SDL_d3dmath.h 5.0 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
  4. This software is provided 'as-is', without any express or implied
  5. warranty. In no event will the authors be held liable for any damages
  6. arising from the use of this software.
  7. Permission is granted to anyone to use this software for any purpose,
  8. including commercial applications, and to alter it and redistribute it
  9. freely, subject to the following restrictions:
  10. 1. The origin of this software must not be misrepresented; you must not
  11. claim that you wrote the original software. If you use this software
  12. in a product, an acknowledgment in the product documentation would be
  13. appreciated but is not required.
  14. 2. Altered source versions must be plainly marked as such, and must not be
  15. misrepresented as being the original software.
  16. 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. #include "SDL_internal.h"
  19. #if defined(SDL_VIDEO_RENDER_D3D) || \
  20. defined(SDL_VIDEO_RENDER_D3D11) || \
  21. defined(SDL_VIDEO_RENDER_D3D12) || \
  22. defined(SDL_VIDEO_RENDER_GPU) || \
  23. defined(SDL_VIDEO_RENDER_VULKAN)
  24. // Set up for C function definitions, even when using C++
  25. #ifdef __cplusplus
  26. extern "C" {
  27. #endif
  28. // Direct3D matrix math functions
  29. typedef struct
  30. {
  31. float x;
  32. float y;
  33. } Float2;
  34. typedef struct
  35. {
  36. float x;
  37. float y;
  38. float z;
  39. } Float3;
  40. typedef struct
  41. {
  42. float x;
  43. float y;
  44. float z;
  45. float w;
  46. } Float4;
  47. typedef struct
  48. {
  49. union
  50. {
  51. struct
  52. {
  53. float _11, _12, _13, _14;
  54. float _21, _22, _23, _24;
  55. float _31, _32, _33, _34;
  56. float _41, _42, _43, _44;
  57. } v;
  58. float m[4][4];
  59. };
  60. } Float4X4;
  61. static inline Float4X4 MatrixIdentity(void)
  62. {
  63. Float4X4 m;
  64. SDL_zero(m);
  65. m.v._11 = 1.0f;
  66. m.v._22 = 1.0f;
  67. m.v._33 = 1.0f;
  68. m.v._44 = 1.0f;
  69. return m;
  70. }
  71. static inline Float4X4 MatrixMultiply(Float4X4 M1, Float4X4 M2)
  72. {
  73. Float4X4 m;
  74. 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;
  75. 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;
  76. 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;
  77. 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;
  78. 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;
  79. 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;
  80. 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;
  81. 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;
  82. 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;
  83. 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;
  84. 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;
  85. 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;
  86. 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;
  87. 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;
  88. 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;
  89. 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;
  90. return m;
  91. }
  92. static inline Float4X4 MatrixScaling(float x, float y, float z)
  93. {
  94. Float4X4 m;
  95. SDL_zero(m);
  96. m.v._11 = x;
  97. m.v._22 = y;
  98. m.v._33 = z;
  99. m.v._44 = 1.0f;
  100. return m;
  101. }
  102. static inline Float4X4 MatrixTranslation(float x, float y, float z)
  103. {
  104. Float4X4 m;
  105. SDL_zero(m);
  106. m.v._11 = 1.0f;
  107. m.v._22 = 1.0f;
  108. m.v._33 = 1.0f;
  109. m.v._44 = 1.0f;
  110. m.v._41 = x;
  111. m.v._42 = y;
  112. m.v._43 = z;
  113. return m;
  114. }
  115. static inline Float4X4 MatrixRotationX(float r)
  116. {
  117. float sinR = SDL_sinf(r);
  118. float cosR = SDL_cosf(r);
  119. Float4X4 m;
  120. SDL_zero(m);
  121. m.v._11 = 1.0f;
  122. m.v._22 = cosR;
  123. m.v._23 = sinR;
  124. m.v._32 = -sinR;
  125. m.v._33 = cosR;
  126. m.v._44 = 1.0f;
  127. return m;
  128. }
  129. static inline Float4X4 MatrixRotationY(float r)
  130. {
  131. float sinR = SDL_sinf(r);
  132. float cosR = SDL_cosf(r);
  133. Float4X4 m;
  134. SDL_zero(m);
  135. m.v._11 = cosR;
  136. m.v._13 = -sinR;
  137. m.v._22 = 1.0f;
  138. m.v._31 = sinR;
  139. m.v._33 = cosR;
  140. m.v._44 = 1.0f;
  141. return m;
  142. }
  143. static inline Float4X4 MatrixRotationZ(float r)
  144. {
  145. float sinR = SDL_sinf(r);
  146. float cosR = SDL_cosf(r);
  147. Float4X4 m;
  148. SDL_zero(m);
  149. m.v._11 = cosR;
  150. m.v._12 = sinR;
  151. m.v._21 = -sinR;
  152. m.v._22 = cosR;
  153. m.v._33 = 1.0f;
  154. m.v._44 = 1.0f;
  155. return m;
  156. }
  157. // Ends C function definitions when using C++
  158. #ifdef __cplusplus
  159. }
  160. #endif
  161. #endif // SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11 || SDL_VIDEO_RENDER_D3D12 || SDL_VIDEO_RENDER_VULKAN