mirror of
				https://github.com/thunderbrewhq/thunderbrew
				synced 2025-11-04 10:16:02 +03:00 
			
		
		
		
	
		
			
				
	
	
		
			136 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			136 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
 | 
						|
  Simple DirectMedia Layer
 | 
						|
  Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
 | 
						|
 | 
						|
  This software is provided 'as-is', without any express or implied
 | 
						|
  warranty.  In no event will the authors be held liable for any damages
 | 
						|
  arising from the use of this software.
 | 
						|
 | 
						|
  Permission is granted to anyone to use this software for any purpose,
 | 
						|
  including commercial applications, and to alter it and redistribute it
 | 
						|
  freely, subject to the following restrictions:
 | 
						|
 | 
						|
  1. The origin of this software must not be misrepresented; you must not
 | 
						|
     claim that you wrote the original software. If you use this software
 | 
						|
     in a product, an acknowledgment in the product documentation would be
 | 
						|
     appreciated but is not required.
 | 
						|
  2. Altered source versions must be plainly marked as such, and must not be
 | 
						|
     misrepresented as being the original software.
 | 
						|
  3. This notice may not be removed or altered from any source distribution.
 | 
						|
*/
 | 
						|
#include "SDL_internal.h"
 | 
						|
 | 
						|
#if defined(SDL_VIDEO_RENDER_D3D) || \
 | 
						|
    defined(SDL_VIDEO_RENDER_D3D11) || \
 | 
						|
    defined(SDL_VIDEO_RENDER_D3D12) || \
 | 
						|
    defined(SDL_VIDEO_RENDER_VULKAN)
 | 
						|
 | 
						|
#include "SDL_d3dmath.h"
 | 
						|
 | 
						|
// Direct3D matrix math functions
 | 
						|
 | 
						|
Float4X4 MatrixIdentity(void)
 | 
						|
{
 | 
						|
    Float4X4 m;
 | 
						|
    SDL_zero(m);
 | 
						|
    m.v._11 = 1.0f;
 | 
						|
    m.v._22 = 1.0f;
 | 
						|
    m.v._33 = 1.0f;
 | 
						|
    m.v._44 = 1.0f;
 | 
						|
    return m;
 | 
						|
}
 | 
						|
 | 
						|
Float4X4 MatrixMultiply(Float4X4 M1, Float4X4 M2)
 | 
						|
{
 | 
						|
    Float4X4 m;
 | 
						|
    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;
 | 
						|
    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;
 | 
						|
    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;
 | 
						|
    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;
 | 
						|
    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;
 | 
						|
    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;
 | 
						|
    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;
 | 
						|
    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;
 | 
						|
    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;
 | 
						|
    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;
 | 
						|
    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;
 | 
						|
    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;
 | 
						|
    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;
 | 
						|
    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;
 | 
						|
    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;
 | 
						|
    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;
 | 
						|
    return m;
 | 
						|
}
 | 
						|
 | 
						|
Float4X4 MatrixScaling(float x, float y, float z)
 | 
						|
{
 | 
						|
    Float4X4 m;
 | 
						|
    SDL_zero(m);
 | 
						|
    m.v._11 = x;
 | 
						|
    m.v._22 = y;
 | 
						|
    m.v._33 = z;
 | 
						|
    m.v._44 = 1.0f;
 | 
						|
    return m;
 | 
						|
}
 | 
						|
 | 
						|
Float4X4 MatrixTranslation(float x, float y, float z)
 | 
						|
{
 | 
						|
    Float4X4 m;
 | 
						|
    SDL_zero(m);
 | 
						|
    m.v._11 = 1.0f;
 | 
						|
    m.v._22 = 1.0f;
 | 
						|
    m.v._33 = 1.0f;
 | 
						|
    m.v._44 = 1.0f;
 | 
						|
    m.v._41 = x;
 | 
						|
    m.v._42 = y;
 | 
						|
    m.v._43 = z;
 | 
						|
    return m;
 | 
						|
}
 | 
						|
 | 
						|
Float4X4 MatrixRotationX(float r)
 | 
						|
{
 | 
						|
    float sinR = SDL_sinf(r);
 | 
						|
    float cosR = SDL_cosf(r);
 | 
						|
    Float4X4 m;
 | 
						|
    SDL_zero(m);
 | 
						|
    m.v._11 = 1.0f;
 | 
						|
    m.v._22 = cosR;
 | 
						|
    m.v._23 = sinR;
 | 
						|
    m.v._32 = -sinR;
 | 
						|
    m.v._33 = cosR;
 | 
						|
    m.v._44 = 1.0f;
 | 
						|
    return m;
 | 
						|
}
 | 
						|
 | 
						|
Float4X4 MatrixRotationY(float r)
 | 
						|
{
 | 
						|
    float sinR = SDL_sinf(r);
 | 
						|
    float cosR = SDL_cosf(r);
 | 
						|
    Float4X4 m;
 | 
						|
    SDL_zero(m);
 | 
						|
    m.v._11 = cosR;
 | 
						|
    m.v._13 = -sinR;
 | 
						|
    m.v._22 = 1.0f;
 | 
						|
    m.v._31 = sinR;
 | 
						|
    m.v._33 = cosR;
 | 
						|
    m.v._44 = 1.0f;
 | 
						|
    return m;
 | 
						|
}
 | 
						|
 | 
						|
Float4X4 MatrixRotationZ(float r)
 | 
						|
{
 | 
						|
    float sinR = SDL_sinf(r);
 | 
						|
    float cosR = SDL_cosf(r);
 | 
						|
    Float4X4 m;
 | 
						|
    SDL_zero(m);
 | 
						|
    m.v._11 = cosR;
 | 
						|
    m.v._12 = sinR;
 | 
						|
    m.v._21 = -sinR;
 | 
						|
    m.v._22 = cosR;
 | 
						|
    m.v._33 = 1.0f;
 | 
						|
    m.v._44 = 1.0f;
 | 
						|
    return m;
 | 
						|
}
 | 
						|
 | 
						|
#endif // SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11 || SDL_VIDEO_RENDER_D3D12 || SDL_VIDEO_RENDER_VULKAN
 |