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https://github.com/SerenityOS/serenity
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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].
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0833db0874
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@ -87,6 +87,10 @@ void GLContextWidget::timer_event(Core::TimerEvent&)
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* FloatMatrix4x4::rotate(FloatVector3(0, 1, 0), 0.0f)
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* FloatMatrix4x4::rotate(FloatVector3(0, 0, 1), angle);
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// We need to transpose here because OpenGL expects matrices in column major order
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// but our matrix class stores elements in row major order.
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matrix = matrix.transpose();
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf((float*)matrix.elements());
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@ -37,11 +37,14 @@ void glPopMatrix()
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void glLoadMatrixf(const GLfloat* matrix)
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{
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// Transpose the matrix here because glLoadMatrix expects elements
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// in column major order but out Matrix class stores elements in
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// row major order.
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FloatMatrix4x4 mat(
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matrix[0], matrix[1], matrix[2], matrix[3],
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matrix[4], matrix[5], matrix[6], matrix[7],
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matrix[8], matrix[9], matrix[10], matrix[11],
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matrix[12], matrix[13], matrix[14], matrix[15]);
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matrix[0], matrix[4], matrix[8], matrix[12],
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matrix[1], matrix[5], matrix[9], matrix[13],
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matrix[2], matrix[6], matrix[10], matrix[14],
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matrix[3], matrix[7], matrix[11], matrix[15]);
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g_gl_context->gl_load_matrix(mat);
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}
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@ -49,23 +49,23 @@ public:
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auto& element = product.m_elements[i][j];
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if constexpr (N == 4) {
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element = m_elements[0][j] * other.m_elements[i][0]
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+ m_elements[1][j] * other.m_elements[i][1]
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+ m_elements[2][j] * other.m_elements[i][2]
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+ m_elements[3][j] * other.m_elements[i][3];
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element = m_elements[i][0] * other.m_elements[0][j]
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+ m_elements[i][1] * other.m_elements[1][j]
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+ m_elements[i][2] * other.m_elements[2][j]
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+ m_elements[i][3] * other.m_elements[3][j];
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} else if constexpr (N == 3) {
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element = m_elements[0][j] * other.m_elements[i][0]
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+ m_elements[1][j] * other.m_elements[i][1]
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+ m_elements[2][j] * other.m_elements[i][2];
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element = m_elements[i][0] * other.m_elements[0][j]
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+ m_elements[i][1] * other.m_elements[1][j]
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+ m_elements[i][2] * other.m_elements[2][j];
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} else if constexpr (N == 2) {
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element = m_elements[0][j] * other.m_elements[i][0]
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+ m_elements[1][j] * other.m_elements[i][1];
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element = m_elements[i][0] * other.m_elements[0][j]
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+ m_elements[i][1] * other.m_elements[1][j];
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} else if constexpr (N == 1) {
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element = m_elements[0][j] * other.m_elements[i][0];
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element = m_elements[i][0] * other.m_elements[0][j];
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} else {
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T value {};
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for (size_t k = 0; k < N; ++k)
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value += m_elements[k][j] * other.m_elements[i][k];
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value += m_elements[i][k] * other.m_elements[k][j];
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element = value;
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}
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@ -14,7 +14,7 @@
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namespace Gfx {
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template<typename T>
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class Matrix4x4 final : public Matrix<4, T> {
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class Matrix4x4 final {
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public:
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constexpr Matrix4x4() = default;
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constexpr Matrix4x4(T _11, T _12, T _13, T _14,
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@ -38,10 +38,10 @@ public:
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Matrix4x4 product;
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for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j) {
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product.m_elements[i][j] = m_elements[0][j] * other.m_elements[i][0]
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+ m_elements[1][j] * other.m_elements[i][1]
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+ m_elements[2][j] * other.m_elements[i][2]
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+ m_elements[3][j] * other.m_elements[i][3];
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product.m_elements[i][j] = m_elements[i][0] * other.m_elements[0][j]
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+ m_elements[i][1] * other.m_elements[1][j]
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+ m_elements[i][2] * other.m_elements[2][j]
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+ m_elements[i][3] * other.m_elements[3][j];
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}
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}
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return product;
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@ -50,18 +50,18 @@ public:
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constexpr Vector4<T> operator*(const Vector4<T>& v) const
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{
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return Vector4<T>(
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v.x() * m_elements[0][0] + v.y() * m_elements[1][0] + v.z() * m_elements[2][0] + v.w() * m_elements[3][0],
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v.x() * m_elements[0][1] + v.y() * m_elements[1][1] + v.z() * m_elements[2][1] + v.w() * m_elements[3][1],
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v.x() * m_elements[0][2] + v.y() * m_elements[1][2] + v.z() * m_elements[2][2] + v.w() * m_elements[3][2],
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v.x() * m_elements[0][3] + v.y() * m_elements[1][3] + v.z() * m_elements[2][3] + v.w() * m_elements[3][3]);
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v.x() * m_elements[0][0] + v.y() * m_elements[0][1] + v.z() * m_elements[0][2] + v.w() * m_elements[0][3],
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v.x() * m_elements[1][0] + v.y() * m_elements[1][1] + v.z() * m_elements[1][2] + v.w() * m_elements[1][3],
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v.x() * m_elements[2][0] + v.y() * m_elements[2][1] + v.z() * m_elements[2][2] + v.w() * m_elements[2][3],
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v.x() * m_elements[3][0] + v.y() * m_elements[3][1] + v.z() * m_elements[3][2] + v.w() * m_elements[3][3]);
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}
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constexpr Vector3<T> transform_point(const Vector3<T>& p) const
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{
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return Vector3<T>(
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p.x() * m_elements[0][0] + p.y() * m_elements[1][0] + p.z() * m_elements[2][0] + m_elements[3][0],
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p.x() * m_elements[0][1] + p.y() * m_elements[1][1] + p.z() * m_elements[2][1] + m_elements[3][1],
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p.x() * m_elements[0][2] + p.y() * m_elements[1][2] + p.z() * m_elements[2][2] + m_elements[3][2]);
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p.x() * m_elements[0][0] + p.y() * m_elements[0][1] + p.z() * m_elements[0][2] + m_elements[0][3],
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p.x() * m_elements[1][0] + p.y() * m_elements[1][1] + p.z() * m_elements[1][2] + m_elements[1][3],
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p.x() * m_elements[2][0] + p.y() * m_elements[2][1] + p.z() * m_elements[2][2] + m_elements[2][3]);
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}
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constexpr static Matrix4x4 identity()
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@ -76,10 +76,10 @@ public:
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constexpr static Matrix4x4 translate(const Vector3<T>& p)
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{
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return Matrix4x4(
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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p.x(), p.y(), p.z(), 1);
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1, 0, 0, p.x(),
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0, 1, 0, p.y(),
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0, 0, 1, p.z(),
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0, 0, 0, 1);
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}
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constexpr static Matrix4x4 scale(const Vector3<T>& s)
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@ -107,6 +107,17 @@ public:
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0, 0, 0, 1);
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}
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constexpr Matrix4x4 transpose() const
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{
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Matrix4x4 result;
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for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j) {
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result.m_elements[i][j] = m_elements[j][i];
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}
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}
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return result;
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}
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private:
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T m_elements[4][4];
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};
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