| // Copyright 2016 The SwiftShader Authors. All Rights Reserved. | 
 | // | 
 | // 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 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 |