Common: Move Matrix classes out of MathUtil into their own files and make their interface more friendly.

This commit is contained in:
Jordan Woyak 2019-01-29 16:05:51 -06:00
parent 3b4486bad3
commit b9a00a40a9
8 changed files with 272 additions and 193 deletions

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@ -24,6 +24,7 @@ add_library(common
JitRegister.cpp
Logging/LogManager.cpp
MathUtil.cpp
Matrix.cpp
MD5.cpp
MemArena.cpp
MemoryUtil.cpp

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@ -134,6 +134,7 @@
<ClInclude Include="LdrWatcher.h" />
<ClInclude Include="LinearDiskCache.h" />
<ClInclude Include="MathUtil.h" />
<ClInclude Include="Matrix.h" />
<ClInclude Include="MD5.h" />
<ClInclude Include="MemArena.h" />
<ClInclude Include="MemoryUtil.h" />
@ -201,6 +202,7 @@
<ClCompile Include="LdrWatcher.cpp" />
<ClCompile Include="Logging\ConsoleListenerWin.cpp" />
<ClCompile Include="MathUtil.cpp" />
<ClCompile Include="Matrix.cpp" />
<ClCompile Include="MD5.cpp" />
<ClCompile Include="MemArena.cpp" />
<ClCompile Include="MemoryUtil.cpp" />
@ -256,4 +258,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

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@ -56,6 +56,7 @@
<ClInclude Include="IniFile.h" />
<ClInclude Include="LinearDiskCache.h" />
<ClInclude Include="MathUtil.h" />
<ClInclude Include="Matrix.h" />
<ClInclude Include="MemArena.h" />
<ClInclude Include="MemoryUtil.h" />
<ClInclude Include="MsgHandler.h" />
@ -291,6 +292,7 @@
<ClCompile Include="Image.cpp" />
<ClCompile Include="IniFile.cpp" />
<ClCompile Include="MathUtil.cpp" />
<ClCompile Include="Matrix.cpp" />
<ClCompile Include="MemArena.cpp" />
<ClCompile Include="MemoryUtil.cpp" />
<ClCompile Include="MsgHandler.cpp" />
@ -362,4 +364,4 @@
<ItemGroup>
<Natvis Include="BitField.natvis" />
</ItemGroup>
</Project>
</Project>

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@ -2,136 +2,12 @@
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <cmath>
#include <cstring>
#include <limits>
#include <numeric>
#include "Common/CommonTypes.h"
#include "Common/MathUtil.h"
inline void MatrixMul(int n, const float* a, const float* b, float* result)
{
for (int i = 0; i < n; ++i)
{
for (int j = 0; j < n; ++j)
{
float temp = 0;
for (int k = 0; k < n; ++k)
{
temp += a[i * n + k] * b[k * n + j];
}
result[i * n + j] = temp;
}
}
}
#include <numeric>
// Calculate sum of a float list
float MathFloatVectorSum(const std::vector<float>& Vec)
{
return std::accumulate(Vec.begin(), Vec.end(), 0.0f);
}
void Matrix33::LoadIdentity(Matrix33& mtx)
{
memset(mtx.data, 0, sizeof(mtx.data));
mtx.data[0] = 1.0f;
mtx.data[4] = 1.0f;
mtx.data[8] = 1.0f;
}
void Matrix33::RotateX(Matrix33& mtx, float rad)
{
float s = sin(rad);
float c = cos(rad);
memset(mtx.data, 0, sizeof(mtx.data));
mtx.data[0] = 1;
mtx.data[4] = c;
mtx.data[5] = -s;
mtx.data[7] = s;
mtx.data[8] = c;
}
void Matrix33::RotateY(Matrix33& mtx, float rad)
{
float s = sin(rad);
float c = cos(rad);
memset(mtx.data, 0, sizeof(mtx.data));
mtx.data[0] = c;
mtx.data[2] = s;
mtx.data[4] = 1;
mtx.data[6] = -s;
mtx.data[8] = c;
}
void Matrix33::Multiply(const Matrix33& a, const Matrix33& b, Matrix33& result)
{
MatrixMul(3, a.data, b.data, result.data);
}
void Matrix33::Multiply(const Matrix33& a, const float vec[3], float result[3])
{
for (int i = 0; i < 3; ++i)
{
result[i] = 0;
for (int k = 0; k < 3; ++k)
{
result[i] += a.data[i * 3 + k] * vec[k];
}
}
}
void Matrix44::LoadIdentity(Matrix44& mtx)
{
memset(mtx.data, 0, sizeof(mtx.data));
mtx.data[0] = 1.0f;
mtx.data[5] = 1.0f;
mtx.data[10] = 1.0f;
mtx.data[15] = 1.0f;
}
void Matrix44::LoadMatrix33(Matrix44& mtx, const Matrix33& m33)
{
for (int i = 0; i < 3; ++i)
{
for (int j = 0; j < 3; ++j)
{
mtx.data[i * 4 + j] = m33.data[i * 3 + j];
}
}
for (int i = 0; i < 3; ++i)
{
mtx.data[i * 4 + 3] = 0;
mtx.data[i + 12] = 0;
}
mtx.data[15] = 1.0f;
}
void Matrix44::Set(Matrix44& mtx, const float mtxArray[16])
{
for (int i = 0; i < 16; ++i)
{
mtx.data[i] = mtxArray[i];
}
}
void Matrix44::Translate(Matrix44& mtx, const float vec[3])
{
LoadIdentity(mtx);
mtx.data[3] = vec[0];
mtx.data[7] = vec[1];
mtx.data[11] = vec[2];
}
void Matrix44::Shear(Matrix44& mtx, const float a, const float b)
{
LoadIdentity(mtx);
mtx.data[2] = a;
mtx.data[6] = b;
}
void Matrix44::Multiply(const Matrix44& a, const Matrix44& b, Matrix44& result)
{
MatrixMul(4, a.data, b.data, result.data);
}

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@ -5,8 +5,6 @@
#pragma once
#include <algorithm>
#include <array>
#include <cstdlib>
#include <vector>
#include "Common/CommonTypes.h"
@ -113,38 +111,3 @@ inline int IntLog2(u64 val)
return result;
#endif
}
// Tiny matrix/vector library.
// Used for things like Free-Look in the gfx backend.
class Matrix33
{
public:
static void LoadIdentity(Matrix33& mtx);
// set mtx to be a rotation matrix around the x axis
static void RotateX(Matrix33& mtx, float rad);
// set mtx to be a rotation matrix around the y axis
static void RotateY(Matrix33& mtx, float rad);
// set result = a x b
static void Multiply(const Matrix33& a, const Matrix33& b, Matrix33& result);
static void Multiply(const Matrix33& a, const float vec[3], float result[3]);
float data[9];
};
class Matrix44
{
public:
static void LoadIdentity(Matrix44& mtx);
static void LoadMatrix33(Matrix44& mtx, const Matrix33& m33);
static void Set(Matrix44& mtx, const float mtxArray[16]);
static void Translate(Matrix44& mtx, const float vec[3]);
static void Shear(Matrix44& mtx, const float a, const float b = 0);
static void Multiply(const Matrix44& a, const Matrix44& b, Matrix44& result);
float data[16];
};

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@ -0,0 +1,158 @@
// Copyright 2019 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Common/Matrix.h"
#include <cmath>
#include <algorithm>
inline void MatrixMul(int n, const float* a, const float* b, float* result)
{
for (int i = 0; i < n; ++i)
{
for (int j = 0; j < n; ++j)
{
float temp = 0;
for (int k = 0; k < n; ++k)
{
temp += a[i * n + k] * b[k * n + j];
}
result[i * n + j] = temp;
}
}
}
Matrix33 Matrix33::Identity()
{
Matrix33 mtx = {};
mtx.data[0] = 1.0f;
mtx.data[4] = 1.0f;
mtx.data[8] = 1.0f;
return mtx;
}
Matrix33 Matrix33::RotateX(float rad)
{
float s = sin(rad);
float c = cos(rad);
Matrix33 mtx = {};
mtx.data[0] = 1;
mtx.data[4] = c;
mtx.data[5] = -s;
mtx.data[7] = s;
mtx.data[8] = c;
return mtx;
}
Matrix33 Matrix33::RotateY(float rad)
{
float s = sin(rad);
float c = cos(rad);
Matrix33 mtx = {};
mtx.data[0] = c;
mtx.data[2] = s;
mtx.data[4] = 1;
mtx.data[6] = -s;
mtx.data[8] = c;
return mtx;
}
Matrix33 Matrix33::RotateZ(float rad)
{
float s = sin(rad);
float c = cos(rad);
Matrix33 mtx = {};
mtx.data[0] = c;
mtx.data[1] = -s;
mtx.data[3] = s;
mtx.data[4] = c;
mtx.data[8] = 1;
return mtx;
}
Matrix33 Matrix33::Scale(const Vec3& vec)
{
Matrix33 mtx = {};
mtx.data[0] = vec.x;
mtx.data[4] = vec.y;
mtx.data[8] = vec.z;
return mtx;
}
void Matrix33::Multiply(const Matrix33& a, const Matrix33& b, Matrix33* result)
{
MatrixMul(3, a.data.data(), b.data.data(), result->data.data());
}
void Matrix33::Multiply(const Matrix33& a, const Vec3& vec, Vec3* result)
{
for (int i = 0; i < 3; ++i)
{
result->data[i] = 0;
for (int k = 0; k < 3; ++k)
{
result->data[i] += a.data[i * 3 + k] * vec.data[k];
}
}
}
Matrix44 Matrix44::Identity()
{
Matrix44 mtx = {};
mtx.data[0] = 1.0f;
mtx.data[5] = 1.0f;
mtx.data[10] = 1.0f;
mtx.data[15] = 1.0f;
return mtx;
}
Matrix44 Matrix44::FromMatrix33(const Matrix33& m33)
{
Matrix44 mtx;
for (int i = 0; i < 3; ++i)
{
for (int j = 0; j < 3; ++j)
{
mtx.data[i * 4 + j] = m33.data[i * 3 + j];
}
}
for (int i = 0; i < 3; ++i)
{
mtx.data[i * 4 + 3] = 0;
mtx.data[i + 12] = 0;
}
mtx.data[15] = 1.0f;
return mtx;
}
Matrix44 Matrix44::FromArray(const float mtxArray[16])
{
Matrix44 mtx;
std::copy_n(mtxArray, 16, std::begin(mtx.data));
return mtx;
}
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;
return mtx;
}
Matrix44 Matrix44::Shear(const float a, const float b)
{
Matrix44 mtx = Matrix44::Identity();
mtx.data[2] = a;
mtx.data[6] = b;
return mtx;
}
void Matrix44::Multiply(const Matrix44& a, const Matrix44& b, Matrix44& result)
{
MatrixMul(4, a.data.data(), b.data.data(), result.data.data());
}

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@ -0,0 +1,88 @@
// Copyright 2019 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <array>
// Tiny matrix/vector library.
// Used for things like Free-Look in the gfx backend.
union Vec3
{
Vec3() {}
Vec3(float _x, float _y, float _z) : data{_x, _y, _z} {}
std::array<float, 3> data = {};
struct
{
float x;
float y;
float z;
};
};
class Matrix33
{
public:
static Matrix33 Identity();
// Return a rotation matrix around the x,y,z axis
static Matrix33 RotateX(float rad);
static Matrix33 RotateY(float rad);
static Matrix33 RotateZ(float rad);
static Matrix33 Scale(const Vec3& vec);
// set result = a x b
static void Multiply(const Matrix33& a, const Matrix33& b, Matrix33* result);
static void Multiply(const Matrix33& a, const Vec3& vec, Vec3* result);
Matrix33& operator*=(const Matrix33& rhs)
{
Multiply(Matrix33(*this), rhs, this);
return *this;
}
std::array<float, 9> data;
};
inline Matrix33 operator*(Matrix33 lhs, const Matrix33& rhs)
{
return lhs *= rhs;
}
inline Vec3 operator*(const Matrix33& lhs, const Vec3& rhs)
{
Vec3 result;
Matrix33::Multiply(lhs, rhs, &result);
return result;
}
class Matrix44
{
public:
static Matrix44 Identity();
static Matrix44 FromMatrix33(const Matrix33& m33);
static Matrix44 FromArray(const float mtxArray[16]);
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);
Matrix44& operator*=(const Matrix44& rhs)
{
Multiply(Matrix44(*this), rhs, *this);
return *this;
}
std::array<float, 16> data;
};
inline Matrix44 operator*(Matrix44 lhs, const Matrix44& rhs)
{
return lhs *= rhs;
}

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@ -13,7 +13,7 @@
#include "Common/CommonFuncs.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "Common/MathUtil.h"
#include "Common/Matrix.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "VideoCommon/BPFunctions.h"
@ -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);
Matrix44::LoadIdentity(result);
result = Matrix44::Identity();
if (Wd == 0 || Ht == 0)
return;
@ -121,7 +121,7 @@ void VertexShaderManager::Init()
ResetView();
// TODO: should these go inside ResetView()?
Matrix44::LoadIdentity(s_viewportCorrection);
s_viewportCorrection = Matrix44::Identity();
memset(g_fProjectionMatrix, 0, sizeof(g_fProjectionMatrix));
for (int i = 0; i < 4; ++i)
g_fProjectionMatrix[i * 5] = 1.0f;
@ -454,26 +454,19 @@ void VertexShaderManager::SetConstants()
if (g_ActiveConfig.bFreeLook && xfmem.projection.type == GX_PERSPECTIVE)
{
Matrix44 mtxA;
Matrix44 mtxB;
Matrix44 viewMtx;
auto mtxA = Matrix44::Translate(s_fViewTranslationVector);
auto mtxB = Matrix44::FromMatrix33(s_viewRotationMatrix);
const auto viewMtx = mtxB * mtxA; // view = rotation x translation
Matrix44::Translate(mtxA, s_fViewTranslationVector);
Matrix44::LoadMatrix33(mtxB, s_viewRotationMatrix);
Matrix44::Multiply(mtxB, mtxA, viewMtx); // view = rotation x translation
Matrix44::Set(mtxB, g_fProjectionMatrix);
Matrix44::Multiply(mtxB, viewMtx, mtxA); // mtxA = projection x view
Matrix44::Multiply(s_viewportCorrection, mtxA, mtxB); // mtxB = viewportCorrection x mtxA
memcpy(constants.projection.data(), mtxB.data, 4 * sizeof(float4));
mtxA = Matrix44::FromArray(g_fProjectionMatrix) * viewMtx; // mtxA = projection x view
mtxB = s_viewportCorrection * mtxA; // mtxB = viewportCorrection x mtxA
memcpy(constants.projection.data(), mtxB.data.data(), 4 * sizeof(float4));
}
else
{
Matrix44 projMtx;
Matrix44::Set(projMtx, g_fProjectionMatrix);
Matrix44 correctedMtx;
Matrix44::Multiply(s_viewportCorrection, projMtx, correctedMtx);
memcpy(constants.projection.data(), correctedMtx.data, 4 * sizeof(float4));
const auto projMtx = Matrix44::FromArray(g_fProjectionMatrix);
const auto correctedMtx = s_viewportCorrection * projMtx;
memcpy(constants.projection.data(), correctedMtx.data.data(), 4 * sizeof(float4));
}
dirty = true;
@ -677,16 +670,12 @@ void VertexShaderManager::RotateView(float x, float y)
s_fViewRotation[0] += x;
s_fViewRotation[1] += y;
Matrix33 mx;
Matrix33 my;
Matrix33::RotateX(mx, s_fViewRotation[1]);
Matrix33::RotateY(my, s_fViewRotation[0]);
Matrix33::Multiply(mx, my, s_viewRotationMatrix);
s_viewRotationMatrix =
Matrix33::RotateX(s_fViewRotation[1]) * Matrix33::RotateY(s_fViewRotation[0]);
// reverse rotation
Matrix33::RotateX(mx, -s_fViewRotation[1]);
Matrix33::RotateY(my, -s_fViewRotation[0]);
Matrix33::Multiply(my, mx, s_viewInvRotationMatrix);
s_viewInvRotationMatrix =
Matrix33::RotateY(-s_fViewRotation[0]) * Matrix33::RotateX(-s_fViewRotation[1]);
bProjectionChanged = true;
}
@ -694,8 +683,8 @@ void VertexShaderManager::RotateView(float x, float y)
void VertexShaderManager::ResetView()
{
memset(s_fViewTranslationVector, 0, sizeof(s_fViewTranslationVector));
Matrix33::LoadIdentity(s_viewRotationMatrix);
Matrix33::LoadIdentity(s_viewInvRotationMatrix);
s_viewRotationMatrix = Matrix33::Identity();
s_viewInvRotationMatrix = Matrix33::Identity();
s_fViewRotation[0] = s_fViewRotation[1] = 0.0f;
bProjectionChanged = true;