Files
cudoku/helper.c
T

78 lines
1.6 KiB
C

#include <math.h>
#include "helper.h"
Matrix4x4 identity() {
Matrix4x4 result = {0};
result.m[0][0] = 1.0f;
result.m[1][1] = 1.0f;
result.m[2][2] = 1.0f;
result.m[3][3] = 1.0f;
return result;
}
void mult_4x4(Matrix4x4 *multiplicant, Matrix4x4 *multiplier) {
Matrix4x4 result = identity();
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
result.m[i][j] = 0;
for (int k = 0; k < 4; k++) {
result.m[i][j] += multiplicant->m[i][k] * multiplier->m[k][j];
}
}
}
*multiplicant = result;
}
// TODO: rotate around the center of the element
// currently we rotate around the 0, 0 point of the element
void apply_rotation(Matrix4x4 *model, float angle) {
Matrix4x4 ident = identity();
ident.m[0][0] = cos(angle);
ident.m[0][1] = sin(angle);
ident.m[1][0] = -sin(angle);
ident.m[1][1] = cos(angle);
mult_4x4(model, &ident);
}
Matrix4x4 orthographic_projection_2d(float left, float right, float bottom, float top) {
Matrix4x4 result = identity();
result.m[0][0] = 2.0f / (right - left);
result.m[3][0] = -(right + left) / (right - left);
result.m[1][1] = 2.0f / (top - bottom);
result.m[3][1] = -(top + bottom) / (top - bottom);
result.m[2][2] = -1.0f;
result.m[3][3] = 1.0f;
return result;
}
int max(int a, int b) {
return a > b ? a : b;
}
float maxf(float a, float b) {
return a > b ? a : b;
}
float clampf(float value, float min, float max) {
if (value < min) {
return min;
} else if (value > max) {
return max;
}
return value;
}
float to_radians(float degrees) {
return degrees * (M_PI / 180.f);
}