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obs-studio/libobs/graphics/matrix4.h
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

106 lines
3.0 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/>.
******************************************************************************/
#pragma once
#include "vec3.h"
#include "vec4.h"
#include "axisang.h"
/* 4x4 Matrix */
#ifdef __cplusplus
extern "C" {
#endif
struct matrix3;
struct matrix4 {
struct vec4 x, y, z, t;
};
static inline void matrix4_copy(struct matrix4 *dst, const struct matrix4 *m)
{
dst->x.m = m->x.m;
dst->y.m = m->y.m;
dst->z.m = m->z.m;
dst->t.m = m->t.m;
}
static inline void matrix4_identity(struct matrix4 *dst)
{
vec4_zero(&dst->x);
vec4_zero(&dst->y);
vec4_zero(&dst->z);
vec4_zero(&dst->t);
dst->x.x = 1.0f;
dst->y.y = 1.0f;
dst->z.z = 1.0f;
dst->t.w = 1.0f;
}
EXPORT void matrix4_from_matrix3(struct matrix4 *dst, const struct matrix3 *m);
EXPORT void matrix4_from_quat(struct matrix4 *dst, const struct quat *q);
EXPORT void matrix4_from_axisang(struct matrix4 *dst,
const struct axisang *aa);
EXPORT void matrix4_mul(struct matrix4 *dst, const struct matrix4 *m1,
const struct matrix4 *m2);
EXPORT float matrix4_determinant(const struct matrix4 *m);
EXPORT void matrix4_translate3v(struct matrix4 *dst, const struct matrix4 *m,
const struct vec3 *v);
EXPORT void matrix4_translate4v(struct matrix4 *dst, const struct matrix4 *m,
const struct vec4 *v);
EXPORT void matrix4_rotate(struct matrix4 *dst, const struct matrix4 *m,
const struct quat *q);
EXPORT void matrix4_rotate_aa(struct matrix4 *dst, const struct matrix4 *m,
const struct axisang *aa);
EXPORT void matrix4_scale(struct matrix4 *dst, const struct matrix4 *m,
const struct vec3 *v);
EXPORT bool matrix4_inv(struct matrix4 *dst, const struct matrix4 *m);
EXPORT void matrix4_transpose(struct matrix4 *dst, const struct matrix4 *m);
static inline void matrix4_translate3f(struct matrix4 *dst,
const struct matrix4 *m, float x, float y, float z)
{
struct vec3 v;
vec3_set(&v, x, y, z);
matrix4_translate3v(dst, m, &v);
}
static inline void matrix4_rotate_aa4f(struct matrix4 *dst,
const struct matrix4 *m, float x, float y, float z, float rot)
{
struct axisang aa;
axisang_set(&aa, x, y, z, rot);
matrix4_rotate_aa(dst, m, &aa);
}
static inline void matrix4_scale3f(struct matrix4 *dst,
const struct matrix4 *m, float x, float y, float z)
{
struct vec3 v;
vec3_set(&v, x, y, z);
matrix4_scale(dst, m, &v);
}
#ifdef __cplusplus
}
#endif