#pragma once #include "math.h" #include "gryphn_vec3.h" typedef struct gnMat4x4 { float mat[4][4]; } gnMat4x4; typedef gnMat4x4 gnMat4; static inline const gnMat4x4 gnIdentity() { return (gnMat4x4){ .mat = { { 1.0f, 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 1.0f, 0.0f }, { 0.0f, 0.0f, 0.0f, 1.0f } } }; } static inline const gnMat4x4 gnOrthographic( float left, float right, float top, float bottom, float near, float far ) { return (gnMat4x4){ .mat = { { (2)/(right-left), 0.0f, 0.0f, -((right+left)/(right-left)) }, { 0.0f, 2/(top-bottom), 0.0f, -((top+bottom)/(top-bottom)) }, { 0.0f, 0.0f, -2/(far-near), -((far+near)/(far-near)) }, { 0.0f, 0.0f, 0.0f, 1.0f } } }; } static inline const gnMat4x4 gnProjection( float fov, float aspect, float near, float far ) { float f = 1.0f / tan(fov * 0.5f); return (gnMat4x4){ .mat = { { f / aspect, 0.0f, 0.0f, 0.0f }, { 0.0f , f , 0.0f, 0.0f }, { 0.0f , 0.0f, (far + near) / (near - far), -1.0f }, { 0.0f , 0.0f, (2 * far * near) / (near - far), 0.0f } } }; } static inline const gnMat4x4 gnTranslate(gnVec3 translation) { return (gnMat4x4) { .mat = { { 1.0f, 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 1.0f, 0.0f }, { translation.x, translation.y, translation.z, 1.0f } } }; } static inline const gnMat4x4 gnRotate(gnVec3 axis, float rotation) { float c = cos(rotation), s = sin(rotation); axis = gnVec3Normalize(axis); gnVec3 temp = { ((1.0f - c) * axis.x), ((1.0f - c) * axis.y), ((1.0f - c) * axis.z) }; gnMat4 rotate = { .mat = { { c + temp.x * axis.x, temp.x * axis.y + s * axis.z, temp.x * axis.z - s * axis.y, 0.0f }, { temp.y * axis.x - s * axis.z, c + temp.y * axis.y, temp.y * axis.z + s * axis.x, 0.0f }, { temp.z * axis.x + s * axis.y, temp.z * axis.y - s * axis.x, c + temp.z * axis.z, 0.0f }, { 0.0f, 0.0f, 0.0f, 1.0f }, } }; return rotate; } // used GLMs lookAtLH from /glm/ext/matrix_transform.inl as a base static inline const gnMat4x4 gnLookAt(gnVec3 eye, gnVec3 center, gnVec3 up) { const gnVec3 f = gnVec3Normalize(gnVec3Subtract(center, eye)); const gnVec3 s = gnVec3Normalize(gnVec3Cross(f, up)); const gnVec3 u = gnVec3Cross(s, f); return (gnMat4x4) { .mat = { { s.x, u.x, -f.x, 0.0f }, { s.y, u.y, -f.y, 0.0f }, { s.z, u.z, -f.z, 0.0f }, { -gnVec3Dot(s, eye), -gnVec3Dot(u, eye), gnVec3Dot(f, eye), 1.0f } } }; }