metalnes/source/Core/Matrix.cpp
2022-02-24 19:33:07 -08:00

355 lines
9.2 KiB
C++

#include <math.h>
#include "Math.h"
int NextPow2(int x)
{
if (x <= 0) return 0;
int i = 1;
while (i < x) {
i <<= 1;
}
return i;
}
Matrix44 Matrix44::Identity()
{
return Matrix44
{
1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1
};
}
Matrix44 Matrix44::Scale(float x, float y, float z, float w)
{
return Matrix44
{
x,0,0,0,
0,y,0,0,
0,0,z,0,
0,0,0,w
};
}
Matrix44 Matrix44::Translate(float x, float y, float z)
{
return Matrix44
{
1,0,0,0,
0,1,0,0,
0,0,1,0,
x,y,z,1
};
}
Matrix44 Matrix44::Transpose()
{
return Matrix44
{
m[0],m[4],m[8],m[12],
m[1],m[5],m[9],m[13],
m[2],m[6],m[10],m[14],
m[3],m[7],m[11],m[15]
};
}
Vector4 Matrix44::multiply(const Matrix44 &m, const Vector4 &v)
{
Vector4 r = {
v.x * m.m[0] + v.y * m.m[4] + v.z * m.m[8] + v.w * m.m[12],
v.x * m.m[1] + v.y * m.m[5] + v.z * m.m[9] + v.w * m.m[13],
v.x * m.m[2] + v.y * m.m[6] + v.z * m.m[10] + v.w * m.m[14],
v.x * m.m[3] + v.y * m.m[7] + v.z * m.m[11] + v.w * m.m[15]
};
return r;
}
Matrix44 Matrix44::multiply(const Matrix44 &a, const Matrix44 &b)
{
Matrix44 o;
o.m[0] = a.m[0] * b.m[0] + a.m[1] * b.m[4] + a.m[2] * b.m[8] + a.m[3] * b.m[12];
o.m[1] = a.m[0] * b.m[1] + a.m[1] * b.m[5] + a.m[2] * b.m[9] + a.m[3] * b.m[13];
o.m[2] = a.m[0] * b.m[2] + a.m[1] * b.m[6] + a.m[2] * b.m[10] + a.m[3] * b.m[14];
o.m[3] = a.m[0] * b.m[3] + a.m[1] * b.m[7] + a.m[2] * b.m[11] + a.m[3] * b.m[15];
o.m[4] = a.m[4] * b.m[0] + a.m[5] * b.m[4] + a.m[6] * b.m[8] + a.m[7] * b.m[12];
o.m[5] = a.m[4] * b.m[1] + a.m[5] * b.m[5] + a.m[6] * b.m[9] + a.m[7] * b.m[13];
o.m[6] = a.m[4] * b.m[2] + a.m[5] * b.m[6] + a.m[6] * b.m[10] + a.m[7] * b.m[14];
o.m[7] = a.m[4] * b.m[3] + a.m[5] * b.m[7] + a.m[6] * b.m[11] + a.m[7] * b.m[15];
o.m[8] = a.m[8] * b.m[0] + a.m[9] * b.m[4] + a.m[10] * b.m[8] + a.m[11] * b.m[12];
o.m[9] = a.m[8] * b.m[1] + a.m[9] * b.m[5] + a.m[10] * b.m[9] + a.m[11] * b.m[13];
o.m[10] = a.m[8] * b.m[2] + a.m[9] * b.m[6] + a.m[10] * b.m[10] + a.m[11] * b.m[14];
o.m[11] = a.m[8] * b.m[3] + a.m[9] * b.m[7] + a.m[10] * b.m[11] + a.m[11] * b.m[15];
o.m[12] = a.m[12] * b.m[0] + a.m[13] * b.m[4] + a.m[14] * b.m[8] + a.m[15] * b.m[12];
o.m[13] = a.m[12] * b.m[1] + a.m[13] * b.m[5] + a.m[14] * b.m[9] + a.m[15] * b.m[13];
o.m[14] = a.m[12] * b.m[2] + a.m[13] * b.m[6] + a.m[14] * b.m[10] + a.m[15] * b.m[14];
o.m[15] = a.m[12] * b.m[3] + a.m[13] * b.m[7] + a.m[14] * b.m[11] + a.m[15] * b.m[15];
return o;
}
Vector4 Matrix44::Multiply(const Vector4 &v)
{
return multiply(*this, v);
}
static bool InvertMatrix(const float m[16], float invOut[16])
{
float inv[16], det;
int i;
inv[0] = m[5] * m[10] * m[15] -
m[5] * m[11] * m[14] -
m[9] * m[6] * m[15] +
m[9] * m[7] * m[14] +
m[13] * m[6] * m[11] -
m[13] * m[7] * m[10];
inv[4] = -m[4] * m[10] * m[15] +
m[4] * m[11] * m[14] +
m[8] * m[6] * m[15] -
m[8] * m[7] * m[14] -
m[12] * m[6] * m[11] +
m[12] * m[7] * m[10];
inv[8] = m[4] * m[9] * m[15] -
m[4] * m[11] * m[13] -
m[8] * m[5] * m[15] +
m[8] * m[7] * m[13] +
m[12] * m[5] * m[11] -
m[12] * m[7] * m[9];
inv[12] = -m[4] * m[9] * m[14] +
m[4] * m[10] * m[13] +
m[8] * m[5] * m[14] -
m[8] * m[6] * m[13] -
m[12] * m[5] * m[10] +
m[12] * m[6] * m[9];
inv[1] = -m[1] * m[10] * m[15] +
m[1] * m[11] * m[14] +
m[9] * m[2] * m[15] -
m[9] * m[3] * m[14] -
m[13] * m[2] * m[11] +
m[13] * m[3] * m[10];
inv[5] = m[0] * m[10] * m[15] -
m[0] * m[11] * m[14] -
m[8] * m[2] * m[15] +
m[8] * m[3] * m[14] +
m[12] * m[2] * m[11] -
m[12] * m[3] * m[10];
inv[9] = -m[0] * m[9] * m[15] +
m[0] * m[11] * m[13] +
m[8] * m[1] * m[15] -
m[8] * m[3] * m[13] -
m[12] * m[1] * m[11] +
m[12] * m[3] * m[9];
inv[13] = m[0] * m[9] * m[14] -
m[0] * m[10] * m[13] -
m[8] * m[1] * m[14] +
m[8] * m[2] * m[13] +
m[12] * m[1] * m[10] -
m[12] * m[2] * m[9];
inv[2] = m[1] * m[6] * m[15] -
m[1] * m[7] * m[14] -
m[5] * m[2] * m[15] +
m[5] * m[3] * m[14] +
m[13] * m[2] * m[7] -
m[13] * m[3] * m[6];
inv[6] = -m[0] * m[6] * m[15] +
m[0] * m[7] * m[14] +
m[4] * m[2] * m[15] -
m[4] * m[3] * m[14] -
m[12] * m[2] * m[7] +
m[12] * m[3] * m[6];
inv[10] = m[0] * m[5] * m[15] -
m[0] * m[7] * m[13] -
m[4] * m[1] * m[15] +
m[4] * m[3] * m[13] +
m[12] * m[1] * m[7] -
m[12] * m[3] * m[5];
inv[14] = -m[0] * m[5] * m[14] +
m[0] * m[6] * m[13] +
m[4] * m[1] * m[14] -
m[4] * m[2] * m[13] -
m[12] * m[1] * m[6] +
m[12] * m[2] * m[5];
inv[3] = -m[1] * m[6] * m[11] +
m[1] * m[7] * m[10] +
m[5] * m[2] * m[11] -
m[5] * m[3] * m[10] -
m[9] * m[2] * m[7] +
m[9] * m[3] * m[6];
inv[7] = m[0] * m[6] * m[11] -
m[0] * m[7] * m[10] -
m[4] * m[2] * m[11] +
m[4] * m[3] * m[10] +
m[8] * m[2] * m[7] -
m[8] * m[3] * m[6];
inv[11] = -m[0] * m[5] * m[11] +
m[0] * m[7] * m[9] +
m[4] * m[1] * m[11] -
m[4] * m[3] * m[9] -
m[8] * m[1] * m[7] +
m[8] * m[3] * m[5];
inv[15] = m[0] * m[5] * m[10] -
m[0] * m[6] * m[9] -
m[4] * m[1] * m[10] +
m[4] * m[2] * m[9] +
m[8] * m[1] * m[6] -
m[8] * m[2] * m[5];
det = m[0] * inv[0] + m[1] * inv[4] + m[2] * inv[8] + m[3] * inv[12];
if (det == 0)
return false;
det = 1.0 / det;
for (i = 0; i < 16; i++)
invOut[i] = inv[i] * det;
return true;
}
Matrix44 Matrix44::Invert()
{
Matrix44 result;
InvertMatrix(this->m, result.m);
return result;
}
Matrix44 Matrix44::Ortho(float left, float right, float bottom, float top, float nearZ, float farZ)
{
float deltaX = right - left;
float deltaY = top - bottom;
float deltaZ = farZ - nearZ;
Matrix44 ortho =
{
2.0f / deltaX,0,0,0,
0,2.0f / deltaY,0,0,
0,0,-2.0f / deltaZ,0,
-(right + left) / deltaX,-(top + bottom) / deltaY,-(nearZ + farZ) / deltaZ,1
};
return ortho;
}
Matrix44 Matrix44::OrthoLH(float l, float r, float b, float t, float zn, float zf)
{
return Matrix44 {
2.0f / (r - l),
0.0f,
0.0f,
0.0f,
0.0f,
2.0f / (t - b),
0.0f,
0.0f,
0.0f,
0.0f,
// 2.0f / (zf - zn), // -1,1 depth range
1.0f / (zf - zn), // 0,1 depth range
0.0f,
(l+r)/(l-r),
(t+b)/(b-t) ,
// (zn + zf) / (zn - zf) , // -1,1 depth range
(zn) / (zn - zf) , // 0,1 depth range
1.0f
};
}
Matrix44 Matrix44::PerspectiveFovAspectLH(float fovY, float aspect, float nearZ, float farZ)
{
float yscale = 1.0f / tanf(fovY * 0.5f); // 1 / tan == cot
float xscale = yscale / aspect;
float q = farZ / (farZ - nearZ);
Matrix44 m = {
xscale, 0.0f, 0.0f, 0.0f ,
0.0f, yscale, 0.0f, 0.0f ,
0.0f, 0.0f, q, 1.0f ,
0.0f, 0.0f, q * -nearZ, 0.0f
};
return m;
}
Matrix44 Matrix44::PerspectiveOffCenterRH(float l, float r, float b, float t, float zn, float zf)
{
#if 0
Matrix44 m = {
2*zn/(r-l), 0, 0, 0,
0, 2*zn*(t-b), 0, 0,
(l+r)/(r-l), (t+b)/(t-b), zf/(zn-zf), -1,
0, 0, zn*zf/(zn-zf), 0
};
#else
Matrix44 m = {
2*zn/(r-l), 0, 0, 0,
0, 2*zn*(t-b), 0, 0,
(l+r)/(r-l), (t+b)/(t-b), 1.0f/(zn-zf), -1,
0, 0, zn/(zn-zf), 0
};
#endif
return m;
}
Matrix44 Matrix44::PerspectiveOffCenterLH(float l, float r, float b, float t, float zn, float zf)
{
#if 0
Matrix44 m = {
2*zn/(r-l), 0 , 0 , 0,
0 , 2*zn/(t-b), 0 , 0,
(l+r)/(l-r), (t+b)/(b-t), zf/(zf-zn) , 1,
0 , 0 , zn*zf/(zn-zf), 0
};
#else
Matrix44 m = {
2*zn/(r-l), 0 , 0 , 0,
0 , 2*zn/(t-b), 0 , 0,
(l+r)/(l-r), (t+b)/(b-t), 1.0f/(zf-zn) , 1,
0 , 0 , zn/(zn-zf), 0
};
#endif
return m;
}