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/*
* Copyright (C) 2009 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef ANDROID_RS_MATRIX_4x4_H
#define ANDROID_RS_MATRIX_4x4_H
#include "rsType.h"
// ---------------------------------------------------------------------------
namespace android {
namespace renderscript {
struct Matrix4x4 : public rs_matrix4x4 {
float get(uint32_t row, uint32_t col) const {
return m[row*4 + col];
}
void set(uint32_t row, uint32_t col, float v) {
m[row*4 + col] = v;
}
void loadIdentity();
void load(const float *);
void load(const rs_matrix4x4 *);
void load(const rs_matrix3x3 *);
void load(const rs_matrix2x2 *);
void loadRotate(float rot, float x, float y, float z);
void loadScale(float x, float y, float z);
void loadTranslate(float x, float y, float z);
void loadMultiply(const rs_matrix4x4 *lhs, const rs_matrix4x4 *rhs);
void loadOrtho(float l, float r, float b, float t, float n, float f);
void loadFrustum(float l, float r, float b, float t, float n, float f);
void loadPerspective(float fovy, float aspect, float near, float far);
void vectorMultiply(float *v4out, const float *v3in) const;
bool inverse();
bool inverseTranspose();
void transpose();
void logv(const char *s) const;
void multiply(const rs_matrix4x4 *rhs) {
Matrix4x4 tmp;
tmp.loadMultiply(this, rhs);
load(&tmp);
}
void rotate(float rot, float x, float y, float z) {
Matrix4x4 tmp;
tmp.loadRotate(rot, x, y, z);
multiply(&tmp);
}
void scale(float x, float y, float z) {
Matrix4x4 tmp;
tmp.loadScale(x, y, z);
multiply(&tmp);
}
void translate(float x, float y, float z) {
Matrix4x4 tmp;
tmp.loadTranslate(x, y, z);
multiply(&tmp);
}
};
}
}
#endif