File: matrices.sh

package info (click to toggle)
mame 0.228%2Bdfsg.1-1
  • links: PTS, VCS
  • area: main
  • in suites: bullseye
  • size: 956,280 kB
  • sloc: cpp: 4,712,769; xml: 1,946,353; ansic: 829,986; sh: 49,187; lisp: 18,100; python: 17,897; makefile: 10,815; cs: 10,047; javascript: 8,196; yacc: 7,565; java: 7,151; objc: 5,791; asm: 4,639; perl: 2,850; ada: 1,681; lex: 1,174; pascal: 1,139; ruby: 317; awk: 35
file content (68 lines) | stat: -rw-r--r-- 1,534 bytes parent folder | download | duplicates (5)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68


//I decided to keep the non square matrices definition in the example, since I am still not sure how non square matrices should be treated in bgfx (Daniel Gavin)

#ifndef MATRICES_H_HEADER_GUARD
#define MATRICES_H_HEADER_GUARD

#ifndef __cplusplus

#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL

#   define mat3x4 float4x3
#   define mat4x3 float3x4

#else


#endif // BGFX_SHADER_LANGUAGE_*

mat4x3 mtxFromRows(vec4 _0, vec4 _1, vec4 _2)
{
#if BGFX_SHADER_LANGUAGE_GLSL
    return transpose(mat3x4(_0, _1, _2) );
#else
	return mat4x3(_0, _1, _2);
#endif // BGFX_SHADER_LANGUAGE_GLSL
}

vec4 mtxGetRow(mat4x3 _0, uint row)
{
#if BGFX_SHADER_LANGUAGE_GLSL
    return vec4(_0[0][row], _0[1][row], _0[2][row], _0[3][row]);
#else
    return vec4(_0[row]);
#endif // BGFX_SHADER_LANGUAGE_GLSL
}

vec4 mtxGetRow(mat4 _0, uint row)
{
#if BGFX_SHADER_LANGUAGE_GLSL
    return vec4(_0[0][row], _0[1][row], _0[2][row], _0[3][row]);
#else
    return vec4(_0[row]);
#endif // BGFX_SHADER_LANGUAGE_GLSL
}

vec4 mtxGetColumn(mat4 _0, uint column)
{
#if BGFX_SHADER_LANGUAGE_GLSL
    return vec4(_0[column]);
#else
    return vec4(_0[0][column], _0[1][column], _0[2][column], _0[3][column]);
#endif // BGFX_SHADER_LANGUAGE_GLSL
}

float mtxGetElement(mat4 _0, uint column, uint row)
{
#if BGFX_SHADER_LANGUAGE_GLSL
    return _0[column][row];
#else
    return _0[row][column];
#endif // BGFX_SHADER_LANGUAGE_GLSL
}


#endif // __cplusplus

#endif // MATRICES_H_HEADER_GUARD