#include #include rr_mat2f_s rr_identity_mat2f() { rr_mat2f_s matrix; matrix.values[0][0] = 1.0f; matrix.values[0][1] = 0.0f; matrix.values[1][0] = 0.0f; matrix.values[1][1] = 1.0f; return matrix; } rr_mat3f_s rr_identity_mat3f() { rr_mat3f_s matrix; matrix.values[0][0] = 1.0f; matrix.values[0][1] = 0.0f; matrix.values[0][2] = 0.0f; matrix.values[1][0] = 0.0f; matrix.values[1][1] = 1.0f; matrix.values[1][2] = 0.0f; matrix.values[2][0] = 0.0f; matrix.values[2][1] = 0.0f; matrix.values[2][2] = 1.0f; return matrix; } rr_mat4f_s rr_identity_mat4f() { rr_mat4f_s matrix; matrix.values[0][0] = 1.0f; matrix.values[0][1] = 0.0f; matrix.values[0][2] = 0.0f; matrix.values[0][3] = 0.0f; matrix.values[1][0] = 0.0f; matrix.values[1][1] = 1.0f; matrix.values[1][2] = 0.0f; matrix.values[1][3] = 0.0f; matrix.values[2][0] = 0.0f; matrix.values[2][1] = 0.0f; matrix.values[2][2] = 1.0f; matrix.values[2][3] = 0.0f; matrix.values[3][0] = 0.0f; matrix.values[3][1] = 0.0f; matrix.values[3][2] = 0.0f; matrix.values[3][3] = 1.0f; return matrix; } rr_mat4f_s rr_mat4f_multiply(rr_mat4f_s first, rr_mat4f_s second) { rr_mat4f_s result; usz_t row = 0; usz_t column = 0; usz_t index = 0; while(row < 4) { column = 0; while(column < 4) { result.values[column][row] = 0.0f; index = 0; while(index < 4) { result.values[column][row] += first.values[column][index] * second.values[index][row]; ++index; } ++column; } ++row; } return result; } rr_vec4f_s rr_mat4f_multiply_vec4f(rr_mat4f_s matrix, rr_vec4f_s vector) { rr_vec4f_s result; result.x = matrix.values[0][0] * vector.x; result.x += matrix.values[0][1] * vector.y; result.x += matrix.values[0][2] * vector.z; result.x += matrix.values[0][3] * vector.w; result.y = matrix.values[1][0] * vector.x; result.y += matrix.values[1][1] * vector.y; result.y += matrix.values[1][2] * vector.z; result.y += matrix.values[1][3] * vector.w; result.z = matrix.values[2][0] * vector.x; result.z += matrix.values[2][1] * vector.y; result.z += matrix.values[2][2] * vector.z; result.z += matrix.values[2][3] * vector.w; result.w = matrix.values[3][0] * vector.x; result.w += matrix.values[3][1] * vector.y; result.w += matrix.values[3][2] * vector.z; result.w += matrix.values[3][3] * vector.w; return result; } void rr_mat4f_translate(rr_mat4f_s *matrix, rr_vec3f_s xyz) { matrix->values[3][0] = xyz.x; matrix->values[3][1] = xyz.y; matrix->values[3][2] = xyz.z; } rr_mat4f_s rr_mat4f_rotate_x(float radians) { float sine = sinf(radians); float cosine = cosf(radians); rr_mat4f_s matrix; matrix.values[1][1] = cosine; matrix.values[1][2] = -sine; matrix.values[2][1] = sine; matrix.values[2][2] = -cosine; return matrix; } rr_mat4f_s rr_mat4f_rotate_y(float radians) { float sine = sinf(radians); float cosine = cosf(radians); rr_mat4f_s matrix; matrix.values[0][0] = cosine; matrix.values[0][2] = sine; matrix.values[2][0] = -sine; matrix.values[2][2] = cosine; return matrix; } rr_mat4f_s rr_mat4f_rotate_z(float radians) { float sine = sinf(radians); float cosine = cosf(radians); rr_mat4f_s matrix; matrix.values[0][0] = cosine; matrix.values[0][1] = -sine; matrix.values[1][0] = sine; matrix.values[1][1] = cosine; return matrix; } rr_mat4f_s rr_mat4f_rotate_xyz(float x_rad, float y_rad, float z_rad) { rr_mat4f_s matrix = rr_mat4f_rotate_z(z_rad); matrix = rr_mat4f_multiply(matrix, rr_mat4f_rotate_y(y_rad)); matrix = rr_mat4f_multiply(matrix, rr_mat4f_rotate_x(x_rad)); return matrix; } rr_mat4f_s rr_mat4f_perspective(float fov, float near_plane, float far_plane, float aspect_ratio) { float a = tanf(fov / 2.0f) * near_plane; float planes_sum = far_plane + near_plane; float planes_range = far_plane - near_plane; rr_mat4f_s matrix; matrix.values[0][0] = 1 / aspect_ratio; matrix.values[0][1] = 0.0f; matrix.values[0][2] = 0.0f; matrix.values[0][3] = 0.0f; matrix.values[1][0] = 0.0f; matrix.values[1][1] = aspect_ratio; matrix.values[1][2] = 0.0f; matrix.values[1][3] = 0.0f; matrix.values[2][0] = 0.0f; matrix.values[2][1] = 0.0f; matrix.values[2][2] = -(planes_sum / planes_range); matrix.values[2][3] = -1.0f; matrix.values[3][0] = 0.0f; matrix.values[3][1] = 0.0f; matrix.values[3][2] = -(2 * planes_sum / planes_range); matrix.values[3][3] = 0.0f; return matrix; }