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7972becddd | |||
16c045ba97 |
@ -7,15 +7,45 @@ CSS: /style.css
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A similar in essence trick to [by pi rotation](/articles/vector-pi-rotation.html), but with delta calculated
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for some corner which is reused later with negation and coordinate swap.
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Scaling by `M_SQRT1_2` is there to retain the quad size (Pythagorean stuffs).
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Additionally `cos(a) = sqrt(1 - sin(a) ^ 2)` is used to reuse the result of sin(a),
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with `fast_sqrt()` for good measure.
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### Code ###
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```c
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const t_fvec2 c = frect_center(sprite.rect);
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const t_fvec2 d = {
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.x = (cosf(sprite.rotation + (float)M_PI_4) * sprite.rect.w) * (float)M_SQRT1_2,
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.y = (sinf(sprite.rotation + (float)M_PI_4) * sprite.rect.h) * (float)M_SQRT1_2,
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/* http://www.azillionmonkeys.com/qed/sqroot.html */
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static inline float fast_sqrt(float x)
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{
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union {
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float f;
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uint32_t u;
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} pun = {.f = x};
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pun.u += 127 << 23;
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pun.u >>= 1;
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return pun.f;
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}
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/* instead of calculating cosf again, - use sinf result */
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static inline t_fvec2 fast_cossine(float a) {
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const float s = sinf(a);
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return (t_fvec2){
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.x = fast_sqrt(1.0f - s * s) *
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(a >= (float)M_PI_2 && a < (float)(M_PI + M_PI_2) ? -1 : 1),
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.y = s
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};
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}
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/* final vertex calculation */
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const t_fvec2 t = fast_cossine(sprite.rotation + (float)M_PI_4);
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/* scaling by `M_SQRT1_2` is there to retain the quad size (Pythagorean stuffs). */
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const t_fvec2 d = {
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.x = t.x * sprite.rect.w * (float)M_SQRT1_2,
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.y = t.y * sprite.rect.h * (float)M_SQRT1_2,
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};
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const t_fvec2 c = frect_center(sprite.rect);
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/* upper-left */
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const t_fvec2 v0 = { c.x - d.x, c.y - d.y };
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@ -65,6 +65,9 @@ CSS: /style.css
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- [Capsule collision detection](https://wickedengine.net/2020/04/26/capsule-collision-detection/)
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- [Forsyth vertex cache optimization](https://tomforsyth1000.github.io/papers/fast_vert_cache_opt.html)
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- [Depth buffer based lighting](https://www.researchgate.net/publication/320616607_Eye-Dome_Lighting_a_non-photorealistic_shading_technique)
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- [Computational Geometry in C (Second Edition)](http://www.science.smith.edu/~jorourke/books/compgeom.html)
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- [OpenGL FAQ](https://www.opengl.org/archives/resources/faq/technical/)
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- [SGI BSP FAQ](https://web.archive.org/web/20010614072959/http://reality.sgi.com/bspfaq/)
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## generational stuff
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- [Domain warping](https://iquilezles.org/articles/warp/)
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@ -79,7 +82,6 @@ CSS: /style.css
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## notable extensions
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- [Vertex array locking](https://registry.khronos.org/OpenGL/extensions/EXT/EXT_compiled_vertex_array.txt)
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- [Packed pixels](https://people.freedesktop.org/~marcheu/extensions/EXT/packed_pixels.html)
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- [Provoking vertex](https://registry.khronos.org/OpenGL/extensions/EXT/EXT_provoking_vertex.txt)
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- [Framebuffer fetch](https://registry.khronos.org/OpenGL/extensions/EXT/EXT_shader_framebuffer_fetch.txt)
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- [Integer textures](https://registry.khronos.org/OpenGL/extensions/EXT/EXT_texture_integer.txt)
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- [Texture swizzle](https://registry.khronos.org/OpenGL/extensions/EXT/EXT_texture_swizzle.txt)
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@ -96,7 +98,7 @@ CSS: /style.css
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- [Shader inter group communication](https://registry.khronos.org/OpenGL/extensions/ARB/ARB_shader_ballot.txt)
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- [Granular buffer memory control](https://registry.khronos.org/OpenGL/extensions/ARB/ARB_sparse_buffer.txt)
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- [Window pos](https://people.freedesktop.org/~marcheu/extensions/ARB/window_pos.html)
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- [Optimized fixed function fog](https://people.freedesktop.org/~marcheu/extensions/doc/fog_coord.html)
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- [No perspective interpolation for screen aligned geometry](https://registry.khronos.org/OpenGL/extensions/NV/NV_shader_noperspective_interpolation.txt)
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## data representations
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- [Efficient varying-length integers](https://john-millikin.com/vu128-efficient-variable-length-integers)
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