libglez/ftgl/mat4.c
2017-12-07 17:07:55 +03:00

215 lines
5.1 KiB
C

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