cscg22-gearboy

CSCG 2022 Challenge 'Gearboy'
git clone https://git.sinitax.com/sinitax/cscg22-gearboy
Log | Files | Refs | sfeed.txt

SDL_d3dmath.c (3974B)


      1/*
      2  Simple DirectMedia Layer
      3  Copyright (C) 1997-2014 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
     30Float4X4 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
     41Float4X4 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
     63Float4X4 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
     74Float4X4 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
     88Float4X4 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
    103Float4X4 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
    118Float4X4 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: */