#pragma once #include "EHS.h" #include "Math.h" #include "Mat3.h" #include "Vec4.h" #include "Vec3.h" namespace lwe { template class Mat4 { private: friend class GpuUniform; T data[16]; public: Mat4() { for (UInt_8 i = 0; i < 16; ++i) data[i] = 0; } explicit Mat4(const T* data) { for (UInt_8 i = 0; i < 16; ++i) this->data[i] = data[i]; } template Mat4(const Mat3& mat) { for (UInt_8 i = 0; i < 9; ++i) { UInt_8 row = i / 3; UInt_8 column = i % 3; UInt_8 dst = row * 4 + column; data[dst] = (T)mat[i]; } data[3] = 0; data[7] = 0; data[11] = 0; data[12] = 0; data[13] = 0; data[14] = 0; data[15] = 1; } template Mat4(const Mat4& mat) { for (UInt_8 i = 0; i < 16; ++i) data[i] = (T)mat.data[i]; } template Mat4& operator=(const Mat4& mat) { if (this == &mat) return *this; for (UInt_8 i = 0; i < 16; ++i) data[i] = (T)mat.data[i]; return *this; } Vec4 operator*(Vec4 vec) const { Vec4 result; result.x = vec.x * data[0] + vec.y * data[4] + vec.z * data[8] + vec.w * data[12]; result.y = vec.x * data[1] + vec.y * data[5] + vec.z * data[9] + vec.w * data[13]; result.z = vec.x * data[2] + vec.y * data[6] + vec.z * data[10] + vec.w * data[14]; result.w = vec.x * data[3] + vec.y * data[7] + vec.z * data[11] + vec.w * data[15]; return result; } Mat4& operator*=(const T scalar) { for (UInt_8 i = 0; i < 16; ++i) data[i] *= scalar; return *this; } Mat4 operator*(const T scalar) const { Mat4 result; for (UInt_8 i = 0; i < 16; ++i) result.data[i] = data[i] * scalar; return result; } Mat4& operator*=(const Mat4& mat) { Mat4 transposed = GetTranspose(); for (UInt_8 i = 0; i < 16; i++) { UInt_8 row = i / 4 * 4; UInt_8 column = i % 4 * 4; data[i] += transposed.data[column] * mat.data[row]; data[i] += transposed.data[column + 1] * mat.data[row + 1]; data[i] += transposed.data[column + 2] * mat.data[row + 2]; data[i] += transposed.data[column + 3] * mat.data[row + 3]; } return *this; } Mat4 operator*(const Mat4& mat) const { Mat4 transposed = GetTranspose(); Mat4 result; for (UInt_8 i = 0; i < 16; i++) { UInt_8 row = i / 4 * 4; UInt_8 column = i % 4 * 4; result.data[i] += transposed.data[column] * mat.data[row]; result.data[i] += transposed.data[column + 1] * mat.data[row + 1]; result.data[i] += transposed.data[column + 2] * mat.data[row + 2]; result.data[i] += transposed.data[column + 3] * mat.data[row + 3]; } return result; } operator const T*() const { return data; } operator T*() { return data; } Vec3 GetRight() const { return Vec3(data[0], data[4], data[8]); } Vec3 GetUp() const { return Vec3(data[1], data[5], data[9]); } Vec3 GetForward() const { return Vec3(data[2], data[6], data[10]); } Mat4 GetTranspose() const { Mat4 result; for (UInt_8 i = 0; i < 16; ++i) result.data[i] = data[i % 4 * 4 + i / 4]; return result; } void Transpose() { Mat4 old = *this; for (UInt_8 i = 0; i < 16; ++i) data[i] = old.data[4 * (i % 4) + i / 4]; } Mat3 Cut(const UInt_8 row, const UInt_8 column) const { Mat3 result; UInt_8 index = 0; for (UInt_8 r = 0; r < 4; ++r) { for (UInt_8 c = 0; c < 4; ++c) { if (r == row || c == column) continue; result[index++] = data[4 * r + c]; } } return result; } Mat4 GetMinor() const { Mat4 result; for (UInt_8 r = 0; r < 4; ++r) for (UInt_8 c = 0; c < 4; ++c) result.data[4 * r + c] = Cut(r, c).GetDeterminant(); return result; } void Minor() { Mat4 old = *this; for (UInt_8 r = 0; r < 4; ++r) for (UInt_8 c = 0; c < 4; ++c) data[4 * r + c] = old.Cut(r, c).GetDeterminant(); } Mat4 GetCofactor() const { Mat4 minor = GetMinor(); Mat4 result; for (UInt_8 r = 0; r < 4; ++r) { for (UInt_8 c = 0; c < 4; ++c) { UInt_8 i = 4 * c + r; result.data[i] = minor.data[i] * Math::Pow(-1, r + c); } } return result; } void Cofactor() { Mat4 minor = GetMinor(); for (UInt_8 r = 0; r < 4; ++r) { for (UInt_8 c = 0; c < 4; ++c) { UInt_8 i = 4 * c + r; data[i] = minor.data[i] * Math::Pow(-1, r + c); } } } T GetDeterminant() const { Mat4 cofactor = GetCofactor(); T result = 0; for (UInt_8 c = 0; c < 4; ++c) result += data[c] * cofactor[c]; return result; } Mat4 GetAdjugate() const { return GetCofactor().GetTranspose(); } void Adjugate() { Cofactor(); Transpose(); } Mat4 GetInverse() const { T det = GetDeterminant(); if (Math::ComCmp(det, 0.0f)) return {}; return GetAdjugate() * (1 / det); } void Inverse() { T det = GetDeterminant(); if (Math::ComCmp(det, 0.0f)) return; Adjugate(); operator*=(1 / det); } static Mat4 Identity() { Mat4 result; result.data[0] = 1; result.data[5] = 1; result.data[10] = 1; result.data[15] = 1; return result; } static Mat4 Scale(const Vec3& scale) { Mat4 result; result.data[0] = scale.x; result.data[5] = scale.y; result.data[10] = scale.z; result.data[15] = 1; return result; } static Mat4 Translate(const Vec3& pos) { Mat4 result = Identity(); result.data[12] = pos.x; result.data[13] = pos.y; result.data[14] = pos.z; return result; } static Mat4 PitchRotate(const T angle) { T radians = Math::Rads(angle); Mat4 result; result.data[0] = 1; result.data[5] = Math::Cos(radians); result.data[6] = Math::Sin(radians); result.data[9] = -Math::Sin(radians); result.data[10] = Math::Cos(radians); result.data[15] = 1; return result; } static Mat4 YawRotate(const T angle) { T radians = Math::Rads(angle); Mat4 result; result.data[0] = Math::Cos(radians); result.data[2] = -Math::Sin(radians); result.data[5] = 1; result.data[8] = Math::Sin(radians); result.data[10] = Math::Cos(radians); result.data[15] = 1; return result; } static Mat4 RollRotate(const T angle) { T radians = Math::Rads(angle); Mat4 result; result.data[0] = Math::Cos(radians); result.data[1] = Math::Sin(radians); result.data[4] = -Math::Sin(radians); result.data[5] = Math::Cos(radians); result.data[10] = 1; result.data[15] = 1; return result; } static Mat4 Rotate(const Vec3& vec) { return YawRotate(vec.y) * RollRotate(vec.z) * PitchRotate(vec.x); } static Mat4 RH_Perspective(const T fov, const T aspect, const T zNear, const T zFar) { const float tanHalfFovy = tan(Math::Rads(fov) / 2.0f); Mat4 result; result[0] = 1.0f / (aspect * tanHalfFovy); result[5] = -1.0f / tanHalfFovy; result[10] = zFar / (zFar - zNear); result[14] = -(zFar * zNear) / (zFar - zNear); return result; } static Mat4 LH_Perspective(const T fov, const T aspect, const T zNear, const T zFar) { const float tanHalfFovy = Math::Tan(Math::Rads(fov) / 2.0f); Mat4 result; result[0] = 1.0f / (aspect * tanHalfFovy); result[5] = -1.0f / tanHalfFovy; result[10] = zFar / (zFar - zNear); result[11] = 1.0f; result[14] = -(zFar * zNear) / (zFar - zNear); result[15] = 0.0f; return result; } static Mat4 LH_Orthographic(const T left, const T right, const T top, const T bottom, const T zNear, const T zFar) { Mat4 result; result[0] = 2.0f / (right - left); // 0,0 entry result[5] = 2.0f / (bottom - top); // 1,1 entry result[10] = 1.0f / (zFar - zNear); // 2,2 entry result[12] = -(right + left) / (right - left); // 3,0 entry result[13] = -(bottom + top) / (bottom - top); // 3,1 entry result[14] = -zNear / (zFar - zNear); // 3,2 entry result[15] = 1.0f; // 3,3 entry return result; /* Mat4 result; result.data[0] = 2 / (right - left); result.data[5] = 2 / (top - bottom); result.data[10] = 1 / (zFar - zNear); result.data[12] = (left + right) / (left - right); result.data[13] = (top + bottom) / (bottom - top); result.data[14] = zNear / (zNear - zFar); result.data[15] = 1; return result; */ } }; typedef Mat4 Mat4_f; typedef Mat4 Mat4_d; }