| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2023 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_VIDEO_RENDER_D3D12) && !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_VIDEO_RENDER_D3D12) && !SDL_RENDER_DISABLED */ |
| |
| /* vi: set ts=4 sw=4 expandtab: */ |