From 26a029d407be480d791972afb5975cf62c9360a6 Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Fri, 19 Apr 2024 02:47:55 +0200 Subject: Adding upstream version 124.0.1. Signed-off-by: Daniel Baumann --- gfx/angle/checkout/src/common/matrix_utils.cpp | 285 +++++++++++++++++++++++++ 1 file changed, 285 insertions(+) create mode 100644 gfx/angle/checkout/src/common/matrix_utils.cpp (limited to 'gfx/angle/checkout/src/common/matrix_utils.cpp') diff --git a/gfx/angle/checkout/src/common/matrix_utils.cpp b/gfx/angle/checkout/src/common/matrix_utils.cpp new file mode 100644 index 0000000000..59ab4ca437 --- /dev/null +++ b/gfx/angle/checkout/src/common/matrix_utils.cpp @@ -0,0 +1,285 @@ +// +// Copyright 2018 The ANGLE Project Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. +// + +// matrix_utils.cpp: Contains implementations for Mat4 methods. + +#include "common/matrix_utils.h" + +namespace angle +{ + +Mat4::Mat4() : Mat4(1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f) +{} + +Mat4::Mat4(const Matrix generalMatrix) : Matrix(std::vector(16, 0), 4, 4) +{ + unsigned int minCols = std::min((unsigned int)4, generalMatrix.columns()); + unsigned int minRows = std::min((unsigned int)4, generalMatrix.rows()); + for (unsigned int i = 0; i < minCols; i++) + { + for (unsigned int j = 0; j < minRows; j++) + { + mElements[j * minCols + i] = generalMatrix.at(j, i); + } + } +} + +Mat4::Mat4(const std::vector &elements) : Matrix(elements, 4) {} + +Mat4::Mat4(const float *elements) : Matrix(elements, 4) {} + +Mat4::Mat4(float m00, + float m01, + float m02, + float m03, + float m10, + float m11, + float m12, + float m13, + float m20, + float m21, + float m22, + float m23, + float m30, + float m31, + float m32, + float m33) + : Matrix(std::vector(16, 0), 4, 4) +{ + mElements[0] = m00; + mElements[1] = m01; + mElements[2] = m02; + mElements[3] = m03; + mElements[4] = m10; + mElements[5] = m11; + mElements[6] = m12; + mElements[7] = m13; + mElements[8] = m20; + mElements[9] = m21; + mElements[10] = m22; + mElements[11] = m23; + mElements[12] = m30; + mElements[13] = m31; + mElements[14] = m32; + mElements[15] = m33; +} + +// static +Mat4 Mat4::Rotate(float angle, const Vector3 &axis) +{ + auto axis_normalized = axis.normalized(); + float angle_radians = angle * (3.14159265358979323f / 180.0f); + float c = cos(angle_radians); + float ci = 1.f - c; + float s = sin(angle_radians); + + float x = axis_normalized.x(); + float y = axis_normalized.y(); + float z = axis_normalized.z(); + + float x2 = x * x; + float y2 = y * y; + float z2 = z * z; + + float xy = x * y; + float yz = y * z; + float zx = z * x; + + float r00 = c + ci * x2; + float r01 = ci * xy + s * z; + float r02 = ci * zx - s * y; + float r03 = 0.f; + + float r10 = ci * xy - s * z; + float r11 = c + ci * y2; + float r12 = ci * yz + s * x; + float r13 = 0.f; + + float r20 = ci * zx + s * y; + float r21 = ci * yz - s * x; + float r22 = c + ci * z2; + float r23 = 0.f; + + float r30 = 0.f; + float r31 = 0.f; + float r32 = 0.f; + float r33 = 1.f; + + return Mat4(r00, r01, r02, r03, r10, r11, r12, r13, r20, r21, r22, r23, r30, r31, r32, r33); +} + +// static +Mat4 Mat4::Translate(const Vector3 &t) +{ + float r00 = 1.f; + float r01 = 0.f; + float r02 = 0.f; + float r03 = 0.f; + + float r10 = 0.f; + float r11 = 1.f; + float r12 = 0.f; + float r13 = 0.f; + + float r20 = 0.f; + float r21 = 0.f; + float r22 = 1.f; + float r23 = 0.f; + + float r30 = t.x(); + float r31 = t.y(); + float r32 = t.z(); + float r33 = 1.f; + + return Mat4(r00, r01, r02, r03, r10, r11, r12, r13, r20, r21, r22, r23, r30, r31, r32, r33); +} + +// static +Mat4 Mat4::Scale(const Vector3 &s) +{ + float r00 = s.x(); + float r01 = 0.f; + float r02 = 0.f; + float r03 = 0.f; + + float r10 = 0.f; + float r11 = s.y(); + float r12 = 0.f; + float r13 = 0.f; + + float r20 = 0.f; + float r21 = 0.f; + float r22 = s.z(); + float r23 = 0.f; + + float r30 = 0.f; + float r31 = 0.f; + float r32 = 0.f; + float r33 = 1.f; + + return Mat4(r00, r01, r02, r03, r10, r11, r12, r13, r20, r21, r22, r23, r30, r31, r32, r33); +} + +// static +Mat4 Mat4::Frustum(float l, float r, float b, float t, float n, float f) +{ + float nn = 2.f * n; + float fpn = f + n; + float fmn = f - n; + float tpb = t + b; + float tmb = t - b; + float rpl = r + l; + float rml = r - l; + + float r00 = nn / rml; + float r01 = 0.f; + float r02 = 0.f; + float r03 = 0.f; + + float r10 = 0.f; + float r11 = nn / tmb; + float r12 = 0.f; + float r13 = 0.f; + + float r20 = rpl / rml; + float r21 = tpb / tmb; + float r22 = -fpn / fmn; + float r23 = -1.f; + + float r30 = 0.f; + float r31 = 0.f; + float r32 = -nn * f / fmn; + float r33 = 0.f; + + return Mat4(r00, r01, r02, r03, r10, r11, r12, r13, r20, r21, r22, r23, r30, r31, r32, r33); +} + +// static +Mat4 Mat4::Perspective(float fov, float aspectRatio, float n, float f) +{ + const float frustumHeight = tanf(static_cast(fov / 360.0f * 3.14159265358979323)) * n; + const float frustumWidth = frustumHeight * aspectRatio; + return Frustum(-frustumWidth, frustumWidth, -frustumHeight, frustumHeight, n, f); +} + +// static +Mat4 Mat4::Ortho(float l, float r, float b, float t, float n, float f) +{ + float fpn = f + n; + float fmn = f - n; + float tpb = t + b; + float tmb = t - b; + float rpl = r + l; + float rml = r - l; + + float r00 = 2.f / rml; + float r01 = 0.f; + float r02 = 0.f; + float r03 = 0.f; + + float r10 = 0.f; + float r11 = 2.f / tmb; + float r12 = 0.f; + float r13 = 0.f; + + float r20 = 0.f; + float r21 = 0.f; + float r22 = -2.f / fmn; + float r23 = 0.f; + + float r30 = -rpl / rml; + float r31 = -tpb / tmb; + float r32 = -fpn / fmn; + float r33 = 1.f; + + return Mat4(r00, r01, r02, r03, r10, r11, r12, r13, r20, r21, r22, r23, r30, r31, r32, r33); +} + +Mat4 Mat4::product(const Mat4 &m) +{ + const float *a = mElements.data(); + const float *b = m.mElements.data(); + + return Mat4(a[0] * b[0] + a[4] * b[1] + a[8] * b[2] + a[12] * b[3], + a[1] * b[0] + a[5] * b[1] + a[9] * b[2] + a[13] * b[3], + a[2] * b[0] + a[6] * b[1] + a[10] * b[2] + a[14] * b[3], + a[3] * b[0] + a[7] * b[1] + a[11] * b[2] + a[15] * b[3], + + a[0] * b[4] + a[4] * b[5] + a[8] * b[6] + a[12] * b[7], + a[1] * b[4] + a[5] * b[5] + a[9] * b[6] + a[13] * b[7], + a[2] * b[4] + a[6] * b[5] + a[10] * b[6] + a[14] * b[7], + a[3] * b[4] + a[7] * b[5] + a[11] * b[6] + a[15] * b[7], + + a[0] * b[8] + a[4] * b[9] + a[8] * b[10] + a[12] * b[11], + a[1] * b[8] + a[5] * b[9] + a[9] * b[10] + a[13] * b[11], + a[2] * b[8] + a[6] * b[9] + a[10] * b[10] + a[14] * b[11], + a[3] * b[8] + a[7] * b[9] + a[11] * b[10] + a[15] * b[11], + + a[0] * b[12] + a[4] * b[13] + a[8] * b[14] + a[12] * b[15], + a[1] * b[12] + a[5] * b[13] + a[9] * b[14] + a[13] * b[15], + a[2] * b[12] + a[6] * b[13] + a[10] * b[14] + a[14] * b[15], + a[3] * b[12] + a[7] * b[13] + a[11] * b[14] + a[15] * b[15]); +} + +Vector4 Mat4::product(const Vector4 &b) +{ + return Vector4( + mElements[0] * b.x() + mElements[4] * b.y() + mElements[8] * b.z() + mElements[12] * b.w(), + mElements[1] * b.x() + mElements[5] * b.y() + mElements[9] * b.z() + mElements[13] * b.w(), + mElements[2] * b.x() + mElements[6] * b.y() + mElements[10] * b.z() + mElements[14] * b.w(), + mElements[3] * b.x() + mElements[7] * b.y() + mElements[11] * b.z() + + mElements[15] * b.w()); +} + +void Mat4::dump() +{ + printf("[ %f %f %f %f ]\n", mElements[0], mElements[4], mElements[8], mElements[12]); + printf("[ %f %f %f %f ]\n", mElements[1], mElements[5], mElements[9], mElements[13]); + printf("[ %f %f %f %f ]\n", mElements[2], mElements[6], mElements[10], mElements[14]); + printf("[ %f %f %f %f ]\n", mElements[3], mElements[7], mElements[11], mElements[15]); +} + +} // namespace angle -- cgit v1.2.3