// 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 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); | |
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 |