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Diffstat (limited to 'Source/external/SDL2/src/render/SDL_d3dmath.c')
-rw-r--r--Source/external/SDL2/src/render/SDL_d3dmath.c136
1 files changed, 136 insertions, 0 deletions
diff --git a/Source/external/SDL2/src/render/SDL_d3dmath.c b/Source/external/SDL2/src/render/SDL_d3dmath.c
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+++ b/Source/external/SDL2/src/render/SDL_d3dmath.c
@@ -0,0 +1,136 @@
+/*
+ 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: */