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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2026 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_GPU) || \
- defined(SDL_VIDEO_RENDER_VULKAN)
- // Set up for C function definitions, even when using C++
- #ifdef __cplusplus
- extern "C" {
- #endif
- // Direct3D matrix math functions
- typedef struct
- {
- float x;
- float y;
- } Float2;
- typedef struct
- {
- float x;
- float y;
- float z;
- } Float3;
- typedef struct
- {
- float x;
- float y;
- float z;
- float w;
- } Float4;
- typedef struct
- {
- union
- {
- struct
- {
- float _11, _12, _13, _14;
- float _21, _22, _23, _24;
- float _31, _32, _33, _34;
- float _41, _42, _43, _44;
- } v;
- float m[4][4];
- };
- } Float4X4;
- static inline 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;
- }
- static inline 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;
- }
- static inline 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;
- }
- static inline 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;
- }
- static inline 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;
- }
- static inline 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;
- }
- static inline 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;
- }
- // Ends C function definitions when using C++
- #ifdef __cplusplus
- }
- #endif
- #endif // SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11 || SDL_VIDEO_RENDER_D3D12 || SDL_VIDEO_RENDER_VULKAN
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