#include "linear_alg.h" #include vec3_t vec3_sub(vec3_t v, vec3_t u) { return (vec3_t) { v.x - u.x, v.y - u.y, v.z - u.z }; } float vec3_len(vec3_t v) { return sqrtf(v.x * v.x + v.y * v.y + v.z * v.z); } vec3_t vec3_norm(vec3_t v) { const float l = vec3_len(v); return (vec3_t) { v.x / l, v.y / l, v.z / l }; } float vec3_dot(vec3_t v, vec3_t u) { return v.x * u.x + v.y * u.y + v.z * u.z; } vec3_t vec3_cross(vec3_t v, vec3_t u) { return (vec3_t) { v.y * u.z - v.z * u.y, v.z * u.x - v.x * u.z, v.x * u.y - v.y * u.x, }; } mat4_t mat4_mul(mat4_t m, mat4_t n) { #define ELEM(i, j) m.x.i *n.j.x + m.y.i *n.j.y + m.z.i *n.j.z + m.w.i *n.j.w return (mat4_t) { { ELEM(x, x), ELEM(y, x), ELEM(z, x), ELEM(w, x) }, { ELEM(x, y), ELEM(y, y), ELEM(z, y), ELEM(w, y) }, { ELEM(x, z), ELEM(y, z), ELEM(z, z), ELEM(w, z) }, { ELEM(x, w), ELEM(y, w), ELEM(z, w), ELEM(w, w) }, }; #undef ELEM } mat4_t mat4_lookat(vec3_t camera, vec3_t target, vec3_t up) { const vec3_t s = vec3_sub(target, camera); const vec3_t s_hat = vec3_norm(s); const vec3_t u_hat = vec3_norm(vec3_cross(up, s_hat)); const vec3_t v_hat = vec3_cross(s_hat, u_hat); return (mat4_t) { { u_hat.x, v_hat.x, s_hat.x, 0 }, { u_hat.y, v_hat.y, s_hat.y, 0 }, { u_hat.z, v_hat.z, s_hat.z, 0 }, { -vec3_dot(u_hat, camera), -vec3_dot(v_hat, camera), -vec3_dot(s_hat, camera), 1, }, }; } mat4_t mat4_perspective(float aspect, float fov, float near, float far) { const float r = 2 * near * tanf(fov / 2); const float t = r * aspect; return (mat4_t) { { near / t, 0, 0, 0 }, { 0, -near / r, 0, 0 }, { 0, 0, far / (far - near), 1 }, { 0, 0, -far * near / (far - near), 0 }, }; }