Re-added the built-in NormalMatrix uniform 3x3 matrix variable to shaders.

This commit is contained in:
Alex Szpakowski
2015-06-26 21:51:22 -03:00
parent d8fd1413d6
commit 1e8786879b
5 changed files with 181 additions and 4 deletions
+97 -1
View File
@@ -85,7 +85,7 @@ Matrix4 Matrix4::operator * (const Matrix4 &m) const
void Matrix4::operator *= (const Matrix4 &m)
{
Matrix4 t = (*this) * m;
memcpy((void *)this->e, (void *)t.e, sizeof(float)*16);
memcpy(this->e, t.e, sizeof(float)*16);
}
const float *Matrix4::getElements() const
@@ -191,5 +191,101 @@ Matrix4 Matrix4::ortho(float left, float right, float bottom, float top)
return m;
}
/**
* | e0 e3 e6 |
* | e1 e4 e7 |
* | e2 e5 e8 |
**/
Matrix3::Matrix3()
{
setIdentity();
}
Matrix3::Matrix3(const Matrix4 &mat4)
{
const float *mat4elems = mat4.getElements();
// Column 0.
e[0] = mat4elems[0];
e[1] = mat4elems[1];
e[2] = mat4elems[2];
// Column 1.
e[3] = mat4elems[4];
e[4] = mat4elems[5];
e[5] = mat4elems[6];
// Column 2.
e[6] = mat4elems[8];
e[7] = mat4elems[9];
e[8] = mat4elems[10];
}
Matrix3::~Matrix3()
{
}
void Matrix3::setIdentity()
{
memset(e, 0, sizeof(float) * 9);
e[8] = e[4] = e[0] = 1.0f;
}
Matrix3 Matrix3::operator * (const love::Matrix3 &m) const
{
Matrix3 t;
t.e[0] = (e[0]*m.e[0]) + (e[3]*m.e[1]) + (e[6]*m.e[2]);
t.e[3] = (e[0]*m.e[3]) + (e[3]*m.e[4]) + (e[6]*m.e[5]);
t.e[6] = (e[0]*m.e[6]) + (e[3]*m.e[7]) + (e[6]*m.e[8]);
t.e[1] = (e[1]*m.e[0]) + (e[4]*m.e[1]) + (e[7]*m.e[2]);
t.e[4] = (e[1]*m.e[3]) + (e[4]*m.e[4]) + (e[7]*m.e[5]);
t.e[7] = (e[1]*m.e[6]) + (e[4]*m.e[7]) + (e[7]*m.e[8]);
t.e[2] = (e[2]*m.e[0]) + (e[5]*m.e[1]) + (e[8]*m.e[2]);
t.e[5] = (e[2]*m.e[3]) + (e[5]*m.e[4]) + (e[8]*m.e[5]);
t.e[8] = (e[2]*m.e[6]) + (e[5]*m.e[7]) + (e[8]*m.e[8]);
return t;
}
void Matrix3::operator *= (const Matrix3 &m)
{
Matrix3 t = (*this) * m;
memcpy(e, t.e, sizeof(float) * 9);
}
const float *Matrix3::getElements() const
{
return e;
}
Matrix3 Matrix3::transposedInverse() const
{
// e0 e3 e6
// e1 e4 e7
// e2 e5 e8
float det = e[0] * (e[4]*e[8] - e[7]*e[5])
- e[1] * (e[3]*e[8] - e[5]*e[6])
+ e[2] * (e[3]*e[7] - e[4]*e[6]);
float invdet = 1.0f / det;
Matrix3 m;
m.e[0] = invdet * (e[4]*e[8] - e[7]*e[5]);
m.e[3] = -invdet * (e[1]*e[8] - e[2]*e[7]);
m.e[6] = invdet * (e[1]*e[5] - e[2]*e[4]);
m.e[1] = -invdet * (e[3]*e[8] - e[5]*e[6]);
m.e[4] = invdet * (e[0]*e[8] - e[2]*e[6]);
m.e[7] = -invdet * (e[0]*e[5] - e[3]*e[2]);
m.e[2] = invdet * (e[3]*e[7] - e[6]*e[4]);
m.e[5] = -invdet * (e[0]*e[7] - e[6]*e[1]);
m.e[8] = invdet * (e[0]*e[4] - e[3]*e[1]);
return m;
}
} // love
+70 -3
View File
@@ -28,9 +28,9 @@ namespace love
{
/**
* This class is the basis for all transformations in LOVE. Althought not
* really needed for 2D, it contains 4x4 elements to be compatible with
* OpenGL without conversions.
* This class is the basis for all transformations in LOVE. Although not really
* needed for 2D, it contains 4x4 elements to be compatible with OpenGL without
* conversions.
**/
class Matrix4
{
@@ -174,6 +174,54 @@ private:
}; // Matrix4
class Matrix3
{
public:
Matrix3();
/**
* Constructs a 3x3 matrix from the upper left section of a 4x4 matrix.
**/
Matrix3(const Matrix4 &mat4);
~Matrix3();
/**
* Resets this matrix to the identity matrix.
**/
void setIdentity();
Matrix3 operator * (const Matrix3 &m) const;
void operator *= (const Matrix3 &m);
/**
* Gets a pointer to the 9 array elements.
**/
const float *getElements() const;
/**
* Calculates the inverse of the transpose of this matrix.
**/
Matrix3 transposedInverse() const;
/**
* Transforms an array of vertices by this matrix.
**/
template <typename V>
void transform(V *dst, const V *src, int size) const;
private:
/**
* | e0 e3 e6
* | e1 e4 e7
* | e2 e5 e8
**/
float e[9];
}; // Matrix3
// | x |
// | y |
// | 0 |
@@ -197,6 +245,25 @@ void Matrix4::transform(V *dst, const V *src, int size) const
}
}
// | x |
// | y |
// | 1 |
// | e0 e3 e6 |
// | e1 e4 e7 |
// | e2 e5 e8 |
template <typename V>
void Matrix3::transform(V *dst, const V *src, int size) const
{
for (int i = 0; i < size; i++)
{
float x = (e[0]*src[i].x) + (e[3]*src[i].y) + (e[6]);
float y = (e[1]*src[i].x) + (e[4]*src[i].y) + (e[7]);
dst[i].x = x;
dst[i].y = y;
}
}
} //love
#endif// LOVE_MATRIX_H