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Diffstat (limited to 'thirdparty/openxr/src/common/xr_linear.h')
-rw-r--r-- | thirdparty/openxr/src/common/xr_linear.h | 787 |
1 files changed, 787 insertions, 0 deletions
diff --git a/thirdparty/openxr/src/common/xr_linear.h b/thirdparty/openxr/src/common/xr_linear.h new file mode 100644 index 0000000000..9ffb49a4b6 --- /dev/null +++ b/thirdparty/openxr/src/common/xr_linear.h @@ -0,0 +1,787 @@ +// Copyright (c) 2017 The Khronos Group Inc. +// Copyright (c) 2016 Oculus VR, LLC. +// +// SPDX-License-Identifier: Apache-2.0 +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. +// +// Author: J.M.P. van Waveren +// + +#ifndef XR_LINEAR_H_ +#define XR_LINEAR_H_ + +#if defined(OS_LINUX_XCB) || defined(OS_LINUX_XCB_GLX) || defined(OS_LINUX_WAYLAND) +#pragma GCC diagnostic ignored "-Wunused-function" +#pragma clang diagnostic ignored "-Wunused-function" +#endif + +#include <openxr/openxr.h> + +/* +================================================================================================ + +Description : Vector, matrix and quaternion math. +Author : J.M.P. van Waveren +Date : 12/10/2016 +Language : C99 +Format : Indent 4 spaces - no tabs. +Copyright : Copyright (c) 2016 Oculus VR, LLC. All Rights reserved. + + +DESCRIPTION +=========== + +All matrices are column-major. + +INTERFACE +========= + +XrVector2f +XrVector3f +XrVector4f +XrQuaternionf +XrMatrix4x4f + +inline static void XrVector3f_Set(XrVector3f* v, const float value); +inline static void XrVector3f_Add(XrVector3f* result, const XrVector3f* a, const XrVector3f* b); +inline static void XrVector3f_Sub(XrVector3f* result, const XrVector3f* a, const XrVector3f* b); +inline static void XrVector3f_Min(XrVector3f* result, const XrVector3f* a, const XrVector3f* b); +inline static void XrVector3f_Max(XrVector3f* result, const XrVector3f* a, const XrVector3f* b); +inline static void XrVector3f_Decay(XrVector3f* result, const XrVector3f* a, const float value); +inline static void XrVector3f_Lerp(XrVector3f* result, const XrVector3f* a, const XrVector3f* b, const float fraction); +inline static void XrVector3f_Scale(XrVector3f* result, const XrVector3f* a, const float scaleFactor); +inline static void XrVector3f_Normalize(XrVector3f* v); +inline static float XrVector3f_Length(const XrVector3f* v); + +inline static void XrQuaternionf_Lerp(XrQuaternionf* result, const XrQuaternionf* a, const XrQuaternionf* b, const float fraction); +inline static void XrQuaternionf_Multiply(XrQuaternionf* result, const XrQuaternionf* a, const XrQuaternionf* b; + +inline static void XrMatrix4x4f_CreateIdentity(XrMatrix4x4f* result); +inline static void XrMatrix4x4f_CreateTranslation(XrMatrix4x4f* result, const float x, const float y, const float z); +inline static void XrMatrix4x4f_CreateRotation(XrMatrix4x4f* result, const float degreesX, const float degreesY, + const float degreesZ); +inline static void XrMatrix4x4f_CreateScale(XrMatrix4x4f* result, const float x, const float y, const float z); +inline static void XrMatrix4x4f_CreateTranslationRotationScale(XrMatrix4x4f* result, const XrVector3f* translation, + const XrQuaternionf* rotation, const XrVector3f* scale); +inline static void XrMatrix4x4f_CreateProjection(XrMatrix4x4f* result, const float tanAngleLeft, const float tanAngleRight, + const float tanAngleUp, float const tanAngleDown, const float nearZ, + const float farZ); +inline static void XrMatrix4x4f_CreateProjectionFov(XrMatrix4x4f* result, const float fovDegreesLeft, const float fovDegreesRight, + const float fovDegreeUp, const float fovDegreesDown, const float nearZ, + const float farZ); +inline static void XrMatrix4x4f_CreateFromQuaternion(XrMatrix4x4f* result, const XrQuaternionf* src); +inline static void XrMatrix4x4f_CreateOffsetScaleForBounds(XrMatrix4x4f* result, const XrMatrix4x4f* matrix, const XrVector3f* mins, + const XrVector3f* maxs); + +inline static bool XrMatrix4x4f_IsAffine(const XrMatrix4x4f* matrix, const float epsilon); +inline static bool XrMatrix4x4f_IsOrthogonal(const XrMatrix4x4f* matrix, const float epsilon); +inline static bool XrMatrix4x4f_IsOrthonormal(const XrMatrix4x4f* matrix, const float epsilon); +inline static bool XrMatrix4x4f_IsRigidBody(const XrMatrix4x4f* matrix, const float epsilon); + +inline static void XrMatrix4x4f_GetTranslation(XrVector3f* result, const XrMatrix4x4f* src); +inline static void XrMatrix4x4f_GetRotation(XrQuaternionf* result, const XrMatrix4x4f* src); +inline static void XrMatrix4x4f_GetScale(XrVector3f* result, const XrMatrix4x4f* src); + +inline static void XrMatrix4x4f_Multiply(XrMatrix4x4f* result, const XrMatrix4x4f* a, const XrMatrix4x4f* b); +inline static void XrMatrix4x4f_Transpose(XrMatrix4x4f* result, const XrMatrix4x4f* src); +inline static void XrMatrix4x4f_Invert(XrMatrix4x4f* result, const XrMatrix4x4f* src); +inline static void XrMatrix4x4f_InvertRigidBody(XrMatrix4x4f* result, const XrMatrix4x4f* src); + +inline static void XrMatrix4x4f_TransformVector3f(XrVector3f* result, const XrMatrix4x4f* m, const XrVector3f* v); +inline static void XrMatrix4x4f_TransformVector4f(XrVector4f* result, const XrMatrix4x4f* m, const XrVector4f* v); + +inline static void XrMatrix4x4f_TransformBounds(XrVector3f* resultMins, XrVector3f* resultMaxs, const XrMatrix4x4f* matrix, + const XrVector3f* mins, const XrVector3f* maxs); +inline static bool XrMatrix4x4f_CullBounds(const XrMatrix4x4f* mvp, const XrVector3f* mins, const XrVector3f* maxs); + +================================================================================================ +*/ + +#include <assert.h> +#include <math.h> +#include <stdbool.h> + +#define MATH_PI 3.14159265358979323846f + +#define DEFAULT_NEAR_Z 0.015625f // exact floating point representation +#define INFINITE_FAR_Z 0.0f + +static const XrColor4f XrColorRed = {1.0f, 0.0f, 0.0f, 1.0f}; +static const XrColor4f XrColorGreen = {0.0f, 1.0f, 0.0f, 1.0f}; +static const XrColor4f XrColorBlue = {0.0f, 0.0f, 1.0f, 1.0f}; +static const XrColor4f XrColorYellow = {1.0f, 1.0f, 0.0f, 1.0f}; +static const XrColor4f XrColorPurple = {1.0f, 0.0f, 1.0f, 1.0f}; +static const XrColor4f XrColorCyan = {0.0f, 1.0f, 1.0f, 1.0f}; +static const XrColor4f XrColorLightGrey = {0.7f, 0.7f, 0.7f, 1.0f}; +static const XrColor4f XrColorDarkGrey = {0.3f, 0.3f, 0.3f, 1.0f}; + +enum GraphicsAPI { GRAPHICS_VULKAN, GRAPHICS_OPENGL, GRAPHICS_OPENGL_ES, GRAPHICS_D3D }; + +// Column-major, pre-multiplied. This type does not exist in the OpenXR API and is provided for convenience. +struct XrMatrix4x4f { + float m[16]; +}; + +inline static float XrRcpSqrt(const float x) { + const float SMALLEST_NON_DENORMAL = 1.1754943508222875e-038f; // ( 1U << 23 ) + const float rcp = (x >= SMALLEST_NON_DENORMAL) ? 1.0f / sqrtf(x) : 1.0f; + return rcp; +} + +inline static void XrVector3f_Set(XrVector3f* v, const float value) { + v->x = value; + v->y = value; + v->z = value; +} + +inline static void XrVector3f_Add(XrVector3f* result, const XrVector3f* a, const XrVector3f* b) { + result->x = a->x + b->x; + result->y = a->y + b->y; + result->z = a->z + b->z; +} + +inline static void XrVector3f_Sub(XrVector3f* result, const XrVector3f* a, const XrVector3f* b) { + result->x = a->x - b->x; + result->y = a->y - b->y; + result->z = a->z - b->z; +} + +inline static void XrVector3f_Min(XrVector3f* result, const XrVector3f* a, const XrVector3f* b) { + result->x = (a->x < b->x) ? a->x : b->x; + result->y = (a->y < b->y) ? a->y : b->y; + result->z = (a->z < b->z) ? a->z : b->z; +} + +inline static void XrVector3f_Max(XrVector3f* result, const XrVector3f* a, const XrVector3f* b) { + result->x = (a->x > b->x) ? a->x : b->x; + result->y = (a->y > b->y) ? a->y : b->y; + result->z = (a->z > b->z) ? a->z : b->z; +} + +inline static void XrVector3f_Decay(XrVector3f* result, const XrVector3f* a, const float value) { + result->x = (fabsf(a->x) > value) ? ((a->x > 0.0f) ? (a->x - value) : (a->x + value)) : 0.0f; + result->y = (fabsf(a->y) > value) ? ((a->y > 0.0f) ? (a->y - value) : (a->y + value)) : 0.0f; + result->z = (fabsf(a->z) > value) ? ((a->z > 0.0f) ? (a->z - value) : (a->z + value)) : 0.0f; +} + +inline static void XrVector3f_Lerp(XrVector3f* result, const XrVector3f* a, const XrVector3f* b, const float fraction) { + result->x = a->x + fraction * (b->x - a->x); + result->y = a->y + fraction * (b->y - a->y); + result->z = a->z + fraction * (b->z - a->z); +} + +inline static void XrVector3f_Scale(XrVector3f* result, const XrVector3f* a, const float scaleFactor) { + result->x = a->x * scaleFactor; + result->y = a->y * scaleFactor; + result->z = a->z * scaleFactor; +} + +inline static float XrVector3f_Dot(const XrVector3f* a, const XrVector3f* b) { return a->x * b->x + a->y * b->y + a->z * b->z; } + +// Compute cross product, which generates a normal vector. +// Direction vector can be determined by right-hand rule: Pointing index finder in +// direction a and middle finger in direction b, thumb will point in Cross(a, b). +inline static void XrVector3f_Cross(XrVector3f* result, const XrVector3f* a, const XrVector3f* b) { + result->x = a->y * b->z - a->z * b->y; + result->y = a->z * b->x - a->x * b->z; + result->z = a->x * b->y - a->y * b->x; +} + +inline static void XrVector3f_Normalize(XrVector3f* v) { + const float lengthRcp = XrRcpSqrt(v->x * v->x + v->y * v->y + v->z * v->z); + v->x *= lengthRcp; + v->y *= lengthRcp; + v->z *= lengthRcp; +} + +inline static float XrVector3f_Length(const XrVector3f* v) { return sqrtf(v->x * v->x + v->y * v->y + v->z * v->z); } + +inline static void XrQuaternionf_CreateFromAxisAngle(XrQuaternionf* result, const XrVector3f* axis, const float angleInRadians) { + float s = sinf(angleInRadians / 2.0f); + float lengthRcp = XrRcpSqrt(axis->x * axis->x + axis->y * axis->y + axis->z * axis->z); + result->x = s * axis->x * lengthRcp; + result->y = s * axis->y * lengthRcp; + result->z = s * axis->z * lengthRcp; + result->w = cosf(angleInRadians / 2.0f); +} + +inline static void XrQuaternionf_Lerp(XrQuaternionf* result, const XrQuaternionf* a, const XrQuaternionf* b, const float fraction) { + const float s = a->x * b->x + a->y * b->y + a->z * b->z + a->w * b->w; + const float fa = 1.0f - fraction; + const float fb = (s < 0.0f) ? -fraction : fraction; + const float x = a->x * fa + b->x * fb; + const float y = a->y * fa + b->y * fb; + const float z = a->z * fa + b->z * fb; + const float w = a->w * fa + b->w * fb; + const float lengthRcp = XrRcpSqrt(x * x + y * y + z * z + w * w); + result->x = x * lengthRcp; + result->y = y * lengthRcp; + result->z = z * lengthRcp; + result->w = w * lengthRcp; +} + +inline static void XrQuaternionf_Multiply(XrQuaternionf* result, const XrQuaternionf* a, const XrQuaternionf* b) { + result->x = (b->w * a->x) + (b->x * a->w) + (b->y * a->z) - (b->z * a->y); + result->y = (b->w * a->y) - (b->x * a->z) + (b->y * a->w) + (b->z * a->x); + result->z = (b->w * a->z) + (b->x * a->y) - (b->y * a->x) + (b->z * a->w); + result->w = (b->w * a->w) - (b->x * a->x) - (b->y * a->y) - (b->z * a->z); +} + +// Use left-multiplication to accumulate transformations. +inline static void XrMatrix4x4f_Multiply(XrMatrix4x4f* result, const XrMatrix4x4f* a, const XrMatrix4x4f* b) { + result->m[0] = a->m[0] * b->m[0] + a->m[4] * b->m[1] + a->m[8] * b->m[2] + a->m[12] * b->m[3]; + result->m[1] = a->m[1] * b->m[0] + a->m[5] * b->m[1] + a->m[9] * b->m[2] + a->m[13] * b->m[3]; + result->m[2] = a->m[2] * b->m[0] + a->m[6] * b->m[1] + a->m[10] * b->m[2] + a->m[14] * b->m[3]; + result->m[3] = a->m[3] * b->m[0] + a->m[7] * b->m[1] + a->m[11] * b->m[2] + a->m[15] * b->m[3]; + + result->m[4] = a->m[0] * b->m[4] + a->m[4] * b->m[5] + a->m[8] * b->m[6] + a->m[12] * b->m[7]; + result->m[5] = a->m[1] * b->m[4] + a->m[5] * b->m[5] + a->m[9] * b->m[6] + a->m[13] * b->m[7]; + result->m[6] = a->m[2] * b->m[4] + a->m[6] * b->m[5] + a->m[10] * b->m[6] + a->m[14] * b->m[7]; + result->m[7] = a->m[3] * b->m[4] + a->m[7] * b->m[5] + a->m[11] * b->m[6] + a->m[15] * b->m[7]; + + result->m[8] = a->m[0] * b->m[8] + a->m[4] * b->m[9] + a->m[8] * b->m[10] + a->m[12] * b->m[11]; + result->m[9] = a->m[1] * b->m[8] + a->m[5] * b->m[9] + a->m[9] * b->m[10] + a->m[13] * b->m[11]; + result->m[10] = a->m[2] * b->m[8] + a->m[6] * b->m[9] + a->m[10] * b->m[10] + a->m[14] * b->m[11]; + result->m[11] = a->m[3] * b->m[8] + a->m[7] * b->m[9] + a->m[11] * b->m[10] + a->m[15] * b->m[11]; + + result->m[12] = a->m[0] * b->m[12] + a->m[4] * b->m[13] + a->m[8] * b->m[14] + a->m[12] * b->m[15]; + result->m[13] = a->m[1] * b->m[12] + a->m[5] * b->m[13] + a->m[9] * b->m[14] + a->m[13] * b->m[15]; + result->m[14] = a->m[2] * b->m[12] + a->m[6] * b->m[13] + a->m[10] * b->m[14] + a->m[14] * b->m[15]; + result->m[15] = a->m[3] * b->m[12] + a->m[7] * b->m[13] + a->m[11] * b->m[14] + a->m[15] * b->m[15]; +} + +// Creates the transpose of the given matrix. +inline static void XrMatrix4x4f_Transpose(XrMatrix4x4f* result, const XrMatrix4x4f* src) { + result->m[0] = src->m[0]; + result->m[1] = src->m[4]; + result->m[2] = src->m[8]; + result->m[3] = src->m[12]; + + result->m[4] = src->m[1]; + result->m[5] = src->m[5]; + result->m[6] = src->m[9]; + result->m[7] = src->m[13]; + + result->m[8] = src->m[2]; + result->m[9] = src->m[6]; + result->m[10] = src->m[10]; + result->m[11] = src->m[14]; + + result->m[12] = src->m[3]; + result->m[13] = src->m[7]; + result->m[14] = src->m[11]; + result->m[15] = src->m[15]; +} + +// Returns a 3x3 minor of a 4x4 matrix. +inline static float XrMatrix4x4f_Minor(const XrMatrix4x4f* matrix, int r0, int r1, int r2, int c0, int c1, int c2) { + return matrix->m[4 * r0 + c0] * + (matrix->m[4 * r1 + c1] * matrix->m[4 * r2 + c2] - matrix->m[4 * r2 + c1] * matrix->m[4 * r1 + c2]) - + matrix->m[4 * r0 + c1] * + (matrix->m[4 * r1 + c0] * matrix->m[4 * r2 + c2] - matrix->m[4 * r2 + c0] * matrix->m[4 * r1 + c2]) + + matrix->m[4 * r0 + c2] * + (matrix->m[4 * r1 + c0] * matrix->m[4 * r2 + c1] - matrix->m[4 * r2 + c0] * matrix->m[4 * r1 + c1]); +} + +// Calculates the inverse of a 4x4 matrix. +inline static void XrMatrix4x4f_Invert(XrMatrix4x4f* result, const XrMatrix4x4f* src) { + const float rcpDet = + 1.0f / (src->m[0] * XrMatrix4x4f_Minor(src, 1, 2, 3, 1, 2, 3) - src->m[1] * XrMatrix4x4f_Minor(src, 1, 2, 3, 0, 2, 3) + + src->m[2] * XrMatrix4x4f_Minor(src, 1, 2, 3, 0, 1, 3) - src->m[3] * XrMatrix4x4f_Minor(src, 1, 2, 3, 0, 1, 2)); + + result->m[0] = XrMatrix4x4f_Minor(src, 1, 2, 3, 1, 2, 3) * rcpDet; + result->m[1] = -XrMatrix4x4f_Minor(src, 0, 2, 3, 1, 2, 3) * rcpDet; + result->m[2] = XrMatrix4x4f_Minor(src, 0, 1, 3, 1, 2, 3) * rcpDet; + result->m[3] = -XrMatrix4x4f_Minor(src, 0, 1, 2, 1, 2, 3) * rcpDet; + result->m[4] = -XrMatrix4x4f_Minor(src, 1, 2, 3, 0, 2, 3) * rcpDet; + result->m[5] = XrMatrix4x4f_Minor(src, 0, 2, 3, 0, 2, 3) * rcpDet; + result->m[6] = -XrMatrix4x4f_Minor(src, 0, 1, 3, 0, 2, 3) * rcpDet; + result->m[7] = XrMatrix4x4f_Minor(src, 0, 1, 2, 0, 2, 3) * rcpDet; + result->m[8] = XrMatrix4x4f_Minor(src, 1, 2, 3, 0, 1, 3) * rcpDet; + result->m[9] = -XrMatrix4x4f_Minor(src, 0, 2, 3, 0, 1, 3) * rcpDet; + result->m[10] = XrMatrix4x4f_Minor(src, 0, 1, 3, 0, 1, 3) * rcpDet; + result->m[11] = -XrMatrix4x4f_Minor(src, 0, 1, 2, 0, 1, 3) * rcpDet; + result->m[12] = -XrMatrix4x4f_Minor(src, 1, 2, 3, 0, 1, 2) * rcpDet; + result->m[13] = XrMatrix4x4f_Minor(src, 0, 2, 3, 0, 1, 2) * rcpDet; + result->m[14] = -XrMatrix4x4f_Minor(src, 0, 1, 3, 0, 1, 2) * rcpDet; + result->m[15] = XrMatrix4x4f_Minor(src, 0, 1, 2, 0, 1, 2) * rcpDet; +} + +// Calculates the inverse of a rigid body transform. +inline static void XrMatrix4x4f_InvertRigidBody(XrMatrix4x4f* result, const XrMatrix4x4f* src) { + result->m[0] = src->m[0]; + result->m[1] = src->m[4]; + result->m[2] = src->m[8]; + result->m[3] = 0.0f; + result->m[4] = src->m[1]; + result->m[5] = src->m[5]; + result->m[6] = src->m[9]; + result->m[7] = 0.0f; + result->m[8] = src->m[2]; + result->m[9] = src->m[6]; + result->m[10] = src->m[10]; + result->m[11] = 0.0f; + result->m[12] = -(src->m[0] * src->m[12] + src->m[1] * src->m[13] + src->m[2] * src->m[14]); + result->m[13] = -(src->m[4] * src->m[12] + src->m[5] * src->m[13] + src->m[6] * src->m[14]); + result->m[14] = -(src->m[8] * src->m[12] + src->m[9] * src->m[13] + src->m[10] * src->m[14]); + result->m[15] = 1.0f; +} + +// Creates an identity matrix. +inline static void XrMatrix4x4f_CreateIdentity(XrMatrix4x4f* result) { + result->m[0] = 1.0f; + result->m[1] = 0.0f; + result->m[2] = 0.0f; + result->m[3] = 0.0f; + result->m[4] = 0.0f; + result->m[5] = 1.0f; + result->m[6] = 0.0f; + result->m[7] = 0.0f; + result->m[8] = 0.0f; + result->m[9] = 0.0f; + result->m[10] = 1.0f; + result->m[11] = 0.0f; + result->m[12] = 0.0f; + result->m[13] = 0.0f; + result->m[14] = 0.0f; + result->m[15] = 1.0f; +} + +// Creates a translation matrix. +inline static void XrMatrix4x4f_CreateTranslation(XrMatrix4x4f* result, const float x, const float y, const float z) { + result->m[0] = 1.0f; + result->m[1] = 0.0f; + result->m[2] = 0.0f; + result->m[3] = 0.0f; + result->m[4] = 0.0f; + result->m[5] = 1.0f; + result->m[6] = 0.0f; + result->m[7] = 0.0f; + result->m[8] = 0.0f; + result->m[9] = 0.0f; + result->m[10] = 1.0f; + result->m[11] = 0.0f; + result->m[12] = x; + result->m[13] = y; + result->m[14] = z; + result->m[15] = 1.0f; +} + +// Creates a rotation matrix. +// If -Z=forward, +Y=up, +X=right, then degreesX=pitch, degreesY=yaw, degreesZ=roll. +inline static void XrMatrix4x4f_CreateRotation(XrMatrix4x4f* result, const float degreesX, const float degreesY, + const float degreesZ) { + const float sinX = sinf(degreesX * (MATH_PI / 180.0f)); + const float cosX = cosf(degreesX * (MATH_PI / 180.0f)); + const XrMatrix4x4f rotationX = {{1, 0, 0, 0, 0, cosX, sinX, 0, 0, -sinX, cosX, 0, 0, 0, 0, 1}}; + const float sinY = sinf(degreesY * (MATH_PI / 180.0f)); + const float cosY = cosf(degreesY * (MATH_PI / 180.0f)); + const XrMatrix4x4f rotationY = {{cosY, 0, -sinY, 0, 0, 1, 0, 0, sinY, 0, cosY, 0, 0, 0, 0, 1}}; + const float sinZ = sinf(degreesZ * (MATH_PI / 180.0f)); + const float cosZ = cosf(degreesZ * (MATH_PI / 180.0f)); + const XrMatrix4x4f rotationZ = {{cosZ, sinZ, 0, 0, -sinZ, cosZ, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}}; + XrMatrix4x4f rotationXY; + XrMatrix4x4f_Multiply(&rotationXY, &rotationY, &rotationX); + XrMatrix4x4f_Multiply(result, &rotationZ, &rotationXY); +} + +// Creates a scale matrix. +inline static void XrMatrix4x4f_CreateScale(XrMatrix4x4f* result, const float x, const float y, const float z) { + result->m[0] = x; + result->m[1] = 0.0f; + result->m[2] = 0.0f; + result->m[3] = 0.0f; + result->m[4] = 0.0f; + result->m[5] = y; + result->m[6] = 0.0f; + result->m[7] = 0.0f; + result->m[8] = 0.0f; + result->m[9] = 0.0f; + result->m[10] = z; + result->m[11] = 0.0f; + result->m[12] = 0.0f; + result->m[13] = 0.0f; + result->m[14] = 0.0f; + result->m[15] = 1.0f; +} + +// Creates a matrix from a quaternion. +inline static void XrMatrix4x4f_CreateFromQuaternion(XrMatrix4x4f* result, const XrQuaternionf* quat) { + const float x2 = quat->x + quat->x; + const float y2 = quat->y + quat->y; + const float z2 = quat->z + quat->z; + + const float xx2 = quat->x * x2; + const float yy2 = quat->y * y2; + const float zz2 = quat->z * z2; + + const float yz2 = quat->y * z2; + const float wx2 = quat->w * x2; + const float xy2 = quat->x * y2; + const float wz2 = quat->w * z2; + const float xz2 = quat->x * z2; + const float wy2 = quat->w * y2; + + result->m[0] = 1.0f - yy2 - zz2; + result->m[1] = xy2 + wz2; + result->m[2] = xz2 - wy2; + result->m[3] = 0.0f; + + result->m[4] = xy2 - wz2; + result->m[5] = 1.0f - xx2 - zz2; + result->m[6] = yz2 + wx2; + result->m[7] = 0.0f; + + result->m[8] = xz2 + wy2; + result->m[9] = yz2 - wx2; + result->m[10] = 1.0f - xx2 - yy2; + result->m[11] = 0.0f; + + result->m[12] = 0.0f; + result->m[13] = 0.0f; + result->m[14] = 0.0f; + result->m[15] = 1.0f; +} + +// Creates a combined translation(rotation(scale(object))) matrix. +inline static void XrMatrix4x4f_CreateTranslationRotationScale(XrMatrix4x4f* result, const XrVector3f* translation, + const XrQuaternionf* rotation, const XrVector3f* scale) { + XrMatrix4x4f scaleMatrix; + XrMatrix4x4f_CreateScale(&scaleMatrix, scale->x, scale->y, scale->z); + + XrMatrix4x4f rotationMatrix; + XrMatrix4x4f_CreateFromQuaternion(&rotationMatrix, rotation); + + XrMatrix4x4f translationMatrix; + XrMatrix4x4f_CreateTranslation(&translationMatrix, translation->x, translation->y, translation->z); + + XrMatrix4x4f combinedMatrix; + XrMatrix4x4f_Multiply(&combinedMatrix, &rotationMatrix, &scaleMatrix); + XrMatrix4x4f_Multiply(result, &translationMatrix, &combinedMatrix); +} + +// Creates a projection matrix based on the specified dimensions. +// The projection matrix transforms -Z=forward, +Y=up, +X=right to the appropriate clip space for the graphics API. +// The far plane is placed at infinity if farZ <= nearZ. +// An infinite projection matrix is preferred for rasterization because, except for +// things *right* up against the near plane, it always provides better precision: +// "Tightening the Precision of Perspective Rendering" +// Paul Upchurch, Mathieu Desbrun +// Journal of Graphics Tools, Volume 16, Issue 1, 2012 +inline static void XrMatrix4x4f_CreateProjection(XrMatrix4x4f* result, GraphicsAPI graphicsApi, const float tanAngleLeft, + const float tanAngleRight, const float tanAngleUp, float const tanAngleDown, + const float nearZ, const float farZ) { + const float tanAngleWidth = tanAngleRight - tanAngleLeft; + + // Set to tanAngleDown - tanAngleUp for a clip space with positive Y down (Vulkan). + // Set to tanAngleUp - tanAngleDown for a clip space with positive Y up (OpenGL / D3D / Metal). + const float tanAngleHeight = graphicsApi == GRAPHICS_VULKAN ? (tanAngleDown - tanAngleUp) : (tanAngleUp - tanAngleDown); + + // Set to nearZ for a [-1,1] Z clip space (OpenGL / OpenGL ES). + // Set to zero for a [0,1] Z clip space (Vulkan / D3D / Metal). + const float offsetZ = (graphicsApi == GRAPHICS_OPENGL || graphicsApi == GRAPHICS_OPENGL_ES) ? nearZ : 0; + + if (farZ <= nearZ) { + // place the far plane at infinity + result->m[0] = 2.0f / tanAngleWidth; + result->m[4] = 0.0f; + result->m[8] = (tanAngleRight + tanAngleLeft) / tanAngleWidth; + result->m[12] = 0.0f; + + result->m[1] = 0.0f; + result->m[5] = 2.0f / tanAngleHeight; + result->m[9] = (tanAngleUp + tanAngleDown) / tanAngleHeight; + result->m[13] = 0.0f; + + result->m[2] = 0.0f; + result->m[6] = 0.0f; + result->m[10] = -1.0f; + result->m[14] = -(nearZ + offsetZ); + + result->m[3] = 0.0f; + result->m[7] = 0.0f; + result->m[11] = -1.0f; + result->m[15] = 0.0f; + } else { + // normal projection + result->m[0] = 2.0f / tanAngleWidth; + result->m[4] = 0.0f; + result->m[8] = (tanAngleRight + tanAngleLeft) / tanAngleWidth; + result->m[12] = 0.0f; + + result->m[1] = 0.0f; + result->m[5] = 2.0f / tanAngleHeight; + result->m[9] = (tanAngleUp + tanAngleDown) / tanAngleHeight; + result->m[13] = 0.0f; + + result->m[2] = 0.0f; + result->m[6] = 0.0f; + result->m[10] = -(farZ + offsetZ) / (farZ - nearZ); + result->m[14] = -(farZ * (nearZ + offsetZ)) / (farZ - nearZ); + + result->m[3] = 0.0f; + result->m[7] = 0.0f; + result->m[11] = -1.0f; + result->m[15] = 0.0f; + } +} + +// Creates a projection matrix based on the specified FOV. +inline static void XrMatrix4x4f_CreateProjectionFov(XrMatrix4x4f* result, GraphicsAPI graphicsApi, const XrFovf fov, + const float nearZ, const float farZ) { + const float tanLeft = tanf(fov.angleLeft); + const float tanRight = tanf(fov.angleRight); + + const float tanDown = tanf(fov.angleDown); + const float tanUp = tanf(fov.angleUp); + + XrMatrix4x4f_CreateProjection(result, graphicsApi, tanLeft, tanRight, tanUp, tanDown, nearZ, farZ); +} + +// Creates a matrix that transforms the -1 to 1 cube to cover the given 'mins' and 'maxs' transformed with the given 'matrix'. +inline static void XrMatrix4x4f_CreateOffsetScaleForBounds(XrMatrix4x4f* result, const XrMatrix4x4f* matrix, const XrVector3f* mins, + const XrVector3f* maxs) { + const XrVector3f offset = {(maxs->x + mins->x) * 0.5f, (maxs->y + mins->y) * 0.5f, (maxs->z + mins->z) * 0.5f}; + const XrVector3f scale = {(maxs->x - mins->x) * 0.5f, (maxs->y - mins->y) * 0.5f, (maxs->z - mins->z) * 0.5f}; + + result->m[0] = matrix->m[0] * scale.x; + result->m[1] = matrix->m[1] * scale.x; + result->m[2] = matrix->m[2] * scale.x; + result->m[3] = matrix->m[3] * scale.x; + + result->m[4] = matrix->m[4] * scale.y; + result->m[5] = matrix->m[5] * scale.y; + result->m[6] = matrix->m[6] * scale.y; + result->m[7] = matrix->m[7] * scale.y; + + result->m[8] = matrix->m[8] * scale.z; + result->m[9] = matrix->m[9] * scale.z; + result->m[10] = matrix->m[10] * scale.z; + result->m[11] = matrix->m[11] * scale.z; + + result->m[12] = matrix->m[12] + matrix->m[0] * offset.x + matrix->m[4] * offset.y + matrix->m[8] * offset.z; + result->m[13] = matrix->m[13] + matrix->m[1] * offset.x + matrix->m[5] * offset.y + matrix->m[9] * offset.z; + result->m[14] = matrix->m[14] + matrix->m[2] * offset.x + matrix->m[6] * offset.y + matrix->m[10] * offset.z; + result->m[15] = matrix->m[15] + matrix->m[3] * offset.x + matrix->m[7] * offset.y + matrix->m[11] * offset.z; +} + +// Returns true if the given matrix is affine. +inline static bool XrMatrix4x4f_IsAffine(const XrMatrix4x4f* matrix, const float epsilon) { + return fabsf(matrix->m[3]) <= epsilon && fabsf(matrix->m[7]) <= epsilon && fabsf(matrix->m[11]) <= epsilon && + fabsf(matrix->m[15] - 1.0f) <= epsilon; +} + +// Returns true if the given matrix is orthogonal. +inline static bool XrMatrix4x4f_IsOrthogonal(const XrMatrix4x4f* matrix, const float epsilon) { + for (int i = 0; i < 3; i++) { + for (int j = 0; j < 3; j++) { + if (i != j) { + if (fabsf(matrix->m[4 * i + 0] * matrix->m[4 * j + 0] + matrix->m[4 * i + 1] * matrix->m[4 * j + 1] + + matrix->m[4 * i + 2] * matrix->m[4 * j + 2]) > epsilon) { + return false; + } + if (fabsf(matrix->m[4 * 0 + i] * matrix->m[4 * 0 + j] + matrix->m[4 * 1 + i] * matrix->m[4 * 1 + j] + + matrix->m[4 * 2 + i] * matrix->m[4 * 2 + j]) > epsilon) { + return false; + } + } + } + } + return true; +} + +// Returns true if the given matrix is orthonormal. +inline static bool XrMatrix4x4f_IsOrthonormal(const XrMatrix4x4f* matrix, const float epsilon) { + for (int i = 0; i < 3; i++) { + for (int j = 0; j < 3; j++) { + const float kd = (i == j) ? 1.0f : 0.0f; // Kronecker delta + if (fabsf(kd - (matrix->m[4 * i + 0] * matrix->m[4 * j + 0] + matrix->m[4 * i + 1] * matrix->m[4 * j + 1] + + matrix->m[4 * i + 2] * matrix->m[4 * j + 2])) > epsilon) { + return false; + } + if (fabsf(kd - (matrix->m[4 * 0 + i] * matrix->m[4 * 0 + j] + matrix->m[4 * 1 + i] * matrix->m[4 * 1 + j] + + matrix->m[4 * 2 + i] * matrix->m[4 * 2 + j])) > epsilon) { + return false; + } + } + } + return true; +} + +// Returns true if the given matrix is a rigid body transform. +inline static bool XrMatrix4x4f_IsRigidBody(const XrMatrix4x4f* matrix, const float epsilon) { + return XrMatrix4x4f_IsAffine(matrix, epsilon) && XrMatrix4x4f_IsOrthonormal(matrix, epsilon); +} + +// Get the translation from a combined translation(rotation(scale(object))) matrix. +inline static void XrMatrix4x4f_GetTranslation(XrVector3f* result, const XrMatrix4x4f* src) { + assert(XrMatrix4x4f_IsAffine(src, 1e-4f)); + assert(XrMatrix4x4f_IsOrthogonal(src, 1e-4f)); + + result->x = src->m[12]; + result->y = src->m[13]; + result->z = src->m[14]; +} + +// Get the rotation from a combined translation(rotation(scale(object))) matrix. +inline static void XrMatrix4x4f_GetRotation(XrQuaternionf* result, const XrMatrix4x4f* src) { + assert(XrMatrix4x4f_IsAffine(src, 1e-4f)); + assert(XrMatrix4x4f_IsOrthogonal(src, 1e-4f)); + + const float rcpScaleX = XrRcpSqrt(src->m[0] * src->m[0] + src->m[1] * src->m[1] + src->m[2] * src->m[2]); + const float rcpScaleY = XrRcpSqrt(src->m[4] * src->m[4] + src->m[5] * src->m[5] + src->m[6] * src->m[6]); + const float rcpScaleZ = XrRcpSqrt(src->m[8] * src->m[8] + src->m[9] * src->m[9] + src->m[10] * src->m[10]); + const float m[9] = {src->m[0] * rcpScaleX, src->m[1] * rcpScaleX, src->m[2] * rcpScaleX, + src->m[4] * rcpScaleY, src->m[5] * rcpScaleY, src->m[6] * rcpScaleY, + src->m[8] * rcpScaleZ, src->m[9] * rcpScaleZ, src->m[10] * rcpScaleZ}; + if (m[0 * 3 + 0] + m[1 * 3 + 1] + m[2 * 3 + 2] > 0.0f) { + float t = +m[0 * 3 + 0] + m[1 * 3 + 1] + m[2 * 3 + 2] + 1.0f; + float s = XrRcpSqrt(t) * 0.5f; + result->w = s * t; + result->z = (m[0 * 3 + 1] - m[1 * 3 + 0]) * s; + result->y = (m[2 * 3 + 0] - m[0 * 3 + 2]) * s; + result->x = (m[1 * 3 + 2] - m[2 * 3 + 1]) * s; + } else if (m[0 * 3 + 0] > m[1 * 3 + 1] && m[0 * 3 + 0] > m[2 * 3 + 2]) { + float t = +m[0 * 3 + 0] - m[1 * 3 + 1] - m[2 * 3 + 2] + 1.0f; + float s = XrRcpSqrt(t) * 0.5f; + result->x = s * t; + result->y = (m[0 * 3 + 1] + m[1 * 3 + 0]) * s; + result->z = (m[2 * 3 + 0] + m[0 * 3 + 2]) * s; + result->w = (m[1 * 3 + 2] - m[2 * 3 + 1]) * s; + } else if (m[1 * 3 + 1] > m[2 * 3 + 2]) { + float t = -m[0 * 3 + 0] + m[1 * 3 + 1] - m[2 * 3 + 2] + 1.0f; + float s = XrRcpSqrt(t) * 0.5f; + result->y = s * t; + result->x = (m[0 * 3 + 1] + m[1 * 3 + 0]) * s; + result->w = (m[2 * 3 + 0] - m[0 * 3 + 2]) * s; + result->z = (m[1 * 3 + 2] + m[2 * 3 + 1]) * s; + } else { + float t = -m[0 * 3 + 0] - m[1 * 3 + 1] + m[2 * 3 + 2] + 1.0f; + float s = XrRcpSqrt(t) * 0.5f; + result->z = s * t; + result->w = (m[0 * 3 + 1] - m[1 * 3 + 0]) * s; + result->x = (m[2 * 3 + 0] + m[0 * 3 + 2]) * s; + result->y = (m[1 * 3 + 2] + m[2 * 3 + 1]) * s; + } +} + +// Get the scale from a combined translation(rotation(scale(object))) matrix. +inline static void XrMatrix4x4f_GetScale(XrVector3f* result, const XrMatrix4x4f* src) { + assert(XrMatrix4x4f_IsAffine(src, 1e-4f)); + assert(XrMatrix4x4f_IsOrthogonal(src, 1e-4f)); + + result->x = sqrtf(src->m[0] * src->m[0] + src->m[1] * src->m[1] + src->m[2] * src->m[2]); + result->y = sqrtf(src->m[4] * src->m[4] + src->m[5] * src->m[5] + src->m[6] * src->m[6]); + result->z = sqrtf(src->m[8] * src->m[8] + src->m[9] * src->m[9] + src->m[10] * src->m[10]); +} + +// Transforms a 3D vector. +inline static void XrMatrix4x4f_TransformVector3f(XrVector3f* result, const XrMatrix4x4f* m, const XrVector3f* v) { + const float w = m->m[3] * v->x + m->m[7] * v->y + m->m[11] * v->z + m->m[15]; + const float rcpW = 1.0f / w; + result->x = (m->m[0] * v->x + m->m[4] * v->y + m->m[8] * v->z + m->m[12]) * rcpW; + result->y = (m->m[1] * v->x + m->m[5] * v->y + m->m[9] * v->z + m->m[13]) * rcpW; + result->z = (m->m[2] * v->x + m->m[6] * v->y + m->m[10] * v->z + m->m[14]) * rcpW; +} + +// Transforms a 4D vector. +inline static void XrMatrix4x4f_TransformVector4f(XrVector4f* result, const XrMatrix4x4f* m, const XrVector4f* v) { + result->x = m->m[0] * v->x + m->m[4] * v->y + m->m[8] * v->z + m->m[12] * v->w; + result->y = m->m[1] * v->x + m->m[5] * v->y + m->m[9] * v->z + m->m[13] * v->w; + result->z = m->m[2] * v->x + m->m[6] * v->y + m->m[10] * v->z + m->m[14] * v->w; + result->w = m->m[3] * v->x + m->m[7] * v->y + m->m[11] * v->z + m->m[15] * v->w; +} + +// Transforms the 'mins' and 'maxs' bounds with the given 'matrix'. +inline static void XrMatrix4x4f_TransformBounds(XrVector3f* resultMins, XrVector3f* resultMaxs, const XrMatrix4x4f* matrix, + const XrVector3f* mins, const XrVector3f* maxs) { + assert(XrMatrix4x4f_IsAffine(matrix, 1e-4f)); + + const XrVector3f center = {(mins->x + maxs->x) * 0.5f, (mins->y + maxs->y) * 0.5f, (mins->z + maxs->z) * 0.5f}; + const XrVector3f extents = {maxs->x - center.x, maxs->y - center.y, maxs->z - center.z}; + const XrVector3f newCenter = {matrix->m[0] * center.x + matrix->m[4] * center.y + matrix->m[8] * center.z + matrix->m[12], + matrix->m[1] * center.x + matrix->m[5] * center.y + matrix->m[9] * center.z + matrix->m[13], + matrix->m[2] * center.x + matrix->m[6] * center.y + matrix->m[10] * center.z + matrix->m[14]}; + const XrVector3f newExtents = { + fabsf(extents.x * matrix->m[0]) + fabsf(extents.y * matrix->m[4]) + fabsf(extents.z * matrix->m[8]), + fabsf(extents.x * matrix->m[1]) + fabsf(extents.y * matrix->m[5]) + fabsf(extents.z * matrix->m[9]), + fabsf(extents.x * matrix->m[2]) + fabsf(extents.y * matrix->m[6]) + fabsf(extents.z * matrix->m[10])}; + XrVector3f_Sub(resultMins, &newCenter, &newExtents); + XrVector3f_Add(resultMaxs, &newCenter, &newExtents); +} + +// Returns true if the 'mins' and 'maxs' bounds is completely off to one side of the projection matrix. +inline static bool XrMatrix4x4f_CullBounds(const XrMatrix4x4f* mvp, const XrVector3f* mins, const XrVector3f* maxs) { + if (maxs->x <= mins->x && maxs->y <= mins->y && maxs->z <= mins->z) { + return false; + } + + XrVector4f c[8]; + for (int i = 0; i < 8; i++) { + const XrVector4f corner = {(i & 1) != 0 ? maxs->x : mins->x, (i & 2) != 0 ? maxs->y : mins->y, + (i & 4) != 0 ? maxs->z : mins->z, 1.0f}; + XrMatrix4x4f_TransformVector4f(&c[i], mvp, &corner); + } + + int i; + for (i = 0; i < 8; i++) { + if (c[i].x > -c[i].w) { + break; + } + } + if (i == 8) { + return true; + } + for (i = 0; i < 8; i++) { + if (c[i].x < c[i].w) { + break; + } + } + if (i == 8) { + return true; + } + + for (i = 0; i < 8; i++) { + if (c[i].y > -c[i].w) { + break; + } + } + if (i == 8) { + return true; + } + for (i = 0; i < 8; i++) { + if (c[i].y < c[i].w) { + break; + } + } + if (i == 8) { + return true; + } + for (i = 0; i < 8; i++) { + if (c[i].z > -c[i].w) { + break; + } + } + if (i == 8) { + return true; + } + for (i = 0; i < 8; i++) { + if (c[i].z < c[i].w) { + break; + } + } + return i == 8; +} + +#endif // XR_LINEAR_H_ |