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2 Commits

Author SHA1 Message Date
Ben Visness
93e56be543 Use vertical instead of horizontal FOV in HMM_Perspective (#101)
* Use vertical instead of horizontal FOV

* Update readme

* Fix tests
2019-07-10 11:29:51 -05:00
Ben Visness
45c91702a9 Added SSE support for Quaternion operations (#97) (#98)
* Added SSE support for Quaternion operations (#97)

* Added SSE support for Quaternion operations

O2
| Function    |     SSE         |      NO SSE      |
====================================================
| Inverse     |     163 (0.89s) |      165 (1.89s) |
| NLerp       |     330 (1.70s) |      330 (1.75s) |
| Normalize   |     169 (1.03s) |      169 (1.06s) |
| Dot         |     22  (1.15s) |      23  (1.14s) |
| DivF        |     23  (0.72s) |      23  (0.82s) |
| MulF        |     22  (0.75s) |      22  (0.79s) |
| Mul         |     24  (1.14s) |      23  (1.24s) |
| Sub         |     23  (1.17s) |      37  (1.20s) |
| Add         |     23  (1.20s) |      24  (1.19s) |



O0
| Function    |     SSE         |      NO SSE      |
====================================================
| Inverse     |     394 (1.62s) |      430 (3.05s) |
| NLerp       |     694 (2.71s) |      1035(4.81s) |
| Normalize   |     374 (1.58s) |      412 (2.95s) |
| Dot         |     81  (1.83s) |      23  (2.50s) |
| DivF        |     61  (1.12s) |      25  (2.37s) |
| MulF        |     58  (1.09s) |      23  (2.31s) |
| Mul         |     94  (1.97s) |      42  (2.88s) |
| Sub         |     75  (1.83s) |      23  (2.82s) |
| Add         |     75  (1.81s) |      23  (2.81s) |

* Fixed quaternion multiplication

Old quaternion multiplication had a bug, this is a different approach.

* Added release notes and version for 1.9.0
2019-03-11 13:12:48 -05:00
3 changed files with 84 additions and 14 deletions

View File

@@ -1,5 +1,5 @@
/*
HandmadeMath.h v1.8.0
HandmadeMath.h v1.9.0
This is a single header file with a bunch of useful functions for game and
graphics math operations.
@@ -83,6 +83,7 @@
Gingerbill (@TheGingerBill)
Ben Visness (@bvisness)
Trinton Bullard (@Peliex_Dev)
@AntonDan
Fixes:
Jeroen van Rijn (@J_vanRijn)
@@ -379,6 +380,10 @@ typedef union hmm_quaternion
};
float Elements[4];
#ifdef HANDMADE_MATH__USE_SSE
__m128 InternalElementsSSE;
#endif
} hmm_quaternion;
typedef int32_t hmm_bool;
@@ -1181,10 +1186,12 @@ HMM_INLINE hmm_mat4 HMM_Perspective(float FOV, float AspectRatio, float Near, fl
{
hmm_mat4 Result = HMM_Mat4();
float TanThetaOver2 = HMM_TanF(FOV * (HMM_PI32 / 360.0f));
// See https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml
float Cotangent = 1.0f / HMM_TanF(FOV * (HMM_PI32 / 360.0f));
Result.Elements[0][0] = 1.0f / TanThetaOver2;
Result.Elements[1][1] = AspectRatio / TanThetaOver2;
Result.Elements[0][0] = Cotangent / AspectRatio;
Result.Elements[1][1] = Cotangent;
Result.Elements[2][3] = -1.0f;
Result.Elements[2][2] = (Near + Far) / (Near - Far);
Result.Elements[3][2] = (2.0f * Near * Far) / (Near - Far);
@@ -1228,10 +1235,14 @@ HMM_INLINE hmm_quaternion HMM_Quaternion(float X, float Y, float Z, float W)
{
hmm_quaternion Result;
#ifdef HANDMADE_MATH__USE_SSE
Result.InternalElementsSSE = _mm_setr_ps(X, Y, Z, W);
#else
Result.X = X;
Result.Y = Y;
Result.Z = Z;
Result.W = W;
#endif
return (Result);
}
@@ -1240,10 +1251,14 @@ HMM_INLINE hmm_quaternion HMM_QuaternionV4(hmm_vec4 Vector)
{
hmm_quaternion Result;
#ifdef HANDMADE_MATH__USE_SSE
Result.InternalElementsSSE = Vector.InternalElementsSSE;
#else
Result.X = Vector.X;
Result.Y = Vector.Y;
Result.Z = Vector.Z;
Result.W = Vector.W;
#endif
return (Result);
}
@@ -1252,10 +1267,15 @@ HMM_INLINE hmm_quaternion HMM_AddQuaternion(hmm_quaternion Left, hmm_quaternion
{
hmm_quaternion Result;
#ifdef HANDMADE_MATH__USE_SSE
Result.InternalElementsSSE = _mm_add_ps(Left.InternalElementsSSE, Right.InternalElementsSSE);
#else
Result.X = Left.X + Right.X;
Result.Y = Left.Y + Right.Y;
Result.Z = Left.Z + Right.Z;
Result.W = Left.W + Right.W;
#endif
return (Result);
}
@@ -1264,10 +1284,15 @@ HMM_INLINE hmm_quaternion HMM_SubtractQuaternion(hmm_quaternion Left, hmm_quater
{
hmm_quaternion Result;
#ifdef HANDMADE_MATH__USE_SSE
Result.InternalElementsSSE = _mm_sub_ps(Left.InternalElementsSSE, Right.InternalElementsSSE);
#else
Result.X = Left.X - Right.X;
Result.Y = Left.Y - Right.Y;
Result.Z = Left.Z - Right.Z;
Result.W = Left.W - Right.W;
#endif
return (Result);
}
@@ -1276,10 +1301,28 @@ HMM_INLINE hmm_quaternion HMM_MultiplyQuaternion(hmm_quaternion Left, hmm_quater
{
hmm_quaternion Result;
#ifdef HANDMADE_MATH__USE_SSE
__m128 SSEResultOne = _mm_xor_ps(_mm_shuffle_ps(Left.InternalElementsSSE, Left.InternalElementsSSE, _MM_SHUFFLE(0, 0, 0, 0)), _mm_setr_ps(0.f, -0.f, 0.f, -0.f));
__m128 SSEResultTwo = _mm_shuffle_ps(Right.InternalElementsSSE, Right.InternalElementsSSE, _MM_SHUFFLE(0, 1, 2, 3));
__m128 SSEResultThree = _mm_mul_ps(SSEResultTwo, SSEResultOne);
SSEResultOne = _mm_xor_ps(_mm_shuffle_ps(Left.InternalElementsSSE, Left.InternalElementsSSE, _MM_SHUFFLE(1, 1, 1, 1)) , _mm_setr_ps(0.f, 0.f, -0.f, -0.f));
SSEResultTwo = _mm_shuffle_ps(Right.InternalElementsSSE, Right.InternalElementsSSE, _MM_SHUFFLE(1, 0, 3, 2));
SSEResultThree = _mm_add_ps(SSEResultThree, _mm_mul_ps(SSEResultTwo, SSEResultOne));
SSEResultOne = _mm_xor_ps(_mm_shuffle_ps(Left.InternalElementsSSE, Left.InternalElementsSSE, _MM_SHUFFLE(2, 2, 2, 2)), _mm_setr_ps(-0.f, 0.f, 0.f, -0.f));
SSEResultTwo = _mm_shuffle_ps(Right.InternalElementsSSE, Right.InternalElementsSSE, _MM_SHUFFLE(2, 3, 0, 1));
SSEResultThree = _mm_add_ps(SSEResultThree, _mm_mul_ps(SSEResultTwo, SSEResultOne));
SSEResultOne = _mm_shuffle_ps(Left.InternalElementsSSE, Left.InternalElementsSSE, _MM_SHUFFLE(3, 3, 3, 3));
SSEResultTwo = _mm_shuffle_ps(Right.InternalElementsSSE, Right.InternalElementsSSE, _MM_SHUFFLE(3, 2, 1, 0));
Result.InternalElementsSSE = _mm_add_ps(SSEResultThree, _mm_mul_ps(SSEResultTwo, SSEResultOne));
#else
Result.X = (Left.X * Right.W) + (Left.Y * Right.Z) - (Left.Z * Right.Y) + (Left.W * Right.X);
Result.Y = (-Left.X * Right.Z) + (Left.Y * Right.W) + (Left.Z * Right.X) + (Left.W * Right.Y);
Result.Z = (Left.X * Right.Y) - (Left.Y * Right.X) + (Left.Z * Right.W) + (Left.W * Right.Z);
Result.W = (-Left.X * Right.X) - (Left.Y * Right.Y) - (Left.Z * Right.Z) + (Left.W * Right.W);
#endif
return (Result);
}
@@ -1288,10 +1331,15 @@ HMM_INLINE hmm_quaternion HMM_MultiplyQuaternionF(hmm_quaternion Left, float Mul
{
hmm_quaternion Result;
#ifdef HANDMADE_MATH__USE_SSE
__m128 Scalar = _mm_set1_ps(Multiplicative);
Result.InternalElementsSSE = _mm_mul_ps(Left.InternalElementsSSE, Scalar);
#else
Result.X = Left.X * Multiplicative;
Result.Y = Left.Y * Multiplicative;
Result.Z = Left.Z * Multiplicative;
Result.W = Left.W * Multiplicative;
#endif
return (Result);
}
@@ -1300,10 +1348,15 @@ HMM_INLINE hmm_quaternion HMM_DivideQuaternionF(hmm_quaternion Left, float Divid
{
hmm_quaternion Result;
#ifdef HANDMADE_MATH__USE_SSE
__m128 Scalar = _mm_set1_ps(Dividend);
Result.InternalElementsSSE = _mm_div_ps(Left.InternalElementsSSE, Scalar);
#else
Result.X = Left.X / Dividend;
Result.Y = Left.Y / Dividend;
Result.Z = Left.Z / Dividend;
Result.W = Left.W / Dividend;
#endif
return (Result);
}
@@ -1312,7 +1365,18 @@ HMM_EXTERN hmm_quaternion HMM_InverseQuaternion(hmm_quaternion Left);
HMM_INLINE float HMM_DotQuaternion(hmm_quaternion Left, hmm_quaternion Right)
{
float Result = (Left.X * Right.X) + (Left.Y * Right.Y) + (Left.Z * Right.Z) + (Left.W * Right.W);
float Result;
#ifdef HANDMADE_MATH__USE_SSE
__m128 SSEResultOne = _mm_mul_ps(Left.InternalElementsSSE, Right.InternalElementsSSE);
__m128 SSEResultTwo = _mm_shuffle_ps(SSEResultOne, SSEResultOne, _MM_SHUFFLE(2, 3, 0, 1));
SSEResultOne = _mm_add_ps(SSEResultOne, SSEResultTwo);
SSEResultTwo = _mm_shuffle_ps(SSEResultOne, SSEResultOne, _MM_SHUFFLE(0, 1, 2, 3));
SSEResultOne = _mm_add_ps(SSEResultOne, SSEResultTwo);
_mm_store_ss(&Result, SSEResultOne);
#else
Result = (Left.X * Right.X) + (Left.Y * Right.Y) + (Left.Z * Right.Z) + (Left.W * Right.W);
#endif
return (Result);
}
@@ -1331,11 +1395,18 @@ HMM_INLINE hmm_quaternion HMM_NLerp(hmm_quaternion Left, float Time, hmm_quatern
{
hmm_quaternion Result;
#ifdef HANDMADE_MATH__USE_SSE
__m128 ScalarLeft = _mm_set1_ps(1.0f - Time);
__m128 ScalarRight = _mm_set1_ps(Time);
__m128 SSEResultOne = _mm_mul_ps(Left.InternalElementsSSE, ScalarLeft);
__m128 SSEResultTwo = _mm_mul_ps(Right.InternalElementsSSE, ScalarRight);
Result.InternalElementsSSE = _mm_add_ps(SSEResultOne, SSEResultTwo);
#else
Result.X = HMM_Lerp(Left.X, Time, Right.X);
Result.Y = HMM_Lerp(Left.Y, Time, Right.Y);
Result.Z = HMM_Lerp(Left.Z, Time, Right.Z);
Result.W = HMM_Lerp(Left.W, Time, Right.W);
#endif
Result = HMM_NormalizeQuaternion(Result);
return (Result);
@@ -2343,10 +2414,7 @@ hmm_quaternion HMM_InverseQuaternion(hmm_quaternion Left)
Norm = HMM_SquareRootF(HMM_DotQuaternion(Left, Left));
NormSquared = Norm * Norm;
Result.X = Conjugate.X / NormSquared;
Result.Y = Conjugate.Y / NormSquared;
Result.Z = Conjugate.Z / NormSquared;
Result.W = Conjugate.W / NormSquared;
Result = HMM_DivideQuaternionF(Conjugate, NormSquared);
return (Result);
}

View File

@@ -10,6 +10,8 @@ To get started, go download [the latest release](https://github.com/HandmadeMath
Version | Changes |
----------------|----------------|
**1.10.0** | Made HMM_Perspective use vertical FOV instead of horizontal FOV for consistency with other graphics APIs. |
**1.9.0** | Added SSE versions of quaternion operations. |
**1.8.0** | Added fast vector normalization routines that use fast inverse square roots.
**1.7.1** | Changed operator[] to take a const ref int instead of an int.
**1.7.0** | Renamed the 'Rows' member of hmm_mat4 to 'Columns'. Since our matrices are column-major, this should have been named 'Columns' from the start. 'Rows' is still present, but has been deprecated.

View File

@@ -20,16 +20,16 @@ TEST(Projection, Perspective)
{
hmm_vec3 original = HMM_Vec3(5.0f, 5.0f, -15.0f);
hmm_vec4 projected = HMM_MultiplyMat4ByVec4(projection, HMM_Vec4v(original, 1));
EXPECT_FLOAT_EQ(projected.X, 5.0f);
EXPECT_FLOAT_EQ(projected.Y, 10.0f);
EXPECT_FLOAT_EQ(projected.X, 2.5f);
EXPECT_FLOAT_EQ(projected.Y, 5.0f);
EXPECT_FLOAT_EQ(projected.Z, 15.0f);
EXPECT_FLOAT_EQ(projected.W, 15.0f);
}
{
hmm_vec3 original = HMM_Vec3(5.0f, 5.0f, -5.0f);
hmm_vec4 projected = HMM_MultiplyMat4ByVec4(projection, HMM_Vec4v(original, 1));
EXPECT_FLOAT_EQ(projected.X, 5.0f);
EXPECT_FLOAT_EQ(projected.Y, 10.0f);
EXPECT_FLOAT_EQ(projected.X, 2.5f);
EXPECT_FLOAT_EQ(projected.Y, 5.0f);
EXPECT_FLOAT_EQ(projected.Z, -5.0f);
EXPECT_FLOAT_EQ(projected.W, 5.0f);
}