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authorSean Harmer <sean.harmer@kdab.com>2012-08-20 20:55:40 +0100
committerQt by Nokia <qt-info@nokia.com>2012-09-07 13:27:38 +0200
commit51d40d7e9bdfc63c5109aef5b732aa2ba10f985a (patch)
treeffa750956ab2e96e0cd8f02bafa820042aa9f78a /src/gui/math3d/qmatrix4x4.h
parent56414e2498ae19d305b391678afe3a67a9069832 (diff)
Make gui/math3d classes use float rather than qreal
This corrects the mismatch between using floats for internal storage and qreal in the API of QVector*D which leads to lots of implicit casts between double and float. This change also stops users from being surprised by the loss of precision when using these classes on desktop platforms and removes the need for the private constructors taking a dummy int as the final argument. The QMatrix4x4 and QQuaternion classes have been changed to use float for their internal storage since these are meant to be used in conjunction with the QVector*D classes. This is to prevent unexpected loss of precision and to improve performance. The on-disk format has also been changed from double to float thereby reducing the storage required when streaming vectors and matrices. This is potentially a large saving when working with complex 3D meshes etc. This also has a significant performance improvement when passing matrices to QOpenGLShaderProgram (and QGLShaderProgram) as we no longer have to iterate and convert the data to floats. This is an operation that could easily be needed many times per frame. This change also opens the door for further optimisations of these classes to be implemented by using SIMD intrinsics. This needs to be applied in conjunction with https://codereview.qt-project.org/#change,33548 Task-number: QTBUG-21035 Task-number: QTBUG-20661 Change-Id: I9321b06040ffb93ae1cbd72fd2013267ac901b2e Reviewed-by: Lars Knoll <lars.knoll@nokia.com>
Diffstat (limited to 'src/gui/math3d/qmatrix4x4.h')
-rw-r--r--src/gui/math3d/qmatrix4x4.h149
1 files changed, 76 insertions, 73 deletions
diff --git a/src/gui/math3d/qmatrix4x4.h b/src/gui/math3d/qmatrix4x4.h
index 8353adfab1..34230acf0a 100644
--- a/src/gui/math3d/qmatrix4x4.h
+++ b/src/gui/math3d/qmatrix4x4.h
@@ -63,21 +63,24 @@ class Q_GUI_EXPORT QMatrix4x4
{
public:
inline QMatrix4x4() { setToIdentity(); }
- explicit QMatrix4x4(const qreal *values);
- inline QMatrix4x4(qreal m11, qreal m12, qreal m13, qreal m14,
- qreal m21, qreal m22, qreal m23, qreal m24,
- qreal m31, qreal m32, qreal m33, qreal m34,
- qreal m41, qreal m42, qreal m43, qreal m44);
+ explicit QMatrix4x4(const float *values);
+
+ // ###TODO This is temporary to get through the CI's revdep qtdeclarative tests. Remove it!
+ explicit QMatrix4x4(const double *values);
+ inline QMatrix4x4(float m11, float m12, float m13, float m14,
+ float m21, float m22, float m23, float m24,
+ float m31, float m32, float m33, float m34,
+ float m41, float m42, float m43, float m44);
template <int N, int M>
- explicit QMatrix4x4(const QGenericMatrix<N, M, qreal>& matrix);
+ explicit QMatrix4x4(const QGenericMatrix<N, M, float>& matrix);
- QMatrix4x4(const qreal *values, int cols, int rows);
+ QMatrix4x4(const float *values, int cols, int rows);
QMatrix4x4(const QTransform& transform);
QMatrix4x4(const QMatrix& matrix);
- inline const qreal& operator()(int row, int column) const;
- inline qreal& operator()(int row, int column);
+ inline const float& operator()(int row, int column) const;
+ inline float& operator()(int row, int column);
#ifndef QT_NO_VECTOR4D
inline QVector4D column(int index) const;
@@ -90,9 +93,9 @@ public:
inline bool isIdentity() const;
inline void setToIdentity();
- inline void fill(qreal value);
+ inline void fill(float value);
- qreal determinant() const;
+ double determinant() const;
QMatrix4x4 inverted(bool *invertible = 0) const;
QMatrix4x4 transposed() const;
QMatrix3x3 normalMatrix() const;
@@ -100,8 +103,8 @@ public:
inline QMatrix4x4& operator+=(const QMatrix4x4& other);
inline QMatrix4x4& operator-=(const QMatrix4x4& other);
inline QMatrix4x4& operator*=(const QMatrix4x4& other);
- inline QMatrix4x4& operator*=(qreal factor);
- QMatrix4x4& operator/=(qreal divisor);
+ inline QMatrix4x4& operator*=(float factor);
+ QMatrix4x4& operator/=(float divisor);
inline bool operator==(const QMatrix4x4& other) const;
inline bool operator!=(const QMatrix4x4& other) const;
@@ -121,42 +124,42 @@ public:
friend QMatrix4x4 operator-(const QMatrix4x4& matrix);
friend QPoint operator*(const QMatrix4x4& matrix, const QPoint& point);
friend QPointF operator*(const QMatrix4x4& matrix, const QPointF& point);
- friend QMatrix4x4 operator*(qreal factor, const QMatrix4x4& matrix);
- friend QMatrix4x4 operator*(const QMatrix4x4& matrix, qreal factor);
- friend Q_GUI_EXPORT QMatrix4x4 operator/(const QMatrix4x4& matrix, qreal divisor);
+ friend QMatrix4x4 operator*(float factor, const QMatrix4x4& matrix);
+ friend QMatrix4x4 operator*(const QMatrix4x4& matrix, float factor);
+ friend Q_GUI_EXPORT QMatrix4x4 operator/(const QMatrix4x4& matrix, float divisor);
friend inline bool qFuzzyCompare(const QMatrix4x4& m1, const QMatrix4x4& m2);
#ifndef QT_NO_VECTOR3D
void scale(const QVector3D& vector);
void translate(const QVector3D& vector);
- void rotate(qreal angle, const QVector3D& vector);
+ void rotate(float angle, const QVector3D& vector);
#endif
- void scale(qreal x, qreal y);
- void scale(qreal x, qreal y, qreal z);
- void scale(qreal factor);
- void translate(qreal x, qreal y);
- void translate(qreal x, qreal y, qreal z);
- void rotate(qreal angle, qreal x, qreal y, qreal z = 0.0f);
+ void scale(float x, float y);
+ void scale(float x, float y, float z);
+ void scale(float factor);
+ void translate(float x, float y);
+ void translate(float x, float y, float z);
+ void rotate(float angle, float x, float y, float z = 0.0f);
#ifndef QT_NO_QUATERNION
void rotate(const QQuaternion& quaternion);
#endif
void ortho(const QRect& rect);
void ortho(const QRectF& rect);
- void ortho(qreal left, qreal right, qreal bottom, qreal top, qreal nearPlane, qreal farPlane);
- void frustum(qreal left, qreal right, qreal bottom, qreal top, qreal nearPlane, qreal farPlane);
- void perspective(qreal angle, qreal aspect, qreal nearPlane, qreal farPlane);
+ void ortho(float left, float right, float bottom, float top, float nearPlane, float farPlane);
+ void frustum(float left, float right, float bottom, float top, float nearPlane, float farPlane);
+ void perspective(float angle, float aspect, float nearPlane, float farPlane);
#ifndef QT_NO_VECTOR3D
void lookAt(const QVector3D& eye, const QVector3D& center, const QVector3D& up);
#endif
void flipCoordinates();
- void copyDataTo(qreal *values) const;
+ void copyDataTo(float *values) const;
QMatrix toAffine() const;
QTransform toTransform() const;
- QTransform toTransform(qreal distanceToPlane) const;
+ QTransform toTransform(float distanceToPlane) const;
QPoint map(const QPoint& point) const;
QPointF map(const QPointF& point) const;
@@ -171,11 +174,11 @@ public:
QRectF mapRect(const QRectF& rect) const;
template <int N, int M>
- QGenericMatrix<N, M, qreal> toGenericMatrix() const;
+ QGenericMatrix<N, M, float> toGenericMatrix() const;
- inline qreal *data();
- inline const qreal *data() const { return *m; }
- inline const qreal *constData() const { return *m; }
+ inline float *data();
+ inline const float *data() const { return *m; }
+ inline const float *constData() const { return *m; }
void optimize();
@@ -186,7 +189,7 @@ public:
#endif
private:
- qreal m[4][4]; // Column-major order to match OpenGL.
+ float m[4][4]; // Column-major order to match OpenGL.
int flagBits; // Flag bits from the enum below.
// When matrices are multiplied, the flag bits are or-ed together.
@@ -205,7 +208,7 @@ private:
QMatrix4x4 orthonormalInverse() const;
- void projectedRotate(qreal angle, qreal x, qreal y, qreal z);
+ void projectedRotate(float angle, float x, float y, float z);
friend class QGraphicsRotation;
};
@@ -213,10 +216,10 @@ private:
Q_DECLARE_TYPEINFO(QMatrix4x4, Q_MOVABLE_TYPE);
inline QMatrix4x4::QMatrix4x4
- (qreal m11, qreal m12, qreal m13, qreal m14,
- qreal m21, qreal m22, qreal m23, qreal m24,
- qreal m31, qreal m32, qreal m33, qreal m34,
- qreal m41, qreal m42, qreal m43, qreal m44)
+ (float m11, float m12, float m13, float m14,
+ float m21, float m22, float m23, float m24,
+ float m31, float m32, float m33, float m34,
+ float m41, float m42, float m43, float m44)
{
m[0][0] = m11; m[0][1] = m21; m[0][2] = m31; m[0][3] = m41;
m[1][0] = m12; m[1][1] = m22; m[1][2] = m32; m[1][3] = m42;
@@ -227,9 +230,9 @@ inline QMatrix4x4::QMatrix4x4
template <int N, int M>
Q_INLINE_TEMPLATE QMatrix4x4::QMatrix4x4
- (const QGenericMatrix<N, M, qreal>& matrix)
+ (const QGenericMatrix<N, M, float>& matrix)
{
- const qreal *values = matrix.constData();
+ const float *values = matrix.constData();
for (int matrixCol = 0; matrixCol < 4; ++matrixCol) {
for (int matrixRow = 0; matrixRow < 4; ++matrixRow) {
if (matrixCol < N && matrixRow < M)
@@ -244,10 +247,10 @@ Q_INLINE_TEMPLATE QMatrix4x4::QMatrix4x4
}
template <int N, int M>
-QGenericMatrix<N, M, qreal> QMatrix4x4::toGenericMatrix() const
+QGenericMatrix<N, M, float> QMatrix4x4::toGenericMatrix() const
{
- QGenericMatrix<N, M, qreal> result;
- qreal *values = result.data();
+ QGenericMatrix<N, M, float> result;
+ float *values = result.data();
for (int matrixCol = 0; matrixCol < N; ++matrixCol) {
for (int matrixRow = 0; matrixRow < M; ++matrixRow) {
if (matrixCol < 4 && matrixRow < 4)
@@ -261,13 +264,13 @@ QGenericMatrix<N, M, qreal> QMatrix4x4::toGenericMatrix() const
return result;
}
-inline const qreal& QMatrix4x4::operator()(int aRow, int aColumn) const
+inline const float& QMatrix4x4::operator()(int aRow, int aColumn) const
{
Q_ASSERT(aRow >= 0 && aRow < 4 && aColumn >= 0 && aColumn < 4);
return m[aColumn][aRow];
}
-inline qreal& QMatrix4x4::operator()(int aRow, int aColumn)
+inline float& QMatrix4x4::operator()(int aRow, int aColumn)
{
Q_ASSERT(aRow >= 0 && aRow < 4 && aColumn >= 0 && aColumn < 4);
flagBits = General;
@@ -308,7 +311,7 @@ inline void QMatrix4x4::setRow(int index, const QVector4D& value)
}
#endif
-Q_GUI_EXPORT QMatrix4x4 operator/(const QMatrix4x4& matrix, qreal divisor);
+Q_GUI_EXPORT QMatrix4x4 operator/(const QMatrix4x4& matrix, float divisor);
inline bool QMatrix4x4::isIdentity() const
{
@@ -348,7 +351,7 @@ inline void QMatrix4x4::setToIdentity()
flagBits = Identity;
}
-inline void QMatrix4x4::fill(qreal value)
+inline void QMatrix4x4::fill(float value)
{
m[0][0] = value;
m[0][1] = value;
@@ -428,7 +431,7 @@ inline QMatrix4x4& QMatrix4x4::operator*=(const QMatrix4x4& other)
return *this;
}
- qreal m0, m1, m2;
+ float m0, m1, m2;
m0 = m[0][0] * other.m[0][0]
+ m[1][0] * other.m[0][1]
+ m[2][0] * other.m[0][2]
@@ -511,7 +514,7 @@ inline QMatrix4x4& QMatrix4x4::operator*=(const QMatrix4x4& other)
return *this;
}
-inline QMatrix4x4& QMatrix4x4::operator*=(qreal factor)
+inline QMatrix4x4& QMatrix4x4::operator*=(float factor)
{
m[0][0] *= factor;
m[0][1] *= factor;
@@ -711,7 +714,7 @@ inline QMatrix4x4 operator*(const QMatrix4x4& m1, const QMatrix4x4& m2)
inline QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix)
{
- qreal x, y, z, w;
+ float x, y, z, w;
x = vector.x() * matrix.m[0][0] +
vector.y() * matrix.m[0][1] +
vector.z() * matrix.m[0][2] +
@@ -736,7 +739,7 @@ inline QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix)
inline QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector)
{
- qreal x, y, z, w;
+ float x, y, z, w;
if (matrix.flagBits == QMatrix4x4::Identity) {
return vector;
} else if (matrix.flagBits < QMatrix4x4::Rotation2D) {
@@ -779,7 +782,7 @@ inline QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector)
inline QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix)
{
- qreal x, y, z, w;
+ float x, y, z, w;
x = vector.x() * matrix.m[0][0] +
vector.y() * matrix.m[0][1] +
vector.z() * matrix.m[0][2] +
@@ -801,7 +804,7 @@ inline QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix)
inline QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector)
{
- qreal x, y, z, w;
+ float x, y, z, w;
x = vector.x() * matrix.m[0][0] +
vector.y() * matrix.m[1][0] +
vector.z() * matrix.m[2][0] +
@@ -825,8 +828,8 @@ inline QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector)
inline QPoint operator*(const QPoint& point, const QMatrix4x4& matrix)
{
- qreal xin, yin;
- qreal x, y, w;
+ float xin, yin;
+ float x, y, w;
xin = point.x();
yin = point.y();
x = xin * matrix.m[0][0] +
@@ -846,8 +849,8 @@ inline QPoint operator*(const QPoint& point, const QMatrix4x4& matrix)
inline QPointF operator*(const QPointF& point, const QMatrix4x4& matrix)
{
- qreal xin, yin;
- qreal x, y, w;
+ float xin, yin;
+ float x, y, w;
xin = point.x();
yin = point.y();
x = xin * matrix.m[0][0] +
@@ -860,16 +863,16 @@ inline QPointF operator*(const QPointF& point, const QMatrix4x4& matrix)
yin * matrix.m[3][1] +
matrix.m[3][3];
if (w == 1.0f) {
- return QPointF(qreal(x), qreal(y));
+ return QPointF(float(x), float(y));
} else {
- return QPointF(qreal(x / w), qreal(y / w));
+ return QPointF(float(x / w), float(y / w));
}
}
inline QPoint operator*(const QMatrix4x4& matrix, const QPoint& point)
{
- qreal xin, yin;
- qreal x, y, w;
+ float xin, yin;
+ float x, y, w;
xin = point.x();
yin = point.y();
if (matrix.flagBits == QMatrix4x4::Identity) {
@@ -900,8 +903,8 @@ inline QPoint operator*(const QMatrix4x4& matrix, const QPoint& point)
inline QPointF operator*(const QMatrix4x4& matrix, const QPointF& point)
{
- qreal xin, yin;
- qreal x, y, w;
+ float xin, yin;
+ float x, y, w;
xin = point.x();
yin = point.y();
if (matrix.flagBits == QMatrix4x4::Identity) {
@@ -924,9 +927,9 @@ inline QPointF operator*(const QMatrix4x4& matrix, const QPointF& point)
yin * matrix.m[1][3] +
matrix.m[3][3];
if (w == 1.0f) {
- return QPointF(qreal(x), qreal(y));
+ return QPointF(float(x), float(y));
} else {
- return QPointF(qreal(x / w), qreal(y / w));
+ return QPointF(float(x / w), float(y / w));
}
}
}
@@ -954,7 +957,7 @@ inline QMatrix4x4 operator-(const QMatrix4x4& matrix)
return m;
}
-inline QMatrix4x4 operator*(qreal factor, const QMatrix4x4& matrix)
+inline QMatrix4x4 operator*(float factor, const QMatrix4x4& matrix)
{
QMatrix4x4 m(1);
m.m[0][0] = matrix.m[0][0] * factor;
@@ -977,7 +980,7 @@ inline QMatrix4x4 operator*(qreal factor, const QMatrix4x4& matrix)
return m;
}
-inline QMatrix4x4 operator*(const QMatrix4x4& matrix, qreal factor)
+inline QMatrix4x4 operator*(const QMatrix4x4& matrix, float factor)
{
QMatrix4x4 m(1);
m.m[0][0] = matrix.m[0][0] * factor;
@@ -1071,7 +1074,7 @@ inline QVector4D QMatrix4x4::map(const QVector4D& point) const
#endif
-inline qreal *QMatrix4x4::data()
+inline float *QMatrix4x4::data()
{
// We have to assume that the caller will modify the matrix elements,
// so we flip it over to "General" mode.
@@ -1090,17 +1093,17 @@ Q_GUI_EXPORT QDataStream &operator>>(QDataStream &, QMatrix4x4 &);
#if QT_DEPRECATED_SINCE(5, 0)
template <int N, int M>
-QT_DEPRECATED QMatrix4x4 qGenericMatrixToMatrix4x4(const QGenericMatrix<N, M, qreal>& matrix)
+QT_DEPRECATED QMatrix4x4 qGenericMatrixToMatrix4x4(const QGenericMatrix<N, M, float>& matrix)
{
return QMatrix4x4(matrix.constData(), N, M);
}
template <int N, int M>
-QT_DEPRECATED QGenericMatrix<N, M, qreal> qGenericMatrixFromMatrix4x4(const QMatrix4x4& matrix)
+QT_DEPRECATED QGenericMatrix<N, M, float> qGenericMatrixFromMatrix4x4(const QMatrix4x4& matrix)
{
- QGenericMatrix<N, M, qreal> result;
- const qreal *m = matrix.constData();
- qreal *values = result.data();
+ QGenericMatrix<N, M, float> result;
+ const float *m = matrix.constData();
+ float *values = result.data();
for (int col = 0; col < N; ++col) {
for (int row = 0; row < M; ++row) {
if (col < 4 && row < 4)