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Common: Move Matrix classes out of MathUtil into their own files and make their interface more friendly.
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8 changed files with 272 additions and 193 deletions
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@ -13,7 +13,7 @@
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#include "Common/CommonFuncs.h"
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "Common/MathUtil.h"
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#include "Common/Matrix.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "VideoCommon/BPFunctions.h"
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@ -86,7 +86,7 @@ static void ViewportCorrectionMatrix(Matrix44& result)
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float Wd = (X + intendedWd <= EFB_WIDTH) ? intendedWd : (EFB_WIDTH - X);
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float Ht = (Y + intendedHt <= EFB_HEIGHT) ? intendedHt : (EFB_HEIGHT - Y);
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Matrix44::LoadIdentity(result);
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result = Matrix44::Identity();
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if (Wd == 0 || Ht == 0)
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return;
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@ -121,7 +121,7 @@ void VertexShaderManager::Init()
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ResetView();
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// TODO: should these go inside ResetView()?
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Matrix44::LoadIdentity(s_viewportCorrection);
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s_viewportCorrection = Matrix44::Identity();
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memset(g_fProjectionMatrix, 0, sizeof(g_fProjectionMatrix));
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for (int i = 0; i < 4; ++i)
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g_fProjectionMatrix[i * 5] = 1.0f;
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@ -454,26 +454,19 @@ void VertexShaderManager::SetConstants()
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if (g_ActiveConfig.bFreeLook && xfmem.projection.type == GX_PERSPECTIVE)
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{
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Matrix44 mtxA;
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Matrix44 mtxB;
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Matrix44 viewMtx;
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auto mtxA = Matrix44::Translate(s_fViewTranslationVector);
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auto mtxB = Matrix44::FromMatrix33(s_viewRotationMatrix);
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const auto viewMtx = mtxB * mtxA; // view = rotation x translation
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Matrix44::Translate(mtxA, s_fViewTranslationVector);
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Matrix44::LoadMatrix33(mtxB, s_viewRotationMatrix);
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Matrix44::Multiply(mtxB, mtxA, viewMtx); // view = rotation x translation
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Matrix44::Set(mtxB, g_fProjectionMatrix);
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Matrix44::Multiply(mtxB, viewMtx, mtxA); // mtxA = projection x view
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Matrix44::Multiply(s_viewportCorrection, mtxA, mtxB); // mtxB = viewportCorrection x mtxA
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memcpy(constants.projection.data(), mtxB.data, 4 * sizeof(float4));
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mtxA = Matrix44::FromArray(g_fProjectionMatrix) * viewMtx; // mtxA = projection x view
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mtxB = s_viewportCorrection * mtxA; // mtxB = viewportCorrection x mtxA
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memcpy(constants.projection.data(), mtxB.data.data(), 4 * sizeof(float4));
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}
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else
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{
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Matrix44 projMtx;
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Matrix44::Set(projMtx, g_fProjectionMatrix);
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Matrix44 correctedMtx;
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Matrix44::Multiply(s_viewportCorrection, projMtx, correctedMtx);
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memcpy(constants.projection.data(), correctedMtx.data, 4 * sizeof(float4));
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const auto projMtx = Matrix44::FromArray(g_fProjectionMatrix);
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const auto correctedMtx = s_viewportCorrection * projMtx;
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memcpy(constants.projection.data(), correctedMtx.data.data(), 4 * sizeof(float4));
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}
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dirty = true;
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@ -677,16 +670,12 @@ void VertexShaderManager::RotateView(float x, float y)
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s_fViewRotation[0] += x;
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s_fViewRotation[1] += y;
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Matrix33 mx;
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Matrix33 my;
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Matrix33::RotateX(mx, s_fViewRotation[1]);
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Matrix33::RotateY(my, s_fViewRotation[0]);
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Matrix33::Multiply(mx, my, s_viewRotationMatrix);
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s_viewRotationMatrix =
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Matrix33::RotateX(s_fViewRotation[1]) * Matrix33::RotateY(s_fViewRotation[0]);
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// reverse rotation
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Matrix33::RotateX(mx, -s_fViewRotation[1]);
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Matrix33::RotateY(my, -s_fViewRotation[0]);
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Matrix33::Multiply(my, mx, s_viewInvRotationMatrix);
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s_viewInvRotationMatrix =
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Matrix33::RotateY(-s_fViewRotation[0]) * Matrix33::RotateX(-s_fViewRotation[1]);
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bProjectionChanged = true;
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}
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@ -694,8 +683,8 @@ void VertexShaderManager::RotateView(float x, float y)
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void VertexShaderManager::ResetView()
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{
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memset(s_fViewTranslationVector, 0, sizeof(s_fViewTranslationVector));
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Matrix33::LoadIdentity(s_viewRotationMatrix);
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Matrix33::LoadIdentity(s_viewInvRotationMatrix);
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s_viewRotationMatrix = Matrix33::Identity();
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s_viewInvRotationMatrix = Matrix33::Identity();
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s_fViewRotation[0] = s_fViewRotation[1] = 0.0f;
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bProjectionChanged = true;
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