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obs-studio/libobs/graphics/vec4.c
jp9000 1c2a0524b7 Change graphics subsystem to 4x4 matrices
4x4 matrices aren't as optimal, but are much more sensible to handle
when you want to do more advanced stuff like scaling, skewing, or
inversion.
2014-06-14 23:17:04 -07:00

43 lines
1.3 KiB
C

/******************************************************************************
Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
#include "vec4.h"
#include "vec3.h"
#include "matrix4.h"
void vec4_from_vec3(struct vec4 *dst, const struct vec3 *v)
{
dst->m = v->m;
dst->w = 1.0f;
}
void vec4_transform(struct vec4 *dst, const struct vec4 *v,
const struct matrix4 *m)
{
struct vec4 temp;
struct matrix4 transpose;
matrix4_transpose(&transpose, m);
temp.x = vec4_dot(&transpose.x, v);
temp.y = vec4_dot(&transpose.y, v);
temp.z = vec4_dot(&transpose.z, v);
temp.w = vec4_dot(&transpose.t, v);
vec4_copy(dst, &temp);
}