#include "client/math.hh" namespace client { namespace math { std::optional world_to_screen(const glm::vec3& pos, const glm::mat4& m, const glm::vec2& window) noexcept { // clang-format off const float w = m[0][3] * pos.x + m[1][3] * pos.y + m[2][3] * pos.z + m[3][3]; if (w < 0.0f) { return std::nullopt; } const float inv_w = std::fabs(1.0f / w); const float x = window.x * 0.5f + (0.5f * (m[0][0] * pos.x + m[1][0] * pos.y + m[2][0] * pos.z + m[3][0]) * inv_w * window.x + 0.5f); const float y = window.y * 0.5f + (0.5f * (m[0][1] * pos.x + m[1][1] * pos.y + m[2][1] * pos.z + m[3][1]) * inv_w * window.y + 0.5f); // clang-format on return glm::vec2{x, y}; } } // namespace math } // namespace client