From aa6c560a74cbac5758b5f2227907c1a53232070c Mon Sep 17 00:00:00 2001 From: Fabian Kosmale Date: Wed, 4 Mar 2020 10:06:08 +0000 Subject: Revert "Remove flagBits from QMatrix4x4" This reverts commit 5ebb03c47604e0597502fbe1069de636987f33fc. Reason for revert: Removing flagBits breaks the batchrenderer in declarative, which accesses them via QMatrix4x4_Accessor. If flagBits are still going to be removed, we need to first find a solution for the renderer. Change-Id: Ib0a3fc7a327926f2245058c0e2ed30e8789aa75d Reviewed-by: Simon Hausmann Reviewed-by: Ulf Hermann Reviewed-by: Laszlo Agocs --- src/gui/math3d/qmatrix4x4.h | 271 +++++++++++++++++++++++++++++++------------- 1 file changed, 192 insertions(+), 79 deletions(-) (limited to 'src/gui/math3d/qmatrix4x4.h') diff --git a/src/gui/math3d/qmatrix4x4.h b/src/gui/math3d/qmatrix4x4.h index 198a47c51b..95f4db92ec 100644 --- a/src/gui/math3d/qmatrix4x4.h +++ b/src/gui/math3d/qmatrix4x4.h @@ -59,7 +59,7 @@ class Q_GUI_EXPORT QMatrix4x4 { public: inline QMatrix4x4() { setToIdentity(); } - explicit QMatrix4x4(Qt::Initialization) {} + explicit QMatrix4x4(Qt::Initialization) : flagBits(General) {} explicit QMatrix4x4(const float *values); inline QMatrix4x4(float m11, float m12, float m13, float m14, float m21, float m22, float m23, float m24, @@ -186,9 +186,19 @@ public: void projectedRotate(float angle, float x, float y, float z); private: - - // No other members are allowed in order to ensure a size of 16 * sizeof(float) - float 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. + enum { + Identity = 0x0000, // Identity matrix + Translation = 0x0001, // Contains a translation + Scale = 0x0002, // Contains a scale + Rotation2D = 0x0004, // Contains a rotation about the Z axis + Rotation = 0x0008, // Contains an arbitrary rotation + Perspective = 0x0010, // Last row is different from (0, 0, 0, 1) + General = 0x001f // General matrix, unknown contents + }; // Construct without initializing identity matrix. explicit QMatrix4x4(int) { } @@ -212,6 +222,7 @@ inline QMatrix4x4::QMatrix4x4 m[1][0] = m12; m[1][1] = m22; m[1][2] = m32; m[1][3] = m42; m[2][0] = m13; m[2][1] = m23; m[2][2] = m33; m[2][3] = m43; m[3][0] = m14; m[3][1] = m24; m[3][2] = m34; m[3][3] = m44; + flagBits = General; } template @@ -229,6 +240,7 @@ Q_INLINE_TEMPLATE QMatrix4x4::QMatrix4x4 m[matrixCol][matrixRow] = 0.0f; } } + flagBits = General; } template @@ -258,6 +270,7 @@ inline const float& QMatrix4x4::operator()(int aRow, int aColumn) const inline float& QMatrix4x4::operator()(int aRow, int aColumn) { Q_ASSERT(aRow >= 0 && aRow < 4 && aColumn >= 0 && aColumn < 4); + flagBits = General; return m[aColumn][aRow]; } @@ -275,6 +288,7 @@ inline void QMatrix4x4::setColumn(int index, const QVector4D& value) m[index][1] = value.y(); m[index][2] = value.z(); m[index][3] = value.w(); + flagBits = General; } inline QVector4D QMatrix4x4::row(int index) const @@ -290,6 +304,7 @@ inline void QMatrix4x4::setRow(int index, const QVector4D& value) m[1][index] = value.y(); m[2][index] = value.z(); m[3][index] = value.w(); + flagBits = General; } #endif @@ -302,6 +317,8 @@ inline bool QMatrix4x4::isAffine() const inline bool QMatrix4x4::isIdentity() const { + if (flagBits == Identity) + return true; if (m[0][0] != 1.0f || m[0][1] != 0.0f || m[0][2] != 0.0f) return false; if (m[0][3] != 0.0f || m[1][0] != 0.0f || m[1][1] != 1.0f) @@ -333,6 +350,7 @@ inline void QMatrix4x4::setToIdentity() m[3][1] = 0.0f; m[3][2] = 0.0f; m[3][3] = 1.0f; + flagBits = Identity; } inline void QMatrix4x4::fill(float value) @@ -353,6 +371,7 @@ inline void QMatrix4x4::fill(float value) m[3][1] = value; m[3][2] = value; m[3][3] = value; + flagBits = General; } inline QMatrix4x4& QMatrix4x4::operator+=(const QMatrix4x4& other) @@ -373,6 +392,7 @@ inline QMatrix4x4& QMatrix4x4::operator+=(const QMatrix4x4& other) m[3][1] += other.m[3][1]; m[3][2] += other.m[3][2]; m[3][3] += other.m[3][3]; + flagBits = General; return *this; } @@ -394,12 +414,25 @@ inline QMatrix4x4& QMatrix4x4::operator-=(const QMatrix4x4& other) m[3][1] -= other.m[3][1]; m[3][2] -= other.m[3][2]; m[3][3] -= other.m[3][3]; + flagBits = General; return *this; } inline QMatrix4x4& QMatrix4x4::operator*=(const QMatrix4x4& o) { const QMatrix4x4 other = o; // prevent aliasing when &o == this ### Qt 6: take o by value + flagBits |= other.flagBits; + + if (flagBits < Rotation2D) { + m[3][0] += m[0][0] * other.m[3][0]; + m[3][1] += m[1][1] * other.m[3][1]; + m[3][2] += m[2][2] * other.m[3][2]; + + m[0][0] *= other.m[0][0]; + m[1][1] *= other.m[1][1]; + m[2][2] *= other.m[2][2]; + return *this; + } float m0, m1, m2; m0 = m[0][0] * other.m[0][0] @@ -502,6 +535,7 @@ inline QMatrix4x4& QMatrix4x4::operator*=(float factor) m[3][1] *= factor; m[3][2] *= factor; m[3][3] *= factor; + flagBits = General; return *this; } @@ -564,6 +598,7 @@ inline QMatrix4x4 operator+(const QMatrix4x4& m1, const QMatrix4x4& m2) m.m[3][1] = m1.m[3][1] + m2.m[3][1]; m.m[3][2] = m1.m[3][2] + m2.m[3][2]; m.m[3][3] = m1.m[3][3] + m2.m[3][3]; + m.flagBits = QMatrix4x4::General; return m; } @@ -586,11 +621,26 @@ inline QMatrix4x4 operator-(const QMatrix4x4& m1, const QMatrix4x4& m2) m.m[3][1] = m1.m[3][1] - m2.m[3][1]; m.m[3][2] = m1.m[3][2] - m2.m[3][2]; m.m[3][3] = m1.m[3][3] - m2.m[3][3]; + m.flagBits = QMatrix4x4::General; return m; } inline QMatrix4x4 operator*(const QMatrix4x4& m1, const QMatrix4x4& m2) { + int flagBits = m1.flagBits | m2.flagBits; + if (flagBits < QMatrix4x4::Rotation2D) { + QMatrix4x4 m = m1; + m.m[3][0] += m.m[0][0] * m2.m[3][0]; + m.m[3][1] += m.m[1][1] * m2.m[3][1]; + m.m[3][2] += m.m[2][2] * m2.m[3][2]; + + m.m[0][0] *= m2.m[0][0]; + m.m[1][1] *= m2.m[1][1]; + m.m[2][2] *= m2.m[2][2]; + m.flagBits = flagBits; + return m; + } + QMatrix4x4 m(1); m.m[0][0] = m1.m[0][0] * m2.m[0][0] + m1.m[1][0] * m2.m[0][1] @@ -659,6 +709,7 @@ inline QMatrix4x4 operator*(const QMatrix4x4& m1, const QMatrix4x4& m2) + m1.m[1][3] * m2.m[3][1] + m1.m[2][3] * m2.m[3][2] + m1.m[3][3] * m2.m[3][3]; + m.flagBits = flagBits; return m; } @@ -666,19 +717,20 @@ inline QMatrix4x4 operator*(const QMatrix4x4& m1, const QMatrix4x4& m2) inline QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix) { - const float x = vector.x() * matrix.m[0][0] + + float x, y, z, w; + x = vector.x() * matrix.m[0][0] + vector.y() * matrix.m[0][1] + vector.z() * matrix.m[0][2] + matrix.m[0][3]; - const float y = vector.x() * matrix.m[1][0] + + y = vector.x() * matrix.m[1][0] + vector.y() * matrix.m[1][1] + vector.z() * matrix.m[1][2] + matrix.m[1][3]; - const float z = vector.x() * matrix.m[2][0] + + z = vector.x() * matrix.m[2][0] + vector.y() * matrix.m[2][1] + vector.z() * matrix.m[2][2] + matrix.m[2][3]; - const float w = vector.x() * matrix.m[3][0] + + w = vector.x() * matrix.m[3][0] + vector.y() * matrix.m[3][1] + vector.z() * matrix.m[3][2] + matrix.m[3][3]; @@ -690,29 +742,41 @@ inline QVector3D operator*(const QVector3D& vector, const QMatrix4x4& matrix) inline QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector) { - if (matrix.isIdentity()) + float x, y, z, w; + if (matrix.flagBits == QMatrix4x4::Identity) { return vector; - - const float x = vector.x() * matrix.m[0][0] + - vector.y() * matrix.m[1][0] + - vector.z() * matrix.m[2][0] + - matrix.m[3][0]; - const float y = vector.x() * matrix.m[0][1] + - vector.y() * matrix.m[1][1] + - vector.z() * matrix.m[2][1] + - matrix.m[3][1]; - const float z = vector.x() * matrix.m[0][2] + - vector.y() * matrix.m[1][2] + - vector.z() * matrix.m[2][2] + - matrix.m[3][2]; - const float w = vector.x() * matrix.m[0][3] + - vector.y() * matrix.m[1][3] + - vector.z() * matrix.m[2][3] + - matrix.m[3][3]; - if (w == 1.0f) - return QVector3D(x, y, z); - else - return QVector3D(x / w, y / w, z / w); + } else if (matrix.flagBits < QMatrix4x4::Rotation2D) { + // Translation | Scale + return QVector3D(vector.x() * matrix.m[0][0] + matrix.m[3][0], + vector.y() * matrix.m[1][1] + matrix.m[3][1], + vector.z() * matrix.m[2][2] + matrix.m[3][2]); + } else if (matrix.flagBits < QMatrix4x4::Rotation) { + // Translation | Scale | Rotation2D + return QVector3D(vector.x() * matrix.m[0][0] + vector.y() * matrix.m[1][0] + matrix.m[3][0], + vector.x() * matrix.m[0][1] + vector.y() * matrix.m[1][1] + matrix.m[3][1], + vector.z() * matrix.m[2][2] + matrix.m[3][2]); + } else { + x = vector.x() * matrix.m[0][0] + + vector.y() * matrix.m[1][0] + + vector.z() * matrix.m[2][0] + + matrix.m[3][0]; + y = vector.x() * matrix.m[0][1] + + vector.y() * matrix.m[1][1] + + vector.z() * matrix.m[2][1] + + matrix.m[3][1]; + z = vector.x() * matrix.m[0][2] + + vector.y() * matrix.m[1][2] + + vector.z() * matrix.m[2][2] + + matrix.m[3][2]; + w = vector.x() * matrix.m[0][3] + + vector.y() * matrix.m[1][3] + + vector.z() * matrix.m[2][3] + + matrix.m[3][3]; + if (w == 1.0f) + return QVector3D(x, y, z); + else + return QVector3D(x / w, y / w, z / w); + } } #endif @@ -721,19 +785,20 @@ inline QVector3D operator*(const QMatrix4x4& matrix, const QVector3D& vector) inline QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix) { - const float x = vector.x() * matrix.m[0][0] + + float x, y, z, w; + x = vector.x() * matrix.m[0][0] + vector.y() * matrix.m[0][1] + vector.z() * matrix.m[0][2] + vector.w() * matrix.m[0][3]; - const float y = vector.x() * matrix.m[1][0] + + y = vector.x() * matrix.m[1][0] + vector.y() * matrix.m[1][1] + vector.z() * matrix.m[1][2] + vector.w() * matrix.m[1][3]; - const float z = vector.x() * matrix.m[2][0] + + z = vector.x() * matrix.m[2][0] + vector.y() * matrix.m[2][1] + vector.z() * matrix.m[2][2] + vector.w() * matrix.m[2][3]; - const float w = vector.x() * matrix.m[3][0] + + w = vector.x() * matrix.m[3][0] + vector.y() * matrix.m[3][1] + vector.z() * matrix.m[3][2] + vector.w() * matrix.m[3][3]; @@ -742,19 +807,20 @@ inline QVector4D operator*(const QVector4D& vector, const QMatrix4x4& matrix) inline QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector) { - const float x = vector.x() * matrix.m[0][0] + + float x, y, z, w; + x = vector.x() * matrix.m[0][0] + vector.y() * matrix.m[1][0] + vector.z() * matrix.m[2][0] + vector.w() * matrix.m[3][0]; - const float y = vector.x() * matrix.m[0][1] + + y = vector.x() * matrix.m[0][1] + vector.y() * matrix.m[1][1] + vector.z() * matrix.m[2][1] + vector.w() * matrix.m[3][1]; - const float z = vector.x() * matrix.m[0][2] + + z = vector.x() * matrix.m[0][2] + vector.y() * matrix.m[1][2] + vector.z() * matrix.m[2][2] + vector.w() * matrix.m[3][2]; - const float w = vector.x() * matrix.m[0][3] + + w = vector.x() * matrix.m[0][3] + vector.y() * matrix.m[1][3] + vector.z() * matrix.m[2][3] + vector.w() * matrix.m[3][3]; @@ -765,15 +831,17 @@ inline QVector4D operator*(const QMatrix4x4& matrix, const QVector4D& vector) inline QPoint operator*(const QPoint& point, const QMatrix4x4& matrix) { - const float xin = point.x(); - const float yin = point.y(); - const float x = xin * matrix.m[0][0] + + float xin, yin; + float x, y, w; + xin = point.x(); + yin = point.y(); + x = xin * matrix.m[0][0] + yin * matrix.m[0][1] + matrix.m[0][3]; - const float y = xin * matrix.m[1][0] + + y = xin * matrix.m[1][0] + yin * matrix.m[1][1] + matrix.m[1][3]; - const float w = xin * matrix.m[3][0] + + w = xin * matrix.m[3][0] + yin * matrix.m[3][1] + matrix.m[3][3]; if (w == 1.0f) @@ -784,15 +852,17 @@ inline QPoint operator*(const QPoint& point, const QMatrix4x4& matrix) inline QPointF operator*(const QPointF& point, const QMatrix4x4& matrix) { - const float xin = float(point.x()); - const float yin = float(point.y()); - const float x = xin * matrix.m[0][0] + + float xin, yin; + float x, y, w; + xin = float(point.x()); + yin = float(point.y()); + x = xin * matrix.m[0][0] + yin * matrix.m[0][1] + matrix.m[0][3]; - const float y = xin * matrix.m[1][0] + + y = xin * matrix.m[1][0] + yin * matrix.m[1][1] + matrix.m[1][3]; - const float w = xin * matrix.m[3][0] + + w = xin * matrix.m[3][0] + yin * matrix.m[3][1] + matrix.m[3][3]; if (w == 1.0f) { @@ -804,46 +874,69 @@ inline QPointF operator*(const QPointF& point, const QMatrix4x4& matrix) inline QPoint operator*(const QMatrix4x4& matrix, const QPoint& point) { - if (matrix.isIdentity()) + float xin, yin; + float x, y, w; + xin = point.x(); + yin = point.y(); + if (matrix.flagBits == QMatrix4x4::Identity) { return point; - - const float xin = point.x(); - const float yin = point.y(); - const float x = xin * matrix.m[0][0] + - yin * matrix.m[1][0] + - matrix.m[3][0]; - const float y = xin * matrix.m[0][1] + - yin * matrix.m[1][1] + - matrix.m[3][1]; - const float w = xin * matrix.m[0][3] + - yin * matrix.m[1][3] + - matrix.m[3][3]; - if (w == 1.0f) - return QPoint(qRound(x), qRound(y)); - - return QPoint(qRound(x / w), qRound(y / w)); + } else if (matrix.flagBits < QMatrix4x4::Rotation2D) { + // Translation | Scale + return QPoint(qRound(xin * matrix.m[0][0] + matrix.m[3][0]), + qRound(yin * matrix.m[1][1] + matrix.m[3][1])); + } else if (matrix.flagBits < QMatrix4x4::Perspective) { + return QPoint(qRound(xin * matrix.m[0][0] + yin * matrix.m[1][0] + matrix.m[3][0]), + qRound(xin * matrix.m[0][1] + yin * matrix.m[1][1] + matrix.m[3][1])); + } else { + x = xin * matrix.m[0][0] + + yin * matrix.m[1][0] + + matrix.m[3][0]; + y = xin * matrix.m[0][1] + + yin * matrix.m[1][1] + + matrix.m[3][1]; + w = xin * matrix.m[0][3] + + yin * matrix.m[1][3] + + matrix.m[3][3]; + if (w == 1.0f) + return QPoint(qRound(x), qRound(y)); + else + return QPoint(qRound(x / w), qRound(y / w)); + } } inline QPointF operator*(const QMatrix4x4& matrix, const QPointF& point) { - if (matrix.isIdentity()) + qreal xin, yin; + qreal x, y, w; + xin = point.x(); + yin = point.y(); + if (matrix.flagBits == QMatrix4x4::Identity) { return point; - - const qreal xin = point.x(); - const qreal yin = point.y(); - const qreal x = xin * qreal(matrix.m[0][0]) + + } else if (matrix.flagBits < QMatrix4x4::Rotation2D) { + // Translation | Scale + return QPointF(xin * qreal(matrix.m[0][0]) + qreal(matrix.m[3][0]), + yin * qreal(matrix.m[1][1]) + qreal(matrix.m[3][1])); + } else if (matrix.flagBits < QMatrix4x4::Perspective) { + return QPointF(xin * qreal(matrix.m[0][0]) + yin * qreal(matrix.m[1][0]) + + qreal(matrix.m[3][0]), + xin * qreal(matrix.m[0][1]) + yin * qreal(matrix.m[1][1]) + + qreal(matrix.m[3][1])); + } else { + x = xin * qreal(matrix.m[0][0]) + yin * qreal(matrix.m[1][0]) + qreal(matrix.m[3][0]); - const qreal y = xin * qreal(matrix.m[0][1]) + + y = xin * qreal(matrix.m[0][1]) + yin * qreal(matrix.m[1][1]) + qreal(matrix.m[3][1]); - const qreal w = xin * qreal(matrix.m[0][3]) + + w = xin * qreal(matrix.m[0][3]) + yin * qreal(matrix.m[1][3]) + qreal(matrix.m[3][3]); - if (w == 1.0) - return QPointF(qreal(x), qreal(y)); - - return QPointF(qreal(x / w), qreal(y / w)); + if (w == 1.0) { + return QPointF(qreal(x), qreal(y)); + } else { + return QPointF(qreal(x / w), qreal(y / w)); + } + } } inline QMatrix4x4 operator-(const QMatrix4x4& matrix) @@ -865,6 +958,7 @@ inline QMatrix4x4 operator-(const QMatrix4x4& matrix) m.m[3][1] = -matrix.m[3][1]; m.m[3][2] = -matrix.m[3][2]; m.m[3][3] = -matrix.m[3][3]; + m.flagBits = QMatrix4x4::General; return m; } @@ -887,6 +981,7 @@ inline QMatrix4x4 operator*(float factor, const QMatrix4x4& matrix) m.m[3][1] = matrix.m[3][1] * factor; m.m[3][2] = matrix.m[3][2] * factor; m.m[3][3] = matrix.m[3][3] * factor; + m.flagBits = QMatrix4x4::General; return m; } @@ -909,6 +1004,7 @@ inline QMatrix4x4 operator*(const QMatrix4x4& matrix, float factor) m.m[3][1] = matrix.m[3][1] * factor; m.m[3][2] = matrix.m[3][2] * factor; m.m[3][3] = matrix.m[3][3] * factor; + m.flagBits = QMatrix4x4::General; return m; } @@ -951,9 +1047,25 @@ inline QVector3D QMatrix4x4::map(const QVector3D& point) const inline QVector3D QMatrix4x4::mapVector(const QVector3D& vector) const { - return QVector3D(vector.x() * m[0][0] + vector.y() * m[1][0] + vector.z() * m[2][0], - vector.x() * m[0][1] + vector.y() * m[1][1] + vector.z() * m[2][1], - vector.x() * m[0][2] + vector.y() * m[1][2] + vector.z() * m[2][2]); + if (flagBits < Scale) { + // Translation + return vector; + } else if (flagBits < Rotation2D) { + // Translation | Scale + return QVector3D(vector.x() * m[0][0], + vector.y() * m[1][1], + vector.z() * m[2][2]); + } else { + return QVector3D(vector.x() * m[0][0] + + vector.y() * m[1][0] + + vector.z() * m[2][0], + vector.x() * m[0][1] + + vector.y() * m[1][1] + + vector.z() * m[2][1], + vector.x() * m[0][2] + + vector.y() * m[1][2] + + vector.z() * m[2][2]); + } } #endif @@ -971,6 +1083,7 @@ inline float *QMatrix4x4::data() { // We have to assume that the caller will modify the matrix elements, // so we flip it over to "General" mode. + flagBits = General; return *m; } -- cgit v1.2.3