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#ifndef MATRIX4X4_H
#define MATRIX4X4_H
#include <GL/glew.h>
#include "vector.h"
/* accesing data: row + column * width */
typedef struct
{
GLfloat data[16];
} Mat4;
extern void mat4_identity(Mat4 *a);
extern Mat4 mat4_inverse(const Mat4 *a);
extern Mat4 mat4_mul(const Mat4 *a, const Mat4 *b);
extern Mat4 mat4_translate(const Vec3 *a);
extern Mat4 mat4_scale(GLfloat x, GLfloat y, GLfloat z);
extern Mat4 mat4_rotate_x(GLfloat degrees);
extern Mat4 mat4_rotate_y(GLfloat degrees);
extern Mat4 mat4_rotate_z(GLfloat degrees);
extern Mat4 mat4_rotate(GLfloat degrees, const Vec3 *a);
extern Mat4
mat4_perspective(GLfloat fov, GLfloat aspect, GLfloat zNear, GLfloat zFar);
extern Mat4
mat4_orthographic(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat near, GLfloat far);
extern Mat4
mat4_lookAt(Vec3 *eye, Vec3 *center, Vec3 *up);
extern Vec3
mat4_mul_vec3(const Mat4 *a, const Vec3 *b);
extern Vec4
mat4_mul_vec4(const Mat4 *a, const Vec4 *b);
#endif // MATRIX4X4_H
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