@@ -0,0 +1,164 @@
// Copyright 2019 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#include "Common/Matrix.h"

#include <algorithm>
#include <cmath>

namespace
{
void MatrixMul(int n, const float* a, const float* b, float* result)
{
for (int i = 0; i < n; ++i)
{
for (int j = 0; j < n; ++j)
{
float temp = 0;
for (int k = 0; k < n; ++k)
{
temp += a[i * n + k] * b[k * n + j];
}
result[i * n + j] = temp;
}
}
}
} // namespace

namespace Common
{
Matrix33 Matrix33::Identity()
{
Matrix33 mtx = {};
mtx.data[0] = 1.0f;
mtx.data[4] = 1.0f;
mtx.data[8] = 1.0f;
return mtx;
}

Matrix33 Matrix33::RotateX(float rad)
{
const float s = sin(rad);
const float c = cos(rad);
Matrix33 mtx = {};
mtx.data[0] = 1;
mtx.data[4] = c;
mtx.data[5] = -s;
mtx.data[7] = s;
mtx.data[8] = c;
return mtx;
}

Matrix33 Matrix33::RotateY(float rad)
{
const float s = sin(rad);
const float c = cos(rad);
Matrix33 mtx = {};
mtx.data[0] = c;
mtx.data[2] = s;
mtx.data[4] = 1;
mtx.data[6] = -s;
mtx.data[8] = c;
return mtx;
}

Matrix33 Matrix33::RotateZ(float rad)
{
const float s = sin(rad);
const float c = cos(rad);
Matrix33 mtx = {};
mtx.data[0] = c;
mtx.data[1] = -s;
mtx.data[3] = s;
mtx.data[4] = c;
mtx.data[8] = 1;
return mtx;
}

Matrix33 Matrix33::Scale(const Vec3& vec)
{
Matrix33 mtx = {};
mtx.data[0] = vec.x;
mtx.data[4] = vec.y;
mtx.data[8] = vec.z;
return mtx;
}

void Matrix33::Multiply(const Matrix33& a, const Matrix33& b, Matrix33* result)
{
MatrixMul(3, a.data.data(), b.data.data(), result->data.data());
}

void Matrix33::Multiply(const Matrix33& a, const Vec3& vec, Vec3* result)
{
for (int i = 0; i < 3; ++i)
{
result->data[i] = 0;

for (int k = 0; k < 3; ++k)
{
result->data[i] += a.data[i * 3 + k] * vec.data[k];
}
}
}

Matrix44 Matrix44::Identity()
{
Matrix44 mtx = {};
mtx.data[0] = 1.0f;
mtx.data[5] = 1.0f;
mtx.data[10] = 1.0f;
mtx.data[15] = 1.0f;
return mtx;
}

Matrix44 Matrix44::FromMatrix33(const Matrix33& m33)
{
Matrix44 mtx;
for (int i = 0; i < 3; ++i)
{
for (int j = 0; j < 3; ++j)
{
mtx.data[i * 4 + j] = m33.data[i * 3 + j];
}
}

for (int i = 0; i < 3; ++i)
{
mtx.data[i * 4 + 3] = 0;
mtx.data[i + 12] = 0;
}
mtx.data[15] = 1.0f;
return mtx;
}

Matrix44 Matrix44::FromArray(const std::array<float, 16>& arr)
{
Matrix44 mtx;
mtx.data = arr;
return mtx;
}

Matrix44 Matrix44::Translate(const Vec3& vec)
{
Matrix44 mtx = Matrix44::Identity();
mtx.data[3] = vec.x;
mtx.data[7] = vec.y;
mtx.data[11] = vec.z;
return mtx;
}

Matrix44 Matrix44::Shear(const float a, const float b)
{
Matrix44 mtx = Matrix44::Identity();
mtx.data[2] = a;
mtx.data[6] = b;
return mtx;
}

void Matrix44::Multiply(const Matrix44& a, const Matrix44& b, Matrix44* result)
{
MatrixMul(4, a.data.data(), b.data.data(), result->data.data());
}
} // namespace Common
@@ -0,0 +1,104 @@
// Copyright 2019 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#pragma once

#include <array>

// Tiny matrix/vector library.
// Used for things like Free-Look in the gfx backend.

namespace Common
{
union Vec3
{
Vec3() = default;
Vec3(float _x, float _y, float _z) : data{_x, _y, _z} {}

Vec3& operator+=(const Vec3& rhs)
{
x += rhs.x;
y += rhs.y;
z += rhs.z;
return *this;
}

std::array<float, 3> data = {};

struct
{
float x;
float y;
float z;
};
};

inline Vec3 operator+(Vec3 lhs, const Vec3& rhs)
{
return lhs += rhs;
}

class Matrix33
{
public:
static Matrix33 Identity();

// Return a rotation matrix around the x,y,z axis
static Matrix33 RotateX(float rad);
static Matrix33 RotateY(float rad);
static Matrix33 RotateZ(float rad);

static Matrix33 Scale(const Vec3& vec);

// set result = a x b
static void Multiply(const Matrix33& a, const Matrix33& b, Matrix33* result);
static void Multiply(const Matrix33& a, const Vec3& vec, Vec3* result);

Matrix33& operator*=(const Matrix33& rhs)
{
Multiply(Matrix33(*this), rhs, this);
return *this;
}

std::array<float, 9> data;
};

inline Matrix33 operator*(Matrix33 lhs, const Matrix33& rhs)
{
return lhs *= rhs;
}

inline Vec3 operator*(const Matrix33& lhs, const Vec3& rhs)
{
Vec3 result;
Matrix33::Multiply(lhs, rhs, &result);
return result;
}

class Matrix44
{
public:
static Matrix44 Identity();
static Matrix44 FromMatrix33(const Matrix33& m33);
static Matrix44 FromArray(const std::array<float, 16>& arr);

static Matrix44 Translate(const Vec3& vec);
static Matrix44 Shear(const float a, const float b = 0);

static void Multiply(const Matrix44& a, const Matrix44& b, Matrix44* result);

Matrix44& operator*=(const Matrix44& rhs)
{
Multiply(Matrix44(*this), rhs, this);
return *this;
}

std::array<float, 16> data;
};

inline Matrix44 operator*(Matrix44 lhs, const Matrix44& rhs)
{
return lhs *= rhs;
}
} // namespace Common
@@ -451,7 +451,6 @@
<ClInclude Include="HW\WiimoteEmu\Extension\Nunchuk.h" />
<ClInclude Include="HW\WiimoteEmu\Extension\Turntable.h" />
<ClInclude Include="HW\WiimoteEmu\I2CBus.h" />
<ClInclude Include="HW\WiimoteEmu\MatrixMath.h" />
<ClInclude Include="HW\WiimoteEmu\MotionPlus.h" />
<ClInclude Include="HW\WiimoteEmu\Speaker.h" />
<ClInclude Include="HW\WiimoteEmu\WiimoteEmu.h" />
@@ -616,4 +615,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>
@@ -1221,9 +1221,6 @@
<ClInclude Include="HW\WiimoteEmu\Encryption.h">
<Filter>HW %28Flipper/Hollywood%29\Wiimote\Emu</Filter>
</ClInclude>
<ClInclude Include="HW\WiimoteEmu\MatrixMath.h">
<Filter>HW %28Flipper/Hollywood%29\Wiimote\Emu</Filter>
</ClInclude>
<ClInclude Include="HW\WiimoteEmu\WiimoteEmu.h">
<Filter>HW %28Flipper/Hollywood%29\Wiimote\Emu</Filter>
</ClInclude>
@@ -4,10 +4,12 @@

#include "Core/HW/WiimoteEmu/Camera.h"

#include <cmath>

#include "Common/BitUtils.h"
#include "Common/ChunkFile.h"
#include "Common/Matrix.h"
#include "Core/HW/WiimoteCommon/WiimoteReport.h"
#include "Core/HW/WiimoteEmu/MatrixMath.h"

namespace WiimoteEmu
{
@@ -40,30 +42,25 @@ int CameraLogic::BusWrite(u8 slave_addr, u8 addr, int count, const u8* data_in)
void CameraLogic::Update(const ControllerEmu::Cursor::StateData& cursor,
const NormalizedAccelData& accel, bool sensor_bar_on_top)
{
double nsin, ncos;
double nsin;

// Ugly code to figure out the wiimote's current angle.
// TODO: Kill this.
double ax = accel.x;
double az = accel.z;
const double len = sqrt(ax * ax + az * az);
const double len = std::sqrt(ax * ax + az * az);

if (len)
{
ax /= len;
az /= len; // normalizing the vector
nsin = ax;
ncos = az;
}
else
{
nsin = 0;
ncos = 1;
}

const double ir_sin = nsin;
const double ir_cos = ncos;

static constexpr int camWidth = 1024;
static constexpr int camHeight = 768;
static constexpr double bndleft = 0.78820266;
@@ -73,7 +70,7 @@ void CameraLogic::Update(const ControllerEmu::Cursor::StateData& cursor,

constexpr int NUM_POINTS = 4;

std::array<Vertex, NUM_POINTS> v;
std::array<Common::Vec3, NUM_POINTS> v;

for (auto& vtx : v)
{
@@ -95,23 +92,17 @@ void CameraLogic::Update(const ControllerEmu::Cursor::StateData& cursor,
v[2].x -= (cursor.z * 0.5 + 1) * dist2;
v[3].x += (cursor.z * 0.5 + 1) * dist2;

#define printmatrix(m) \
PanicAlert("%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n", m[0][0], m[0][1], m[0][2], \
m[0][3], m[1][0], m[1][1], m[1][2], m[1][3], m[2][0], m[2][1], m[2][2], m[2][3], \
m[3][0], m[3][1], m[3][2], m[3][3])
Matrix rot, tot;
static Matrix scale;
MatrixScale(scale, 1, camWidth / camHeight, 1);
MatrixRotationByZ(rot, ir_sin, ir_cos);
MatrixMultiply(tot, scale, rot);
const auto scale = Common::Matrix33::Scale({1, camWidth / camHeight, 1});
const auto rot = Common::Matrix33::RotateZ(std::asin(nsin));
const auto tot = scale * rot;

u16 x[NUM_POINTS], y[NUM_POINTS];
memset(x, 0xFF, sizeof(x));
memset(y, 0xFF, sizeof(y));

for (std::size_t i = 0; i < v.size(); i++)
{
MatrixTransformVertex(tot, v[i]);
v[i] = tot * v[i];

if ((v[i].x < -1) || (v[i].x > 1) || (v[i].y < -1) || (v[i].y > 1))
continue;

This file was deleted.

@@ -3,6 +3,7 @@
// Refer to the license.txt file included.

#include <algorithm>
#include <array>
#include <cstring>

#include "Common/Assert.h"
@@ -847,4 +848,4 @@ void VulkanContext::InitDriverDetails()
static_cast<double>(m_device_properties.driverVersion),
DriverDetails::Family::UNKNOWN);
}
}
} // namespace Vulkan
@@ -13,7 +13,7 @@
#include "Common/CommonFuncs.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "Common/MathUtil.h"
#include "Common/Matrix.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "VideoCommon/BPFunctions.h"
@@ -27,7 +27,7 @@
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"

alignas(16) static float g_fProjectionMatrix[16];
alignas(16) static std::array<float, 16> g_fProjectionMatrix;

// track changes
static bool bTexMatricesChanged[2], bPosNormalMatrixChanged, bProjectionChanged, bViewportChanged;
@@ -38,10 +38,10 @@ static int nNormalMatricesChanged[2]; // min,max
static int nPostTransformMatricesChanged[2]; // min,max
static int nLightsChanged[2]; // min,max

static Matrix44 s_viewportCorrection;
static Matrix33 s_viewRotationMatrix;
static Matrix33 s_viewInvRotationMatrix;
static float s_fViewTranslationVector[3];
static Common::Matrix44 s_viewportCorrection;
static Common::Matrix33 s_viewRotationMatrix;
static Common::Matrix33 s_viewInvRotationMatrix;
static Common::Vec3 s_fViewTranslationVector;
static float s_fViewRotation[2];

VertexShaderConstants VertexShaderManager::constants;
@@ -57,7 +57,7 @@ bool VertexShaderManager::dirty;
// [ 0 (ih/ah) 0 ((-ih + 2*(ay-iy)) / ah + 1) ]
// [ 0 0 1 0 ]
// [ 0 0 0 1 ]
static void ViewportCorrectionMatrix(Matrix44& result)
static void ViewportCorrectionMatrix(Common::Matrix44& result)
{
int scissorXOff = bpmem.scissorOffset.x * 2;
int scissorYOff = bpmem.scissorOffset.y * 2;
@@ -86,7 +86,7 @@ static void ViewportCorrectionMatrix(Matrix44& result)
float Wd = (X + intendedWd <= EFB_WIDTH) ? intendedWd : (EFB_WIDTH - X);
float Ht = (Y + intendedHt <= EFB_HEIGHT) ? intendedHt : (EFB_HEIGHT - Y);

Matrix44::LoadIdentity(result);
result = Common::Matrix44::Identity();
if (Wd == 0 || Ht == 0)
return;

@@ -121,10 +121,8 @@ void VertexShaderManager::Init()
ResetView();

// TODO: should these go inside ResetView()?
Matrix44::LoadIdentity(s_viewportCorrection);
memset(g_fProjectionMatrix, 0, sizeof(g_fProjectionMatrix));
for (int i = 0; i < 4; ++i)
g_fProjectionMatrix[i * 5] = 1.0f;
s_viewportCorrection = Common::Matrix44::Identity();
g_fProjectionMatrix = Common::Matrix44::Identity().data;

dirty = true;
}
@@ -454,26 +452,21 @@ void VertexShaderManager::SetConstants()

if (g_ActiveConfig.bFreeLook && xfmem.projection.type == GX_PERSPECTIVE)
{
Matrix44 mtxA;
Matrix44 mtxB;
Matrix44 viewMtx;

Matrix44::Translate(mtxA, s_fViewTranslationVector);
Matrix44::LoadMatrix33(mtxB, s_viewRotationMatrix);
Matrix44::Multiply(mtxB, mtxA, viewMtx); // view = rotation x translation
Matrix44::Set(mtxB, g_fProjectionMatrix);
Matrix44::Multiply(mtxB, viewMtx, mtxA); // mtxA = projection x view
Matrix44::Multiply(s_viewportCorrection, mtxA, mtxB); // mtxB = viewportCorrection x mtxA
memcpy(constants.projection.data(), mtxB.data, 4 * sizeof(float4));
using Common::Matrix44;

auto mtxA = Matrix44::Translate(s_fViewTranslationVector);
auto mtxB = Matrix44::FromMatrix33(s_viewRotationMatrix);
const auto viewMtx = mtxB * mtxA; // view = rotation x translation

mtxA = Matrix44::FromArray(g_fProjectionMatrix) * viewMtx; // mtxA = projection x view
mtxB = s_viewportCorrection * mtxA; // mtxB = viewportCorrection x mtxA
memcpy(constants.projection.data(), mtxB.data.data(), 4 * sizeof(float4));
}
else
{
Matrix44 projMtx;
Matrix44::Set(projMtx, g_fProjectionMatrix);

Matrix44 correctedMtx;
Matrix44::Multiply(s_viewportCorrection, projMtx, correctedMtx);
memcpy(constants.projection.data(), correctedMtx.data, 4 * sizeof(float4));
const auto projMtx = Common::Matrix44::FromArray(g_fProjectionMatrix);
const auto correctedMtx = s_viewportCorrection * projMtx;
memcpy(constants.projection.data(), correctedMtx.data.data(), 4 * sizeof(float4));
}

dirty = true;
@@ -661,41 +654,35 @@ void VertexShaderManager::SetMaterialColorChanged(int index)

void VertexShaderManager::TranslateView(float x, float y, float z)
{
float result[3];
float vector[3] = {x, z, y};

Matrix33::Multiply(s_viewInvRotationMatrix, vector, result);

for (size_t i = 0; i < ArraySize(result); i++)
s_fViewTranslationVector[i] += result[i];
s_fViewTranslationVector += s_viewInvRotationMatrix * Common::Vec3{x, z, y};

bProjectionChanged = true;
}

void VertexShaderManager::RotateView(float x, float y)
{
using Common::Matrix33;

s_fViewRotation[0] += x;
s_fViewRotation[1] += y;

Matrix33 mx;
Matrix33 my;
Matrix33::RotateX(mx, s_fViewRotation[1]);
Matrix33::RotateY(my, s_fViewRotation[0]);
Matrix33::Multiply(mx, my, s_viewRotationMatrix);
s_viewRotationMatrix =
Matrix33::RotateX(s_fViewRotation[1]) * Matrix33::RotateY(s_fViewRotation[0]);

// reverse rotation
Matrix33::RotateX(mx, -s_fViewRotation[1]);
Matrix33::RotateY(my, -s_fViewRotation[0]);
Matrix33::Multiply(my, mx, s_viewInvRotationMatrix);
s_viewInvRotationMatrix =
Matrix33::RotateY(-s_fViewRotation[0]) * Matrix33::RotateX(-s_fViewRotation[1]);

bProjectionChanged = true;
}

void VertexShaderManager::ResetView()
{
memset(s_fViewTranslationVector, 0, sizeof(s_fViewTranslationVector));
Matrix33::LoadIdentity(s_viewRotationMatrix);
Matrix33::LoadIdentity(s_viewInvRotationMatrix);
using Common::Matrix33;

s_fViewTranslationVector = {};
s_viewRotationMatrix = Matrix33::Identity();
s_viewInvRotationMatrix = Matrix33::Identity();
s_fViewRotation[0] = s_fViewRotation[1] = 0.0f;

bProjectionChanged = true;