31void vector_apply(VECTOR output, VECTOR input0, MATRIX input1);
34void vector_clamp(VECTOR output, VECTOR input0,
float min,
float max);
52void vector_add(VECTOR sum, VECTOR addend, VECTOR summand);
71void matrix_rotate(MATRIX output, MATRIX input0, VECTOR input1);
74void matrix_scale(MATRIX output, MATRIX input0, VECTOR input1);
105void create_view_screen(MATRIX view_screen,
float aspect,
float left,
float right,
float bottom,
float top,
float near,
float far);
110void create_local_screen(MATRIX local_screen, MATRIX local_world, MATRIX world_view, MATRIX view_screen);
115#define LIGHT_AMBIENT 0
117#define LIGHT_DIRECTIONAL 1
123void calculate_lights(VECTOR *output,
int count, VECTOR *normals, VECTOR *light_directions, VECTOR *light_colours,
const int *light_types,
int light_count);
void vector_normalize(VECTOR output, VECTOR input0)
void vector_cross_product(VECTOR product, VECTOR multiplicand, VECTOR multiplier)
void create_local_screen(MATRIX local_screen, MATRIX local_world, MATRIX world_view, MATRIX view_screen)
void matrix_multiply(MATRIX output, MATRIX input0, MATRIX input1)
void vector_copy(VECTOR output, VECTOR input0)
void vector_multiply(VECTOR output, VECTOR input0, VECTOR input1)
void vector_clamp(VECTOR output, VECTOR input0, float min, float max)
void create_local_world(MATRIX local_world, VECTOR translation, VECTOR rotation)
void matrix_copy(MATRIX output, MATRIX input0)
float vector_innerproduct(VECTOR input0, VECTOR input1)
void matrix_inverse(MATRIX output, MATRIX input0)
void calculate_lights(VECTOR *output, int count, VECTOR *normals, VECTOR *light_directions, VECTOR *light_colours, const int *light_types, int light_count)
void vector_triangle_normal(VECTOR output, VECTOR a, VECTOR b, VECTOR c)
void calculate_vertices(VECTOR *output, int count, VECTOR *vertices, MATRIX local_screen)
void matrix_scale(MATRIX output, MATRIX input0, VECTOR input1)
void matrix_rotate(MATRIX output, MATRIX input0, VECTOR input1)
void vector_add(VECTOR sum, VECTOR addend, VECTOR summand)
void matrix_unit(MATRIX output)
void create_world_view(MATRIX world_view, VECTOR translation, VECTOR rotation)
void vector_outerproduct(VECTOR output, VECTOR input0, VECTOR input1)
void create_view_screen(MATRIX view_screen, float aspect, float left, float right, float bottom, float top, float near, float far)
void calculate_normals(VECTOR *output, int count, VECTOR *normals, MATRIX local_light)
void vector_apply(VECTOR output, VECTOR input0, MATRIX input1)
void matrix_translate(MATRIX output, MATRIX input0, VECTOR input1)
void calculate_colours(VECTOR *output, int count, VECTOR *colours, VECTOR *lights)
void create_local_light(MATRIX local_light, VECTOR rotation)
void matrix_transpose(MATRIX output, MATRIX input0)
u32 count
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