0
0
mirror of https://github.com/obsproject/obs-studio.git synced 2024-09-20 13:08:50 +02:00
obs-studio/libobs/graphics/matrix4.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

235 lines
5.6 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 "math-defs.h"
#include "matrix4.h"
#include "matrix3.h"
#include "quat.h"
void matrix4_from_matrix3(struct matrix4 *dst, const struct matrix3 *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->t.w = 1.0f;
}
void matrix4_from_quat(struct matrix4 *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;
vec4_set(&dst->x, 1.0f - (yy + zz), xy + wz, xz - wy, 0.0f);
vec4_set(&dst->y, xy - wz, 1.0f - (xx + zz), yz + wx, 0.0f);
vec4_set(&dst->z, xz + wy, yz - wx, 1.0f - (xx + yy), 0.0f);
vec4_set(&dst->t, 0.0f, 0.0f, 0.0f, 1.0f);
}
void matrix4_from_axisang(struct matrix4 *dst, const struct axisang *aa)
{
struct quat q;
quat_from_axisang(&q, aa);
matrix4_from_quat(dst, &q);
}
void matrix4_mul(struct matrix4 *dst, const struct matrix4 *m1,
const struct matrix4 *m2)
{
const struct vec4 *m1v = (const struct vec4*)m1;
const float *m2f = (const float*)m2;
struct vec4 out[4];
int i, j;
for (i = 0; i < 4; i++) {
for (j=0; j<4; j++) {
struct vec4 temp;
vec4_set(&temp, m2f[j], m2f[j+4], m2f[j+8], m2f[j+12]);
out[i].ptr[j] = vec4_dot(&m1v[i], &temp);
}
}
matrix4_copy(dst, (struct matrix4*)out);
}
static inline void get_3x3_submatrix(float *dst, const struct matrix4 *m,
int i, int j)
{
const float *mf = (const float *)m;
int ti, tj, idst, jdst;
for (ti = 0; ti < 4; ti++) {
if (ti < i)
idst = ti;
else if (ti > i)
idst = ti-1;
else
continue;
for (tj = 0; tj < 4; tj++) {
if (tj < j)
jdst = tj;
else if (tj > j)
jdst = tj-1;
else
continue;
dst[(idst*3) + jdst] = mf[(ti*4) + tj];
}
}
}
static inline float get_3x3_determinant(const float *m)
{
return (m[0] * ((m[4]*m[8]) - (m[7]*m[5]))) -
(m[1] * ((m[3]*m[8]) - (m[6]*m[5]))) +
(m[2] * ((m[3]*m[7]) - (m[6]*m[4])));
}
float matrix4_determinant(const struct matrix4 *m)
{
const float *mf = (const float *)m;
float det, result = 0.0f, i = 1.0f;
float m3x3[9];
int n;
for (n = 0; n < 4; n++, i *= -1.0f) {
get_3x3_submatrix(m3x3, m, 0, n);
det = get_3x3_determinant(m3x3);
result += mf[n] * det * i;
}
return result;
}
void matrix4_translate3v(struct matrix4 *dst, const struct matrix4 *m,
const struct vec3 *v)
{
struct matrix4 temp;
vec4_set(&temp.x, 1.0f, 0.0f, 0.0f, 0.0f);
vec4_set(&temp.y, 0.0f, 1.0f, 0.0f, 0.0f);
vec4_set(&temp.z, 0.0f, 0.0f, 1.0f, 0.0f);
vec4_from_vec3(&temp.t, v);
matrix4_mul(dst, m, &temp);
}
void matrix4_translate4v(struct matrix4 *dst, const struct matrix4 *m,
const struct vec4 *v)
{
struct matrix4 temp;
vec4_set(&temp.x, 1.0f, 0.0f, 0.0f, 0.0f);
vec4_set(&temp.y, 0.0f, 1.0f, 0.0f, 0.0f);
vec4_set(&temp.z, 0.0f, 0.0f, 1.0f, 0.0f);
vec4_copy(&temp.t, v);
matrix4_mul(dst, m, &temp);
}
void matrix4_rotate(struct matrix4 *dst, const struct matrix4 *m,
const struct quat *q)
{
struct matrix4 temp;
matrix4_from_quat(&temp, q);
matrix4_mul(dst, m, &temp);
}
void matrix4_rotate_aa(struct matrix4 *dst, const struct matrix4 *m,
const struct axisang *aa)
{
struct matrix4 temp;
matrix4_from_axisang(&temp, aa);
matrix4_mul(dst, m, &temp);
}
void matrix4_scale(struct matrix4 *dst, const struct matrix4 *m,
const struct vec3 *v)
{
struct matrix4 temp;
vec4_set(&temp.x, v->x, 0.0f, 0.0f, 0.0f);
vec4_set(&temp.y, 0.0f, v->y, 0.0f, 0.0f);
vec4_set(&temp.z, 0.0f, 0.0f, v->z, 0.0f);
vec4_set(&temp.t, 0.0f, 0.0f, 0.0f, 1.0f);
matrix4_mul(dst, m, &temp);
}
bool matrix4_inv(struct matrix4 *dst, const struct matrix4 *m)
{
struct vec4 *dstv = (struct vec4 *)dst;
float det = matrix4_determinant(m);
float m3x3[9];
int i, j, sign;
if (dst == m) {
struct matrix4 temp = *m;
return matrix4_inv(dst, &temp);
}
dstv = (struct vec4 *)dst;
det = matrix4_determinant(m);
if (fabs(det) < 0.0005f)
return false;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
sign = 1 - ((i+j) % 2) * 2;
get_3x3_submatrix(m3x3, m, i, j);
dstv[j].ptr[i] = get_3x3_determinant(m3x3) *
(float)sign / det;
}
}
return true;
}
void matrix4_transpose(struct matrix4 *dst, const struct matrix4 *m)
{
struct matrix4 temp;
/* TODO: Add SSE */
temp.x.x = m->x.x;
temp.x.y = m->y.x;
temp.x.z = m->z.x;
temp.x.w = m->t.x;
temp.y.x = m->x.y;
temp.y.y = m->y.y;
temp.y.z = m->z.y;
temp.y.w = m->t.y;
temp.z.x = m->x.z;
temp.z.y = m->y.z;
temp.z.z = m->z.z;
temp.z.w = m->t.z;
temp.t.x = m->x.w;
temp.t.y = m->y.w;
temp.t.z = m->z.w;
temp.t.w = m->t.w;
matrix4_copy(dst, &temp);
}