- remove use of builtin texture matrices.

- make matrix class single precision.
This commit is contained in:
Christoph Oelckers 2014-07-13 20:41:20 +02:00
commit dbb05c5f33
14 changed files with 198 additions and 175 deletions

View file

@ -18,16 +18,16 @@ This is a simplified version of VSMatrix that has been adjusted for GZDoom's nee
#include "doomtype.h"
#include "gl/data/gl_matrix.h"
static inline double
DegToRad(double degrees)
static inline FLOATTYPE
DegToRad(FLOATTYPE degrees)
{
return (double)(degrees * (M_PI / 180.0f));
return (FLOATTYPE)(degrees * (M_PI / 180.0f));
};
// sets the square matrix mat to the identity matrix,
// size refers to the number of rows (or columns)
void
VSMatrix::setIdentityMatrix( double *mat, int size) {
VSMatrix::setIdentityMatrix( FLOATTYPE *mat, int size) {
// fill matrix with 0s
for (int i = 0; i < size * size; ++i)
@ -56,10 +56,10 @@ VSMatrix::loadIdentity()
// glMultMatrix implementation
void
VSMatrix::multMatrix(const double *aMatrix)
VSMatrix::multMatrix(const FLOATTYPE *aMatrix)
{
double res[16];
FLOATTYPE res[16];
for (int i = 0; i < 4; ++i)
{
@ -72,15 +72,16 @@ VSMatrix::multMatrix(const double *aMatrix)
}
}
}
memcpy(mMatrix, res, 16 * sizeof(double));
memcpy(mMatrix, res, 16 * sizeof(FLOATTYPE));
}
#ifdef USE_DOUBLE
// glMultMatrix implementation
void
VSMatrix::multMatrix(const float *aMatrix)
{
double res[16];
FLOATTYPE res[16];
for (int i = 0; i < 4; ++i)
{
@ -93,18 +94,20 @@ VSMatrix::multMatrix(const float *aMatrix)
}
}
}
memcpy(mMatrix, res, 16 * sizeof(double));
memcpy(mMatrix, res, 16 * sizeof(FLOATTYPE));
}
#endif
// glLoadMatrix implementation
void
VSMatrix::loadMatrix(const double *aMatrix)
VSMatrix::loadMatrix(const FLOATTYPE *aMatrix)
{
memcpy(mMatrix, aMatrix, 16 * sizeof(double));
memcpy(mMatrix, aMatrix, 16 * sizeof(FLOATTYPE));
}
#ifdef USE_DOUBLE
// glLoadMatrix implementation
void
VSMatrix::loadMatrix(const float *aMatrix)
@ -114,13 +117,14 @@ VSMatrix::loadMatrix(const float *aMatrix)
mMatrix[i] = aMatrix[i];
}
}
#endif
// gl Translate implementation with matrix selection
void
VSMatrix::translate(double x, double y, double z)
VSMatrix::translate(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z)
{
double mat[16];
FLOATTYPE mat[16];
setIdentityMatrix(mat);
mat[12] = x;
@ -133,9 +137,9 @@ VSMatrix::translate(double x, double y, double z)
// gl Scale implementation with matrix selection
void
VSMatrix::scale(double x, double y, double z)
VSMatrix::scale(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z)
{
double mat[16];
FLOATTYPE mat[16];
setIdentityMatrix(mat,4);
mat[0] = x;
@ -148,22 +152,22 @@ VSMatrix::scale(double x, double y, double z)
// gl Rotate implementation with matrix selection
void
VSMatrix::rotate(double angle, double x, double y, double z)
VSMatrix::rotate(FLOATTYPE angle, FLOATTYPE x, FLOATTYPE y, FLOATTYPE z)
{
double mat[16];
double v[3];
FLOATTYPE mat[16];
FLOATTYPE v[3];
v[0] = x;
v[1] = y;
v[2] = z;
double radAngle = DegToRad(angle);
double co = cos(radAngle);
double si = sin(radAngle);
FLOATTYPE radAngle = DegToRad(angle);
FLOATTYPE co = cos(radAngle);
FLOATTYPE si = sin(radAngle);
normalize(v);
double x2 = v[0]*v[0];
double y2 = v[1]*v[1];
double z2 = v[2]*v[2];
FLOATTYPE x2 = v[0]*v[0];
FLOATTYPE y2 = v[1]*v[1];
FLOATTYPE z2 = v[2]*v[2];
// mat[0] = x2 + (y2 + z2) * co;
mat[0] = co + x2 * (1 - co);// + (y2 + z2) * co;
@ -194,11 +198,11 @@ VSMatrix::rotate(double angle, double x, double y, double z)
// gluLookAt implementation
void
VSMatrix::lookAt(double xPos, double yPos, double zPos,
double xLook, double yLook, double zLook,
double xUp, double yUp, double zUp)
VSMatrix::lookAt(FLOATTYPE xPos, FLOATTYPE yPos, FLOATTYPE zPos,
FLOATTYPE xLook, FLOATTYPE yLook, FLOATTYPE zLook,
FLOATTYPE xUp, FLOATTYPE yUp, FLOATTYPE zUp)
{
double dir[3], right[3], up[3];
FLOATTYPE dir[3], right[3], up[3];
up[0] = xUp; up[1] = yUp; up[2] = zUp;
@ -213,7 +217,7 @@ VSMatrix::lookAt(double xPos, double yPos, double zPos,
crossProduct(right,dir,up);
normalize(up);
double m1[16],m2[16];
FLOATTYPE m1[16],m2[16];
m1[0] = right[0];
m1[4] = right[1];
@ -247,11 +251,11 @@ VSMatrix::lookAt(double xPos, double yPos, double zPos,
// gluPerspective implementation
void
VSMatrix::perspective(double fov, double ratio, double nearp, double farp)
VSMatrix::perspective(FLOATTYPE fov, FLOATTYPE ratio, FLOATTYPE nearp, FLOATTYPE farp)
{
double projMatrix[16];
FLOATTYPE projMatrix[16];
double f = 1.0f / tan (fov * (M_PI / 360.0f));
FLOATTYPE f = 1.0f / tan (fov * (M_PI / 360.0f));
setIdentityMatrix(projMatrix,4);
@ -268,11 +272,11 @@ VSMatrix::perspective(double fov, double ratio, double nearp, double farp)
// glOrtho implementation
void
VSMatrix::ortho(double left, double right,
double bottom, double top,
double nearp, double farp)
VSMatrix::ortho(FLOATTYPE left, FLOATTYPE right,
FLOATTYPE bottom, FLOATTYPE top,
FLOATTYPE nearp, FLOATTYPE farp)
{
double m[16];
FLOATTYPE m[16];
setIdentityMatrix(m,4);
@ -289,11 +293,11 @@ VSMatrix::ortho(double left, double right,
// glFrustum implementation
void
VSMatrix::frustum(double left, double right,
double bottom, double top,
double nearp, double farp)
VSMatrix::frustum(FLOATTYPE left, FLOATTYPE right,
FLOATTYPE bottom, FLOATTYPE top,
FLOATTYPE nearp, FLOATTYPE farp)
{
double m[16];
FLOATTYPE m[16];
setIdentityMatrix(m,4);
@ -312,7 +316,7 @@ VSMatrix::frustum(double left, double right,
/*
// returns a pointer to the requested matrix
double *
FLOATTYPE *
VSMatrix::get(MatrixTypes aType)
{
return mMatrix[aType];
@ -331,9 +335,13 @@ VSMatrix::get(MatrixTypes aType)
void
VSMatrix::matrixToGL(int loc)
{
#ifdef USE_DOUBLE
float copyto[16];
copy(copyto);
glUniformMatrix4fv(loc, 1, false, copyto);
#else
glUniformMatrix4fv(loc, 1, false, mMatrix);
#endif
}
// -----------------------------------------------------
@ -343,7 +351,7 @@ VSMatrix::matrixToGL(int loc)
// Compute res = M * point
void
VSMatrix::multMatrixPoint(const double *point, double *res)
VSMatrix::multMatrixPoint(const FLOATTYPE *point, FLOATTYPE *res)
{
for (int i = 0; i < 4; ++i)
@ -360,7 +368,7 @@ VSMatrix::multMatrixPoint(const double *point, double *res)
// res = a cross b;
void
VSMatrix::crossProduct(const double *a, const double *b, double *res) {
VSMatrix::crossProduct(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res) {
res[0] = a[1] * b[2] - b[1] * a[2];
res[1] = a[2] * b[0] - b[2] * a[0];
@ -369,10 +377,10 @@ VSMatrix::crossProduct(const double *a, const double *b, double *res) {
// returns a . b
double
VSMatrix::dotProduct(const double *a, const double *b) {
FLOATTYPE
VSMatrix::dotProduct(const FLOATTYPE *a, const FLOATTYPE *b) {
double res = a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
FLOATTYPE res = a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
return res;
}
@ -380,9 +388,9 @@ VSMatrix::dotProduct(const double *a, const double *b) {
// Normalize a vec3
void
VSMatrix::normalize(double *a) {
VSMatrix::normalize(FLOATTYPE *a) {
double mag = sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]);
FLOATTYPE mag = sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]);
a[0] /= mag;
a[1] /= mag;
@ -392,7 +400,7 @@ VSMatrix::normalize(double *a) {
// res = b - a
void
VSMatrix::subtract(const double *a, const double *b, double *res) {
VSMatrix::subtract(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res) {
res[0] = b[0] - a[0];
res[1] = b[1] - a[1];
@ -402,7 +410,7 @@ VSMatrix::subtract(const double *a, const double *b, double *res) {
// res = a + b
void
VSMatrix::add(const double *a, const double *b, double *res) {
VSMatrix::add(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res) {
res[0] = b[0] + a[0];
res[1] = b[1] + a[1];
@ -411,8 +419,8 @@ VSMatrix::add(const double *a, const double *b, double *res) {
// returns |a|
double
VSMatrix::length(const double *a) {
FLOATTYPE
VSMatrix::length(const FLOATTYPE *a) {
return(sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]));
@ -429,10 +437,10 @@ M3(int i, int j)
// computes the derived normal matrix for the view matrix
void
VSMatrix::computeNormalMatrix(const double *aMatrix)
VSMatrix::computeNormalMatrix(const FLOATTYPE *aMatrix)
{
double mMat3x3[9];
FLOATTYPE mMat3x3[9];
mMat3x3[0] = aMatrix[0];
mMat3x3[1] = aMatrix[1];
@ -446,7 +454,7 @@ VSMatrix::computeNormalMatrix(const double *aMatrix)
mMat3x3[7] = aMatrix[9];
mMat3x3[8] = aMatrix[10];
double det, invDet;
FLOATTYPE det, invDet;
det = mMat3x3[0] * (mMat3x3[4] * mMat3x3[8] - mMat3x3[5] * mMat3x3[7]) +
mMat3x3[1] * (mMat3x3[5] * mMat3x3[6] - mMat3x3[8] * mMat3x3[3]) +
@ -476,10 +484,10 @@ VSMatrix::computeNormalMatrix(const double *aMatrix)
// aux function resMat = resMat * aMatrix
void
VSMatrix::multMatrix(double *resMat, const double *aMatrix)
VSMatrix::multMatrix(FLOATTYPE *resMat, const FLOATTYPE *aMatrix)
{
double res[16];
FLOATTYPE res[16];
for (int i = 0; i < 4; ++i)
{
@ -492,5 +500,5 @@ VSMatrix::multMatrix(double *resMat, const double *aMatrix)
}
}
}
memcpy(resMat, res, 16 * sizeof(double));
memcpy(resMat, res, 16 * sizeof(FLOATTYPE));
}