Re-added the built-in NormalMatrix uniform 3x3 matrix variable to shaders.

This commit is contained in:
Alex Szpakowski
2015-06-26 21:51:22 -03:00
parent d8fd1413d6
commit 1e8786879b
5 changed files with 181 additions and 4 deletions
+97 -1
View File
@@ -85,7 +85,7 @@ Matrix4 Matrix4::operator * (const Matrix4 &m) const
void Matrix4::operator *= (const Matrix4 &m)
{
Matrix4 t = (*this) * m;
memcpy((void *)this->e, (void *)t.e, sizeof(float)*16);
memcpy(this->e, t.e, sizeof(float)*16);
}
const float *Matrix4::getElements() const
@@ -191,5 +191,101 @@ Matrix4 Matrix4::ortho(float left, float right, float bottom, float top)
return m;
}
/**
* | e0 e3 e6 |
* | e1 e4 e7 |
* | e2 e5 e8 |
**/
Matrix3::Matrix3()
{
setIdentity();
}
Matrix3::Matrix3(const Matrix4 &mat4)
{
const float *mat4elems = mat4.getElements();
// Column 0.
e[0] = mat4elems[0];
e[1] = mat4elems[1];
e[2] = mat4elems[2];
// Column 1.
e[3] = mat4elems[4];
e[4] = mat4elems[5];
e[5] = mat4elems[6];
// Column 2.
e[6] = mat4elems[8];
e[7] = mat4elems[9];
e[8] = mat4elems[10];
}
Matrix3::~Matrix3()
{
}
void Matrix3::setIdentity()
{
memset(e, 0, sizeof(float) * 9);
e[8] = e[4] = e[0] = 1.0f;
}
Matrix3 Matrix3::operator * (const love::Matrix3 &m) const
{
Matrix3 t;
t.e[0] = (e[0]*m.e[0]) + (e[3]*m.e[1]) + (e[6]*m.e[2]);
t.e[3] = (e[0]*m.e[3]) + (e[3]*m.e[4]) + (e[6]*m.e[5]);
t.e[6] = (e[0]*m.e[6]) + (e[3]*m.e[7]) + (e[6]*m.e[8]);
t.e[1] = (e[1]*m.e[0]) + (e[4]*m.e[1]) + (e[7]*m.e[2]);
t.e[4] = (e[1]*m.e[3]) + (e[4]*m.e[4]) + (e[7]*m.e[5]);
t.e[7] = (e[1]*m.e[6]) + (e[4]*m.e[7]) + (e[7]*m.e[8]);
t.e[2] = (e[2]*m.e[0]) + (e[5]*m.e[1]) + (e[8]*m.e[2]);
t.e[5] = (e[2]*m.e[3]) + (e[5]*m.e[4]) + (e[8]*m.e[5]);
t.e[8] = (e[2]*m.e[6]) + (e[5]*m.e[7]) + (e[8]*m.e[8]);
return t;
}
void Matrix3::operator *= (const Matrix3 &m)
{
Matrix3 t = (*this) * m;
memcpy(e, t.e, sizeof(float) * 9);
}
const float *Matrix3::getElements() const
{
return e;
}
Matrix3 Matrix3::transposedInverse() const
{
// e0 e3 e6
// e1 e4 e7
// e2 e5 e8
float det = e[0] * (e[4]*e[8] - e[7]*e[5])
- e[1] * (e[3]*e[8] - e[5]*e[6])
+ e[2] * (e[3]*e[7] - e[4]*e[6]);
float invdet = 1.0f / det;
Matrix3 m;
m.e[0] = invdet * (e[4]*e[8] - e[7]*e[5]);
m.e[3] = -invdet * (e[1]*e[8] - e[2]*e[7]);
m.e[6] = invdet * (e[1]*e[5] - e[2]*e[4]);
m.e[1] = -invdet * (e[3]*e[8] - e[5]*e[6]);
m.e[4] = invdet * (e[0]*e[8] - e[2]*e[6]);
m.e[7] = -invdet * (e[0]*e[5] - e[3]*e[2]);
m.e[2] = invdet * (e[3]*e[7] - e[6]*e[4]);
m.e[5] = -invdet * (e[0]*e[7] - e[6]*e[1]);
m.e[8] = invdet * (e[0]*e[4] - e[3]*e[1]);
return m;
}
} // love