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#pragma once
#include <math.h>
#include <string.h>
#if !AMR_MATH_USE_TYPES
#include <stdint.h>
typedef int32_t i32;
typedef int64_t i64;
typedef float r32;
typedef double r64;
typedef int8_t b8;
#endif
#define PI 3.14159265358979323846264338327950288f
#define SQUARE(x) ((x)*(x))
#define TO_RAD(x) ((x)*PI/180.0f)
#define TO_DEG(x) ((x)*180.0f/PI)
#define ABS(x) ((x) > 0 ? (x) : -(x))
#define MIN(x, y) ((x) < (y) ? (y) : (x))
#define MAX(x, y) ((x) > (y) ? (y) : (x))
#define CLAMP(x, lo, hi) ((x) <= (lo) ? (lo) : ((x) >= (hi) ? (hi) : (x)))
union Vec2 {
struct {
r32 x;
r32 y;
};
r32 buffer[2];
};
union Vec3 {
struct {
r32 x;
r32 y;
r32 z;
};
struct {
r32 r;
r32 g;
r32 b;
};
r32 buffer[3];
};
union Vec4 {
struct {
r32 x;
r32 y;
r32 z;
r32 w;
};
r32 buffer[4];
};
union Mat4 {
Vec4 row[4];
r32 array[4][4];
r32 buffer[16];
};
Vec3 calcify_normalize3v(Vec3 v);
Mat4 calcify_init4m(void);
Mat4 calcify_ident4m(void);
Mat4 calcify_multiply4mv(Mat4 a, Mat4 b);
Mat4 calcify_multiply4m(Mat4 a, Mat4 b);
Mat4 calcify_translation_matrix4m(r32 x, r32 y, r32 z);
Mat4 calcify_ortho4m(r32 left, r32 right, r32 top, r32 bot, r32 near, r32 far);
Vec3 calcify_normalize3v(Vec3 v) {
Vec3 res = {};
r32 len = sqrt((v.x*v.x) + (v.y*v.y) + (v.z*v.z));
res = (Vec3){v.x/len, v.y/len, v.z/len};
return res;
}
Mat4 calcify_init4m(void) {
Mat4 res;
memset(&res, 0, sizeof(Mat4));
return res;
}
Mat4 calcify_ident4m(void) {
Mat4 res = calcify_init4m();
res.array[0][0] = 1.0f;
res.array[1][1] = 1.0f;
res.array[2][2] = 1.0f;
res.array[3][3] = 1.0f;
return res;
}
Vec4 calcify_multiply4mv(Mat4 m, Vec4 v) {
Vec4 res = {0};
res.x = 0;
res.y = 0;
res.z = 0;
res.w = 0;
res.x = v.x*m.array[0][0];
res.y = v.x*m.array[0][1];
res.z = v.x*m.array[0][2];
res.w = v.x*m.array[0][3];
res.x += v.y*m.array[1][0];
res.y += v.y*m.array[1][1];
res.z += v.y*m.array[1][2];
res.w += v.y*m.array[1][3];
res.x += v.z*m.array[2][0];
res.y += v.z*m.array[2][1];
res.z += v.z*m.array[2][2];
res.w += v.z*m.array[2][3];
res.x += v.w*m.array[3][0];
res.y += v.w*m.array[3][1];
res.z += v.w*m.array[3][2];
res.w += v.w*m.array[3][3];
return res;
};
Mat4 calcify_multiply4m(Mat4 a, Mat4 b) {
Mat4 res = calcify_init4m();
res.row[0] = calcify_multiply4mv(a, b.row[0]);
res.row[1] = calcify_multiply4mv(a, b.row[1]);
res.row[2] = calcify_multiply4mv(a, b.row[2]);
res.row[3] = calcify_multiply4mv(a, b.row[3]);
return res;
}
Mat4 calcify_translation_matrix4m(r32 x, r32 y, r32 z) {
Mat4 trans = calcify_ident4m();
trans.row[3] = Vec4{x, y, z, 1.0f};
return trans;
};
Mat4 calcify_scaling_matrix4m(r32 x, r32 y) {
Mat4 scale = calcify_ident4m();
scale.array[0][0] = x;
scale.array[1][1] = y;
scale.array[2][2] = 0;
return scale;
}
Mat4 calcify_rotation_matrix4m(r32 angle_radians, Vec3 axis)
{
Mat4 res = calcify_ident4m();
axis = calcify_normalize3v(axis);
r32 cos_theta = cosf(angle_radians);
r32 sin_theta = sinf(angle_radians);
r32 cos_value = 1.0f - cos_theta;
res.array[0][0] = (axis.x * axis.x * cos_value) + cos_theta;
res.array[0][1] = (axis.x * axis.y * cos_value) + (axis.z * sin_theta);
res.array[0][2] = (axis.x * axis.z * cos_value) - (axis.y * sin_theta);
res.array[1][0] = (axis.x * axis.y * cos_value) - (axis.z * sin_theta);
res.array[1][1] = (axis.y * axis.y * cos_value) + cos_theta;
res.array[1][2] = (axis.y * axis.z * cos_value) + (axis.x * sin_theta);
res.array[2][0] = (axis.x * axis.z * cos_value) + (axis.y * sin_theta);
res.array[2][1] = (axis.y * axis.z * cos_value) - (axis.x * sin_theta);
res.array[2][2] = (axis.z * axis.z * cos_value) + cos_value;
return res;
}
Mat4 calcify_ortho4m(r32 left, r32 right, r32 bottom, r32 top, r32 near, r32 far) {
Mat4 res = calcify_init4m();
res.array[0][0] = 2.0f/(right - left);
res.array[1][1] = 2.0f/(top - bottom);
res.array[2][2] = 2.0f/(near - far);
res.array[3][0] = (right + left)/(left - right);
res.array[3][1] = (top + bottom)/(bottom - top);
res.array[3][2] = (far + near)/(near - far);
res.array[3][3] = 1.0f;
return(res);
}
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