2016-05-17 18:12:43 +02:00

202 lines
5.3 KiB
C

/* Copyright (C) 2010-2016 The RetroArch team
*
* ---------------------------------------------------------------------------------------
* The following license statement only applies to this file (matrix.c).
* ---------------------------------------------------------------------------------------
*
* 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.
*/
#include <string.h>
#include <math.h>
#include <gfx/math/matrix_4x4.h>
void matrix_4x4_copy(math_matrix_4x4 *dst, const math_matrix_4x4 *src)
{
unsigned i, j;
for (i = 0; i < 4; i++)
for (j = 0; j < 4; j++)
MAT_ELEM_4X4(*dst, i, j) = MAT_ELEM_4X4(*src, i, j);
}
/*
* Sets mat to an identity matrix
*/
void matrix_4x4_identity(math_matrix_4x4 *mat)
{
unsigned i;
memset(mat, 0, sizeof(*mat));
for (i = 0; i < 4; i++)
MAT_ELEM_4X4(*mat, i, i) = 1.0f;
}
/*
* Sets out to the transposed matrix of in
*/
void matrix_4x4_transpose(math_matrix_4x4 *out, const math_matrix_4x4 *in)
{
unsigned i, j;
math_matrix_4x4 mat;
for (i = 0; i < 4; i++)
for (j = 0; j < 4; j++)
MAT_ELEM_4X4(mat, j, i) = MAT_ELEM_4X4(*in, i, j);
*out = mat;
}
/*
* Builds an X-axis rotation matrix
*/
void matrix_4x4_rotate_x(math_matrix_4x4 *mat, float rad)
{
float cosine = cosf(rad);
float sine = sinf(rad);
matrix_4x4_identity(mat);
MAT_ELEM_4X4(*mat, 1, 1) = cosine;
MAT_ELEM_4X4(*mat, 2, 2) = cosine;
MAT_ELEM_4X4(*mat, 1, 2) = -sine;
MAT_ELEM_4X4(*mat, 2, 1) = sine;
}
/*
* Builds a rotation matrix using the
* rotation around the Y-axis.
*/
void matrix_4x4_rotate_y(math_matrix_4x4 *mat, float rad)
{
float cosine = cosf(rad);
float sine = sinf(rad);
matrix_4x4_identity(mat);
MAT_ELEM_4X4(*mat, 0, 0) = cosine;
MAT_ELEM_4X4(*mat, 2, 2) = cosine;
MAT_ELEM_4X4(*mat, 0, 2) = -sine;
MAT_ELEM_4X4(*mat, 2, 0) = sine;
}
/*
* Builds a rotation matrix using the
* rotation around the Z-axis.
*/
void matrix_4x4_rotate_z(math_matrix_4x4 *mat, float rad)
{
float cosine = cosf(rad);
float sine = sinf(rad);
matrix_4x4_identity(mat);
MAT_ELEM_4X4(*mat, 0, 0) = cosine;
MAT_ELEM_4X4(*mat, 1, 1) = cosine;
MAT_ELEM_4X4(*mat, 0, 1) = -sine;
MAT_ELEM_4X4(*mat, 1, 0) = sine;
}
/*
* Creates an orthographic projection matrix.
*/
void matrix_4x4_ortho(math_matrix_4x4 *mat,
float left, float right,
float bottom, float top,
float znear, float zfar)
{
float tx, ty, tz;
matrix_4x4_identity(mat);
tx = -(right + left) / (right - left);
ty = -(top + bottom) / (top - bottom);
tz = -(zfar + znear) / (zfar - znear);
MAT_ELEM_4X4(*mat, 0, 0) = 2.0f / (right - left);
MAT_ELEM_4X4(*mat, 1, 1) = 2.0f / (top - bottom);
MAT_ELEM_4X4(*mat, 2, 2) = -2.0f / (zfar - znear);
MAT_ELEM_4X4(*mat, 0, 3) = tx;
MAT_ELEM_4X4(*mat, 1, 3) = ty;
MAT_ELEM_4X4(*mat, 2, 3) = tz;
}
void matrix_4x4_scale(math_matrix_4x4 *out, float x, float y,
float z)
{
memset(out, 0, sizeof(*out));
MAT_ELEM_4X4(*out, 0, 0) = x;
MAT_ELEM_4X4(*out, 1, 1) = y;
MAT_ELEM_4X4(*out, 2, 2) = z;
MAT_ELEM_4X4(*out, 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
*/
void matrix_4x4_translate(math_matrix_4x4 *out, float x,
float y, float z)
{
matrix_4x4_identity(out);
MAT_ELEM_4X4(*out, 0, 3) = x;
MAT_ELEM_4X4(*out, 1, 3) = y;
MAT_ELEM_4X4(*out, 2, 3) = z;
}
/*
* Creates a perspective projection matrix.
*/
void matrix_4x4_projection(math_matrix_4x4 *out, float znear,
float zfar)
{
float delta_z = zfar - znear;
memset(out, 0, sizeof(*out));
MAT_ELEM_4X4(*out, 0, 0) = znear;
MAT_ELEM_4X4(*out, 1, 1) = zfar;
MAT_ELEM_4X4(*out, 2, 2) = (zfar + znear) / delta_z;
MAT_ELEM_4X4(*out, 2, 3) = -2.0f * zfar * znear / delta_z;
MAT_ELEM_4X4(*out, 3, 2) = -1.0f;
}
/*
* Multiplies a with b, stores the result in out
*/
void matrix_4x4_multiply(
math_matrix_4x4 *out,
const math_matrix_4x4 *a,
const math_matrix_4x4 *b)
{
unsigned r, c, k;
math_matrix_4x4 mat;
for (r = 0; r < 4; r++)
{
for (c = 0; c < 4; c++)
{
float dot = 0.0f;
for (k = 0; k < 4; k++)
dot += MAT_ELEM_4X4(*a, r, k) * MAT_ELEM_4X4(*b, k, c);
MAT_ELEM_4X4(mat, r, c) = dot;
}
}
*out = mat;
}