#include "matrix4x4.h" #include "../util/util.h" #include void mat4_identity(Mat4 *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; } /** TODO: Preprocess these operation (1 + 1 * 4) -> 5 **/ Mat4 mat4_inverse(const Mat4 *a) { Mat4 inv; int i; /** Remember that inverted matrix is (1/det) * cofactor(transposed) **/ inv.data[0 + 0 * 4] = (a->data[1 + 1 * 4] * a->data[2 + 2 * 4] * a->data[3 + 3 * 4] + a->data[2 + 1 * 4] * a->data[3 + 2 * 4] * a->data[1 + 3 * 4] + a->data[3 + 1 * 4] * a->data[1 + 2 * 4] * a->data[2 + 3 * 4] - a->data[1 + 3 * 4] * a->data[2 + 2 * 4] * a->data[3 + 1 * 4] - a->data[2 + 3 * 4] * a->data[3 + 2 * 4] * a->data[1 + 1 * 4] - a->data[3 + 3 * 4] * a->data[1 + 2 * 4] * a->data[2 + 1 * 4]); inv.data[0 + 1 * 4] = -(a->data[0 + 1 * 4] * a->data[2 + 2 * 4] * a->data[3 + 3 * 4] + a->data[2 + 1 * 4] * a->data[3 + 2 * 4] * a->data[0 + 3 * 4] + a->data[3 + 1 * 4] * a->data[0 + 2 * 4] * a->data[2 + 3 * 4] - a->data[0 + 3 * 4] * a->data[2 + 2 * 4] * a->data[3 + 1 * 4] - a->data[2 + 3 * 4] * a->data[3 + 2 * 4] * a->data[0 + 1 * 4] - a->data[3 + 3 * 4] * a->data[0 + 2 * 4] * a->data[2 + 1 * 4]); inv.data[0 + 2 * 4] = (a->data[0 + 1 * 4] * a->data[1 + 2 * 4] * a->data[3 + 3 * 4] + a->data[1 + 1 * 4] * a->data[3 + 2 * 4] * a->data[0 + 3 * 4] + a->data[3 + 1 * 4] * a->data[0 + 2 * 4] * a->data[1 + 3 * 4] - a->data[0 + 3 * 4] * a->data[1 + 2 * 4] * a->data[3 + 1 * 4] - a->data[1 + 3 * 4] * a->data[3 + 2 * 4] * a->data[0 + 1 * 4] - a->data[3 + 3 * 4] * a->data[0 + 2 * 4] * a->data[1 + 1 * 4]); inv.data[0 + 3 * 4] = -(a->data[0 + 1 * 4] * a->data[1 + 2 * 4] * a->data[2 + 3 * 4] + a->data[1 + 1 * 4] * a->data[2 + 2 * 4] * a->data[0 + 3 * 4] + a->data[2 + 1 * 4] * a->data[0 + 2 * 4] * a->data[1 + 3 * 4] - a->data[0 + 3 * 4] * a->data[1 + 2 * 4] * a->data[2 + 1 * 4] - a->data[1 + 3 * 4] * a->data[2 + 2 * 4] * a->data[0 + 1 * 4] - a->data[2 + 3 * 4] * a->data[0 + 2 * 4] * a->data[1 + 1 * 4]); inv.data[1 + 0 * 4] = -(a->data[1 + 0 * 4] * a->data[2 + 2 * 4] * a->data[3 + 3 * 4] + a->data[2 + 0 * 4] * a->data[3 + 2 * 4] * a->data[1 + 3 * 4] + a->data[3 + 0 * 4] * a->data[1 + 2 * 4] * a->data[2 + 3 * 4] - a->data[1 + 3 * 4] * a->data[2 + 2 * 4] * a->data[3 + 0 * 4] - a->data[2 + 3 * 4] * a->data[3 + 2 * 4] * a->data[1 + 0 * 4] - a->data[3 + 3 * 4] * a->data[1 + 2 * 4] * a->data[2 + 0 * 4]); inv.data[1 + 1 * 4] = (a->data[0 + 0 * 4] * a->data[2 + 2 * 4] * a->data[3 + 3 * 4] + a->data[2 + 0 * 4] * a->data[3 + 2 * 4] * a->data[0 + 3 * 4] + a->data[3 + 0 * 4] * a->data[0 + 2 * 4] * a->data[2 + 3 * 4] - a->data[0 + 3 * 4] * a->data[2 + 2 * 4] * a->data[3 + 0 * 4] - a->data[2 + 3 * 4] * a->data[3 + 2 * 4] * a->data[0 + 0 * 4] - a->data[3 + 3 * 4] * a->data[0 + 2 * 4] * a->data[2 + 0 * 4]); inv.data[1 + 2 * 4] = -(a->data[0 + 0 * 4] * a->data[1 + 2 * 4] * a->data[3 + 3 * 4] + a->data[1 + 0 * 4] * a->data[3 + 2 * 4] * a->data[0 + 3 * 4] + a->data[3 + 0 * 4] * a->data[0 + 2 * 4] * a->data[1 + 3 * 4] - a->data[0 + 3 * 4] * a->data[1 + 2 * 4] * a->data[3 + 0 * 4] - a->data[1 + 3 * 4] * a->data[3 + 2 * 4] * a->data[0 + 0 * 4] - a->data[3 + 3 + 4] * a->data[0 + 2 * 4] * a->data[1 + 0 * 4]); inv.data[1 + 3 * 4] = (a->data[0 + 0 * 4] * a->data[1 + 2 * 4] * a->data[2 + 3 * 4] + a->data[1 + 0 * 4] * a->data[2 + 2 * 4] * a->data[0 + 3 * 4] + a->data[2 + 0 * 4] * a->data[0 + 2 * 4] * a->data[1 + 3 * 4] - a->data[0 + 3 * 4] * a->data[1 + 2 * 4] * a->data[2 + 0 * 4] - a->data[1 + 3 * 4] * a->data[2 + 2 * 4] * a->data[0 + 0 * 4] - a->data[2 + 3 * 4] * a->data[0 + 2 * 4] * a->data[1 + 0 * 4]); inv.data[2 + 0 * 4] = (a->data[1 + 0 * 4] * a->data[2 + 1 * 4] * a->data[3 + 3 * 4] + a->data[2 + 0 * 4] * a->data[3 + 1 * 4] * a->data[1 + 3 * 4] + a->data[3 + 0 * 4] * a->data[1 + 1 * 4] * a->data[2 + 3 * 4] - a->data[1 + 3 * 4] * a->data[2 + 1 * 4] * a->data[3 + 0 * 4] - a->data[2 + 3 * 4] * a->data[3 + 1 * 4] * a->data[1 + 0 * 4] - a->data[3 + 3 * 4] * a->data[1 + 1 * 4] * a->data[2 + 0 * 4]); inv.data[2 + 1 * 4] = -(a->data[0 + 0 * 4] * a->data[2 + 1 * 4] * a->data[3 + 3 * 4] + a->data[2 + 0 * 4] * a->data[3 + 1 * 4] * a->data[0 + 3 * 4] + a->data[3 + 0 * 4] * a->data[0 + 1 * 4] * a->data[2 + 3 * 4] - a->data[0 + 3 * 4] * a->data[2 + 1 * 4] * a->data[3 + 0 * 4] - a->data[2 + 3 * 4] * a->data[3 + 1 * 4] * a->data[0 + 0 * 4] - a->data[3 + 3 * 4] * a->data[0 + 1 * 4] * a->data[2 + 0 * 4]); inv.data[2 + 2 * 4] = (a->data[0 + 0 * 4] * a->data[1 + 1 * 4] * a->data[3 + 3 * 4] + a->data[1 + 0 * 4] * a->data[3 + 1 * 4] * a->data[0 + 3 * 4] + a->data[3 + 0 * 4] * a->data[0 + 1 * 4] * a->data[1 + 3 * 4] - a->data[0 + 3 * 4] * a->data[1 + 1 * 4] * a->data[3 + 0 * 4] - a->data[1 + 3 * 4] * a->data[3 + 1 * 4] * a->data[0 + 0 * 4] - a->data[3 + 3 * 4] * a->data[0 + 1 * 4] * a->data[1 + 0 * 4]); inv.data[2 + 3 * 4] = -(a->data[0 + 0 * 4] * a->data[1 + 1 * 4] * a->data[2 + 3 * 4] + a->data[1 + 0 * 4] * a->data[2 + 1 * 4] * a->data[0 + 3 * 4] + a->data[2 + 0 * 4] * a->data[0 + 1 * 4] * a->data[1 + 3 * 4] - a->data[0 + 3 * 4] * a->data[1 + 1 * 4] * a->data[2 + 0 * 4] - a->data[1 + 3 * 4] * a->data[2 + 1 * 4] * a->data[0 + 0 * 4] - a->data[2 + 3 * 4] * a->data[0 + 1 * 4] * a->data[1 + 0 * 4]); inv.data[3 + 0 * 4] = -(a->data[1 + 0 * 4] * a->data[2 + 1 * 4] * a->data[3 + 2 * 4] + a->data[2 + 0 * 4] * a->data[3 + 1 * 4] * a->data[1 + 2 * 4] + a->data[3 + 0 * 4] * a->data[1 + 1 * 4] * a->data[2 + 2 * 4] - a->data[1 + 2 * 4] * a->data[2 + 1 * 4] * a->data[3 + 0 * 4] - a->data[2 + 2 * 4] * a->data[3 + 1 * 4] * a->data[1 + 0 * 4] - a->data[3 + 2 * 4] * a->data[1 + 1 * 4] * a->data[2 + 0 * 4]); inv.data[3 + 1 * 4] = (a->data[0 + 0 * 4] * a->data[2 + 1 * 4] * a->data[3 + 2 * 4] + a->data[2 + 0 * 4] * a->data[3 + 1 * 4] * a->data[0 + 2 * 4] + a->data[3 + 0 * 4] * a->data[0 + 1 * 4] * a->data[2 + 2 * 4] - a->data[0 + 2 * 4] * a->data[2 + 1 * 4] * a->data[3 + 0 * 4] - a->data[2 + 2 * 4] * a->data[3 + 1 * 4] * a->data[0 + 0 * 4] - a->data[3 + 2 * 4] * a->data[0 + 1 * 4] * a->data[2 + 0 * 4]); inv.data[3 + 2 * 4] = -(a->data[0 + 0 * 4] * a->data[1 + 1 * 4] * a->data[3 + 2 * 4] + a->data[1 + 0 * 4] * a->data[3 + 1 * 4] * a->data[0 + 2 * 4] + a->data[3 + 0 * 4] * a->data[0 + 1 * 4] * a->data[1 + 2 * 4] - a->data[0 + 2 * 4] * a->data[1 + 1 * 4] * a->data[3 + 0 * 4] - a->data[1 + 2 * 4] * a->data[3 + 1 * 4] * a->data[0 + 0 * 4] - a->data[3 + 2 * 4] * a->data[0 + 1 * 4] * a->data[1 + 0 * 4]); inv.data[3 + 3 * 4] = (a->data[0 + 0 * 4] * a->data[1 + 1 * 4] * a->data[2 + 2 * 4] + a->data[1 + 0 * 4] * a->data[2 + 1 * 4] * a->data[0 + 2 * 4] + a->data[2 + 0 * 4] * a->data[0 + 1 * 4] * a->data[1 + 2 * 4] - a->data[0 + 2 * 4] * a->data[1 + 1 * 4] * a->data[2 + 0 * 4] - a->data[1 + 2 * 4] * a->data[2 + 1 * 4] * a->data[0 + 0 * 4] - a->data[2 + 2 * 4] * a->data[0 + 1 * 4] * a->data[1 + 0 * 4]); /** Remember that our matrix is already transposed and we also got the minors(inside each "inv" entry), so we just use them. We use a->data[0 + 1 * 4] * inv.data[1 + 0 * 4] becouse inv.data is transposed **/ float det = a->data[0 + 0 * 4] * inv.data[0 + 0 * 4] + a->data[0 + 1 * 4] * inv.data[1 + 0 * 4] + a->data[0 + 2 * 4] * inv.data[2 + 0 * 4] + a->data[0 + 3 * 4] * inv.data[3 + 0 * 4]; if(det == 0.0f) return *a; det = 1.0f / det; for(i = 0; i < 16; i++) inv.data[i] *= det; return inv; } Mat4 mat4_mul(const Mat4 *a, const Mat4 *b) { int i, j, k; GLfloat sum = 0.0f; Mat4 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 mat4_translate(const Vec3 *a) { Mat4 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 mat4_scale(GLfloat x, GLfloat y, GLfloat z) { Mat4 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 mat4_rotate(GLfloat degrees, const Vec3 *a) { Mat4 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 mat4_rotate_x(GLfloat degrees) { Mat4 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 mat4_rotate_y(GLfloat degrees) { Mat4 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 mat4_rotate_z(GLfloat degrees) { Mat4 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 mat4_perspective(GLfloat fov, GLfloat aspect, GLfloat zNear, GLfloat zFar) { Mat4 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 mat4_orthographic(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat near, GLfloat far) { Mat4 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] = 2.0f / (near - far); a.data[0 + 3 * 4] = (left + right) / (left - right); a.data[1 + 3 * 4] = (bottom + top) / (bottom - top); a.data[2 + 3 * 4] = (far + near) / (far - near); return a; } Mat4 mat4_lookAt(Vec3 *eye, Vec3 *center, Vec3 *up) { Vec3 temp = vec3_sub(center, eye); Vec3 f = vec3_normalize(&temp); Vec3 u = vec3_normalize(up); temp = vec3_cross_mul(&f, &u); Vec3 s = vec3_normalize(&temp); u = vec3_cross_mul(&s, &f); Mat4 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 mat4_mul_vec3(const Mat4 *a, const Vec3 *b) { Vec3 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; } Vec4 mat4_mul_vec4(const Mat4 *a, const Vec4 *b) { Vec4 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] * b->w; 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] * b->w; 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] * b->w; c.w = a->data[3 + 0 * 4] * b->x + a->data[3 + 1 * 4] * b->y + a->data[3 + 2 * 4] * b->z + a->data[3 + 3 * 4] * b->w; return c; }