/* * 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 src, mat2x4 dest); CGLM_INLINE void glm_mat2x4_zero(mat2x4 m); CGLM_INLINE void glm_mat2x4_make(const float * __restrict src, mat2x4 dest); CGLM_INLINE void glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat4 dest); CGLM_INLINE void glm_mat2x4_mulv(mat2x4 m, vec2 v, vec4 dest); CGLM_INLINE void glm_mat2x4_transpose(mat2x4 src, 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 mat2x4 (src) to mat2x4 (dest). * * @param[in] src mat2x4 (left) * @param[out] dest destination (result, mat2x4) */ CGLM_INLINE void glm_mat2x4_copy(mat2x4 src, mat2x4 dest) { glm_vec4_ucopy(src[0], dest[0]); glm_vec4_ucopy(src[1], dest[1]); } /*! * @brief Zero out the mat2x4 (m). * * @param[in, out] mat2x4 (src, dest) */ CGLM_INLINE void glm_mat2x4_zero(mat2x4 m) { CGLM_ALIGN_MAT mat2x4 t = GLM_MAT2X4_ZERO_INIT; glm_mat2x4_copy(t, m); } /*! * @brief Create mat2x4 (dest) from pointer (src). * * @param[in] src pointer to an array of floats (left) * @param[out] dest destination (result, mat2x4) */ CGLM_INLINE void glm_mat2x4_make(const 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 mat2x4 (m1) by mat4x2 (m2) and store in mat4 (dest). * * @code * glm_mat2x4_mul(mat2x4, mat4x2, mat4); * @endcode * * @param[in] m1 mat2x4 (left) * @param[in] m2 mat4x2 (right) * @param[out] dest destination (result, mat4) */ CGLM_INLINE void glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat4 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 + a10 * b01; dest[0][1] = a01 * b00 + a11 * b01; dest[0][2] = a02 * b00 + a12 * b01; dest[0][3] = a03 * b00 + a13 * b01; dest[1][0] = a00 * b10 + a10 * b11; dest[1][1] = a01 * b10 + a11 * b11; dest[1][2] = a02 * b10 + a12 * b11; dest[1][3] = a03 * b10 + a13 * b11; dest[2][0] = a00 * b20 + a10 * b21; dest[2][1] = a01 * b20 + a11 * b21; dest[2][2] = a02 * b20 + a12 * b21; dest[2][3] = a03 * b20 + a13 * b21; dest[3][0] = a00 * b30 + a10 * b31; dest[3][1] = a01 * b30 + a11 * b31; dest[3][2] = a02 * b30 + a12 * b31; dest[3][3] = a03 * b30 + a13 * b31; } /*! * @brief Multiply mat2x4 (m) by vec2 (v) and store in vec4 (dest). * * @param[in] m mat2x4 (left) * @param[in] v vec2 (right, column vector) * @param[out] dest destination (result, column vector) */ CGLM_INLINE void glm_mat2x4_mulv(mat2x4 m, vec2 v, vec4 dest) { float v0 = v[0], v1 = v[1]; dest[0] = m[0][0] * v0 + m[1][0] * v1; dest[1] = m[0][1] * v0 + m[1][1] * v1; dest[2] = m[0][2] * v0 + m[1][2] * v1; dest[3] = m[0][3] * v0 + m[1][3] * v1; } /*! * @brief Transpose mat2x4 (src) and store in mat4x2 (dest). * * @param[in] src mat2x4 (left) * @param[out] dest destination (result, mat4x2) */ CGLM_INLINE void glm_mat2x4_transpose(mat2x4 src, mat4x2 dest) { dest[0][0] = src[0][0]; dest[0][1] = src[1][0]; dest[1][0] = src[0][1]; dest[1][1] = src[1][1]; dest[2][0] = src[0][2]; dest[2][1] = src[1][2]; dest[3][0] = src[0][3]; dest[3][1] = src[1][3]; } /*! * @brief Multiply mat2x4 (m) by scalar constant (s). * * @param[in, out] m (src, dest) * @param[in] s float (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