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Start matrices

This commit is contained in:
Miloslav Číž 2018-11-21 16:46:01 +01:00
parent 4e1a808e1d
commit a3fd54891c
3 changed files with 74 additions and 14 deletions

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@ -1,5 +1,5 @@
#!/bin/bash
PROGRAM=testSDL
PROGRAM=test
clear; clear; g++ -x c -g -fmax-errors=5 -pedantic -Wall -Wextra -o $PROGRAM $PROGRAM.c -lSDL2 2>&1 >/dev/null && ./$PROGRAM

56
s3l.h
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@ -52,14 +52,13 @@
#include <stdint.h>
typedef int16_t S3L_Unit; /**< Units of measurement in 3D space. There is
typedef int32_t S3L_Unit; /**< Units of measurement in 3D space. There is
S3L_FRACTIONS_PER_UNIT in one spatial unit.
By dividing the unit into fractions we
effectively achieve fixed point arithmetic.
The number of fractions is a constant that
serves as 1.0 in floating point arithmetic
(normalization etc.). */
#define S3L_FRACTIONS_PER_UNIT 512 /**< How many fractions a spatial unit is
split into. WARNING: if setting
higher than 1024, you'll probably
@ -158,14 +157,24 @@ typedef struct
S3L_Unit w;
} S3L_Vec4;
#define S3L_writeVec4(v)\
printf("Vec4: %d %d %d %d\n",(v.x),(v.y),(v.z),(v.w))
static inline void S3L_initVec4(S3L_Vec4 *v)
{
v->x = 0; v->y = 0; v->z = 0; v->w = S3L_FRACTIONS_PER_UNIT;
}
typedef S3L_Unit S3L_Mat4[3][3]; /**< 4x4 matrix, used mostly for 3D
typedef S3L_Unit S3L_Mat4[4][4]; /**< 4x4 matrix, used mostly for 3D
transforms. The indexing is this:
matrix[column][row]. */
#define S3L_writeMat4(m)\
printf("Mat4:\n %d %d %d %d\n %d %d %d %d\n %d %d %d %d\n %d %d %d %d\n"\
,(m)[0][0],(m)[1][0],(m)[2][0],(m)[3][0],\
(m)[0][1],(m)[1][1],(m)[2][1],(m)[3][1],\
(m)[0][2],(m)[1][2],(m)[2][2],(m)[3][2],\
(m)[0][3],(m)[1][3],(m)[2][3],(m)[3][3])
/**
Initializes a 4x4 matrix to identity.
*/
@ -174,20 +183,20 @@ static inline void S3L_initMat4(S3L_Mat4 *m)
#define M(x,y) (*m)[x][y]
#define S S3L_FRACTIONS_PER_UNIT
M(0,0) = 0; M(1,0) = 0; M(2,0) = 0; M(3,0) = S;
M(0,1) = 0; M(1,1) = 0; M(2,1) = S; M(3,1) = 0;
M(0,2) = 0; M(1,2) = S; M(2,2) = 0; M(3,2) = 0;
M(0,3) = S; M(1,3) = 0; M(2,3) = 0; M(3,3) = 0;
M(0,0) = S; M(1,0) = 0; M(2,0) = 0; M(3,0) = 0;
M(0,1) = 0; M(1,1) = S; M(2,1) = 0; M(3,1) = 0;
M(0,2) = 0; M(1,2) = 0; M(2,2) = S; M(3,2) = 0;
M(0,3) = 0; M(1,3) = 0; M(2,3) = 0; M(3,3) = S;
#undef M
#undef S
}
/**
Multiplies a vector by a matrix.
Multiplies a vector by a matrix with normalization by S3L_FRACTIONS_PER_UNIT.
*/
static inline void S3L_Vec4xMat4(S3L_Vec4 *v, S3L_Mat4 *m)
static inline void S3L_vec4Xmat4(S3L_Vec4 *v, S3L_Mat4 *m)
{
S3L_Vec4 vBackup;
@ -196,15 +205,36 @@ static inline void S3L_Vec4xMat4(S3L_Vec4 *v, S3L_Mat4 *m)
vBackup.z = v->z;
vBackup.w = v->w;
// TODO: try alternative operation orders to optimize
v->x = vBackup.x * (*m)[0][0] +
vBackup.y * (*m)[0][1] +
vBackup.z * (*m)[0][2] +
vBackup.w * (*m)[0][3];
#define dot(col)\
(vBackup.x * (*m)[col][0]) / S3L_FRACTIONS_PER_UNIT +\
(vBackup.y * (*m)[col][1]) / S3L_FRACTIONS_PER_UNIT +\
(vBackup.z * (*m)[col][2]) / S3L_FRACTIONS_PER_UNIT +\
(vBackup.w * (*m)[col][3]) / S3L_FRACTIONS_PER_UNIT
v->x = dot(0);
v->y = dot(1);
v->z = dot(2);
v->w = dot(3);
#undef dot
}
static inline void S3L_makeTranslationMat(S3L_Unit offsetX, S3L_Unit offsetY,
S3L_Unit offsetZ, S3L_Mat4 *m)
{
#define M(x,y) (*m)[x][y]
#define S S3L_FRACTIONS_PER_UNIT
M(0,0) = S; M(1,0) = 0; M(2,0) = 0; M(3,0) = 0;
M(0,1) = 0; M(1,1) = S; M(2,1) = 0; M(3,1) = 0;
M(0,2) = 0; M(1,2) = 0; M(2,2) = S; M(3,2) = 0;
M(0,3) = offsetX; M(1,3) = offsetY; M(2,3) = offsetZ; M(3,3) = S;
#undef M
#undef S
}
typedef struct
{

30
test.c Normal file
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@ -0,0 +1,30 @@
#include <stdio.h>
#define S3L_PIXEL_FUNCTION pixelFunc
#include "s3l.h"
void pixelFunc(S3L_PixelInfo *pixel)
{
}
int main()
{
S3L_Mat4 m;
S3L_Vec4 v;
S3L_initMat4(&m);
S3L_writeMat4(m);
S3L_initVec4(&v);
S3L_writeVec4(v);
S3L_vec4Xmat4(&v,&m);
S3L_writeVec4(v);
S3L_makeTranslationMat(100,200,300,&m);
S3L_writeMat4(m);
return 0;
}