using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Rasterizer { struct Matrix { float[,] data; private Matrix(int size = 4) { data = new float[size, size]; } public static Matrix identity() { Matrix m = new Matrix(4); m.data[0,0] = 1; m.data[1,1] = 1; m.data[2,2] = 1; m.data[3,3] = 1; return m; } public static Matrix perspective(float fovy, float aspect, float zNear, float zFar) { Matrix m = new Matrix(4); m.data[0, 0] = (float)((1 / Math.Tan(fovy / 2)) / aspect); m.data[1, 1] = (float)(1 / Math.Tan(fovy / 2)); m.data[2, 2] = (float)(zFar/(zFar - zNear)); m.data[2, 3] = -1; m.data[3, 2] = (float)((zNear * zFar) / (zFar - zNear) ); return m; } public static Matrix rotation(float angle, Vector3 axis) { Matrix m = Matrix.identity(); float c = (float) Math.Cos((double) angle); float s = (float) Math.Sin((double) angle); m.data[0, 0] = (float) Math.Pow(axis.x, 2) * (1 - c) + c; m.data[0, 1] = axis.x * axis.y * (1 - c) - axis.z * s; m.data[0, 2] = axis.x * axis.z * (1 - c) - axis.y * s; m.data[1, 0] = axis.x * axis.y * (1 - c) + axis.z * s; m.data[1, 1] = (float)Math.Pow(axis.y, 2) * (1 - c) + c; m.data[1, 2] = axis.y * axis.z * (1 - c) + axis.x * s; m.data[2, 0] = axis.x * axis.z * (1 - c) + axis.y * s; m.data[2, 1] = axis.y * axis.z * (1 - c) - axis.x * s; m.data[2, 2] = (float)Math.Pow(axis.z, 2) * (1 - c) + c; return m; } public static Matrix translate(Vector3 offset) { Matrix m = Matrix.identity(); for(int i = 0; i < 3; i++) { m.data[i, 3] = offset.data[i]; } return m; } public static Vector3 operator * (Matrix mat, Vector3 vec) { Vector3 v = new Vector3(0,0,0); for(int i = 0; i < 4; i++) { v.data[i] = 0; for(int p = 0; p < 4; p++) { v.data[i] += mat.data[i, p] * vec.data[p]; } } return v; } public static Matrix operator * (Matrix mat1, Matrix mat2) { Matrix m = Matrix.identity(); for (int i = 0; i < 4; i++) { for (int p = 0; p < 4; p++) { m.data[i, p] = 0; for (int q = 0; q < 4; q++) { m.data[i, p] += mat1.data[i, q] * mat2.data[q, p]; } } } return m; } } }