WiimoteEmu: Remove redundant Matrix library and use the one in Common.

This commit is contained in:
Jordan Woyak 2019-01-29 17:12:06 -06:00
parent b9a00a40a9
commit 69b617ce76
8 changed files with 71 additions and 204 deletions

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@ -4,10 +4,12 @@
#include "Common/Matrix.h"
#include <cmath>
#include <algorithm>
#include <cmath>
inline void MatrixMul(int n, const float* a, const float* b, float* result)
namespace
{
void MatrixMul(int n, const float* a, const float* b, float* result)
{
for (int i = 0; i < n; ++i)
{
@ -22,7 +24,10 @@ inline void MatrixMul(int n, const float* a, const float* b, float* result)
}
}
}
} // namespace
namespace Common
{
Matrix33 Matrix33::Identity()
{
Matrix33 mtx = {};
@ -34,8 +39,8 @@ Matrix33 Matrix33::Identity()
Matrix33 Matrix33::RotateX(float rad)
{
float s = sin(rad);
float c = cos(rad);
const float s = sin(rad);
const float c = cos(rad);
Matrix33 mtx = {};
mtx.data[0] = 1;
mtx.data[4] = c;
@ -47,8 +52,8 @@ Matrix33 Matrix33::RotateX(float rad)
Matrix33 Matrix33::RotateY(float rad)
{
float s = sin(rad);
float c = cos(rad);
const float s = sin(rad);
const float c = cos(rad);
Matrix33 mtx = {};
mtx.data[0] = c;
mtx.data[2] = s;
@ -60,8 +65,8 @@ Matrix33 Matrix33::RotateY(float rad)
Matrix33 Matrix33::RotateZ(float rad)
{
float s = sin(rad);
float c = cos(rad);
const float s = sin(rad);
const float c = cos(rad);
Matrix33 mtx = {};
mtx.data[0] = c;
mtx.data[1] = -s;
@ -128,10 +133,10 @@ Matrix44 Matrix44::FromMatrix33(const Matrix33& m33)
return mtx;
}
Matrix44 Matrix44::FromArray(const float mtxArray[16])
Matrix44 Matrix44::FromArray(const std::array<float, 16>& arr)
{
Matrix44 mtx;
std::copy_n(mtxArray, 16, std::begin(mtx.data));
mtx.data = arr;
return mtx;
}
@ -140,7 +145,7 @@ Matrix44 Matrix44::Translate(const Vec3& vec)
Matrix44 mtx = Matrix44::Identity();
mtx.data[3] = vec.x;
mtx.data[7] = vec.y;
mtx.data[11] = vec.y;
mtx.data[11] = vec.z;
return mtx;
}
@ -152,7 +157,8 @@ Matrix44 Matrix44::Shear(const float a, const float b)
return mtx;
}
void Matrix44::Multiply(const Matrix44& a, const Matrix44& b, Matrix44& result)
void Matrix44::Multiply(const Matrix44& a, const Matrix44& b, Matrix44* result)
{
MatrixMul(4, a.data.data(), b.data.data(), result.data.data());
MatrixMul(4, a.data.data(), b.data.data(), result->data.data());
}
} // namespace Common

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@ -9,11 +9,21 @@
// Tiny matrix/vector library.
// Used for things like Free-Look in the gfx backend.
namespace Common
{
union Vec3
{
Vec3() {}
Vec3() = default;
Vec3(float _x, float _y, float _z) : data{_x, _y, _z} {}
Vec3& operator+=(const Vec3& rhs)
{
x += rhs.x;
y += rhs.y;
z += rhs.z;
return *this;
}
std::array<float, 3> data = {};
struct
@ -24,6 +34,11 @@ union Vec3
};
};
inline Vec3 operator+(Vec3 lhs, const Vec3& rhs)
{
return lhs += rhs;
}
class Matrix33
{
public:
@ -66,16 +81,16 @@ class Matrix44
public:
static Matrix44 Identity();
static Matrix44 FromMatrix33(const Matrix33& m33);
static Matrix44 FromArray(const float mtxArray[16]);
static Matrix44 FromArray(const std::array<float, 16>& arr);
static Matrix44 Translate(const Vec3& vec);
static Matrix44 Shear(const float a, const float b = 0);
static void Multiply(const Matrix44& a, const Matrix44& b, Matrix44& result);
static void Multiply(const Matrix44& a, const Matrix44& b, Matrix44* result);
Matrix44& operator*=(const Matrix44& rhs)
{
Multiply(Matrix44(*this), rhs, *this);
Multiply(Matrix44(*this), rhs, this);
return *this;
}
@ -86,3 +101,4 @@ inline Matrix44 operator*(Matrix44 lhs, const Matrix44& rhs)
{
return lhs *= rhs;
}
} // namespace Common

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@ -451,7 +451,6 @@
<ClInclude Include="HW\WiimoteEmu\Extension\Nunchuk.h" />
<ClInclude Include="HW\WiimoteEmu\Extension\Turntable.h" />
<ClInclude Include="HW\WiimoteEmu\I2CBus.h" />
<ClInclude Include="HW\WiimoteEmu\MatrixMath.h" />
<ClInclude Include="HW\WiimoteEmu\MotionPlus.h" />
<ClInclude Include="HW\WiimoteEmu\Speaker.h" />
<ClInclude Include="HW\WiimoteEmu\WiimoteEmu.h" />

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@ -1221,9 +1221,6 @@
<ClInclude Include="HW\WiimoteEmu\Encryption.h">
<Filter>HW %28Flipper/Hollywood%29\Wiimote\Emu</Filter>
</ClInclude>
<ClInclude Include="HW\WiimoteEmu\MatrixMath.h">
<Filter>HW %28Flipper/Hollywood%29\Wiimote\Emu</Filter>
</ClInclude>
<ClInclude Include="HW\WiimoteEmu\WiimoteEmu.h">
<Filter>HW %28Flipper/Hollywood%29\Wiimote\Emu</Filter>
</ClInclude>

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@ -4,10 +4,12 @@
#include "Core/HW/WiimoteEmu/Camera.h"
#include <cmath>
#include "Common/BitUtils.h"
#include "Common/ChunkFile.h"
#include "Common/Matrix.h"
#include "Core/HW/WiimoteCommon/WiimoteReport.h"
#include "Core/HW/WiimoteEmu/MatrixMath.h"
namespace WiimoteEmu
{
@ -40,30 +42,25 @@ int CameraLogic::BusWrite(u8 slave_addr, u8 addr, int count, const u8* data_in)
void CameraLogic::Update(const ControllerEmu::Cursor::StateData& cursor,
const NormalizedAccelData& accel, bool sensor_bar_on_top)
{
double nsin, ncos;
double nsin;
// Ugly code to figure out the wiimote's current angle.
// TODO: Kill this.
double ax = accel.x;
double az = accel.z;
const double len = sqrt(ax * ax + az * az);
const double len = std::sqrt(ax * ax + az * az);
if (len)
{
ax /= len;
az /= len; // normalizing the vector
nsin = ax;
ncos = az;
}
else
{
nsin = 0;
ncos = 1;
}
const double ir_sin = nsin;
const double ir_cos = ncos;
static constexpr int camWidth = 1024;
static constexpr int camHeight = 768;
static constexpr double bndleft = 0.78820266;
@ -73,7 +70,7 @@ void CameraLogic::Update(const ControllerEmu::Cursor::StateData& cursor,
constexpr int NUM_POINTS = 4;
std::array<Vertex, NUM_POINTS> v;
std::array<Common::Vec3, NUM_POINTS> v;
for (auto& vtx : v)
{
@ -95,15 +92,9 @@ void CameraLogic::Update(const ControllerEmu::Cursor::StateData& cursor,
v[2].x -= (cursor.z * 0.5 + 1) * dist2;
v[3].x += (cursor.z * 0.5 + 1) * dist2;
#define printmatrix(m) \
PanicAlert("%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n", m[0][0], m[0][1], m[0][2], \
m[0][3], m[1][0], m[1][1], m[1][2], m[1][3], m[2][0], m[2][1], m[2][2], m[2][3], \
m[3][0], m[3][1], m[3][2], m[3][3])
Matrix rot, tot;
static Matrix scale;
MatrixScale(scale, 1, camWidth / camHeight, 1);
MatrixRotationByZ(rot, ir_sin, ir_cos);
MatrixMultiply(tot, scale, rot);
const auto scale = Common::Matrix33::Scale({1, camWidth / camHeight, 1});
const auto rot = Common::Matrix33::RotateZ(std::asin(nsin));
const auto tot = scale * rot;
u16 x[NUM_POINTS], y[NUM_POINTS];
memset(x, 0xFF, sizeof(x));
@ -111,7 +102,7 @@ void CameraLogic::Update(const ControllerEmu::Cursor::StateData& cursor,
for (std::size_t i = 0; i < v.size(); i++)
{
MatrixTransformVertex(tot, v[i]);
v[i] = tot * v[i];
if ((v[i].x < -1) || (v[i].x > 1) || (v[i].y < -1) || (v[i].y > 1))
continue;

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@ -1,141 +0,0 @@
// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <cmath>
// TODO: kill this whole file, we have Matrix functions in MathUtil.h
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
typedef double Matrix[4][4];
struct Vertex
{
double x, y, z;
};
inline void MatrixIdentity(Matrix& m)
{
m[0][0] = 1;
m[0][1] = 0;
m[0][2] = 0;
m[0][3] = 0;
m[1][0] = 0;
m[1][1] = 1;
m[1][2] = 0;
m[1][3] = 0;
m[2][0] = 0;
m[2][1] = 0;
m[2][2] = 1;
m[2][3] = 0;
m[3][0] = 0;
m[3][1] = 0;
m[3][2] = 0;
m[3][3] = 1;
}
inline void MatrixFrustum(Matrix& m, double l, double r, double b, double t, double n, double f)
{
m[0][0] = 2 * n / (r - l);
m[0][1] = 0;
m[0][2] = 0;
m[0][3] = 0;
m[1][0] = 0;
m[1][1] = 2 * n / (t - b);
m[1][2] = 0;
m[1][3] = 0;
m[2][0] = (r + l) / (r - l);
m[2][1] = (t + b) / (t - b);
m[2][2] = (f + n) / (f - n);
m[2][3] = -1;
m[3][0] = 0;
m[3][1] = 0;
m[3][2] = 2 * f * n / (f - n);
m[3][3] = 0;
}
inline void MatrixPerspective(Matrix& m, double fovy, double aspect, double nplane, double fplane)
{
double xmin, xmax, ymin, ymax;
ymax = nplane * tan(fovy * M_PI / 360.0);
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
MatrixFrustum(m, xmin, xmax, ymin, ymax, nplane, fplane);
}
inline void MatrixRotationByZ(Matrix& m, double sin, double cos)
{
m[0][0] = cos;
m[0][1] = -sin;
m[0][2] = 0;
m[0][3] = 0;
m[1][0] = sin;
m[1][1] = cos;
m[1][2] = 0;
m[1][3] = 0;
m[2][0] = 0;
m[2][1] = 0;
m[2][2] = 1;
m[2][3] = 0;
m[3][0] = 0;
m[3][1] = 0;
m[3][2] = 0;
m[3][3] = 1;
}
inline void MatrixScale(Matrix& m, double xfact, double yfact, double zfact)
{
m[0][0] = xfact;
m[0][1] = 0;
m[0][2] = 0;
m[0][3] = 0;
m[1][0] = 0;
m[1][1] = yfact;
m[1][2] = 0;
m[1][3] = 0;
m[2][0] = 0;
m[2][1] = 0;
m[2][2] = zfact;
m[2][3] = 0;
m[3][0] = 0;
m[3][1] = 0;
m[3][2] = 0;
m[3][3] = 1;
}
inline void MatrixMultiply(Matrix& r, const Matrix& a, const Matrix& b)
{
for (int i = 0; i < 16; i++)
r[i >> 2][i & 3] = 0.0f;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
for (int k = 0; k < 4; k++)
r[i][j] += a[i][k] * b[k][j];
}
inline void MatrixTransformVertex(Matrix const& m, Vertex& v)
{
Vertex ov;
double w;
ov.x = v.x;
ov.y = v.y;
ov.z = v.z;
v.x = m[0][0] * ov.x + m[0][1] * ov.y + m[0][2] * ov.z + m[0][3];
v.y = m[1][0] * ov.x + m[1][1] * ov.y + m[1][2] * ov.z + m[1][3];
v.z = m[2][0] * ov.x + m[2][1] * ov.y + m[2][2] * ov.z + m[2][3];
w = m[3][0] * ov.x + m[3][1] * ov.y + m[3][2] * ov.z + m[3][3];
if (w != 0)
{
v.x /= w;
v.y /= w;
v.z /= w;
}
}

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@ -3,6 +3,7 @@
// Refer to the license.txt file included.
#include <algorithm>
#include <array>
#include <cstring>
#include "Common/Assert.h"
@ -847,4 +848,4 @@ void VulkanContext::InitDriverDetails()
static_cast<double>(m_device_properties.driverVersion),
DriverDetails::Family::UNKNOWN);
}
}
} // namespace Vulkan

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@ -27,7 +27,7 @@
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
alignas(16) static float g_fProjectionMatrix[16];
alignas(16) static std::array<float, 16> g_fProjectionMatrix;
// track changes
static bool bTexMatricesChanged[2], bPosNormalMatrixChanged, bProjectionChanged, bViewportChanged;
@ -38,10 +38,10 @@ static int nNormalMatricesChanged[2]; // min,max
static int nPostTransformMatricesChanged[2]; // min,max
static int nLightsChanged[2]; // min,max
static Matrix44 s_viewportCorrection;
static Matrix33 s_viewRotationMatrix;
static Matrix33 s_viewInvRotationMatrix;
static float s_fViewTranslationVector[3];
static Common::Matrix44 s_viewportCorrection;
static Common::Matrix33 s_viewRotationMatrix;
static Common::Matrix33 s_viewInvRotationMatrix;
static Common::Vec3 s_fViewTranslationVector;
static float s_fViewRotation[2];
VertexShaderConstants VertexShaderManager::constants;
@ -57,7 +57,7 @@ bool VertexShaderManager::dirty;
// [ 0 (ih/ah) 0 ((-ih + 2*(ay-iy)) / ah + 1) ]
// [ 0 0 1 0 ]
// [ 0 0 0 1 ]
static void ViewportCorrectionMatrix(Matrix44& result)
static void ViewportCorrectionMatrix(Common::Matrix44& result)
{
int scissorXOff = bpmem.scissorOffset.x * 2;
int scissorYOff = bpmem.scissorOffset.y * 2;
@ -86,7 +86,7 @@ static void ViewportCorrectionMatrix(Matrix44& result)
float Wd = (X + intendedWd <= EFB_WIDTH) ? intendedWd : (EFB_WIDTH - X);
float Ht = (Y + intendedHt <= EFB_HEIGHT) ? intendedHt : (EFB_HEIGHT - Y);
result = Matrix44::Identity();
result = Common::Matrix44::Identity();
if (Wd == 0 || Ht == 0)
return;
@ -121,10 +121,8 @@ void VertexShaderManager::Init()
ResetView();
// TODO: should these go inside ResetView()?
s_viewportCorrection = Matrix44::Identity();
memset(g_fProjectionMatrix, 0, sizeof(g_fProjectionMatrix));
for (int i = 0; i < 4; ++i)
g_fProjectionMatrix[i * 5] = 1.0f;
s_viewportCorrection = Common::Matrix44::Identity();
g_fProjectionMatrix = Common::Matrix44::Identity().data;
dirty = true;
}
@ -454,6 +452,8 @@ void VertexShaderManager::SetConstants()
if (g_ActiveConfig.bFreeLook && xfmem.projection.type == GX_PERSPECTIVE)
{
using Common::Matrix44;
auto mtxA = Matrix44::Translate(s_fViewTranslationVector);
auto mtxB = Matrix44::FromMatrix33(s_viewRotationMatrix);
const auto viewMtx = mtxB * mtxA; // view = rotation x translation
@ -464,7 +464,7 @@ void VertexShaderManager::SetConstants()
}
else
{
const auto projMtx = Matrix44::FromArray(g_fProjectionMatrix);
const auto projMtx = Common::Matrix44::FromArray(g_fProjectionMatrix);
const auto correctedMtx = s_viewportCorrection * projMtx;
memcpy(constants.projection.data(), correctedMtx.data.data(), 4 * sizeof(float4));
}
@ -654,19 +654,15 @@ void VertexShaderManager::SetMaterialColorChanged(int index)
void VertexShaderManager::TranslateView(float x, float y, float z)
{
float result[3];
float vector[3] = {x, z, y};
Matrix33::Multiply(s_viewInvRotationMatrix, vector, result);
for (size_t i = 0; i < ArraySize(result); i++)
s_fViewTranslationVector[i] += result[i];
s_fViewTranslationVector += s_viewInvRotationMatrix * Common::Vec3{x, z, y};
bProjectionChanged = true;
}
void VertexShaderManager::RotateView(float x, float y)
{
using Common::Matrix33;
s_fViewRotation[0] += x;
s_fViewRotation[1] += y;
@ -682,7 +678,9 @@ void VertexShaderManager::RotateView(float x, float y)
void VertexShaderManager::ResetView()
{
memset(s_fViewTranslationVector, 0, sizeof(s_fViewTranslationVector));
using Common::Matrix33;
s_fViewTranslationVector = {};
s_viewRotationMatrix = Matrix33::Identity();
s_viewInvRotationMatrix = Matrix33::Identity();
s_fViewRotation[0] = s_fViewRotation[1] = 0.0f;