2015-01-18 18:35:23 +00:00
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#include <stdio.h>
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2015-01-25 21:27:03 +00:00
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#define _USE_MATH_DEFINES
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2015-01-18 18:35:23 +00:00
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#include <math.h>
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#include "math.h"
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2015-01-28 20:15:49 +00:00
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//Matrix mathModelViewMat;
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//Matrix mathNormalMat;
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//Matrix mathProjectionMat;
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2015-01-18 18:35:23 +00:00
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void
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matDump(Matrix m)
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{
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int i, j;
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#define M(i,j) m[i*4+j]
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for (i = 0; i < 4; i++) {
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for (j = 0; j < 4; j++)
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printf("%f ", M(j,i));
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printf("\n");
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}
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#undef M
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printf("\n");
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}
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void
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matMakeIdentity(Matrix m)
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{
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int i, j;
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for (i = 0; i < 4; i++)
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for (j = 0; j < 4; j++)
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m[i*4+j] = (i == j) ? 1.0f : 0.0f;
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}
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void
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matCopy(Matrix m1, Matrix m2)
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{
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int i;
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for (i = 0; i < 16; i++)
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m1[i] = m2[i];
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}
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void
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matMult(Matrix m1, Matrix m2)
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{
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int i, j;
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Matrix newmat;
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#define M1(i,j) m1[i*4+j]
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#define M2(i,j) m2[i*4+j]
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#define NEW(i,j) newmat[i*4+j]
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for (i = 0; i < 4; i++)
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for (j = 0; j < 4; j++)
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NEW(i,j) = M1(0,j)*M2(i,0)
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+ M1(1,j)*M2(i,1)
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+ M1(2,j)*M2(i,2)
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+ M1(3,j)*M2(i,3);
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#undef M1
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#undef M2
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#undef NEW
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matCopy(m1, newmat);
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}
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void
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matMultVec(Matrix m, Vector4f v)
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{
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int i;
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Vector4f newmat;
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#define M(i,j) m[i*4+j]
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for (i = 0; i < 4; i++)
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newmat[i] = M(0,i)*v[0]
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+ M(1,i)*v[1]
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+ M(2,i)*v[2]
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+ M(3,i)*v[3];
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#undef M
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vec4fCopy(v, newmat);
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}
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void
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matInverse(Matrix m1, Matrix m2)
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{
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float det;
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#define N(i,j) m1[i*4+j]
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#define M(i,j) m2[i*4+j]
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det = M(0,0)*(M(2,2)*M(1,1) - M(1,2)*M(2,1))
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- M(0,1)*(M(2,2)*M(1,0) - M(1,2)*M(2,0))
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+ M(0,2)*(M(2,1)*M(1,0) - M(1,1)*M(2,0));
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matMakeIdentity(m1);
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N(0,0) = (M(2,2)*M(1,1) - M(1,2)*M(2,1))/det;
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N(0,1) = (M(1,2)*M(2,0) - M(2,2)*M(1,0))/det;
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N(0,2) = (M(2,1)*M(1,0) - M(1,1)*M(2,0))/det;
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N(1,0) = (M(0,2)*M(2,1) - M(2,2)*M(0,1))/det;
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N(1,1) = (M(2,2)*M(0,0) - M(0,2)*M(2,0))/det;
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N(1,2) = (M(0,1)*M(2,0) - M(2,1)*M(0,0))/det;
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N(2,0) = (M(1,2)*M(0,1) - M(0,2)*M(1,1))/det;
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N(2,1) = (M(0,2)*M(1,0) - M(1,2)*M(0,0))/det;
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N(2,2) = (M(1,1)*M(0,0) - M(0,1)*M(1,0))/det;
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#undef M
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#undef N
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}
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void
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vec4fCopy(Vector4f v1, Vector4f v2)
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{
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v1[0] = v2[0];
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v1[1] = v2[1];
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v1[2] = v2[2];
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v1[3] = v2[3];
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}
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float
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vec3fDot(Vector3f v1, Vector3f v2)
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{
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return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
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}
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void
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vec3fNormalize(Vector3f v)
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{
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float d;
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d = sqrtf(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
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v[0] /= d;
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v[1] /= d;
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v[2] /= d;
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}
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void
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matRotateX(Matrix m, float ang)
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{
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Matrix rot;
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matMakeIdentity(rot);
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#define M(i,j) rot[i*4+j]
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M(1,1) = cosf(ang);
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M(1,2) = sinf(ang);
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M(2,1) = -sinf(ang);
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M(2,2) = cosf(ang);
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#undef M
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matMult(m, rot);
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}
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void
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matRotateY(Matrix m, float ang)
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{
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Matrix rot;
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matMakeIdentity(rot);
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#define M(i,j) rot[i*4+j]
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M(0,0) = cosf(ang);
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M(2,0) = sinf(ang);
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M(0,2) = -sinf(ang);
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M(2,2) = cosf(ang);
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#undef M
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matMult(m, rot);
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}
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void
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matRotateZ(Matrix m, float ang)
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{
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Matrix rot;
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matMakeIdentity(rot);
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#define M(i,j) rot[i*4+j]
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M(0,0) = cosf(ang);
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M(0,1) = sinf(ang);
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M(1,0) = -sinf(ang);
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M(1,1) = cosf(ang);
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#undef M
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matMult(m, rot);
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}
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void
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matTranslate(Matrix m, float x, float y, float z)
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{
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Matrix trans;
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matMakeIdentity(trans);
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#define M(i,j) trans[i*4+j]
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M(3,0) = x;
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M(3,1) = y;
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M(3,2) = z;
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#undef M
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matMult(m, trans);
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}
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void
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matFrustum2(Matrix m, float l, float r, float xl, float xr,
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float b, float t, float yb, float yt,
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float n, float f, float zn, float zf)
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{
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matMakeIdentity(m);
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#define M(i,j) m[i*4+j]
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M(0,0) = ((xr-xl)*n)/(r-l);
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M(1,1) = ((yt-yb)*n)/(t-b);
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M(2,0) = (l*xr-r*xl)/(r-l);
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M(2,1) = (b*yt-t*yb)/(t-b);
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M(2,2) = -(f*zf+n*zn)/(f-n);
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M(2,3) = -1.0f;
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M(3,2) = (zn-zf)*f*n/(f-n);
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M(3,3) = 0.0f;
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#undef M
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}
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void
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matFrustum(Matrix m, float l, float r, float b, float t,
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float n, float f)
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{
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matMakeIdentity(m);
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#define M(i,j) m[i*4+j]
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M(0,0) = (2.0f*n)/(r-l);
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M(1,1) = (2.0f*n)/(t-b);
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M(2,0) = (r+l)/(r-l);
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M(2,1) = (t+b)/(t-b);
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M(2,2) = -(f+n)/(f-n);
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M(2,3) = -1.0f;
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M(3,2) = -2.0f*f*n/(f-n);
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M(3,3) = 0.0f;
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#undef M
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}
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void
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matPerspective2(Matrix m, float fov, float ratio, float width, float height,
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float n, float f, float znear, float zfar)
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{
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float r, t;
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r = n*tanf(fov*M_PI/360.0f);
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t = r/ratio;
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matFrustum2(m, -r, r, 0, width,
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-t, t, height, 0,
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n, f, znear, zfar);
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}
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void
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matPerspective(Matrix m, float fov, float ratio, float n, float f)
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{
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float r, t;
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r = n*tanf(fov*M_PI/360.0f);
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t = r/ratio;
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matFrustum(m, -r, r, -t, t, n, f);
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}
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