40 lines
1.3 KiB
C
40 lines
1.3 KiB
C
#ifndef MATRIX_MATH
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#define MATRIX_MATH
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#include <GL/glew.h>
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void vec3Zero(GLfloat* out);
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void vec3Add(GLfloat* out, GLfloat* a, GLfloat* b);
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void vec3Multiply(GLfloat* out, GLfloat* a, GLfloat x);
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void vec3Subtract(GLfloat* out, GLfloat* a, GLfloat* b);
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void vec3Cross(GLfloat* out, GLfloat* a, GLfloat* b);
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void vec3Normalise(GLfloat* out, GLfloat* a);
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GLfloat vec3Length(GLfloat* a);
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GLfloat vec3Dot(GLfloat* a, GLfloat* b);
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void identity(GLfloat* out);
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void translation(GLfloat* out, GLfloat* v);
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void scaling(GLfloat* out, GLfloat* v);
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void rotationZ(GLfloat* out, GLfloat angle);
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void rotationY(GLfloat* out, GLfloat angle);
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void rotationX(GLfloat* out, GLfloat angle);
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void multiplyAny(GLfloat* A, GLfloat* B, GLfloat* out, int wA, int hA, int wB);
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void multiply(GLfloat* A, GLfloat* B, GLfloat* out);
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void translate(GLfloat* out, GLfloat* in, GLfloat* v);
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void scale(GLfloat* out, GLfloat* in, GLfloat* v);
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void rotateZ(GLfloat* out, GLfloat* in, GLfloat angle);
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void rotateY(GLfloat* out, GLfloat* in, GLfloat angle);
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void rotateX(GLfloat* out, GLfloat* in, GLfloat angle);
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void transposeAny(GLfloat* out, GLfloat* in, int w, int h);
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void transpose(GLfloat* out, GLfloat* in);
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void printAny(GLfloat* M, int w, int h);
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void vec3Print(GLfloat* a);
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void mat4Print(GLfloat* m);
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void lookAt(GLfloat* out, GLfloat* eye, GLfloat* center, GLfloat* up);
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#endif |