mirror of
https://github.com/doitsujin/dxvk.git
synced 2024-12-14 00:48:44 +01:00
255 lines
8.4 KiB
C++
255 lines
8.4 KiB
C++
#include "util_matrix.h"
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namespace dxvk {
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// Identity
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Matrix4::Matrix4() {
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data[0] = { 1, 0, 0, 0 };
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data[1] = { 0, 1, 0, 0 };
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data[2] = { 0, 0, 1, 0 };
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data[3] = { 0, 0, 0, 1 };
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}
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// Produces a scalar matrix, x * Identity
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Matrix4::Matrix4(float x) {
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data[0] = { x, 0, 0, 0 };
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data[1] = { 0, x, 0, 0 };
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data[2] = { 0, 0, x, 0 };
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data[3] = { 0, 0, 0, x };
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}
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Matrix4::Matrix4(
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const Vector4& v0,
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const Vector4& v1,
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const Vector4& v2,
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const Vector4& v3) {
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data[0] = v0;
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data[1] = v1;
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data[2] = v2;
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data[3] = v3;
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}
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Vector4& Matrix4::operator[](size_t index) { return data[index]; }
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const Vector4& Matrix4::operator[](size_t index) const { return data[index]; }
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bool Matrix4::operator==(const Matrix4& m2) const {
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const Matrix4& m1 = *this;
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for (uint32_t i = 0; i < 4; i++) {
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if (m1[i] != m2[i])
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return false;
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}
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return true;
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}
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bool Matrix4::operator!=(const Matrix4& m2) const { return !operator==(m2); }
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Matrix4 Matrix4::operator+(const Matrix4& other) const {
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Matrix4 mat;
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for (uint32_t i = 0; i < 4; i++)
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mat[i] = data[i] + other.data[i];
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return mat;
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}
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Matrix4 Matrix4::operator-(const Matrix4& other) const {
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Matrix4 mat;
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for (uint32_t i = 0; i < 4; i++)
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mat[i] = data[i] - other.data[i];
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return mat;
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}
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Matrix4 Matrix4::operator*(const Matrix4& m2) const {
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const Matrix4& m1 = *this;
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const Vector4 srcA0 = { m1[0] };
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const Vector4 srcA1 = { m1[1] };
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const Vector4 srcA2 = { m1[2] };
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const Vector4 srcA3 = { m1[3] };
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const Vector4 srcB0 = { m2[0] };
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const Vector4 srcB1 = { m2[1] };
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const Vector4 srcB2 = { m2[2] };
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const Vector4 srcB3 = { m2[3] };
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Matrix4 result;
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result[0] = srcA0 * srcB0[0] + srcA1 * srcB0[1] + srcA2 * srcB0[2] + srcA3 * srcB0[3];
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result[1] = srcA0 * srcB1[0] + srcA1 * srcB1[1] + srcA2 * srcB1[2] + srcA3 * srcB1[3];
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result[2] = srcA0 * srcB2[0] + srcA1 * srcB2[1] + srcA2 * srcB2[2] + srcA3 * srcB2[3];
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result[3] = srcA0 * srcB3[0] + srcA1 * srcB3[1] + srcA2 * srcB3[2] + srcA3 * srcB3[3];
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return result;
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}
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Vector4 Matrix4::operator*(const Vector4& v) const {
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const Matrix4& m = *this;
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const Vector4 mul0 = { m[0] * v[0] };
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const Vector4 mul1 = { m[1] * v[1] };
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const Vector4 mul2 = { m[2] * v[2] };
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const Vector4 mul3 = { m[3] * v[3] };
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const Vector4 add0 = { mul0 + mul1 };
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const Vector4 add1 = { mul2 + mul3 };
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return add0 + add1;
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}
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Matrix4 Matrix4::operator*(float scalar) const {
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Matrix4 mat;
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for (uint32_t i = 0; i < 4; i++)
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mat[i] = data[i] * scalar;
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return mat;
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}
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Matrix4 Matrix4::operator/(float scalar) const {
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Matrix4 mat;
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for (uint32_t i = 0; i < 4; i++)
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mat[i] = data[i] / scalar;
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return mat;
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}
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Matrix4& Matrix4::operator+=(const Matrix4& other) {
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return (*this = (*this) + other);
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}
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Matrix4& Matrix4::operator-=(const Matrix4& other) {
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return (*this = (*this) - other);
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}
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Matrix4& Matrix4::operator*=(const Matrix4& other) {
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return (*this = (*this) * other);
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}
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Matrix4 transpose(const Matrix4& m) {
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Matrix4 result;
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for (uint32_t i = 0; i < 4; i++) {
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for (uint32_t j = 0; j < 4; j++)
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result[i][j] = m.data[j][i];
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}
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return result;
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}
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float determinant(const Matrix4& m) {
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float coef00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];
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float coef02 = m[1][2] * m[3][3] - m[3][2] * m[1][3];
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float coef03 = m[1][2] * m[2][3] - m[2][2] * m[1][3];
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float coef04 = m[2][1] * m[3][3] - m[3][1] * m[2][3];
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float coef06 = m[1][1] * m[3][3] - m[3][1] * m[1][3];
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float coef07 = m[1][1] * m[2][3] - m[2][1] * m[1][3];
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float coef08 = m[2][1] * m[3][2] - m[3][1] * m[2][2];
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float coef10 = m[1][1] * m[3][2] - m[3][1] * m[1][2];
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float coef11 = m[1][1] * m[2][2] - m[2][1] * m[1][2];
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float coef12 = m[2][0] * m[3][3] - m[3][0] * m[2][3];
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float coef14 = m[1][0] * m[3][3] - m[3][0] * m[1][3];
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float coef15 = m[1][0] * m[2][3] - m[2][0] * m[1][3];
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float coef16 = m[2][0] * m[3][2] - m[3][0] * m[2][2];
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float coef18 = m[1][0] * m[3][2] - m[3][0] * m[1][2];
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float coef19 = m[1][0] * m[2][2] - m[2][0] * m[1][2];
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float coef20 = m[2][0] * m[3][1] - m[3][0] * m[2][1];
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float coef22 = m[1][0] * m[3][1] - m[3][0] * m[1][1];
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float coef23 = m[1][0] * m[2][1] - m[2][0] * m[1][1];
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Vector4 fac0 = { coef00, coef00, coef02, coef03 };
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Vector4 fac1 = { coef04, coef04, coef06, coef07 };
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Vector4 fac2 = { coef08, coef08, coef10, coef11 };
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Vector4 fac3 = { coef12, coef12, coef14, coef15 };
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Vector4 fac4 = { coef16, coef16, coef18, coef19 };
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Vector4 fac5 = { coef20, coef20, coef22, coef23 };
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Vector4 vec0 = { m[1][0], m[0][0], m[0][0], m[0][0] };
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Vector4 vec1 = { m[1][1], m[0][1], m[0][1], m[0][1] };
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Vector4 vec2 = { m[1][2], m[0][2], m[0][2], m[0][2] };
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Vector4 vec3 = { m[1][3], m[0][3], m[0][3], m[0][3] };
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Vector4 inv0 = { vec1 * fac0 - vec2 * fac1 + vec3 * fac2 };
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Vector4 inv1 = { vec0 * fac0 - vec2 * fac3 + vec3 * fac4 };
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Vector4 inv2 = { vec0 * fac1 - vec1 * fac3 + vec3 * fac5 };
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Vector4 inv3 = { vec0 * fac2 - vec1 * fac4 + vec2 * fac5 };
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Vector4 signA = { +1, -1, +1, -1 };
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Vector4 signB = { -1, +1, -1, +1 };
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Matrix4 inverse = { inv0 * signA, inv1 * signB, inv2 * signA, inv3 * signB };
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Vector4 row0 = { inverse[0][0], inverse[1][0], inverse[2][0], inverse[3][0] };
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Vector4 dot0 = { m[0] * row0 };
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return (dot0.x + dot0.y) + (dot0.z + dot0.w);
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}
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Matrix4 inverse(const Matrix4& m)
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{
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float coef00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];
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float coef02 = m[1][2] * m[3][3] - m[3][2] * m[1][3];
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float coef03 = m[1][2] * m[2][3] - m[2][2] * m[1][3];
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float coef04 = m[2][1] * m[3][3] - m[3][1] * m[2][3];
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float coef06 = m[1][1] * m[3][3] - m[3][1] * m[1][3];
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float coef07 = m[1][1] * m[2][3] - m[2][1] * m[1][3];
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float coef08 = m[2][1] * m[3][2] - m[3][1] * m[2][2];
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float coef10 = m[1][1] * m[3][2] - m[3][1] * m[1][2];
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float coef11 = m[1][1] * m[2][2] - m[2][1] * m[1][2];
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float coef12 = m[2][0] * m[3][3] - m[3][0] * m[2][3];
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float coef14 = m[1][0] * m[3][3] - m[3][0] * m[1][3];
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float coef15 = m[1][0] * m[2][3] - m[2][0] * m[1][3];
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float coef16 = m[2][0] * m[3][2] - m[3][0] * m[2][2];
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float coef18 = m[1][0] * m[3][2] - m[3][0] * m[1][2];
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float coef19 = m[1][0] * m[2][2] - m[2][0] * m[1][2];
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float coef20 = m[2][0] * m[3][1] - m[3][0] * m[2][1];
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float coef22 = m[1][0] * m[3][1] - m[3][0] * m[1][1];
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float coef23 = m[1][0] * m[2][1] - m[2][0] * m[1][1];
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Vector4 fac0 = { coef00, coef00, coef02, coef03 };
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Vector4 fac1 = { coef04, coef04, coef06, coef07 };
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Vector4 fac2 = { coef08, coef08, coef10, coef11 };
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Vector4 fac3 = { coef12, coef12, coef14, coef15 };
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Vector4 fac4 = { coef16, coef16, coef18, coef19 };
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Vector4 fac5 = { coef20, coef20, coef22, coef23 };
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Vector4 vec0 = { m[1][0], m[0][0], m[0][0], m[0][0] };
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Vector4 vec1 = { m[1][1], m[0][1], m[0][1], m[0][1] };
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Vector4 vec2 = { m[1][2], m[0][2], m[0][2], m[0][2] };
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Vector4 vec3 = { m[1][3], m[0][3], m[0][3], m[0][3] };
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Vector4 inv0 = { vec1 * fac0 - vec2 * fac1 + vec3 * fac2 };
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Vector4 inv1 = { vec0 * fac0 - vec2 * fac3 + vec3 * fac4 };
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Vector4 inv2 = { vec0 * fac1 - vec1 * fac3 + vec3 * fac5 };
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Vector4 inv3 = { vec0 * fac2 - vec1 * fac4 + vec2 * fac5 };
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Vector4 signA = { +1, -1, +1, -1 };
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Vector4 signB = { -1, +1, -1, +1 };
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Matrix4 inverse = { inv0 * signA, inv1 * signB, inv2 * signA, inv3 * signB };
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Vector4 row0 = { inverse[0][0], inverse[1][0], inverse[2][0], inverse[3][0] };
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Vector4 dot0 = { m[0] * row0 };
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float dot1 = (dot0.x + dot0.y) + (dot0.z + dot0.w);
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return inverse * (1.0f / dot1);
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}
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Matrix4 hadamardProduct(const Matrix4& a, const Matrix4& b) {
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Matrix4 result;
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for (uint32_t i = 0; i < 4; i++)
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result[i] = a[i] * b[i];
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return result;
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}
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std::ostream& operator<<(std::ostream& os, const Matrix4& m) {
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os << "Matrix4(";
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for (uint32_t i = 0; i < 4; i++) {
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os << "\n\t" << m[i];
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if (i < 3)
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os << ", ";
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}
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os << "\n)";
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return os;
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}
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} |