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#ifndef MATRIX4X4_H
#define MATRIX4X4_H
#include <GL/glew.h>
#include "vector3f.h"
#include "vector4f.h"
/* accesing data: row + column * width */
typedef struct
{
GLfloat data[16];
} mat4_t;
extern void mat4_identity(mat4_t *a);
extern mat4_t mat4_inverse(const mat4_t *a);
extern mat4_t mat4_mul(const mat4_t *a, const mat4_t *b);
extern mat4_t mat4_translate(const vec3_t *a);
extern mat4_t mat4_scale(GLfloat x, GLfloat y, GLfloat z);
extern mat4_t mat4_rotate_x(GLfloat degrees);
extern mat4_t mat4_rotate_y(GLfloat degrees);
extern mat4_t mat4_rotate_z(GLfloat degrees);
extern mat4_t mat4_rotate(GLfloat degrees, const vec3_t *a);
extern mat4_t
mat4_perspective(GLfloat fov, GLfloat aspect, GLfloat zNear, GLfloat zFar);
extern mat4_t
mat4_orthographic(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top);
extern mat4_t
mat4_lookAt(vec3_t *eye, vec3_t *center, vec3_t *up);
extern vec3_t
mat4_mul_vec3(const mat4_t *a, const vec3_t *b);
extern vec4_t
mat4_mul_vec4(const mat4_t *a, const vec4_t *b);
#endif // MATRIX4X4_H
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