188 lines
5.2 KiB
C
188 lines
5.2 KiB
C
/*
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Fixed point implementation of 4 dimensional matrix.
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Some optimizing cases are present, such as reordered matrices and assumed
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identity components.
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Column-major ordering is assumed unless stated otherwise:
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a e k o
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b f l p
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c g m q
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d h n r
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In memory: a b c d e f g h ...
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*/
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#ifndef COM_MAT_H
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#define COM_MAT_H
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#include "fixed.h"
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#include "vec.h"
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#include <stdint.h>
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#include <stdio.h>
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typedef union {
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com_fixed_t com_def_alignedas(64) a[4 * 4];
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} com_mat_t;
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static inline com_mat_t com_mat_identity(void) {
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com_mat_t result = {0};
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result.a[0 * 4 + 0] = COM_FIXED_FRACUNIT;
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result.a[1 * 4 + 1] = COM_FIXED_FRACUNIT;
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result.a[2 * 4 + 2] = COM_FIXED_FRACUNIT;
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result.a[3 * 4 + 3] = COM_FIXED_FRACUNIT;
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return result;
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}
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/* https://michalpitr.substack.com/p/optimizing-matrix-multiplication */
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static inline com_mat_t com_mat_mul(com_mat_t a, com_mat_t b) {
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// com_mat_t result = {0};
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// for (int c = 0; c < 4; ++c) {
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// for (int k = 0; k < 4; ++k) {
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// for (int r = 0; r < 4; ++r) {
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// result.a[r + c * 4] += com_fixed_mul(a.a[r + k * 4], b.a[k + c * 4]);
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// }
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// }
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// }
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com_mat_t result;
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for (int c = 0; c < 4; ++c) {
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for (int r = 0; r < 4; ++r) {
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result.a[r + c * 4] = (((int64_t)a.a[r + 0 * 4] * b.a[0 + c * 4]) +
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((int64_t)a.a[r + 1 * 4] * b.a[1 + c * 4]) +
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((int64_t)a.a[r + 2 * 4] * b.a[2 + c * 4]) +
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((int64_t)a.a[r + 3 * 4] * b.a[3 + c * 4])) >>
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COM_FIXED_FRACBITS;
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}
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}
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return result;
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}
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/* This case might be slightly more optimized, as we can reorder one frequently
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* reused matrix, such as VP.
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*/
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/* Note: second a matrix is assumed to be row-major, reverse of typical. */
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static inline com_mat_t com_mat_mul_reodered(com_mat_t a, com_mat_t b) {
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com_mat_t result;
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for (int c = 0; c < 4; ++c) {
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for (int r = 0; r < 4; ++r) {
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result.a[r + c * 4] = (((int64_t)a.a[0 + r * 4] * b.a[0 + c * 4]) +
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((int64_t)a.a[1 + r * 4] * b.a[1 + c * 4]) +
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((int64_t)a.a[2 + r * 4] * b.a[2 + c * 4]) +
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((int64_t)a.a[3 + r * 4] * b.a[3 + c * 4])) >>
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COM_FIXED_FRACBITS;
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}
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}
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return result;
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}
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/* Projects vertex position to a screen via reordered row-major MVP matrix,
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* which implies division by w in-place */
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static inline com_vec_t com_mat_vec_project(com_mat_t a, com_vec_t b) {
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com_fixed_t t[4];
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com_vec_t result;
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for (int c = 0; c < 4; ++c) {
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t[c] =
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(((int64_t)a.a[c * 4 + 0] * b.s.x) + ((int64_t)a.a[c * 4 + 1] * b.s.y) +
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((int64_t)a.a[c * 4 + 2] * b.s.z) + a.a[c * 4 + 3]) >>
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COM_FIXED_FRACBITS;
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}
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/* Creates perspective effect, could be skipped for orthographic */
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result.a[0] = com_fixed_div(t[0], t[3]);
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result.a[1] = com_fixed_div(t[1], t[3]);
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result.a[2] = com_fixed_div(t[2], t[3]);
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return result;
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}
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/* Slightly optimized case of assumed identity scaling, might be useful for MVP
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* calculations, if model matrix does not scale. View matrix is always
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* unscaled as well.
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*/
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// static inline com_mat_t com_mat_mul_no_scale(com_mat_t a, com_mat_t b) {
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// com_mat_t result;
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// /* TODO: calc the rest */
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// result.a[0 * 4 + 3] = 0;
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// result.a[1 * 4 + 3] = 0;
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// result.a[2 * 4 + 3] = 0;
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// result.a[3 * 4 + 3] = COM_FIXED_FRACUNIT;
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// return result;
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// }
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/* Reorder between column and row major, it's also called transposing */
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static inline com_mat_t com_mat_reoder(com_mat_t a) {
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com_mat_t result;
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for (int r = 0; r < 4; ++r) {
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for (int c = 0; c < 4; ++c) {
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result.a[c * 4 + r] = a.a[c + r * 4];
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}
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}
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return result;
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}
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/* TODO: move to .c file */
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/* Produces a view matrix needed for camera work. */
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static inline com_mat_t com_mat_look_at(com_vec_t pos, com_vec_t up,
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com_vec_t target) {
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com_vec_t const r = com_vec_nrm(com_vec_crs(target, up));
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com_vec_t const u = com_vec_crs(r, target);
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com_mat_t result;
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result.a[0] = r.s.x;
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result.a[1] = u.s.x;
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result.a[2] = -target.s.x;
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result.a[3] = 0;
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result.a[4] = r.s.y;
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result.a[5] = u.s.y;
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result.a[6] = -target.s.y;
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result.a[7] = 0;
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result.a[8] = r.s.z;
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result.a[9] = u.s.z;
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result.a[10] = -target.s.z;
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result.a[11] = 0;
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result.a[12] = -com_vec_dot(r, pos);
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result.a[13] = -com_vec_dot(u, pos);
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result.a[14] = com_vec_dot(target, pos);
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result.a[15] = COM_FIXED_FRACUNIT;
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return result;
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}
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/* TODO: move to .c file */
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/* Produces a projection matrix needed for camera work. */
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static inline com_mat_t com_mat_perspective(uint16_t rwidth, uint16_t rheight,
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com_fixed_t nearz, com_fixed_t farz,
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com_fixed_t fov) {
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com_mat_t result = {0};
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// com_fixed_t const aspect = com_fixed_div(rwidth, rheight);
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// const float f = 1.0f / tanf(camera->fov * 0.5f);
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// const float fn = 1.0f / (CAMERA_NEAR_Z - camera->far_z);
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// result.row[0].x = f / aspect;
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// result.row[1].y = f;
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// result.row[2].z = (CAMERA_NEAR_Z + camera->far_z) * fn;
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// result.row[2].w = -1.0f;
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// result.row[3].z = 2.0f * CAMERA_NEAR_Z * camera->far_z * fn;
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// return result;
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}
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#endif
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