/* * Copyright (c), Recep Aslantas. * * MIT License (MIT), http://opensource.org/licenses/MIT * Full license can be found in the LICENSE file */ /* Macros: GLM_MAT2X4_ZERO_INIT GLM_MAT2X4_ZERO Functions: CGLM_INLINE void glm_mat2x4_copy(mat2x4 mat, mat2x4 dest); CGLM_INLINE void glm_mat2x4_zero(mat2x4 mat); CGLM_INLINE void glm_mat2x4_make(float * __restrict src, mat2x4 dest); CGLM_INLINE void glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat2 dest); CGLM_INLINE void glm_mat2x4_mulv(mat2x4 m, vec4 v, vec2 dest); CGLM_INLINE void glm_mat2x4_transpose(mat2x4 m, mat4x2 dest); CGLM_INLINE void glm_mat2x4_scale(mat2x4 m, float s); */ #ifndef cglm_mat2x4_h #define cglm_mat2x4_h #include "common.h" #include "vec4.h" #define GLM_MAT2X4_ZERO_INIT {{0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f, 0.0f}} /* for C only */ #define GLM_MAT2X4_ZERO GLM_MAT2X4_ZERO_INIT /*! * @brief copy all members of [mat] to [dest] * * @param[in] mat source * @param[out] dest destination */ CGLM_INLINE void glm_mat2x4_copy(mat2x4 mat, mat2x4 dest) { glm_vec4_ucopy(mat[0], dest[0]); glm_vec4_ucopy(mat[1], dest[1]); } /*! * @brief make given matrix zero. * * @param[in, out] mat matrix */ CGLM_INLINE void glm_mat2x4_zero(mat2x4 mat) { CGLM_ALIGN_MAT mat2x4 t = GLM_MAT2X4_ZERO_INIT; glm_mat2x4_copy(t, mat); } /*! * @brief Create mat2x4 matrix from pointer * * @param[in] src pointer to an array of floats * @param[out] dest matrix */ CGLM_INLINE void glm_mat2x4_make(float * __restrict src, mat2x4 dest) { dest[0][0] = src[0]; dest[0][1] = src[1]; dest[0][2] = src[2]; dest[0][3] = src[3]; dest[1][0] = src[4]; dest[1][1] = src[5]; dest[1][2] = src[6]; dest[1][3] = src[7]; } /*! * @brief multiply m1 and m2 to dest * * m1, m2 and dest matrices can be same matrix, it is possible to write this: * * @code * glm_mat2x4_mul(m, m, m); * @endcode * * @param[in] m1 left matrix * @param[in] m2 right matrix * @param[out] dest destination matrix */ CGLM_INLINE void glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat2 dest) { float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2], a03 = m1[0][3], a10 = m1[1][0], a11 = m1[1][1], a12 = m1[1][2], a13 = m1[1][3], b00 = m2[0][0], b01 = m2[0][1], b10 = m2[1][0], b11 = m2[1][1], b20 = m2[2][0], b21 = m2[2][1], b30 = m2[3][0], b31 = m2[3][1]; dest[0][0] = a00 * b00 + a01 * b10 + a02 * b20 + a03 * b30; dest[0][1] = a00 * b01 + a01 * b11 + a02 * b21 + a03 * b31; dest[1][0] = a10 * b00 + a11 * b10 + a12 * b20 + a13 * b30; dest[1][1] = a10 * b01 + a11 * b11 + a12 * b21 + a13 * b31; } /*! * @brief multiply matrix with column vector and store in dest vector * * @param[in] m matrix (left) * @param[in] v vector (right, column vector) * @param[out] dest result vector */ CGLM_INLINE void glm_mat2x4_mulv(mat2x4 m, vec4 v, vec2 dest) { float v0 = v[0], v1 = v[1], v2 = v[2], v3 = v[3]; dest[0] = m[0][0] * v0 + m[0][1] * v1 + m[0][2] * v2 + m[0][3] * v3; dest[1] = m[1][0] * v0 + m[1][1] * v1 + m[1][2] * v2 + m[1][3] * v3; } /*! * @brief transpose matrix and store in dest * * @param[in] m matrix * @param[out] dest result */ CGLM_INLINE void glm_mat2x4_transpose(mat2x4 m, mat4x2 dest) { dest[0][0] = m[0][0]; dest[0][1] = m[1][0]; dest[1][0] = m[0][1]; dest[1][1] = m[1][1]; dest[2][0] = m[0][2]; dest[2][1] = m[1][2]; dest[3][0] = m[0][3]; dest[3][1] = m[1][3]; } /*! * @brief scale (multiply with scalar) matrix * * multiply matrix with scalar * * @param[in, out] m matrix * @param[in] s scalar */ CGLM_INLINE void glm_mat2x4_scale(mat2x4 m, float s) { m[0][0] *= s; m[0][1] *= s; m[0][2] *= s; m[0][3] *= s; m[1][0] *= s; m[1][1] *= s; m[1][2] *= s; m[1][3] *= s; } #endif