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https://github.com/libretro/RetroArch
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99 lines
3.4 KiB
C
99 lines
3.4 KiB
C
/* Copyright (C) 2010-2016 The RetroArch team
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*
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* ---------------------------------------------------------------------------------------
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* The following license statement only applies to this file (matrix_4x4.h).
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* ---------------------------------------------------------------------------------------
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*
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* Permission is hereby granted, free of charge,
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* to any person obtaining a copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
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* and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef __LIBRETRO_SDK_GFX_MATH_MATRIX_4X4_H__
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#define __LIBRETRO_SDK_GFX_MATH_MATRIX_4X4_H__
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#include <retro_inline.h>
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#include <retro_common_api.h>
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#include <gfx/math/vector_3.h>
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/* Column-major matrix (OpenGL-style).
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* Reimplements functionality from FF OpenGL pipeline to be able
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* to work on GLES 2.0 and modern GL variants.
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*/
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#define MAT_ELEM_4X4(mat, row, column) ((mat).data[4 * (column) + (row)])
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RETRO_BEGIN_DECLS
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typedef struct math_matrix_4x4
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{
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float data[16];
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} math_matrix_4x4;
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/*
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* Sets mat to an identity matrix
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*/
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static INLINE void matrix_4x4_identity(math_matrix_4x4 *mat)
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{
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unsigned i;
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MAT_ELEM_4X4(*mat, 0, 1) = 0.0f;
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MAT_ELEM_4X4(*mat, 0, 2) = 0.0f;
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MAT_ELEM_4X4(*mat, 0, 3) = 0.0f;
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MAT_ELEM_4X4(*mat, 1, 0) = 0.0f;
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MAT_ELEM_4X4(*mat, 1, 2) = 0.0f;
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MAT_ELEM_4X4(*mat, 1, 3) = 0.0f;
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MAT_ELEM_4X4(*mat, 2, 0) = 0.0f;
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MAT_ELEM_4X4(*mat, 2, 1) = 0.0f;
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MAT_ELEM_4X4(*mat, 2, 3) = 0.0f;
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MAT_ELEM_4X4(*mat, 3, 0) = 0.0f;
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MAT_ELEM_4X4(*mat, 3, 1) = 0.0f;
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MAT_ELEM_4X4(*mat, 3, 2) = 0.0f;
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for (i = 0; i < 4; i++)
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MAT_ELEM_4X4(*mat, i, i) = 1.0f;
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}
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void matrix_4x4_copy(math_matrix_4x4 *dst, const math_matrix_4x4 *src);
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void matrix_4x4_transpose(math_matrix_4x4 *out, const math_matrix_4x4 *in);
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void matrix_4x4_rotate_x(math_matrix_4x4 *mat, float rad);
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void matrix_4x4_rotate_y(math_matrix_4x4 *mat, float rad);
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void matrix_4x4_rotate_z(math_matrix_4x4 *mat, float rad);
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void matrix_4x4_ortho(math_matrix_4x4 *mat,
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float left, float right,
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float bottom, float top,
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float znear, float zfar);
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void matrix_4x4_lookat(math_matrix_4x4 *out,
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vec3_t eye,
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vec3_t center,
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vec3_t up);
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void matrix_4x4_multiply(math_matrix_4x4 *out, const math_matrix_4x4 *a, const math_matrix_4x4 *b);
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void matrix_4x4_scale(math_matrix_4x4 *out, float x, float y, float z);
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void matrix_4x4_translate(math_matrix_4x4 *out, float x, float y, float z);
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void matrix_4x4_projection(math_matrix_4x4 *out, float y_fov, float aspect, float znear, float zfar);
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RETRO_END_DECLS
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#endif
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