|  | /* | 
|  | Simple DirectMedia Layer | 
|  | Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org> | 
|  |  | 
|  | This software is provided 'as-is', without any express or implied | 
|  | warranty.  In no event will the authors be held liable for any damages | 
|  | arising from the use of this software. | 
|  |  | 
|  | Permission is granted to anyone to use this software for any purpose, | 
|  | including commercial applications, and to alter it and redistribute it | 
|  | freely, subject to the following restrictions: | 
|  |  | 
|  | 1. The origin of this software must not be misrepresented; you must not | 
|  | claim that you wrote the original software. If you use this software | 
|  | in a product, an acknowledgment in the product documentation would be | 
|  | appreciated but is not required. | 
|  | 2. Altered source versions must be plainly marked as such, and must not be | 
|  | misrepresented as being the original software. | 
|  | 3. This notice may not be removed or altered from any source distribution. | 
|  | */ | 
|  | #include "../SDL_internal.h" | 
|  |  | 
|  | #if (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED | 
|  | #include "SDL_stdinc.h" | 
|  |  | 
|  | #include "SDL_d3dmath.h" | 
|  |  | 
|  | /* Direct3D matrix math functions */ | 
|  |  | 
|  | Float4X4 MatrixIdentity() | 
|  | { | 
|  | Float4X4 m; | 
|  | SDL_zero(m); | 
|  | m.v._11 = 1.0f; | 
|  | m.v._22 = 1.0f; | 
|  | m.v._33 = 1.0f; | 
|  | m.v._44 = 1.0f; | 
|  | return m; | 
|  | } | 
|  |  | 
|  | Float4X4 MatrixMultiply(Float4X4 M1, Float4X4 M2) | 
|  | { | 
|  | Float4X4 m; | 
|  | m.v._11 = M1.v._11 * M2.v._11 + M1.v._12 * M2.v._21 + M1.v._13 * M2.v._31 + M1.v._14 * M2.v._41; | 
|  | m.v._12 = M1.v._11 * M2.v._12 + M1.v._12 * M2.v._22 + M1.v._13 * M2.v._32 + M1.v._14 * M2.v._42; | 
|  | m.v._13 = M1.v._11 * M2.v._13 + M1.v._12 * M2.v._23 + M1.v._13 * M2.v._33 + M1.v._14 * M2.v._43; | 
|  | m.v._14 = M1.v._11 * M2.v._14 + M1.v._12 * M2.v._24 + M1.v._13 * M2.v._34 + M1.v._14 * M2.v._44; | 
|  | m.v._21 = M1.v._21 * M2.v._11 + M1.v._22 * M2.v._21 + M1.v._23 * M2.v._31 + M1.v._24 * M2.v._41; | 
|  | m.v._22 = M1.v._21 * M2.v._12 + M1.v._22 * M2.v._22 + M1.v._23 * M2.v._32 + M1.v._24 * M2.v._42; | 
|  | m.v._23 = M1.v._21 * M2.v._13 + M1.v._22 * M2.v._23 + M1.v._23 * M2.v._33 + M1.v._24 * M2.v._43; | 
|  | m.v._24 = M1.v._21 * M2.v._14 + M1.v._22 * M2.v._24 + M1.v._23 * M2.v._34 + M1.v._24 * M2.v._44; | 
|  | m.v._31 = M1.v._31 * M2.v._11 + M1.v._32 * M2.v._21 + M1.v._33 * M2.v._31 + M1.v._34 * M2.v._41; | 
|  | m.v._32 = M1.v._31 * M2.v._12 + M1.v._32 * M2.v._22 + M1.v._33 * M2.v._32 + M1.v._34 * M2.v._42; | 
|  | m.v._33 = M1.v._31 * M2.v._13 + M1.v._32 * M2.v._23 + M1.v._33 * M2.v._33 + M1.v._34 * M2.v._43; | 
|  | m.v._34 = M1.v._31 * M2.v._14 + M1.v._32 * M2.v._24 + M1.v._33 * M2.v._34 + M1.v._34 * M2.v._44; | 
|  | m.v._41 = M1.v._41 * M2.v._11 + M1.v._42 * M2.v._21 + M1.v._43 * M2.v._31 + M1.v._44 * M2.v._41; | 
|  | m.v._42 = M1.v._41 * M2.v._12 + M1.v._42 * M2.v._22 + M1.v._43 * M2.v._32 + M1.v._44 * M2.v._42; | 
|  | m.v._43 = M1.v._41 * M2.v._13 + M1.v._42 * M2.v._23 + M1.v._43 * M2.v._33 + M1.v._44 * M2.v._43; | 
|  | m.v._44 = M1.v._41 * M2.v._14 + M1.v._42 * M2.v._24 + M1.v._43 * M2.v._34 + M1.v._44 * M2.v._44; | 
|  | return m; | 
|  | } | 
|  |  | 
|  | Float4X4 MatrixScaling(float x, float y, float z) | 
|  | { | 
|  | Float4X4 m; | 
|  | SDL_zero(m); | 
|  | m.v._11 = x; | 
|  | m.v._22 = y; | 
|  | m.v._33 = z; | 
|  | m.v._44 = 1.0f; | 
|  | return m; | 
|  | } | 
|  |  | 
|  | Float4X4 MatrixTranslation(float x, float y, float z) | 
|  | { | 
|  | Float4X4 m; | 
|  | SDL_zero(m); | 
|  | m.v._11 = 1.0f; | 
|  | m.v._22 = 1.0f; | 
|  | m.v._33 = 1.0f; | 
|  | m.v._44 = 1.0f; | 
|  | m.v._41 = x; | 
|  | m.v._42 = y; | 
|  | m.v._43 = z; | 
|  | return m; | 
|  | } | 
|  |  | 
|  | Float4X4 MatrixRotationX(float r) | 
|  | { | 
|  | float sinR = SDL_sinf(r); | 
|  | float cosR = SDL_cosf(r); | 
|  | Float4X4 m; | 
|  | SDL_zero(m); | 
|  | m.v._11 = 1.0f; | 
|  | m.v._22 = cosR; | 
|  | m.v._23 = sinR; | 
|  | m.v._32 = -sinR; | 
|  | m.v._33 = cosR; | 
|  | m.v._44 = 1.0f; | 
|  | return m; | 
|  | } | 
|  |  | 
|  | Float4X4 MatrixRotationY(float r) | 
|  | { | 
|  | float sinR = SDL_sinf(r); | 
|  | float cosR = SDL_cosf(r); | 
|  | Float4X4 m; | 
|  | SDL_zero(m); | 
|  | m.v._11 = cosR; | 
|  | m.v._13 = -sinR; | 
|  | m.v._22 = 1.0f; | 
|  | m.v._31 = sinR; | 
|  | m.v._33 = cosR; | 
|  | m.v._44 = 1.0f; | 
|  | return m; | 
|  | } | 
|  |  | 
|  | Float4X4 MatrixRotationZ(float r) | 
|  | { | 
|  | float sinR = SDL_sinf(r); | 
|  | float cosR = SDL_cosf(r); | 
|  | Float4X4 m; | 
|  | SDL_zero(m); | 
|  | m.v._11 = cosR; | 
|  | m.v._12 = sinR; | 
|  | m.v._21 = -sinR; | 
|  | m.v._22 = cosR; | 
|  | m.v._33 = 1.0f; | 
|  | m.v._44 = 1.0f; | 
|  | return m; | 
|  |  | 
|  | } | 
|  |  | 
|  | #endif /* (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED */ | 
|  |  | 
|  | /* vi: set ts=4 sw=4 expandtab: */ |