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:
Porteries Tristan 2015-12-13 02:01:28 +01:00 committed by Jorge Bernal
parent 9df6a539a2
commit 6329e20cbb
16 changed files with 59 additions and 56 deletions

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@ -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];
};
};

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@ -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);

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@ -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;
}

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@ -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();

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@ -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;

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@ -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(
);

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@ -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,

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@ -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;

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@ -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

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@ -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

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@ -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:

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@ -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.

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@ -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;

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@ -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++)

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@ -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);
}
}
}

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@ -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; }