CORE_Static

This commit is contained in:
Krzosa Karol
2022-10-11 13:04:35 +02:00
parent e37bf8b1bc
commit 2c53693754
21 changed files with 446 additions and 447 deletions

View File

@@ -1596,7 +1596,7 @@ api Vec4 normalize(Vec4 a) {
return result;
}
function
CORE_Static
Mat4 mat4_identity() {
Mat4 result = {};
result.p[0][0] = 1;
@@ -1606,7 +1606,7 @@ Mat4 mat4_identity() {
return result;
}
function
CORE_Static
Mat4 mat4_scale(Vec3 a) {
Mat4 result = {};
result.p[0][0] = a.x;
@@ -1616,7 +1616,7 @@ Mat4 mat4_scale(Vec3 a) {
return result;
}
function
CORE_Static
Mat4 mat4_translation(Vec3 a) {
return {
1, 0, 0, a.x,
@@ -1626,7 +1626,7 @@ Mat4 mat4_translation(Vec3 a) {
};
}
function
CORE_Static
Mat4 mat4_rotation_z(float rotation) {
float s = sinf(rotation);
float c = cosf(rotation);
@@ -1639,7 +1639,7 @@ Mat4 mat4_rotation_z(float rotation) {
return result;
}
function
CORE_Static
Mat4 mat4_rotation_y(float rotation) {
float s = sinf(rotation);
float c = cosf(rotation);
@@ -1652,7 +1652,7 @@ Mat4 mat4_rotation_y(float rotation) {
return result;
}
function
CORE_Static
Mat4 mat4_rotation_x(float rotation) {
float s = sinf(rotation);
float c = cosf(rotation);
@@ -1667,7 +1667,7 @@ Mat4 mat4_rotation_x(float rotation) {
constexpr F32 deg2rad = (PI32 / 180.f); // @Usage: degree * deg2rad = radians;
constexpr F32 rad2deg = (180.f / PI32);
function
CORE_Static
Mat4 mat4_perspective(float fov, float window_x, float window_y, float znear, float zfar) {
float aspect_ratio = window_y / window_x;
float f = (1.f / tanf((fov/2.f)*deg2rad));
@@ -1680,7 +1680,7 @@ Mat4 mat4_perspective(float fov, float window_x, float window_y, float znear, fl
return result;
}
function Mat4 mat4_look_at(Vec3 pos, Vec3 target, Vec3 up) {
CORE_Static Mat4 mat4_look_at(Vec3 pos, Vec3 target, Vec3 up) {
Vec3 z = normalize(target - pos);
Vec3 x = normalize(cross(up, z));
Vec3 y = cross(z, x);
@@ -1693,7 +1693,7 @@ function Mat4 mat4_look_at(Vec3 pos, Vec3 target, Vec3 up) {
return result;
}
function
CORE_Static
Mat4 mat4_transpose(Mat4 a) {
Mat4 result = a;
result.p[0][1] = result.p[1][0];
@@ -1705,7 +1705,7 @@ Mat4 mat4_transpose(Mat4 a) {
return result;
}
function
CORE_Static
Mat4 mat4_translate(Mat4 a, Vec3 translation) {
a.p[0][0] += translation.x;
a.p[0][1] += translation.y;