lovr/src/core/maf.h

718 lines
18 KiB
C

#include <string.h>
#include <math.h>
#include <float.h>
#pragma once
#define MAF static inline
#ifndef M_PI
#define M_PI 3.14159265358979
#endif
typedef float* vec3;
typedef float* quat;
typedef float* mat4;
// vec3
MAF vec3 vec3_set(vec3 v, float x, float y, float z) {
v[0] = x;
v[1] = y;
v[2] = z;
return v;
}
MAF vec3 vec3_init(vec3 v, const vec3 u) {
float x = u[0], y = u[1], z = u[2], w = u[3];
v[0] = x;
v[1] = y;
v[2] = z;
v[3] = w;
return v;
}
MAF vec3 vec3_add(vec3 v, const vec3 u) {
float x = v[0] + u[0], y = v[1] + u[1], z = v[2] + u[2], w = v[3] + u[3];
v[0] = x;
v[1] = y;
v[2] = z;
v[3] = w;
return v;
}
MAF vec3 vec3_sub(vec3 v, const vec3 u) {
float x = v[0] - u[0], y = v[1] - u[1], z = v[2] - u[2], w = v[3] - u[3];
v[0] = x;
v[1] = y;
v[2] = z;
v[3] = w;
return v;
}
MAF vec3 vec3_scale(vec3 v, float s) {
v[0] *= s;
v[1] *= s;
v[2] *= s;
v[3] *= s;
return v;
}
MAF float vec3_length(const vec3 v) {
return sqrtf(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
}
MAF vec3 vec3_normalize(vec3 v) {
float len = vec3_length(v);
return len == 0.f ? v : vec3_scale(v, 1.f / len);
}
MAF float vec3_distance(const vec3 v, const vec3 u) {
float dx = v[0] - u[0];
float dy = v[1] - u[1];
float dz = v[2] - u[2];
return sqrtf(dx * dx + dy * dy + dz * dz);
}
MAF float vec3_dot(const vec3 v, const vec3 u) {
return v[0] * u[0] + v[1] * u[1] + v[2] * u[2];
}
MAF vec3 vec3_cross(vec3 v, const vec3 u) {
return vec3_set(v,
v[1] * u[2] - v[2] * u[1],
v[2] * u[0] - v[0] * u[2],
v[0] * u[1] - v[1] * u[0]
);
}
MAF vec3 vec3_lerp(vec3 v, const vec3 u, float t) {
float x = v[0] + (u[0] - v[0]) * t;
float y = v[1] + (u[1] - v[1]) * t;
float z = v[2] + (u[2] - v[2]) * t;
float w = v[3] + (u[3] - v[3]) * t;
v[0] = x;
v[1] = y;
v[2] = z;
v[3] = w;
return v;
}
MAF vec3 vec3_min(vec3 v, const vec3 u) {
float x = v[0] < u[0] ? v[0] : u[0];
float y = v[1] < u[1] ? v[1] : u[1];
float z = v[2] < u[2] ? v[2] : u[2];
float w = v[3] < u[3] ? v[3] : u[3];
v[0] = x;
v[1] = y;
v[2] = z;
v[3] = w;
return v;
}
MAF vec3 vec3_max(vec3 v, const vec3 u) {
float x = v[0] > u[0] ? v[0] : u[0];
float y = v[1] > u[1] ? v[1] : u[1];
float z = v[2] > u[2] ? v[2] : u[2];
float w = v[3] > u[3] ? v[3] : u[3];
v[0] = x;
v[1] = y;
v[2] = z;
v[3] = w;
return v;
}
MAF float vec3_angle(const vec3 v, const vec3 u) {
float denom = vec3_length(v) * vec3_length(u);
if (denom == 0.f) {
return (float) M_PI / 2.f;
} else {
return acosf(vec3_dot(v, u) / denom);
}
}
// quat
MAF quat quat_set(quat q, float x, float y, float z, float w) {
q[0] = x;
q[1] = y;
q[2] = z;
q[3] = w;
return q;
}
MAF quat quat_init(quat q, const quat r) {
return quat_set(q, r[0], r[1], r[2], r[3]);
}
MAF quat quat_fromAngleAxis(quat q, float angle, float ax, float ay, float az) {
float s = sinf(angle * .5f);
float c = cosf(angle * .5f);
float length = sqrtf(ax * ax + ay * ay + az * az);
if (length > 0.f) {
s /= length;
}
return quat_set(q, s * ax, s * ay, s * az, c);
}
MAF quat quat_fromMat4(quat q, mat4 m) {
float a = 1.f + m[0] - m[5] - m[10];
float b = 1.f - m[0] + m[5] - m[10];
float c = 1.f - m[0] - m[5] + m[10];
float d = 1.f + m[0] + m[5] + m[10];
float x = sqrtf(a > 0.f ? a : 0.f) / 2.f;
float y = sqrtf(b > 0.f ? b : 0.f) / 2.f;
float z = sqrtf(c > 0.f ? c : 0.f) / 2.f;
float w = sqrtf(d > 0.f ? d : 0.f) / 2.f;
x = (m[9] - m[6]) > 0.f ? -x : x;
y = (m[2] - m[8]) > 0.f ? -y : y;
z = (m[4] - m[1]) > 0.f ? -z : z;
return quat_set(q, x, y, z, w);
}
MAF quat quat_identity(quat q) {
return quat_set(q, 0.f, 0.f, 0.f, 1.f);
}
MAF quat quat_mul(quat out, quat q, quat r) {
return quat_set(out,
q[0] * r[3] + q[3] * r[0] + q[1] * r[2] - q[2] * r[1],
q[1] * r[3] + q[3] * r[1] + q[2] * r[0] - q[0] * r[2],
q[2] * r[3] + q[3] * r[2] + q[0] * r[1] - q[1] * r[0],
q[3] * r[3] - q[0] * r[0] - q[1] * r[1] - q[2] * r[2]
);
}
MAF float quat_length(quat q) {
return sqrtf(q[0] * q[0] + q[1] * q[1] + q[2] * q[2] + q[3] * q[3]);
}
MAF quat quat_normalize(quat q) {
float length = quat_length(q);
if (length > 0.f) {
q[0] /= length;
q[1] /= length;
q[2] /= length;
q[3] /= length;
}
return q;
}
MAF void quat_getDirection(quat q, vec3 v) {
v[0] = -2.f * q[0] * q[2] - 2.f * q[3] * q[1];
v[1] = -2.f * q[1] * q[2] + 2.f * q[3] * q[0];
v[2] = -1.f + 2.f * q[0] * q[0] + 2.f * q[1] * q[1];
}
MAF quat quat_conjugate(quat q) {
q[0] = -q[0];
q[1] = -q[1];
q[2] = -q[2];
return q;
}
MAF quat quat_slerp(quat q, quat r, float t) {
float dot = q[0] * r[0] + q[1] * r[1] + q[2] * r[2] + q[3] * r[3];
if (fabsf(dot) >= 1.f) {
return q;
}
if (dot < 0.f) {
q[0] *= -1.f;
q[1] *= -1.f;
q[2] *= -1.f;
q[3] *= -1.f;
dot *= -1.f;
}
float halfTheta = acosf(dot);
float sinHalfTheta = sqrtf(1.f - dot * dot);
if (fabsf(sinHalfTheta) < .001f) {
q[0] = q[0] * .5f + r[0] * .5f;
q[1] = q[1] * .5f + r[1] * .5f;
q[2] = q[2] * .5f + r[2] * .5f;
q[3] = q[3] * .5f + r[3] * .5f;
return q;
}
float a = sinf((1.f - t) * halfTheta) / sinHalfTheta;
float b = sinf(t * halfTheta) / sinHalfTheta;
q[0] = q[0] * a + r[0] * b;
q[1] = q[1] * a + r[1] * b;
q[2] = q[2] * a + r[2] * b;
q[3] = q[3] * a + r[3] * b;
return q;
}
MAF void quat_rotate(quat q, vec3 v) {
float s = q[3];
float u[4];
float c[4];
vec3_init(u, q);
vec3_cross(vec3_init(c, u), v);
float uu = vec3_dot(u, u);
float uv = vec3_dot(u, v);
vec3_scale(u, 2.f * uv);
vec3_scale(v, s * s - uu);
vec3_scale(c, 2.f * s);
vec3_add(v, vec3_add(u, c));
}
MAF void quat_getAngleAxis(quat q, float* angle, float* x, float* y, float* z) {
if (q[3] > 1.f || q[3] < -1.f) {
quat_normalize(q);
}
float qw = q[3];
float s = sqrtf(1.f - qw * qw);
s = s < .0001f ? 1.f : 1.f / s;
*angle = 2.f * acosf(qw);
*x = q[0] * s;
*y = q[1] * s;
*z = q[2] * s;
}
MAF quat quat_between(quat q, vec3 u, vec3 v) {
float dot = vec3_dot(u, v);
if (dot > .99999f) {
q[0] = q[1] = q[2] = 0.f;
q[3] = 1.f;
return q;
} else if (dot < -.99999f) {
float axis[4];
vec3_cross(vec3_set(axis, 1.f, 0.f, 0.f), u);
if (vec3_length(axis) < .00001f) {
vec3_cross(vec3_set(axis, 0.f, 1.f, 0.f), u);
}
vec3_normalize(axis);
quat_fromAngleAxis(q, (float) M_PI, axis[0], axis[1], axis[2]);
return q;
}
vec3_cross(vec3_init(q, u), v);
q[3] = 1.f + dot;
return quat_normalize(q);
}
// mat4
#define MAT4_IDENTITY { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }
#define mat4_init mat4_set
MAF mat4 mat4_set(mat4 m, mat4 n) {
quat_init(m + 0, n + 0);
quat_init(m + 4, n + 4);
quat_init(m + 8, n + 8);
quat_init(m + 12, n + 12);
return m;
}
MAF mat4 mat4_fromMat34(mat4 m, float (*n)[4]) {
m[0] = n[0][0];
m[1] = n[1][0];
m[2] = n[2][0];
m[3] = 0.f;
m[4] = n[0][1];
m[5] = n[1][1];
m[6] = n[2][1];
m[7] = 0.f;
m[8] = n[0][2];
m[9] = n[1][2];
m[10] = n[2][2];
m[11] = 0.f;
m[12] = n[0][3];
m[13] = n[1][3];
m[14] = n[2][3];
m[15] = 1.f;
return m;
}
MAF mat4 mat4_fromMat44(mat4 m, float (*n)[4]) {
m[0] = n[0][0];
m[1] = n[1][0];
m[2] = n[2][0];
m[3] = n[3][0];
m[4] = n[0][1];
m[5] = n[1][1];
m[6] = n[2][1];
m[7] = n[3][1];
m[8] = n[0][2];
m[9] = n[1][2];
m[10] = n[2][2];
m[11] = n[3][2];
m[12] = n[0][3];
m[13] = n[1][3];
m[14] = n[2][3];
m[15] = n[3][3];
return m;
}
MAF mat4 mat4_fromQuat(mat4 m, quat q) {
float x = q[0], y = q[1], z = q[2], w = q[3];
m[0] = 1.f - 2.f * y * y - 2.f * z * z;
m[1] = 2.f * x * y + 2 * w * z;
m[2] = 2.f * x * z - 2.f * w * y;
m[3] = 0.f;
m[4] = 2.f * x * y - 2.f * w * z;
m[5] = 1.f - 2.f * x * x - 2.f * z * z;
m[6] = 2.f * y * z + 2.f * w * x;
m[7] = 0.f;
m[8] = 2.f * x * z + 2.f * w * y;
m[9] = 2.f * y * z - 2.f * w * x;
m[10] = 1.f - 2.f * x * x - 2.f * y * y;
m[11] = 0.f;
m[12] = 0.f;
m[13] = 0.f;
m[14] = 0.f;
m[15] = 1.f;
return m;
}
MAF mat4 mat4_identity(mat4 m) {
m[0] = 1.f;
m[1] = 0.f;
m[2] = 0.f;
m[3] = 0.f;
m[4] = 0.f;
m[5] = 1.f;
m[6] = 0.f;
m[7] = 0.f;
m[8] = 0.f;
m[9] = 0.f;
m[10] = 1.f;
m[11] = 0.f;
m[12] = 0.f;
m[13] = 0.f;
m[14] = 0.f;
m[15] = 1.f;
return m;
}
MAF mat4 mat4_transpose(mat4 m) {
float a01 = m[1], a02 = m[2], a03 = m[3],
a12 = m[6], a13 = m[7],
a23 = m[11];
m[1] = m[4];
m[2] = m[8];
m[3] = m[12];
m[4] = a01;
m[6] = m[9];
m[7] = m[13];
m[8] = a02;
m[9] = a12;
m[11] = m[14];
m[12] = a03;
m[13] = a13;
m[14] = a23;
return m;
}
MAF mat4 mat4_invert(mat4 m) {
float a00 = m[0], a01 = m[1], a02 = m[2], a03 = m[3],
a10 = m[4], a11 = m[5], a12 = m[6], a13 = m[7],
a20 = m[8], a21 = m[9], a22 = m[10], a23 = m[11],
a30 = m[12], a31 = m[13], a32 = m[14], a33 = m[15],
b00 = a00 * a11 - a01 * a10,
b01 = a00 * a12 - a02 * a10,
b02 = a00 * a13 - a03 * a10,
b03 = a01 * a12 - a02 * a11,
b04 = a01 * a13 - a03 * a11,
b05 = a02 * a13 - a03 * a12,
b06 = a20 * a31 - a21 * a30,
b07 = a20 * a32 - a22 * a30,
b08 = a20 * a33 - a23 * a30,
b09 = a21 * a32 - a22 * a31,
b10 = a21 * a33 - a23 * a31,
b11 = a22 * a33 - a23 * a32,
d = (b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06),
invDet;
if (!d) { return m; }
invDet = 1 / d;
m[0] = (a11 * b11 - a12 * b10 + a13 * b09) * invDet;
m[1] = (-a01 * b11 + a02 * b10 - a03 * b09) * invDet;
m[2] = (a31 * b05 - a32 * b04 + a33 * b03) * invDet;
m[3] = (-a21 * b05 + a22 * b04 - a23 * b03) * invDet;
m[4] = (-a10 * b11 + a12 * b08 - a13 * b07) * invDet;
m[5] = (a00 * b11 - a02 * b08 + a03 * b07) * invDet;
m[6] = (-a30 * b05 + a32 * b02 - a33 * b01) * invDet;
m[7] = (a20 * b05 - a22 * b02 + a23 * b01) * invDet;
m[8] = (a10 * b10 - a11 * b08 + a13 * b06) * invDet;
m[9] = (-a00 * b10 + a01 * b08 - a03 * b06) * invDet;
m[10] = (a30 * b04 - a31 * b02 + a33 * b00) * invDet;
m[11] = (-a20 * b04 + a21 * b02 - a23 * b00) * invDet;
m[12] = (-a10 * b09 + a11 * b07 - a12 * b06) * invDet;
m[13] = (a00 * b09 - a01 * b07 + a02 * b06) * invDet;
m[14] = (-a30 * b03 + a31 * b01 - a32 * b00) * invDet;
m[15] = (a20 * b03 - a21 * b01 + a22 * b00) * invDet;
return m;
}
// Calculate matrix equivalent to "apply n, then m"
MAF mat4 mat4_mul(mat4 m, mat4 n) {
float m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3],
m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7],
m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11],
m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15],
n00 = n[0], n01 = n[1], n02 = n[2], n03 = n[3],
n10 = n[4], n11 = n[5], n12 = n[6], n13 = n[7],
n20 = n[8], n21 = n[9], n22 = n[10], n23 = n[11],
n30 = n[12], n31 = n[13], n32 = n[14], n33 = n[15];
m[0] = n00 * m00 + n01 * m10 + n02 * m20 + n03 * m30;
m[1] = n00 * m01 + n01 * m11 + n02 * m21 + n03 * m31;
m[2] = n00 * m02 + n01 * m12 + n02 * m22 + n03 * m32;
m[3] = n00 * m03 + n01 * m13 + n02 * m23 + n03 * m33;
m[4] = n10 * m00 + n11 * m10 + n12 * m20 + n13 * m30;
m[5] = n10 * m01 + n11 * m11 + n12 * m21 + n13 * m31;
m[6] = n10 * m02 + n11 * m12 + n12 * m22 + n13 * m32;
m[7] = n10 * m03 + n11 * m13 + n12 * m23 + n13 * m33;
m[8] = n20 * m00 + n21 * m10 + n22 * m20 + n23 * m30;
m[9] = n20 * m01 + n21 * m11 + n22 * m21 + n23 * m31;
m[10] = n20 * m02 + n21 * m12 + n22 * m22 + n23 * m32;
m[11] = n20 * m03 + n21 * m13 + n22 * m23 + n23 * m33;
m[12] = n30 * m00 + n31 * m10 + n32 * m20 + n33 * m30;
m[13] = n30 * m01 + n31 * m11 + n32 * m21 + n33 * m31;
m[14] = n30 * m02 + n31 * m12 + n32 * m22 + n33 * m32;
m[15] = n30 * m03 + n31 * m13 + n32 * m23 + n33 * m33;
return m;
}
MAF float* mat4_mulVec4(mat4 m, float* v) {
float x = v[0] * m[0] + v[1] * m[4] + v[2] * m[8] + v[3] * m[12];
float y = v[0] * m[1] + v[1] * m[5] + v[2] * m[9] + v[3] * m[13];
float z = v[0] * m[2] + v[1] * m[6] + v[2] * m[10] + v[3] * m[14];
float w = v[0] * m[3] + v[1] * m[7] + v[2] * m[11] + v[3] * m[15];
v[0] = x;
v[1] = y;
v[2] = z;
v[3] = w;
return v;
}
MAF mat4 mat4_translate(mat4 m, float x, float y, float z) {
m[12] = m[0] * x + m[4] * y + m[8] * z + m[12];
m[13] = m[1] * x + m[5] * y + m[9] * z + m[13];
m[14] = m[2] * x + m[6] * y + m[10] * z + m[14];
m[15] = m[3] * x + m[7] * y + m[11] * z + m[15];
return m;
}
MAF mat4 mat4_rotateQuat(mat4 m, quat q) {
float n[16];
return mat4_mul(m, mat4_fromQuat(n, q));
}
MAF mat4 mat4_rotate(mat4 m, float angle, float x, float y, float z) {
float q[4];
quat_fromAngleAxis(q, angle, x, y, z);
return mat4_rotateQuat(m, q);
}
MAF mat4 mat4_scale(mat4 m, float x, float y, float z) {
m[0] *= x;
m[1] *= x;
m[2] *= x;
m[3] *= x;
m[4] *= y;
m[5] *= y;
m[6] *= y;
m[7] *= y;
m[8] *= z;
m[9] *= z;
m[10] *= z;
m[11] *= z;
return m;
}
MAF void mat4_getPosition(mat4 m, vec3 position) {
vec3_init(position, m + 12);
}
MAF void mat4_getOrientation(mat4 m, quat orientation) {
quat_fromMat4(orientation, m);
}
MAF void mat4_getAngleAxis(mat4 m, float* angle, float* ax, float* ay, float* az) {
float sx = vec3_length(m + 0);
float sy = vec3_length(m + 4);
float sz = vec3_length(m + 8);
float diagonal[4] = { m[0], m[5], m[10] };
float axis[4] = { m[6] - m[9], m[8] - m[2], m[1] - m[4] };
diagonal[0] /= sx;
diagonal[1] /= sy;
diagonal[2] /= sz;
vec3_normalize(axis);
float cosangle = (diagonal[0] + diagonal[1] + diagonal[2] - 1.f) / 2.f;
if (fabsf(cosangle) < 1.f - FLT_EPSILON) {
*angle = acosf(cosangle);
} else {
*angle = cosangle > 0.f ? 0.f : (float) M_PI;
}
*ax = axis[0];
*ay = axis[1];
*az = axis[2];
}
MAF void mat4_getScale(mat4 m, vec3 scale) {
vec3_set(scale, vec3_length(m + 0), vec3_length(m + 4), vec3_length(m + 8));
}
MAF mat4 mat4_orthographic(mat4 m, float left, float right, float top, float bottom, float clipNear, float clipFar) {
float rl = right - left;
float tb = top - bottom;
float fn = clipFar - clipNear;
memset(m, 0, 16 * sizeof(float));
m[0] = 2 / rl;
m[5] = 2 / tb;
m[10] = -2 / fn;
m[12] = -(left + right) / rl;
m[13] = -(top + bottom) / tb;
m[14] = -(clipFar + clipNear) / fn;
m[15] = 1;
return m;
}
MAF mat4 mat4_perspective(mat4 m, float clipNear, float clipFar, float fovy, float aspect) {
float range = tanf(fovy * .5f) * clipNear;
float sx = (2.f * clipNear) / (range * aspect + range * aspect);
float sy = clipNear / range;
float sz = -(clipFar + clipNear) / (clipFar - clipNear);
float pz = (-2.f * clipFar * clipNear) / (clipFar - clipNear);
memset(m, 0, 16 * sizeof(float));
m[0] = sx;
m[5] = sy;
m[10] = sz;
m[11] = -1.f;
m[14] = pz;
m[15] = 0.f;
return m;
}
// This is currently specific to OpenGL
MAF mat4 mat4_fov(mat4 m, float left, float right, float up, float down, float clipNear, float clipFar) {
left = -tanf(left);
right = tanf(right);
up = tanf(up);
down = -tanf(down);
float idx = 1.f / (right - left);
float idy = 1.f / (up - down);
float idz = 1.f / (clipFar - clipNear);
float sx = right + left;
float sy = down + up;
memset(m, 0, 16 * sizeof(float));
m[0] = 2.f * idx;
m[5] = 2.f * idy;
m[8] = sx * idx;
m[9] = sy * idy;
m[10] = -(clipFar + clipNear) * idz;
m[11] = -1.f;
m[14] = -(clipFar * 2.f * clipNear) * idz;
return m;
}
MAF void mat4_getFov(mat4 m, float* left, float* right, float* up, float* down) {
float v[4][4] = {
{ 1.f, 0.f, 0.f, 1.f },
{ -1.f, 0.f, 0.f, 1.f },
{ 0.f, -1.f, 0.f, 1.f },
{ 0.f, 1.f, 0.f, 1.f }
};
float transpose[16];
mat4_init(transpose, m);
mat4_transpose(transpose);
mat4_mulVec4(transpose, v[0]);
mat4_mulVec4(transpose, v[1]);
mat4_mulVec4(transpose, v[2]);
mat4_mulVec4(transpose, v[3]);
*left = -atanf(v[0][2] / v[0][0]);
*right = atanf(v[1][2] / v[1][0]);
*up = atanf(v[2][2] / v[2][1]);
*down = -atanf(v[3][2] / v[3][1]);
}
MAF mat4 mat4_lookAt(mat4 m, vec3 from, vec3 to, vec3 up) {
float x[4];
float y[4];
float z[4];
vec3_normalize(vec3_sub(vec3_init(z, from), to));
vec3_normalize(vec3_cross(vec3_init(x, up), z));
vec3_cross(vec3_init(y, z), x);
m[0] = x[0];
m[1] = y[0];
m[2] = z[0];
m[3] = 0.f;
m[4] = x[1];
m[5] = y[1];
m[6] = z[1];
m[7] = 0.f;
m[8] = x[2];
m[9] = y[2];
m[10] = z[2];
m[11] = 0.f;
m[12] = -vec3_dot(x, from);
m[13] = -vec3_dot(y, from);
m[14] = -vec3_dot(z, from);
m[15] = 1.f;
return m;
}
MAF mat4 mat4_target(mat4 m, vec3 from, vec3 to, vec3 up) {
float x[4];
float y[4];
float z[4];
vec3_normalize(vec3_sub(vec3_init(z, from), to));
vec3_normalize(vec3_cross(vec3_init(x, up), z));
vec3_cross(vec3_init(y, z), x);
m[0] = x[0];
m[1] = x[1];
m[2] = x[2];
m[3] = 0.f;
m[4] = y[0];
m[5] = y[1];
m[6] = y[2];
m[7] = 0.f;
m[8] = z[0];
m[9] = z[1];
m[10] = z[2];
m[11] = 0.f;
m[12] = from[0];
m[13] = from[1];
m[14] = from[2];
m[15] = 1.f;
return m;
}
// Apply matrix to a vec3
// Difference from mat4_mulVec4: w normalize is performed, w in vec3 is ignored
MAF void mat4_transform(mat4 m, vec3 v) {
float x = v[0] * m[0] + v[1] * m[4] + v[2] * m[8] + m[12];
float y = v[0] * m[1] + v[1] * m[5] + v[2] * m[9] + m[13];
float z = v[0] * m[2] + v[1] * m[6] + v[2] * m[10] + m[14];
float w = v[0] * m[3] + v[1] * m[7] + v[2] * m[11] + m[15];
v[0] = x / w;
v[1] = y / w;
v[2] = z / w;
v[3] = w / w;
}
MAF void mat4_transformDirection(mat4 m, vec3 v) {
float x = v[0] * m[0] + v[1] * m[4] + v[2] * m[8];
float y = v[0] * m[1] + v[1] * m[5] + v[2] * m[9];
float z = v[0] * m[2] + v[1] * m[6] + v[2] * m[10];
float w = v[0] * m[3] + v[1] * m[7] + v[2] * m[11];
v[0] = x;
v[1] = y;
v[2] = z;
v[3] = w;
}