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Re-added the built-in NormalMatrix uniform 3x3 matrix variable to shaders.
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+70
-3
@@ -28,9 +28,9 @@ namespace love
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{
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/**
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* This class is the basis for all transformations in LOVE. Althought not
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* really needed for 2D, it contains 4x4 elements to be compatible with
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* OpenGL without conversions.
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* This class is the basis for all transformations in LOVE. Although not really
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* needed for 2D, it contains 4x4 elements to be compatible with OpenGL without
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* conversions.
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**/
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class Matrix4
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{
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@@ -174,6 +174,54 @@ private:
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}; // Matrix4
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class Matrix3
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{
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public:
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Matrix3();
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/**
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* Constructs a 3x3 matrix from the upper left section of a 4x4 matrix.
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**/
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Matrix3(const Matrix4 &mat4);
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~Matrix3();
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/**
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* Resets this matrix to the identity matrix.
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**/
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void setIdentity();
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Matrix3 operator * (const Matrix3 &m) const;
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void operator *= (const Matrix3 &m);
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/**
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* Gets a pointer to the 9 array elements.
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**/
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const float *getElements() const;
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/**
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* Calculates the inverse of the transpose of this matrix.
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**/
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Matrix3 transposedInverse() const;
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/**
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* Transforms an array of vertices by this matrix.
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**/
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template <typename V>
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void transform(V *dst, const V *src, int size) const;
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private:
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/**
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* | e0 e3 e6
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* | e1 e4 e7
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* | e2 e5 e8
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**/
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float e[9];
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}; // Matrix3
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// | x |
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// | y |
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// | 0 |
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@@ -197,6 +245,25 @@ void Matrix4::transform(V *dst, const V *src, int size) const
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}
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}
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// | x |
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// | y |
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// | 1 |
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// | e0 e3 e6 |
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// | e1 e4 e7 |
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// | e2 e5 e8 |
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template <typename V>
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void Matrix3::transform(V *dst, const V *src, int size) const
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{
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for (int i = 0; i < size; i++)
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{
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float x = (e[0]*src[i].x) + (e[3]*src[i].y) + (e[6]);
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float y = (e[1]*src[i].x) + (e[4]*src[i].y) + (e[7]);
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dst[i].x = x;
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dst[i].y = y;
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}
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}
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} //love
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#endif// LOVE_MATRIX_H
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