| // SwiftShader Software Renderer |
| // |
| // Copyright(c) 2005-2011 TransGaming Inc. |
| // |
| // All rights reserved. No part of this software may be copied, distributed, transmitted, |
| // transcribed, stored in a retrieval system, translated into any human or computer |
| // language by any means, or disclosed to third parties without the explicit written |
| // agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express |
| // or implied, including but not limited to any patent rights, are granted to you. |
| // |
| |
| #ifndef Matrix_hpp |
| #define Matrix_hpp |
| |
| namespace sw |
| { |
| struct Vector; |
| struct Point; |
| struct float4; |
| |
| struct Matrix |
| { |
| Matrix(); |
| Matrix(const int i); |
| Matrix(const float m[16]); |
| Matrix(const float m[4][4]); |
| Matrix(float m11, float m12, float m13, |
| float m21, float m22, float m23, |
| float m31, float m32, float m33); |
| Matrix(float m11, float m12, float m13, float m14, |
| float m21, float m22, float m23, float m24, |
| float m31, float m32, float m33, float m34, |
| float m41, float m42, float m43, float m44); |
| Matrix(const Vector &v1, const Vector &v2, const Vector &v3); // Column vectors |
| |
| Matrix &operator=(const Matrix &N); |
| |
| // Row major order |
| float m[4][4]; |
| |
| static Matrix diag(float m11, float m22, float m33, float m44); |
| |
| operator float*(); |
| |
| Matrix operator+() const; |
| Matrix operator-() const; |
| |
| Matrix operator!() const; // Inverse |
| Matrix operator~() const; // Transpose |
| |
| Matrix &operator+=(const Matrix &N); |
| Matrix &operator-=(const Matrix &N); |
| Matrix &operator*=(float s); |
| Matrix &operator*=(const Matrix &N); |
| Matrix &operator/=(float s); |
| |
| float *operator[](int i); // Access element [row][col], starting with [0][0] |
| const float *operator[](int i) const; |
| |
| float &operator()(int i, int j); // Access element (row, col), starting with (1, 1) |
| const float &operator()(int i, int j) const; |
| |
| friend bool operator==(const Matrix &M, const Matrix &N); |
| friend bool operator!=(const Matrix &M, const Matrix &N); |
| |
| friend Matrix operator+(const Matrix &M, const Matrix &N); |
| friend Matrix operator-(const Matrix &M, const Matrix &N); |
| friend Matrix operator*(float s, const Matrix &M); |
| friend Matrix operator*(const Matrix &M, const Matrix &N); |
| friend Matrix operator/(const Matrix &M, float s); |
| |
| float4 operator*(const float4 &v) const; |
| |
| static float det(const Matrix &M); |
| static float det(float m11); |
| static float det(float m11, float m12, |
| float m21, float m22); |
| static float det(float m11, float m12, float m13, |
| float m21, float m22, float m23, |
| float m31, float m32, float m33); |
| static float det(float m11, float m12, float m13, float m14, |
| float m21, float m22, float m23, float m24, |
| float m31, float m32, float m33, float m34, |
| float m41, float m42, float m43, float m44); |
| static float det(const Vector &v1, const Vector &v2, const Vector &v3); |
| static float det3(const Matrix &M); |
| |
| static float tr(const Matrix &M); |
| |
| Matrix &orthogonalise(); // Gram-Schmidt orthogonalisation of 3x3 submatrix |
| |
| static Matrix eulerRotate(const Vector &v); |
| static Matrix eulerRotate(float x, float y, float z); |
| |
| static Matrix translate(const Vector &v); |
| static Matrix translate(float x, float y, float z); |
| |
| static Matrix scale(const Vector &v); |
| static Matrix scale(float x, float y, float z); |
| |
| static Matrix lookAt(const Vector &v); |
| static Matrix lookAt(float x, float y, float z); |
| }; |
| } |
| |
| #include "Vector.hpp" |
| |
| namespace sw |
| { |
| inline Matrix::Matrix() |
| { |
| } |
| |
| inline Matrix::Matrix(const int i) |
| { |
| const float s = (float)i; |
| |
| Matrix &M = *this; |
| |
| M(1, 1) = s; M(1, 2) = 0; M(1, 3) = 0; M(1, 4) = 0; |
| M(2, 1) = 0; M(2, 2) = s; M(2, 3) = 0; M(2, 4) = 0; |
| M(3, 1) = 0; M(3, 2) = 0; M(3, 3) = s; M(3, 4) = 0; |
| M(4, 1) = 0; M(4, 2) = 0; M(4, 3) = 0; M(4, 4) = s; |
| } |
| |
| inline Matrix::Matrix(const float m[16]) |
| { |
| Matrix &M = *this; |
| |
| M(1, 1) = m[0]; M(1, 2) = m[1]; M(1, 3) = m[2]; M(1, 4) = m[3]; |
| M(2, 1) = m[4]; M(2, 2) = m[5]; M(2, 3) = m[6]; M(2, 4) = m[7]; |
| M(3, 1) = m[8]; M(3, 2) = m[8]; M(3, 3) = m[10]; M(3, 4) = m[11]; |
| M(4, 1) = m[12]; M(4, 2) = m[13]; M(4, 3) = m[14]; M(4, 4) = m[15]; |
| } |
| |
| inline Matrix::Matrix(const float m[4][4]) |
| { |
| Matrix &M = *this; |
| |
| M[0][0] = m[0][0]; M[0][1] = m[0][1]; M[0][2] = m[0][2]; M[0][3] = m[0][3]; |
| M[1][0] = m[1][0]; M[1][1] = m[1][1]; M[1][2] = m[1][2]; M[1][3] = m[1][3]; |
| M[2][0] = m[2][0]; M[2][1] = m[2][1]; M[2][2] = m[2][2]; M[2][3] = m[2][3]; |
| M[3][0] = m[3][0]; M[3][1] = m[3][1]; M[3][2] = m[3][2]; M[3][3] = m[3][3]; |
| } |
| |
| inline Matrix::Matrix(float m11, float m12, float m13, |
| float m21, float m22, float m23, |
| float m31, float m32, float m33) |
| { |
| Matrix &M = *this; |
| |
| M(1, 1) = m11; M(1, 2) = m12; M(1, 3) = m13; M(1, 4) = 0; |
| M(2, 1) = m21; M(2, 2) = m22; M(2, 3) = m23; M(2, 4) = 0; |
| M(3, 1) = m31; M(3, 2) = m32; M(3, 3) = m33; M(3, 4) = 0; |
| M(4, 1) = 0; M(4, 2) = 0; M(4, 3) = 0; M(4, 4) = 1; |
| } |
| |
| inline Matrix::Matrix(float m11, float m12, float m13, float m14, |
| float m21, float m22, float m23, float m24, |
| float m31, float m32, float m33, float m34, |
| float m41, float m42, float m43, float m44) |
| { |
| Matrix &M = *this; |
| |
| M(1, 1) = m11; M(1, 2) = m12; M(1, 3) = m13; M(1, 4) = m14; |
| M(2, 1) = m21; M(2, 2) = m22; M(2, 3) = m23; M(2, 4) = m24; |
| M(3, 1) = m31; M(3, 2) = m32; M(3, 3) = m33; M(3, 4) = m34; |
| M(4, 1) = m41; M(4, 2) = m42; M(4, 3) = m43; M(4, 4) = m44; |
| } |
| |
| inline Matrix::Matrix(const Vector &v1, const Vector &v2, const Vector &v3) |
| { |
| Matrix &M = *this; |
| |
| M(1, 1) = v1.x; M(1, 2) = v2.x; M(1, 3) = v3.x; M(1, 4) = 0; |
| M(2, 1) = v1.y; M(2, 2) = v2.y; M(2, 3) = v3.y; M(2, 4) = 0; |
| M(3, 1) = v1.z; M(3, 2) = v2.z; M(3, 3) = v3.z; M(3, 4) = 0; |
| M(4, 1) = 0; M(4, 2) = 0; M(4, 3) = 0; M(4, 4) = 1; |
| } |
| |
| inline Matrix &Matrix::operator=(const Matrix &N) |
| { |
| Matrix &M = *this; |
| |
| M(1, 1) = N(1, 1); M(1, 2) = N(1, 2); M(1, 3) = N(1, 3); M(1, 4) = N(1, 4); |
| M(2, 1) = N(2, 1); M(2, 2) = N(2, 2); M(2, 3) = N(2, 3); M(2, 4) = N(2, 4); |
| M(3, 1) = N(3, 1); M(3, 2) = N(3, 2); M(3, 3) = N(3, 3); M(3, 4) = N(3, 4); |
| M(4, 1) = N(4, 1); M(4, 2) = N(4, 2); M(4, 3) = N(4, 3); M(4, 4) = N(4, 4); |
| |
| return M; |
| } |
| |
| inline float *Matrix::operator[](int i) |
| { |
| return m[i]; |
| } |
| |
| inline const float *Matrix::operator[](int i) const |
| { |
| return m[i]; |
| } |
| |
| inline float &Matrix::operator()(int i, int j) |
| { |
| return m[i - 1][j - 1]; |
| } |
| |
| inline const float &Matrix::operator()(int i, int j) const |
| { |
| return m[i - 1][j - 1]; |
| } |
| } |
| |
| #endif // Matrix_hpp |