| 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 | |
| 32 | Float4X4 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 | |
| 43 | Float4X4 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 | |
| 65 | Float4X4 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 | |
| 76 | Float4X4 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 | |
| 90 | Float4X4 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 | |
| 105 | Float4X4 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 | |
| 120 | Float4X4 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 | |