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authorStephan Unverwerth <s.unverwerth@gmx.de>2021-05-13 19:59:57 +0200
committerAndreas Kling <kling@serenityos.org>2021-05-13 22:24:42 +0200
commit0833db08745f45e89d9ac14901336884b8662255 (patch)
tree09a72e4883d71805c2c79ee142d7e88771a18471 /Userland
parenta5194274afcd626557f9e0658da2ddc57b22d837 (diff)
downloadserenity-0833db08745f45e89d9ac14901336884b8662255.zip
LibGfx: Make Matrix class consistently row-major
Matrix elements were interpreted in different ways. This makes it definitely row-major, allowing initialization via initializer list in a standard scientific order. Also matrix multiplication now happens in the correct order and accessing elements happens as m_elements[row][column].
Diffstat (limited to 'Userland')
-rw-r--r--Userland/Demos/GLTeapot/main.cpp4
-rw-r--r--Userland/Libraries/LibGL/GLMat.cpp11
-rw-r--r--Userland/Libraries/LibGfx/Matrix.h22
-rw-r--r--Userland/Libraries/LibGfx/Matrix4x4.h43
4 files changed, 49 insertions, 31 deletions
diff --git a/Userland/Demos/GLTeapot/main.cpp b/Userland/Demos/GLTeapot/main.cpp
index de79da0753..9e99b7d6d0 100644
--- a/Userland/Demos/GLTeapot/main.cpp
+++ b/Userland/Demos/GLTeapot/main.cpp
@@ -87,6 +87,10 @@ void GLContextWidget::timer_event(Core::TimerEvent&)
* FloatMatrix4x4::rotate(FloatVector3(0, 1, 0), 0.0f)
* FloatMatrix4x4::rotate(FloatVector3(0, 0, 1), angle);
+ // We need to transpose here because OpenGL expects matrices in column major order
+ // but our matrix class stores elements in row major order.
+ matrix = matrix.transpose();
+
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf((float*)matrix.elements());
diff --git a/Userland/Libraries/LibGL/GLMat.cpp b/Userland/Libraries/LibGL/GLMat.cpp
index a80a54990b..1371f7c49e 100644
--- a/Userland/Libraries/LibGL/GLMat.cpp
+++ b/Userland/Libraries/LibGL/GLMat.cpp
@@ -37,11 +37,14 @@ void glPopMatrix()
void glLoadMatrixf(const GLfloat* matrix)
{
+ // Transpose the matrix here because glLoadMatrix expects elements
+ // in column major order but out Matrix class stores elements in
+ // row major order.
FloatMatrix4x4 mat(
- matrix[0], matrix[1], matrix[2], matrix[3],
- matrix[4], matrix[5], matrix[6], matrix[7],
- matrix[8], matrix[9], matrix[10], matrix[11],
- matrix[12], matrix[13], matrix[14], matrix[15]);
+ matrix[0], matrix[4], matrix[8], matrix[12],
+ matrix[1], matrix[5], matrix[9], matrix[13],
+ matrix[2], matrix[6], matrix[10], matrix[14],
+ matrix[3], matrix[7], matrix[11], matrix[15]);
g_gl_context->gl_load_matrix(mat);
}
diff --git a/Userland/Libraries/LibGfx/Matrix.h b/Userland/Libraries/LibGfx/Matrix.h
index 5a85eebca7..b348c36e43 100644
--- a/Userland/Libraries/LibGfx/Matrix.h
+++ b/Userland/Libraries/LibGfx/Matrix.h
@@ -49,23 +49,23 @@ public:
auto& element = product.m_elements[i][j];
if constexpr (N == 4) {
- element = m_elements[0][j] * other.m_elements[i][0]
- + m_elements[1][j] * other.m_elements[i][1]
- + m_elements[2][j] * other.m_elements[i][2]
- + m_elements[3][j] * other.m_elements[i][3];
+ element = m_elements[i][0] * other.m_elements[0][j]
+ + m_elements[i][1] * other.m_elements[1][j]
+ + m_elements[i][2] * other.m_elements[2][j]
+ + m_elements[i][3] * other.m_elements[3][j];
} else if constexpr (N == 3) {
- element = m_elements[0][j] * other.m_elements[i][0]
- + m_elements[1][j] * other.m_elements[i][1]
- + m_elements[2][j] * other.m_elements[i][2];
+ element = m_elements[i][0] * other.m_elements[0][j]
+ + m_elements[i][1] * other.m_elements[1][j]
+ + m_elements[i][2] * other.m_elements[2][j];
} else if constexpr (N == 2) {
- element = m_elements[0][j] * other.m_elements[i][0]
- + m_elements[1][j] * other.m_elements[i][1];
+ element = m_elements[i][0] * other.m_elements[0][j]
+ + m_elements[i][1] * other.m_elements[1][j];
} else if constexpr (N == 1) {
- element = m_elements[0][j] * other.m_elements[i][0];
+ element = m_elements[i][0] * other.m_elements[0][j];
} else {
T value {};
for (size_t k = 0; k < N; ++k)
- value += m_elements[k][j] * other.m_elements[i][k];
+ value += m_elements[i][k] * other.m_elements[k][j];
element = value;
}
diff --git a/Userland/Libraries/LibGfx/Matrix4x4.h b/Userland/Libraries/LibGfx/Matrix4x4.h
index 010cfffbbe..780c411513 100644
--- a/Userland/Libraries/LibGfx/Matrix4x4.h
+++ b/Userland/Libraries/LibGfx/Matrix4x4.h
@@ -14,7 +14,7 @@
namespace Gfx {
template<typename T>
-class Matrix4x4 final : public Matrix<4, T> {
+class Matrix4x4 final {
public:
constexpr Matrix4x4() = default;
constexpr Matrix4x4(T _11, T _12, T _13, T _14,
@@ -38,10 +38,10 @@ public:
Matrix4x4 product;
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
- product.m_elements[i][j] = m_elements[0][j] * other.m_elements[i][0]
- + m_elements[1][j] * other.m_elements[i][1]
- + m_elements[2][j] * other.m_elements[i][2]
- + m_elements[3][j] * other.m_elements[i][3];
+ product.m_elements[i][j] = m_elements[i][0] * other.m_elements[0][j]
+ + m_elements[i][1] * other.m_elements[1][j]
+ + m_elements[i][2] * other.m_elements[2][j]
+ + m_elements[i][3] * other.m_elements[3][j];
}
}
return product;
@@ -50,18 +50,18 @@ public:
constexpr Vector4<T> operator*(const Vector4<T>& v) const
{
return Vector4<T>(
- v.x() * m_elements[0][0] + v.y() * m_elements[1][0] + v.z() * m_elements[2][0] + v.w() * m_elements[3][0],
- v.x() * m_elements[0][1] + v.y() * m_elements[1][1] + v.z() * m_elements[2][1] + v.w() * m_elements[3][1],
- v.x() * m_elements[0][2] + v.y() * m_elements[1][2] + v.z() * m_elements[2][2] + v.w() * m_elements[3][2],
- v.x() * m_elements[0][3] + v.y() * m_elements[1][3] + v.z() * m_elements[2][3] + v.w() * m_elements[3][3]);
+ v.x() * m_elements[0][0] + v.y() * m_elements[0][1] + v.z() * m_elements[0][2] + v.w() * m_elements[0][3],
+ v.x() * m_elements[1][0] + v.y() * m_elements[1][1] + v.z() * m_elements[1][2] + v.w() * m_elements[1][3],
+ v.x() * m_elements[2][0] + v.y() * m_elements[2][1] + v.z() * m_elements[2][2] + v.w() * m_elements[2][3],
+ v.x() * m_elements[3][0] + v.y() * m_elements[3][1] + v.z() * m_elements[3][2] + v.w() * m_elements[3][3]);
}
constexpr Vector3<T> transform_point(const Vector3<T>& p) const
{
return Vector3<T>(
- p.x() * m_elements[0][0] + p.y() * m_elements[1][0] + p.z() * m_elements[2][0] + m_elements[3][0],
- p.x() * m_elements[0][1] + p.y() * m_elements[1][1] + p.z() * m_elements[2][1] + m_elements[3][1],
- p.x() * m_elements[0][2] + p.y() * m_elements[1][2] + p.z() * m_elements[2][2] + m_elements[3][2]);
+ p.x() * m_elements[0][0] + p.y() * m_elements[0][1] + p.z() * m_elements[0][2] + m_elements[0][3],
+ p.x() * m_elements[1][0] + p.y() * m_elements[1][1] + p.z() * m_elements[1][2] + m_elements[1][3],
+ p.x() * m_elements[2][0] + p.y() * m_elements[2][1] + p.z() * m_elements[2][2] + m_elements[2][3]);
}
constexpr static Matrix4x4 identity()
@@ -76,10 +76,10 @@ public:
constexpr static Matrix4x4 translate(const Vector3<T>& p)
{
return Matrix4x4(
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- p.x(), p.y(), p.z(), 1);
+ 1, 0, 0, p.x(),
+ 0, 1, 0, p.y(),
+ 0, 0, 1, p.z(),
+ 0, 0, 0, 1);
}
constexpr static Matrix4x4 scale(const Vector3<T>& s)
@@ -107,6 +107,17 @@ public:
0, 0, 0, 1);
}
+ constexpr Matrix4x4 transpose() const
+ {
+ Matrix4x4 result;
+ for (int i = 0; i < 4; ++i) {
+ for (int j = 0; j < 4; ++j) {
+ result.m_elements[i][j] = m_elements[j][i];
+ }
+ }
+ return result;
+ }
+
private:
T m_elements[4][4];
};