#include "vec.h" #include "constants.h" M4x4f lookat(V3f eye, V3f target, V3f up) { V3f z = V3(V3f, f32, target.x, target.y, target.z, eye.x, eye.y, eye.z); normalise_v3(z); V3f x = cross_product(up, z); normalise_v3(x); V3f y = cross_product(z, x); normalise_v3(y); M4x4f rotation = mat4x4_identity; rotation.row0.x = x.x; rotation.row0.y = x.y; rotation.row0.z = x.z; rotation.row1.x = y.x; rotation.row1.y = y.y; rotation.row1.z = y.z; rotation.row2.x = z.x; rotation.row2.y = z.y; rotation.row2.z = z.z; M4x4f translation = mat4x4_identity; translation.row0.w = -(eye.x); translation.row1.w = -(eye.y); translation.row2.w = -(eye.z); return mat4x4_mul(rotation, translation); } M4x4f projection(f32 coeff) { // clang-format off return (M4x4f){ .row0 = {1.0f, 0.0f, 0.0f, 0.0f}, .row1 = {0.0f, 1.0f, 0.0f, 0.0f}, .row2 = {0.0f, 0.0f, 1.0f, 0.0f}, .row3 = {0.0f, 0.0f, coeff, 1.0f}, }; // clang-format on } M4x4f viewport(f32 x, f32 y, u64 w, u64 h) { M4x4f output = mat4x4_identity; f32 half_width = (f32)w * 0.5f; f32 half_height = (f32)h * 0.5f; f32 half_depth = (f32)DEPTH_MAX * 0.5f; output.row0.x = half_width; output.row0.w = x + half_width; output.row1.y = half_height; output.row1.w = y + half_height; output.row2.z = output.row2.w = half_depth; return output; } M3x3f mat3x3_inv(M3x3f matrix) { M3x3f dest = {0}; float det; float a = matrix.rows[0].elements[0], b = matrix.rows[0].elements[1], c = matrix.rows[0].elements[2], d = matrix.rows[1].elements[0], e = matrix.rows[1].elements[1], f = matrix.rows[1].elements[2], g = matrix.rows[2].elements[0], h = matrix.rows[2].elements[1], i = matrix.rows[2].elements[2]; dest.rows[0].elements[0] = e * i - f * h; dest.rows[0].elements[1] = -(b * i - h * c); dest.rows[0].elements[2] = b * f - e * c; dest.rows[1].elements[0] = -(d * i - g * f); dest.rows[1].elements[1] = a * i - c * g; dest.rows[1].elements[2] = -(a * f - d * c); dest.rows[2].elements[0] = d * h - g * e; dest.rows[2].elements[1] = -(a * h - g * b); dest.rows[2].elements[2] = a * e - b * d; det = 1.0f / (a * dest.rows[0].elements[0] + b * dest.rows[1].elements[0] + c * dest.rows[2].elements[0]); dest.rows[0].elements[0] *= det; dest.rows[0].elements[1] *= det; dest.rows[0].elements[2] *= det; dest.rows[1].elements[0] *= det; dest.rows[1].elements[1] *= det; dest.rows[1].elements[2] *= det; dest.rows[2].elements[0] *= det; dest.rows[2].elements[1] *= det; dest.rows[2].elements[2] *= det; return dest; } M4x4f mat4x4_inv(M4x4f matrix) { f32 mat[4][4] = mat4x4_to_array(matrix); f32 dest[4][4] = {0}; f32 t[6]; f32 det; f32 a = mat[0][0], b = mat[0][1], c = mat[0][2], d = mat[0][3], e = mat[1][0], f = mat[1][1], g = mat[1][2], h = mat[1][3], i = mat[2][0], j = mat[2][1], k = mat[2][2], l = mat[2][3], m = mat[3][0], n = mat[3][1], o = mat[3][2], p = mat[3][3]; t[0] = k * p - o * l; t[1] = j * p - n * l; t[2] = j * o - n * k; t[3] = i * p - m * l; t[4] = i * o - m * k; t[5] = i * n - m * j; dest[0][0] = f * t[0] - g * t[1] + h * t[2]; dest[1][0] = -(e * t[0] - g * t[3] + h * t[4]); dest[2][0] = e * t[1] - f * t[3] + h * t[5]; dest[3][0] = -(e * t[2] - f * t[4] + g * t[5]); dest[0][1] = -(b * t[0] - c * t[1] + d * t[2]); dest[1][1] = a * t[0] - c * t[3] + d * t[4]; dest[2][1] = -(a * t[1] - b * t[3] + d * t[5]); dest[3][1] = a * t[2] - b * t[4] + c * t[5]; t[0] = g * p - o * h; t[1] = f * p - n * h; t[2] = f * o - n * g; t[3] = e * p - m * h; t[4] = e * o - m * g; t[5] = e * n - m * f; dest[0][2] = b * t[0] - c * t[1] + d * t[2]; dest[1][2] = -(a * t[0] - c * t[3] + d * t[4]); dest[2][2] = a * t[1] - b * t[3] + d * t[5]; dest[3][2] = -(a * t[2] - b * t[4] + c * t[5]); t[0] = g * l - k * h; t[1] = f * l - j * h; t[2] = f * k - j * g; t[3] = e * l - i * h; t[4] = e * k - i * g; t[5] = e * j - i * f; dest[0][3] = -(b * t[0] - c * t[1] + d * t[2]); dest[1][3] = a * t[0] - c * t[3] + d * t[4]; dest[2][3] = -(a * t[1] - b * t[3] + d * t[5]); dest[3][3] = a * t[2] - b * t[4] + c * t[5]; det = 1.0f / (a * dest[0][0] + b * dest[1][0] + c * dest[2][0] + d * dest[3][0]); dest[0][0] *= det; dest[0][1] *= det; dest[0][2] *= det; dest[0][3] *= det; dest[1][0] *= det; dest[1][1] *= det; dest[1][2] *= det; dest[1][3] *= det; dest[2][0] *= det; dest[2][1] *= det; dest[2][2] *= det; dest[2][3] *= det; dest[3][0] *= det; dest[3][1] *= det; dest[3][2] *= det; dest[3][3] *= det; return array_to_mat4x4(dest); }