/* Copyright (C) 2010-2016 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__ /* Column-major matrix (OpenGL-style). * Reimplements functionality from FF OpenGL pipeline to be able * to work on GLES 2.0 and modern GL variants. */ typedef struct math_matrix_4x4 { float data[16]; } math_matrix_4x4; #define MAT_ELEM_4X4(mat, r, c) ((mat).data[4 * (c) + (r)]) void matrix_4x4_copy(math_matrix_4x4 *dst, const math_matrix_4x4 *src); void matrix_4x4_identity(math_matrix_4x4 *mat); 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); void matrix_4x4_rotate_z(math_matrix_4x4 *mat, float rad); void matrix_4x4_ortho(math_matrix_4x4 *mat, float left, float right, float bottom, float top, float znear, float zfar); void matrix_4x4_multiply(math_matrix_4x4 *out, const math_matrix_4x4 *a, const math_matrix_4x4 *b); void matrix_4x4_scale(math_matrix_4x4 *out, float x, float y, float z); void matrix_4x4_translate(math_matrix_4x4 *out, float x, float y, float z); void matrix_4x4_projection(math_matrix_4x4 *out, float y_fov, float aspect, float znear, float zfar); #endif