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-rw-r--r--08-august/src/math/matrix4x4.c325
1 files changed, 325 insertions, 0 deletions
diff --git a/08-august/src/math/matrix4x4.c b/08-august/src/math/matrix4x4.c
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+++ b/08-august/src/math/matrix4x4.c
@@ -0,0 +1,325 @@
+#include "matrix4x4.h"
+#include "../util/util.h"
+#include <SDL2/SDL.h>
+
+void mat4_identity(mat4_t *a)
+{
+ int i;
+ for(i = 0; i < 4*4; i++)
+ {
+ a->data[i] = 0.0f;
+ }
+ a->data[0 + 0 * 4] = 1.0f;
+ a->data[1 + 1 * 4] = 1.0f;
+ a->data[2 + 2 * 4] = 1.0f;
+ a->data[3 + 3 * 4] = 1.0f;
+}
+
+/** TODO: Preprocess these operation (1 + 1 * 4) -> 5 **/
+mat4_t mat4_inverse(const mat4_t *a)
+{
+ mat4_t inv;
+ int i;
+
+ /** Remember that inverted matrix is (1/det) * cofactor(transposed) **/
+ inv.data[0 + 0 * 4] = (a->data[1 + 1 * 4] * a->data[2 + 2 * 4] * a->data[3 + 3 * 4] +
+ a->data[2 + 1 * 4] * a->data[3 + 2 * 4] * a->data[1 + 3 * 4] +
+ a->data[3 + 1 * 4] * a->data[1 + 2 * 4] * a->data[2 + 3 * 4] -
+ a->data[1 + 3 * 4] * a->data[2 + 2 * 4] * a->data[3 + 1 * 4] -
+ a->data[2 + 3 * 4] * a->data[3 + 2 * 4] * a->data[1 + 1 * 4] -
+ a->data[3 + 3 * 4] * a->data[1 + 2 * 4] * a->data[2 + 1 * 4]);
+
+ inv.data[0 + 1 * 4] = -(a->data[0 + 1 * 4] * a->data[2 + 2 * 4] * a->data[3 + 3 * 4] +
+ a->data[2 + 1 * 4] * a->data[3 + 2 * 4] * a->data[0 + 3 * 4] +
+ a->data[3 + 1 * 4] * a->data[0 + 2 * 4] * a->data[2 + 3 * 4] -
+ a->data[0 + 3 * 4] * a->data[2 + 2 * 4] * a->data[3 + 1 * 4] -
+ a->data[2 + 3 * 4] * a->data[3 + 2 * 4] * a->data[0 + 1 * 4] -
+ a->data[3 + 3 * 4] * a->data[0 + 2 * 4] * a->data[2 + 1 * 4]);
+
+ inv.data[0 + 2 * 4] = (a->data[0 + 1 * 4] * a->data[1 + 2 * 4] * a->data[3 + 3 * 4] +
+ a->data[1 + 1 * 4] * a->data[3 + 2 * 4] * a->data[0 + 3 * 4] +
+ a->data[3 + 1 * 4] * a->data[0 + 2 * 4] * a->data[1 + 3 * 4] -
+ a->data[0 + 3 * 4] * a->data[1 + 2 * 4] * a->data[3 + 1 * 4] -
+ a->data[1 + 3 * 4] * a->data[3 + 2 * 4] * a->data[0 + 1 * 4] -
+ a->data[3 + 3 * 4] * a->data[0 + 2 * 4] * a->data[1 + 1 * 4]);
+
+ inv.data[0 + 3 * 4] = -(a->data[0 + 1 * 4] * a->data[1 + 2 * 4] * a->data[2 + 3 * 4] +
+ a->data[1 + 1 * 4] * a->data[2 + 2 * 4] * a->data[0 + 3 * 4] +
+ a->data[2 + 1 * 4] * a->data[0 + 2 * 4] * a->data[1 + 3 * 4] -
+ a->data[0 + 3 * 4] * a->data[1 + 2 * 4] * a->data[2 + 1 * 4] -
+ a->data[1 + 3 * 4] * a->data[2 + 2 * 4] * a->data[0 + 1 * 4] -
+ a->data[2 + 3 * 4] * a->data[0 + 2 * 4] * a->data[1 + 1 * 4]);
+
+ inv.data[1 + 0 * 4] = -(a->data[1 + 0 * 4] * a->data[2 + 2 * 4] * a->data[3 + 3 * 4] +
+ a->data[2 + 0 * 4] * a->data[3 + 2 * 4] * a->data[1 + 3 * 4] +
+ a->data[3 + 0 * 4] * a->data[1 + 2 * 4] * a->data[2 + 3 * 4] -
+ a->data[1 + 3 * 4] * a->data[2 + 2 * 4] * a->data[3 + 0 * 4] -
+ a->data[2 + 3 * 4] * a->data[3 + 2 * 4] * a->data[1 + 0 * 4] -
+ a->data[3 + 3 * 4] * a->data[1 + 2 * 4] * a->data[2 + 0 * 4]);
+
+ inv.data[1 + 1 * 4] = (a->data[0 + 0 * 4] * a->data[2 + 2 * 4] * a->data[3 + 3 * 4] +
+ a->data[2 + 0 * 4] * a->data[3 + 2 * 4] * a->data[0 + 3 * 4] +
+ a->data[3 + 0 * 4] * a->data[0 + 2 * 4] * a->data[2 + 3 * 4] -
+ a->data[0 + 3 * 4] * a->data[2 + 2 * 4] * a->data[3 + 0 * 4] -
+ a->data[2 + 3 * 4] * a->data[3 + 2 * 4] * a->data[0 + 0 * 4] -
+ a->data[3 + 3 * 4] * a->data[0 + 2 * 4] * a->data[2 + 0 * 4]);
+
+ inv.data[1 + 2 * 4] = -(a->data[0 + 0 * 4] * a->data[1 + 2 * 4] * a->data[3 + 3 * 4] +
+ a->data[1 + 0 * 4] * a->data[3 + 2 * 4] * a->data[0 + 3 * 4] +
+ a->data[3 + 0 * 4] * a->data[0 + 2 * 4] * a->data[1 + 3 * 4] -
+ a->data[0 + 3 * 4] * a->data[1 + 2 * 4] * a->data[3 + 0 * 4] -
+ a->data[1 + 3 * 4] * a->data[3 + 2 * 4] * a->data[0 + 0 * 4] -
+ a->data[3 + 3 + 4] * a->data[0 + 2 * 4] * a->data[1 + 0 * 4]);
+
+ inv.data[1 + 3 * 4] = (a->data[0 + 0 * 4] * a->data[1 + 2 * 4] * a->data[2 + 3 * 4] +
+ a->data[1 + 0 * 4] * a->data[2 + 2 * 4] * a->data[0 + 3 * 4] +
+ a->data[2 + 0 * 4] * a->data[0 + 2 * 4] * a->data[1 + 3 * 4] -
+ a->data[0 + 3 * 4] * a->data[1 + 2 * 4] * a->data[2 + 0 * 4] -
+ a->data[1 + 3 * 4] * a->data[2 + 2 * 4] * a->data[0 + 0 * 4] -
+ a->data[2 + 3 * 4] * a->data[0 + 2 * 4] * a->data[1 + 0 * 4]);
+
+ inv.data[2 + 0 * 4] = (a->data[1 + 0 * 4] * a->data[2 + 1 * 4] * a->data[3 + 3 * 4] +
+ a->data[2 + 0 * 4] * a->data[3 + 1 * 4] * a->data[1 + 3 * 4] +
+ a->data[3 + 0 * 4] * a->data[1 + 1 * 4] * a->data[2 + 3 * 4] -
+ a->data[1 + 3 * 4] * a->data[2 + 1 * 4] * a->data[3 + 0 * 4] -
+ a->data[2 + 3 * 4] * a->data[3 + 1 * 4] * a->data[1 + 0 * 4] -
+ a->data[3 + 3 * 4] * a->data[1 + 1 * 4] * a->data[2 + 0 * 4]);
+
+ inv.data[2 + 1 * 4] = -(a->data[0 + 0 * 4] * a->data[2 + 1 * 4] * a->data[3 + 3 * 4] +
+ a->data[2 + 0 * 4] * a->data[3 + 1 * 4] * a->data[0 + 3 * 4] +
+ a->data[3 + 0 * 4] * a->data[0 + 1 * 4] * a->data[2 + 3 * 4] -
+ a->data[0 + 3 * 4] * a->data[2 + 1 * 4] * a->data[3 + 0 * 4] -
+ a->data[2 + 3 * 4] * a->data[3 + 1 * 4] * a->data[0 + 0 * 4] -
+ a->data[3 + 3 * 4] * a->data[0 + 1 * 4] * a->data[2 + 0 * 4]);
+
+ inv.data[2 + 2 * 4] = (a->data[0 + 0 * 4] * a->data[1 + 1 * 4] * a->data[3 + 3 * 4] +
+ a->data[1 + 0 * 4] * a->data[3 + 1 * 4] * a->data[0 + 3 * 4] +
+ a->data[3 + 0 * 4] * a->data[0 + 1 * 4] * a->data[1 + 3 * 4] -
+ a->data[0 + 3 * 4] * a->data[1 + 1 * 4] * a->data[3 + 0 * 4] -
+ a->data[1 + 3 * 4] * a->data[3 + 1 * 4] * a->data[0 + 0 * 4] -
+ a->data[3 + 3 * 4] * a->data[0 + 1 * 4] * a->data[1 + 0 * 4]);
+
+ inv.data[2 + 3 * 4] = -(a->data[0 + 0 * 4] * a->data[1 + 1 * 4] * a->data[2 + 3 * 4] +
+ a->data[1 + 0 * 4] * a->data[2 + 1 * 4] * a->data[0 + 3 * 4] +
+ a->data[2 + 0 * 4] * a->data[0 + 1 * 4] * a->data[1 + 3 * 4] -
+ a->data[0 + 3 * 4] * a->data[1 + 1 * 4] * a->data[2 + 0 * 4] -
+ a->data[1 + 3 * 4] * a->data[2 + 1 * 4] * a->data[0 + 0 * 4] -
+ a->data[2 + 3 * 4] * a->data[0 + 1 * 4] * a->data[1 + 0 * 4]);
+
+ inv.data[3 + 0 * 4] = -(a->data[1 + 0 * 4] * a->data[2 + 1 * 4] * a->data[3 + 2 * 4] +
+ a->data[2 + 0 * 4] * a->data[3 + 1 * 4] * a->data[1 + 2 * 4] +
+ a->data[3 + 0 * 4] * a->data[1 + 1 * 4] * a->data[2 + 2 * 4] -
+ a->data[1 + 2 * 4] * a->data[2 + 1 * 4] * a->data[3 + 0 * 4] -
+ a->data[2 + 2 * 4] * a->data[3 + 1 * 4] * a->data[1 + 0 * 4] -
+ a->data[3 + 2 * 4] * a->data[1 + 1 * 4] * a->data[2 + 0 * 4]);
+
+ inv.data[3 + 1 * 4] = (a->data[0 + 0 * 4] * a->data[2 + 1 * 4] * a->data[3 + 2 * 4] +
+ a->data[2 + 0 * 4] * a->data[3 + 1 * 4] * a->data[0 + 2 * 4] +
+ a->data[3 + 0 * 4] * a->data[0 + 1 * 4] * a->data[2 + 2 * 4] -
+ a->data[0 + 2 * 4] * a->data[2 + 1 * 4] * a->data[3 + 0 * 4] -
+ a->data[2 + 2 * 4] * a->data[3 + 1 * 4] * a->data[0 + 0 * 4] -
+ a->data[3 + 2 * 4] * a->data[0 + 1 * 4] * a->data[2 + 0 * 4]);
+
+ inv.data[3 + 2 * 4] = -(a->data[0 + 0 * 4] * a->data[1 + 1 * 4] * a->data[3 + 2 * 4] +
+ a->data[1 + 0 * 4] * a->data[3 + 1 * 4] * a->data[0 + 2 * 4] +
+ a->data[3 + 0 * 4] * a->data[0 + 1 * 4] * a->data[1 + 2 * 4] -
+ a->data[0 + 2 * 4] * a->data[1 + 1 * 4] * a->data[3 + 0 * 4] -
+ a->data[1 + 2 * 4] * a->data[3 + 1 * 4] * a->data[0 + 0 * 4] -
+ a->data[3 + 2 * 4] * a->data[0 + 1 * 4] * a->data[1 + 0 * 4]);
+
+ inv.data[3 + 3 * 4] = (a->data[0 + 0 * 4] * a->data[1 + 1 * 4] * a->data[2 + 2 * 4] +
+ a->data[1 + 0 * 4] * a->data[2 + 1 * 4] * a->data[0 + 2 * 4] +
+ a->data[2 + 0 * 4] * a->data[0 + 1 * 4] * a->data[1 + 2 * 4] -
+ a->data[0 + 2 * 4] * a->data[1 + 1 * 4] * a->data[2 + 0 * 4] -
+ a->data[1 + 2 * 4] * a->data[2 + 1 * 4] * a->data[0 + 0 * 4] -
+ a->data[2 + 2 * 4] * a->data[0 + 1 * 4] * a->data[1 + 0 * 4]);
+
+ /** Remember that our matrix is already transposed and we also got the minors(inside each "inv" entry),
+ so we just use them. We use a->data[0 + 1 * 4] * inv.data[1 + 0 * 4] becouse inv.data is transposed **/
+ float det = a->data[0 + 0 * 4] * inv.data[0 + 0 * 4] + a->data[0 + 1 * 4] * inv.data[1 + 0 * 4] +
+ a->data[0 + 2 * 4] * inv.data[2 + 0 * 4] + a->data[0 + 3 * 4] * inv.data[3 + 0 * 4];
+
+ if(det == 0.0f)
+ return *a;
+
+ det = 1.0f / det;
+
+ for(i = 0; i < 16; i++)
+ inv.data[i] *= det;
+
+ return inv;
+}
+
+mat4_t mat4_mul(const mat4_t* a, const mat4_t* b)
+{
+ int i, j, k;
+ GLfloat sum = 0.0f;
+ mat4_t c;
+ mat4_identity(&c);
+ for(i = 0; i < 4; i++)
+ for(j = 0; j < 4; j++){
+ for(k = 0; k < 4; k++){
+ sum += a->data[i + k * 4] * b->data[k + j * 4];
+ }
+ c.data[i + j * 4] = sum;
+ sum = 0.0f;
+ }
+
+ return c;
+}
+
+mat4_t mat4_translate(const vec3_t *a)
+{
+ mat4_t b;
+ mat4_identity(&b);
+ b.data[0 + 3 * 4] = a->x;
+ b.data[1 + 3 * 4] = a->y;
+ b.data[2 + 3 * 4] = a->z;
+ return b;
+}
+
+mat4_t mat4_scale(GLfloat x, GLfloat y, GLfloat z)
+{
+ mat4_t b;
+ mat4_identity(&b);
+ b.data[0 + 0 * 4] = x;
+ b.data[1 + 1 * 4] = y;
+ b.data[2 + 2 * 4] = z;
+ return b;
+}
+
+mat4_t mat4_rotate(GLfloat degrees, const vec3_t* a)
+{
+ mat4_t b;
+ mat4_identity(&b);
+ GLfloat c = SDL_cosf(toRadians(degrees)), s = SDL_sinf(toRadians(degrees)), o = 1-c;
+ b.data[0 + 0 * 4] = a->x * a->x * o + c;
+ b.data[0 + 1 * 4] = a->x * a->y * o - a->z * s;
+ b.data[0 + 2 * 4] = a->x * a->z * o + a->y * s;
+
+ b.data[1 + 0 * 4] = a->x * a->y * o + a->z * s;
+ b.data[1 + 1 * 4] = a->y * a->y * o + c;
+ b.data[1 + 2 * 4] = a->y * a->z * o - a->x * s;
+
+ b.data[2 + 0 * 4] = a->x * a->z * o - a->y * s;
+ b.data[2 + 1 * 4] = a->y * a->z * o + a->x * s;
+ b.data[2 + 2 * 4] = a->z * a->z * o + c;
+ return b;
+}
+
+mat4_t mat4_rotate_x(GLfloat degrees)
+{
+ mat4_t a;
+ mat4_identity(&a);
+ GLfloat c = SDL_cosf(toRadians(degrees)), s = SDL_sinf(toRadians(degrees));
+ a.data[1 + 1 * 4] = c;
+ a.data[2 + 1 * 4] = s;
+ a.data[1 + 2 * 4] = -s;
+ a.data[2 + 2 * 4] = c;
+ return a;
+}
+
+mat4_t mat4_rotate_y(GLfloat degrees)
+{
+ mat4_t a;
+ mat4_identity(&a);
+ GLfloat c = SDL_cosf(toRadians(degrees)), s = SDL_sinf(toRadians(degrees));
+ a.data[0 + 0 * 4] = c;
+ a.data[2 + 0 * 4] = -s;
+ a.data[0 + 2 * 4] = s;
+ a.data[2 + 2 * 4] = c;
+ return a;
+}
+
+mat4_t mat4_rotate_z(GLfloat degrees)
+{
+ mat4_t a;
+ mat4_identity(&a);
+ GLfloat c = SDL_cosf(toRadians(degrees)), s = SDL_sinf(toRadians(degrees));
+ a.data[0 + 0 * 4] = c;
+ a.data[1 + 0 * 4] = s;
+ a.data[0 + 1 * 4] = -s;
+ a.data[1 + 1 * 4] = c;
+ return a;
+}
+
+mat4_t mat4_perspective(GLfloat fov, GLfloat aspect, GLfloat zNear, GLfloat zFar)
+{
+ mat4_t a;
+ GLubyte i, j;
+ for(i = 0; i < 4; i++)
+ for(j = 0; j < 4; j++)
+ a.data[i + j * 4] = 0.0f;
+ fov = toRadians(fov); // To radians
+
+ a.data[0 + 0 * 4] = ( (1.0f / SDL_tanf( fov/2.0f )) / aspect);
+ a.data[1 + 1 * 4] = (1.0f / SDL_tanf( fov/2.0f ));
+ a.data[2 + 2 * 4] = -( (zFar + zNear) / (zFar - zNear) );
+ a.data[2 + 3 * 4] = -( ( 2.0f * zFar * zNear) / (zFar - zNear) );
+ a.data[3 + 2 * 4] = -1.0f;
+
+ return a;
+}
+
+mat4_t
+mat4_orthographic(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top)
+{
+ mat4_t a;
+ mat4_identity(&a);
+ a.data[0 + 0 * 4] = 2.0f / (right - left);
+ a.data[1 + 1 * 4] = 2.0f / (top - bottom);
+ a.data[2 + 2 * 4] = -1.0f;
+
+ a.data[0 + 3 * 4] = (left + right) / (left - right);
+ a.data[1 + 3 * 4] = (bottom + top) / (bottom - top);
+
+ return a;
+}
+
+mat4_t mat4_lookAt(vec3_t* eye, vec3_t* center, vec3_t* up)
+{
+ vec3_t temp = vec3_sub(center, eye);
+
+ vec3_t f = vec3_normalize(&temp);
+ vec3_t u = vec3_normalize(up);
+ temp = vec3_cross_mul(&f, &u);
+ vec3_t s = vec3_normalize(&temp);
+ u = vec3_cross_mul(&s, &f);
+
+ mat4_t a;
+ mat4_identity(&a);
+
+ a.data[0 + 0 * 4] = s.x;
+ a.data[0 + 1 * 4] = s.y;
+ a.data[0 + 2 * 4] = s.z;
+ a.data[1 + 0 * 4] = u.x;
+ a.data[1 + 1 * 4] = u.y;
+ a.data[1 + 2 * 4] = u.z;
+ a.data[2 + 0 * 4] =-f.x;
+ a.data[2 + 1 * 4] =-f.y;
+ a.data[2 + 2 * 4] =-f.z;
+ a.data[0 + 3 * 4] =-vec3_dot_mul(&s, eye);
+ a.data[1 + 3 * 4] =-vec3_dot_mul(&u, eye);
+ a.data[2 + 3 * 4] = vec3_dot_mul(&f, eye);
+
+ return a;
+}
+
+vec3_t mat4_mul_vec3(const mat4_t* a, const vec3_t* b)
+{
+ vec3_t c;
+ c.x = a->data[0 + 0 * 4] * b->x + a->data[0 + 1 * 4] * b->y + a->data[0 + 2 * 4] * b->z + a->data[0 + 3 * 4];
+ c.y = a->data[1 + 0 * 4] * b->x + a->data[1 + 1 * 4] * b->y + a->data[1 + 2 * 4] * b->z + a->data[1 + 3 * 4];
+ c.z = a->data[2 + 0 * 4] * b->x + a->data[2 + 1 * 4] * b->y + a->data[2 + 2 * 4] * b->z + a->data[2 + 3 * 4];
+ return c;
+}
+
+vec4_t mat4_mul_vec4(const mat4_t *a, const vec4_t *b)
+{
+ vec4_t c;
+ c.x = a->data[0 + 0 * 4] * b->x + a->data[0 + 1 * 4] * b->y + a->data[0 + 2 * 4] * b->z + a->data[0 + 3 * 4] * b->w;
+ c.y = a->data[1 + 0 * 4] * b->x + a->data[1 + 1 * 4] * b->y + a->data[1 + 2 * 4] * b->z + a->data[1 + 3 * 4] * b->w;
+ c.z = a->data[2 + 0 * 4] * b->x + a->data[2 + 1 * 4] * b->y + a->data[2 + 2 * 4] * b->z + a->data[2 + 3 * 4] * b->w;
+ c.w = a->data[3 + 0 * 4] * b->x + a->data[3 + 1 * 4] * b->y + a->data[3 + 2 * 4] * b->z + a->data[3 + 3 * 4] * b->w;
+ return c;
+}