SDL  2.0
SDL_d3dmath.c
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1 /*
2  Simple DirectMedia Layer
3  Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
4 
5  This software is provided 'as-is', without any express or implied
6  warranty. In no event will the authors be held liable for any damages
7  arising from the use of this software.
8 
9  Permission is granted to anyone to use this software for any purpose,
10  including commercial applications, and to alter it and redistribute it
11  freely, subject to the following restrictions:
12 
13  1. The origin of this software must not be misrepresented; you must not
14  claim that you wrote the original software. If you use this software
15  in a product, an acknowledgment in the product documentation would be
16  appreciated but is not required.
17  2. Altered source versions must be plainly marked as such, and must not be
18  misrepresented as being the original software.
19  3. This notice may not be removed or altered from any source distribution.
20 */
21 #include "../SDL_internal.h"
22 
23 #if (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED
24 #include "SDL_stdinc.h"
25 
26 #include "SDL_d3dmath.h"
27 
28 /* Direct3D matrix math functions */
29 
30 Float4X4 MatrixIdentity()
31 {
32  Float4X4 m;
33  SDL_zero(m);
34  m.v._11 = 1.0f;
35  m.v._22 = 1.0f;
36  m.v._33 = 1.0f;
37  m.v._44 = 1.0f;
38  return m;
39 }
40 
41 Float4X4 MatrixMultiply(Float4X4 M1, Float4X4 M2)
42 {
43  Float4X4 m;
44  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;
45  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;
46  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;
47  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;
48  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;
49  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;
50  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;
51  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;
52  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;
53  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;
54  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;
55  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;
56  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;
57  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;
58  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;
59  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;
60  return m;
61 }
62 
63 Float4X4 MatrixScaling(float x, float y, float z)
64 {
65  Float4X4 m;
66  SDL_zero(m);
67  m.v._11 = x;
68  m.v._22 = y;
69  m.v._33 = z;
70  m.v._44 = 1.0f;
71  return m;
72 }
73 
74 Float4X4 MatrixTranslation(float x, float y, float z)
75 {
76  Float4X4 m;
77  SDL_zero(m);
78  m.v._11 = 1.0f;
79  m.v._22 = 1.0f;
80  m.v._33 = 1.0f;
81  m.v._44 = 1.0f;
82  m.v._41 = x;
83  m.v._42 = y;
84  m.v._43 = z;
85  return m;
86 }
87 
88 Float4X4 MatrixRotationX(float r)
89 {
90  float sinR = SDL_sinf(r);
91  float cosR = SDL_cosf(r);
92  Float4X4 m;
93  SDL_zero(m);
94  m.v._11 = 1.0f;
95  m.v._22 = cosR;
96  m.v._23 = sinR;
97  m.v._32 = -sinR;
98  m.v._33 = cosR;
99  m.v._44 = 1.0f;
100  return m;
101 }
102 
103 Float4X4 MatrixRotationY(float r)
104 {
105  float sinR = SDL_sinf(r);
106  float cosR = SDL_cosf(r);
107  Float4X4 m;
108  SDL_zero(m);
109  m.v._11 = cosR;
110  m.v._13 = -sinR;
111  m.v._22 = 1.0f;
112  m.v._31 = sinR;
113  m.v._33 = cosR;
114  m.v._44 = 1.0f;
115  return m;
116 }
117 
118 Float4X4 MatrixRotationZ(float r)
119 {
120  float sinR = SDL_sinf(r);
121  float cosR = SDL_cosf(r);
122  Float4X4 m;
123  SDL_zero(m);
124  m.v._11 = cosR;
125  m.v._12 = sinR;
126  m.v._21 = -sinR;
127  m.v._22 = cosR;
128  m.v._33 = 1.0f;
129  m.v._44 = 1.0f;
130  return m;
131 
132 }
133 
134 #endif /* (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED */
135 
136 /* vi: set ts=4 sw=4 expandtab: */
GLdouble GLdouble GLdouble r
Definition: SDL_opengl.h:2079
GLdouble GLdouble z
#define SDL_sinf
GLint GLint GLint GLint GLint x
Definition: SDL_opengl.h:1574
const GLfloat * m
#define SDL_zero(x)
Definition: SDL_stdinc.h:416
GLint GLint GLint GLint GLint GLint y
Definition: SDL_opengl.h:1574
#define SDL_cosf