/* Copyright (C) 2010-2017 The RetroArch team * * --------------------------------------------------------------------------------------- * The following license statement only applies to this file (matrix_4x4.h). * --------------------------------------------------------------------------------------- * * 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__ #include #include #include #include /* 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)]) RETRO_BEGIN_DECLS typedef struct math_matrix_4x4 { float data[16]; } math_matrix_4x4; /* * 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 void matrix_4x4_copy(math_matrix_4x4 *dst, const math_matrix_4x4 *src); void matrix_4x4_transpose(math_matrix_4x4 *out, const math_matrix_4x4 *in); void matrix_4x4_rotate_x(math_matrix_4x4 *mat, float rad); void matrix_4x4_rotate_y(math_matrix_4x4 *mat, float rad); /* * Builds a rotation matrix using the * rotation around the Z-axis. */ #define matrix_4x4_rotate_z(mat, radians) \ { \ 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; \ } /* * Creates an orthographic projection matrix. */ #define matrix_4x4_ortho(mat, left, right, bottom, top, znear, zfar) \ { \ 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; \ } 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); #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 void matrix_4x4_projection(math_matrix_4x4 *out, float y_fov, float aspect, float znear, float zfar); RETRO_END_DECLS #endif