| 1 | /* Copyright (C) 2010-2020 The RetroArch team |
| 2 | * |
| 3 | * --------------------------------------------------------------------------------------- |
| 4 | * The following license statement only applies to this file (matrix_4x4.h). |
| 5 | * --------------------------------------------------------------------------------------- |
| 6 | * |
| 7 | * Permission is hereby granted, free of charge, |
| 8 | * to any person obtaining a copy of this software and associated documentation files (the "Software"), |
| 9 | * to deal in the Software without restriction, including without limitation the rights to |
| 10 | * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, |
| 11 | * and to permit persons to whom the Software is furnished to do so, subject to the following conditions: |
| 12 | * |
| 13 | * The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. |
| 14 | * |
| 15 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, |
| 16 | * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| 17 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
| 18 | * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, |
| 19 | * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
| 20 | * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
| 21 | */ |
| 22 | |
| 23 | #ifndef __LIBRETRO_SDK_GFX_MATH_MATRIX_4X4_H__ |
| 24 | #define __LIBRETRO_SDK_GFX_MATH_MATRIX_4X4_H__ |
| 25 | |
| 26 | #include <retro_common_api.h> |
| 27 | |
| 28 | #include <math.h> |
| 29 | #include <gfx/math/vector_3.h> |
| 30 | |
| 31 | /* Column-major matrix (OpenGL-style). |
| 32 | * Reimplements functionality from FF OpenGL pipeline to be able |
| 33 | * to work on GLES 2.0 and modern GL variants. |
| 34 | */ |
| 35 | |
| 36 | #define MAT_ELEM_4X4(mat, row, column) ((mat).data[4 * (column) + (row)]) |
| 37 | |
| 38 | RETRO_BEGIN_DECLS |
| 39 | |
| 40 | typedef struct math_matrix_4x4 |
| 41 | { |
| 42 | float data[16]; |
| 43 | } math_matrix_4x4; |
| 44 | |
| 45 | #define matrix_4x4_copy(dst, src) \ |
| 46 | MAT_ELEM_4X4(dst, 0, 0) = MAT_ELEM_4X4(src, 0, 0); \ |
| 47 | MAT_ELEM_4X4(dst, 0, 1) = MAT_ELEM_4X4(src, 0, 1); \ |
| 48 | MAT_ELEM_4X4(dst, 0, 2) = MAT_ELEM_4X4(src, 0, 2); \ |
| 49 | MAT_ELEM_4X4(dst, 0, 3) = MAT_ELEM_4X4(src, 0, 3); \ |
| 50 | MAT_ELEM_4X4(dst, 1, 0) = MAT_ELEM_4X4(src, 1, 0); \ |
| 51 | MAT_ELEM_4X4(dst, 1, 1) = MAT_ELEM_4X4(src, 1, 1); \ |
| 52 | MAT_ELEM_4X4(dst, 1, 2) = MAT_ELEM_4X4(src, 1, 2); \ |
| 53 | MAT_ELEM_4X4(dst, 1, 3) = MAT_ELEM_4X4(src, 1, 3); \ |
| 54 | MAT_ELEM_4X4(dst, 2, 0) = MAT_ELEM_4X4(src, 2, 0); \ |
| 55 | MAT_ELEM_4X4(dst, 2, 1) = MAT_ELEM_4X4(src, 2, 1); \ |
| 56 | MAT_ELEM_4X4(dst, 2, 2) = MAT_ELEM_4X4(src, 2, 2); \ |
| 57 | MAT_ELEM_4X4(dst, 2, 3) = MAT_ELEM_4X4(src, 2, 3); \ |
| 58 | MAT_ELEM_4X4(dst, 3, 0) = MAT_ELEM_4X4(src, 3, 0); \ |
| 59 | MAT_ELEM_4X4(dst, 3, 1) = MAT_ELEM_4X4(src, 3, 1); \ |
| 60 | MAT_ELEM_4X4(dst, 3, 2) = MAT_ELEM_4X4(src, 3, 2); \ |
| 61 | MAT_ELEM_4X4(dst, 3, 3) = MAT_ELEM_4X4(src, 3, 3) |
| 62 | |
| 63 | /* |
| 64 | * Sets mat to an identity matrix |
| 65 | */ |
| 66 | #define matrix_4x4_identity(mat) \ |
| 67 | MAT_ELEM_4X4(mat, 0, 0) = 1.0f; \ |
| 68 | MAT_ELEM_4X4(mat, 0, 1) = 0.0f; \ |
| 69 | MAT_ELEM_4X4(mat, 0, 2) = 0.0f; \ |
| 70 | MAT_ELEM_4X4(mat, 0, 3) = 0.0f; \ |
| 71 | MAT_ELEM_4X4(mat, 1, 0) = 0.0f; \ |
| 72 | MAT_ELEM_4X4(mat, 1, 1) = 1.0f; \ |
| 73 | MAT_ELEM_4X4(mat, 1, 2) = 0.0f; \ |
| 74 | MAT_ELEM_4X4(mat, 1, 3) = 0.0f; \ |
| 75 | MAT_ELEM_4X4(mat, 2, 0) = 0.0f; \ |
| 76 | MAT_ELEM_4X4(mat, 2, 1) = 0.0f; \ |
| 77 | MAT_ELEM_4X4(mat, 2, 2) = 1.0f; \ |
| 78 | MAT_ELEM_4X4(mat, 2, 3) = 0.0f; \ |
| 79 | MAT_ELEM_4X4(mat, 3, 0) = 0.0f; \ |
| 80 | MAT_ELEM_4X4(mat, 3, 1) = 0.0f; \ |
| 81 | MAT_ELEM_4X4(mat, 3, 2) = 0.0f; \ |
| 82 | MAT_ELEM_4X4(mat, 3, 3) = 1.0f |
| 83 | |
| 84 | /* |
| 85 | * Sets out to the transposed matrix of in |
| 86 | */ |
| 87 | |
| 88 | #define matrix_4x4_transpose(out, in) \ |
| 89 | MAT_ELEM_4X4(out, 0, 0) = MAT_ELEM_4X4(in, 0, 0); \ |
| 90 | MAT_ELEM_4X4(out, 1, 0) = MAT_ELEM_4X4(in, 0, 1); \ |
| 91 | MAT_ELEM_4X4(out, 2, 0) = MAT_ELEM_4X4(in, 0, 2); \ |
| 92 | MAT_ELEM_4X4(out, 3, 0) = MAT_ELEM_4X4(in, 0, 3); \ |
| 93 | MAT_ELEM_4X4(out, 0, 1) = MAT_ELEM_4X4(in, 1, 0); \ |
| 94 | MAT_ELEM_4X4(out, 1, 1) = MAT_ELEM_4X4(in, 1, 1); \ |
| 95 | MAT_ELEM_4X4(out, 2, 1) = MAT_ELEM_4X4(in, 1, 2); \ |
| 96 | MAT_ELEM_4X4(out, 3, 1) = MAT_ELEM_4X4(in, 1, 3); \ |
| 97 | MAT_ELEM_4X4(out, 0, 2) = MAT_ELEM_4X4(in, 2, 0); \ |
| 98 | MAT_ELEM_4X4(out, 1, 2) = MAT_ELEM_4X4(in, 2, 1); \ |
| 99 | MAT_ELEM_4X4(out, 2, 2) = MAT_ELEM_4X4(in, 2, 2); \ |
| 100 | MAT_ELEM_4X4(out, 3, 2) = MAT_ELEM_4X4(in, 2, 3); \ |
| 101 | MAT_ELEM_4X4(out, 0, 3) = MAT_ELEM_4X4(in, 3, 0); \ |
| 102 | MAT_ELEM_4X4(out, 1, 3) = MAT_ELEM_4X4(in, 3, 1); \ |
| 103 | MAT_ELEM_4X4(out, 2, 3) = MAT_ELEM_4X4(in, 3, 2); \ |
| 104 | MAT_ELEM_4X4(out, 3, 3) = MAT_ELEM_4X4(in, 3, 3) |
| 105 | |
| 106 | /* |
| 107 | * Builds an X-axis rotation matrix |
| 108 | */ |
| 109 | #define matrix_4x4_rotate_x(mat, radians) \ |
| 110 | { \ |
| 111 | float cosine = cosf(radians); \ |
| 112 | float sine = sinf(radians); \ |
| 113 | MAT_ELEM_4X4(mat, 0, 0) = 1.0f; \ |
| 114 | MAT_ELEM_4X4(mat, 0, 1) = 0.0f; \ |
| 115 | MAT_ELEM_4X4(mat, 0, 2) = 0.0f; \ |
| 116 | MAT_ELEM_4X4(mat, 0, 3) = 0.0f; \ |
| 117 | MAT_ELEM_4X4(mat, 1, 0) = 0.0f; \ |
| 118 | MAT_ELEM_4X4(mat, 1, 1) = cosine; \ |
| 119 | MAT_ELEM_4X4(mat, 1, 2) = -sine; \ |
| 120 | MAT_ELEM_4X4(mat, 1, 3) = 0.0f; \ |
| 121 | MAT_ELEM_4X4(mat, 2, 0) = 0.0f; \ |
| 122 | MAT_ELEM_4X4(mat, 2, 1) = sine; \ |
| 123 | MAT_ELEM_4X4(mat, 2, 2) = cosine; \ |
| 124 | MAT_ELEM_4X4(mat, 2, 3) = 0.0f; \ |
| 125 | MAT_ELEM_4X4(mat, 3, 0) = 0.0f; \ |
| 126 | MAT_ELEM_4X4(mat, 3, 1) = 0.0f; \ |
| 127 | MAT_ELEM_4X4(mat, 3, 2) = 0.0f; \ |
| 128 | MAT_ELEM_4X4(mat, 3, 3) = 1.0f; \ |
| 129 | } |
| 130 | |
| 131 | /* |
| 132 | * Builds a rotation matrix using the |
| 133 | * rotation around the Y-axis. |
| 134 | */ |
| 135 | |
| 136 | #define matrix_4x4_rotate_y(mat, radians) \ |
| 137 | { \ |
| 138 | float cosine = cosf(radians); \ |
| 139 | float sine = sinf(radians); \ |
| 140 | MAT_ELEM_4X4(mat, 0, 0) = cosine; \ |
| 141 | MAT_ELEM_4X4(mat, 0, 1) = 0.0f; \ |
| 142 | MAT_ELEM_4X4(mat, 0, 2) = -sine; \ |
| 143 | MAT_ELEM_4X4(mat, 0, 3) = 0.0f; \ |
| 144 | MAT_ELEM_4X4(mat, 1, 0) = 0.0f; \ |
| 145 | MAT_ELEM_4X4(mat, 1, 1) = 1.0f; \ |
| 146 | MAT_ELEM_4X4(mat, 1, 2) = 0.0f; \ |
| 147 | MAT_ELEM_4X4(mat, 1, 3) = 0.0f; \ |
| 148 | MAT_ELEM_4X4(mat, 2, 0) = sine; \ |
| 149 | MAT_ELEM_4X4(mat, 2, 1) = 0.0f; \ |
| 150 | MAT_ELEM_4X4(mat, 2, 2) = cosine; \ |
| 151 | MAT_ELEM_4X4(mat, 2, 3) = 0.0f; \ |
| 152 | MAT_ELEM_4X4(mat, 3, 0) = 0.0f; \ |
| 153 | MAT_ELEM_4X4(mat, 3, 1) = 0.0f; \ |
| 154 | MAT_ELEM_4X4(mat, 3, 2) = 0.0f; \ |
| 155 | MAT_ELEM_4X4(mat, 3, 3) = 1.0f; \ |
| 156 | } |
| 157 | |
| 158 | /* |
| 159 | * Builds a rotation matrix using the |
| 160 | * rotation around the Z-axis. |
| 161 | */ |
| 162 | #define matrix_4x4_rotate_z(mat, radians) \ |
| 163 | { \ |
| 164 | float cosine = cosf(radians); \ |
| 165 | float sine = sinf(radians); \ |
| 166 | MAT_ELEM_4X4(mat, 0, 0) = cosine; \ |
| 167 | MAT_ELEM_4X4(mat, 0, 1) = -sine; \ |
| 168 | MAT_ELEM_4X4(mat, 0, 2) = 0.0f; \ |
| 169 | MAT_ELEM_4X4(mat, 0, 3) = 0.0f; \ |
| 170 | MAT_ELEM_4X4(mat, 1, 0) = sine; \ |
| 171 | MAT_ELEM_4X4(mat, 1, 1) = cosine; \ |
| 172 | MAT_ELEM_4X4(mat, 1, 2) = 0.0f; \ |
| 173 | MAT_ELEM_4X4(mat, 1, 3) = 0.0f; \ |
| 174 | MAT_ELEM_4X4(mat, 2, 0) = 0.0f; \ |
| 175 | MAT_ELEM_4X4(mat, 2, 1) = 0.0f; \ |
| 176 | MAT_ELEM_4X4(mat, 2, 2) = 1.0f; \ |
| 177 | MAT_ELEM_4X4(mat, 2, 3) = 0.0f; \ |
| 178 | MAT_ELEM_4X4(mat, 3, 0) = 0.0f; \ |
| 179 | MAT_ELEM_4X4(mat, 3, 1) = 0.0f; \ |
| 180 | MAT_ELEM_4X4(mat, 3, 2) = 0.0f; \ |
| 181 | MAT_ELEM_4X4(mat, 3, 3) = 1.0f; \ |
| 182 | } |
| 183 | |
| 184 | /* |
| 185 | * Creates an orthographic projection matrix. |
| 186 | */ |
| 187 | #define matrix_4x4_ortho(mat, left, right, bottom, top, znear, zfar) \ |
| 188 | { \ |
| 189 | float rl = (right) - (left); \ |
| 190 | float tb = (top) - (bottom); \ |
| 191 | float fn = (zfar) - (znear); \ |
| 192 | MAT_ELEM_4X4(mat, 0, 0) = 2.0f / rl; \ |
| 193 | MAT_ELEM_4X4(mat, 0, 1) = 0.0f; \ |
| 194 | MAT_ELEM_4X4(mat, 0, 2) = 0.0f; \ |
| 195 | MAT_ELEM_4X4(mat, 0, 3) = -((left) + (right)) / rl; \ |
| 196 | MAT_ELEM_4X4(mat, 1, 0) = 0.0f; \ |
| 197 | MAT_ELEM_4X4(mat, 1, 1) = 2.0f / tb; \ |
| 198 | MAT_ELEM_4X4(mat, 1, 2) = 0.0f; \ |
| 199 | MAT_ELEM_4X4(mat, 1, 3) = -((top) + (bottom)) / tb; \ |
| 200 | MAT_ELEM_4X4(mat, 2, 0) = 0.0f; \ |
| 201 | MAT_ELEM_4X4(mat, 2, 1) = 0.0f; \ |
| 202 | MAT_ELEM_4X4(mat, 2, 2) = -2.0f / fn; \ |
| 203 | MAT_ELEM_4X4(mat, 2, 3) = -((zfar) + (znear)) / fn; \ |
| 204 | MAT_ELEM_4X4(mat, 3, 0) = 0.0f; \ |
| 205 | MAT_ELEM_4X4(mat, 3, 1) = 0.0f; \ |
| 206 | MAT_ELEM_4X4(mat, 3, 2) = 0.0f; \ |
| 207 | MAT_ELEM_4X4(mat, 3, 3) = 1.0f; \ |
| 208 | } |
| 209 | |
| 210 | #define matrix_4x4_lookat(out, eye, center, up) \ |
| 211 | { \ |
| 212 | vec3_t zaxis; /* the "forward" vector */ \ |
| 213 | vec3_t xaxis; /* the "right" vector */ \ |
| 214 | vec3_t yaxis; /* the "up" vector */ \ |
| 215 | vec3_copy(zaxis, center); \ |
| 216 | vec3_subtract(zaxis, eye); \ |
| 217 | vec3_normalize(zaxis); \ |
| 218 | vec3_cross(xaxis, zaxis, up); \ |
| 219 | vec3_normalize(xaxis); \ |
| 220 | vec3_cross(yaxis, xaxis, zaxis); \ |
| 221 | MAT_ELEM_4X4(out, 0, 0) = xaxis[0]; \ |
| 222 | MAT_ELEM_4X4(out, 0, 1) = yaxis[0]; \ |
| 223 | MAT_ELEM_4X4(out, 0, 2) = -zaxis[0]; \ |
| 224 | MAT_ELEM_4X4(out, 0, 3) = 0.0; \ |
| 225 | MAT_ELEM_4X4(out, 1, 0) = xaxis[1]; \ |
| 226 | MAT_ELEM_4X4(out, 1, 1) = yaxis[1]; \ |
| 227 | MAT_ELEM_4X4(out, 1, 2) = -zaxis[1]; \ |
| 228 | MAT_ELEM_4X4(out, 1, 3) = 0.0f; \ |
| 229 | MAT_ELEM_4X4(out, 2, 0) = xaxis[2]; \ |
| 230 | MAT_ELEM_4X4(out, 2, 1) = yaxis[2]; \ |
| 231 | MAT_ELEM_4X4(out, 2, 2) = -zaxis[2]; \ |
| 232 | MAT_ELEM_4X4(out, 2, 3) = 0.0f; \ |
| 233 | MAT_ELEM_4X4(out, 3, 0) = -(xaxis[0] * eye[0] + xaxis[1] * eye[1] + xaxis[2] * eye[2]); \ |
| 234 | MAT_ELEM_4X4(out, 3, 1) = -(yaxis[0] * eye[0] + yaxis[1] * eye[1] + yaxis[2] * eye[2]); \ |
| 235 | MAT_ELEM_4X4(out, 3, 2) = (zaxis[0] * eye[0] + zaxis[1] * eye[1] + zaxis[2] * eye[2]); \ |
| 236 | MAT_ELEM_4X4(out, 3, 3) = 1.f; \ |
| 237 | } |
| 238 | |
| 239 | /* |
| 240 | * Multiplies a with b, stores the result in out |
| 241 | */ |
| 242 | |
| 243 | #define matrix_4x4_multiply(out, a, b) \ |
| 244 | MAT_ELEM_4X4(out, 0, 0) = \ |
| 245 | MAT_ELEM_4X4(a, 0, 0) * MAT_ELEM_4X4(b, 0, 0) + \ |
| 246 | MAT_ELEM_4X4(a, 0, 1) * MAT_ELEM_4X4(b, 1, 0) + \ |
| 247 | MAT_ELEM_4X4(a, 0, 2) * MAT_ELEM_4X4(b, 2, 0) + \ |
| 248 | MAT_ELEM_4X4(a, 0, 3) * MAT_ELEM_4X4(b, 3, 0); \ |
| 249 | MAT_ELEM_4X4(out, 0, 1) = \ |
| 250 | MAT_ELEM_4X4(a, 0, 0) * MAT_ELEM_4X4(b, 0, 1) + \ |
| 251 | MAT_ELEM_4X4(a, 0, 1) * MAT_ELEM_4X4(b, 1, 1) + \ |
| 252 | MAT_ELEM_4X4(a, 0, 2) * MAT_ELEM_4X4(b, 2, 1) + \ |
| 253 | MAT_ELEM_4X4(a, 0, 3) * MAT_ELEM_4X4(b, 3, 1); \ |
| 254 | MAT_ELEM_4X4(out, 0, 2) = \ |
| 255 | MAT_ELEM_4X4(a, 0, 0) * MAT_ELEM_4X4(b, 0, 2) + \ |
| 256 | MAT_ELEM_4X4(a, 0, 1) * MAT_ELEM_4X4(b, 1, 2) + \ |
| 257 | MAT_ELEM_4X4(a, 0, 2) * MAT_ELEM_4X4(b, 2, 2) + \ |
| 258 | MAT_ELEM_4X4(a, 0, 3) * MAT_ELEM_4X4(b, 3, 2); \ |
| 259 | MAT_ELEM_4X4(out, 0, 3) = \ |
| 260 | MAT_ELEM_4X4(a, 0, 0) * MAT_ELEM_4X4(b, 0, 3) + \ |
| 261 | MAT_ELEM_4X4(a, 0, 1) * MAT_ELEM_4X4(b, 1, 3) + \ |
| 262 | MAT_ELEM_4X4(a, 0, 2) * MAT_ELEM_4X4(b, 2, 3) + \ |
| 263 | MAT_ELEM_4X4(a, 0, 3) * MAT_ELEM_4X4(b, 3, 3); \ |
| 264 | MAT_ELEM_4X4(out, 1, 0) = \ |
| 265 | MAT_ELEM_4X4(a, 1, 0) * MAT_ELEM_4X4(b, 0, 0) + \ |
| 266 | MAT_ELEM_4X4(a, 1, 1) * MAT_ELEM_4X4(b, 1, 0) + \ |
| 267 | MAT_ELEM_4X4(a, 1, 2) * MAT_ELEM_4X4(b, 2, 0) + \ |
| 268 | MAT_ELEM_4X4(a, 1, 3) * MAT_ELEM_4X4(b, 3, 0); \ |
| 269 | MAT_ELEM_4X4(out, 1, 1) = \ |
| 270 | MAT_ELEM_4X4(a, 1, 0) * MAT_ELEM_4X4(b, 0, 1) + \ |
| 271 | MAT_ELEM_4X4(a, 1, 1) * MAT_ELEM_4X4(b, 1, 1) + \ |
| 272 | MAT_ELEM_4X4(a, 1, 2) * MAT_ELEM_4X4(b, 2, 1) + \ |
| 273 | MAT_ELEM_4X4(a, 1, 3) * MAT_ELEM_4X4(b, 3, 1); \ |
| 274 | MAT_ELEM_4X4(out, 1, 2) = \ |
| 275 | MAT_ELEM_4X4(a, 1, 0) * MAT_ELEM_4X4(b, 0, 2) + \ |
| 276 | MAT_ELEM_4X4(a, 1, 1) * MAT_ELEM_4X4(b, 1, 2) + \ |
| 277 | MAT_ELEM_4X4(a, 1, 2) * MAT_ELEM_4X4(b, 2, 2) + \ |
| 278 | MAT_ELEM_4X4(a, 1, 3) * MAT_ELEM_4X4(b, 3, 2); \ |
| 279 | MAT_ELEM_4X4(out, 1, 3) = \ |
| 280 | MAT_ELEM_4X4(a, 1, 0) * MAT_ELEM_4X4(b, 0, 3) + \ |
| 281 | MAT_ELEM_4X4(a, 1, 1) * MAT_ELEM_4X4(b, 1, 3) + \ |
| 282 | MAT_ELEM_4X4(a, 1, 2) * MAT_ELEM_4X4(b, 2, 3) + \ |
| 283 | MAT_ELEM_4X4(a, 1, 3) * MAT_ELEM_4X4(b, 3, 3); \ |
| 284 | MAT_ELEM_4X4(out, 2, 0) = \ |
| 285 | MAT_ELEM_4X4(a, 2, 0) * MAT_ELEM_4X4(b, 0, 0) + \ |
| 286 | MAT_ELEM_4X4(a, 2, 1) * MAT_ELEM_4X4(b, 1, 0) + \ |
| 287 | MAT_ELEM_4X4(a, 2, 2) * MAT_ELEM_4X4(b, 2, 0) + \ |
| 288 | MAT_ELEM_4X4(a, 2, 3) * MAT_ELEM_4X4(b, 3, 0); \ |
| 289 | MAT_ELEM_4X4(out, 2, 1) = \ |
| 290 | MAT_ELEM_4X4(a, 2, 0) * MAT_ELEM_4X4(b, 0, 1) + \ |
| 291 | MAT_ELEM_4X4(a, 2, 1) * MAT_ELEM_4X4(b, 1, 1) + \ |
| 292 | MAT_ELEM_4X4(a, 2, 2) * MAT_ELEM_4X4(b, 2, 1) + \ |
| 293 | MAT_ELEM_4X4(a, 2, 3) * MAT_ELEM_4X4(b, 3, 1); \ |
| 294 | MAT_ELEM_4X4(out, 2, 2) = \ |
| 295 | MAT_ELEM_4X4(a, 2, 0) * MAT_ELEM_4X4(b, 0, 2) + \ |
| 296 | MAT_ELEM_4X4(a, 2, 1) * MAT_ELEM_4X4(b, 1, 2) + \ |
| 297 | MAT_ELEM_4X4(a, 2, 2) * MAT_ELEM_4X4(b, 2, 2) + \ |
| 298 | MAT_ELEM_4X4(a, 2, 3) * MAT_ELEM_4X4(b, 3, 2); \ |
| 299 | MAT_ELEM_4X4(out, 2, 3) = \ |
| 300 | MAT_ELEM_4X4(a, 2, 0) * MAT_ELEM_4X4(b, 0, 3) + \ |
| 301 | MAT_ELEM_4X4(a, 2, 1) * MAT_ELEM_4X4(b, 1, 3) + \ |
| 302 | MAT_ELEM_4X4(a, 2, 2) * MAT_ELEM_4X4(b, 2, 3) + \ |
| 303 | MAT_ELEM_4X4(a, 2, 3) * MAT_ELEM_4X4(b, 3, 3); \ |
| 304 | MAT_ELEM_4X4(out, 3, 0) = \ |
| 305 | MAT_ELEM_4X4(a, 3, 0) * MAT_ELEM_4X4(b, 0, 0) + \ |
| 306 | MAT_ELEM_4X4(a, 3, 1) * MAT_ELEM_4X4(b, 1, 0) + \ |
| 307 | MAT_ELEM_4X4(a, 3, 2) * MAT_ELEM_4X4(b, 2, 0) + \ |
| 308 | MAT_ELEM_4X4(a, 3, 3) * MAT_ELEM_4X4(b, 3, 0); \ |
| 309 | MAT_ELEM_4X4(out, 3, 1) = \ |
| 310 | MAT_ELEM_4X4(a, 3, 0) * MAT_ELEM_4X4(b, 0, 1) + \ |
| 311 | MAT_ELEM_4X4(a, 3, 1) * MAT_ELEM_4X4(b, 1, 1) + \ |
| 312 | MAT_ELEM_4X4(a, 3, 2) * MAT_ELEM_4X4(b, 2, 1) + \ |
| 313 | MAT_ELEM_4X4(a, 3, 3) * MAT_ELEM_4X4(b, 3, 1); \ |
| 314 | MAT_ELEM_4X4(out, 3, 2) = \ |
| 315 | MAT_ELEM_4X4(a, 3, 0) * MAT_ELEM_4X4(b, 0, 2) + \ |
| 316 | MAT_ELEM_4X4(a, 3, 1) * MAT_ELEM_4X4(b, 1, 2) + \ |
| 317 | MAT_ELEM_4X4(a, 3, 2) * MAT_ELEM_4X4(b, 2, 2) + \ |
| 318 | MAT_ELEM_4X4(a, 3, 3) * MAT_ELEM_4X4(b, 3, 2); \ |
| 319 | MAT_ELEM_4X4(out, 3, 3) = \ |
| 320 | MAT_ELEM_4X4(a, 3, 0) * MAT_ELEM_4X4(b, 0, 3) + \ |
| 321 | MAT_ELEM_4X4(a, 3, 1) * MAT_ELEM_4X4(b, 1, 3) + \ |
| 322 | MAT_ELEM_4X4(a, 3, 2) * MAT_ELEM_4X4(b, 2, 3) + \ |
| 323 | MAT_ELEM_4X4(a, 3, 3) * MAT_ELEM_4X4(b, 3, 3) |
| 324 | |
| 325 | #define matrix_4x4_scale(mat, x, y, z) \ |
| 326 | MAT_ELEM_4X4(mat, 0, 0) = x; \ |
| 327 | MAT_ELEM_4X4(mat, 0, 1) = 0.0f; \ |
| 328 | MAT_ELEM_4X4(mat, 0, 2) = 0.0f; \ |
| 329 | MAT_ELEM_4X4(mat, 0, 3) = 0.0f; \ |
| 330 | MAT_ELEM_4X4(mat, 1, 0) = 0.0f; \ |
| 331 | MAT_ELEM_4X4(mat, 1, 1) = y; \ |
| 332 | MAT_ELEM_4X4(mat, 1, 2) = 0.0f; \ |
| 333 | MAT_ELEM_4X4(mat, 1, 3) = 0.0f; \ |
| 334 | MAT_ELEM_4X4(mat, 2, 0) = 0.0f; \ |
| 335 | MAT_ELEM_4X4(mat, 2, 1) = 0.0f; \ |
| 336 | MAT_ELEM_4X4(mat, 2, 2) = z; \ |
| 337 | MAT_ELEM_4X4(mat, 2, 3) = 0.0f; \ |
| 338 | MAT_ELEM_4X4(mat, 3, 0) = 0.0f; \ |
| 339 | MAT_ELEM_4X4(mat, 3, 1) = 0.0f; \ |
| 340 | MAT_ELEM_4X4(mat, 3, 2) = 0.0f; \ |
| 341 | MAT_ELEM_4X4(mat, 3, 3) = 1.0f |
| 342 | |
| 343 | /* |
| 344 | * Builds a translation matrix. All other elements in |
| 345 | * the matrix will be set to zero except for the |
| 346 | * diagonal which is set to 1.0 |
| 347 | */ |
| 348 | |
| 349 | #define matrix_4x4_translate(mat, x, y, z) \ |
| 350 | MAT_ELEM_4X4(mat, 0, 0) = 1.0f; \ |
| 351 | MAT_ELEM_4X4(mat, 0, 1) = 0.0f; \ |
| 352 | MAT_ELEM_4X4(mat, 0, 2) = 0.0f; \ |
| 353 | MAT_ELEM_4X4(mat, 0, 3) = x; \ |
| 354 | MAT_ELEM_4X4(mat, 1, 0) = 0.0f; \ |
| 355 | MAT_ELEM_4X4(mat, 1, 1) = 1.0f; \ |
| 356 | MAT_ELEM_4X4(mat, 1, 2) = 1.0f; \ |
| 357 | MAT_ELEM_4X4(mat, 1, 3) = y; \ |
| 358 | MAT_ELEM_4X4(mat, 2, 0) = 0.0f; \ |
| 359 | MAT_ELEM_4X4(mat, 2, 1) = 0.0f; \ |
| 360 | MAT_ELEM_4X4(mat, 2, 2) = 1.0f; \ |
| 361 | MAT_ELEM_4X4(mat, 2, 3) = z; \ |
| 362 | MAT_ELEM_4X4(mat, 3, 0) = 0.0f; \ |
| 363 | MAT_ELEM_4X4(mat, 3, 1) = 0.0f; \ |
| 364 | MAT_ELEM_4X4(mat, 3, 2) = 0.0f; \ |
| 365 | MAT_ELEM_4X4(mat, 3, 3) = 1.0f |
| 366 | |
| 367 | /* |
| 368 | * Creates a perspective projection matrix. |
| 369 | */ |
| 370 | |
| 371 | #define matrix_4x4_projection(mat, y_fov, aspect, znear, zfar) \ |
| 372 | { \ |
| 373 | float const a = 1.f / tan((y_fov) / 2.f); \ |
| 374 | float delta_z = (zfar) - (znear); \ |
| 375 | MAT_ELEM_4X4(mat, 0, 0) = a / (aspect); \ |
| 376 | MAT_ELEM_4X4(mat, 0, 1) = 0.0f; \ |
| 377 | MAT_ELEM_4X4(mat, 0, 2) = 0.0f; \ |
| 378 | MAT_ELEM_4X4(mat, 0, 3) = 0.0f; \ |
| 379 | MAT_ELEM_4X4(mat, 1, 0) = 0.0f; \ |
| 380 | MAT_ELEM_4X4(mat, 1, 1) = a; \ |
| 381 | MAT_ELEM_4X4(mat, 1, 2) = 0.0f; \ |
| 382 | MAT_ELEM_4X4(mat, 1, 3) = 0.0f; \ |
| 383 | MAT_ELEM_4X4(mat, 2, 0) = 0.0f; \ |
| 384 | MAT_ELEM_4X4(mat, 2, 1) = 0.0f; \ |
| 385 | MAT_ELEM_4X4(mat, 2, 2) = -(((zfar) + (znear)) / delta_z); \ |
| 386 | MAT_ELEM_4X4(mat, 2, 3) = -1.f; \ |
| 387 | MAT_ELEM_4X4(mat, 3, 0) = 0.0f; \ |
| 388 | MAT_ELEM_4X4(mat, 3, 1) = 0.0f; \ |
| 389 | MAT_ELEM_4X4(mat, 3, 2) = -((2.f * (zfar) * (znear)) / delta_z); \ |
| 390 | MAT_ELEM_4X4(mat, 3, 3) = 0.0f; \ |
| 391 | } |
| 392 | |
| 393 | RETRO_END_DECLS |
| 394 | |
| 395 | #endif |