diff options
Diffstat (limited to '3rdparty/SDL2/src/render/SDL_d3dmath.h')
-rw-r--r-- | 3rdparty/SDL2/src/render/SDL_d3dmath.h | 72 |
1 files changed, 72 insertions, 0 deletions
diff --git a/3rdparty/SDL2/src/render/SDL_d3dmath.h b/3rdparty/SDL2/src/render/SDL_d3dmath.h new file mode 100644 index 00000000000..87c44c7a331 --- /dev/null +++ b/3rdparty/SDL2/src/render/SDL_d3dmath.h @@ -0,0 +1,72 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org> + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ +#include "../SDL_internal.h" + +#if (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED + +/* Direct3D matrix math functions */ + +typedef struct +{ + float x; + float y; +} Float2; + +typedef struct +{ + float x; + float y; + float z; +} Float3; + +typedef struct +{ + float x; + float y; + float z; + float w; +} Float4; + +typedef struct +{ + union { + struct { + float _11, _12, _13, _14; + float _21, _22, _23, _24; + float _31, _32, _33, _34; + float _41, _42, _43, _44; + }; + float m[4][4]; + }; +} Float4X4; + + +Float4X4 MatrixIdentity(); +Float4X4 MatrixMultiply(Float4X4 M1, Float4X4 M2); +Float4X4 MatrixScaling(float x, float y, float z); +Float4X4 MatrixTranslation(float x, float y, float z); +Float4X4 MatrixRotationX(float r); +Float4X4 MatrixRotationY(float r); +Float4X4 MatrixRotationZ(float r); + +#endif /* (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED */ + +/* vi: set ts=4 sw=4 expandtab: */ |