Merge pull request #7759 from jordan-woyak/matrix-cleanup

Common: Clean up matrix math funcs and remove redundant matrix class from WiimoteEmu
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Anthony 2019-02-03 10:23:08 -08:00 committed by GitHub
commit d11ee96eac
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13 changed files with 322 additions and 376 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" />

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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" />

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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 +1,164 @@
// Copyright 2019 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Common/Matrix.h"
#include <algorithm>
#include <cmath>
namespace
{
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;
}
}
}
} // namespace
namespace Common
{
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)
{
const float s = sin(rad);
const 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)
{
const float s = sin(rad);
const 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)
{
const float s = sin(rad);
const 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 std::array<float, 16>& arr)
{
Matrix44 mtx;
mtx.data = arr;
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.z;
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());
}
} // namespace Common

104
Source/Core/Common/Matrix.h Normal file
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@ -0,0 +1,104 @@
// 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.
namespace Common
{
union 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
{
float x;
float y;
float z;
};
};
inline Vec3 operator+(Vec3 lhs, const Vec3& rhs)
{
return lhs += rhs;
}
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 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);
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;
}
} // 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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@ -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"
@ -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);
Matrix44::LoadIdentity(result);
result = Common::Matrix44::Identity();
if (Wd == 0 || Ht == 0)
return;
@ -121,10 +121,8 @@ void VertexShaderManager::Init()
ResetView();
// TODO: should these go inside ResetView()?
Matrix44::LoadIdentity(s_viewportCorrection);
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;
}
@ -454,26 +452,21 @@ void VertexShaderManager::SetConstants()
if (g_ActiveConfig.bFreeLook && xfmem.projection.type == GX_PERSPECTIVE)
{
Matrix44 mtxA;
Matrix44 mtxB;
Matrix44 viewMtx;
using Common::Matrix44;
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));
auto mtxA = Matrix44::Translate(s_fViewTranslationVector);
auto mtxB = Matrix44::FromMatrix33(s_viewRotationMatrix);
const auto viewMtx = mtxB * mtxA; // view = rotation x translation
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 = Common::Matrix44::FromArray(g_fProjectionMatrix);
const auto correctedMtx = s_viewportCorrection * projMtx;
memcpy(constants.projection.data(), correctedMtx.data.data(), 4 * sizeof(float4));
}
dirty = true;
@ -661,41 +654,35 @@ 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;
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;
}
void VertexShaderManager::ResetView()
{
memset(s_fViewTranslationVector, 0, sizeof(s_fViewTranslationVector));
Matrix33::LoadIdentity(s_viewRotationMatrix);
Matrix33::LoadIdentity(s_viewInvRotationMatrix);
using Common::Matrix33;
s_fViewTranslationVector = {};
s_viewRotationMatrix = Matrix33::Identity();
s_viewInvRotationMatrix = Matrix33::Identity();
s_fViewRotation[0] = s_fViewRotation[1] = 0.0f;
bProjectionChanged = true;