDK
35 {
47 inline glm::mat4 vulkanStyleProjection(const glm::mat4 &proj)
48 {
49  using namespace glm;
50 
51  // Flip Y in clipspace. X = -1, Y = -1 is topLeft in Vulkan.
52  auto mat = scale(mat4(1.0f), vec3(1.0f, -1.0f, 1.0f));
53 
54  // Z depth is [0, 1] range instead of [-1, 1].
55  mat = scale(mat, vec3(1.0f, 1.0f, 0.5f));
56  return translate(mat, vec3(0.0f, 0.0f, 1.0f)) * proj;
57 }
58 }
59 
60 #endif