mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-15 14:51:13 +00:00
486 lines
9.9 KiB
C++
486 lines
9.9 KiB
C++
/* --------------------------------------------------
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Lighthouse3D
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VSMatrix - Very Simple Matrix Library
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http://www.lighthouse3d.com/very-simple-libs
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This is a simplified version of VSMatrix that has been adjusted for GZDoom's needs.
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----------------------------------------------------*/
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#include <algorithm>
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#include "gl/system/gl_system.h"
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#include <math.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include "doomtype.h"
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#include "gl/data/gl_matrix.h"
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static inline FLOATTYPE
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DegToRad(FLOATTYPE degrees)
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{
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return (FLOATTYPE)(degrees * (M_PI / 180.0f));
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};
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// sets the square matrix mat to the identity matrix,
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// size refers to the number of rows (or columns)
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void
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VSMatrix::setIdentityMatrix( FLOATTYPE *mat, int size) {
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// fill matrix with 0s
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for (int i = 0; i < size * size; ++i)
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mat[i] = 0.0f;
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// fill diagonal with 1s
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for (int i = 0; i < size; ++i)
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mat[i + i * size] = 1.0f;
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}
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// gl LoadIdentity implementation
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void
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VSMatrix::loadIdentity()
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{
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// fill matrix with 0s
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for (int i = 0; i < 16; ++i)
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mMatrix[i] = 0.0f;
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// fill diagonal with 1s
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for (int i = 0; i < 4; ++i)
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mMatrix[i + i * 4] = 1.0f;
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}
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// gl MultMatrix implementation
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void
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VSMatrix::multMatrix(const FLOATTYPE *aMatrix)
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{
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FLOATTYPE res[16];
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for (int i = 0; i < 4; ++i)
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{
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for (int j = 0; j < 4; ++j)
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{
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res[j*4 + i] = 0.0f;
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for (int k = 0; k < 4; ++k)
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{
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res[j*4 + i] += mMatrix[k*4 + i] * aMatrix[j*4 + k];
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}
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}
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}
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memcpy(mMatrix, res, 16 * sizeof(FLOATTYPE));
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}
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#ifdef USE_DOUBLE
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// gl MultMatrix implementation
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void
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VSMatrix::multMatrix(const float *aMatrix)
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{
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FLOATTYPE res[16];
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for (int i = 0; i < 4; ++i)
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{
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for (int j = 0; j < 4; ++j)
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{
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res[j * 4 + i] = 0.0f;
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for (int k = 0; k < 4; ++k)
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{
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res[j*4 + i] += mMatrix[k*4 + i] * aMatrix[j*4 + k];
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}
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}
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}
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memcpy(mMatrix, res, 16 * sizeof(FLOATTYPE));
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}
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#endif
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// gl LoadMatrix implementation
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void
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VSMatrix::loadMatrix(const FLOATTYPE *aMatrix)
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{
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memcpy(mMatrix, aMatrix, 16 * sizeof(FLOATTYPE));
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}
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#ifdef USE_DOUBLE
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// gl LoadMatrix implementation
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void
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VSMatrix::loadMatrix(const float *aMatrix)
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{
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for (int i = 0; i < 16; ++i)
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{
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mMatrix[i] = aMatrix[i];
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}
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}
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#endif
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// gl Translate implementation
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void
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VSMatrix::translate(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z)
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{
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mMatrix[12] = mMatrix[0] * x + mMatrix[4] * y + mMatrix[8] * z + mMatrix[12];
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mMatrix[13] = mMatrix[1] * x + mMatrix[5] * y + mMatrix[9] * z + mMatrix[13];
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mMatrix[14] = mMatrix[2] * x + mMatrix[6] * y + mMatrix[10] * z + mMatrix[14];
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}
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// gl Scale implementation
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void
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VSMatrix::scale(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z)
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{
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mMatrix[0] *= x; mMatrix[1] *= x; mMatrix[2] *= x; mMatrix[3] *= x;
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mMatrix[4] *= y; mMatrix[5] *= y; mMatrix[6] *= y; mMatrix[7] *= y;
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mMatrix[8] *= z; mMatrix[9] *= z; mMatrix[10] *= z; mMatrix[11] *= z;
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}
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// gl Rotate implementation
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void
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VSMatrix::rotate(FLOATTYPE angle, FLOATTYPE x, FLOATTYPE y, FLOATTYPE z)
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{
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FLOATTYPE mat[16];
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FLOATTYPE v[3];
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v[0] = x;
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v[1] = y;
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v[2] = z;
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FLOATTYPE radAngle = DegToRad(angle);
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FLOATTYPE co = cos(radAngle);
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FLOATTYPE si = sin(radAngle);
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normalize(v);
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FLOATTYPE x2 = v[0]*v[0];
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FLOATTYPE y2 = v[1]*v[1];
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FLOATTYPE z2 = v[2]*v[2];
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// mat[0] = x2 + (y2 + z2) * co;
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mat[0] = co + x2 * (1 - co);// + (y2 + z2) * co;
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mat[4] = v[0] * v[1] * (1 - co) - v[2] * si;
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mat[8] = v[0] * v[2] * (1 - co) + v[1] * si;
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mat[12]= 0.0f;
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mat[1] = v[0] * v[1] * (1 - co) + v[2] * si;
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// mat[5] = y2 + (x2 + z2) * co;
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mat[5] = co + y2 * (1 - co);
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mat[9] = v[1] * v[2] * (1 - co) - v[0] * si;
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mat[13]= 0.0f;
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mat[2] = v[0] * v[2] * (1 - co) - v[1] * si;
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mat[6] = v[1] * v[2] * (1 - co) + v[0] * si;
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// mat[10]= z2 + (x2 + y2) * co;
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mat[10]= co + z2 * (1 - co);
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mat[14]= 0.0f;
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mat[3] = 0.0f;
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mat[7] = 0.0f;
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mat[11]= 0.0f;
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mat[15]= 1.0f;
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multMatrix(mat);
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}
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// gluLookAt implementation
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void
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VSMatrix::lookAt(FLOATTYPE xPos, FLOATTYPE yPos, FLOATTYPE zPos,
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FLOATTYPE xLook, FLOATTYPE yLook, FLOATTYPE zLook,
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FLOATTYPE xUp, FLOATTYPE yUp, FLOATTYPE zUp)
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{
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FLOATTYPE dir[3], right[3], up[3];
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up[0] = xUp; up[1] = yUp; up[2] = zUp;
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dir[0] = (xLook - xPos);
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dir[1] = (yLook - yPos);
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dir[2] = (zLook - zPos);
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normalize(dir);
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crossProduct(dir,up,right);
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normalize(right);
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crossProduct(right,dir,up);
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normalize(up);
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FLOATTYPE m1[16],m2[16];
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m1[0] = right[0];
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m1[4] = right[1];
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m1[8] = right[2];
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m1[12] = 0.0f;
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m1[1] = up[0];
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m1[5] = up[1];
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m1[9] = up[2];
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m1[13] = 0.0f;
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m1[2] = -dir[0];
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m1[6] = -dir[1];
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m1[10] = -dir[2];
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m1[14] = 0.0f;
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m1[3] = 0.0f;
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m1[7] = 0.0f;
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m1[11] = 0.0f;
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m1[15] = 1.0f;
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setIdentityMatrix(m2,4);
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m2[12] = -xPos;
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m2[13] = -yPos;
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m2[14] = -zPos;
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multMatrix(m1);
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multMatrix(m2);
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}
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// gluPerspective implementation
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void
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VSMatrix::perspective(FLOATTYPE fov, FLOATTYPE ratio, FLOATTYPE nearp, FLOATTYPE farp)
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{
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FLOATTYPE f = 1.0f / tan (fov * (M_PI / 360.0f));
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loadIdentity();
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mMatrix[0] = f / ratio;
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mMatrix[1 * 4 + 1] = f;
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mMatrix[2 * 4 + 2] = (farp + nearp) / (nearp - farp);
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mMatrix[3 * 4 + 2] = (2.0f * farp * nearp) / (nearp - farp);
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mMatrix[2 * 4 + 3] = -1.0f;
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mMatrix[3 * 4 + 3] = 0.0f;
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}
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// gl Ortho implementation
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void
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VSMatrix::ortho(FLOATTYPE left, FLOATTYPE right,
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FLOATTYPE bottom, FLOATTYPE top,
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FLOATTYPE nearp, FLOATTYPE farp)
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{
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loadIdentity();
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mMatrix[0 * 4 + 0] = 2 / (right - left);
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mMatrix[1 * 4 + 1] = 2 / (top - bottom);
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mMatrix[2 * 4 + 2] = -2 / (farp - nearp);
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mMatrix[3 * 4 + 0] = -(right + left) / (right - left);
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mMatrix[3 * 4 + 1] = -(top + bottom) / (top - bottom);
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mMatrix[3 * 4 + 2] = -(farp + nearp) / (farp - nearp);
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}
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// gl Frustum implementation
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void
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VSMatrix::frustum(FLOATTYPE left, FLOATTYPE right,
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FLOATTYPE bottom, FLOATTYPE top,
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FLOATTYPE nearp, FLOATTYPE farp)
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{
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FLOATTYPE m[16];
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setIdentityMatrix(m,4);
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m[0 * 4 + 0] = 2 * nearp / (right-left);
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m[1 * 4 + 1] = 2 * nearp / (top - bottom);
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m[2 * 4 + 0] = (right + left) / (right - left);
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m[2 * 4 + 1] = (top + bottom) / (top - bottom);
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m[2 * 4 + 2] = - (farp + nearp) / (farp - nearp);
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m[2 * 4 + 3] = -1.0f;
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m[3 * 4 + 2] = - 2 * farp * nearp / (farp-nearp);
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m[3 * 4 + 3] = 0.0f;
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multMatrix(m);
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}
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/*
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// returns a pointer to the requested matrix
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FLOATTYPE *
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VSMatrix::get(MatrixTypes aType)
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{
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return mMatrix[aType];
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}
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*/
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/* -----------------------------------------------------
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SEND MATRICES TO OPENGL
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------------------------------------------------------*/
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// universal
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void
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VSMatrix::matrixToGL(int loc)
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{
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#ifdef USE_DOUBLE
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float copyto[16];
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copy(copyto);
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glUniformMatrix4fv(loc, 1, false, copyto);
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#else
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glUniformMatrix4fv(loc, 1, false, mMatrix);
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#endif
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}
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// -----------------------------------------------------
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// AUX functions
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// -----------------------------------------------------
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// Compute res = M * point
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void
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VSMatrix::multMatrixPoint(const FLOATTYPE *point, FLOATTYPE *res)
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{
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for (int i = 0; i < 4; ++i)
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{
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res[i] = 0.0f;
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for (int j = 0; j < 4; j++) {
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res[i] += point[j] * mMatrix[j*4 + i];
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}
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}
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}
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// res = a cross b;
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void
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VSMatrix::crossProduct(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res) {
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res[0] = a[1] * b[2] - b[1] * a[2];
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res[1] = a[2] * b[0] - b[2] * a[0];
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res[2] = a[0] * b[1] - b[0] * a[1];
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}
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// returns a . b
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FLOATTYPE
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VSMatrix::dotProduct(const FLOATTYPE *a, const FLOATTYPE *b) {
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FLOATTYPE res = a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
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return res;
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}
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// Normalize a vec3
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void
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VSMatrix::normalize(FLOATTYPE *a) {
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FLOATTYPE mag = sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]);
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a[0] /= mag;
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a[1] /= mag;
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a[2] /= mag;
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}
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// res = b - a
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void
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VSMatrix::subtract(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res) {
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res[0] = b[0] - a[0];
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res[1] = b[1] - a[1];
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res[2] = b[2] - a[2];
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}
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// res = a + b
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void
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VSMatrix::add(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res) {
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res[0] = b[0] + a[0];
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res[1] = b[1] + a[1];
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res[2] = b[2] + a[2];
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}
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// returns |a|
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FLOATTYPE
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VSMatrix::length(const FLOATTYPE *a) {
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return(sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]));
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}
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static inline int
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M3(int i, int j)
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{
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return (i*3+j);
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};
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// computes the derived normal matrix for the view matrix
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void
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VSMatrix::computeNormalMatrix(const FLOATTYPE *aMatrix)
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{
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double mMat3x3[9];
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mMat3x3[0] = aMatrix[0];
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mMat3x3[1] = aMatrix[1];
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mMat3x3[2] = aMatrix[2];
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mMat3x3[3] = aMatrix[4];
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mMat3x3[4] = aMatrix[5];
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mMat3x3[5] = aMatrix[6];
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mMat3x3[6] = aMatrix[8];
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mMat3x3[7] = aMatrix[9];
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mMat3x3[8] = aMatrix[10];
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double det, invDet;
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det = mMat3x3[0] * (mMat3x3[4] * mMat3x3[8] - mMat3x3[5] * mMat3x3[7]) +
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mMat3x3[1] * (mMat3x3[5] * mMat3x3[6] - mMat3x3[8] * mMat3x3[3]) +
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mMat3x3[2] * (mMat3x3[3] * mMat3x3[7] - mMat3x3[4] * mMat3x3[6]);
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invDet = 1.0/det;
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mMatrix[0] = (mMat3x3[4] * mMat3x3[8] - mMat3x3[5] * mMat3x3[7]) * invDet;
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mMatrix[1] = (mMat3x3[5] * mMat3x3[6] - mMat3x3[8] * mMat3x3[3]) * invDet;
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mMatrix[2] = (mMat3x3[3] * mMat3x3[7] - mMat3x3[4] * mMat3x3[6]) * invDet;
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mMatrix[3] = 0.0f;
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mMatrix[4] = (mMat3x3[2] * mMat3x3[7] - mMat3x3[1] * mMat3x3[8]) * invDet;
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mMatrix[5] = (mMat3x3[0] * mMat3x3[8] - mMat3x3[2] * mMat3x3[6]) * invDet;
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mMatrix[6] = (mMat3x3[1] * mMat3x3[6] - mMat3x3[7] * mMat3x3[0]) * invDet;
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mMatrix[7] = 0.0f;
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mMatrix[8] = (mMat3x3[1] * mMat3x3[5] - mMat3x3[4] * mMat3x3[2]) * invDet;
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mMatrix[9] = (mMat3x3[2] * mMat3x3[3] - mMat3x3[0] * mMat3x3[5]) * invDet;
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mMatrix[10] =(mMat3x3[0] * mMat3x3[4] - mMat3x3[3] * mMat3x3[1]) * invDet;
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mMatrix[11] = 0.0;
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mMatrix[12] = 0.0;
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mMatrix[13] = 0.0;
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mMatrix[14] = 0.0;
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mMatrix[15] = 1.0;
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}
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// aux function resMat = resMat * aMatrix
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void
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VSMatrix::multMatrix(FLOATTYPE *resMat, const FLOATTYPE *aMatrix)
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{
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FLOATTYPE res[16];
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for (int i = 0; i < 4; ++i)
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{
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for (int j = 0; j < 4; ++j)
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{
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res[j*4 + i] = 0.0f;
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for (int k = 0; k < 4; ++k)
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{
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res[j*4 + i] += resMat[k*4 + i] * aMatrix[j*4 + k];
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}
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}
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}
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memcpy(resMat, res, 16 * sizeof(FLOATTYPE));
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}
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