matrix refactor

This commit is contained in:
h4570
2020-12-23 22:10:12 +01:00
parent e0ad58f72f
commit 4b2deb8b39
2 changed files with 318 additions and 223 deletions
+224 -189
View File
@@ -17,11 +17,16 @@
// Constructors/Destructors
// ----
/** Create by specifying all points */
Matrix::Matrix(float m11, float m12, float m13, float m14,
float m21, float m22, float m23, float m24,
float m31, float m32, float m33, float m34,
float m41, float m42, float m43, float m44)
Matrix::Matrix()
{
for (u8 i = 0; i < 16; i++)
data[i] = 0.0F;
}
Matrix::Matrix(const float &m11, const float &m12, const float &m13, const float &m14,
const float &m21, const float &m22, const float &m23, const float &m24,
const float &m31, const float &m32, const float &m33, const float &m34,
const float &m41, const float &m42, const float &m43, const float &m44)
{
data[0] = m11;
data[1] = m12;
@@ -44,29 +49,13 @@ Matrix::Matrix(float m11, float m12, float m13, float m14,
data[15] = m44;
}
/** Create with another matrix values */
Matrix::Matrix(const Matrix &v)
{
data[0] = v.data[0];
data[1] = v.data[1];
data[2] = v.data[2];
data[3] = v.data[3];
// ----
// Operators
// ----
data[4] = v.data[4];
data[5] = v.data[5];
data[6] = v.data[6];
data[7] = v.data[7];
data[8] = v.data[8];
data[9] = v.data[9];
data[10] = v.data[10];
data[11] = v.data[11];
data[12] = v.data[12];
data[13] = v.data[13];
data[14] = v.data[14];
data[15] = v.data[15];
}
// ----
// Functions
// ----
void Matrix::identity()
{
@@ -84,13 +73,145 @@ void Matrix::identity()
: "r"(this->data));
}
void Matrix::translate(const Vector3 &t_val)
void Matrix::rotationByAngle(const float &t_angle, const Vector3 &t_axis)
{
this->data[12] += t_val.x; // 3,0
this->data[13] += t_val.y; // 3,1
this->data[14] += t_val.z; // 3,2
Vector3 localAxis = Vector3(t_axis);
localAxis.normalize();
float x = localAxis.x;
float y = localAxis.y;
float z = localAxis.z;
float c = Math::cos(t_angle);
float s = Math::sin(t_angle);
this->data[0] = x * x * (1 - c) + c;
this->data[1] = y * x * (1 - c) + z * s;
this->data[2] = x * z * (1 - c) - y * s;
this->data[3] = 0.0F;
this->data[4] = x * y * (1 - c) - z * s;
this->data[5] = y * y * (1 - c) + c;
this->data[6] = y * z * (1 - c) + x * s;
this->data[7] = 0.0F;
this->data[8] = x * z * (1 - c) + y * s;
this->data[9] = y * z * (1 - c) - x * s;
this->data[10] = z * z * (1 - c) + c;
this->data[11] = 0.0F;
this->data[12] = 0.0F;
this->data[13] = 0.0F;
this->data[14] = 0.0F;
this->data[15] = 1.0F;
}
void Matrix::setScale(const Vector3 &t_val)
{
this->identity();
this->data[0] = t_val.x;
this->data[5] = t_val.y;
this->data[10] = t_val.z;
this->data[15] = 1.0F;
}
void Matrix::setPerspective(const ScreenSettings &t_screen)
{
float fovYdiv2 = Math::HALF_ANG2RAD * t_screen.fov;
float cotFOV = 1.0F / (Math::sin(fovYdiv2) / Math::cos(fovYdiv2));
float w = cotFOV * (t_screen.width / t_screen.projectionScale) / t_screen.aspectRatio;
float h = cotFOV * (t_screen.height / t_screen.projectionScale);
this->data[0] = w;
this->data[1] = 0.0F;
this->data[2] = 0.0F;
this->data[3] = 0.0F;
this->data[4] = 0.0F;
this->data[5] = -h;
this->data[6] = 0.0F;
this->data[7] = 0.0F;
this->data[8] = 0.0F;
this->data[9] = 0.0F;
this->data[10] =
(t_screen.farPlaneDist + t_screen.nearPlaneDist) /
(t_screen.farPlaneDist - t_screen.nearPlaneDist);
this->data[11] = -1.0F;
this->data[12] = 0.0F;
this->data[13] = 0.0F;
this->data[14] =
(2.0F * t_screen.farPlaneDist * t_screen.nearPlaneDist) /
(t_screen.farPlaneDist - t_screen.nearPlaneDist);
this->data[15] = 0.0F;
}
void Matrix::lookAt(const Vector3 &t_position, const Vector3 &t_target)
{
VECTOR up_vec, view_vec;
VECTOR eye = {t_position.x, t_position.y, t_position.z, 1.0F};
VECTOR obj = {t_target.x, t_target.y, t_target.z, 1.0F};
asm volatile(
"lqc2 vf4, 0x00(%2) # eye \n\t"
"lqc2 vf5, 0x00(%3) # obj \n\t"
"vsub.xyz vf7, vf4, vf5 # view_vec = vf7 \n\t"
"vmove.xyzw vf6, vf0 \n\t"
"vaddw.y vf6, vf0, vf0 # vf6 = { 0.0f, 1.0f, 0.0f, 1.0f } \n\t"
"vopmula.xyz ACC, vf6, vf7 \n\t"
"vopmsub.xyz vf9, vf7, vf6 # vec = vf9 \n\t"
"vopmula.xyz ACC, vf7, vf9 \n\t"
"vopmsub.xyz vf8, vf9, vf7 # up_vec = vf8 \n\t"
"sqc2 vf7, 0x00(%0) # view_vec \n\t"
"sqc2 vf6, 0x00(%1) # up_vec \n\t"
:
: "r"(view_vec), "r"(up_vec), "r"(eye), "r"(obj));
Matrix temp;
temp.setCamera(eye, view_vec, up_vec);
identity();
cross(this->data, this->data, temp.data);
// Vector3 camForward, camUp, camRight;
// Vector3 t_up = Vector3(0.0F, 1.0F, 0.0F);
// camForward = t_position - t_target;
// camForward.normalize();
// camRight = t_up * camForward;
// camRight.normalize();
// camUp = camForward * camRight;
// data[0] = camRight.x;
// data[4] = camRight.y;
// data[8] = camRight.z;
// data[12] = -camRight.innerProduct(t_position);
// data[1] = camUp.x;
// data[5] = camUp.y;
// data[9] = camUp.z;
// data[13] = -camUp.innerProduct(t_position);
// data[2] = camForward.x;
// data[6] = camForward.y;
// data[10] = camForward.z;
// data[14] = -camForward.innerProduct(t_position);
// data[3] = 0;
// data[7] = 0;
// data[11] = 0;
// data[15] = 1;
}
const void Matrix::print() const
{
printf("MATRIX(\n%f, %f, %f, %f\n%f, %f, %f, %f\n%f, %f, %f, %f\n%f, %f, %f, %f\n)\n",
data[0], data[1], data[2], data[3],
data[4], data[5], data[6], data[7],
data[8], data[9], data[10], data[11],
data[12], data[13], data[14], data[15]);
}
// ----
// Private
// ----
void Matrix::rotateX(const float &t_radians)
{
Matrix temp = Matrix();
@@ -127,45 +248,80 @@ void Matrix::rotateZ(const float &t_radians)
this->data[5] = c; // 1,1
}
Matrix Matrix::operator*(const Matrix &t)
void Matrix::translate(const Vector3 &t_val)
{
Matrix result;
asm volatile(
"lqc2 vf1, 0x00(%1) \n\t"
"lqc2 vf2, 0x10(%1) \n\t"
"lqc2 vf3, 0x20(%1) \n\t"
"lqc2 vf4, 0x30(%1) \n\t"
"lqc2 vf5, 0x00(%2) \n\t"
"lqc2 vf6, 0x10(%2) \n\t"
"lqc2 vf7, 0x20(%2) \n\t"
"lqc2 vf8, 0x30(%2) \n\t"
"vmulax.xyzw ACC, vf5, vf1 \n\t"
"vmadday.xyzw ACC, vf6, vf1 \n\t"
"vmaddaz.xyzw ACC, vf7, vf1 \n\t"
"vmaddw.xyzw vf1, vf8, vf1 \n\t"
"vmulax.xyzw ACC, vf5, vf2 \n\t"
"vmadday.xyzw ACC, vf6, vf2 \n\t"
"vmaddaz.xyzw ACC, vf7, vf2 \n\t"
"vmaddw.xyzw vf2, vf8, vf2 \n\t"
"vmulax.xyzw ACC, vf5, vf3 \n\t"
"vmadday.xyzw ACC, vf6, vf3 \n\t"
"vmaddaz.xyzw ACC, vf7, vf3 \n\t"
"vmaddw.xyzw vf3, vf8, vf3 \n\t"
"vmulax.xyzw ACC, vf5, vf4 \n\t"
"vmadday.xyzw ACC, vf6, vf4 \n\t"
"vmaddaz.xyzw ACC, vf7, vf4 \n\t"
"vmaddw.xyzw vf4, vf8, vf4 \n\t"
"sqc2 vf1, 0x00(%0) \n\t"
"sqc2 vf2, 0x10(%0) \n\t"
"sqc2 vf3, 0x20(%0) \n\t"
"sqc2 vf4, 0x30(%0) \n\t"
:
: "r"(result.data), "r"(t.data), "r"(this->data)
: "memory");
return result;
this->data[12] += t_val.x; // 3,0
this->data[13] += t_val.y; // 3,1
this->data[14] += t_val.z; // 3,2
}
void Matrix::operator*=(const Matrix &t)
void Matrix::setCamera(const float t_pos[4], const float t_vz[4], const float t_vy[4])
{
// Matrix vf4, vf5, vf6, vf7
// t_pos vf8
// t_vz vf9
// t_vy vf10
// vtmp vf11
asm volatile(
"lqc2 vf9, 0x00(%2) \n\t"
"lqc2 vf10, 0x00(%3) \n\t"
// mtmp.unit()
"vsub.w vf5, vf0, vf0 # mtmp[1][PW] = 0.0F \n\t"
// vtmp.outerProduct(vy, vz);
"vopmula.xyz ACC, vf10, vf9 \n\t"
"vopmsub.xyz vf11, vf9, vf10 \n\t"
// mtmp[0] = vtmp.normalize();
"vmul.xyz vf12, vf11, vf11 \n\t"
"vaddy.x vf12, vf12, vf12 \n\t"
"vaddz.x vf12, vf12, vf12 \n\t"
"vrsqrt Q, vf0w, vf12x \n\t"
"vsub.xyzw vf4, vf0, vf0 \n\t"
"vwaitq \n\t"
"vmulq.xyz vf4, vf11, Q \n\t"
// mtmp[2] = vz.normalize();
"vmul.xyz vf12, vf9, vf9 \n\t"
"vaddy.x vf12, vf12, vf12 \n\t"
"vaddz.x vf12, vf12, vf12 \n\t"
"vrsqrt Q, vf0w, vf12x \n\t"
"vsub.xyzw vf6, vf0, vf0 \n\t"
"vwaitq \n\t"
"vmulq.xyz vf6, vf9, Q \n\t"
// mtmp[1].outerProduct(mtmp[2], mtmp[0]);
"vopmula.xyz ACC, vf6, vf4 \n\t"
"vopmsub.xyz vf5, vf4, vf6 \n\t"
// mtmp.transpose(pos);
"lqc2 vf7, 0x00(%1) \n\t"
// m = mtmp.inverse();
"qmfc2.ni $11, vf0 \n\t"
"qmfc2.ni $8, vf4 \n\t"
"qmfc2.ni $9, vf5 \n\t"
"qmfc2.ni $10, vf6 \n\t"
"pextlw $12, $9, $8 \n\t"
"pextuw $13, $9, $8 \n\t"
"pextlw $14, $11, $10 \n\t"
"pextuw $15, $11, $10 \n\t"
"pcpyld $8, $14, $12 \n\t"
"pcpyud $9, $12, $14 \n\t"
"pcpyld $10, $15, $13 \n\t"
"qmtc2.ni $8, vf16 \n\t"
"qmtc2.ni $9, vf17 \n\t"
"qmtc2.ni $10, vf18 \n\t"
"vmulax.xyz ACC, vf16, vf7 \n\t"
"vmadday.xyz ACC, vf17, vf7 \n\t"
"vmaddz.xyz vf5, vf18, vf7 \n\t"
"vsub.xyzw vf5, vf0, vf5 \n\t"
"sq $8, 0x00(%0) \n\t"
"sq $9, 0x10(%0) \n\t"
"sq $10, 0x20(%0) \n\t"
"sqc2 vf5, 0x30(%0) \n\t"
:
: "r"(this->data), "r"(t_pos), "r"(t_vz), "r"(t_vy));
}
void Matrix::cross(float res[16], const float a[16], const float b[16])
{
asm volatile(
"lqc2 vf1, 0x00(%1) \n\t"
@@ -197,127 +353,6 @@ void Matrix::operator*=(const Matrix &t)
"sqc2 vf3, 0x20(%0) \n\t"
"sqc2 vf4, 0x30(%0) \n\t"
:
: "r"(this->data), "r"(t.data), "r"(this->data)
: "r"(res), "r"(b), "r"(a)
: "memory");
}
/** Create empty matrix */
Matrix::Matrix()
{
data[0] = 0.0F;
data[1] = 0.0F;
data[2] = 0.0F;
data[3] = 0.0F;
data[4] = 0.0F;
data[5] = 0.0F;
data[6] = 0.0F;
data[7] = 0.0F;
data[8] = 0.0F;
data[9] = 0.0F;
data[10] = 0.0F;
data[11] = 0.0F;
data[12] = 0.0F;
data[13] = 0.0F;
data[14] = 0.0F;
data[15] = 0.0F;
}
Matrix::~Matrix() {}
// ----
// Methods
// ----
/** Set up a perspective projection matrix
*
* Clone of gluPerspective()
* https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml
* @param fov (FOV in radians)/2
* @param aspect Aspect ratio
* @param scrW Half of screen width
* @param scrH Half of screen height
* @param zNear Distance to near plane
* @param zFar Distance to far plane
* @param projScale Projection scale
*/
void Matrix::setPerspective(ScreenSettings &t_screen)
{
float fovYdiv2 = Math::HALF_ANG2RAD * t_screen.fov;
float cotFOV = 1.0F / (Math::sin(fovYdiv2) / Math::cos(fovYdiv2));
float w = cotFOV * (t_screen.width / t_screen.projectionScale) / t_screen.aspectRatio;
float h = cotFOV * (t_screen.height / t_screen.projectionScale);
this->data[0] = w;
this->data[1] = 0.0F;
this->data[2] = 0.0F;
this->data[3] = 0.0F;
this->data[4] = 0.0F;
this->data[5] = -h;
this->data[6] = 0.0F;
this->data[7] = 0.0F;
this->data[8] = 0.0F;
this->data[9] = 0.0F;
this->data[10] =
(t_screen.farPlaneDist + t_screen.nearPlaneDist) /
(t_screen.farPlaneDist - t_screen.nearPlaneDist);
this->data[11] = -1.0F;
this->data[12] = 0.0F;
this->data[13] = 0.0F;
this->data[14] =
(2.0F * t_screen.farPlaneDist * t_screen.nearPlaneDist) /
(t_screen.farPlaneDist - t_screen.nearPlaneDist);
this->data[15] = 0.0F;
}
/** Create a view matrix that transforms coordinates in
* such a way that the user looks at a target vector
* direction from a position vector.
*
* Clone of OpenGL lookAt function
* https://learnopengl.com/Getting-started/Camera
*/
void Matrix::lookAt(Vector3 &t_up, Vector3 &t_position, Vector3 &t_target)
{
Vector3 camForward, camUp, camRight;
camForward = t_position - t_target;
camForward.normalize();
camRight = t_up * camForward;
camRight.normalize();
camUp = camForward * camRight;
data[0] = camRight.x;
data[4] = camRight.y;
data[8] = camRight.z;
data[12] = -camRight.innerProduct(t_position);
data[1] = camUp.x;
data[5] = camUp.y;
data[9] = camUp.z;
data[13] = -camUp.innerProduct(t_position);
data[2] = camForward.x;
data[6] = camForward.y;
data[10] = camForward.z;
data[14] = -camForward.innerProduct(t_position);
data[3] = 0;
data[7] = 0;
data[11] = 0;
data[15] = 1;
}
const void Matrix::print() const
{
printf("MATRIX(\n%f, %f, %f, %f\n%f, %f, %f, %f\n%f, %f, %f, %f\n%f, %f, %f, %f\n)\n",
data[0], data[1], data[2], data[3],
data[4], data[5], data[6], data[7],
data[8], data[9], data[10], data[11],
data[12], data[13], data[14], data[15]);
}