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].
This commit is contained in:
Stephan Unverwerth 2021-05-13 19:59:57 +02:00 committed by Andreas Kling
parent a5194274af
commit 0833db0874
4 changed files with 49 additions and 31 deletions

View file

@ -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());

View file

@ -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);
}

View file

@ -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;
}

View file

@ -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];
};