mirror of
https://github.com/Relintai/sdl2_frt.git
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137 lines
3.9 KiB
C
137 lines
3.9 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../SDL_internal.h"
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#if (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED
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#include "SDL_stdinc.h"
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#include "SDL_d3dmath.h"
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/* Direct3D matrix math functions */
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Float4X4 MatrixIdentity()
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{
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Float4X4 m;
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SDL_zero(m);
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m._11 = 1.0f;
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m._22 = 1.0f;
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m._33 = 1.0f;
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m._44 = 1.0f;
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return m;
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}
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Float4X4 MatrixMultiply(Float4X4 M1, Float4X4 M2)
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{
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Float4X4 m;
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m._11 = M1._11 * M2._11 + M1._12 * M2._21 + M1._13 * M2._31 + M1._14 * M2._41;
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m._12 = M1._11 * M2._12 + M1._12 * M2._22 + M1._13 * M2._32 + M1._14 * M2._42;
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m._13 = M1._11 * M2._13 + M1._12 * M2._23 + M1._13 * M2._33 + M1._14 * M2._43;
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m._14 = M1._11 * M2._14 + M1._12 * M2._24 + M1._13 * M2._34 + M1._14 * M2._44;
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m._21 = M1._21 * M2._11 + M1._22 * M2._21 + M1._23 * M2._31 + M1._24 * M2._41;
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m._22 = M1._21 * M2._12 + M1._22 * M2._22 + M1._23 * M2._32 + M1._24 * M2._42;
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m._23 = M1._21 * M2._13 + M1._22 * M2._23 + M1._23 * M2._33 + M1._24 * M2._43;
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m._24 = M1._21 * M2._14 + M1._22 * M2._24 + M1._23 * M2._34 + M1._24 * M2._44;
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m._31 = M1._31 * M2._11 + M1._32 * M2._21 + M1._33 * M2._31 + M1._34 * M2._41;
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m._32 = M1._31 * M2._12 + M1._32 * M2._22 + M1._33 * M2._32 + M1._34 * M2._42;
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m._33 = M1._31 * M2._13 + M1._32 * M2._23 + M1._33 * M2._33 + M1._34 * M2._43;
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m._34 = M1._31 * M2._14 + M1._32 * M2._24 + M1._33 * M2._34 + M1._34 * M2._44;
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m._41 = M1._41 * M2._11 + M1._42 * M2._21 + M1._43 * M2._31 + M1._44 * M2._41;
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m._42 = M1._41 * M2._12 + M1._42 * M2._22 + M1._43 * M2._32 + M1._44 * M2._42;
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m._43 = M1._41 * M2._13 + M1._42 * M2._23 + M1._43 * M2._33 + M1._44 * M2._43;
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m._44 = M1._41 * M2._14 + M1._42 * M2._24 + M1._43 * M2._34 + M1._44 * M2._44;
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return m;
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}
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Float4X4 MatrixScaling(float x, float y, float z)
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{
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Float4X4 m;
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SDL_zero(m);
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m._11 = x;
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m._22 = y;
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m._33 = z;
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m._44 = 1.0f;
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return m;
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}
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Float4X4 MatrixTranslation(float x, float y, float z)
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{
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Float4X4 m;
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SDL_zero(m);
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m._11 = 1.0f;
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m._22 = 1.0f;
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m._33 = 1.0f;
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m._44 = 1.0f;
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m._41 = x;
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m._42 = y;
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m._43 = z;
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return m;
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}
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Float4X4 MatrixRotationX(float r)
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{
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float sinR = SDL_sinf(r);
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float cosR = SDL_cosf(r);
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Float4X4 m;
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SDL_zero(m);
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m._11 = 1.0f;
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m._22 = cosR;
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m._23 = sinR;
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m._32 = -sinR;
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m._33 = cosR;
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m._44 = 1.0f;
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return m;
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}
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Float4X4 MatrixRotationY(float r)
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{
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float sinR = SDL_sinf(r);
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float cosR = SDL_cosf(r);
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Float4X4 m;
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SDL_zero(m);
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m._11 = cosR;
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m._13 = -sinR;
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m._22 = 1.0f;
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m._31 = sinR;
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m._33 = cosR;
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m._44 = 1.0f;
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return m;
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}
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Float4X4 MatrixRotationZ(float r)
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{
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float sinR = SDL_sinf(r);
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float cosR = SDL_cosf(r);
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Float4X4 m;
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SDL_zero(m);
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m._11 = cosR;
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m._12 = sinR;
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m._21 = -sinR;
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m._22 = cosR;
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m._33 = 1.0f;
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m._44 = 1.0f;
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return m;
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}
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#endif /* (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED */
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/* vi: set ts=4 sw=4 expandtab: */
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