git subrepo clone https://github.com/libretro/libretro-common.git deps/libretro-common
[pcsx_rearmed.git] / deps / libretro-common / include / gfx / math / matrix_3x3.h
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1/* Copyright (C) 2010-2020 The RetroArch team
2 *
3 * ---------------------------------------------------------------------------------------
4 * The following license statement only applies to this file (matrix_3x3.h).
5 * ---------------------------------------------------------------------------------------
6 *
7 * Permission is hereby granted, free of charge,
8 * to any person obtaining a copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation the rights to
10 * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
11 * and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
16 * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
18 * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
19 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
21 */
22
23#ifndef __LIBRETRO_SDK_GFX_MATH_MATRIX_3X3_H__
24#define __LIBRETRO_SDK_GFX_MATH_MATRIX_3X3_H__
25
26#include <boolean.h>
27#include <math.h>
28#include <string.h>
29
30#include <retro_common_api.h>
31#include <retro_inline.h>
32
33RETRO_BEGIN_DECLS
34
35typedef struct math_matrix_3x3
36{
37 float data[9];
38} math_matrix_3x3;
39
40#define MAT_ELEM_3X3(mat, r, c) ((mat).data[3 * (r) + (c)])
41
42#define matrix_3x3_init(mat, n11, n12, n13, n21, n22, n23, n31, n32, n33) \
43 MAT_ELEM_3X3(mat, 0, 0) = n11; \
44 MAT_ELEM_3X3(mat, 0, 1) = n12; \
45 MAT_ELEM_3X3(mat, 0, 2) = n13; \
46 MAT_ELEM_3X3(mat, 1, 0) = n21; \
47 MAT_ELEM_3X3(mat, 1, 1) = n22; \
48 MAT_ELEM_3X3(mat, 1, 2) = n23; \
49 MAT_ELEM_3X3(mat, 2, 0) = n31; \
50 MAT_ELEM_3X3(mat, 2, 1) = n32; \
51 MAT_ELEM_3X3(mat, 2, 2) = n33
52
53#define matrix_3x3_identity(mat) \
54 MAT_ELEM_3X3(mat, 0, 0) = 1.0f; \
55 MAT_ELEM_3X3(mat, 0, 1) = 0; \
56 MAT_ELEM_3X3(mat, 0, 2) = 0; \
57 MAT_ELEM_3X3(mat, 1, 0) = 0; \
58 MAT_ELEM_3X3(mat, 1, 1) = 1.0f; \
59 MAT_ELEM_3X3(mat, 1, 2) = 0; \
60 MAT_ELEM_3X3(mat, 2, 0) = 0; \
61 MAT_ELEM_3X3(mat, 2, 1) = 0; \
62 MAT_ELEM_3X3(mat, 2, 2) = 1.0f
63
64#define matrix_3x3_divide_scalar(mat, s) \
65 MAT_ELEM_3X3(mat, 0, 0) /= s; \
66 MAT_ELEM_3X3(mat, 0, 1) /= s; \
67 MAT_ELEM_3X3(mat, 0, 2) /= s; \
68 MAT_ELEM_3X3(mat, 1, 0) /= s; \
69 MAT_ELEM_3X3(mat, 1, 1) /= s; \
70 MAT_ELEM_3X3(mat, 1, 2) /= s; \
71 MAT_ELEM_3X3(mat, 2, 0) /= s; \
72 MAT_ELEM_3X3(mat, 2, 1) /= s; \
73 MAT_ELEM_3X3(mat, 2, 2) /= s
74
75#define matrix_3x3_transpose(mat, in) \
76 MAT_ELEM_3X3(mat, 0, 0) = MAT_ELEM_3X3(in, 0, 0); \
77 MAT_ELEM_3X3(mat, 1, 0) = MAT_ELEM_3X3(in, 0, 1); \
78 MAT_ELEM_3X3(mat, 2, 0) = MAT_ELEM_3X3(in, 0, 2); \
79 MAT_ELEM_3X3(mat, 0, 1) = MAT_ELEM_3X3(in, 1, 0); \
80 MAT_ELEM_3X3(mat, 1, 1) = MAT_ELEM_3X3(in, 1, 1); \
81 MAT_ELEM_3X3(mat, 2, 1) = MAT_ELEM_3X3(in, 1, 2); \
82 MAT_ELEM_3X3(mat, 0, 2) = MAT_ELEM_3X3(in, 2, 0); \
83 MAT_ELEM_3X3(mat, 1, 2) = MAT_ELEM_3X3(in, 2, 1); \
84 MAT_ELEM_3X3(mat, 2, 2) = MAT_ELEM_3X3(in, 2, 2)
85
86#define matrix_3x3_multiply(out, a, b) \
87 MAT_ELEM_3X3(out, 0, 0) = \
88 MAT_ELEM_3X3(a, 0, 0) * MAT_ELEM_3X3(b, 0, 0) + \
89 MAT_ELEM_3X3(a, 0, 1) * MAT_ELEM_3X3(b, 1, 0) + \
90 MAT_ELEM_3X3(a, 0, 2) * MAT_ELEM_3X3(b, 2, 0); \
91 MAT_ELEM_3X3(out, 0, 1) = \
92 MAT_ELEM_3X3(a, 0, 0) * MAT_ELEM_3X3(b, 0, 1) + \
93 MAT_ELEM_3X3(a, 0, 1) * MAT_ELEM_3X3(b, 1, 1) + \
94 MAT_ELEM_3X3(a, 0, 2) * MAT_ELEM_3X3(b, 2, 1); \
95 MAT_ELEM_3X3(out, 0, 2) = \
96 MAT_ELEM_3X3(a, 0, 0) * MAT_ELEM_3X3(b, 0, 2) + \
97 MAT_ELEM_3X3(a, 0, 1) * MAT_ELEM_3X3(b, 1, 2) + \
98 MAT_ELEM_3X3(a, 0, 2) * MAT_ELEM_3X3(b, 2, 2); \
99 MAT_ELEM_3X3(out, 1, 0) = \
100 MAT_ELEM_3X3(a, 1, 0) * MAT_ELEM_3X3(b, 0, 0) + \
101 MAT_ELEM_3X3(a, 1, 1) * MAT_ELEM_3X3(b, 1, 0) + \
102 MAT_ELEM_3X3(a, 1, 2) * MAT_ELEM_3X3(b, 2, 0); \
103 MAT_ELEM_3X3(out, 1, 1) = \
104 MAT_ELEM_3X3(a, 1, 0) * MAT_ELEM_3X3(b, 0, 1) + \
105 MAT_ELEM_3X3(a, 1, 1) * MAT_ELEM_3X3(b, 1, 1) + \
106 MAT_ELEM_3X3(a, 1, 2) * MAT_ELEM_3X3(b, 2, 1); \
107 MAT_ELEM_3X3(out, 1, 2) = \
108 MAT_ELEM_3X3(a, 1, 0) * MAT_ELEM_3X3(b, 0, 2) + \
109 MAT_ELEM_3X3(a, 1, 1) * MAT_ELEM_3X3(b, 1, 2) + \
110 MAT_ELEM_3X3(a, 1, 2) * MAT_ELEM_3X3(b, 2, 2); \
111 MAT_ELEM_3X3(out, 2, 0) = \
112 MAT_ELEM_3X3(a, 2, 0) * MAT_ELEM_3X3(b, 0, 0) + \
113 MAT_ELEM_3X3(a, 2, 1) * MAT_ELEM_3X3(b, 1, 0) + \
114 MAT_ELEM_3X3(a, 2, 2) * MAT_ELEM_3X3(b, 2, 0); \
115 MAT_ELEM_3X3(out, 2, 1) = \
116 MAT_ELEM_3X3(a, 2, 0) * MAT_ELEM_3X3(b, 0, 1) + \
117 MAT_ELEM_3X3(a, 2, 1) * MAT_ELEM_3X3(b, 1, 1) + \
118 MAT_ELEM_3X3(a, 2, 2) * MAT_ELEM_3X3(b, 2, 1); \
119 MAT_ELEM_3X3(out, 2, 2) = \
120 MAT_ELEM_3X3(a, 2, 0) * MAT_ELEM_3X3(b, 0, 2) + \
121 MAT_ELEM_3X3(a, 2, 1) * MAT_ELEM_3X3(b, 1, 2) + \
122 MAT_ELEM_3X3(a, 2, 2) * MAT_ELEM_3X3(b, 2, 2)
123
124#define matrix_3x3_determinant(mat) (MAT_ELEM_3X3(mat, 0, 0) * (MAT_ELEM_3X3(mat, 1, 1) * MAT_ELEM_3X3(mat, 2, 2) - MAT_ELEM_3X3(mat, 1, 2) * MAT_ELEM_3X3(mat, 2, 1)) - MAT_ELEM_3X3(mat, 0, 1) * (MAT_ELEM_3X3(mat, 1, 0) * MAT_ELEM_3X3(mat, 2, 2) - MAT_ELEM_3X3(mat, 1, 2) * MAT_ELEM_3X3(mat, 2, 0)) + MAT_ELEM_3X3(mat, 0, 2) * (MAT_ELEM_3X3(mat, 1, 0) * MAT_ELEM_3X3(mat, 2, 1) - MAT_ELEM_3X3(mat, 1, 1) * MAT_ELEM_3X3(mat, 2, 0)))
125
126#define matrix_3x3_adjoint(mat) \
127 MAT_ELEM_3X3(mat, 0, 0) = (MAT_ELEM_3X3(mat, 1, 1) * MAT_ELEM_3X3(mat, 2, 2) - MAT_ELEM_3X3(mat, 1, 2) * MAT_ELEM_3X3(mat, 2, 1)); \
128 MAT_ELEM_3X3(mat, 0, 1) = -(MAT_ELEM_3X3(mat, 0, 1) * MAT_ELEM_3X3(mat, 2, 2) - MAT_ELEM_3X3(mat, 0, 2) * MAT_ELEM_3X3(mat, 2, 1)); \
129 MAT_ELEM_3X3(mat, 0, 2) = (MAT_ELEM_3X3(mat, 0, 1) * MAT_ELEM_3X3(mat, 1, 1) - MAT_ELEM_3X3(mat, 0, 2) * MAT_ELEM_3X3(mat, 1, 1)); \
130 MAT_ELEM_3X3(mat, 1, 0) = -(MAT_ELEM_3X3(mat, 1, 0) * MAT_ELEM_3X3(mat, 2, 2) - MAT_ELEM_3X3(mat, 1, 2) * MAT_ELEM_3X3(mat, 2, 0)); \
131 MAT_ELEM_3X3(mat, 1, 1) = (MAT_ELEM_3X3(mat, 0, 0) * MAT_ELEM_3X3(mat, 2, 2) - MAT_ELEM_3X3(mat, 0, 2) * MAT_ELEM_3X3(mat, 2, 0)); \
132 MAT_ELEM_3X3(mat, 1, 2) = -(MAT_ELEM_3X3(mat, 0, 0) * MAT_ELEM_3X3(mat, 1, 2) - MAT_ELEM_3X3(mat, 0, 2) * MAT_ELEM_3X3(mat, 1, 0)); \
133 MAT_ELEM_3X3(mat, 2, 0) = (MAT_ELEM_3X3(mat, 1, 0) * MAT_ELEM_3X3(mat, 2, 1) - MAT_ELEM_3X3(mat, 1, 1) * MAT_ELEM_3X3(mat, 2, 0)); \
134 MAT_ELEM_3X3(mat, 2, 1) = -(MAT_ELEM_3X3(mat, 0, 0) * MAT_ELEM_3X3(mat, 2, 1) - MAT_ELEM_3X3(mat, 0, 1) * MAT_ELEM_3X3(mat, 2, 0)); \
135 MAT_ELEM_3X3(mat, 2, 2) = (MAT_ELEM_3X3(mat, 0, 0) * MAT_ELEM_3X3(mat, 1, 1) - MAT_ELEM_3X3(mat, 0, 1) * MAT_ELEM_3X3(mat, 1, 0))
136
137#define FLOATS_ARE_EQUAL(x, y) (fabs(x - y) <= 0.00001f * ((x) > (y) ? (y) : (x)))
138#define FLOAT_IS_ZERO(x) (FLOATS_ARE_EQUAL((x) + 1, 1))
139
140static INLINE bool matrix_3x3_invert(math_matrix_3x3 *mat)
141{
142 float det = matrix_3x3_determinant(*mat);
143
144 if (FLOAT_IS_ZERO(det))
145 return false;
146
147 matrix_3x3_adjoint(*mat);
148 matrix_3x3_divide_scalar(*mat, det);
149
150 return true;
151}
152
153static INLINE bool matrix_3x3_square_to_quad(
154 const float dx0, const float dy0,
155 const float dx1, const float dy1,
156 const float dx3, const float dy3,
157 const float dx2, const float dy2,
158 math_matrix_3x3 *mat)
159{
160 float a, b, d, e;
161 float ax = dx0 - dx1 + dx2 - dx3;
162 float ay = dy0 - dy1 + dy2 - dy3;
163 float c = dx0;
164 float f = dy0;
165 float g = 0;
166 float h = 0;
167
168 if (FLOAT_IS_ZERO(ax) && FLOAT_IS_ZERO(ay))
169 {
170 /* affine case */
171 a = dx1 - dx0;
172 b = dx2 - dx1;
173 d = dy1 - dy0;
174 e = dy2 - dy1;
175 }
176 else
177 {
178 float ax1 = dx1 - dx2;
179 float ax2 = dx3 - dx2;
180 float ay1 = dy1 - dy2;
181 float ay2 = dy3 - dy2;
182
183 /* determinants */
184 float gtop = ax * ay2 - ax2 * ay;
185 float htop = ax1 * ay - ax * ay1;
186 float bottom = ax1 * ay2 - ax2 * ay1;
187
188 if (!bottom)
189 return false;
190
191 g = gtop / bottom;
192 h = htop / bottom;
193
194 a = dx1 - dx0 + g * dx1;
195 b = dx3 - dx0 + h * dx3;
196 d = dy1 - dy0 + g * dy1;
197 e = dy3 - dy0 + h * dy3;
198 }
199
200 matrix_3x3_init(*mat,
201 a, d, g,
202 b, e, h,
203 c, f, 1.f);
204
205 return true;
206}
207
208static INLINE bool matrix_3x3_quad_to_square(
209 const float sx0, const float sy0,
210 const float sx1, const float sy1,
211 const float sx2, const float sy2,
212 const float sx3, const float sy3,
213 math_matrix_3x3 *mat)
214{
215 return matrix_3x3_square_to_quad(sx0, sy0, sx1, sy1,
216 sx2, sy2, sx3, sy3,
217 mat) ? matrix_3x3_invert(mat) : false;
218}
219
220static INLINE bool matrix_3x3_quad_to_quad(
221 const float dx0, const float dy0,
222 const float dx1, const float dy1,
223 const float dx2, const float dy2,
224 const float dx3, const float dy3,
225 const float sx0, const float sy0,
226 const float sx1, const float sy1,
227 const float sx2, const float sy2,
228 const float sx3, const float sy3,
229 math_matrix_3x3 *mat)
230{
231 math_matrix_3x3 square_to_quad;
232
233 if (matrix_3x3_square_to_quad(dx0, dy0, dx1, dy1,
234 dx2, dy2, dx3, dy3,
235 &square_to_quad))
236 {
237 math_matrix_3x3 quad_to_square;
238 if (matrix_3x3_quad_to_square(sx0, sy0, sx1, sy1,
239 sx2, sy2, sx3, sy3,
240 &quad_to_square))
241 {
242 matrix_3x3_multiply(*mat, quad_to_square, square_to_quad);
243
244 return true;
245 }
246 }
247
248 return false;
249}
250
251RETRO_END_DECLS
252
253#endif