bgfx/examples/41-tess/matrices.sh

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//I decided to keep the non square matrices definition in the example, since I am still not sure how non square matrices should be treated in bgfx (Daniel Gavin)
#ifndef MATRICES_H_HEADER_GUARD
#define MATRICES_H_HEADER_GUARD
#ifndef __cplusplus
#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
# define mat3x4 float4x3
# define mat4x3 float3x4
#else
#endif // BGFX_SHADER_LANGUAGE_*
mat4x3 mtxFromRows(vec4 _0, vec4 _1, vec4 _2)
{
#if BGFX_SHADER_LANGUAGE_GLSL
return transpose(mat3x4(_0, _1, _2) );
#else
return mat4x3(_0, _1, _2);
#endif // BGFX_SHADER_LANGUAGE_GLSL
}
vec4 mtxGetRow(mat4x3 _0, uint row)
{
#if BGFX_SHADER_LANGUAGE_GLSL
return vec4(_0[0][row], _0[1][row], _0[2][row], _0[3][row]);
#else
return vec4(_0[row]);
#endif // BGFX_SHADER_LANGUAGE_GLSL
}
vec4 mtxGetRow(mat4 _0, uint row)
{
#if BGFX_SHADER_LANGUAGE_GLSL
return vec4(_0[0][row], _0[1][row], _0[2][row], _0[3][row]);
#else
return vec4(_0[row]);
#endif // BGFX_SHADER_LANGUAGE_GLSL
}
vec4 mtxGetColumn(mat4 _0, uint column)
{
#if BGFX_SHADER_LANGUAGE_GLSL
return vec4(_0[column]);
#else
return vec4(_0[0][column], _0[1][column], _0[2][column], _0[3][column]);
#endif // BGFX_SHADER_LANGUAGE_GLSL
}
float mtxGetElement(mat4 _0, uint column, uint row)
{
#if BGFX_SHADER_LANGUAGE_GLSL
return _0[column][row];
#else
return _0[row][column];
#endif // BGFX_SHADER_LANGUAGE_GLSL
}
#endif // __cplusplus
#endif // MATRICES_H_HEADER_GUARD