add some comments
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@ -111,7 +111,7 @@ void rotationX(mat4* out, GLfloat angle) {
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out->m22 = cos(angle);
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out->m22 = cos(angle);
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}
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}
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// MULTIPLY ANY TO MATRICES
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// MULTIPLY ANY TWO MATRICES
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void multiplyAny(GLfloat* out, GLfloat* A, GLfloat* B, int wA, int hA, int wB) {
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void multiplyAny(GLfloat* out, GLfloat* A, GLfloat* B, int wA, int hA, int wB) {
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int sizeOut = hA * wB;
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int sizeOut = hA * wB;
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GLfloat* result = (GLfloat*) malloc(sizeOut * sizeof(GLfloat));
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GLfloat* result = (GLfloat*) malloc(sizeOut * sizeof(GLfloat));
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@ -145,25 +145,26 @@ void scale(mat4* out, mat4* in, vec3* v) {
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multiply(out, &scalingMatrix, in);
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multiply(out, &scalingMatrix, in);
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}
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}
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// MULTIPLY in WITH ROTATION MATRIX OF a AROUND Z AXIS
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// MULTIPLY in WITH ROTATION MATRIX OF angle AROUND Z AXIS
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void rotateZ(mat4* out, mat4* in, GLfloat angle) {
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void rotateZ(mat4* out, mat4* in, GLfloat angle) {
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mat4 rotationMatrix;
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mat4 rotationMatrix;
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rotationZ(&rotationMatrix, angle);
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rotationZ(&rotationMatrix, angle);
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multiply(out, &rotationMatrix, in);
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multiply(out, &rotationMatrix, in);
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}
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}
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// MULTIPLY in WITH ROTATION MATRIX OF a AROUND Y AXIS
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// MULTIPLY in WITH ROTATION MATRIX OF angle AROUND Y AXIS
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void rotateY(mat4* out, mat4* in, GLfloat angle) {
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void rotateY(mat4* out, mat4* in, GLfloat angle) {
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mat4 rotationMatrix;
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mat4 rotationMatrix;
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rotationY(&rotationMatrix, angle);
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rotationY(&rotationMatrix, angle);
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multiply(out, &rotationMatrix, in);
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multiply(out, &rotationMatrix, in);
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}
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}
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// MULTIPLY in WITH ROTATION MATRIX OF a AROUND X AXIS
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// MULTIPLY in WITH ROTATION MATRIX OF angle AROUND X AXIS
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void rotateX(mat4* out, mat4* in, GLfloat angle) {
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void rotateX(mat4* out, mat4* in, GLfloat angle) {
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mat4 rotationMatrix;
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mat4 rotationMatrix;
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rotationX(&rotationMatrix, angle);
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rotationX(&rotationMatrix, angle);
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multiply(out, &rotationMatrix, in);
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multiply(out, &rotationMatrix, in);
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}
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}
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// TRANSPOSE MATRIX OF ANY SIZE
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void transposeAny(GLfloat* out, GLfloat* in, int w, int h) {
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void transposeAny(GLfloat* out, GLfloat* in, int w, int h) {
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int size = w * h;
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int size = w * h;
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GLfloat* result = (GLfloat*) malloc(size * sizeof(GLfloat));
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GLfloat* result = (GLfloat*) malloc(size * sizeof(GLfloat));
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@ -178,10 +179,12 @@ void transposeAny(GLfloat* out, GLfloat* in, int w, int h) {
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}
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}
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// TRANSPOSE 4x4 MATRIX
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void transpose(mat4* out, mat4* in) {
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void transpose(mat4* out, mat4* in) {
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transposeAny((GLfloat*)out, (GLfloat*)in, 4, 4);
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transposeAny((GLfloat*)out, (GLfloat*)in, 4, 4);
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}
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}
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// PRINT MATRIX OF ANY SIZE
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void printAny(GLfloat* M, int w, int h) {
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void printAny(GLfloat* M, int w, int h) {
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GLfloat* transposed = (GLfloat*) malloc(w * h * sizeof(GLfloat));
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GLfloat* transposed = (GLfloat*) malloc(w * h * sizeof(GLfloat));
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transposeAny(transposed, M, w, h);
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transposeAny(transposed, M, w, h);
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@ -208,12 +211,14 @@ void mat3Print(mat3* m) {
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printAny((GLfloat*)m, 3, 3);
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printAny((GLfloat*)m, 3, 3);
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}
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}
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// TURN mat4 INTO mat3 BY CUTTING LAST COLUMN AND ROW
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void mat3From4(mat3* out, mat4* in) {
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void mat3From4(mat3* out, mat4* in) {
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memcpy(&out->m00, &in->m00, sizeof(vec3));
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memcpy(&out->m00, &in->m00, sizeof(vec3));
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memcpy(&out->m01, &in->m01, sizeof(vec3));
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memcpy(&out->m01, &in->m01, sizeof(vec3));
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memcpy(&out->m02, &in->m02, sizeof(vec3));
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memcpy(&out->m02, &in->m02, sizeof(vec3));
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}
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}
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// TRANSPOSE 3x3 MATRIX
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void mat3Transpose(mat3* out, mat3* in) {
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void mat3Transpose(mat3* out, mat3* in) {
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transposeAny((GLfloat*)out, (GLfloat*)in, 3, 3);
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transposeAny((GLfloat*)out, (GLfloat*)in, 3, 3);
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}
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}
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@ -223,6 +228,7 @@ void mat3Transpose(mat3* out, mat3* in) {
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* d - m10 e - m11 f - m12
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* d - m10 e - m11 f - m12
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* g - m20 h - m21 i - m22
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* g - m20 h - m21 i - m22
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*/
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*/
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// GET THE MINOR MATRIX OF A 3x3 MATRIX
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void mat3Minor(mat3* out, mat3* in) {
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void mat3Minor(mat3* out, mat3* in) {
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mat3 result;
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mat3 result;
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@ -241,6 +247,7 @@ void mat3Minor(mat3* out, mat3* in) {
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memcpy(out, &result, sizeof(mat3));
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memcpy(out, &result, sizeof(mat3));
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}
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}
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// GET THE COFACTOR MATRIX OF A 3x3 MATRIX
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void mat3Cofactor(mat3* out, mat3* in) {
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void mat3Cofactor(mat3* out, mat3* in) {
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mat3 result;
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mat3 result;
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mat3Minor(out, in);
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mat3Minor(out, in);
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@ -251,17 +258,20 @@ void mat3Cofactor(mat3* out, mat3* in) {
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out->m12 *= -1;
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out->m12 *= -1;
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}
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}
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// GET ADJOING MATRRIX OF 3x3 MATRIX
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void mat3Adjoint(mat3* out, mat3* in) {
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void mat3Adjoint(mat3* out, mat3* in) {
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mat3Cofactor(out, in);
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mat3Cofactor(out, in);
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mat3Transpose(out, out);
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mat3Transpose(out, out);
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}
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}
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// MULTIPLY A 3x3 MATRIX WITH A SCALAR x (componentwise)
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void mat3MultiplyScalar(mat3* out, mat3* in, GLfloat x) {
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void mat3MultiplyScalar(mat3* out, mat3* in, GLfloat x) {
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for (int i = 0; i < 9; i++) {
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for (int i = 0; i < 9; i++) {
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((GLfloat*)out)[i] = ((GLfloat*)in)[i] * x;
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((GLfloat*)out)[i] = ((GLfloat*)in)[i] * x;
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}
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}
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}
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}
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// CALCULATE DETERMINANT OF 3x3 MATRIX
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GLfloat mat3Determinant(mat3* M) {
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GLfloat mat3Determinant(mat3* M) {
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return
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return
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M->m00 * M->m11 * M->m22
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M->m00 * M->m11 * M->m22
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@ -274,6 +284,7 @@ GLfloat mat3Determinant(mat3* M) {
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;
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;
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}
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}
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// GET INVERSE OF 3x3 MATRIX
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void mat3Inverse(mat3* out, mat3* in) {
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void mat3Inverse(mat3* out, mat3* in) {
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mat3 result;
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mat3 result;
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mat3Adjoint(&result, in);
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mat3Adjoint(&result, in);
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@ -282,6 +293,7 @@ void mat3Inverse(mat3* out, mat3* in) {
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memcpy(out, &result, sizeof(mat3));
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memcpy(out, &result, sizeof(mat3));
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}
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}
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// GET THE SUM OF DIFFERENCES BETWEEON TWO MATRICES
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GLfloat sumDiffAny(GLfloat* A, GLfloat* B, int w, int h) {
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GLfloat sumDiffAny(GLfloat* A, GLfloat* B, int w, int h) {
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GLfloat result = 0;
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GLfloat result = 0;
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for (int i = 0; i < w * h; i++) {
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for (int i = 0; i < w * h; i++) {
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@ -290,10 +302,12 @@ GLfloat sumDiffAny(GLfloat* A, GLfloat* B, int w, int h) {
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return result;
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return result;
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}
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}
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// GET THE SUM OF DIFFERENCES BETWEEN TWO 3x3 MATRICES
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GLfloat mat3SumDiff(mat3* A, mat3* B) {
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GLfloat mat3SumDiff(mat3* A, mat3* B) {
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return sumDiffAny((GLfloat*)A, (GLfloat*)B, 3, 3);
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return sumDiffAny((GLfloat*)A, (GLfloat*)B, 3, 3);
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}
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}
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// COMPONENTWISE SUBTRACT vec2 b FROM vec2 a
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void vec2Subtract(vec2* out, vec2* a, vec2* b) {
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void vec2Subtract(vec2* out, vec2* a, vec2* b) {
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out->x = a->x - b->x;
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out->x = a->x - b->x;
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out->y = a->y - b->y;
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out->y = a->y - b->y;
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