RetroArch
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void __ps_guMtxRotAxisRadInternal | ( | register Mtx | mt, |
const register guVector * | axis, | ||
register f32 | sT, | ||
register f32 | cT | ||
) |
void c_guMtxQuat | ( | Mtx | m, |
guQuaternion * | a | ||
) |
void c_guQuatAdd | ( | guQuaternion * | a, |
guQuaternion * | b, | ||
guQuaternion * | ab | ||
) |
void c_guQuatInverse | ( | guQuaternion * | a, |
guQuaternion * | d | ||
) |
void c_guQuatMtx | ( | guQuaternion * | a, |
Mtx | m | ||
) |
void c_guQuatMultiply | ( | guQuaternion * | a, |
guQuaternion * | b, | ||
guQuaternion * | ab | ||
) |
void c_guQuatNormalize | ( | guQuaternion * | a, |
guQuaternion * | d | ||
) |
void c_guQuatSub | ( | guQuaternion * | a, |
guQuaternion * | b, | ||
guQuaternion * | ab | ||
) |
Sets a 4x4 perspective projection matrix from viewing volume dimensions.
This matrix is used by the GX API to transform points to screen space.
For normal perspective projection, the axis of projection is the -z axis, so t = positive, b = -t, r = positive, l = -r. n and f must both be given as positive distances.
[out] | mt | New projection matrix. |
[in] | t | Top edge of view volume at the near clipping plane. |
[in] | b | Bottom edge of view volume at the near clipping plane. |
[in] | l | Left edge of view volume at the near clipping plane. |
[in] | r | Right edge of view volume at the near clipping plane. |
[in] | n | Positive distance to the near clipping plane. |
[in] | f | Positive distance to the far clipping plane. |
void guLightFrustum | ( | Mtx | mt, |
f32 | t, | ||
f32 | b, | ||
f32 | l, | ||
f32 | r, | ||
f32 | n, | ||
f32 | scaleS, | ||
f32 | scaleT, | ||
f32 | transS, | ||
f32 | transT | ||
) |
Sets a 3x4 perspective projection matrix from viewing volume dimensions, two scale values, and two translation values.
This matrix is used to project points into texture space and yield texture coordinates.
For normal perspective projection, the axis of projection is the -z axis, so t = positive, b = -t, r = positive, l = -r. n must be given as a positive distance.
Standard projection yields values ranging from -1.0 to 1.0 in both dimensions of the front clipping plane. Since texture coordinates usually should be within the range of 0.0 to 1.0, we have added a scale and translation value for both S and T. The most common usage of these values is to set all of them to 0.5 so that points in the range of -1.0 to 1.0 are first scaled by 0.5 to be in the range of -0.5 to 0.5, and are then translated by 0.5 to be in the range of 0.0 to 1.0. Other values can be used for translation and scale to yield different effects.
[out] | mt | New projection matrix. |
[in] | t | Top edge of view volume at the near clipping plane. |
[in] | b | Bottom edge of view volume at the near clipping plane. |
[in] | l | Left edge of view volume at the near clipping plane. |
[in] | r | Right edge of view volume at the near clipping plane. |
[in] | n | Positive distance to the near clipping plane. |
[in] | scaleS | Scale in the S direction for projected coordinates (usually 0.5). |
[in] | scaleT | Scale in the T direction for projected coordinates (usually 0.5). |
[in] | transS | Translate in the S direction for projected coordinates (usually 0.5). |
[in] | transT | Translate in the T direction for projected coordinates (usually 0.5). |
void guLightOrtho | ( | Mtx | mt, |
f32 | t, | ||
f32 | b, | ||
f32 | l, | ||
f32 | r, | ||
f32 | scaleS, | ||
f32 | scaleT, | ||
f32 | transS, | ||
f32 | transT | ||
) |
Sets a 3x4 matrix for orthographic projection.
Use this matrix to project points into texture space and yield texture coordinates.
For normal parallel projections, the axis of projection is the -z axis, so t = positive, b = -t, r = positive, l = -r.
Standard projection yields values ranging from -1.0 to 1.0 in both dimensions of the front clipping plane. Since texture coordinates should usually be within the range of 0.0 to 1.0, we have added a scale and translation value for both S and T. The most common way to use these values is to set all of them to 0.5 so that points in the range of -1.0 to 1.0 are first scaled by 0.5 (to be in the range of -0.5 to 0.5). Then they are translated by 0.5 to be in the range of 0.0 to 1.0. Other values can be used for translation and scale to yield different effects.
[out] | mt | New parallel projection matrix. |
[in] | t | Top edge of view volume. |
[in] | b | Bottom edge of view volume. |
[in] | l | Left edge of view volume. |
[in] | r | Right edge of view volume. |
[in] | scaleS | Scale in the S direction for projected coordinates (usually 0.5). |
[in] | scaleT | Scale in the T direction for projected coordinates (usually 0.5). |
[in] | transS | Translate in the S direction for projected coordinates (usually 0.5). |
[in] | transT | Translate in the T direction for projected coordinates (usually 0.5). |
void guLightPerspective | ( | Mtx | mt, |
f32 | fovY, | ||
f32 | aspect, | ||
f32 | scaleS, | ||
f32 | scaleT, | ||
f32 | transS, | ||
f32 | transT | ||
) |
Sets a 3x4 perspective projection matrix from field of view and aspect ratio parameters, two scale values, and two translation values.
This matrix is used to project points into texture space and yield texture coordinates.
This function generates a projection matrix, equivalent to that created by guLightFrustum(), with the axis of projection centered around Z. This function is included to provide an alternative method of specifying texture projection volume dimensions.
The field of view (fovy) is the total field of view in degrees in the YZ plane. aspect is the ratio (width / height) of the view window in screen space.
Standard projection yields values ranging from -1.0 to 1.0 in both dimensions of the front clipping plane. Since texture coordinates should usually be within the range of 0.0 to 1.0, we have added a scale and translation value for both S and T. The most common way to use these values is to set all of them to 0.5 (so that points in the range of -1.0 to 1.0 are first scaled by 0.5) to be in the range of -0.5 to 0.5. Then they are translated by 0.5 to be in the range of 0.0 to 1.0. Other values can be used for translation and scale to yield different effects.
[out] | mt | New projection matrix. |
[in] | fovy | Total field of view in the YZ plane measured in degrees. |
[in] | aspect | View window aspect ratio (width / height) |
[in] | scaleS | Scale in the S direction for projected coordinates (usually 0.5). |
[in] | scaleT | Scale in the T direction for projected coordinates (usually 0.5). |
[in] | transS | Translate in the S direction for projected coordinates (usually 0.5). |
[in] | transT | Translate in the T direction for projected coordinates (usually 0.5). |
Sets a world-space to camera-space transformation matrix.
Create the matrix m by specifying a camera position (camPos), a camera "up" direction (camUp), and a target position (target).
The camera's reference viewing direction is the -z axis. The camera's reference 'up' direction is the +y axis.
This function is especially convenient for creating a tethered camera, aiming at an object, panning, or specifying an arbitrary view.
[out] | mt | New viewing matrix. |
[in] | camPos | Vector giving 3D camera position in world space. |
[in] | camUp | Vector containing camera "up" vector; does not have to be a unit vector. |
[in] | target | Vector giving 3D target position in world space. |
Sets a 4x4 matrix for orthographic projection.
This matrix is used by the GX API to transform points from eye space to screen space.
For normal parallel projections, the axis of projection is the -z axis, so t = positive, b = -t, r = positive, l = -r. n and f must both be given as positive distances.
[out] | mt | New parallel projection matrix. |
[in] | t | Top edge of view volume. |
[in] | b | Bottom edge of view volume. |
[in] | l | Left edge of view volume. |
[in] | r | Right edge of view volume. |
[in] | n | Positive distance to the near clipping plane. |
[in] | f | Positive distance to the far clipping plane. |
Sets a 4x4 perspective projection matrix from field of view and aspect ratio parameters.
This matrix is used by the GX API to transform points to screen space.
This function generates a projection matrix equivalent to that created by guFrustum() with the axis of projection centered around Z. It is included to provide an alternative method of specifying view volume dimensions.
The field of view (fovy) is the total field of view in degrees in the Y-Z plane. aspect is the ratio (width/height) of the view window in screen space. n and f must both be given as positive distances.
[out] | mt | New perspective projection matrix. |
[in] | fovy | Total field of view in the Y-Z plane measured in degrees. |
[in] | aspect | View window aspect ratio (width/height) |
[in] | n | Positive distance to near clipping plane. |
[in] | f | Positive distance to far clipping plane. |
Computes a vector that lies halfway between a and b.
The halfway vector is useful in specular reflection calculations. It is interpreted as pointing from the reflecting surface to the general viewing direction.
a and b do not have to be unit vectors. Both of these vectors are assumed to be pointing towards the surface from the light or viewer, respectively. Local copies of these vectors are negated, normalized and added head to tail.
half is computed as a unit vector that points from the surface to halfway between the light and the viewing direction.
[in] | a | Pointer to incident vector. Must point from the light source to the surface. |
[in] | b | Pointer to viewing vector. Must point from the viewer to the surface. |
[out] | half | Pointer to resultant half-angle unit vector; points from the surface to halfway between the light and the viewing direction. |