* mcgarvey@eng.utah.edu
*/
-#ifndef __MAT_H__
-#define __MAT_H__
+#ifndef _MAT_H_
+#define _MAT_H_
#include "common.h"
#include "vec.h"
/*
* Initialize a matrix with individual components, row by row.
*/
-__fast__
+INLINE_MAYBE
void mat_init(mat_t* m, scal_t m11, scal_t m12, scal_t m13, scal_t m14,
scal_t m21, scal_t m22, scal_t m23, scal_t m24,
scal_t m31, scal_t m32, scal_t m33, scal_t m34,
/*
* Create a new matrix with individual components, row by row.
*/
-__fast__
+INLINE_MAYBE
mat_t mat_new(scal_t m11, scal_t m12, scal_t m13, scal_t m14,
scal_t m21, scal_t m22, scal_t m23, scal_t m24,
scal_t m31, scal_t m32, scal_t m33, scal_t m34,
/*
* Create a new matrix with four column vectors.
*/
-__fast__
+INLINE_MAYBE
mat_t mat_new2(vec_t a, vec_t b, vec_t c, vec_t d)
{
mat_t m;
S(0.0), S(0.0), S(0.0), S(1.0))
+/*
+ * Get a column vector (can also access the vector array directly).
+ */
+INLINE_MAYBE
+vec_t mat_col(mat_t m, int i)
+{
+ return m.v[i];
+}
+
+/*
+ * Get a row vector.
+ */
+INLINE_MAYBE
+vec_t mat_row(mat_t m, int i)
+{
+ switch (i) {
+ case 0:
+ return vec_new2(m.v[0].x, m.v[1].x, m.v[2].x, m.v[3].x);
+ case 1:
+ return vec_new2(m.v[0].y, m.v[1].y, m.v[2].y, m.v[3].y);
+ case 2:
+ return vec_new2(m.v[0].z, m.v[1].z, m.v[2].z, m.v[3].z);
+ case 3:
+ return vec_new2(m.v[0].w, m.v[1].w, m.v[2].w, m.v[3].w);
+ }
+}
+
+
+/*
+ * Print the matrix to stdout.
+ */
+INLINE_MAYBE
+void mat_print(mat_t m)
+{
+ printf("|");
+ vec_print(mat_row(m, 0));
+ printf("|\n|");
+ vec_print(mat_row(m, 1));
+ printf("|\n|");
+ vec_print(mat_row(m, 2));
+ printf("|\n|");
+ vec_print(mat_row(m, 3));
+ printf("|");
+}
+
+
+/*
+ * Multiply two matrices together.
+ */
+INLINE_MAYBE
+mat_t mat_mult(mat_t a, mat_t b)
+{
+#define _DOT(I,J) vec_dot2(mat_row(a,I), mat_col(b,J))
+ return mat_new(_DOT(0,0), _DOT(0,1), _DOT(0,2), _DOT(0,3),
+ _DOT(1,0), _DOT(1,1), _DOT(1,2), _DOT(1,3),
+ _DOT(2,0), _DOT(2,1), _DOT(2,2), _DOT(2,3),
+ _DOT(3,0), _DOT(3,1), _DOT(3,2), _DOT(3,3));
+#undef _DOT
+}
+
+/*
+ * Transform a vector using a matrix.
+ */
+INLINE_MAYBE
+vec_t mat_apply(mat_t m, vec_t v)
+{
+ return vec_new2(vec_dot2(v,mat_row(m,0)),
+ vec_dot2(v,mat_row(m,1)),
+ vec_dot2(v,mat_row(m,2)),
+ vec_dot2(v,mat_row(m,3)));
+}
+
+
/*
* Create a new translate matrix.
*/
-__fast__
+INLINE_MAYBE
mat_t MAT_TRANSLATE(scal_t x, scal_t y, scal_t z)
{
return mat_new(S(1.0), S(0.0), S(0.0), x,
S(0.0), S(0.0), S(0.0), S(1.0));
}
+/*
+ * Create a new translate matrix from a vector.
+ */
+INLINE_MAYBE
+mat_t MAT_TRANSLATE2(vec_t v)
+{
+ return MAT_TRANSLATE(v.x, v.y, v.z);
+}
+
/*
* Create a new scale matrix.
*/
-__fast__
+INLINE_MAYBE
mat_t MAT_SCALE(scal_t x, scal_t y, scal_t z)
{
- return mat_new( x, S(0.0), S(0.0), S(0.0),
- S(0.0), y, S(0.0), S(0.0),
- S(0.0), S(0.0), z, S(0.0),
- S(0.0), S(0.0), S(0.0), S(1.0));
+ return mat_new(x, S(0.0), S(0.0), S(0.0),
+ S(0.0), y, S(0.0), S(0.0),
+ S(0.0), S(0.0), z, S(0.0),
+ S(0.0), S(0.0), S(0.0), S(1.0));
}
/*
- * Create a rotation matrix (around the Z axis).
+ * Create a new scale matrix from a vector.
+ */
+INLINE_MAYBE
+mat_t MAT_SCALE2(vec_t v)
+{
+ return MAT_SCALE(v.x, v.y, v.z);
+}
+
+/*
+ * Create a rotation matrix (around the X axis).
*/
-__fast__
-mat_t MAT_ROTATE_Z(scal_t a)
+INLINE_MAYBE
+mat_t MAT_ROTATE_X(scal_t theta)
{
- scal_t sin_a = scal_sin(a);
- scal_t cos_a = scal_cos(a);
- return mat_new( cos_a, -sin_a, S(0.0), S(0.0),
- sin_a, cos_a, S(0.0), S(0.0),
- S(0.0), S(0.0), S(1.0), S(0.0),
+ scal_t sin_a = scal_sin(theta);
+ scal_t cos_a = scal_cos(theta);
+ return mat_new(S(1.0), S(0.0), S(0.0), S(0.0),
+ S(0.0), cos_a, -sin_a, S(0.0),
+ S(0.0), sin_a, cos_a, S(0.0),
S(0.0), S(0.0), S(0.0), S(1.0));
}
/*
- * Create a 2D orthogonal projection matrix.
+ * Create a rotation matrix (around the Y axis).
*/
-__fast__
-mat_t MAT_ORTHO(scal_t left, scal_t right, scal_t bottom, scal_t top)
+INLINE_MAYBE
+mat_t MAT_ROTATE_Y(scal_t theta)
{
- scal_t rml = right - left;
- scal_t rpl = right + left;
- scal_t tmb = top - bottom;
- scal_t tpb = top + bottom;
- return mat_new(S(2.0) / rml, S(0.0), S(0.0), -rpl / rml,
- S(0.0), S(2.0) / tmb, S(0.0), -tpb / tmb,
- S(0.0), S(0.0), S(-1.0), S(0.0),
- S(0.0), S(0.0), S(0.0), S(1.0));
+ scal_t sin_a = scal_sin(theta);
+ scal_t cos_a = scal_cos(theta);
+ return mat_new(cos_a, S(0.0), sin_a, S(0.0),
+ S(0.0), S(1.0), S(0.0), S(0.0),
+ -sin_a, S(0.0), cos_a, S(0.0),
+ S(0.0), S(0.0), S(0.0), S(1.0));
}
/*
- * Create a viewport matrix.
+ * Create a rotation matrix (around the Z axis).
*/
-__fast__
-mat_t MAT_VIEWPORT(int x, int y, unsigned w, unsigned h)
+INLINE_MAYBE
+mat_t MAT_ROTATE_Z(scal_t theta)
{
- scal_t xs = (scal_t)x;
- scal_t ys = (scal_t)y;
- scal_t ws = (scal_t)w / S(2.0);
- scal_t hs = (scal_t)h / S(2.0);
- return mat_new( ws, S(0.0), S(0.0), ws + xs,
- S(0.0), hs, S(0.0), hs + ys,
- S(0.0), S(0.0), S(1.0), S(0.0),
- S(0.0), S(0.0), S(0.0), S(1.0));
+ scal_t sin_a = scal_sin(theta);
+ scal_t cos_a = scal_cos(theta);
+ return mat_new(cos_a, -sin_a, S(0.0), S(0.0),
+ sin_a, cos_a, S(0.0), S(0.0),
+ S(0.0), S(0.0), S(1.0), S(0.0),
+ S(0.0), S(0.0), S(0.0), S(1.0));
}
+/*
+ * Create a rotation matrix (around an arbitrary axis).
+ */
+INLINE_MAYBE
+mat_t MAT_ROTATE(scal_t theta, scal_t x, scal_t y, scal_t z)
+{
+ /*
+ * This code is an implementation of an algorithm described by Glenn
+ * Murray at http://inside.mines.edu/~gmurray/ArbitraryAxisRotation/
+ */
+ vec_t v = vec_normalize(vec_new(x, y, z));
+ x = v.x;
+ y = v.y;
+ z = v.z;
+ scal_t sin_a = scal_sin(theta);
+ scal_t cos_a = scal_cos(theta);
+ scal_t x2 = x * x;
+ scal_t y2 = y * y;
+ scal_t z2 = z * z;
+ return mat_new(x2+(S(1.0)-x2)*cos_a, x*y*(S(1.0)-cos_a)-z*sin_a, x*z*(S(1.0)-cos_a)+y*sin_a, S(0.0),
+ x*y*(S(1.0)-cos_a)+z*sin_a, y2+(S(1.0)-y2)*cos_a, y*z*(S(1.0)-cos_a)-y*sin_a, S(0.0),
+ x*z*(S(1.0)-cos_a)-y*sin_a, y*z*(S(1.0)-cos_a)+x*sin_a, z2+(S(1.0)-z2)*cos_a, S(0.0),
+ S(0.0), S(0.0), S(0.0), S(1.0));
+}
/*
- * Get a column vector (can also access the vector array directly).
+ * Create a view matrix based on eye, spot, and an up vector.
*/
-__fast__
-vec_t mat_col(mat_t m, int i)
+INLINE_MAYBE
+mat_t MAT_LOOKAT(vec_t eye, vec_t spot, vec_t up)
{
- return m.v[i];
+ vec_t f = vec_normalize(vec_sub(spot, eye));
+ vec_t s = vec_normalize(vec_cross(f, up));
+ vec_t u = vec_cross(s, f);
+ return mat_mult(mat_new(s.x, s.y, s.z, S(0.0),
+ u.x, u.y, u.z, S(0.0),
+ -f.x, -f.y, -f.z, S(0.0),
+ S(0.0), S(0.0), S(0.0), S(1.0)), MAT_TRANSLATE2(vec_neg(eye)));
}
/*
- * Get a row vector.
+ * Create a 3D orthogonal projection matrix.
*/
-__fast__
-vec_t mat_row(mat_t m, int i)
+INLINE_MAYBE
+mat_t MAT_ORTHO(scal_t left, scal_t right,
+ scal_t bottom, scal_t top,
+ scal_t near, scal_t far)
{
- switch (i) {
- case 0:
- return vec_new2(m.v[0].x, m.v[1].x, m.v[2].x, m.v[3].x);
- case 1:
- return vec_new2(m.v[0].y, m.v[1].y, m.v[2].y, m.v[3].y);
- case 2:
- return vec_new2(m.v[0].z, m.v[1].z, m.v[2].z, m.v[3].z);
- case 3:
- return vec_new2(m.v[0].w, m.v[1].w, m.v[2].w, m.v[3].w);
- }
+ scal_t rml = right - left;
+ scal_t rpl = right + left;
+ scal_t tmb = top - bottom;
+ scal_t tpb = top + bottom;
+ scal_t fmn = far - near;
+ scal_t fpn = far + near;
+ return mat_new(S(2.0)/rml, S(0.0), S(0.0), -rpl / rml,
+ S(0.0), S(2.0)/tmb, S(0.0), -tpb / tmb,
+ S(0.0), S(0.0), S(-2.0)/fmn, -fpn / fmn,
+ S(0.0), S(0.0), S(0.0), S(1.0));
}
+/*
+ * Create a frustum-based projection matrix.
+ */
+INLINE_MAYBE
+mat_t MAT_FRUSTUM(scal_t left, scal_t right,
+ scal_t bottom, scal_t top,
+ scal_t near, scal_t far)
+{
+ scal_t rml = right - left;
+ scal_t rpl = right + left;
+ scal_t tmb = top - bottom;
+ scal_t tpb = top + bottom;
+ scal_t fmn = far - near;
+ scal_t fpn = far + near;
+ scal_t n2 = near * S(2.0);
+ return mat_new(n2/rml, S(0.0), rpl/rml, S(0.0),
+ S(0.0), n2/tmb, tpb/tmb, S(0.0),
+ S(0.0), S(0.0), -fpn/fmn, -n2*far/fmn,
+ S(0.0), S(0.0), S(-1.0), S(0.0));
+}
/*
- * Multiply two matrices together.
+ * Create a perspective projection matrix.
*/
-__fast__
-mat_t mat_mult(mat_t a, mat_t b)
+INLINE_MAYBE
+mat_t MAT_PERSPECTIVE(scal_t fovy, scal_t aspect, scal_t near, scal_t far)
{
-#define _DOT(I,J) vec_dot(mat_row(a,I), mat_col(b,J))
- return mat_new(_DOT(0,0), _DOT(0,1), _DOT(0,2), _DOT(0,3),
- _DOT(1,0), _DOT(1,1), _DOT(1,2), _DOT(1,3),
- _DOT(2,0), _DOT(2,1), _DOT(2,2), _DOT(2,3),
- _DOT(3,0), _DOT(3,1), _DOT(3,2), _DOT(3,3));
-#undef _DOT
+ scal_t top = near * scal_tan(fovy * S(0.5));
+ scal_t bottom = -top;
+ scal_t left = bottom * aspect;
+ scal_t right = top * aspect;
+ return MAT_FRUSTUM(left, right, bottom, top, near, far);
}
/*
- * Transform a vector using a matrix.
+ * Create a viewport matrix.
*/
-__fast__
-vec_t mat_apply(mat_t m, vec_t v)
+INLINE_MAYBE
+mat_t MAT_VIEWPORT(int x, int y, int w, int h)
{
- return vec_new2(vec_dot(v,mat_row(m,0)),
- vec_dot(v,mat_row(m,1)),
- vec_dot(v,mat_row(m,2)),
- vec_dot(v,mat_row(m,3)));
+ scal_t xs = (scal_t)x;
+ scal_t ys = (scal_t)y;
+ scal_t ws = (scal_t)w * S(0.5);
+ scal_t hs = (scal_t)h * S(0.5);
+ return mat_new(ws, S(0.0), S(0.0), ws+xs,
+ S(0.0), hs, S(0.0), hs+ys,
+ S(0.0), S(0.0), S(1.0), S(0.0),
+ S(0.0), S(0.0), S(0.0), S(1.0));
}
-#endif // __MAT_H__
+#endif // _MAT_H_