TINYGL: Done several optimizations to the maths code.

This commit is contained in:
Stefano Musumeci 2014-06-07 00:55:08 +02:00
parent 9be1423802
commit 4fbb2d0dc3
9 changed files with 333 additions and 254 deletions

View file

@ -8,67 +8,132 @@ namespace TinyGL {
// Inversion of a general nxn matrix.
// Note : m is destroyed
int Matrix_Inv(float *r, float *m, int n) {
int k;
float max, tmp, t;
double inv[16], det;
int i;
// identitée dans r
for (int i = 0; i < n * n; i++)
r[i] = 0;
for (int i = 0; i < n; i++)
r[i * n + i] = 1;
inv[0] = m[5] * m[10] * m[15] -
m[5] * m[11] * m[14] -
m[9] * m[6] * m[15] +
m[9] * m[7] * m[14] +
m[13] * m[6] * m[11] -
m[13] * m[7] * m[10];
for (int j = 0; j < n; j++) {
max = m[j * n + j];
k = j;
for (int i = j + 1; i < n; i++) {
if (fabs(m[i * n + j]) > fabs(max)) {
k = i;
max = m[i * n + j];
}
}
// non intersible matrix
if (max == 0)
return 1;
inv[4] = -m[4] * m[10] * m[15] +
m[4] * m[11] * m[14] +
m[8] * m[6] * m[15] -
m[8] * m[7] * m[14] -
m[12] * m[6] * m[11] +
m[12] * m[7] * m[10];
if (k != j) {
for (int i = 0; i < n; i++) {
tmp = m[j * n + i];
m[j * n + i] = m[k * n + i];
m[k * n + i] = tmp;
inv[8] = m[4] * m[9] * m[15] -
m[4] * m[11] * m[13] -
m[8] * m[5] * m[15] +
m[8] * m[7] * m[13] +
m[12] * m[5] * m[11] -
m[12] * m[7] * m[9];
tmp = r[j * n + i];
r[j * n + i] = r[k * n + i];
r[k * n + i] = tmp;
}
}
inv[12] = -m[4] * m[9] * m[14] +
m[4] * m[10] * m[13] +
m[8] * m[5] * m[14] -
m[8] * m[6] * m[13] -
m[12] * m[5] * m[10] +
m[12] * m[6] * m[9];
max = 1 / max;
for (int i = 0; i < n; i++) {
m[j * n + i] *= max;
r[j * n + i] *= max;
}
inv[1] = -m[1] * m[10] * m[15] +
m[1] * m[11] * m[14] +
m[9] * m[2] * m[15] -
m[9] * m[3] * m[14] -
m[13] * m[2] * m[11] +
m[13] * m[3] * m[10];
inv[5] = m[0] * m[10] * m[15] -
m[0] * m[11] * m[14] -
m[8] * m[2] * m[15] +
m[8] * m[3] * m[14] +
m[12] * m[2] * m[11] -
m[12] * m[3] * m[10];
for (int l = 0; l < n; l++) {
if (l != j) {
t = m[l * n + j];
for (int i = 0; i < n; i++) {
m[l * n + i] -= m[j * n + i] * t;
r[l * n + i] -= r[j * n + i] * t;
}
}
}
}
inv[9] = -m[0] * m[9] * m[15] +
m[0] * m[11] * m[13] +
m[8] * m[1] * m[15] -
m[8] * m[3] * m[13] -
m[12] * m[1] * m[11] +
m[12] * m[3] * m[9];
return 0;
}
inv[13] = m[0] * m[9] * m[14] -
m[0] * m[10] * m[13] -
m[8] * m[1] * m[14] +
m[8] * m[2] * m[13] +
m[12] * m[1] * m[10] -
m[12] * m[2] * m[9];
Vector3::Vector3() {
// Empty constructor, no overhead
}
inv[2] = m[1] * m[6] * m[15] -
m[1] * m[7] * m[14] -
m[5] * m[2] * m[15] +
m[5] * m[3] * m[14] +
m[13] * m[2] * m[7] -
m[13] * m[3] * m[6];
Vector3::Vector3(const Vector3 &other) {
memcpy(_v, other._v, sizeof(_v));
inv[6] = -m[0] * m[6] * m[15] +
m[0] * m[7] * m[14] +
m[4] * m[2] * m[15] -
m[4] * m[3] * m[14] -
m[12] * m[2] * m[7] +
m[12] * m[3] * m[6];
inv[10] = m[0] * m[5] * m[15] -
m[0] * m[7] * m[13] -
m[4] * m[1] * m[15] +
m[4] * m[3] * m[13] +
m[12] * m[1] * m[7] -
m[12] * m[3] * m[5];
inv[14] = -m[0] * m[5] * m[14] +
m[0] * m[6] * m[13] +
m[4] * m[1] * m[14] -
m[4] * m[2] * m[13] -
m[12] * m[1] * m[6] +
m[12] * m[2] * m[5];
inv[3] = -m[1] * m[6] * m[11] +
m[1] * m[7] * m[10] +
m[5] * m[2] * m[11] -
m[5] * m[3] * m[10] -
m[9] * m[2] * m[7] +
m[9] * m[3] * m[6];
inv[7] = m[0] * m[6] * m[11] -
m[0] * m[7] * m[10] -
m[4] * m[2] * m[11] +
m[4] * m[3] * m[10] +
m[8] * m[2] * m[7] -
m[8] * m[3] * m[6];
inv[11] = -m[0] * m[5] * m[11] +
m[0] * m[7] * m[9] +
m[4] * m[1] * m[11] -
m[4] * m[3] * m[9] -
m[8] * m[1] * m[7] +
m[8] * m[3] * m[5];
inv[15] = m[0] * m[5] * m[10] -
m[0] * m[6] * m[9] -
m[4] * m[1] * m[10] +
m[4] * m[2] * m[9] +
m[8] * m[1] * m[6] -
m[8] * m[2] * m[5];
det = m[0] * inv[0] + m[1] * inv[4] + m[2] * inv[8] + m[3] * inv[12];
if (det == 0)
return false;
det = 1.0 / det;
for (i = 0; i < 16; i++)
r[i] = inv[i] * det;
return true;
}
Vector3::Vector3(float x, float y, float z) {
@ -87,10 +152,6 @@ void Vector3::normalize() {
}
}
Vector4::Vector4() {
// Empty constructor, no overhead
}
Vector4::Vector4(float x, float y, float z, float w) {
_v[0] = x;
_v[1] = y;
@ -99,20 +160,12 @@ Vector4::Vector4(float x, float y, float z, float w) {
}
Vector4::Vector4(const Vector3 &vec, float w) {
_v[0] = vec.getX();
_v[1] = vec.getY();
_v[2] = vec.getZ();
_v[0] = vec.X;
_v[1] = vec.Y;
_v[2] = vec.Z;
_v[3] = w;
}
Matrix4::Matrix4() {
// Empty constructor, no overhead
}
Matrix4::Matrix4(const Matrix4 &other) {
memcpy(_m, other._m, sizeof(_m));
}
TinyGL::Matrix4 Matrix4::identity() {
Matrix4 a;
a.fill(0);
@ -126,29 +179,53 @@ TinyGL::Matrix4 Matrix4::identity() {
TinyGL::Matrix4 Matrix4::transpose() const {
Matrix4 a;
a.set(0, 0, this->get(0, 0));
a.set(0, 1, this->get(1, 0));
a.set(0, 2, this->get(2, 0));
a.set(0, 3, this->get(3, 0));
a.set(0, 0, this->_m[0][0]);
a.set(0, 1, this->_m[1][0]);
a.set(0, 2, this->_m[2][0]);
a.set(0, 3, this->_m[3][0]);
a.set(1, 0, this->get(0, 1));
a.set(1, 1, this->get(1, 1));
a.set(1, 2, this->get(2, 1));
a.set(1, 3, this->get(3, 1));
a.set(1, 0, this->_m[0][1]);
a.set(1, 1, this->_m[1][1]);
a.set(1, 2, this->_m[2][1]);
a.set(1, 3, this->_m[3][1]);
a.set(2, 0, this->get(0, 2));
a.set(2, 1, this->get(1, 2));
a.set(2, 2, this->get(2, 2));
a.set(2, 3, this->get(3, 2));
a.set(2, 0, this->_m[0][2]);
a.set(2, 1, this->_m[1][2]);
a.set(2, 2, this->_m[2][2]);
a.set(2, 3, this->_m[3][2]);
a.set(3, 0, this->get(0, 3));
a.set(3, 1, this->get(1, 3));
a.set(3, 2, this->get(2, 3));
a.set(3, 3, this->get(3, 3));
a.set(3, 0, this->_m[0][3]);
a.set(3, 1, this->_m[1][3]);
a.set(3, 2, this->_m[2][3]);
a.set(3, 3, this->_m[3][3]);
return a;
}
void Matrix4::transpose()
{
Matrix4 tmp = *this;
this->set(0, 0, tmp._m[0][0]);
this->set(0, 1, tmp._m[1][0]);
this->set(0, 2, tmp._m[2][0]);
this->set(0, 3, tmp._m[3][0]);
this->set(1, 0, tmp._m[0][1]);
this->set(1, 1, tmp._m[1][1]);
this->set(1, 2, tmp._m[2][1]);
this->set(1, 3, tmp._m[3][1]);
this->set(2, 0, tmp._m[0][2]);
this->set(2, 1, tmp._m[1][2]);
this->set(2, 2, tmp._m[2][2]);
this->set(2, 3, tmp._m[3][2]);
this->set(3, 0, tmp._m[0][3]);
this->set(3, 1, tmp._m[1][3]);
this->set(3, 2, tmp._m[2][3]);
this->set(3, 3, tmp._m[3][3]);
}
Matrix4 Matrix4::inverseOrtho() const {
Matrix4 a;
@ -198,36 +275,6 @@ Matrix4 Matrix4::rotation(float t, int u) {
return a;
}
Vector3 Matrix4::transform(const Vector3 &vector) const {
return Vector3(
vector.getX() * get(0, 0) + vector.getY() * get(0, 1) + vector.getZ() * get(0, 2) + get(0, 3),
vector.getX() * get(1, 0) + vector.getY() * get(1, 1) + vector.getZ() * get(1, 2) + get(1, 3),
vector.getX() * get(2, 0) + vector.getY() * get(2, 1) + vector.getZ() * get(2, 2) + get(2, 3));
}
Vector3 Matrix4::transform3x3(const Vector3 &vector) const {
return Vector3(
vector.getX() * get(0, 0) + vector.getY() * get(0, 1) + vector.getZ() * get(0, 2),
vector.getX() * get(1, 0) + vector.getY() * get(1, 1) + vector.getZ() * get(1, 2),
vector.getX() * get(2, 0) + vector.getY() * get(2, 1) + vector.getZ() * get(2, 2));
}
TinyGL::Vector4 Matrix4::transform3x4(const Vector4 &vector) const {
return Vector4(
vector.getX() * get(0, 0) + vector.getY() * get(0, 1) + vector.getZ() * get(0, 2) + get(0, 3),
vector.getX() * get(1, 0) + vector.getY() * get(1, 1) + vector.getZ() * get(1, 2) + get(1, 3),
vector.getX() * get(2, 0) + vector.getY() * get(2, 1) + vector.getZ() * get(2, 2) + get(2, 3),
vector.getX() * get(3, 0) + vector.getY() * get(3, 1) + vector.getZ() * get(3, 2) + get(3, 3));
}
Vector4 Matrix4::transform(const Vector4 &vector) const {
return Vector4(
vector.getX() * get(0, 0) + vector.getY() * get(0, 1) + vector.getZ() * get(0, 2) + vector.getW() * get(0, 3),
vector.getX() * get(1, 0) + vector.getY() * get(1, 1) + vector.getZ() * get(1, 2) + vector.getW() * get(1, 3),
vector.getX() * get(2, 0) + vector.getY() * get(2, 1) + vector.getZ() * get(2, 2) + vector.getW() * get(2, 3),
vector.getX() * get(3, 0) + vector.getY() * get(3, 1) + vector.getZ() * get(3, 2) + vector.getW() * get(3, 3));
}
bool Matrix4::IsIdentity() const {
//NOTE: This might need to be implemented in a fault-tolerant way.
for (int i = 0; i < 4; i++) {
@ -242,4 +289,10 @@ bool Matrix4::IsIdentity() const {
return true;
}
void Matrix4::invert()
{
Matrix4 source = *this;
Matrix_Inv((float *)this->_m, (float *)source._m, 4);
}
} // end of namespace TinyGL