author  Ryan C. Gordon <icculus@icculus.org> 
Fri, 01 May 2015 01:12:48 0400  
changeset 9580  d37ef6990bf9 
parent 8764  3d5ef7548688 
child 9619  b94b6d0bff0f 
permissions  rwrr 
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1 
/* 
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2 
Simple DirectMedia Layer 
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3 
Copyright (C) 19972014 Sam Lantinga <slouken@libsdl.org> 
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4 

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5 
This software is provided 'asis', without any express or implied 
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6 
warranty. In no event will the authors be held liable for any damages 
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7 
arising from the use of this software. 
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8 

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9 
Permission is granted to anyone to use this software for any purpose, 
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10 
including commercial applications, and to alter it and redistribute it 
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11 
freely, subject to the following restrictions: 
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12 

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1. The origin of this software must not be misrepresented; you must not 
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14 
claim that you wrote the original software. If you use this software 
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15 
in a product, an acknowledgment in the product documentation would be 
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16 
appreciated but is not required. 
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17 
2. Altered source versions must be plainly marked as such, and must not be 
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misrepresented as being the original software. 
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19 
3. This notice may not be removed or altered from any source distribution. 
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20 
*/ 
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#include "../SDL_internal.h" 
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#if (SDL_VIDEO_RENDER_D3D  SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED 
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#include "SDL_stdinc.h" 
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25 

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#include "SDL_d3dmath.h" 
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27 

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/* Direct3D matrix math functions */ 
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29 

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Float4X4 MatrixIdentity() 
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{ 
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Float4X4 m; 
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SDL_zero(m); 
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m._11 = 1.0f; 
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m._22 = 1.0f; 
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m._33 = 1.0f; 
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m._44 = 1.0f; 
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38 
return m; 
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39 
} 
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40 

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41 
Float4X4 MatrixMultiply(Float4X4 M1, Float4X4 M2) 
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42 
{ 
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43 
Float4X4 m; 
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44 
m._11 = M1._11 * M2._11 + M1._12 * M2._21 + M1._13 * M2._31 + M1._14 * M2._41; 
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m._12 = M1._11 * M2._12 + M1._12 * M2._22 + M1._13 * M2._32 + M1._14 * M2._42; 
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m._13 = M1._11 * M2._13 + M1._12 * M2._23 + M1._13 * M2._33 + M1._14 * M2._43; 
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m._14 = M1._11 * M2._14 + M1._12 * M2._24 + M1._13 * M2._34 + M1._14 * M2._44; 
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m._21 = M1._21 * M2._11 + M1._22 * M2._21 + M1._23 * M2._31 + M1._24 * M2._41; 
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m._22 = M1._21 * M2._12 + M1._22 * M2._22 + M1._23 * M2._32 + M1._24 * M2._42; 
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50 
m._23 = M1._21 * M2._13 + M1._22 * M2._23 + M1._23 * M2._33 + M1._24 * M2._43; 
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51 
m._24 = M1._21 * M2._14 + M1._22 * M2._24 + M1._23 * M2._34 + M1._24 * M2._44; 
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52 
m._31 = M1._31 * M2._11 + M1._32 * M2._21 + M1._33 * M2._31 + M1._34 * M2._41; 
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53 
m._32 = M1._31 * M2._12 + M1._32 * M2._22 + M1._33 * M2._32 + M1._34 * M2._42; 
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54 
m._33 = M1._31 * M2._13 + M1._32 * M2._23 + M1._33 * M2._33 + M1._34 * M2._43; 
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55 
m._34 = M1._31 * M2._14 + M1._32 * M2._24 + M1._33 * M2._34 + M1._34 * M2._44; 
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56 
m._41 = M1._41 * M2._11 + M1._42 * M2._21 + M1._43 * M2._31 + M1._44 * M2._41; 
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57 
m._42 = M1._41 * M2._12 + M1._42 * M2._22 + M1._43 * M2._32 + M1._44 * M2._42; 
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58 
m._43 = M1._41 * M2._13 + M1._42 * M2._23 + M1._43 * M2._33 + M1._44 * M2._43; 
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59 
m._44 = M1._41 * M2._14 + M1._42 * M2._24 + M1._43 * M2._34 + M1._44 * M2._44; 
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60 
return m; 
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61 
} 
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62 

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63 
Float4X4 MatrixScaling(float x, float y, float z) 
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64 
{ 
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65 
Float4X4 m; 
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66 
SDL_zero(m); 
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67 
m._11 = x; 
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m._22 = y; 
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m._33 = z; 
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m._44 = 1.0f; 
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return m; 
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} 
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Float4X4 MatrixTranslation(float x, float y, float z) 
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{ 
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76 
Float4X4 m; 
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77 
SDL_zero(m); 
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m._11 = 1.0f; 
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m._22 = 1.0f; 
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m._33 = 1.0f; 
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m._44 = 1.0f; 
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82 
m._41 = x; 
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m._42 = y; 
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m._43 = z; 
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return m; 
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} 
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87 

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Float4X4 MatrixRotationX(float r) 
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{ 
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90 
float sinR = SDL_sinf(r); 
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float cosR = SDL_cosf(r); 
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Float4X4 m; 
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SDL_zero(m); 
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m._11 = 1.0f; 
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95 
m._22 = cosR; 
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96 
m._23 = sinR; 
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97 
m._32 = sinR; 
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m._33 = cosR; 
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m._44 = 1.0f; 
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return m; 
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101 
} 
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102 

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Float4X4 MatrixRotationY(float r) 
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{ 
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105 
float sinR = SDL_sinf(r); 
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float cosR = SDL_cosf(r); 
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107 
Float4X4 m; 
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108 
SDL_zero(m); 
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109 
m._11 = cosR; 
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110 
m._13 = sinR; 
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m._22 = 1.0f; 
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112 
m._31 = sinR; 
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m._33 = cosR; 
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m._44 = 1.0f; 
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115 
return m; 
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116 
} 
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117 

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118 
Float4X4 MatrixRotationZ(float r) 
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119 
{ 
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120 
float sinR = SDL_sinf(r); 
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float cosR = SDL_cosf(r); 
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122 
Float4X4 m; 
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123 
SDL_zero(m); 
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124 
m._11 = cosR; 
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125 
m._12 = sinR; 
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126 
m._21 = sinR; 
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127 
m._22 = cosR; 
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128 
m._33 = 1.0f; 
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129 
m._44 = 1.0f; 
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130 
return m; 
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131 

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132 
} 
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133 

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#endif /* (SDL_VIDEO_RENDER_D3D  SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED */ 
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135 

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136 
/* vi: set ts=4 sw=4 expandtab: */ 