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/* Copyright (C) 2010-2017 The RetroArch team
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*
* ---------------------------------------------------------------------------------------
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* The following license statement only applies to this file (matrix_4x4.h).
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* ---------------------------------------------------------------------------------------
*
* Permission is hereby granted, free of charge,
* to any person obtaining a copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
* and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef __LIBRETRO_SDK_GFX_MATH_MATRIX_4X4_H__
#define __LIBRETRO_SDK_GFX_MATH_MATRIX_4X4_H__
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#include <retro_common_api.h>
#include <math.h>
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#include <gfx/math/vector_3.h>
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/* Column-major matrix (OpenGL-style).
* Reimplements functionality from FF OpenGL pipeline to be able
* to work on GLES 2.0 and modern GL variants.
*/
#define MAT_ELEM_4X4(mat, row, column) ((mat).data[4 * (column) + (row)])
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RETRO_BEGIN_DECLS
typedef struct math_matrix_4x4
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{
float data[16];
} math_matrix_4x4;
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#define matrix_4x4_copy(dst, src) \
MAT_ELEM_4X4(dst, 0, 0) = MAT_ELEM_4X4(src, 0, 0); \
MAT_ELEM_4X4(dst, 0, 1) = MAT_ELEM_4X4(src, 0, 1); \
MAT_ELEM_4X4(dst, 0, 2) = MAT_ELEM_4X4(src, 0, 2); \
MAT_ELEM_4X4(dst, 0, 3) = MAT_ELEM_4X4(src, 0, 3); \
MAT_ELEM_4X4(dst, 1, 0) = MAT_ELEM_4X4(src, 1, 0); \
MAT_ELEM_4X4(dst, 1, 1) = MAT_ELEM_4X4(src, 1, 1); \
MAT_ELEM_4X4(dst, 1, 2) = MAT_ELEM_4X4(src, 1, 2); \
MAT_ELEM_4X4(dst, 1, 3) = MAT_ELEM_4X4(src, 1, 3); \
MAT_ELEM_4X4(dst, 2, 0) = MAT_ELEM_4X4(src, 2, 0); \
MAT_ELEM_4X4(dst, 2, 1) = MAT_ELEM_4X4(src, 2, 1); \
MAT_ELEM_4X4(dst, 2, 2) = MAT_ELEM_4X4(src, 2, 2); \
MAT_ELEM_4X4(dst, 2, 3) = MAT_ELEM_4X4(src, 2, 3); \
MAT_ELEM_4X4(dst, 3, 0) = MAT_ELEM_4X4(src, 3, 0); \
MAT_ELEM_4X4(dst, 3, 1) = MAT_ELEM_4X4(src, 3, 1); \
MAT_ELEM_4X4(dst, 3, 2) = MAT_ELEM_4X4(src, 3, 2); \
MAT_ELEM_4X4(dst, 3, 3) = MAT_ELEM_4X4(src, 3, 3)
/*
* Sets mat to an identity matrix
*/
#define matrix_4x4_identity(mat) \
MAT_ELEM_4X4(mat, 0, 0) = 1.0f; \
MAT_ELEM_4X4(mat, 0, 1) = 0.0f; \
MAT_ELEM_4X4(mat, 0, 2) = 0.0f; \
MAT_ELEM_4X4(mat, 0, 3) = 0.0f; \
MAT_ELEM_4X4(mat, 1, 0) = 0.0f; \
MAT_ELEM_4X4(mat, 1, 1) = 1.0f; \
MAT_ELEM_4X4(mat, 1, 2) = 0.0f; \
MAT_ELEM_4X4(mat, 1, 3) = 0.0f; \
MAT_ELEM_4X4(mat, 2, 0) = 0.0f; \
MAT_ELEM_4X4(mat, 2, 1) = 0.0f; \
MAT_ELEM_4X4(mat, 2, 2) = 1.0f; \
MAT_ELEM_4X4(mat, 2, 3) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 0) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 1) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 2) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 3) = 1.0f
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/*
* Sets out to the transposed matrix of in
*/
#define matrix_4x4_transpose(out, in) \
MAT_ELEM_4X4(out, 0, 0) = MAT_ELEM_4X4(in, 0, 0); \
MAT_ELEM_4X4(out, 1, 0) = MAT_ELEM_4X4(in, 0, 1); \
MAT_ELEM_4X4(out, 2, 0) = MAT_ELEM_4X4(in, 0, 2); \
MAT_ELEM_4X4(out, 3, 0) = MAT_ELEM_4X4(in, 0, 3); \
MAT_ELEM_4X4(out, 0, 1) = MAT_ELEM_4X4(in, 1, 0); \
MAT_ELEM_4X4(out, 1, 1) = MAT_ELEM_4X4(in, 1, 1); \
MAT_ELEM_4X4(out, 2, 1) = MAT_ELEM_4X4(in, 1, 2); \
MAT_ELEM_4X4(out, 3, 1) = MAT_ELEM_4X4(in, 1, 3); \
MAT_ELEM_4X4(out, 0, 2) = MAT_ELEM_4X4(in, 2, 0); \
MAT_ELEM_4X4(out, 1, 2) = MAT_ELEM_4X4(in, 2, 1); \
MAT_ELEM_4X4(out, 2, 2) = MAT_ELEM_4X4(in, 2, 2); \
MAT_ELEM_4X4(out, 3, 2) = MAT_ELEM_4X4(in, 2, 3); \
MAT_ELEM_4X4(out, 0, 3) = MAT_ELEM_4X4(in, 3, 0); \
MAT_ELEM_4X4(out, 1, 3) = MAT_ELEM_4X4(in, 3, 1); \
MAT_ELEM_4X4(out, 2, 3) = MAT_ELEM_4X4(in, 3, 2); \
MAT_ELEM_4X4(out, 3, 3) = MAT_ELEM_4X4(in, 3, 3)
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/*
* Builds an X-axis rotation matrix
*/
#define matrix_4x4_rotate_x(mat, radians) \
{ \
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float cosine = cosf(radians); \
float sine = sinf(radians); \
MAT_ELEM_4X4(mat, 0, 0) = 1.0f; \
MAT_ELEM_4X4(mat, 0, 1) = 0.0f; \
MAT_ELEM_4X4(mat, 0, 2) = 0.0f; \
MAT_ELEM_4X4(mat, 0, 3) = 0.0f; \
MAT_ELEM_4X4(mat, 1, 0) = 0.0f; \
MAT_ELEM_4X4(mat, 1, 1) = cosine; \
MAT_ELEM_4X4(mat, 1, 2) = -sine; \
MAT_ELEM_4X4(mat, 1, 3) = 0.0f; \
MAT_ELEM_4X4(mat, 2, 0) = 0.0f; \
MAT_ELEM_4X4(mat, 2, 1) = sine; \
MAT_ELEM_4X4(mat, 2, 2) = cosine; \
MAT_ELEM_4X4(mat, 2, 3) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 0) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 1) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 2) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 3) = 1.0f; \
}
/*
* Builds a rotation matrix using the
* rotation around the Y-axis.
*/
#define matrix_4x4_rotate_y(mat, radians) \
{ \
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float cosine = cosf(radians); \
float sine = sinf(radians); \
MAT_ELEM_4X4(mat, 0, 0) = cosine; \
MAT_ELEM_4X4(mat, 0, 1) = 0.0f; \
MAT_ELEM_4X4(mat, 0, 2) = -sine; \
MAT_ELEM_4X4(mat, 0, 3) = 0.0f; \
MAT_ELEM_4X4(mat, 1, 0) = 0.0f; \
MAT_ELEM_4X4(mat, 1, 1) = 1.0f; \
MAT_ELEM_4X4(mat, 1, 2) = 0.0f; \
MAT_ELEM_4X4(mat, 1, 3) = 0.0f; \
MAT_ELEM_4X4(mat, 2, 0) = sine; \
MAT_ELEM_4X4(mat, 2, 1) = 0.0f; \
MAT_ELEM_4X4(mat, 2, 2) = cosine; \
MAT_ELEM_4X4(mat, 2, 3) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 0) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 1) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 2) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 3) = 1.0f; \
}
/*
* Builds a rotation matrix using the
* rotation around the Z-axis.
*/
#define matrix_4x4_rotate_z(mat, radians) \
{ \
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float cosine = cosf(radians); \
float sine = sinf(radians); \
MAT_ELEM_4X4(mat, 0, 0) = cosine; \
MAT_ELEM_4X4(mat, 0, 1) = -sine; \
MAT_ELEM_4X4(mat, 0, 2) = 0.0f; \
MAT_ELEM_4X4(mat, 0, 3) = 0.0f; \
MAT_ELEM_4X4(mat, 1, 0) = sine; \
MAT_ELEM_4X4(mat, 1, 1) = cosine; \
MAT_ELEM_4X4(mat, 1, 2) = 0.0f; \
MAT_ELEM_4X4(mat, 1, 3) = 0.0f; \
MAT_ELEM_4X4(mat, 2, 0) = 0.0f; \
MAT_ELEM_4X4(mat, 2, 1) = 0.0f; \
MAT_ELEM_4X4(mat, 2, 2) = 1.0f; \
MAT_ELEM_4X4(mat, 2, 3) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 0) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 1) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 2) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 3) = 1.0f; \
}
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/*
* Creates an orthographic projection matrix.
*/
#define matrix_4x4_ortho(mat, left, right, bottom, top, znear, zfar) \
{ \
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float rl = (right) - (left); \
float tb = (top) - (bottom); \
float fn = (zfar) - (znear); \
MAT_ELEM_4X4(mat, 0, 0) = 2.0f / rl; \
MAT_ELEM_4X4(mat, 0, 1) = 0.0f; \
MAT_ELEM_4X4(mat, 0, 2) = 0.0f; \
MAT_ELEM_4X4(mat, 0, 3) = -((left) + (right)) / rl; \
MAT_ELEM_4X4(mat, 1, 0) = 0.0f; \
MAT_ELEM_4X4(mat, 1, 1) = 2.0f / tb; \
MAT_ELEM_4X4(mat, 1, 2) = 0.0f; \
MAT_ELEM_4X4(mat, 1, 3) = -((top) + (bottom)) / tb; \
MAT_ELEM_4X4(mat, 2, 0) = 0.0f; \
MAT_ELEM_4X4(mat, 2, 1) = 0.0f; \
MAT_ELEM_4X4(mat, 2, 2) = -2.0f / fn; \
MAT_ELEM_4X4(mat, 2, 3) = -((zfar) + (znear)) / fn; \
MAT_ELEM_4X4(mat, 3, 0) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 1) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 2) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 3) = 1.0f; \
}
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void matrix_4x4_lookat(math_matrix_4x4 *out,
vec3_t eye,
vec3_t center,
vec3_t up);
void matrix_4x4_multiply(math_matrix_4x4 *out, const math_matrix_4x4 *a, const math_matrix_4x4 *b);
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#define matrix_4x4_scale(mat, x, y, z) \
MAT_ELEM_4X4(mat, 0, 0) = x; \
MAT_ELEM_4X4(mat, 0, 1) = 0.0f; \
MAT_ELEM_4X4(mat, 0, 2) = 0.0f; \
MAT_ELEM_4X4(mat, 0, 3) = 0.0f; \
MAT_ELEM_4X4(mat, 1, 0) = 0.0f; \
MAT_ELEM_4X4(mat, 1, 1) = y; \
MAT_ELEM_4X4(mat, 1, 2) = 0.0f; \
MAT_ELEM_4X4(mat, 1, 3) = 0.0f; \
MAT_ELEM_4X4(mat, 2, 0) = 0.0f; \
MAT_ELEM_4X4(mat, 2, 1) = 0.0f; \
MAT_ELEM_4X4(mat, 2, 2) = z; \
MAT_ELEM_4X4(mat, 2, 3) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 0) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 1) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 2) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 3) = 1.0f
/*
* Builds a translation matrix. All other elements in
* the matrix will be set to zero except for the
* diagonal which is set to 1.0
*/
#define matrix_4x4_translate(mat, x, y, z) \
MAT_ELEM_4X4(mat, 0, 0) = 1.0f; \
MAT_ELEM_4X4(mat, 0, 1) = 0.0f; \
MAT_ELEM_4X4(mat, 0, 2) = 0.0f; \
MAT_ELEM_4X4(mat, 0, 3) = x; \
MAT_ELEM_4X4(mat, 1, 0) = 0.0f; \
MAT_ELEM_4X4(mat, 1, 1) = 1.0f; \
MAT_ELEM_4X4(mat, 1, 2) = 1.0f; \
MAT_ELEM_4X4(mat, 1, 3) = y; \
MAT_ELEM_4X4(mat, 2, 0) = 0.0f; \
MAT_ELEM_4X4(mat, 2, 1) = 0.0f; \
MAT_ELEM_4X4(mat, 2, 2) = 1.0f; \
MAT_ELEM_4X4(mat, 2, 3) = z; \
MAT_ELEM_4X4(mat, 3, 0) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 1) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 2) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 3) = 1.0f
/*
* Creates a perspective projection matrix.
*/
#define matrix_4x4_projection(mat, y_fov, aspect, znear, zfar) \
{ \
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float const a = 1.f / tan((y_fov) / 2.f); \
float delta_z = (zfar) - (znear); \
MAT_ELEM_4X4(mat, 0, 0) = a / (aspect); \
MAT_ELEM_4X4(mat, 0, 1) = 0.0f; \
MAT_ELEM_4X4(mat, 0, 2) = 0.0f; \
MAT_ELEM_4X4(mat, 0, 3) = 0.0f; \
MAT_ELEM_4X4(mat, 1, 0) = 0.0f; \
MAT_ELEM_4X4(mat, 1, 1) = a; \
MAT_ELEM_4X4(mat, 1, 2) = 0.0f; \
MAT_ELEM_4X4(mat, 1, 3) = 0.0f; \
MAT_ELEM_4X4(mat, 2, 0) = 0.0f; \
MAT_ELEM_4X4(mat, 2, 1) = 0.0f; \
MAT_ELEM_4X4(mat, 2, 2) = -(((zfar) + (znear)) / delta_z); \
MAT_ELEM_4X4(mat, 2, 3) = -1.f; \
MAT_ELEM_4X4(mat, 3, 0) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 1) = 0.0f; \
MAT_ELEM_4X4(mat, 3, 2) = -((2.f * (zfar) * (znear)) / delta_z); \
MAT_ELEM_4X4(mat, 3, 3) = 0.0f; \
}
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RETRO_END_DECLS
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#endif