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base: huge refactor in vector.h; GCC compilation times down by 50%.

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Sam Hocevar 10 jaren geleden
bovenliggende
commit
12aaff89e3
13 gewijzigde bestanden met toevoegingen van 1395 en 1394 verwijderingen
  1. +2
    -2
      demos/tutorial/06_sprite.cpp
  2. +1
    -1
      demos/tutorial/07_input.cpp
  3. +16
    -14
      demos/tutorial/11_fractal.cpp
  4. +1
    -1
      src/debug/fps.cpp
  5. +1
    -1
      src/eglapp.cpp
  6. +7
    -7
      src/gpu/renderer.cpp
  7. +1
    -1
      src/image/codec/oric-image.cpp
  8. +16
    -16
      src/lol/math/geometry.h
  9. +1335
    -1335
      src/lol/math/vector.h
  10. +6
    -6
      src/math/constants.cpp
  11. +2
    -2
      src/math/vector.cpp
  12. +0
    -1
      test/meshviewer.cpp
  13. +7
    -7
      test/unit/cmplx.cpp

+ 2
- 2
demos/tutorial/06_sprite.cpp Bestand weergeven

@@ -35,7 +35,7 @@ public:

for (int i = 0; i < SPRITE_COUNT; ++i)
{
m_sprites.Push(ivec3(rand(-96, 640), rand(-96, 480), 0),
m_sprites.Push(vec3(rand(-96, 640), rand(-96, 480), 0),
rand(0.f, 1.f));
}

@@ -78,7 +78,7 @@ public:
int frame = (int)(m_sprites[i].m2 * FRAME_COUNT);
// m_sprites[i].m1.z = frame;
scene.AddTile(m_tileset, frame,
(ivec3)m_sprites[i].m1, 0, vec2(2.f), 0.f);
m_sprites[i].m1, 0, vec2(2.f), 0.f);
}
}



+ 1
- 1
demos/tutorial/07_input.cpp Bestand weergeven

@@ -73,7 +73,7 @@ public:
m_lines_indices << 0 << 4 << 1 << 5 << 2 << 6 << 3 << 7;

m_text = new Text("", "data/font/ascii.png");
m_text->SetPos(ivec3(5, 5, 1));
m_text->SetPos(vec3(5, 5, 1));
Ticker::Ref(m_text);

m_ready = false;


+ 16
- 14
demos/tutorial/11_fractal.cpp Bestand weergeven

@@ -33,8 +33,8 @@ public:
m_size = size;
m_size.x = (m_size.x + 15) & ~15;
m_size.y = (m_size.y + 15) & ~15;
m_texel_settings = vec4(1.0, 1.0, 2.0, 2.0) / m_size.xyxy;
m_screen_settings = vec4(1.0, 1.0, 0.5, 0.5) * m_size.xyxy;
m_texel_settings = vec4(1.0, 1.0, 2.0, 2.0) / (vec4)m_size.xyxy;
m_screen_settings = vec4(1.0, 1.0, 0.5, 0.5) * (vec4)m_size.xyxy;

/* Window size decides the world aspect ratio. For instance, 640×480
* will be mapped to (-0.66,-0.5) - (0.66,0.5). */
@@ -105,21 +105,21 @@ public:

#if !defined __native_client__
m_centertext = new Text(NULL, "data/font/ascii.png");
m_centertext->SetPos(ivec3(5, m_window_size.y - 15, 1));
m_centertext->SetPos(vec3(5, m_window_size.y - 15, 1));
Ticker::Ref(m_centertext);

m_mousetext = new Text(NULL, "data/font/ascii.png");
m_mousetext->SetPos(ivec3(5, m_window_size.y - 29, 1));
m_mousetext->SetPos(vec3(5, m_window_size.y - 29, 1));
Ticker::Ref(m_mousetext);

m_zoomtext = new Text(NULL, "data/font/ascii.png");
m_zoomtext->SetPos(ivec3(5, m_window_size.y - 43, 1));
m_zoomtext->SetPos(vec3(5, m_window_size.y - 43, 1));
Ticker::Ref(m_zoomtext);
#endif

m_position = ivec3(0, 0, 0);
m_position = vec3::zero;
m_bbox[0] = m_position;
m_bbox[1] = ivec3(m_window_size, 0);
m_bbox[1] = vec3((vec2)m_window_size, 0);
//Input::TrackMouse(this);

#if LOL_FEATURE_THREADS
@@ -175,7 +175,8 @@ public:
int prev_frame = (m_frame + 4) % 4;
m_frame = (m_frame + 1) % 4;

rcmplx worldmouse = m_center + rcmplx(ScreenToWorldOffset(mousepos));
rcmplx worldmouse = m_center
+ rcmplx(ScreenToWorldOffset((vec2)mousepos));

uint32_t buttons = 0;
//uint32_t buttons = Input::GetMouseButtons();
@@ -187,13 +188,13 @@ public:
m_oldmouse = mousepos;
m_drag = true;
}
m_translate = ScreenToWorldOffset(m_oldmouse)
- ScreenToWorldOffset(mousepos);
m_translate = rcmplx(ScreenToWorldOffset((vec2)m_oldmouse)
- ScreenToWorldOffset((vec2)mousepos));
/* XXX: the purpose of this hack is to avoid translating by
* an exact number of pixels. If this were to happen, the step()
* optimisation for i915 cards in our shader would behave
* incorrectly because a quarter of the pixels in the image
* would have tie rankings in the distance calculation. */
* would have tied rankings in the distance calculation. */
m_translate *= real(1023.0 / 1024.0);
m_oldmouse = mousepos;
}
@@ -203,7 +204,7 @@ public:
if (m_translate != rcmplx(0.0, 0.0))
{
m_translate *= real(std::pow(2.0, -seconds * 5.0));
if ((double)m_translate.norm() < m_radius * 1e-4)
if ((double)norm(m_translate) < m_radius * 1e-4)
m_translate = rcmplx(0.0, 0.0);
}
}
@@ -242,7 +243,8 @@ public:
#if !defined __CELLOS_LV2__ && !defined _XBOX
m_center += m_translate;
m_center = (m_center - worldmouse) * real(zoom) + worldmouse;
worldmouse = m_center + rcmplx(ScreenToWorldOffset(mousepos));
worldmouse = m_center
+ rcmplx(ScreenToWorldOffset((vec2)mousepos));
#endif

/* Store the transformation properties to go from m_frame - 1
@@ -352,7 +354,7 @@ public:
for (int i = m_frame % 2; i < m_size.x; i += 2)
{
double xr, yr, x0, y0, x1, y1, x2, y2, x3, y3;
dcmplx z0 = c + TexelToWorldOffset(ivec2(i, j));
dcmplx z0 = c + TexelToWorldOffset(vec2(i, j));
//dcmplx r0(0.28693186889504513, 0.014286693904085048);
//dcmplx r0(0.001643721971153, 0.822467633298876);
//dcmplx r0(-1.207205434596, 0.315432814901);


+ 1
- 1
src/debug/fps.cpp Bestand weergeven

@@ -50,7 +50,7 @@ DebugFps::DebugFps(int x, int y)
}
#else
data->lines[0] = new Text("", "data/font/ascii.png");
data->lines[0]->SetPos(ivec3(x, y, 100));
data->lines[0]->SetPos(vec3(x, y, 100));
Ticker::Ref(data->lines[0]);
#endif
}


+ 1
- 1
src/eglapp.cpp Bestand weergeven

@@ -247,7 +247,7 @@ EglApp::EglApp(char const *title, ivec2 res, float fps) :
# if !defined HAVE_BCM_HOST_H
XWindowAttributes gwa;
XGetWindowAttributes(data->dpy, data->win, &gwa);
data->screen_size = ivec2(gwa.width, gwa.height);
data->screen_size = uvec2(gwa.width, gwa.height);
# endif

# if defined USE_SDL


+ 7
- 7
src/gpu/renderer.cpp Bestand weergeven

@@ -139,7 +139,7 @@ Renderer::Renderer(ivec2 size)

/* Initialise rendering states */
m_data->m_viewport = ibox2(0, 0, 0, 0);
SetViewport(ibox2(vec2::zero, size));
SetViewport(ibox2(ivec2::zero, size));

m_data->m_clear_color = vec4(-1.f);
SetClearColor(vec4(0.1f, 0.2f, 0.3f, 1.0f));
@@ -257,17 +257,17 @@ ibox2 Renderer::GetViewport() const
float Renderer::GetXYRatio() const
{
ibox2 a = GetViewport();
box2 b(a.A, a.B);
vec2 s = b.B - b.A;
return s.x / s.y;
ibox2 b(a.A, a.B);
ivec2 s = b.B - b.A;
return (float)s.x / s.y;
}

float Renderer::GetYXRatio() const
{
ibox2 a = GetViewport();
box2 b(a.A, a.B);
vec2 s = b.B - b.A;
return s.y / s.x;
ibox2 b(a.A, a.B);
ivec2 s = b.B - b.A;
return (float)s.y / s.x;
}

/*


+ 1
- 1
src/image/codec/oric-image.cpp Bestand weergeven

@@ -500,7 +500,7 @@ void OricImageCodec::WriteScreen(Image &image, array<uint8_t> &result)

/* Recursively compute and apply best command */
int dummy;
uint8_t command = bestmove(srcl, bgfg, vec3(0), depth,
uint8_t command = bestmove(srcl, bgfg, ivec3(0), depth,
0x7fffff, &dummy, dstl);
/* Propagate error */
for (int i = 0; i < 6; i++)


+ 16
- 16
src/lol/math/geometry.h Bestand weergeven

@@ -49,7 +49,7 @@ template <typename T> struct Box2
B(T(0))
{}

inline Box2(Vec2<T> const &a, Vec2<T> const &b)
inline Box2(vec<2,T> const &a, vec<2,T> const &b)
: A(a),
B(b)
{}
@@ -59,32 +59,32 @@ template <typename T> struct Box2
B(bx, by)
{}

Box2<T> operator +(Vec2<T> const &v) const
Box2<T> operator +(vec<2,T> const &v) const
{
return Box2<T>(A + v, B + v);
}

Box2<T> &operator +=(Vec2<T> const &v)
Box2<T> &operator +=(vec<2,T> const &v)
{
return *this = *this + v;
}

Box2<T> operator -(Vec2<T> const &v) const
Box2<T> operator -(vec<2,T> const &v) const
{
return Box2<T>(A - v, B - v);
}

Box2<T> &operator -=(Vec2<T> const &v)
Box2<T> &operator -=(vec<2,T> const &v)
{
return *this = *this - v;
}

Box2<T> operator *(Vec2<T> const &v) const
Box2<T> operator *(vec<2,T> const &v) const
{
return Box2<T>(A * v, B * v);
}

Box2<T> &operator *=(Vec2<T> const &v)
Box2<T> &operator *=(vec<2,T> const &v)
{
return *this = *this * v;
}
@@ -99,7 +99,7 @@ template <typename T> struct Box2
return A != box.A || B != box.B;
}

Vec2<T> A, B;
vec<2,T> A, B;
};

/*
@@ -113,7 +113,7 @@ template <typename T> struct Box3
B(T(0))
{}

inline Box3(Vec3<T> const &a, Vec3<T> const &b)
inline Box3(vec<3,T> const &a, vec<3,T> const &b)
: A(a),
B(b)
{}
@@ -124,32 +124,32 @@ template <typename T> struct Box3
B(bx, by, bz)
{}

Box3<T> operator +(Vec3<T> const &v) const
Box3<T> operator +(vec<3,T> const &v) const
{
return Box3<T>(A + v, B + v);
}

Box3<T> &operator +=(Vec3<T> const &v)
Box3<T> &operator +=(vec<3,T> const &v)
{
return *this = *this + v;
}

Box3<T> operator -(Vec3<T> const &v) const
Box3<T> operator -(vec<3,T> const &v) const
{
return Box3<T>(A - v, B - v);
}

Box3<T> &operator -=(Vec3<T> const &v)
Box3<T> &operator -=(vec<3,T> const &v)
{
return *this = *this - v;
}

Box3<T> operator *(Vec3<T> const &v) const
Box3<T> operator *(vec<3,T> const &v) const
{
return Box3<T>(A * v, B * v);
}

Box3<T> &operator *=(Vec3<T> const &v)
Box3<T> &operator *=(vec<3,T> const &v)
{
return *this = *this * v;
}
@@ -164,7 +164,7 @@ template <typename T> struct Box3
return A != box.A || B != box.B;
}

Vec3<T> A, B;
vec<3,T> A, B;
};

/*


+ 1335
- 1335
src/lol/math/vector.h
Diff onderdrukt omdat het te groot bestand
Bestand weergeven


+ 6
- 6
src/math/constants.cpp Bestand weergeven

@@ -18,25 +18,25 @@ namespace lol {

#define LOL_VEC_2_CONST(type, name, a, b) \
template<> \
Vec2<type> const Vec2<type>::name = Vec2<type>((type)a, (type)b);
vec<2,type> const vec<2,type>::name = vec<2,type>((type)a, (type)b);

#define LOL_VEC_3_CONST(type, name, a, b, c) \
template<> \
Vec3<type> const Vec3<type>::name = Vec3<type>((type)a, (type)b, (type)c);
vec<3,type> const vec<3,type>::name = vec<3,type>((type)a, (type)b, (type)c);

#define LOL_VEC_4_CONST(type, name, a, b, c, d) \
template<> \
Vec4<type> const Vec4<type>::name = Vec4<type>((type)a, (type)b, (type)c, (type)d);
vec<4,type> const vec<4,type>::name = vec<4,type>((type)a, (type)b, (type)c, (type)d);

#define LOL_MAT_CONST(type, name, a) \
template<> \
Mat2<type> const Mat2<type>::name = Mat2<type>((type)a); \
matrix<2,2,type> const matrix<2,2,type>::name = matrix<2,2,type>((type)a); \
\
template<> \
Mat3<type> const Mat3<type>::name = Mat3<type>((type)a); \
matrix<3,3,type> const matrix<3,3,type>::name = matrix<3,3,type>((type)a); \
\
template<> \
Mat4<type> const Mat4<type>::name = Mat4<type>((type)a);
matrix<4,4,type> const matrix<4,4,type>::name = matrix<4,4,type>((type)a);

#define LOL_ALL_CONST_INNER(type) \
LOL_VEC_2_CONST(type, zero, 0, 0) \


+ 2
- 2
src/math/vector.cpp Bestand weergeven

@@ -407,7 +407,7 @@ template<> mat3 mat3::rotate(float degrees, vec3 v)
return rotate(degrees, v.x, v.y, v.z);
}

template<> mat3::Mat3(quat const &q)
template<> mat3::matrix(quat const &q)
{
float n = norm(q);

@@ -434,7 +434,7 @@ template<> mat3::Mat3(quat const &q)
v2[2] = 1.0f - s * (q.x * q.x + q.y * q.y);
}

template<> mat4::Mat4(quat const &q)
template<> mat4::matrix(quat const &q)
{
*this = mat4(mat3(q), 1.f);
}


+ 0
- 1
test/meshviewer.cpp Bestand weergeven

@@ -19,7 +19,6 @@
#include <lol/main.h>
#include "scenesetup.h"

using namespace std;
using namespace lol;

static int const TEXTURE_WIDTH = 256;


+ 7
- 7
test/unit/cmplx.cpp Bestand weergeven

@@ -61,17 +61,17 @@ LOLUNIT_FIXTURE(ComplexTest)
{
cmplx a(3.0f, -4.0f);

LOLUNIT_ASSERT_EQUAL(a.norm(), 5.0f);
LOLUNIT_ASSERT_EQUAL(norm(a), 5.0f);

cmplx b = a * ~a;
cmplx c = a.norm() * a.norm();
cmplx c = norm(a) * norm(a);

LOLUNIT_ASSERT_EQUAL(b, c);

cmplx d(5.0f, 12.0f);

LOLUNIT_ASSERT_EQUAL(d.norm(), 13.0f);
LOLUNIT_ASSERT_EQUAL((a * d).norm(), a.norm() * d.norm());
LOLUNIT_ASSERT_EQUAL(norm(d), 13.0f);
LOLUNIT_ASSERT_EQUAL(norm(a * d), norm(a) * norm(d));
}

LOLUNIT_TEST(Base)
@@ -79,8 +79,8 @@ LOLUNIT_FIXTURE(ComplexTest)
cmplx one(1.0f, 0.0f);
cmplx i(0.0f, 1.0f);

LOLUNIT_ASSERT_EQUAL(one.norm(), 1.0f);
LOLUNIT_ASSERT_EQUAL(i.norm(), 1.0f);
LOLUNIT_ASSERT_EQUAL(norm(one), 1.0f);
LOLUNIT_ASSERT_EQUAL(norm(i), 1.0f);

LOLUNIT_ASSERT_EQUAL(i * i, -one);
}
@@ -90,7 +90,7 @@ LOLUNIT_FIXTURE(ComplexTest)
cmplx a(3.0f, -4.0f);
cmplx b = normalize(a);

LOLUNIT_ASSERT_DOUBLES_EQUAL(b.norm(), 1.0, 1e-8);
LOLUNIT_ASSERT_DOUBLES_EQUAL(norm(b), 1.0, 1e-8);
}

LOLUNIT_TEST(Reciprocal)


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