Atlas - SDL_d3dmath.h

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1/* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2025 Sam Lantinga <[email protected]> 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 defined(SDL_VIDEO_RENDER_D3D) || \ 24 defined(SDL_VIDEO_RENDER_D3D11) || \ 25 defined(SDL_VIDEO_RENDER_D3D12) || \ 26 defined(SDL_VIDEO_RENDER_GPU) || \ 27 defined(SDL_VIDEO_RENDER_VULKAN) 28 29// Set up for C function definitions, even when using C++ 30#ifdef __cplusplus 31extern "C" { 32#endif 33 34// Direct3D matrix math functions 35 36typedef struct 37{ 38 float x; 39 float y; 40} Float2; 41 42typedef struct 43{ 44 float x; 45 float y; 46 float z; 47} Float3; 48 49typedef struct 50{ 51 float x; 52 float y; 53 float z; 54 float w; 55} Float4; 56 57typedef struct 58{ 59 union 60 { 61 struct 62 { 63 float _11, _12, _13, _14; 64 float _21, _22, _23, _24; 65 float _31, _32, _33, _34; 66 float _41, _42, _43, _44; 67 } v; 68 float m[4][4]; 69 }; 70} Float4X4; 71 72static inline Float4X4 MatrixIdentity(void) 73{ 74 Float4X4 m; 75 SDL_zero(m); 76 m.v._11 = 1.0f; 77 m.v._22 = 1.0f; 78 m.v._33 = 1.0f; 79 m.v._44 = 1.0f; 80 return m; 81} 82 83static inline Float4X4 MatrixMultiply(Float4X4 M1, Float4X4 M2) 84{ 85 Float4X4 m; 86 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; 87 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; 88 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; 89 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; 90 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; 91 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; 92 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; 93 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; 94 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; 95 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; 96 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; 97 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; 98 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; 99 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; 100 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; 101 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; 102 return m; 103} 104 105static inline Float4X4 MatrixScaling(float x, float y, float z) 106{ 107 Float4X4 m; 108 SDL_zero(m); 109 m.v._11 = x; 110 m.v._22 = y; 111 m.v._33 = z; 112 m.v._44 = 1.0f; 113 return m; 114} 115 116static inline Float4X4 MatrixTranslation(float x, float y, float z) 117{ 118 Float4X4 m; 119 SDL_zero(m); 120 m.v._11 = 1.0f; 121 m.v._22 = 1.0f; 122 m.v._33 = 1.0f; 123 m.v._44 = 1.0f; 124 m.v._41 = x; 125 m.v._42 = y; 126 m.v._43 = z; 127 return m; 128} 129 130static inline Float4X4 MatrixRotationX(float r) 131{ 132 float sinR = SDL_sinf(r); 133 float cosR = SDL_cosf(r); 134 Float4X4 m; 135 SDL_zero(m); 136 m.v._11 = 1.0f; 137 m.v._22 = cosR; 138 m.v._23 = sinR; 139 m.v._32 = -sinR; 140 m.v._33 = cosR; 141 m.v._44 = 1.0f; 142 return m; 143} 144 145static inline Float4X4 MatrixRotationY(float r) 146{ 147 float sinR = SDL_sinf(r); 148 float cosR = SDL_cosf(r); 149 Float4X4 m; 150 SDL_zero(m); 151 m.v._11 = cosR; 152 m.v._13 = -sinR; 153 m.v._22 = 1.0f; 154 m.v._31 = sinR; 155 m.v._33 = cosR; 156 m.v._44 = 1.0f; 157 return m; 158} 159 160static inline Float4X4 MatrixRotationZ(float r) 161{ 162 float sinR = SDL_sinf(r); 163 float cosR = SDL_cosf(r); 164 Float4X4 m; 165 SDL_zero(m); 166 m.v._11 = cosR; 167 m.v._12 = sinR; 168 m.v._21 = -sinR; 169 m.v._22 = cosR; 170 m.v._33 = 1.0f; 171 m.v._44 = 1.0f; 172 return m; 173} 174 175// Ends C function definitions when using C++ 176#ifdef __cplusplus 177} 178#endif 179 180#endif // SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11 || SDL_VIDEO_RENDER_D3D12 || SDL_VIDEO_RENDER_VULKAN 181
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