#include "matrix4x4.h" #include "../util/util.h" #include 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; } 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; }