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-rw-r--r--src/libs/dxvk-native-1.9.2a/src/util/util_matrix.cpp232
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;
+ }
+
+} \ No newline at end of file