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bph_matrix.h
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bph_matrix.h
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/*
* Copyright (c) 2015, NVIDIA CORPORATION. All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
void bph_matrix_identity(float * matrix)
#ifdef BPH_MATRIX_IMPLEMENTATION
{
matrix[0] = 1.0f;
matrix[1] = 0.0f;
matrix[2] = 0.0f;
matrix[3] = 0.0f;
matrix[4] = 0.0f;
matrix[5] = 1.0f;
matrix[6] = 0.0f;
matrix[7] = 0.0f;
matrix[8] = 0.0f;
matrix[9] = 0.0f;
matrix[10] = 1.0f;
matrix[11] = 0.0f;
matrix[12] = 0.0f;
matrix[13] = 0.0f;
matrix[14] = 0.0f;
matrix[15] = 1.0f;
}
#else
;
#endif
/*
General purpose ortho matrix
You should probably use ortho_simple or ortho_symmetric
*/
void bph_matrix_ortho(float * matrix, float left, float right, float top, float bottom, float near, float far)
#ifdef BPH_MATRIX_IMPLEMENTATION
{
matrix[0] = 2.0f / (right - left);
matrix[1] = 0.0f;
matrix[2] = 0.0f;
matrix[3] = 0.0f;
matrix[4] = 0.0f;
matrix[5] = 2.0f / (top - bottom);
matrix[6] = 0.0f;
matrix[7] = 0.0f;
matrix[8] = 0.0f;
matrix[9] = 0.0f;
matrix[10] = -2.0f / (far - near);
matrix[11] = 0.0f;
matrix[12] = -(right + left) / (right - left);
matrix[13] = -(top + bottom) / (top - bottom);
matrix[14] = -(far + near) / (far - near);
matrix[15] = 1.0f;
}
#else
;
#endif
/*
Simple ortho where left = 0, top = 0, near = 0, far = 1
*/
void bph_matrix_ortho_simple(float * matrix, float width, float height)
#ifdef BPH_MATRIX_IMPLEMENTATION
{
matrix[0] = 2.0f / width;
matrix[1] = 0.0f;
matrix[2] = 0.0f;
matrix[3] = 0.0f;
matrix[4] = 0.0f;
matrix[5] = -2.0f / height;
matrix[6] = 0.0f;
matrix[7] = 0.0f;
matrix[8] = 0.0f;
matrix[9] = 0.0f;
matrix[10] = -2.0f;
matrix[11] = 0.0f;
matrix[12] = -1.0f;
matrix[13] = 1.0f;
matrix[14] = -1.0f;
matrix[15] = 1.0f;
}
#else
;
#endif
/*
Simple ortho where 0,0 in the center
*/
void bph_matrix_ortho_symmetric(float * matrix, float width, float height)
#ifdef BPH_MATRIX_IMPLEMENTATION
{
matrix[0] = 2.0f / width;
matrix[1] = 0.0f;
matrix[2] = 0.0f;
matrix[3] = 0.0f;
matrix[4] = 0.0f;
matrix[5] = -2.0f / height;
matrix[6] = 0.0f;
matrix[7] = 0.0f;
matrix[8] = 0.0f;
matrix[9] = 0.0f;
matrix[10] = -2.0f;
matrix[11] = 0.0f;
matrix[12] = 0.0f;
matrix[13] = 0.0f;
matrix[14] = -1.0f;
matrix[15] = 1.0f;
}
#else
;
#endif
/*
General purpose perspective matrix
You should probably use bph_matrix_perspective_symmetric
*/
void bph_matrix_perspective(float * matrix, float left, float right, float top, float bottom, float near, float far)
#ifdef BPH_MATRIX_IMPLEMENTATION
{
matrix[0] = ( 2.0f * near ) / (right - left);
matrix[1] = 0.0f;
matrix[2] = 0.0f;
matrix[3] = 0.0f;
matrix[4] = 0.0f;
matrix[5] = (2.0f * near) / (top - bottom);
matrix[6] = 0.0f;
matrix[7] = 0.0f;
matrix[8] = (right + left) / (right - left);
matrix[9] = (top + bottom) / (top - bottom);
matrix[10] = -(far + near) / (far - near);
matrix[11] = -1.0f;
matrix[12] = 0.0f;
matrix[13] = 0.0f;
matrix[14] = ( -2.0f * far * near ) / (far - near);
matrix[15] = 0.0f;
}
#else
;
#endif
/*
Symmetric perspective.
*/
void bph_matrix_perspective_symmetric(float * matrix, float width, float height, float near, float far)
#ifdef BPH_MATRIX_IMPLEMENTATION
{
matrix[0] = near / (width * 0.5f);
matrix[1] = 0.0f;
matrix[2] = 0.0f;
matrix[3] = 0.0f;
matrix[4] = 0.0f;
matrix[5] = near / (height * 0.5f);
matrix[6] = 0.0f;
matrix[7] = 0.0f;
matrix[8] = 0.0f;
matrix[9] = 0.0f;
matrix[10] = -(far + near) / (far - near);
matrix[11] = -1.0f;
matrix[12] = 0.0f;
matrix[13] = 0.0f;
matrix[14] = (-2.0f * far * near) / (far - near);
matrix[15] = 0.0f;
}
#else
;
#endif
/*
Symmetric perspective with an infinite far plane.
*/
void bph_matrix_perspective_infinite_far(float * matrix, float width, float height, float near)
#ifdef BPH_MATRIX_IMPLEMENTATION
{
matrix[0] = near / (width * 0.5f);
matrix[1] = 0.0f;
matrix[2] = 0.0f;
matrix[3] = 0.0f;
matrix[4] = 0.0f;
matrix[5] = near / (height * 0.5f);
matrix[6] = 0.0f;
matrix[7] = 0.0f;
matrix[8] = 0.0f;
matrix[9] = 0.0f;
matrix[10] = -1.0f;
matrix[11] = -1.0f;
matrix[12] = 0.0f;
matrix[13] = 0.0f;
matrix[14] = -2.0f * near;
matrix[15] = 0.0f;
}
#else
;
#endif