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LibGfx+Demos: Make Matrix4x4 a true alias for Matrix<4,T>
Matrix4x4 was defined as a derived class of Matrix<N,T> before. Furthermore, some code was duplicated and it was overall just messy. This commit turns Matrix4x4 into a simple alias for Matrix<4,T>.
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0833db0874
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5 changed files with 103 additions and 117 deletions
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@ -128,13 +128,13 @@ void Cube::timer_event(Core::TimerEvent&)
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static float angle = 0;
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angle += 0.02f;
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auto matrix = FloatMatrix4x4::translate(FloatVector3(0, 0, 1.5f))
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* FloatMatrix4x4::rotate(FloatVector3(1, 0, 0), angle * 1.17356641f)
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* FloatMatrix4x4::rotate(FloatVector3(0, 1, 0), angle * 0.90533273f)
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* FloatMatrix4x4::rotate(FloatVector3(0, 0, 1), angle);
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auto matrix = Gfx::translation_matrix(FloatVector3(0, 0, 1.5f))
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* Gfx::rotation_matrix(FloatVector3(1, 0, 0), angle * 1.17356641f)
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* Gfx::rotation_matrix(FloatVector3(0, 1, 0), angle * 0.90533273f)
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* Gfx::rotation_matrix(FloatVector3(0, 0, 1), angle);
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for (int i = 0; i < 8; i++) {
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transformed_vertices[i] = matrix.transform_point(vertices[i]);
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transformed_vertices[i] = transform_point(matrix, vertices[i]);
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}
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GUI::Painter painter(*m_bitmap);
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@ -82,10 +82,10 @@ void GLContextWidget::timer_event(Core::TimerEvent&)
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glCallList(m_init_list);
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angle -= 0.01f;
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auto matrix = FloatMatrix4x4::translate(FloatVector3(0, 0, -8.5))
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* FloatMatrix4x4::rotate(FloatVector3(1, 0, 0), angle)
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* FloatMatrix4x4::rotate(FloatVector3(0, 1, 0), 0.0f)
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* FloatMatrix4x4::rotate(FloatVector3(0, 0, 1), angle);
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auto matrix = Gfx::translation_matrix(FloatVector3(0, 0, -8.5))
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* Gfx::rotation_matrix(FloatVector3(1, 0, 0), angle)
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* Gfx::rotation_matrix(FloatVector3(0, 1, 0), 0.0f)
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* Gfx::rotation_matrix(FloatVector3(0, 0, 1), angle);
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// We need to transpose here because OpenGL expects matrices in column major order
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// but our matrix class stores elements in row major order.
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@ -576,7 +576,7 @@ void SoftwareGLContext::gl_rotate(GLdouble angle, GLdouble x, GLdouble y, GLdoub
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FloatVector3 axis = { (float)x, (float)y, (float)z };
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axis.normalize();
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auto rotation_mat = FloatMatrix4x4::rotate(axis, angle);
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auto rotation_mat = Gfx::rotation_matrix(axis, static_cast<float>(angle));
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if (m_current_matrix_mode == GL_MODELVIEW)
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m_model_view_matrix = m_model_view_matrix * rotation_mat;
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@ -596,9 +596,9 @@ void SoftwareGLContext::gl_scale(GLdouble x, GLdouble y, GLdouble z)
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}
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if (m_current_matrix_mode == GL_MODELVIEW) {
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m_model_view_matrix = m_model_view_matrix * FloatMatrix4x4::scale({ static_cast<float>(x), static_cast<float>(y), static_cast<float>(z) });
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m_model_view_matrix = m_model_view_matrix * Gfx::scale_matrix(FloatVector3 { static_cast<float>(x), static_cast<float>(y), static_cast<float>(z) });
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} else if (m_current_matrix_mode == GL_PROJECTION) {
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m_projection_matrix = m_projection_matrix * FloatMatrix4x4::scale({ static_cast<float>(x), static_cast<float>(y), static_cast<float>(z) });
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m_projection_matrix = m_projection_matrix * Gfx::scale_matrix(FloatVector3 { static_cast<float>(x), static_cast<float>(y), static_cast<float>(z) });
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}
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m_error = GL_NO_ERROR;
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@ -614,9 +614,9 @@ void SoftwareGLContext::gl_translate(GLdouble x, GLdouble y, GLdouble z)
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}
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if (m_current_matrix_mode == GL_MODELVIEW) {
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m_model_view_matrix = m_model_view_matrix * FloatMatrix4x4::translate({ (float)x, (float)y, (float)z });
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m_model_view_matrix = m_model_view_matrix * Gfx::translation_matrix(FloatVector3 { (float)x, (float)y, (float)z });
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} else if (m_current_matrix_mode == GL_PROJECTION) {
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m_projection_matrix = m_projection_matrix * FloatMatrix4x4::translate({ (float)x, (float)y, (float)z });
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m_projection_matrix = m_projection_matrix * Gfx::translation_matrix(FloatVector3 { (float)x, (float)y, (float)z });
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}
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m_error = GL_NO_ERROR;
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@ -44,8 +44,8 @@ public:
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constexpr Matrix operator*(const Matrix& other) const
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{
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Matrix product;
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for (int i = 0; i < N; ++i) {
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for (int j = 0; j < N; ++j) {
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for (size_t i = 0; i < N; ++i) {
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for (size_t j = 0; j < N; ++j) {
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auto& element = product.m_elements[i][j];
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if constexpr (N == 4) {
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@ -75,6 +75,31 @@ public:
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return product;
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}
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constexpr static Matrix identity()
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{
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Matrix result;
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for (size_t i = 0; i < N; ++i) {
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for (size_t j = 0; j < N; ++j) {
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if (i == j)
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result.m_elements[i][j] = 1;
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else
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result.m_elements[i][j] = 0;
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}
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}
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return result;
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}
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constexpr Matrix transpose() const
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{
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Matrix result;
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for (size_t i = 0; i < N; ++i) {
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for (size_t j = 0; j < N; ++j) {
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result.m_elements[i][j] = m_elements[j][i];
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}
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}
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return result;
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}
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private:
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T m_elements[N][N];
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};
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@ -14,117 +14,78 @@
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namespace Gfx {
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template<typename T>
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class Matrix4x4 final {
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public:
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constexpr Matrix4x4() = default;
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constexpr Matrix4x4(T _11, T _12, T _13, T _14,
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T _21, T _22, T _23, T _24,
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T _31, T _32, T _33, T _34,
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T _41, T _42, T _43, T _44)
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: m_elements {
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_11, _12, _13, _14,
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_21, _22, _23, _24,
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_31, _32, _33, _34,
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_41, _42, _43, _44
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}
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{
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}
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using Matrix4x4 = Matrix<4, T>;
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constexpr auto elements() const { return m_elements; }
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constexpr auto elements() { return m_elements; }
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template<typename T>
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constexpr static Vector4<T> operator*(const Matrix4x4<T>& m, const Vector4<T>& v)
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{
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auto const& elements = m.elements();
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return Vector4<T>(
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v.x() * elements[0][0] + v.y() * elements[0][1] + v.z() * elements[0][2] + v.w() * elements[0][3],
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v.x() * elements[1][0] + v.y() * elements[1][1] + v.z() * elements[1][2] + v.w() * elements[1][3],
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v.x() * elements[2][0] + v.y() * elements[2][1] + v.z() * elements[2][2] + v.w() * elements[2][3],
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v.x() * elements[3][0] + v.y() * elements[3][1] + v.z() * elements[3][2] + v.w() * elements[3][3]);
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}
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constexpr Matrix4x4 operator*(const Matrix4x4& other) const
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{
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Matrix4x4 product;
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for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j) {
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product.m_elements[i][j] = m_elements[i][0] * other.m_elements[0][j]
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+ m_elements[i][1] * other.m_elements[1][j]
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+ m_elements[i][2] * other.m_elements[2][j]
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+ m_elements[i][3] * other.m_elements[3][j];
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}
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}
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return product;
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}
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template<typename T>
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constexpr static Vector3<T> transform_point(const Matrix4x4<T>& m, const Vector3<T>& p)
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{
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auto const& elements = m.elements();
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return Vector3<T>(
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p.x() * elements[0][0] + p.y() * elements[0][1] + p.z() * elements[0][2] + elements[0][3],
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p.x() * elements[1][0] + p.y() * elements[1][1] + p.z() * elements[1][2] + elements[1][3],
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p.x() * elements[2][0] + p.y() * elements[2][1] + p.z() * elements[2][2] + elements[2][3]);
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}
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constexpr Vector4<T> operator*(const Vector4<T>& v) const
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{
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return Vector4<T>(
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v.x() * m_elements[0][0] + v.y() * m_elements[0][1] + v.z() * m_elements[0][2] + v.w() * m_elements[0][3],
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v.x() * m_elements[1][0] + v.y() * m_elements[1][1] + v.z() * m_elements[1][2] + v.w() * m_elements[1][3],
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v.x() * m_elements[2][0] + v.y() * m_elements[2][1] + v.z() * m_elements[2][2] + v.w() * m_elements[2][3],
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v.x() * m_elements[3][0] + v.y() * m_elements[3][1] + v.z() * m_elements[3][2] + v.w() * m_elements[3][3]);
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}
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template<typename T>
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constexpr static Vector3<T> transform_direction(const Matrix4x4<T>& m, const Vector3<T>& d)
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{
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auto const& elements = m.elements();
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return Vector3<T>(
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d.x() * elements[0][0] + d.y() * elements[0][1] + d.z() * elements[0][2],
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d.x() * elements[1][0] + d.y() * elements[1][1] + d.z() * elements[1][2],
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d.x() * elements[2][0] + d.y() * elements[2][1] + d.z() * elements[2][2]);
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}
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constexpr Vector3<T> transform_point(const Vector3<T>& p) const
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{
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return Vector3<T>(
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p.x() * m_elements[0][0] + p.y() * m_elements[0][1] + p.z() * m_elements[0][2] + m_elements[0][3],
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p.x() * m_elements[1][0] + p.y() * m_elements[1][1] + p.z() * m_elements[1][2] + m_elements[1][3],
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p.x() * m_elements[2][0] + p.y() * m_elements[2][1] + p.z() * m_elements[2][2] + m_elements[2][3]);
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}
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template<typename T>
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constexpr static Matrix4x4<T> translation_matrix(const Vector3<T>& p)
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{
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return Matrix4x4<T>(
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1, 0, 0, p.x(),
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0, 1, 0, p.y(),
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0, 0, 1, p.z(),
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0, 0, 0, 1);
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}
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constexpr static Matrix4x4 identity()
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{
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return Matrix4x4(
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1);
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}
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template<typename T>
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constexpr static Matrix4x4<T> scale_matrix(const Vector3<T>& s)
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{
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return Matrix4x4<T>(
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s.x(), 0, 0, 0,
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0, s.y(), 0, 0,
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0, 0, s.z(), 0,
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0, 0, 0, 1);
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}
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constexpr static Matrix4x4 translate(const Vector3<T>& p)
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{
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return Matrix4x4(
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1, 0, 0, p.x(),
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0, 1, 0, p.y(),
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0, 0, 1, p.z(),
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0, 0, 0, 1);
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}
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template<typename T>
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constexpr static Matrix4x4<T> rotation_matrix(const Vector3<T>& axis, T angle)
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{
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T c = cos(angle);
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T s = sin(angle);
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T t = 1 - c;
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T x = axis.x();
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T y = axis.y();
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T z = axis.z();
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constexpr static Matrix4x4 scale(const Vector3<T>& s)
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{
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return Matrix4x4(
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s.x(), 0, 0, 0,
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0, s.y(), 0, 0,
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0, 0, s.z(), 0,
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0, 0, 0, 1);
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}
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constexpr static Matrix4x4 rotate(const Vector3<T>& axis, T angle)
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{
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T c = cos(angle);
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T s = sin(angle);
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T t = 1 - c;
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T x = axis.x();
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T y = axis.y();
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T z = axis.z();
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return Matrix4x4(
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t * x * x + c, t * x * y - z * s, t * x * z + y * s, 0,
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t * x * y + z * s, t * y * y + c, t * y * z - x * s, 0,
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t * x * z - y * s, t * y * z + x * s, t * z * z + c, 0,
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0, 0, 0, 1);
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}
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constexpr Matrix4x4 transpose() const
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{
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Matrix4x4 result;
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for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j) {
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result.m_elements[i][j] = m_elements[j][i];
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}
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}
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return result;
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}
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private:
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T m_elements[4][4];
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};
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return Matrix4x4<T>(
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t * x * x + c, t * x * y - z * s, t * x * z + y * s, 0,
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t * x * y + z * s, t * y * y + c, t * y * z - x * s, 0,
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t * x * z - y * s, t * y * z + x * s, t * z * z + c, 0,
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0, 0, 0, 1);
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}
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typedef Matrix4x4<float> FloatMatrix4x4;
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typedef Matrix4x4<double> DoubleMatrix4x4;
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}
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using Gfx::DoubleMatrix4x4;
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