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85 lines
2.9 KiB
C++
85 lines
2.9 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2015-2019 Baldur Karlsson
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* Copyright (c) 2014 Crytek
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#pragma once
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class Vec3f;
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class Quatf;
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#include <string.h>
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class Matrix4f
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{
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public:
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Matrix4f() {}
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//////////////////////////////////////////////////////
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// Matrix generation functions
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inline static Matrix4f Zero()
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{
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Matrix4f m;
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memset(&m, 0, sizeof(Matrix4f));
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return m;
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}
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inline static Matrix4f Identity()
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{
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Matrix4f m = Zero();
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m[0] = m[5] = m[10] = m[15] = 1.0f;
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return m;
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}
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static Matrix4f Translation(const Vec3f &t);
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static Matrix4f RotationX(const float r);
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static Matrix4f RotationY(const float r);
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static Matrix4f RotationZ(const float r);
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static Matrix4f RotationXYZ(const Vec3f &rot);
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static Matrix4f RotationZYX(const Vec3f &rot);
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static Matrix4f Orthographic(const float nearplane, const float farplane);
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static Matrix4f Perspective(const float degfov, const float nearplane, const float farplane,
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const float aspect);
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static Matrix4f ReversePerspective(const float degfov, const float nearplane, const float aspect);
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inline float operator[](const size_t i) const { return f[i]; }
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inline float &operator[](const size_t i) { return f[i]; }
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Matrix4f Transpose() const;
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Matrix4f Inverse() const;
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Matrix4f Mul(const Matrix4f &o) const;
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Vec3f Transform(const Vec3f &v, const float w = 1.0f) const;
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const float *Data() const { return &f[0]; }
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const Vec3f GetPosition() const;
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const Vec3f GetForward() const;
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const Vec3f GetRight() const;
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const Vec3f GetUp() const;
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private:
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Matrix4f(const float *d) { memcpy(f, d, sizeof(Matrix4f)); }
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friend class Quatf;
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float f[16];
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};
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