215 lines
5.1 KiB
C
215 lines
5.1 KiB
C
/* Freetype GL - A C OpenGL Freetype engine
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*
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* Distributed under the OSI-approved BSD 2-Clause License. See accompanying
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* file `LICENSE` for more details.
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*/
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#include "mat4.h"
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mat4 *mat4_new(void)
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{
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mat4 *self = (mat4 *) malloc(sizeof(mat4));
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return self;
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}
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void mat4_set_zero(mat4 *self)
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{
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if (!self)
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return;
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memset(self, 0, sizeof(mat4));
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}
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void mat4_set_identity(mat4 *self)
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{
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if (!self)
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return;
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memset(self, 0, sizeof(mat4));
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self->m00 = 1.0;
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self->m11 = 1.0;
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self->m22 = 1.0;
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self->m33 = 1.0;
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}
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void mat4_multiply(mat4 *self, mat4 *other)
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{
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mat4 m;
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size_t i;
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if (!self || !other)
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return;
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for (i = 0; i < 4; ++i)
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{
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m.data[i * 4 + 0] = (self->data[i * 4 + 0] * other->data[0 * 4 + 0]) +
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(self->data[i * 4 + 1] * other->data[1 * 4 + 0]) +
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(self->data[i * 4 + 2] * other->data[2 * 4 + 0]) +
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(self->data[i * 4 + 3] * other->data[3 * 4 + 0]);
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m.data[i * 4 + 1] = (self->data[i * 4 + 0] * other->data[0 * 4 + 1]) +
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(self->data[i * 4 + 1] * other->data[1 * 4 + 1]) +
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(self->data[i * 4 + 2] * other->data[2 * 4 + 1]) +
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(self->data[i * 4 + 3] * other->data[3 * 4 + 1]);
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m.data[i * 4 + 2] = (self->data[i * 4 + 0] * other->data[0 * 4 + 2]) +
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(self->data[i * 4 + 1] * other->data[1 * 4 + 2]) +
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(self->data[i * 4 + 2] * other->data[2 * 4 + 2]) +
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(self->data[i * 4 + 3] * other->data[3 * 4 + 2]);
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m.data[i * 4 + 3] = (self->data[i * 4 + 0] * other->data[0 * 4 + 3]) +
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(self->data[i * 4 + 1] * other->data[1 * 4 + 3]) +
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(self->data[i * 4 + 2] * other->data[2 * 4 + 3]) +
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(self->data[i * 4 + 3] * other->data[3 * 4 + 3]);
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}
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memcpy(self, &m, sizeof(mat4));
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}
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void mat4_set_orthographic(mat4 *self, float left, float right, float bottom,
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float top, float znear, float zfar)
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{
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if (!self)
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return;
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if (left == right || bottom == top || znear == zfar)
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return;
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mat4_set_zero(self);
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self->m00 = +2.0f / (right - left);
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self->m30 = -(right + left) / (right - left);
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self->m11 = +2.0f / (top - bottom);
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self->m31 = -(top + bottom) / (top - bottom);
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self->m22 = -2.0f / (zfar - znear);
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self->m32 = -(zfar + znear) / (zfar - znear);
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self->m33 = 1.0f;
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}
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void mat4_set_perspective(mat4 *self, float fovy, float aspect, float znear,
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float zfar)
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{
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float h, w;
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if (!self)
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return;
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if (znear == zfar)
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return;
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h = (float) tan(fovy / 360.0 * M_PI) * znear;
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w = h * aspect;
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mat4_set_frustum(self, -w, w, -h, h, znear, zfar);
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}
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void mat4_set_frustum(mat4 *self, float left, float right, float bottom,
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float top, float znear, float zfar)
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{
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if (!self)
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return;
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if (left == right || bottom == top || znear == zfar)
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return;
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mat4_set_zero(self);
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self->m00 = (2.0f * znear) / (right - left);
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self->m20 = (right + left) / (right - left);
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self->m11 = (2.0f * znear) / (top - bottom);
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self->m21 = (top + bottom) / (top - bottom);
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self->m22 = -(zfar + znear) / (zfar - znear);
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self->m32 = -(2.0f * zfar * znear) / (zfar - znear);
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self->m23 = -1.0f;
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}
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void mat4_set_rotation(mat4 *self, float angle, float x, float y, float z)
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{
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float c, s, norm;
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if (!self)
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return;
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c = (float) cos(M_PI * angle / 180.0);
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s = (float) sin(M_PI * angle / 180.0);
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norm = (float) sqrt(x * x + y * y + z * z);
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x /= norm;
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y /= norm;
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z /= norm;
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mat4_set_identity(self);
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self->m00 = x * x * (1 - c) + c;
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self->m10 = y * x * (1 - c) - z * s;
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self->m20 = z * x * (1 - c) + y * s;
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self->m01 = x * y * (1 - c) + z * s;
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self->m11 = y * y * (1 - c) + c;
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self->m21 = z * y * (1 - c) - x * s;
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self->m02 = x * z * (1 - c) - y * s;
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self->m12 = y * z * (1 - c) + x * s;
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self->m22 = z * z * (1 - c) + c;
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}
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void mat4_set_translation(mat4 *self, float x, float y, float z)
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{
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if (!self)
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return;
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mat4_set_identity(self);
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self->m30 = x;
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self->m31 = y;
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self->m32 = z;
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}
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void mat4_set_scaling(mat4 *self, float x, float y, float z)
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{
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if (!self)
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return;
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mat4_set_identity(self);
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self->m00 = x;
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self->m11 = y;
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self->m22 = z;
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}
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void mat4_rotate(mat4 *self, float angle, float x, float y, float z)
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{
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mat4 m;
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if (!self)
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return;
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mat4_set_rotation(&m, angle, x, y, z);
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mat4_multiply(self, &m);
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}
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void mat4_translate(mat4 *self, float x, float y, float z)
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{
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mat4 m;
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if (!self)
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return;
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mat4_set_translation(&m, x, y, z);
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mat4_multiply(self, &m);
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}
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void mat4_scale(mat4 *self, float x, float y, float z)
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{
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mat4 m;
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if (!self)
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return;
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mat4_set_scaling(&m, x, y, z);
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mat4_multiply(self, &m);
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}
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