2015-02-19 00:04:03 +01:00

58 lines
2.5 KiB
C

/* Copyright (C) 2010-2015 The RetroArch team
*
* ---------------------------------------------------------------------------------------
* The following license statement only applies to this file (matrix.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_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 znear, float zfar);
#endif