Lines Matching refs:mat

15 void glhFrustumf2(Matrix_t mat,
27 mat[0] = temp / temp2;
28 mat[1] = 0.0f;
29 mat[2] = 0.0f;
30 mat[3] = 0.0f;
31 mat[4] = 0.0f;
32 mat[5] = temp / temp3;
33 mat[6] = 0.0f;
34 mat[7] = 0.0f;
35 mat[8] = (right + left) / temp2;
36 mat[9] = (top + bottom) / temp3;
37 mat[10] = (-zfar - znear) / temp4;
38 mat[11] = -1.0f;
39 mat[12] = 0.0f;
40 mat[13] = 0.0f;
41 mat[14] = (-temp * zfar) / temp4;
42 mat[15] = 0.0f;
45 void glhPerspectivef2(Matrix_t mat,
53 glhFrustumf2(mat, -xmax, xmax, -ymax, ymax, znear, zfar);
56 void identity_matrix(Matrix_t mat) {
57 memset(mat, 0, sizeof(Matrix_t));
58 mat[0] = 1.0;
59 mat[5] = 1.0;
60 mat[10] = 1.0;
61 mat[15] = 1.0;
64 void multiply_matrix(const Matrix_t a, const Matrix_t b, Matrix_t mat) {
89 memcpy(mat, out, sizeof(Matrix_t));
92 void rotate_x_matrix(GLfloat x_rad, Matrix_t mat) {
93 identity_matrix(mat);
94 mat[5] = cosf(x_rad);
95 mat[6] = -sinf(x_rad);
96 mat[9] = -mat[6];
97 mat[10] = mat[5];
100 void rotate_y_matrix(GLfloat y_rad, Matrix_t mat) {
101 identity_matrix(mat);
102 mat[0] = cosf(y_rad);
103 mat[2] = sinf(y_rad);
104 mat[8] = -mat[2];
105 mat[10] = mat[0];
108 void rotate_z_matrix(GLfloat z_rad, Matrix_t mat) {
109 identity_matrix(mat);
110 mat[0] = cosf(z_rad);
111 mat[1] = sinf(z_rad);
112 mat[4] = -mat[1];
113 mat[5] = mat[0];
116 void rotate_matrix(GLfloat x_deg, GLfloat y_deg, GLfloat z_deg, Matrix_t mat) {
131 multiply_matrix(z_matrix, xy_matrix, mat);
134 void translate_matrix(GLfloat x, GLfloat y, GLfloat z, Matrix_t mat) {
135 identity_matrix(mat);
136 mat[12] += x;
137 mat[13] += y;
138 mat[14] += z;