Add .clang-format and .gitignore
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51
src/matrix.c
51
src/matrix.c
@@ -1,51 +1,50 @@
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#include "main.h"
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#include <cglm/mat4.h>
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#include <cglm/cam.h>
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#include <cglm/mat4.h>
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#include <cglm/quat.h>
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mat4 ortho[] =
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{
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mat4 ortho[] = {
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{
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{ 1, 0, 0, 0 },
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{ 0, 1, 0, 0 },
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{ 0, 0, 1, 0 },
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{ 0, 0, 0, 1 },
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{1, 0, 0, 0},
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{0, 1, 0, 0},
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{0, 0, 1, 0},
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{0, 0, 0, 1},
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},
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{
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{ 0, 1, 0, 0 },
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{-1, 0, 0, 0 },
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{ 0, 0, 1, 0 },
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{ 0, 0, 0, 1 },
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{0, 1, 0, 0},
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{-1, 0, 0, 0},
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{0, 0, 1, 0},
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{0, 0, 0, 1},
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},
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{
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{ 0, 0, 1, 0 },
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{ 0, 1, 0, 0 },
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{-1, 0, 0, 0 },
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{ 0, 0, 0, 1 },
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{0, 0, 1, 0},
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{0, 1, 0, 0},
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{-1, 0, 0, 0},
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{0, 0, 0, 1},
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},
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};
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void load_fix_matrix( id_t shader, float ratio )
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void load_fix_matrix(id_t shader, float ratio)
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{
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mat4 m, n;
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const int d = 7;
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glm_lookat( (vec3){0,0,-d}, (vec3){0,0,0}, (vec3){0,1,0}, m );
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glm_perspective( CGLM_PI/4, ratio, d-3, d+3, n );
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glm_mat4_mul( n, m, m );
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glm_lookat((vec3){0, 0, -d}, (vec3){0, 0, 0}, (vec3){0, 1, 0}, m);
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glm_perspective(CGLM_PI / 4, ratio, d - 3, d + 3, n);
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glm_mat4_mul(n, m, m);
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load_mat4_to_shader( shader, "fix", (mat4_t) m );
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load_mat4_to_shader(shader, "fix", (mat4_t)m);
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}
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void load_mdl_matrix( id_t shader, unsigned char i, unsigned char c )
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void load_mdl_matrix(id_t shader, unsigned char i, unsigned char c)
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{
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load_float_to_shader( shader, "idx", c );
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load_mat4_to_shader( shader, "mdl", (mat4_t)ortho[i] );
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load_float_to_shader(shader, "idx", c);
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load_mat4_to_shader(shader, "mdl", (mat4_t)ortho[i]);
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}
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void load_rot_matrix( id_t shader, quat_t q )
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void load_rot_matrix(id_t shader, quat_t q)
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{
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mat4 m;
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glm_quat_mat4( q, m );
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load_mat4_to_shader( shader, "rot", (mat4_t)m );
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glm_quat_mat4(q, m);
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load_mat4_to_shader(shader, "rot", (mat4_t)m);
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}
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