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Start matrices
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3 changed files with 74 additions and 14 deletions
2
make2.sh
2
make2.sh
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@ -1,5 +1,5 @@
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#!/bin/bash
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PROGRAM=testSDL
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PROGRAM=test
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clear; clear; g++ -x c -g -fmax-errors=5 -pedantic -Wall -Wextra -o $PROGRAM $PROGRAM.c -lSDL2 2>&1 >/dev/null && ./$PROGRAM
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56
s3l.h
56
s3l.h
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#include <stdint.h>
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typedef int16_t S3L_Unit; /**< Units of measurement in 3D space. There is
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typedef int32_t S3L_Unit; /**< Units of measurement in 3D space. There is
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S3L_FRACTIONS_PER_UNIT in one spatial unit.
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By dividing the unit into fractions we
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effectively achieve fixed point arithmetic.
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The number of fractions is a constant that
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serves as 1.0 in floating point arithmetic
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(normalization etc.). */
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#define S3L_FRACTIONS_PER_UNIT 512 /**< How many fractions a spatial unit is
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split into. WARNING: if setting
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higher than 1024, you'll probably
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@ -158,14 +157,24 @@ typedef struct
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S3L_Unit w;
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} S3L_Vec4;
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#define S3L_writeVec4(v)\
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printf("Vec4: %d %d %d %d\n",(v.x),(v.y),(v.z),(v.w))
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static inline void S3L_initVec4(S3L_Vec4 *v)
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{
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v->x = 0; v->y = 0; v->z = 0; v->w = S3L_FRACTIONS_PER_UNIT;
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}
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typedef S3L_Unit S3L_Mat4[3][3]; /**< 4x4 matrix, used mostly for 3D
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typedef S3L_Unit S3L_Mat4[4][4]; /**< 4x4 matrix, used mostly for 3D
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transforms. The indexing is this:
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matrix[column][row]. */
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#define S3L_writeMat4(m)\
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printf("Mat4:\n %d %d %d %d\n %d %d %d %d\n %d %d %d %d\n %d %d %d %d\n"\
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,(m)[0][0],(m)[1][0],(m)[2][0],(m)[3][0],\
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(m)[0][1],(m)[1][1],(m)[2][1],(m)[3][1],\
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(m)[0][2],(m)[1][2],(m)[2][2],(m)[3][2],\
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(m)[0][3],(m)[1][3],(m)[2][3],(m)[3][3])
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/**
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Initializes a 4x4 matrix to identity.
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*/
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@ -174,20 +183,20 @@ static inline void S3L_initMat4(S3L_Mat4 *m)
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#define M(x,y) (*m)[x][y]
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#define S S3L_FRACTIONS_PER_UNIT
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M(0,0) = 0; M(1,0) = 0; M(2,0) = 0; M(3,0) = S;
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M(0,1) = 0; M(1,1) = 0; M(2,1) = S; M(3,1) = 0;
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M(0,2) = 0; M(1,2) = S; M(2,2) = 0; M(3,2) = 0;
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M(0,3) = S; M(1,3) = 0; M(2,3) = 0; M(3,3) = 0;
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M(0,0) = S; M(1,0) = 0; M(2,0) = 0; M(3,0) = 0;
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M(0,1) = 0; M(1,1) = S; M(2,1) = 0; M(3,1) = 0;
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M(0,2) = 0; M(1,2) = 0; M(2,2) = S; M(3,2) = 0;
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M(0,3) = 0; M(1,3) = 0; M(2,3) = 0; M(3,3) = S;
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#undef M
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#undef S
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}
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/**
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Multiplies a vector by a matrix.
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Multiplies a vector by a matrix with normalization by S3L_FRACTIONS_PER_UNIT.
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*/
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static inline void S3L_Vec4xMat4(S3L_Vec4 *v, S3L_Mat4 *m)
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static inline void S3L_vec4Xmat4(S3L_Vec4 *v, S3L_Mat4 *m)
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{
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S3L_Vec4 vBackup;
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vBackup.z = v->z;
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vBackup.w = v->w;
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// TODO: try alternative operation orders to optimize
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v->x = vBackup.x * (*m)[0][0] +
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vBackup.y * (*m)[0][1] +
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vBackup.z * (*m)[0][2] +
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vBackup.w * (*m)[0][3];
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#define dot(col)\
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(vBackup.x * (*m)[col][0]) / S3L_FRACTIONS_PER_UNIT +\
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(vBackup.y * (*m)[col][1]) / S3L_FRACTIONS_PER_UNIT +\
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(vBackup.z * (*m)[col][2]) / S3L_FRACTIONS_PER_UNIT +\
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(vBackup.w * (*m)[col][3]) / S3L_FRACTIONS_PER_UNIT
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v->x = dot(0);
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v->y = dot(1);
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v->z = dot(2);
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v->w = dot(3);
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#undef dot
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}
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static inline void S3L_makeTranslationMat(S3L_Unit offsetX, S3L_Unit offsetY,
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S3L_Unit offsetZ, S3L_Mat4 *m)
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{
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#define M(x,y) (*m)[x][y]
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#define S S3L_FRACTIONS_PER_UNIT
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M(0,0) = S; M(1,0) = 0; M(2,0) = 0; M(3,0) = 0;
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M(0,1) = 0; M(1,1) = S; M(2,1) = 0; M(3,1) = 0;
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M(0,2) = 0; M(1,2) = 0; M(2,2) = S; M(3,2) = 0;
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M(0,3) = offsetX; M(1,3) = offsetY; M(2,3) = offsetZ; M(3,3) = S;
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#undef M
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#undef S
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}
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typedef struct
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{
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30
test.c
Normal file
30
test.c
Normal file
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#include <stdio.h>
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#define S3L_PIXEL_FUNCTION pixelFunc
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#include "s3l.h"
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void pixelFunc(S3L_PixelInfo *pixel)
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{
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}
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int main()
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{
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S3L_Mat4 m;
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S3L_Vec4 v;
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S3L_initMat4(&m);
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S3L_writeMat4(m);
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S3L_initVec4(&v);
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S3L_writeVec4(v);
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S3L_vec4Xmat4(&v,&m);
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S3L_writeVec4(v);
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S3L_makeTranslationMat(100,200,300,&m);
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S3L_writeMat4(m);
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return 0;
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}
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