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authorchai <chaifix@163.com>2019-03-19 23:06:27 +0800
committerchai <chaifix@163.com>2019-03-19 23:06:27 +0800
commit1497dccd63a84b7ee2b229b1ad9c5c02718f2a78 (patch)
treef8d1bff50da13e126d08c7345653e002e293202d /Source/3rdParty/SDL2/src/render/SDL_d3dmath.c
parent5e2a973516e0729b225da9de0b03015dc5854ac4 (diff)
*rename
Diffstat (limited to 'Source/3rdParty/SDL2/src/render/SDL_d3dmath.c')
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diff --git a/Source/3rdParty/SDL2/src/render/SDL_d3dmath.c b/Source/3rdParty/SDL2/src/render/SDL_d3dmath.c
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--- a/Source/3rdParty/SDL2/src/render/SDL_d3dmath.c
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@@ -1,136 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2018 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 (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED
-#include "SDL_stdinc.h"
-
-#include "SDL_d3dmath.h"
-
-/* Direct3D matrix math functions */
-
-Float4X4 MatrixIdentity()
-{
- 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;
-}
-
-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;
-}
-
-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;
-}
-
-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;
-}
-
-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;
-}
-
-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;
-}
-
-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;
-
-}
-
-#endif /* (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED */
-
-/* vi: set ts=4 sw=4 expandtab: */