src/render/SDL_d3dmath.c
author Sam Lantinga <slouken@libsdl.org>
Sun, 01 Jan 2017 18:33:28 -0800
changeset 10737 3406a0f8b041
parent 9998 f67cf37e9cd4
child 11279 b9b53f45bec6
permissions -rw-r--r--
Updated copyright for 2017
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2017 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._11 = 1.0f;
    35     m._22 = 1.0f;
    36     m._33 = 1.0f;
    37     m._44 = 1.0f;
    38     return m;
    39 }
    40 
    41 Float4X4 MatrixMultiply(Float4X4 M1, Float4X4 M2)
    42 {
    43     Float4X4 m;
    44     m._11 = M1._11 * M2._11 + M1._12 * M2._21 + M1._13 * M2._31 + M1._14 * M2._41;
    45     m._12 = M1._11 * M2._12 + M1._12 * M2._22 + M1._13 * M2._32 + M1._14 * M2._42;
    46     m._13 = M1._11 * M2._13 + M1._12 * M2._23 + M1._13 * M2._33 + M1._14 * M2._43;
    47     m._14 = M1._11 * M2._14 + M1._12 * M2._24 + M1._13 * M2._34 + M1._14 * M2._44;
    48     m._21 = M1._21 * M2._11 + M1._22 * M2._21 + M1._23 * M2._31 + M1._24 * M2._41;
    49     m._22 = M1._21 * M2._12 + M1._22 * M2._22 + M1._23 * M2._32 + M1._24 * M2._42;
    50     m._23 = M1._21 * M2._13 + M1._22 * M2._23 + M1._23 * M2._33 + M1._24 * M2._43;
    51     m._24 = M1._21 * M2._14 + M1._22 * M2._24 + M1._23 * M2._34 + M1._24 * M2._44;
    52     m._31 = M1._31 * M2._11 + M1._32 * M2._21 + M1._33 * M2._31 + M1._34 * M2._41;
    53     m._32 = M1._31 * M2._12 + M1._32 * M2._22 + M1._33 * M2._32 + M1._34 * M2._42;
    54     m._33 = M1._31 * M2._13 + M1._32 * M2._23 + M1._33 * M2._33 + M1._34 * M2._43;
    55     m._34 = M1._31 * M2._14 + M1._32 * M2._24 + M1._33 * M2._34 + M1._34 * M2._44;
    56     m._41 = M1._41 * M2._11 + M1._42 * M2._21 + M1._43 * M2._31 + M1._44 * M2._41;
    57     m._42 = M1._41 * M2._12 + M1._42 * M2._22 + M1._43 * M2._32 + M1._44 * M2._42;
    58     m._43 = M1._41 * M2._13 + M1._42 * M2._23 + M1._43 * M2._33 + M1._44 * M2._43;
    59     m._44 = M1._41 * M2._14 + M1._42 * M2._24 + M1._43 * M2._34 + M1._44 * M2._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._11 = x;
    68     m._22 = y;
    69     m._33 = z;
    70     m._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._11 = 1.0f;
    79     m._22 = 1.0f;
    80     m._33 = 1.0f;
    81     m._44 = 1.0f;
    82     m._41 = x;
    83     m._42 = y;
    84     m._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._11 = 1.0f;
    95     m._22 = cosR;
    96     m._23 = sinR;
    97     m._32 = -sinR;
    98     m._33 = cosR;
    99     m._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._11 = cosR;
   110     m._13 = -sinR;
   111     m._22 = 1.0f;
   112     m._31 = sinR;
   113     m._33 = cosR;
   114     m._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._11 = cosR;
   125     m._12 = sinR;
   126     m._21 = -sinR;
   127     m._22 = cosR;
   128     m._33 = 1.0f;
   129     m._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: */