72 lines
1.4 KiB
C
72 lines
1.4 KiB
C
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FUNCTION
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Mat4 make_matrix_rotation_x(float rotation) {
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float s = sinf(rotation);
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float c = cosf(rotation);
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Mat4 result = {
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c, s, 0, 0,
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-s, c, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1,
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};
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return result;
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}
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FUNCTION
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Mat4 make_matrix_rotation_y(float rotation) {
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float s = sinf(rotation);
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float c = cosf(rotation);
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Mat4 result = {
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c, 0, -s, 0,
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0, 1, 0, 0,
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s, 0, c, 0,
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0, 0, 0, 1,
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};
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return result;
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}
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FUNCTION
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Mat4 make_matrix_rotation_z(float rotation) {
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float s = sinf(rotation);
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float c = cosf(rotation);
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Mat4 result = {
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1, 0, 0, 0,
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0, c, s, 0,
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0, -s, c, 0,
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0, 0, 0, 1,
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};
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return result;
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}
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FUNCTION
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Mat4 make_matrix_perspective(float fov, float window_x, float window_y, float znear, float zfar) {
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float aspect_ratio = window_y / window_x;
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float f = (1.f / tanf((fov/2.f)*(180.f/PI32)));
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Mat4 result = {
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aspect_ratio*f, 0, 0, 0,
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0, f, 0, 0,
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0, 0, (zfar)-(zfar-znear),(-zfar*znear)-(zfar - znear),
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0,0,1,0
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};
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return result;
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}
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FUNCTION
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Mat4 transpose(Mat4 a) {
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Mat4 result = a;
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result.p[0][1] = result.p[1][0];
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result.p[0][2] = result.p[2][0];
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result.p[0][3] = result.p[3][0];
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result.p[2][1] = result.p[1][2];
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result.p[3][1] = result.p[1][3];
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result.p[3][2] = result.p[2][3];
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return result;
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}
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FUNCTION
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Mat4 translate(Mat4 a, Vec3 translation) {
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a.p[0][0] += translation.x;
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a.p[0][1] += translation.y;
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a.p[0][2] += translation.z;
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return a;
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} |