_math: implement matrix multiplication

This commit is contained in:
Zack Buhman 2026-02-23 02:11:02 +00:00
parent 13d882d6df
commit cf05436514
2 changed files with 122 additions and 15 deletions

View File

@ -31,6 +31,10 @@ mat4 = {
return value return value
end, end,
__mul = function(M1, M2)
return mat4.multiply(M1, M2)
end,
set = function(m00, m01, m02, m03, set = function(m00, m01, m02, m03,
m10, m11, m12, m13, m10, m11, m12, m13,
m20, m21, m22, m23, m20, m21, m22, m23,
@ -211,6 +215,45 @@ mat4 = {
return MT return MT
end, end,
multiply = function(M1, M2)
local M = mat4()
local x = M1.m[0 * 4 + 0]
local y = M1.m[0 * 4 + 1]
local z = M1.m[0 * 4 + 2]
local w = M1.m[0 * 4 + 3]
M.m[0 * 4 + 0] = (M2.m[0 * 4 + 0] * x) + (M2.m[1 * 4 + 0] * y) + (M2.m[2 * 4 + 0] * z) + (M2.m[3 * 4 + 0] * w)
M.m[0 * 4 + 1] = (M2.m[0 * 4 + 1] * x) + (M2.m[1 * 4 + 1] * y) + (M2.m[2 * 4 + 1] * z) + (M2.m[3 * 4 + 1] * w)
M.m[0 * 4 + 2] = (M2.m[0 * 4 + 2] * x) + (M2.m[1 * 4 + 2] * y) + (M2.m[2 * 4 + 2] * z) + (M2.m[3 * 4 + 2] * w)
M.m[0 * 4 + 3] = (M2.m[0 * 4 + 3] * x) + (M2.m[1 * 4 + 3] * y) + (M2.m[2 * 4 + 3] * z) + (M2.m[3 * 4 + 3] * w)
x = M1.m[1 * 4 + 0]
y = M1.m[1 * 4 + 1]
z = M1.m[1 * 4 + 2]
w = M1.m[1 * 4 + 3]
M.m[1 * 4 + 0] = (M2.m[0 * 4 + 0] * x) + (M2.m[1 * 4 + 0] * y) + (M2.m[2 * 4 + 0] * z) + (M2.m[3 * 4 + 0] * w)
M.m[1 * 4 + 1] = (M2.m[0 * 4 + 1] * x) + (M2.m[1 * 4 + 1] * y) + (M2.m[2 * 4 + 1] * z) + (M2.m[3 * 4 + 1] * w)
M.m[1 * 4 + 2] = (M2.m[0 * 4 + 2] * x) + (M2.m[1 * 4 + 2] * y) + (M2.m[2 * 4 + 2] * z) + (M2.m[3 * 4 + 2] * w)
M.m[1 * 4 + 3] = (M2.m[0 * 4 + 3] * x) + (M2.m[1 * 4 + 3] * y) + (M2.m[2 * 4 + 3] * z) + (M2.m[3 * 4 + 3] * w)
x = M1.m[2 * 4 + 0]
y = M1.m[2 * 4 + 1]
z = M1.m[2 * 4 + 2]
w = M1.m[2 * 4 + 3]
M.m[2 * 4 + 0] = (M2.m[0 * 4 + 0] * x) + (M2.m[1 * 4 + 0] * y) + (M2.m[2 * 4 + 0] * z) + (M2.m[3 * 4 + 0] * w)
M.m[2 * 4 + 1] = (M2.m[0 * 4 + 1] * x) + (M2.m[1 * 4 + 1] * y) + (M2.m[2 * 4 + 1] * z) + (M2.m[3 * 4 + 1] * w)
M.m[2 * 4 + 2] = (M2.m[0 * 4 + 2] * x) + (M2.m[1 * 4 + 2] * y) + (M2.m[2 * 4 + 2] * z) + (M2.m[3 * 4 + 2] * w)
M.m[2 * 4 + 3] = (M2.m[0 * 4 + 3] * x) + (M2.m[1 * 4 + 3] * y) + (M2.m[2 * 4 + 3] * z) + (M2.m[3 * 4 + 3] * w)
x = M1.m[3 * 4 + 0]
y = M1.m[3 * 4 + 1]
z = M1.m[3 * 4 + 2]
w = M1.m[3 * 4 + 3]
M.m[3 * 4 + 0] = (M2.m[0 * 4 + 0] * x) + (M2.m[1 * 4 + 0] * y) + (M2.m[2 * 4 + 0] * z) + (M2.m[3 * 4 + 0] * w)
M.m[3 * 4 + 1] = (M2.m[0 * 4 + 1] * x) + (M2.m[1 * 4 + 1] * y) + (M2.m[2 * 4 + 1] * z) + (M2.m[3 * 4 + 1] * w)
M.m[3 * 4 + 2] = (M2.m[0 * 4 + 2] * x) + (M2.m[1 * 4 + 2] * y) + (M2.m[2 * 4 + 2] * z) + (M2.m[3 * 4 + 2] * w)
M.m[3 * 4 + 3] = (M2.m[0 * 4 + 3] * x) + (M2.m[1 * 4 + 3] * y) + (M2.m[2 * 4 + 3] * z) + (M2.m[3 * 4 + 3] * w)
return M
end,
look_to_lh = function(eye_position, eye_direction, up_direction) look_to_lh = function(eye_position, eye_direction, up_direction)
assert(not vec3.equal(eye_direction, vec3._zero)) assert(not vec3.equal(eye_direction, vec3._zero))
assert(not vec3.isinfinite(eye_direction)) assert(not vec3.isinfinite(eye_direction))
@ -323,6 +366,30 @@ mat4 = {
) )
end, end,
equal = function(M1, M2)
return (
M1.m[0 * 4 + 0] == M2.m[0 * 4 + 0] and
M1.m[0 * 4 + 1] == M2.m[0 * 4 + 1] and
M1.m[0 * 4 + 2] == M2.m[0 * 4 + 2] and
M1.m[0 * 4 + 3] == M2.m[0 * 4 + 3] and
M1.m[1 * 4 + 0] == M2.m[1 * 4 + 0] and
M1.m[1 * 4 + 1] == M2.m[1 * 4 + 1] and
M1.m[1 * 4 + 2] == M2.m[1 * 4 + 2] and
M1.m[1 * 4 + 3] == M2.m[1 * 4 + 3] and
M1.m[2 * 4 + 0] == M2.m[2 * 4 + 0] and
M1.m[2 * 4 + 1] == M2.m[2 * 4 + 1] and
M1.m[2 * 4 + 2] == M2.m[2 * 4 + 2] and
M1.m[2 * 4 + 3] == M2.m[2 * 4 + 3] and
M1.m[3 * 4 + 0] == M2.m[3 * 4 + 0] and
M1.m[3 * 4 + 1] == M2.m[3 * 4 + 1] and
M1.m[3 * 4 + 2] == M2.m[3 * 4 + 2] and
M1.m[3 * 4 + 3] == M2.m[3 * 4 + 3]
)
end,
print = function(M) print = function(M)
for i = 0, 15 do for i = 0, 15 do
io.write(tostring(M.m[i])) io.write(tostring(M.m[i]))
@ -492,6 +559,33 @@ assert(mat4.near_equal(mat4.perspective_rh(2, 3, 4, 5),
0.000000, 0.000000, -20.000000, 0.000000), 0.000000, 0.000000, -20.000000, 0.000000),
0.00001)) 0.00001))
assert(mat4.equal(mat4.multiply(mat4.set(1, 2, 3, 4,
5, 6, 7, 8,
9, 10, 11, 12,
13, 14, 15, 16),
mat4.set(17, 18, 19, 20,
21, 22, 23, 24,
25, 26, 27, 29,
30, 31, 32, 33)),
mat4.set(254, 264, 274, 287,
626, 652, 678, 711,
998, 1040, 1082, 1135,
1370, 1428, 1486, 1559)))
assert(mat4.equal(mat4.set(1, 2, 3, 4,
5, 6, 7, 8,
9, 10, 11, 12,
13, 14, 15, 16)
*
mat4.set(17, 18, 19, 20,
21, 22, 23, 24,
25, 26, 27, 29,
30, 31, 32, 33),
mat4.set(254, 264, 274, 287,
626, 652, 678, 711,
998, 1040, 1082, 1135,
1370, 1428, 1486, 1559)))
return { return {
scalar = scalar, scalar = scalar,
mat4 = mat4, mat4 = mat4,

View File

@ -33,10 +33,7 @@ local vertexcode = [[
layout (location = 1) in vec4 VertexNormal; layout (location = 1) in vec4 VertexNormal;
layout (location = 2) in vec4 VertexTexture; layout (location = 2) in vec4 VertexTexture;
uniform mat4 projection; uniform mat4 transform;
uniform mat4 view;
uniform mat4 model;
uniform mat4 model2;
varying vec4 PixelNormal; varying vec4 PixelNormal;
varying vec4 PixelTexture; varying vec4 PixelTexture;
@ -45,8 +42,7 @@ local vertexcode = [[
{ {
PixelNormal = VertexNormal * 0.5 + 0.5; PixelNormal = VertexNormal * 0.5 + 0.5;
PixelTexture = VertexTexture; PixelTexture = VertexTexture;
mat4 trans = projection * view * model * model2; love_Position = transform * vec4(VertexPosition.xyz, 1);
love_Position = trans * vec4(VertexPosition.xyz, 1);
} }
]] ]]
@ -109,16 +105,33 @@ function love.draw()
local mx, my = love.mouse.getPosition() local mx, my = love.mouse.getPosition()
width, height = love.graphics.getDimensions() width, height = love.graphics.getDimensions()
shader:send("projection", "column", mat4.perspective_rh(width / width * 0.25, -- shader:send("projection", "column", mat4.perspective_rh(width / width * 0.25,
height / width * 0.25, -- height / width * 0.25,
0.1, -- 0.1,
1000.0).data) -- 1000.0).data)
shader:send("view", "column", mat4.look_at_rh(vec3(0, -2, 0), -- shader:send("view", "column", mat4.look_at_rh(vec3(0, -2, 0),
vec3(0, 0, 0), -- vec3(0, 0, 0),
vec3(0, 0, 1)).data) -- vec3(0, 0, 1)).data)
-- shader:send("model", "column", mat4.rotation_x(rotation).data)
-- shader:send("model2", "column", mat4.rotation_z(rotation * 0.5).data)
local projection = mat4.perspective_rh(width / width * 0.25,
height / width * 0.25,
0.1,
1000.0)
local view = mat4.look_at_rh(vec3(0, -2, 0),
vec3(0, 0, 0),
vec3(0, 0, 1))
local world1 = mat4.rotation_x(rotation)
local world2 = mat4.rotation_z(rotation * 0.5)
local world3 = mat4.translation(0, 0, -0.5)
local transform = world3 * world2 * world1 * view * projection
shader:send("transform", "column", transform.data)
shader:send("model", "column", mat4.rotation_x(rotation).data)
shader:send("model2", "column", mat4.rotation_z(rotation * 0.5).data)
shader:send("texture_sampler", texture) shader:send("texture_sampler", texture)
rotation = rotation + 0.01 rotation = rotation + 0.01
love.graphics.setShader(shader) love.graphics.setShader(shader)