Example #1
0
static void *menu_display_d3d_get_default_mvp(video_frame_info_t *video_info)
{
   static math_matrix_4x4 id;
   matrix_4x4_identity(id);

   return &id;
}
Example #2
0
static void *menu_display_d3d_get_default_mvp(void)
{
   static math_matrix_4x4 id;
   matrix_4x4_identity(id);

   return &id;
}
Example #3
0
/*
 * Builds a translation matrix. All other elements in 
 * the matrix will be set to zero except for the
 * diagonal which is set to 1.0
 */
void matrix_4x4_translate(math_matrix_4x4 *out, float x,
      float y, float z)
{
   matrix_4x4_identity(out);
   MAT_ELEM_4X4(*out, 0, 3) = x;
   MAT_ELEM_4X4(*out, 1, 3) = y;
   MAT_ELEM_4X4(*out, 2, 3) = z;
}
Example #4
0
/*
 * Builds a rotation matrix using the 
 * rotation around the Z-axis.
 */
void matrix_4x4_rotate_z(math_matrix_4x4 *mat, float rad)
{
   float cosine = cosf(rad);
   float sine   = sinf(rad);

   matrix_4x4_identity(mat);

   MAT_ELEM_4X4(*mat, 0, 0) = cosine;
   MAT_ELEM_4X4(*mat, 1, 1) = cosine;
   MAT_ELEM_4X4(*mat, 0, 1) = -sine;
   MAT_ELEM_4X4(*mat, 1, 0) = sine;
}
Example #5
0
static void gl1_renderchain_ff_matrix(const void *data)
{
   math_matrix_4x4 ident;
   const math_matrix_4x4 *mat = (const math_matrix_4x4*)data;

   /* Fall back to fixed function-style if needed and possible. */
   glMatrixMode(GL_PROJECTION);
   glLoadMatrixf(mat->data);
   glMatrixMode(GL_MODELVIEW);
   matrix_4x4_identity(ident);
   glLoadMatrixf(ident.data);
}
Example #6
0
void gl_ff_matrix(const math_matrix_4x4 *mat)
{
#ifndef NO_GL_FF_MATRIX
   math_matrix_4x4 ident;

   /* Fall back to fixed function-style if needed and possible. */
   glMatrixMode(GL_PROJECTION);
   glLoadMatrixf(mat->data);
   glMatrixMode(GL_MODELVIEW);
   matrix_4x4_identity(&ident);
   glLoadMatrixf(ident.data);
#endif
}
Example #7
0
/*
 * Creates an orthographic projection matrix.
 */
void matrix_4x4_ortho(math_matrix_4x4 *mat,
      float left, float right,
      float bottom, float top,
      float znear, float zfar)
{
   float rl = right - left;
   float tb = top   - bottom;
   float fn = zfar  - znear;

   matrix_4x4_identity(mat);

   MAT_ELEM_4X4(*mat, 0, 0) =  2.0f / rl;
   MAT_ELEM_4X4(*mat, 1, 1) =  2.0f / tb;
   MAT_ELEM_4X4(*mat, 2, 2) = -2.0f / fn;
   MAT_ELEM_4X4(*mat, 0, 3) = -(left + right)  / rl;
   MAT_ELEM_4X4(*mat, 1, 3) = -(top  + bottom) / tb;
   MAT_ELEM_4X4(*mat, 2, 3) = -(zfar + znear)  / fn;
}
Example #8
0
/*
 * Creates an orthographic projection matrix.
 */
void matrix_4x4_ortho(math_matrix_4x4 *mat,
      float left, float right,
      float bottom, float top,
      float znear, float zfar)
{
   float tx, ty, tz;

   matrix_4x4_identity(mat);

   tx = -(right + left) / (right - left);
   ty = -(top + bottom) / (top - bottom);
   tz = -(zfar + znear) / (zfar - znear);

   MAT_ELEM_4X4(*mat, 0, 0) =  2.0f / (right - left);
   MAT_ELEM_4X4(*mat, 1, 1) =  2.0f / (top - bottom);
   MAT_ELEM_4X4(*mat, 2, 2) = -2.0f / (zfar - znear);
   MAT_ELEM_4X4(*mat, 0, 3) = tx;
   MAT_ELEM_4X4(*mat, 1, 3) = ty;
   MAT_ELEM_4X4(*mat, 2, 3) = tz;
}