change asset loading of images to be sRGB use wayland by default on linux unless we are running under renderdoc changed shaders to be combined vertex and fragment in a single file require Vulkan 1.3 and enable shaderDrawParameters
828 lines
20 KiB
C++
828 lines
20 KiB
C++
#pragma once
|
|
#define _CRT_SECURE_NO_WARNINGS
|
|
|
|
|
|
#include <emmintrin.h>
|
|
#include <immintrin.h>
|
|
#include <xmmintrin.h>
|
|
#include <stdint.h>
|
|
#include <assert.h>
|
|
#include <math.h>
|
|
|
|
#undef min
|
|
#undef max
|
|
|
|
namespace M {
|
|
template<typename T>
|
|
constexpr inline T min(T a, T b) {
|
|
return a < b ? a : b;
|
|
}
|
|
|
|
template<typename T>
|
|
constexpr inline T max(T a, T b) {
|
|
return a > b ? a : b;
|
|
}
|
|
|
|
template<typename T>
|
|
constexpr inline T clamp(T min, T a, T max) {
|
|
return M::min(M::max(min, a), max);
|
|
}
|
|
|
|
template<typename T>
|
|
constexpr inline T clamp01(T a) {
|
|
return clamp((T)0, a, (T)1);
|
|
}
|
|
|
|
inline float square_root(float a) {
|
|
return sqrtf(a);
|
|
}
|
|
|
|
inline float square_root(double a) {
|
|
return sqrt(a);
|
|
}
|
|
|
|
inline float reciprocal_square_root(float a) {
|
|
return 1.0f / square_root(a);
|
|
}
|
|
|
|
inline double reciprocal_square_root(double a) {
|
|
return 1.0 / square_root(a);
|
|
}
|
|
|
|
constexpr float lerp(float a, float b, float t) {
|
|
return (1.0f - t) * a + t * b;
|
|
}
|
|
|
|
inline float ilerp(float a, float b, float v) {
|
|
return (v - a) / (b - a);
|
|
}
|
|
|
|
inline float remap(float in_a, float in_b, float out_a, float out_b, float v) {
|
|
float t = ilerp(in_a, in_b, v);
|
|
return lerp(out_a, out_b, t);
|
|
}
|
|
|
|
inline float radians(float degrees) {
|
|
return degrees * (M_PIf / 180.0f);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------
|
|
//Vektorberechnung 2-dim
|
|
union V2 {
|
|
struct {
|
|
float x;
|
|
float y;
|
|
};
|
|
|
|
struct {
|
|
float u;
|
|
float v;
|
|
};
|
|
|
|
struct {
|
|
float width;
|
|
float height;
|
|
};
|
|
|
|
struct {
|
|
float E[2];
|
|
};
|
|
|
|
float operator [](size_t index) {
|
|
assert(index < 2);
|
|
return E[index];
|
|
}
|
|
};
|
|
|
|
//Negation von 2-dim Vektor
|
|
inline V2 operator -(V2 a) {
|
|
return {
|
|
-a.x,
|
|
-a.y
|
|
};
|
|
}
|
|
|
|
//Addition 2er 2-dim Vektoren
|
|
inline V2 operator +(V2 a, V2 b) {
|
|
return {
|
|
a.x + b.x,
|
|
a.y + b.y
|
|
};
|
|
}
|
|
|
|
//Vektor Addition
|
|
inline V2 operator +=(V2& a, V2 b) {
|
|
return a = a + b;
|
|
}
|
|
|
|
//Subtraktion 2er 2-dim Vektoren
|
|
inline V2 operator -(V2 a, V2 b) {
|
|
return {
|
|
a.x - b.x,
|
|
a.y - b.y
|
|
};
|
|
}
|
|
|
|
//Vektor Subtraktion
|
|
inline V2 operator -=(V2& a, V2 b) {
|
|
return a = a - b;
|
|
}
|
|
|
|
//Skalarmultiplikation -> erst Skalar, dann Vektor
|
|
inline V2 operator *(float a, V2 b) {
|
|
return {
|
|
a * b.x,
|
|
a * b.y
|
|
};
|
|
}
|
|
|
|
//Skalarmultiplikation -> erst Vektor, dann Skalar
|
|
inline V2 operator *(V2 a, float b) {
|
|
return {
|
|
a.x * b,
|
|
a.y * b
|
|
};
|
|
}
|
|
|
|
//Skalarmultiplikation -> mit V2 Pointer
|
|
inline V2 &operator *= (V2 &a, float b) {
|
|
a = a * b;
|
|
return a;
|
|
}
|
|
|
|
//Division mit einem Skalar Oo -> Skalar geteilt durch Vektor
|
|
inline V2 operator /(float a, V2 b) {
|
|
return {
|
|
a / b.x,
|
|
a / b.y
|
|
};
|
|
}
|
|
|
|
//Division mit einem Skalar Oo -> Vektor geteilt durch Skalar
|
|
inline V2 operator /(V2 a, float b) {
|
|
return {
|
|
a.x / b,
|
|
a.y / b
|
|
};
|
|
}
|
|
|
|
//Division mit einem Skalar -> 2 Vektoren
|
|
inline V2 operator /(V2 a, V2 b) {
|
|
return {
|
|
a.x / b.x,
|
|
a.y / b.y
|
|
};
|
|
}
|
|
|
|
//Division mit einem Skalar -> mit V2 Pointer
|
|
inline V2 &operator /= (V2 &a, float b) {
|
|
a = a / b;
|
|
return a;
|
|
}
|
|
|
|
//Skalarprodukt
|
|
inline float dot(V2 a, V2 b) {
|
|
return a.x * b.x + a.y * b.y;
|
|
}
|
|
|
|
//Hadamard-Produkt
|
|
inline V2 hadamard(V2 a, V2 b) {
|
|
return {
|
|
a.x * b.x,
|
|
a.y * b.y
|
|
};
|
|
}
|
|
|
|
//Betrag des Vektors quadrieren
|
|
inline float length_squared(V2 a) {
|
|
return dot(a, a);
|
|
}
|
|
|
|
//Betrag eines Vektors
|
|
inline float length(V2 a) {
|
|
return square_root(length_squared(a));
|
|
}
|
|
|
|
//Reziproke der Länge
|
|
inline float reciprocal_length(V2 a) {
|
|
return reciprocal_square_root(length_squared(a));
|
|
}
|
|
|
|
//Einheitsvektor
|
|
inline V2 normalize(V2 a) {
|
|
return a * reciprocal_length(a);
|
|
}
|
|
|
|
//Vektor der 90
|
|
inline V2 perp(V2 a) {
|
|
return {
|
|
-a.y,
|
|
a.x
|
|
};
|
|
}
|
|
|
|
//clamp für 2-dim Vektor
|
|
inline V2 clamp01(V2 a) {
|
|
return {
|
|
clamp01(a.x),
|
|
clamp01(a.y)
|
|
};
|
|
}
|
|
|
|
//Vektor mit den kleinsten Werten 2er Vektoren
|
|
inline V2 min(V2 a, V2 b) {
|
|
return {
|
|
min(a.x, b.x),
|
|
min(a.y, b.y),
|
|
};
|
|
}
|
|
|
|
//Vektor mit den groessten Werten 2er Vektoren
|
|
inline V2 max(V2 a, V2 b) {
|
|
return {
|
|
max(a.x, b.x),
|
|
max(a.y, b.y),
|
|
};
|
|
}
|
|
|
|
//kleinster Vektor Wert
|
|
inline float min(V2 a) {
|
|
return min(a.x, a.y);
|
|
}
|
|
|
|
//groesster Vektor Wert
|
|
inline float max(V2 a) {
|
|
return max(a.x, a.y);
|
|
}
|
|
|
|
//Lerp mit 2 Vektoren
|
|
inline V2 lerp(V2 a, V2 b, V2 t) {
|
|
return V2{
|
|
lerp(a.x, b.x, t.x),
|
|
lerp(a.y, b.y, t.y),
|
|
};
|
|
}
|
|
|
|
//
|
|
inline V2 ilerp(V2 a, V2 b, V2 v) {
|
|
return (v - a) / (b - a);
|
|
}
|
|
|
|
//
|
|
inline V2 remap(V2 in_a, V2 in_b, V2 out_a, V2 out_b, V2 v) {
|
|
V2 t = ilerp(in_a, in_b, v);
|
|
return lerp(out_a, out_b, t);
|
|
}
|
|
|
|
//-----------------------------------------------
|
|
//Vektorberechnung 3-dim
|
|
union V3 {
|
|
struct {
|
|
float x;
|
|
float y;
|
|
float z;
|
|
};
|
|
|
|
//farbvektor
|
|
struct {
|
|
float r;
|
|
float g;
|
|
float b;
|
|
};
|
|
|
|
//texturvektor
|
|
struct {
|
|
float u;
|
|
float v;
|
|
float s;
|
|
};
|
|
|
|
//von V3 zu V2 ohne z
|
|
struct {
|
|
V2 xy;
|
|
float _z;
|
|
};
|
|
|
|
//von V3 zu V2 ohne x
|
|
struct {
|
|
float _x;
|
|
V2 yz;
|
|
};
|
|
|
|
struct {
|
|
float E[3];
|
|
};
|
|
|
|
float operator [](size_t index) {
|
|
assert(index < 3);
|
|
return E[index];
|
|
}
|
|
};
|
|
|
|
//Negation von 2-dim Vektor
|
|
inline V3 operator -(V3 a) {
|
|
return {
|
|
-a.x,
|
|
-a.y,
|
|
-a.z
|
|
};
|
|
}
|
|
|
|
//Addition 2er 2-dim Vektoren
|
|
inline V3 operator +(V3 a, V3 b) {
|
|
return {
|
|
a.x + b.x,
|
|
a.y + b.y,
|
|
a.z + b.z
|
|
};
|
|
}
|
|
|
|
//Subtraktion 2er 2-dim Vektoren
|
|
inline V3 operator -(V3 a, V3 b) {
|
|
return {
|
|
a.x - b.x,
|
|
a.y - b.y,
|
|
a.z - b.z
|
|
};
|
|
}
|
|
|
|
//Skalarmultiplikation -> erst Skalar, dann Vektor
|
|
inline V3 operator *(float a, V3 b) {
|
|
return {
|
|
a * b.x,
|
|
a * b.y,
|
|
a * b.z
|
|
};
|
|
|
|
}
|
|
|
|
//Skalarmultiplikation -> erst Vektor, dann Skalar
|
|
inline V3 operator *(V3 a, float b) {
|
|
return {
|
|
a.x * b,
|
|
a.y * b,
|
|
a.z * b
|
|
};
|
|
|
|
}
|
|
|
|
//Division mit nem Skalar Oo -> Skalar geteilt durch Vektor
|
|
inline V3 operator /(float a, V3 b) {
|
|
return {
|
|
a / b.x,
|
|
a / b.y,
|
|
a / b.z
|
|
};
|
|
}
|
|
|
|
//Division mit nem Skalar Oo -> Vektor geteilt durch Skalar
|
|
inline V3 operator /(V3 a, float b) {
|
|
return {
|
|
a.x / b,
|
|
a.y / b,
|
|
a.z / b
|
|
};
|
|
}
|
|
|
|
//Skalarprodukt
|
|
inline float dot(V3 a, V3 b) {
|
|
return a.x * b.x + a.y * b.y + a.z * b.z;
|
|
}
|
|
|
|
//Hadamard-Produkt
|
|
inline V3 hadamard(V3 a, V3 b) {
|
|
return {
|
|
a.x * b.x,
|
|
a.y * b.y,
|
|
a.z * b.z
|
|
};
|
|
}
|
|
|
|
//Kreuzprodukt
|
|
inline V3 cross(V3 a, V3 b) {
|
|
return {
|
|
a.y * b.z - a.z * b.y,
|
|
a.z * b.x - a.x * b.z,
|
|
a.x * b.y - a.y * b.x
|
|
};
|
|
}
|
|
|
|
//Betrag des Vektors quadrieren
|
|
inline float length_squared(V3 a) {
|
|
return dot(a, a);
|
|
}
|
|
|
|
//Betrag eines Vektors
|
|
inline float length(V3 a) {
|
|
return square_root(length_squared(a));
|
|
}
|
|
|
|
//Reziproke der Länge
|
|
inline float reciprocal_length(V3 a) {
|
|
return reciprocal_square_root(length_squared(a));
|
|
}
|
|
|
|
//Einheitsvektor
|
|
inline V3 normalize(V3 a) {
|
|
return a * reciprocal_length(a);
|
|
}
|
|
|
|
union V4 {
|
|
struct {
|
|
float x;
|
|
float y;
|
|
float z;
|
|
float w;
|
|
};
|
|
|
|
//farbvektor
|
|
struct {
|
|
float r;
|
|
float g;
|
|
float b;
|
|
float a;
|
|
};
|
|
|
|
//texturvektor
|
|
struct {
|
|
float u;
|
|
float v;
|
|
float s;
|
|
float t;
|
|
};
|
|
|
|
//von V4 zu V2 ohne z
|
|
struct {
|
|
V2 xy;
|
|
V2 zw;
|
|
};
|
|
|
|
//V2 fuer Teiltexturenausgabe
|
|
struct {
|
|
V2 uv0;
|
|
V2 uv1;
|
|
};
|
|
|
|
//von V4 zu V2 ohne x
|
|
struct {
|
|
float _x;
|
|
V2 yz;
|
|
float _w;
|
|
};
|
|
|
|
struct {
|
|
float E[4];
|
|
};
|
|
|
|
V4(V2 a, V2 b) { xy = a; zw = b; }
|
|
V4(float a, float b, float c, float d) { x = a; y = b; z = c; w = d; }
|
|
V4() {}
|
|
|
|
float &operator [](size_t index) {
|
|
assert(index < 4);
|
|
return E[index];
|
|
}
|
|
};
|
|
|
|
|
|
//-----------------------------------------------
|
|
//2x2 Matrix
|
|
|
|
//M2x2 m;
|
|
//m.E[0][1]
|
|
//m.V[1]
|
|
|
|
//m[1][0]
|
|
union M2x2 {
|
|
struct {
|
|
float x1; float x2;
|
|
float y1; float y2;
|
|
};
|
|
|
|
struct {
|
|
float E[2][2];
|
|
};
|
|
|
|
struct {
|
|
V2 V[2];
|
|
};
|
|
|
|
V2 &operator [](size_t index) {
|
|
assert(index < 2);
|
|
return V[index];
|
|
}
|
|
};
|
|
|
|
//Matrix negieren
|
|
inline M2x2 operator -(M2x2 a){
|
|
return {
|
|
-a[0][0], -a[0][1],
|
|
-a[1][0], -a[1][1]
|
|
};
|
|
}
|
|
|
|
//Matrix Addition
|
|
inline M2x2 operator +(M2x2 a, M2x2 b) {
|
|
return {
|
|
a[0][0] + b[0][0], a[0][1] + b[0][1],
|
|
a[1][0] + b[1][0], a[1][1] + b[1][1]
|
|
};
|
|
}
|
|
|
|
//Matrix Subtraktion
|
|
inline M2x2 operator -(M2x2 a, M2x2 b) {
|
|
return {
|
|
a[0][0] - b[0][0], a[0][1] - b[0][1],
|
|
a[1][0] - b[1][0], a[1][1] - b[1][1]
|
|
};
|
|
}
|
|
|
|
//Matrix Skalarmultiplikation
|
|
inline M2x2 operator *(M2x2 a, float b) {
|
|
return {
|
|
a[0][0] * b, a[0][1] * b,
|
|
a[1][0] * b, a[1][1] * b
|
|
};
|
|
}
|
|
|
|
//Matrix Skalarmultiplikation
|
|
inline M2x2 operator *(float a, M2x2 b) {
|
|
return {
|
|
a * b[0][0], a * b[0][1],
|
|
a * b[1][0], a * b[1][1]
|
|
};
|
|
}
|
|
|
|
//Matrix Multiplikation
|
|
inline M2x2 operator *(M2x2 a, M2x2 b) {
|
|
return {
|
|
a[0][0] * b[0][0] + a[0][1] * b[1][0], a[0][0] * b[0][1] + a[0][1] * b[1][1],
|
|
a[1][0] * b[0][0] + a[1][1] * b[1][0], a[1][0] * b[0][1] + a[1][1] * b[1][1]
|
|
};
|
|
}
|
|
|
|
//Matrix * Vektor
|
|
inline V2 operator *(M2x2 a, V2 b) {
|
|
return {
|
|
a[0][0] * b[0] + a[0][1] * b[1],
|
|
a[1][0] * b[0] + a[1][1] * b[1],
|
|
};
|
|
}
|
|
|
|
//Matrix Transponieren
|
|
inline M2x2 transpose(M2x2 a) {
|
|
return {
|
|
a[0][0], a[1][0],
|
|
a[0][1], a[1][1]
|
|
};
|
|
}
|
|
|
|
//Einheitsmatrix (oder Identitätsmatrix)
|
|
constexpr inline M2x2 identityM2x2() {
|
|
return {
|
|
1.0f, 0.0f,
|
|
0.0f, 1.0f
|
|
};
|
|
}
|
|
|
|
|
|
//-----------------------------------------------
|
|
//3x3 Matrix
|
|
union M3x3 {
|
|
struct {
|
|
float x1; float x2; float x3;
|
|
float y1; float y2; float y3;
|
|
float z1; float z2; float z3;
|
|
};
|
|
|
|
struct {
|
|
float E[3][3];
|
|
};
|
|
|
|
struct {
|
|
V3 V[3];
|
|
};
|
|
|
|
|
|
V3& operator [](size_t index) {
|
|
assert(index < 3);
|
|
return V[index];
|
|
}
|
|
|
|
};
|
|
|
|
//Matrix negieren
|
|
inline M3x3 operator -(M3x3 a) {
|
|
return {
|
|
-a[0][0], -a[0][1], -a[0][1],
|
|
-a[1][0], -a[1][1], -a[1][2],
|
|
-a[2][0], -a[2][1], -a[2][2]
|
|
};
|
|
}
|
|
|
|
//Matrix Addition
|
|
inline M3x3 operator +(M3x3 a, M3x3 b) {
|
|
return {
|
|
a[0][0] + b[0][0], a[0][1] + b[0][1], a[0][2] + b[0][2],
|
|
a[1][0] + b[1][0], a[1][1] + b[1][1], a[1][2] + b[1][2],
|
|
a[2][0] + b[2][0], a[2][1] + b[2][1], a[2][2] + b[2][2]
|
|
};
|
|
}
|
|
|
|
//Matrix Subtraktion
|
|
inline M3x3 operator -(M3x3 a, M3x3 b) {
|
|
return {
|
|
a[0][0] - b[0][0], a[0][1] - b[0][1], a[0][2] - b[0][2],
|
|
a[1][0] - b[1][0], a[1][1] - b[1][1], a[1][2] - b[1][2],
|
|
a[2][0] - b[2][0], a[2][1] - b[2][1], a[2][2] - b[2][2]
|
|
};
|
|
}
|
|
|
|
//Matrix Skalarmultiplikation
|
|
inline M3x3 operator *(M3x3 a, float b) {
|
|
return {
|
|
a[0][0] * b, a[0][1] * b, a[0][2] * b,
|
|
a[1][0] * b, a[1][1] * b, a[1][2] * b,
|
|
a[2][0] * b, a[2][1] * b, a[2][2] * b
|
|
};
|
|
}
|
|
|
|
//Matrix Skalarmultiplikation
|
|
inline M3x3 operator *(float a, M3x3 b) {
|
|
return {
|
|
a * b[0][0], a * b[0][1], a * b[0][2],
|
|
a * b[1][0], a * b[1][1], a * b[1][2],
|
|
a * b[2][0], a * b[2][1], a * b[2][2]
|
|
};
|
|
}
|
|
|
|
//Matrix Multiplikation
|
|
inline M3x3 operator *(M3x3 a, M3x3 b) {
|
|
return {
|
|
a[0][0] * b[0][0] + a[0][1] * b[1][0] + a[0][2] * b[2][0], a[0][0] * b[0][1] + a[0][1] * b[1][1] + a[0][2] * b[2][1], a[0][0] * b[0][2] + a[0][1] * b[1][2] + a[0][2] * b[2][2],
|
|
a[1][0] * b[0][0] + a[1][1] * b[1][0] + a[1][2] * b[2][0], a[1][0] * b[0][1] + a[1][1] * b[1][1] + a[1][2] * b[2][1], a[1][0] * b[0][2] + a[1][1] * b[1][2] + a[0][2] * b[2][2],
|
|
a[2][0] * b[0][0] + a[2][1] * b[1][0] + a[2][2] * b[2][0], a[2][0] * b[0][1] + a[2][1] * b[1][1] + a[2][2] * b[2][1], a[2][0] * b[0][2] + a[2][1] * b[1][2] + a[0][2] * b[2][2]
|
|
};
|
|
}
|
|
|
|
//Matrix * V2
|
|
inline V2 operator *(M3x3 a, V2 b) {
|
|
return {
|
|
b.x * a[0][0] + b.y * a[0][1] + 1.0f * a[0][2],
|
|
b.x * a[1][0] + b.y * a[1][1] + 1.0f * a[1][2],
|
|
};
|
|
}
|
|
|
|
//Matrix * V3
|
|
inline V3 operator *(M3x3 a, V3 b) {
|
|
return {
|
|
b.x * a[0][0] + b.y * a[0][1] + b.z * a[0][2],
|
|
b.x * a[1][0] + b.y * a[1][1] + b.z * a[1][2],
|
|
b.x * a[2][0] + b.y * a[2][1] + b.z * a[2][2]
|
|
};
|
|
}
|
|
|
|
|
|
//Matrix transponieren
|
|
inline M3x3 transpose(M3x3 a) {
|
|
return {
|
|
a[0][0], a[1][0], a[2][0],
|
|
a[0][1], a[1][1], a[2][1],
|
|
a[0][2], a[1][2], a[2][2]
|
|
};
|
|
}
|
|
|
|
//Einheitsmatrix (oder Identitätsmatrix)
|
|
inline M3x3 identityM3x3() {
|
|
return {
|
|
1.0f, 0.0f, 0.0f,
|
|
0.0f, 1.0f, 0.0f,
|
|
0.0f, 0.0f, 1.0f
|
|
};
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------
|
|
//m128i
|
|
struct m128i {
|
|
__m128i val;
|
|
};
|
|
|
|
inline __m128i operator &(m128i a, m128i b) {
|
|
return _mm_and_si128(a.val, b.val);
|
|
}
|
|
|
|
inline __m128i operator |(m128i a, m128i b) {
|
|
return _mm_or_si128(a.val, b.val);
|
|
}
|
|
|
|
inline __m128i operator >>(m128i a, int b) {
|
|
return _mm_srli_epi32(a.val, b);
|
|
}
|
|
|
|
inline __m128i operator <<(m128i a, int b) {
|
|
return _mm_slli_epi32(a.val, b);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------
|
|
//m128
|
|
struct m128 {
|
|
__m128 val;
|
|
};
|
|
|
|
inline __m128 operator +(m128 a, m128 b) {
|
|
return _mm_mul_ps(a.val, b.val);
|
|
}
|
|
|
|
inline __m128 operator *(m128 a, m128 b) {
|
|
return _mm_mul_ps(a.val, b.val);
|
|
}
|
|
|
|
inline __m128 operator *(float a, m128 b) {
|
|
return _mm_mul_ps(_mm_set1_ps(a), b.val);
|
|
}
|
|
|
|
inline __m128 square_root(__m128 a) {
|
|
return _mm_sqrt_ps(a);
|
|
}
|
|
|
|
inline __m128 operator /(m128 a, m128 b) {
|
|
return _mm_div_ps(a.val, b.val);
|
|
}
|
|
|
|
union M4x4 {
|
|
struct {
|
|
float x1; float x2; float x3; float x4;
|
|
float y1; float y2; float y3; float y4;
|
|
float z1; float z2; float z3; float z4;
|
|
float w1; float w2; float w3; float w4;
|
|
};
|
|
|
|
struct {
|
|
float E[4][4];
|
|
};
|
|
|
|
struct {
|
|
V4 V[4];
|
|
};
|
|
|
|
V4& operator [](size_t index) {
|
|
assert(index < 4);
|
|
return V[index];
|
|
}
|
|
};
|
|
|
|
inline V4 operator*(M4x4 a, V4 b) {
|
|
return {
|
|
b.x * a[0][0] + b.y * a[0][1] + b.z * a[0][2] + b.w * a[0][3],
|
|
b.x * a[1][0] + b.y * a[1][1] + b.z * a[1][2] + b.w * a[1][3],
|
|
b.x * a[2][0] + b.y * a[2][1] + b.z * a[2][2] + b.w * a[2][3],
|
|
b.x * a[3][0] + b.y * a[3][1] + b.z * a[3][2] + b.w * a[3][3],
|
|
};
|
|
}
|
|
|
|
inline M4x4 operator*(M4x4 a, M4x4 b) {
|
|
return {
|
|
a[0][0] * b[0][0] + a[0][1] * b[1][0] + a[0][2] * b[2][0] + a[0][3] * b[3][0], a[0][0] * b[0][1] + a[0][1] * b[1][1] + a[0][2] * b[2][1] + a[0][3] * b[3][1], a[0][0] * b[0][2] + a[0][1] * b[1][2] + a[0][2] * b[2][2] + a[0][3] * b[3][2], a[0][0] * b[0][3] + a[0][1] * b[1][3] + a[0][2] * b[2][3] + a[0][3] * b[3][3],
|
|
a[1][0] * b[0][0] + a[1][1] * b[1][0] + a[1][2] * b[2][0] + a[1][3] * b[3][0], a[1][0] * b[0][1] + a[1][1] * b[1][1] + a[1][2] * b[2][1] + a[1][3] * b[3][1], a[1][0] * b[0][2] + a[1][1] * b[1][2] + a[1][2] * b[2][2] + a[1][3] * b[3][2], a[1][0] * b[0][3] + a[1][1] * b[1][3] + a[1][2] * b[2][3] + a[1][3] * b[3][3],
|
|
a[2][0] * b[0][0] + a[2][1] * b[1][0] + a[2][2] * b[2][0] + a[2][3] * b[3][0], a[2][0] * b[0][1] + a[2][1] * b[1][1] + a[2][2] * b[2][1] + a[2][3] * b[3][1], a[2][0] * b[0][2] + a[2][1] * b[1][2] + a[2][2] * b[2][2] + a[2][3] * b[3][2], a[2][0] * b[0][3] + a[2][1] * b[1][3] + a[2][2] * b[2][3] + a[2][3] * b[3][3],
|
|
a[3][0] * b[0][0] + a[3][1] * b[1][0] + a[3][2] * b[2][0] + a[3][3] * b[3][0], a[3][0] * b[0][1] + a[3][1] * b[1][1] + a[3][2] * b[2][1] + a[3][3] * b[3][1], a[3][0] * b[0][2] + a[3][1] * b[1][2] + a[3][2] * b[2][2] + a[3][3] * b[3][2], a[3][0] * b[0][3] + a[3][1] * b[1][3] + a[3][2] * b[2][3] + a[3][3] * b[3][3],
|
|
};
|
|
}
|
|
|
|
inline M4x4 transpose(M4x4 a) {
|
|
return {
|
|
a[0][0], a[1][0], a[2][0], a[3][0],
|
|
a[0][1], a[1][1], a[2][1], a[3][1],
|
|
a[0][2], a[1][2], a[2][2], a[3][2],
|
|
a[0][3], a[1][3], a[2][3], a[3][3],
|
|
};
|
|
}
|
|
|
|
inline M4x4 projection(float fovy, float aspect, float near) {
|
|
float g = 1.0 / tanf(fovy * 0.5);
|
|
|
|
return {
|
|
g / aspect, 0, 0, 0,
|
|
0, g, 0, 0,
|
|
0, 0, 0, near,
|
|
0, 0, 1, 0,
|
|
};
|
|
}
|
|
|
|
inline M4x4 inverse_projection(float fovy, float aspect, float near) {
|
|
float g = 1.0 / tanf(fovy * 0.5);
|
|
|
|
return {
|
|
aspect / g, 0, 0, 0,
|
|
0, 1 / g, 0, 0,
|
|
0, 0, 0, 1,
|
|
0, 0, 1 / near, 0,
|
|
};
|
|
}
|
|
|
|
}
|