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Add vec3Xmat4
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1 changed files with 29 additions and 9 deletions
38
s3l.h
38
s3l.h
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@ -323,7 +323,7 @@ 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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printfi"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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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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@ -350,7 +350,6 @@ static inline void S3L_initMat4(S3L_Mat4 *m)
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Multiplies a vector by a matrix with normalization by S3L_FRACTIONS_PER_UNIT.
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Result is stored in the input vector.
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*/
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void S3L_vec4Xmat4(S3L_Vec4 *v, S3L_Mat4 *m)
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{
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S3L_Vec4 vBackup;
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@ -362,20 +361,40 @@ void S3L_vec4Xmat4(S3L_Vec4 *v, S3L_Mat4 *m)
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// TODO: try alternative operation orders to optimize
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#define dot(col)\
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#define dotCol(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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v->x = dotCol(0);
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v->y = dotCol(1);
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v->z = dotCol(2);
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v->w = dotCol(3);
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#undef dot
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}
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/**
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Same as S3L_vec4Xmat4 but faster, because this version doesn't compute the W
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component of the result, which is usually not needed.
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*/
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void S3L_vec3Xmat4(S3L_Vec4 *v, S3L_Mat4 *m)
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{
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S3L_Vec4 vBackup;
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vBackup.x = v->x;
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vBackup.y = v->y;
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vBackup.z = v->z;
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vBackup.w = v->w;
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v->x = dotCol(0);
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v->y = dotCol(1);
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v->z = dotCol(2);
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v->w = S3L_FRACTIONS_PER_UNIT;
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}
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#undef dotCol
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// general helper functions
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static inline S3L_Unit S3L_abs(S3L_Unit value)
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@ -1389,6 +1408,7 @@ void S3L_drawModelIndexed(
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S3L_makeWorldMatrix(modelTransform,&mat1);
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S3L_makeCameraMatrix(camera->transform,&mat2);
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S3L_mat4Xmat4(&mat1,&mat2);
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while (triangleIndex < triangleCount)
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@ -1401,7 +1421,7 @@ void S3L_drawModelIndexed(
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++indexIndex;\
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pointModel.z = coords[indexIndex];\
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++coordIndex;\
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S3L_vec4Xmat4(&pointModel,&mat1);\
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S3L_vec3Xmat4(&pointModel,&mat1);\
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transformed##n.x = pointModel.x;\
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transformed##n.y = pointModel.y;\
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transformed##n.z = pointModel.z;\
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