#ifndef MAT4_H # define MAT4_H # include "vec4.h" # include "vec3.h" # include typedef struct s_mat4 t_mat4; typedef struct s_persp_tool t_persp_tool; struct s_mat4 { float data[16]; }; struct s_persp_tool { double xmin; double xmax; double ymin; double ymax; }; t_mat4 mat4_transpose(t_mat4 m); t_mat4 mat4_multiply(t_mat4 m, t_mat4 rhs); t_mat4 mat4_perspective(double fov, double aspect, double near, double far); t_mat4 mat4_frustrum(t_persp_tool tool, double near, double far); t_mat4 mat4_lookat(t_vec3 eye, t_vec3 up, t_vec3 target); t_mat4 mat4_lookat_make_mat(t_vec3 x, t_vec3 y, t_vec3 z, t_vec3 eye); t_vec3 mat4_lookat_make_y(t_vec3 x, t_vec3 z); t_vec3 mat4_lookat_make_x(t_vec3 z, t_vec3 up); t_vec3 mat4_lookat_make_z(t_vec3 eye, t_vec3 target); t_mat4 mat4_identity(void); t_mat4 mat4_inverse(t_mat4 m); t_mat4 mat4_rotatex(t_mat4 m, double theta); t_mat4 mat4_rotatey(t_mat4 m, double theta); t_mat4 mat4_rotatez(t_mat4 m, double theta); t_mat4 mat4_rotatexyz(t_mat4 m, t_vec3 theta); t_mat4 mat4_translate(t_mat4 m, t_vec3 t); t_mat4 mat4_scale(t_mat4 m, t_vec3 s); #endif