From 30f41c02aec763d32e62351452da9ef582bc3472 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 6 Mar 2026 13:30:59 -0800 Subject: Move contrib libraries to contrib repo --- contrib/SDL-3.2.8/src/render/SDL_d3dmath.c | 135 ----------------------------- 1 file changed, 135 deletions(-) delete mode 100644 contrib/SDL-3.2.8/src/render/SDL_d3dmath.c (limited to 'contrib/SDL-3.2.8/src/render/SDL_d3dmath.c') diff --git a/contrib/SDL-3.2.8/src/render/SDL_d3dmath.c b/contrib/SDL-3.2.8/src/render/SDL_d3dmath.c deleted file mode 100644 index 6a1ab59..0000000 --- a/contrib/SDL-3.2.8/src/render/SDL_d3dmath.c +++ /dev/null @@ -1,135 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - 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 defined(SDL_VIDEO_RENDER_D3D) || \ - defined(SDL_VIDEO_RENDER_D3D11) || \ - defined(SDL_VIDEO_RENDER_D3D12) || \ - defined(SDL_VIDEO_RENDER_VULKAN) - -#include "SDL_d3dmath.h" - -// Direct3D matrix math functions - -Float4X4 MatrixIdentity(void) -{ - Float4X4 m; - SDL_zero(m); - m.v._11 = 1.0f; - m.v._22 = 1.0f; - m.v._33 = 1.0f; - m.v._44 = 1.0f; - return m; -} - -Float4X4 MatrixMultiply(Float4X4 M1, Float4X4 M2) -{ - Float4X4 m; - m.v._11 = M1.v._11 * M2.v._11 + M1.v._12 * M2.v._21 + M1.v._13 * M2.v._31 + M1.v._14 * M2.v._41; - m.v._12 = M1.v._11 * M2.v._12 + M1.v._12 * M2.v._22 + M1.v._13 * M2.v._32 + M1.v._14 * M2.v._42; - m.v._13 = M1.v._11 * M2.v._13 + M1.v._12 * M2.v._23 + M1.v._13 * M2.v._33 + M1.v._14 * M2.v._43; - m.v._14 = M1.v._11 * M2.v._14 + M1.v._12 * M2.v._24 + M1.v._13 * M2.v._34 + M1.v._14 * M2.v._44; - m.v._21 = M1.v._21 * M2.v._11 + M1.v._22 * M2.v._21 + M1.v._23 * M2.v._31 + M1.v._24 * M2.v._41; - m.v._22 = M1.v._21 * M2.v._12 + M1.v._22 * M2.v._22 + M1.v._23 * M2.v._32 + M1.v._24 * M2.v._42; - m.v._23 = M1.v._21 * M2.v._13 + M1.v._22 * M2.v._23 + M1.v._23 * M2.v._33 + M1.v._24 * M2.v._43; - m.v._24 = M1.v._21 * M2.v._14 + M1.v._22 * M2.v._24 + M1.v._23 * M2.v._34 + M1.v._24 * M2.v._44; - m.v._31 = M1.v._31 * M2.v._11 + M1.v._32 * M2.v._21 + M1.v._33 * M2.v._31 + M1.v._34 * M2.v._41; - m.v._32 = M1.v._31 * M2.v._12 + M1.v._32 * M2.v._22 + M1.v._33 * M2.v._32 + M1.v._34 * M2.v._42; - m.v._33 = M1.v._31 * M2.v._13 + M1.v._32 * M2.v._23 + M1.v._33 * M2.v._33 + M1.v._34 * M2.v._43; - m.v._34 = M1.v._31 * M2.v._14 + M1.v._32 * M2.v._24 + M1.v._33 * M2.v._34 + M1.v._34 * M2.v._44; - m.v._41 = M1.v._41 * M2.v._11 + M1.v._42 * M2.v._21 + M1.v._43 * M2.v._31 + M1.v._44 * M2.v._41; - m.v._42 = M1.v._41 * M2.v._12 + M1.v._42 * M2.v._22 + M1.v._43 * M2.v._32 + M1.v._44 * M2.v._42; - m.v._43 = M1.v._41 * M2.v._13 + M1.v._42 * M2.v._23 + M1.v._43 * M2.v._33 + M1.v._44 * M2.v._43; - m.v._44 = M1.v._41 * M2.v._14 + M1.v._42 * M2.v._24 + M1.v._43 * M2.v._34 + M1.v._44 * M2.v._44; - return m; -} - -Float4X4 MatrixScaling(float x, float y, float z) -{ - Float4X4 m; - SDL_zero(m); - m.v._11 = x; - m.v._22 = y; - m.v._33 = z; - m.v._44 = 1.0f; - return m; -} - -Float4X4 MatrixTranslation(float x, float y, float z) -{ - Float4X4 m; - SDL_zero(m); - m.v._11 = 1.0f; - m.v._22 = 1.0f; - m.v._33 = 1.0f; - m.v._44 = 1.0f; - m.v._41 = x; - m.v._42 = y; - m.v._43 = z; - return m; -} - -Float4X4 MatrixRotationX(float r) -{ - float sinR = SDL_sinf(r); - float cosR = SDL_cosf(r); - Float4X4 m; - SDL_zero(m); - m.v._11 = 1.0f; - m.v._22 = cosR; - m.v._23 = sinR; - m.v._32 = -sinR; - m.v._33 = cosR; - m.v._44 = 1.0f; - return m; -} - -Float4X4 MatrixRotationY(float r) -{ - float sinR = SDL_sinf(r); - float cosR = SDL_cosf(r); - Float4X4 m; - SDL_zero(m); - m.v._11 = cosR; - m.v._13 = -sinR; - m.v._22 = 1.0f; - m.v._31 = sinR; - m.v._33 = cosR; - m.v._44 = 1.0f; - return m; -} - -Float4X4 MatrixRotationZ(float r) -{ - float sinR = SDL_sinf(r); - float cosR = SDL_cosf(r); - Float4X4 m; - SDL_zero(m); - m.v._11 = cosR; - m.v._12 = sinR; - m.v._21 = -sinR; - m.v._22 = cosR; - m.v._33 = 1.0f; - m.v._44 = 1.0f; - return m; -} - -#endif // SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11 || SDL_VIDEO_RENDER_D3D12 || SDL_VIDEO_RENDER_VULKAN -- cgit v1.2.3