Hash :
b88ca1b4
Author :
Date :
2015-02-10T16:28:56
the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here. Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture. More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../SDL_internal.h"
#if (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED
#include "SDL_stdinc.h"
#include "SDL_d3dmath.h"
/* Direct3D matrix math functions */
Float4X4 MatrixIdentity()
{
Float4X4 m;
SDL_zero(m);
m._11 = 1.0f;
m._22 = 1.0f;
m._33 = 1.0f;
m._44 = 1.0f;
return m;
}
Float4X4 MatrixMultiply(Float4X4 M1, Float4X4 M2)
{
Float4X4 m;
m._11 = M1._11 * M2._11 + M1._12 * M2._21 + M1._13 * M2._31 + M1._14 * M2._41;
m._12 = M1._11 * M2._12 + M1._12 * M2._22 + M1._13 * M2._32 + M1._14 * M2._42;
m._13 = M1._11 * M2._13 + M1._12 * M2._23 + M1._13 * M2._33 + M1._14 * M2._43;
m._14 = M1._11 * M2._14 + M1._12 * M2._24 + M1._13 * M2._34 + M1._14 * M2._44;
m._21 = M1._21 * M2._11 + M1._22 * M2._21 + M1._23 * M2._31 + M1._24 * M2._41;
m._22 = M1._21 * M2._12 + M1._22 * M2._22 + M1._23 * M2._32 + M1._24 * M2._42;
m._23 = M1._21 * M2._13 + M1._22 * M2._23 + M1._23 * M2._33 + M1._24 * M2._43;
m._24 = M1._21 * M2._14 + M1._22 * M2._24 + M1._23 * M2._34 + M1._24 * M2._44;
m._31 = M1._31 * M2._11 + M1._32 * M2._21 + M1._33 * M2._31 + M1._34 * M2._41;
m._32 = M1._31 * M2._12 + M1._32 * M2._22 + M1._33 * M2._32 + M1._34 * M2._42;
m._33 = M1._31 * M2._13 + M1._32 * M2._23 + M1._33 * M2._33 + M1._34 * M2._43;
m._34 = M1._31 * M2._14 + M1._32 * M2._24 + M1._33 * M2._34 + M1._34 * M2._44;
m._41 = M1._41 * M2._11 + M1._42 * M2._21 + M1._43 * M2._31 + M1._44 * M2._41;
m._42 = M1._41 * M2._12 + M1._42 * M2._22 + M1._43 * M2._32 + M1._44 * M2._42;
m._43 = M1._41 * M2._13 + M1._42 * M2._23 + M1._43 * M2._33 + M1._44 * M2._43;
m._44 = M1._41 * M2._14 + M1._42 * M2._24 + M1._43 * M2._34 + M1._44 * M2._44;
return m;
}
Float4X4 MatrixScaling(float x, float y, float z)
{
Float4X4 m;
SDL_zero(m);
m._11 = x;
m._22 = y;
m._33 = z;
m._44 = 1.0f;
return m;
}
Float4X4 MatrixTranslation(float x, float y, float z)
{
Float4X4 m;
SDL_zero(m);
m._11 = 1.0f;
m._22 = 1.0f;
m._33 = 1.0f;
m._44 = 1.0f;
m._41 = x;
m._42 = y;
m._43 = z;
return m;
}
Float4X4 MatrixRotationX(float r)
{
float sinR = SDL_sinf(r);
float cosR = SDL_cosf(r);
Float4X4 m;
SDL_zero(m);
m._11 = 1.0f;
m._22 = cosR;
m._23 = sinR;
m._32 = -sinR;
m._33 = cosR;
m._44 = 1.0f;
return m;
}
Float4X4 MatrixRotationY(float r)
{
float sinR = SDL_sinf(r);
float cosR = SDL_cosf(r);
Float4X4 m;
SDL_zero(m);
m._11 = cosR;
m._13 = -sinR;
m._22 = 1.0f;
m._31 = sinR;
m._33 = cosR;
m._44 = 1.0f;
return m;
}
Float4X4 MatrixRotationZ(float r)
{
float sinR = SDL_sinf(r);
float cosR = SDL_cosf(r);
Float4X4 m;
SDL_zero(m);
m._11 = cosR;
m._12 = sinR;
m._21 = -sinR;
m._22 = cosR;
m._33 = 1.0f;
m._44 = 1.0f;
return m;
}
#endif /* (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */