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obs-studio/libobs/graphics/matrix3.c
jp9000 1c2a0524b7 Change graphics subsystem to 4x4 matrices
4x4 matrices aren't as optimal, but are much more sensible to handle
when you want to do more advanced stuff like scaling, skewing, or
inversion.
2014-06-14 23:17:04 -07:00

146 lines
4.0 KiB
C

/******************************************************************************
Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
#include <string.h>
#include "matrix3.h"
#include "matrix4.h"
#include "plane.h"
#include "quat.h"
void matrix3_from_quat(struct matrix3 *dst, const struct quat *q)
{
float norm = quat_dot(q, q);
float s = (norm > 0.0f) ? (2.0f/norm) : 0.0f;
float xx = q->x * q->x * s;
float yy = q->y * q->y * s;
float zz = q->z * q->z * s;
float xy = q->x * q->y * s;
float xz = q->x * q->z * s;
float yz = q->y * q->z * s;
float wx = q->w * q->x * s;
float wy = q->w * q->y * s;
float wz = q->w * q->z * s;
vec3_set(&dst->x, 1.0f - (yy + zz), xy + wz, xz - wy);
vec3_set(&dst->y, xy - wz, 1.0f - (xx + zz), yz + wx);
vec3_set(&dst->z, xz + wy, yz - wx, 1.0f - (xx + yy));
vec3_zero(&dst->t);
}
void matrix3_from_axisang(struct matrix3 *dst, const struct axisang *aa)
{
struct quat q;
quat_from_axisang(&q, aa);
matrix3_from_quat(dst, &q);
}
void matrix3_from_matrix4(struct matrix3 *dst, const struct matrix4 *m)
{
dst->x.m = m->x.m;
dst->y.m = m->y.m;
dst->z.m = m->z.m;
dst->t.m = m->t.m;
dst->x.w = 0.0f;
dst->y.w = 0.0f;
dst->z.w = 0.0f;
dst->t.w = 0.0f;
}
void matrix3_mul(struct matrix3 *dst, const struct matrix3 *m1,
const struct matrix3 *m2)
{
if (dst == m2) {
struct matrix3 temp;
vec3_rotate(&temp.x, &m1->x, m2);
vec3_rotate(&temp.y, &m1->y, m2);
vec3_rotate(&temp.z, &m1->z, m2);
vec3_transform3x4(&temp.t, &m1->t, m2);
matrix3_copy(dst, &temp);
} else {
vec3_rotate(&dst->x, &m1->x, m2);
vec3_rotate(&dst->y, &m1->y, m2);
vec3_rotate(&dst->z, &m1->z, m2);
vec3_transform3x4(&dst->t, &m1->t, m2);
}
}
void matrix3_rotate(struct matrix3 *dst, const struct matrix3 *m,
const struct quat *q)
{
struct matrix3 temp;
matrix3_from_quat(&temp, q);
matrix3_mul(dst, m, &temp);
}
void matrix3_rotate_aa(struct matrix3 *dst, const struct matrix3 *m,
const struct axisang *aa)
{
struct matrix3 temp;
matrix3_from_axisang(&temp, aa);
matrix3_mul(dst, m, &temp);
}
void matrix3_scale(struct matrix3 *dst, const struct matrix3 *m,
const struct vec3 *v)
{
vec3_mul(&dst->x, &m->x, v);
vec3_mul(&dst->y, &m->y, v);
vec3_mul(&dst->z, &m->z, v);
vec3_mul(&dst->t, &m->t, v);
}
void matrix3_transpose(struct matrix3 *dst, const struct matrix3 *m)
{
__m128 tmp1, tmp2;
vec3_rotate(&dst->t, &m->t, m);
vec3_neg(&dst->t, &dst->t);
tmp1 = _mm_movelh_ps(m->x.m, m->y.m);
tmp2 = _mm_movehl_ps(m->y.m, m->x.m);
dst->x.m = _mm_shuffle_ps(tmp1, m->z.m, _MM_SHUFFLE(3, 0, 2, 0));
dst->y.m = _mm_shuffle_ps(tmp1, m->z.m, _MM_SHUFFLE(3, 1, 3, 1));
dst->z.m = _mm_shuffle_ps(tmp2, m->z.m, _MM_SHUFFLE(3, 2, 2, 0));
}
void matrix3_inv(struct matrix3 *dst, const struct matrix3 *m)
{
struct matrix4 m4;
matrix4_from_matrix3(&m4, m);
matrix4_inv((struct matrix4*)dst, &m4);
dst->t.w = 0.0f;
}
void matrix3_mirror(struct matrix3 *dst, const struct matrix3 *m,
const struct plane *p)
{
vec3_mirrorv(&dst->x, &m->x, &p->dir);
vec3_mirrorv(&dst->y, &m->y, &p->dir);
vec3_mirrorv(&dst->z, &m->z, &p->dir);
vec3_mirror(&dst->t, &m->t, p);
}
void matrix3_mirrorv(struct matrix3 *dst, const struct matrix3 *m,
const struct vec3 *v)
{
vec3_mirrorv(&dst->x, &m->x, v);
vec3_mirrorv(&dst->y, &m->y, v);
vec3_mirrorv(&dst->z, &m->z, v);
vec3_mirrorv(&dst->t, &m->t, v);
}