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Diffstat (limited to 'src/libs/dxvk-native-1.9.2a/src/util/util_matrix.cpp')
-rw-r--r-- | src/libs/dxvk-native-1.9.2a/src/util/util_matrix.cpp | 232 |
1 files changed, 232 insertions, 0 deletions
diff --git a/src/libs/dxvk-native-1.9.2a/src/util/util_matrix.cpp b/src/libs/dxvk-native-1.9.2a/src/util/util_matrix.cpp new file mode 100644 index 00000000..2c5e9314 --- /dev/null +++ b/src/libs/dxvk-native-1.9.2a/src/util/util_matrix.cpp @@ -0,0 +1,232 @@ +#include "util_matrix.h" + +namespace dxvk { + + Vector4& Matrix4::operator[](size_t index) { return data[index]; } + const Vector4& Matrix4::operator[](size_t index) const { return data[index]; } + + bool Matrix4::operator==(const Matrix4& m2) const { + const Matrix4& m1 = *this; + for (uint32_t i = 0; i < 4; i++) { + if (m1[i] != m2[i]) + return false; + } + return true; + } + + bool Matrix4::operator!=(const Matrix4& m2) const { return !operator==(m2); } + + Matrix4 Matrix4::operator+(const Matrix4& other) const { + Matrix4 mat; + for (uint32_t i = 0; i < 4; i++) + mat[i] = data[i] + other.data[i]; + return mat; + } + + Matrix4 Matrix4::operator-(const Matrix4& other) const { + Matrix4 mat; + for (uint32_t i = 0; i < 4; i++) + mat[i] = data[i] - other.data[i]; + return mat; + } + + Matrix4 Matrix4::operator*(const Matrix4& m2) const { + const Matrix4& m1 = *this; + + const Vector4 srcA0 = { m1[0] }; + const Vector4 srcA1 = { m1[1] }; + const Vector4 srcA2 = { m1[2] }; + const Vector4 srcA3 = { m1[3] }; + + const Vector4 srcB0 = { m2[0] }; + const Vector4 srcB1 = { m2[1] }; + const Vector4 srcB2 = { m2[2] }; + const Vector4 srcB3 = { m2[3] }; + + Matrix4 result; + result[0] = srcA0 * srcB0[0] + srcA1 * srcB0[1] + srcA2 * srcB0[2] + srcA3 * srcB0[3]; + result[1] = srcA0 * srcB1[0] + srcA1 * srcB1[1] + srcA2 * srcB1[2] + srcA3 * srcB1[3]; + result[2] = srcA0 * srcB2[0] + srcA1 * srcB2[1] + srcA2 * srcB2[2] + srcA3 * srcB2[3]; + result[3] = srcA0 * srcB3[0] + srcA1 * srcB3[1] + srcA2 * srcB3[2] + srcA3 * srcB3[3]; + return result; + } + + Vector4 Matrix4::operator*(const Vector4& v) const { + const Matrix4& m = *this; + + const Vector4 mul0 = { m[0] * v[0] }; + const Vector4 mul1 = { m[1] * v[1] }; + const Vector4 mul2 = { m[2] * v[2] }; + const Vector4 mul3 = { m[3] * v[3] }; + + const Vector4 add0 = { mul0 + mul1 }; + const Vector4 add1 = { mul2 + mul3 }; + + return add0 + add1; + } + + Matrix4 Matrix4::operator*(float scalar) const { + Matrix4 mat; + for (uint32_t i = 0; i < 4; i++) + mat[i] = data[i] * scalar; + return mat; + } + + Matrix4 Matrix4::operator/(float scalar) const { + Matrix4 mat; + for (uint32_t i = 0; i < 4; i++) + mat[i] = data[i] / scalar; + return mat; + } + + Matrix4& Matrix4::operator+=(const Matrix4& other) { + for (uint32_t i = 0; i < 4; i++) + data[i] += other.data[i]; + return *this; + } + + Matrix4& Matrix4::operator-=(const Matrix4& other) { + for (uint32_t i = 0; i < 4; i++) + data[i] -= other.data[i]; + return *this; + } + + Matrix4& Matrix4::operator*=(const Matrix4& other) { + return (*this = (*this) * other); + } + + Matrix4 transpose(const Matrix4& m) { + Matrix4 result; + + for (uint32_t i = 0; i < 4; i++) { + for (uint32_t j = 0; j < 4; j++) + result[i][j] = m.data[j][i]; + } + return result; + } + + float determinant(const Matrix4& m) { + float coef00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; + float coef02 = m[1][2] * m[3][3] - m[3][2] * m[1][3]; + float coef03 = m[1][2] * m[2][3] - m[2][2] * m[1][3]; + + float coef04 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; + float coef06 = m[1][1] * m[3][3] - m[3][1] * m[1][3]; + float coef07 = m[1][1] * m[2][3] - m[2][1] * m[1][3]; + + float coef08 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; + float coef10 = m[1][1] * m[3][2] - m[3][1] * m[1][2]; + float coef11 = m[1][1] * m[2][2] - m[2][1] * m[1][2]; + + float coef12 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; + float coef14 = m[1][0] * m[3][3] - m[3][0] * m[1][3]; + float coef15 = m[1][0] * m[2][3] - m[2][0] * m[1][3]; + + float coef16 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; + float coef18 = m[1][0] * m[3][2] - m[3][0] * m[1][2]; + float coef19 = m[1][0] * m[2][2] - m[2][0] * m[1][2]; + + float coef20 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; + float coef22 = m[1][0] * m[3][1] - m[3][0] * m[1][1]; + float coef23 = m[1][0] * m[2][1] - m[2][0] * m[1][1]; + + Vector4 fac0 = { coef00, coef00, coef02, coef03 }; + Vector4 fac1 = { coef04, coef04, coef06, coef07 }; + Vector4 fac2 = { coef08, coef08, coef10, coef11 }; + Vector4 fac3 = { coef12, coef12, coef14, coef15 }; + Vector4 fac4 = { coef16, coef16, coef18, coef19 }; + Vector4 fac5 = { coef20, coef20, coef22, coef23 }; + + Vector4 vec0 = { m[1][0], m[0][0], m[0][0], m[0][0] }; + Vector4 vec1 = { m[1][1], m[0][1], m[0][1], m[0][1] }; + Vector4 vec2 = { m[1][2], m[0][2], m[0][2], m[0][2] }; + Vector4 vec3 = { m[1][3], m[0][3], m[0][3], m[0][3] }; + + Vector4 inv0 = { vec1 * fac0 - vec2 * fac1 + vec3 * fac2 }; + Vector4 inv1 = { vec0 * fac0 - vec2 * fac3 + vec3 * fac4 }; + Vector4 inv2 = { vec0 * fac1 - vec1 * fac3 + vec3 * fac5 }; + Vector4 inv3 = { vec0 * fac2 - vec1 * fac4 + vec2 * fac5 }; + + Vector4 signA = { +1, -1, +1, -1 }; + Vector4 signB = { -1, +1, -1, +1 }; + Matrix4 inverse = { inv0 * signA, inv1 * signB, inv2 * signA, inv3 * signB }; + + Vector4 row0 = { inverse[0][0], inverse[1][0], inverse[2][0], inverse[3][0] }; + + Vector4 dot0 = { m[0] * row0 }; + + return (dot0.x + dot0.y) + (dot0.z + dot0.w); + } + + Matrix4 inverse(const Matrix4& m) + { + float coef00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; + float coef02 = m[1][2] * m[3][3] - m[3][2] * m[1][3]; + float coef03 = m[1][2] * m[2][3] - m[2][2] * m[1][3]; + float coef04 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; + float coef06 = m[1][1] * m[3][3] - m[3][1] * m[1][3]; + float coef07 = m[1][1] * m[2][3] - m[2][1] * m[1][3]; + float coef08 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; + float coef10 = m[1][1] * m[3][2] - m[3][1] * m[1][2]; + float coef11 = m[1][1] * m[2][2] - m[2][1] * m[1][2]; + float coef12 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; + float coef14 = m[1][0] * m[3][3] - m[3][0] * m[1][3]; + float coef15 = m[1][0] * m[2][3] - m[2][0] * m[1][3]; + float coef16 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; + float coef18 = m[1][0] * m[3][2] - m[3][0] * m[1][2]; + float coef19 = m[1][0] * m[2][2] - m[2][0] * m[1][2]; + float coef20 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; + float coef22 = m[1][0] * m[3][1] - m[3][0] * m[1][1]; + float coef23 = m[1][0] * m[2][1] - m[2][0] * m[1][1]; + + Vector4 fac0 = { coef00, coef00, coef02, coef03 }; + Vector4 fac1 = { coef04, coef04, coef06, coef07 }; + Vector4 fac2 = { coef08, coef08, coef10, coef11 }; + Vector4 fac3 = { coef12, coef12, coef14, coef15 }; + Vector4 fac4 = { coef16, coef16, coef18, coef19 }; + Vector4 fac5 = { coef20, coef20, coef22, coef23 }; + + Vector4 vec0 = { m[1][0], m[0][0], m[0][0], m[0][0] }; + Vector4 vec1 = { m[1][1], m[0][1], m[0][1], m[0][1] }; + Vector4 vec2 = { m[1][2], m[0][2], m[0][2], m[0][2] }; + Vector4 vec3 = { m[1][3], m[0][3], m[0][3], m[0][3] }; + + Vector4 inv0 = { vec1 * fac0 - vec2 * fac1 + vec3 * fac2 }; + Vector4 inv1 = { vec0 * fac0 - vec2 * fac3 + vec3 * fac4 }; + Vector4 inv2 = { vec0 * fac1 - vec1 * fac3 + vec3 * fac5 }; + Vector4 inv3 = { vec0 * fac2 - vec1 * fac4 + vec2 * fac5 }; + + Vector4 signA = { +1, -1, +1, -1 }; + Vector4 signB = { -1, +1, -1, +1 }; + Matrix4 inverse = { inv0 * signA, inv1 * signB, inv2 * signA, inv3 * signB }; + + Vector4 row0 = { inverse[0][0], inverse[1][0], inverse[2][0], inverse[3][0] }; + + Vector4 dot0 = { m[0] * row0 }; + float dot1 = (dot0.x + dot0.y) + (dot0.z + dot0.w); + + return inverse * (1.0f / dot1); + } + + Matrix4 hadamardProduct(const Matrix4& a, const Matrix4& b) { + Matrix4 result; + + for (uint32_t i = 0; i < 4; i++) + result[i] = a[i] * b[i]; + + return result; + } + + std::ostream& operator<<(std::ostream& os, const Matrix4& m) { + os << "Matrix4("; + for (uint32_t i = 0; i < 4; i++) { + os << "\n\t" << m[i]; + if (i < 3) + os << ", "; + } + os << "\n)"; + + return os; + } + +}
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