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59 lines
2.6 KiB
C
59 lines
2.6 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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/* 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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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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#define MAT_ELEM_4X4(mat, r, c) ((mat).data[4 * (c) + (r)])
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void matrix_4x4_copy(math_matrix_4x4 *dst, const math_matrix_4x4 *src);
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void matrix_4x4_identity(math_matrix_4x4 *mat);
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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_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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#endif
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