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Turn matrix_4x4_lookat into macro, remove matrix_4x4.c
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@ -776,7 +776,6 @@ OBJ += gfx/video_context_driver.o \
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$(LIBRETRO_COMM_DIR)/gfx/math/vector_2.o \
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$(LIBRETRO_COMM_DIR)/gfx/math/vector_3.o \
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$(LIBRETRO_COMM_DIR)/gfx/math/vector_4.o \
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$(LIBRETRO_COMM_DIR)/gfx/math/matrix_4x4.o \
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$(LIBRETRO_COMM_DIR)/gfx/math/matrix_3x3.o
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ifeq ($(HAVE_KMS), 1)
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@ -276,7 +276,7 @@ static void fft_render(glfft_t *fft, GLuint backbuffer, unsigned width, unsigned
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printf("center %.2f %.2f %.2f\n", center[0], center[1], center[2]);
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printf("up %.2f %.2f %.2f\n", up[0], up[1], up[2]);
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#endif
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matrix_4x4_lookat(&mvp_lookat, eye, center, up);
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matrix_4x4_lookat(mvp_lookat, eye, center, up);
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#ifdef GLM_USE_DEBUG
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printf("mvp_lookat: \n %.2f, %.2f, %.2f, %.2f \n %.2f, %.2f, %.2f, %.2f \n %.2f, %.2f, %.2f, %.2f \n %.2f, %.2f, %.2f, %.2f \n\n",
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MAT_ELEM_4X4(mvp_lookat, 0, 0),
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@ -281,7 +281,6 @@ VIDEO IMAGE
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VIDEO DRIVER
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============================================================ */
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#include "../libretro-common/gfx/math/matrix_4x4.c"
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#include "../libretro-common/gfx/math/matrix_3x3.c"
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#include "../libretro-common/gfx/math/vector_2.c"
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#include "../libretro-common/gfx/math/vector_3.c"
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@ -1,65 +0,0 @@
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/* Copyright (C) 2010-2017 The RetroArch team
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*
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* ---------------------------------------------------------------------------------------
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* The following license statement only applies to this file (matrix_4x4.c).
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* ---------------------------------------------------------------------------------------
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*
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* Permission is hereby granted, free of charge,
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* to any person obtaining a copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
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* and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include <string.h>
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#include <math.h>
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#include <gfx/math/matrix_4x4.h>
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#include <gfx/math/vector_3.h>
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void matrix_4x4_lookat(math_matrix_4x4 *out,
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vec3_t eye,
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vec3_t center,
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vec3_t up)
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{
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vec3_t zaxis; /* the "forward" vector */
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vec3_t xaxis; /* the "right" vector */
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vec3_t yaxis; /* the "up" vector */
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vec3_copy(&zaxis[0], center);
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vec3_subtract(&zaxis[0], eye);
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vec3_normalize(&zaxis[0]);
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vec3_cross(&xaxis[0], &zaxis[0], up);
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vec3_normalize(&xaxis[0]);
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vec3_cross(&yaxis[0], &xaxis[0], zaxis);
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MAT_ELEM_4X4(*out, 0, 0) = xaxis[0];
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MAT_ELEM_4X4(*out, 0, 1) = yaxis[0];
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MAT_ELEM_4X4(*out, 0, 2) = -zaxis[0];
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MAT_ELEM_4X4(*out, 0, 3) = 0.0;
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MAT_ELEM_4X4(*out, 1, 0) = xaxis[1];
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MAT_ELEM_4X4(*out, 1, 1) = yaxis[1];
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MAT_ELEM_4X4(*out, 1, 2) = -zaxis[1];
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MAT_ELEM_4X4(*out, 1, 3) = 0.0f;
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MAT_ELEM_4X4(*out, 2, 0) = xaxis[2];
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MAT_ELEM_4X4(*out, 2, 1) = yaxis[2];
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MAT_ELEM_4X4(*out, 2, 2) = -zaxis[2];
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MAT_ELEM_4X4(*out, 2, 3) = 0.0f;
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MAT_ELEM_4X4(*out, 3, 0) = -(xaxis[0] * eye[0] + xaxis[1] * eye[1] + xaxis[2] * eye[2]);
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MAT_ELEM_4X4(*out, 3, 1) = -(yaxis[0] * eye[0] + yaxis[1] * eye[1] + yaxis[2] * eye[2]);
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MAT_ELEM_4X4(*out, 3, 2) = -(zaxis[0] * eye[0] + zaxis[1] * eye[1] + zaxis[2] * eye[2]);
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MAT_ELEM_4X4(*out, 3, 3) = 1.f;
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}
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@ -207,10 +207,34 @@ typedef struct math_matrix_4x4
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MAT_ELEM_4X4(mat, 3, 3) = 1.0f; \
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}
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void matrix_4x4_lookat(math_matrix_4x4 *out,
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vec3_t eye,
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vec3_t center,
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vec3_t up);
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#define matrix_4x4_lookat(out, eye, center, up) \
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{ \
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vec3_t zaxis; /* the "forward" vector */ \
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vec3_t xaxis; /* the "right" vector */ \
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vec3_t yaxis; /* the "up" vector */ \
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vec3_copy(&zaxis[0], center); \
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vec3_subtract(&zaxis[0], eye); \
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vec3_normalize(&zaxis[0]); \
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vec3_cross(&xaxis[0], &zaxis[0], up); \
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vec3_normalize(&xaxis[0]); \
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vec3_cross(&yaxis[0], &xaxis[0], zaxis); \
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MAT_ELEM_4X4(out, 0, 0) = xaxis[0]; \
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MAT_ELEM_4X4(out, 0, 1) = yaxis[0]; \
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MAT_ELEM_4X4(out, 0, 2) = -zaxis[0]; \
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MAT_ELEM_4X4(out, 0, 3) = 0.0; \
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MAT_ELEM_4X4(out, 1, 0) = xaxis[1]; \
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MAT_ELEM_4X4(out, 1, 1) = yaxis[1]; \
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MAT_ELEM_4X4(out, 1, 2) = -zaxis[1]; \
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MAT_ELEM_4X4(out, 1, 3) = 0.0f; \
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MAT_ELEM_4X4(out, 2, 0) = xaxis[2]; \
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MAT_ELEM_4X4(out, 2, 1) = yaxis[2]; \
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MAT_ELEM_4X4(out, 2, 2) = -zaxis[2]; \
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MAT_ELEM_4X4(out, 2, 3) = 0.0f; \
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MAT_ELEM_4X4(out, 3, 0) = -(xaxis[0] * eye[0] + xaxis[1] * eye[1] + xaxis[2] * eye[2]); \
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MAT_ELEM_4X4(out, 3, 1) = -(yaxis[0] * eye[0] + yaxis[1] * eye[1] + yaxis[2] * eye[2]); \
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MAT_ELEM_4X4(out, 3, 2) = -(zaxis[0] * eye[0] + zaxis[1] * eye[1] + zaxis[2] * eye[2]); \
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MAT_ELEM_4X4(out, 3, 3) = 1.f; \
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}
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/*
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* Multiplies a with b, stores the result in out
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