BGE: Use float as default instead of double in Moto library.
Use float in moto instead of double for MT_Scalar. This switch allow future optimization like SSE. Additionally, it changes the OpenGL calls to float versions as they are very bad with doubles. Reviewers: campbellbarton, moguri, lordloki Reviewed By: lordloki Subscribers: brecht, lordloki Differential Revision: https://developer.blender.org/D1610
This commit is contained in:
parent
9df6a539a2
commit
6329e20cbb
|
@ -55,7 +55,7 @@ class MT_CmMatrix4x4
|
|||
public :
|
||||
|
||||
MT_CmMatrix4x4(
|
||||
const float value[4][4]
|
||||
const MT_Scalar value[4][4]
|
||||
);
|
||||
|
||||
MT_CmMatrix4x4(
|
||||
|
@ -63,7 +63,7 @@ public :
|
|||
|
||||
|
||||
MT_CmMatrix4x4(
|
||||
const double value[16]
|
||||
const MT_Scalar value[16]
|
||||
);
|
||||
|
||||
MT_CmMatrix4x4(
|
||||
|
@ -85,19 +85,19 @@ public :
|
|||
const MT_CmMatrix4x4 & other
|
||||
);
|
||||
|
||||
double*
|
||||
MT_Scalar*
|
||||
getPointer(
|
||||
);
|
||||
|
||||
const
|
||||
double*
|
||||
MT_Scalar*
|
||||
getPointer(
|
||||
) const;
|
||||
|
||||
void
|
||||
setElem(
|
||||
int pos,
|
||||
double newvalue
|
||||
MT_Scalar newvalue
|
||||
);
|
||||
|
||||
MT_Vector3
|
||||
|
@ -121,7 +121,7 @@ public :
|
|||
const MT_Vector3 & v
|
||||
);
|
||||
|
||||
double&
|
||||
MT_Scalar&
|
||||
operator (
|
||||
) (int row,int col) { return m_V[col][row]; }
|
||||
|
||||
|
@ -139,8 +139,8 @@ public :
|
|||
protected:
|
||||
union
|
||||
{
|
||||
double m_V[4][4];
|
||||
double m_Vflat[16];
|
||||
MT_Scalar m_V[4][4];
|
||||
MT_Scalar m_Vflat[16];
|
||||
};
|
||||
};
|
||||
|
||||
|
|
|
@ -52,7 +52,7 @@
|
|||
|
||||
#include "MT_random.h"
|
||||
|
||||
typedef double MT_Scalar; //this should be float !
|
||||
typedef float MT_Scalar;
|
||||
|
||||
|
||||
const MT_Scalar MT_DEGS_PER_RAD(57.29577951308232286465);
|
||||
|
|
|
@ -42,7 +42,7 @@ MT_CmMatrix4x4::MT_CmMatrix4x4()
|
|||
|
||||
|
||||
|
||||
MT_CmMatrix4x4::MT_CmMatrix4x4(const float value[4][4])
|
||||
MT_CmMatrix4x4::MT_CmMatrix4x4(const MT_Scalar value[4][4])
|
||||
{
|
||||
for (int i=0;i<4;i++)
|
||||
{
|
||||
|
@ -53,7 +53,7 @@ MT_CmMatrix4x4::MT_CmMatrix4x4(const float value[4][4])
|
|||
|
||||
|
||||
|
||||
MT_CmMatrix4x4::MT_CmMatrix4x4(const double value[16])
|
||||
MT_CmMatrix4x4::MT_CmMatrix4x4(const MT_Scalar value[16])
|
||||
{
|
||||
for (int i=0;i<16;i++)
|
||||
m_Vflat[i] = value[i];
|
||||
|
@ -148,21 +148,21 @@ void MT_CmMatrix4x4::SetMatrix(const MT_CmMatrix4x4& other)
|
|||
|
||||
|
||||
|
||||
double* MT_CmMatrix4x4::getPointer()
|
||||
MT_Scalar* MT_CmMatrix4x4::getPointer()
|
||||
{
|
||||
return &m_V[0][0];
|
||||
}
|
||||
|
||||
|
||||
|
||||
const double* MT_CmMatrix4x4::getPointer() const
|
||||
const MT_Scalar* MT_CmMatrix4x4::getPointer() const
|
||||
{
|
||||
return &m_V[0][0];
|
||||
}
|
||||
|
||||
|
||||
|
||||
void MT_CmMatrix4x4::setElem(int pos,double newvalue)
|
||||
void MT_CmMatrix4x4::setElem(int pos,MT_Scalar newvalue)
|
||||
{
|
||||
m_Vflat[pos] = newvalue;
|
||||
}
|
||||
|
|
|
@ -194,7 +194,10 @@ void KX_FontObject::DrawFontText()
|
|||
|
||||
/* Get a working copy of the OpenGLMatrix to use */
|
||||
double mat[16];
|
||||
memcpy(mat, this->GetOpenGLMatrix(), sizeof(double)*16);
|
||||
float *origmat = GetOpenGLMatrix();
|
||||
for (unsigned short i = 0; i < 16; ++i) {
|
||||
mat[i] = (double)origmat[i];
|
||||
}
|
||||
|
||||
/* Account for offset */
|
||||
MT_Vector3 offset = this->NodeGetWorldOrientation() * m_offset * this->NodeGetWorldScaling();
|
||||
|
|
|
@ -700,10 +700,10 @@ void KX_GameObject::ApplyRotation(const MT_Vector3& drot,bool local)
|
|||
/**
|
||||
* GetOpenGL Matrix, returns an OpenGL 'compatible' matrix
|
||||
*/
|
||||
double* KX_GameObject::GetOpenGLMatrix()
|
||||
float *KX_GameObject::GetOpenGLMatrix()
|
||||
{
|
||||
// todo: optimize and only update if necessary
|
||||
double* fl = m_OpenGL_4x4Matrix.getPointer();
|
||||
float *fl = m_OpenGL_4x4Matrix.getPointer();
|
||||
if (GetSGNode()) {
|
||||
MT_Transform trans;
|
||||
|
||||
|
@ -742,7 +742,7 @@ void KX_GameObject::AddMeshUser()
|
|||
m_meshes[i]->AddMeshUser(this, &m_meshSlots, GetDeformer());
|
||||
}
|
||||
// set the part of the mesh slot that never change
|
||||
double* fl = GetOpenGLMatrixPtr()->getPointer();
|
||||
float *fl = GetOpenGLMatrixPtr()->getPointer();
|
||||
|
||||
SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
|
||||
// RAS_MeshSlot* ms;
|
||||
|
@ -2768,7 +2768,7 @@ PyObject *KX_GameObject::pyattr_get_localTransform(void *self_v, const KX_PYATTR
|
|||
{
|
||||
KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
|
||||
|
||||
double mat[16];
|
||||
float mat[16];
|
||||
|
||||
MT_Transform trans;
|
||||
|
||||
|
|
|
@ -175,7 +175,7 @@ public:
|
|||
* side effect of storing the result internally. The
|
||||
* memory for the matrix remains the property of this class.
|
||||
*/
|
||||
double *
|
||||
float *
|
||||
GetOpenGLMatrix(
|
||||
);
|
||||
|
||||
|
|
|
@ -1557,9 +1557,9 @@ void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty,KX_Camera* cam, int
|
|||
planes[5].setValue(cplanes[3].getValue()); // bottom
|
||||
CullingInfo info(layer);
|
||||
|
||||
double mvmat[16] = {0};
|
||||
float mvmat[16] = {0};
|
||||
cam->GetModelviewMatrix().getValue(mvmat);
|
||||
double pmat[16] = {0};
|
||||
float pmat[16] = {0};
|
||||
cam->GetProjectionMatrix().getValue(pmat);
|
||||
|
||||
dbvt_culling = m_physicsEnvironment->CullingTest(PhysicsCullingCallback,&info,planes,5,m_dbvt_occlusion_res,
|
||||
|
|
|
@ -1472,7 +1472,7 @@ struct OcclusionBuffer
|
|||
m[15] = btScalar(m1[3] * m2[12] + m1[7] * m2[13] + m1[11] * m2[14] + m1[15] * m2[15]);
|
||||
}
|
||||
|
||||
void setup(int size, const int *view, double modelview[16], double projection[16])
|
||||
void setup(int size, const int *view, float modelview[16], float projection[16])
|
||||
{
|
||||
m_initialized = false;
|
||||
m_occlusion = false;
|
||||
|
@ -1519,7 +1519,7 @@ struct OcclusionBuffer
|
|||
m_occlusion = false;
|
||||
}
|
||||
|
||||
void SetModelMatrix(double *fl)
|
||||
void SetModelMatrix(float *fl)
|
||||
{
|
||||
CMmat4mul(m_mtc,m_wtc,fl);
|
||||
if (!m_initialized) {
|
||||
|
@ -1969,7 +1969,7 @@ struct DbvtCullingCallback : btDbvt::ICollide
|
|||
KX_GameObject* gameobj = KX_GameObject::GetClientObject(info);
|
||||
if (gameobj && gameobj->GetOccluder())
|
||||
{
|
||||
double* fl = gameobj->GetOpenGLMatrixPtr()->getPointer();
|
||||
float *fl = gameobj->GetOpenGLMatrixPtr()->getPointer();
|
||||
// this will create the occlusion buffer if not already done
|
||||
// and compute the transformation from model local space to clip space
|
||||
m_ocb->SetModelMatrix(fl);
|
||||
|
@ -2010,7 +2010,7 @@ struct DbvtCullingCallback : btDbvt::ICollide
|
|||
};
|
||||
|
||||
static OcclusionBuffer gOcb;
|
||||
bool CcdPhysicsEnvironment::CullingTest(PHY_CullingCallback callback, void* userData, MT_Vector4 *planes, int nplanes, int occlusionRes, const int *viewport, double modelview[16], double projection[16])
|
||||
bool CcdPhysicsEnvironment::CullingTest(PHY_CullingCallback callback, void* userData, MT_Vector4 *planes, int nplanes, int occlusionRes, const int *viewport, float modelview[16], float projection[16])
|
||||
{
|
||||
if (!m_cullingTree)
|
||||
return false;
|
||||
|
|
|
@ -211,7 +211,7 @@ protected:
|
|||
btTypedConstraint* GetConstraintById(int constraintId);
|
||||
|
||||
virtual PHY_IPhysicsController* RayTest(PHY_IRayCastFilterCallback &filterCallback, float fromX,float fromY,float fromZ, float toX,float toY,float toZ);
|
||||
virtual bool CullingTest(PHY_CullingCallback callback, void* userData, MT_Vector4* planes, int nplanes, int occlusionRes, const int *viewport, double modelview[16], double projection[16]);
|
||||
virtual bool CullingTest(PHY_CullingCallback callback, void* userData, MT_Vector4* planes, int nplanes, int occlusionRes, const int *viewport, float modelview[16], float projection[16]);
|
||||
|
||||
|
||||
//Methods for gamelogic collision/physics callbacks
|
||||
|
|
|
@ -83,7 +83,7 @@ public:
|
|||
}
|
||||
|
||||
virtual PHY_IPhysicsController* RayTest(PHY_IRayCastFilterCallback &filterCallback, float fromX,float fromY,float fromZ, float toX,float toY,float toZ);
|
||||
virtual bool CullingTest(PHY_CullingCallback callback, void* userData, class MT_Vector4* planes, int nplanes, int occlusionRes, const int *viewport, double modelview[16], double projection[16]) { return false; }
|
||||
virtual bool CullingTest(PHY_CullingCallback callback, void* userData, class MT_Vector4* planes, int nplanes, int occlusionRes, const int *viewport, float modelview[16], float projection[16]) { return false; }
|
||||
|
||||
|
||||
//gamelogic callbacks
|
||||
|
|
|
@ -183,7 +183,7 @@ class PHY_IPhysicsEnvironment
|
|||
//culling based on physical broad phase
|
||||
// the plane number must be set as follow: near, far, left, right, top, botton
|
||||
// the near plane must be the first one and must always be present, it is used to get the direction of the view
|
||||
virtual bool CullingTest(PHY_CullingCallback callback, void *userData, MT_Vector4* planeNormals, int planeNumber, int occlusionRes, const int *viewport, double modelview[16], double projection[16]) = 0;
|
||||
virtual bool CullingTest(PHY_CullingCallback callback, void *userData, MT_Vector4* planeNormals, int planeNumber, int occlusionRes, const int *viewport, float modelview[16], float projection[16]) = 0;
|
||||
|
||||
//Methods for gamelogic collision/physics callbacks
|
||||
//todo:
|
||||
|
|
|
@ -422,7 +422,7 @@ public:
|
|||
/**
|
||||
* Render Tools
|
||||
*/
|
||||
virtual void applyTransform(double *oglmatrix, int drawingmode) = 0;
|
||||
virtual void applyTransform(float *oglmatrix, int drawingmode) = 0;
|
||||
|
||||
/**
|
||||
* Renders 2D boxes.
|
||||
|
|
|
@ -128,7 +128,7 @@ public:
|
|||
void* m_clientObj;
|
||||
RAS_Deformer* m_pDeformer;
|
||||
DerivedMesh* m_pDerivedMesh;
|
||||
double* m_OpenGLMatrix;
|
||||
float* m_OpenGLMatrix;
|
||||
// visibility
|
||||
bool m_bVisible;
|
||||
bool m_bCulled;
|
||||
|
|
|
@ -262,7 +262,7 @@ void RAS_OpenGLLight::Update()
|
|||
// lights don't get their openGL matrix updated, do it now
|
||||
if (kxlight->GetSGNode()->IsDirty())
|
||||
kxlight->GetOpenGLMatrix();
|
||||
double *dobmat = kxlight->GetOpenGLMatrixPtr()->getPointer();
|
||||
float *dobmat = kxlight->GetOpenGLMatrixPtr()->getPointer();
|
||||
|
||||
for (int i=0; i<4; i++)
|
||||
for (int j=0; j<4; j++, dobmat++)
|
||||
|
|
|
@ -371,8 +371,8 @@ void RAS_OpenGLRasterizer::FlushDebugShapes(SCA_IScene *scene)
|
|||
glColor4f(debugShapes[i].m_color[0], debugShapes[i].m_color[1], debugShapes[i].m_color[2], 1.0f);
|
||||
const MT_Scalar *fromPtr = &debugShapes[i].m_pos.x();
|
||||
const MT_Scalar *toPtr= &debugShapes[i].m_param.x();
|
||||
glVertex3dv(fromPtr);
|
||||
glVertex3dv(toPtr);
|
||||
glVertex3fv(fromPtr);
|
||||
glVertex3fv(toPtr);
|
||||
}
|
||||
glEnd();
|
||||
|
||||
|
@ -408,7 +408,7 @@ void RAS_OpenGLRasterizer::FlushDebugShapes(SCA_IScene *scene)
|
|||
pos = pos*tr;
|
||||
pos += debugShapes[i].m_pos;
|
||||
const MT_Scalar* posPtr = &pos.x();
|
||||
glVertex3dv(posPtr);
|
||||
glVertex3fv(posPtr);
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
|
@ -823,8 +823,8 @@ void RAS_OpenGLRasterizer::DrawDerivedMesh(class RAS_MeshSlot &ms)
|
|||
void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_CmMatrix4x4 &mat)
|
||||
{
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
double* matrix = &mat(0, 0);
|
||||
glLoadMatrixd(matrix);
|
||||
float* matrix = &mat(0, 0);
|
||||
glLoadMatrixf(matrix);
|
||||
|
||||
m_camortho = (mat(3, 3) != 0.0);
|
||||
}
|
||||
|
@ -832,11 +832,11 @@ void RAS_OpenGLRasterizer::SetProjectionMatrix(MT_CmMatrix4x4 &mat)
|
|||
void RAS_OpenGLRasterizer::SetProjectionMatrix(const MT_Matrix4x4 & mat)
|
||||
{
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
double matrix[16];
|
||||
float matrix[16];
|
||||
/* Get into argument. Looks a bit dodgy, but it's ok. */
|
||||
mat.getValue(matrix);
|
||||
/* Internally, MT_Matrix4x4 uses doubles (MT_Scalar). */
|
||||
glLoadMatrixd(matrix);
|
||||
glLoadMatrixf(matrix);
|
||||
|
||||
m_camortho= (mat[3][3] != 0.0);
|
||||
}
|
||||
|
@ -852,7 +852,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
|
|||
bool
|
||||
) {
|
||||
MT_Matrix4x4 result;
|
||||
double mat[16];
|
||||
float mat[16];
|
||||
|
||||
// correction for stereo
|
||||
if (Stereo())
|
||||
|
@ -891,7 +891,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
|
|||
glLoadIdentity();
|
||||
glFrustum(left, right, bottom, top, frustnear, frustfar);
|
||||
|
||||
glGetDoublev(GL_PROJECTION_MATRIX, mat);
|
||||
glGetFloatv(GL_PROJECTION_MATRIX, mat);
|
||||
result.setValue(mat);
|
||||
|
||||
return result;
|
||||
|
@ -906,14 +906,14 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetOrthoMatrix(
|
|||
float frustfar
|
||||
) {
|
||||
MT_Matrix4x4 result;
|
||||
double mat[16];
|
||||
float mat[16];
|
||||
|
||||
// stereo is meaning less for orthographic, disable it
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
glOrtho(left, right, bottom, top, frustnear, frustfar);
|
||||
|
||||
glGetDoublev(GL_PROJECTION_MATRIX, mat);
|
||||
glGetFloatv(GL_PROJECTION_MATRIX, mat);
|
||||
result.setValue(mat);
|
||||
|
||||
return result;
|
||||
|
@ -974,7 +974,7 @@ void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat,
|
|||
m_viewmatrix.getValue(glviewmat);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadMatrixd(glviewmat);
|
||||
glLoadMatrixf(glviewmat);
|
||||
m_campos = pos;
|
||||
}
|
||||
|
||||
|
@ -1287,7 +1287,7 @@ void RAS_OpenGLRasterizer::RemoveLight(RAS_ILightObject* lightobject)
|
|||
m_lights.erase(lit);
|
||||
}
|
||||
|
||||
bool RAS_OpenGLRasterizer::RayHit(struct KX_ClientObjectInfo *client, KX_RayCast *result, double *oglmatrix)
|
||||
bool RAS_OpenGLRasterizer::RayHit(struct KX_ClientObjectInfo *client, KX_RayCast *result, float *oglmatrix)
|
||||
{
|
||||
if (result->m_hitMesh) {
|
||||
|
||||
|
@ -1301,14 +1301,14 @@ bool RAS_OpenGLRasterizer::RayHit(struct KX_ClientObjectInfo *client, KX_RayCast
|
|||
left = (dir.cross(resultnormal)).safe_normalized();
|
||||
// for the up vector, we take the 'resultnormal' returned by the physics
|
||||
|
||||
double maat[16] = {left[0], left[1], left[2], 0,
|
||||
float maat[16] = {left[0], left[1], left[2], 0,
|
||||
dir[0], dir[1], dir[2], 0,
|
||||
resultnormal[0], resultnormal[1], resultnormal[2], 0,
|
||||
0, 0, 0, 1};
|
||||
|
||||
glTranslated(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
|
||||
glTranslatef(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
|
||||
//glMultMatrixd(oglmatrix);
|
||||
glMultMatrixd(maat);
|
||||
glMultMatrixf(maat);
|
||||
return true;
|
||||
}
|
||||
else {
|
||||
|
@ -1316,7 +1316,7 @@ bool RAS_OpenGLRasterizer::RayHit(struct KX_ClientObjectInfo *client, KX_RayCast
|
|||
}
|
||||
}
|
||||
|
||||
void RAS_OpenGLRasterizer::applyTransform(double* oglmatrix,int objectdrawmode )
|
||||
void RAS_OpenGLRasterizer::applyTransform(float* oglmatrix,int objectdrawmode )
|
||||
{
|
||||
/* FIXME:
|
||||
blender: intern/moto/include/MT_Vector3.inl:42: MT_Vector3 operator/(const
|
||||
|
@ -1369,13 +1369,13 @@ void RAS_OpenGLRasterizer::applyTransform(double* oglmatrix,int objectdrawmode )
|
|||
dir *= size[1];
|
||||
up *= size[2];
|
||||
|
||||
double maat[16] = {left[0], left[1], left[2], 0,
|
||||
float maat[16] = {left[0], left[1], left[2], 0,
|
||||
dir[0], dir[1], dir[2], 0,
|
||||
up[0], up[1], up[2], 0,
|
||||
0, 0, 0, 1};
|
||||
|
||||
glTranslatef(objpos[0],objpos[1],objpos[2]);
|
||||
glMultMatrixd(maat);
|
||||
glMultMatrixf(maat);
|
||||
|
||||
}
|
||||
else {
|
||||
|
@ -1399,11 +1399,11 @@ void RAS_OpenGLRasterizer::applyTransform(double* oglmatrix,int objectdrawmode )
|
|||
if (!physics_controller && parent)
|
||||
physics_controller = parent->GetPhysicsController();
|
||||
|
||||
KX_RayCast::Callback<RAS_OpenGLRasterizer, double> callback(this, physics_controller, oglmatrix);
|
||||
KX_RayCast::Callback<RAS_OpenGLRasterizer, float> callback(this, physics_controller, oglmatrix);
|
||||
if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback))
|
||||
{
|
||||
// couldn't find something to cast the shadow on...
|
||||
glMultMatrixd(oglmatrix);
|
||||
glMultMatrixf(oglmatrix);
|
||||
}
|
||||
else
|
||||
{ // we found the "ground", but the cast matrix doesn't take
|
||||
|
@ -1415,7 +1415,7 @@ void RAS_OpenGLRasterizer::applyTransform(double* oglmatrix,int objectdrawmode )
|
|||
{
|
||||
|
||||
// 'normal' object
|
||||
glMultMatrixd(oglmatrix);
|
||||
glMultMatrixf(oglmatrix);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -301,13 +301,13 @@ public:
|
|||
void RenderText2D(RAS_TEXT_RENDER_MODE mode, const char *text,
|
||||
int xco, int yco, int width, int height);
|
||||
|
||||
void applyTransform(double *oglmatrix, int objectdrawmode);
|
||||
void applyTransform(float *oglmatrix, int objectdrawmode);
|
||||
|
||||
void PushMatrix();
|
||||
void PopMatrix();
|
||||
|
||||
/// \see KX_RayCast
|
||||
bool RayHit(struct KX_ClientObjectInfo *client, class KX_RayCast *result, double *oglmatrix);
|
||||
bool RayHit(struct KX_ClientObjectInfo *client, class KX_RayCast *result, float *oglmatrix);
|
||||
/// \see KX_RayCast
|
||||
bool NeedRayCast(struct KX_ClientObjectInfo *, void *UNUSED(data)) { return true; }
|
||||
|
||||
|
|
Loading…
Reference in New Issue