#import "math.sx"; Matrix44 :: union { data: [16]f32; struct { c0, c1, c2, c3: Vector(4, f32); }; } mat4_perspective :: (fov: f32, aspect: f32, near: f32, far: f32) -> Matrix44 { half := fov / 2.0; f := cos(half) / sin(half); m : Matrix44 = ---; m.c0 = .[f / aspect, 0.0, 0.0, 0.0]; m.c1 = .[0.0, f, 0.0, 0.0]; m.c2 = .[0.0, 0.0, (far + near) / (near - far), -1.0]; m.c3 = .[0.0, 0.0, (2.0 * far * near) / (near - far), 0.0]; return m; } mat4_translate :: (tx: f32, ty: f32, tz: f32) -> Matrix44 { m : Matrix44 = ---; m.c0 = .[1.0, 0.0, 0.0, 0.0]; m.c1 = .[0.0, 1.0, 0.0, 0.0]; m.c2 = .[0.0, 0.0, 1.0, 0.0]; m.c3 = .[tx, ty, tz, 1.0]; return m; } mat4_rotate_y :: (angle: f32) -> Matrix44 { c := cos(angle); s := sin(angle); m : Matrix44 = ---; m.c0 = .[c, 0.0, 0.0 - s, 0.0]; m.c1 = .[0.0, 1.0, 0.0, 0.0]; m.c2 = .[s, 0.0, c, 0.0]; m.c3 = .[0.0, 0.0, 0.0, 1.0]; return m; } mat4_rotate_x :: (angle: f32) -> Matrix44 { c := cos(angle); s := sin(angle); m : Matrix44 = ---; m.c0 = .[1.0, 0.0, 0.0, 0.0]; m.c1 = .[0.0, c, s, 0.0]; m.c2 = .[0.0, 0.0 - s, c, 0.0]; m.c3 = .[0.0, 0.0, 0.0, 1.0]; m; } mat4_multiply :: (a: *Matrix44, b: *Matrix44) -> Matrix44 { out: Matrix44 = ---; out.c0 = a.c0 * b.c0.x + a.c1 * b.c0.y + a.c2 * b.c0.z + a.c3 * b.c0.w; out.c1 = a.c0 * b.c1.x + a.c1 * b.c1.y + a.c2 * b.c1.z + a.c3 * b.c1.w; out.c2 = a.c0 * b.c2.x + a.c1 * b.c2.y + a.c2 * b.c2.z + a.c3 * b.c2.w; out.c3 = a.c0 * b.c3.x + a.c1 * b.c3.y + a.c2 * b.c3.z + a.c3 * b.c3.w; return out; } multiply :: ufcs mat4_multiply;