1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2025 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 defined(SDL_VIDEO_RENDER_D3D) || \
24 defined(SDL_VIDEO_RENDER_D3D11) || \
25 defined(SDL_VIDEO_RENDER_D3D12) || \
26 defined(SDL_VIDEO_RENDER_VULKAN)
27
28#include "SDL_d3dmath.h"
29
30// Direct3D matrix math functions
31
32Float4X4 MatrixIdentity(void)
33{
34 Float4X4 m;
35 SDL_zero(m);
36 m.v._11 = 1.0f;
37 m.v._22 = 1.0f;
38 m.v._33 = 1.0f;
39 m.v._44 = 1.0f;
40 return m;
41}
42
43Float4X4 MatrixMultiply(Float4X4 M1, Float4X4 M2)
44{
45 Float4X4 m;
46 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;
47 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;
48 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;
49 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;
50 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;
51 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;
52 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;
53 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;
54 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;
55 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;
56 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;
57 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;
58 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;
59 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;
60 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;
61 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;
62 return m;
63}
64
65Float4X4 MatrixScaling(float x, float y, float z)
66{
67 Float4X4 m;
68 SDL_zero(m);
69 m.v._11 = x;
70 m.v._22 = y;
71 m.v._33 = z;
72 m.v._44 = 1.0f;
73 return m;
74}
75
76Float4X4 MatrixTranslation(float x, float y, float z)
77{
78 Float4X4 m;
79 SDL_zero(m);
80 m.v._11 = 1.0f;
81 m.v._22 = 1.0f;
82 m.v._33 = 1.0f;
83 m.v._44 = 1.0f;
84 m.v._41 = x;
85 m.v._42 = y;
86 m.v._43 = z;
87 return m;
88}
89
90Float4X4 MatrixRotationX(float r)
91{
92 float sinR = SDL_sinf(r);
93 float cosR = SDL_cosf(r);
94 Float4X4 m;
95 SDL_zero(m);
96 m.v._11 = 1.0f;
97 m.v._22 = cosR;
98 m.v._23 = sinR;
99 m.v._32 = -sinR;
100 m.v._33 = cosR;
101 m.v._44 = 1.0f;
102 return m;
103}
104
105Float4X4 MatrixRotationY(float r)
106{
107 float sinR = SDL_sinf(r);
108 float cosR = SDL_cosf(r);
109 Float4X4 m;
110 SDL_zero(m);
111 m.v._11 = cosR;
112 m.v._13 = -sinR;
113 m.v._22 = 1.0f;
114 m.v._31 = sinR;
115 m.v._33 = cosR;
116 m.v._44 = 1.0f;
117 return m;
118}
119
120Float4X4 MatrixRotationZ(float r)
121{
122 float sinR = SDL_sinf(r);
123 float cosR = SDL_cosf(r);
124 Float4X4 m;
125 SDL_zero(m);
126 m.v._11 = cosR;
127 m.v._12 = sinR;
128 m.v._21 = -sinR;
129 m.v._22 = cosR;
130 m.v._33 = 1.0f;
131 m.v._44 = 1.0f;
132 return m;
133}
134
135#endif // SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11 || SDL_VIDEO_RENDER_D3D12 || SDL_VIDEO_RENDER_VULKAN
136