Stop copying the matrix and remove r_triangle

This commit is contained in:
Magnus Norddahl 2016-11-20 02:07:55 +01:00
commit 7ac0cace7d
18 changed files with 183 additions and 1745 deletions

View file

@ -124,28 +124,28 @@ void PolyTriangleDrawer::draw_arrays(const PolyDrawArgs &drawargs, TriDrawVarian
for (int i = 0; i < vcount / 3; i++)
{
for (int j = 0; j < 3; j++)
vert[j] = shade_vertex(drawargs.uniforms, *(vinput++));
vert[j] = shade_vertex(*drawargs.objectToClip, *(vinput++));
draw_shaded_triangle(vert, ccw, &args, thread, drawfunc);
}
}
else if (drawargs.mode == TriangleDrawMode::Fan)
{
vert[0] = shade_vertex(drawargs.uniforms, *(vinput++));
vert[1] = shade_vertex(drawargs.uniforms, *(vinput++));
vert[0] = shade_vertex(*drawargs.objectToClip, *(vinput++));
vert[1] = shade_vertex(*drawargs.objectToClip, *(vinput++));
for (int i = 2; i < vcount; i++)
{
vert[2] = shade_vertex(drawargs.uniforms, *(vinput++));
vert[2] = shade_vertex(*drawargs.objectToClip, *(vinput++));
draw_shaded_triangle(vert, ccw, &args, thread, drawfunc);
vert[1] = vert[2];
}
}
else // TriangleDrawMode::Strip
{
vert[0] = shade_vertex(drawargs.uniforms, *(vinput++));
vert[1] = shade_vertex(drawargs.uniforms, *(vinput++));
vert[0] = shade_vertex(*drawargs.objectToClip, *(vinput++));
vert[1] = shade_vertex(*drawargs.objectToClip, *(vinput++));
for (int i = 2; i < vcount; i++)
{
vert[2] = shade_vertex(drawargs.uniforms, *(vinput++));
vert[2] = shade_vertex(*drawargs.objectToClip, *(vinput++));
draw_shaded_triangle(vert, ccw, &args, thread, drawfunc);
vert[0] = vert[1];
vert[1] = vert[2];
@ -154,10 +154,10 @@ void PolyTriangleDrawer::draw_arrays(const PolyDrawArgs &drawargs, TriDrawVarian
}
}
TriVertex PolyTriangleDrawer::shade_vertex(const TriUniforms &uniforms, TriVertex v)
TriVertex PolyTriangleDrawer::shade_vertex(const TriMatrix &objectToClip, TriVertex v)
{
// Apply transform to get clip coordinates:
return uniforms.objectToClip * v;
return objectToClip * v;
}
void PolyTriangleDrawer::draw_shaded_triangle(const TriVertex *vert, bool ccw, TriDrawTriangleArgs *args, WorkerThreadData *thread, void(*drawfunc)(const TriDrawTriangleArgs *, WorkerThreadData *))
@ -341,3 +341,150 @@ FString DrawPolyTrianglesCommand::DebugInfo()
{
return "DrawPolyTriangles";
}
/////////////////////////////////////////////////////////////////////////////
TriMatrix TriMatrix::null()
{
TriMatrix m;
memset(m.matrix, 0, sizeof(m.matrix));
return m;
}
TriMatrix TriMatrix::identity()
{
TriMatrix m = null();
m.matrix[0] = 1.0f;
m.matrix[5] = 1.0f;
m.matrix[10] = 1.0f;
m.matrix[15] = 1.0f;
return m;
}
TriMatrix TriMatrix::translate(float x, float y, float z)
{
TriMatrix m = identity();
m.matrix[0 + 3 * 4] = x;
m.matrix[1 + 3 * 4] = y;
m.matrix[2 + 3 * 4] = z;
return m;
}
TriMatrix TriMatrix::scale(float x, float y, float z)
{
TriMatrix m = null();
m.matrix[0 + 0 * 4] = x;
m.matrix[1 + 1 * 4] = y;
m.matrix[2 + 2 * 4] = z;
m.matrix[3 + 3 * 4] = 1;
return m;
}
TriMatrix TriMatrix::rotate(float angle, float x, float y, float z)
{
float c = cosf(angle);
float s = sinf(angle);
TriMatrix m = null();
m.matrix[0 + 0 * 4] = (x*x*(1.0f - c) + c);
m.matrix[0 + 1 * 4] = (x*y*(1.0f - c) - z*s);
m.matrix[0 + 2 * 4] = (x*z*(1.0f - c) + y*s);
m.matrix[1 + 0 * 4] = (y*x*(1.0f - c) + z*s);
m.matrix[1 + 1 * 4] = (y*y*(1.0f - c) + c);
m.matrix[1 + 2 * 4] = (y*z*(1.0f - c) - x*s);
m.matrix[2 + 0 * 4] = (x*z*(1.0f - c) - y*s);
m.matrix[2 + 1 * 4] = (y*z*(1.0f - c) + x*s);
m.matrix[2 + 2 * 4] = (z*z*(1.0f - c) + c);
m.matrix[3 + 3 * 4] = 1.0f;
return m;
}
TriMatrix TriMatrix::swapYZ()
{
TriMatrix m = null();
m.matrix[0 + 0 * 4] = 1.0f;
m.matrix[1 + 2 * 4] = 1.0f;
m.matrix[2 + 1 * 4] = -1.0f;
m.matrix[3 + 3 * 4] = 1.0f;
return m;
}
TriMatrix TriMatrix::perspective(float fovy, float aspect, float z_near, float z_far)
{
float f = (float)(1.0 / tan(fovy * M_PI / 360.0));
TriMatrix m = null();
m.matrix[0 + 0 * 4] = f / aspect;
m.matrix[1 + 1 * 4] = f;
m.matrix[2 + 2 * 4] = (z_far + z_near) / (z_near - z_far);
m.matrix[2 + 3 * 4] = (2.0f * z_far * z_near) / (z_near - z_far);
m.matrix[3 + 2 * 4] = -1.0f;
return m;
}
TriMatrix TriMatrix::frustum(float left, float right, float bottom, float top, float near, float far)
{
float a = (right + left) / (right - left);
float b = (top + bottom) / (top - bottom);
float c = -(far + near) / (far - near);
float d = -(2.0f * far) / (far - near);
TriMatrix m = null();
m.matrix[0 + 0 * 4] = 2.0f * near / (right - left);
m.matrix[1 + 1 * 4] = 2.0f * near / (top - bottom);
m.matrix[0 + 2 * 4] = a;
m.matrix[1 + 2 * 4] = b;
m.matrix[2 + 2 * 4] = c;
m.matrix[2 + 3 * 4] = d;
m.matrix[3 + 2 * 4] = -1;
return m;
}
TriMatrix TriMatrix::worldToView()
{
TriMatrix m = null();
m.matrix[0 + 0 * 4] = (float)ViewSin;
m.matrix[0 + 1 * 4] = (float)-ViewCos;
m.matrix[1 + 2 * 4] = 1.0f;
m.matrix[2 + 0 * 4] = (float)-ViewCos;
m.matrix[2 + 1 * 4] = (float)-ViewSin;
m.matrix[3 + 3 * 4] = 1.0f;
return m * translate((float)-ViewPos.X, (float)-ViewPos.Y, (float)-ViewPos.Z);
}
TriMatrix TriMatrix::viewToClip()
{
float near = 5.0f;
float far = 65536.0f;
float width = (float)(FocalTangent * near);
float top = (float)(CenterY / InvZtoScale * near);
float bottom = (float)(top - viewheight / InvZtoScale * near);
return frustum(-width, width, bottom, top, near, far);
}
TriMatrix TriMatrix::operator*(const TriMatrix &mult) const
{
TriMatrix result;
for (int x = 0; x < 4; x++)
{
for (int y = 0; y < 4; y++)
{
result.matrix[x + y * 4] =
matrix[0 * 4 + x] * mult.matrix[y * 4 + 0] +
matrix[1 * 4 + x] * mult.matrix[y * 4 + 1] +
matrix[2 * 4 + x] * mult.matrix[y * 4 + 2] +
matrix[3 * 4 + x] * mult.matrix[y * 4 + 3];
}
}
return result;
}
TriVertex TriMatrix::operator*(TriVertex v) const
{
float vx = matrix[0 * 4 + 0] * v.x + matrix[1 * 4 + 0] * v.y + matrix[2 * 4 + 0] * v.z + matrix[3 * 4 + 0] * v.w;
float vy = matrix[0 * 4 + 1] * v.x + matrix[1 * 4 + 1] * v.y + matrix[2 * 4 + 1] * v.z + matrix[3 * 4 + 1] * v.w;
float vz = matrix[0 * 4 + 2] * v.x + matrix[1 * 4 + 2] * v.y + matrix[2 * 4 + 2] * v.z + matrix[3 * 4 + 2] * v.w;
float vw = matrix[0 * 4 + 3] * v.x + matrix[1 * 4 + 3] * v.y + matrix[2 * 4 + 3] * v.z + matrix[3 * 4 + 3] * v.w;
v.x = vx;
v.y = vy;
v.z = vz;
v.w = vw;
return v;
}