From 1993c42ea686e404d1d3273c271fbc038aa4fc9f Mon Sep 17 00:00:00 2001 From: Michael Fabian 'Xaymar' Dirks Date: Mon, 8 Jan 2018 17:31:50 +0100 Subject: [PATCH] filter-transform: Use 16-byte aligned vec3 & vec4 --- source/filter-transform.cpp | 98 +++++++++++++++++++------------------ source/filter-transform.h | 13 +++-- 2 files changed, 59 insertions(+), 52 deletions(-) diff --git a/source/filter-transform.cpp b/source/filter-transform.cpp index 38166e93..ace14cc4 100644 --- a/source/filter-transform.cpp +++ b/source/filter-transform.cpp @@ -19,6 +19,7 @@ #include "filter-transform.h" #include "strings.h" +#include "util-math.h" extern "C" { #pragma warning (push) @@ -56,7 +57,6 @@ extern "C" { #define ST_ROTATION_ORDER_ZXY "Filter.Transform.Rotation.Order.ZXY" #define ST_ROTATION_ORDER_ZYX "Filter.Transform.Rotation.Order.ZYX" -static const float PI = 3.1415926535897932384626433832795f; static const float farZ = 2097152.0f; // 2 pow 21 static const float nearZ = 1.0f / farZ; static const float valueLimit = 65536.0f; @@ -281,9 +281,14 @@ Filter::Transform::Instance::Instance(obs_data_t *data, obs_source_t *context) : m_isCameraOrthographic(true), m_cameraFieldOfView(90.0), m_isInactive(false), m_isHidden(false), m_isMeshUpdateRequired(false), m_rotationOrder(RotationOrder::ZXY) { - vec3_set(&m_position, 0, 0, 0); - vec3_set(&m_rotation, 0, 0, 0); - vec3_set(&m_scale, 1, 1, 1); + m_position = std::make_unique(); + m_rotation = std::make_unique(); + m_scale = std::make_unique(); + m_shear = std::make_unique(); + + vec3_set(m_position.get(), 0, 0, 0); + vec3_set(m_rotation.get(), 0, 0, 0); + vec3_set(m_scale.get(), 1, 1, 1); obs_enter_graphics(); m_texRender = gs_texrender_create(GS_RGBA, GS_ZS_NONE); @@ -311,22 +316,19 @@ void Filter::Transform::Instance::update(obs_data_t *data) { ST_CAMERA_FIELDOFVIEW); // Source - m_position.x = (float)obs_data_get_double(data, ST_POSITION_X) / 100.0f; - m_position.y = (float)obs_data_get_double(data, ST_POSITION_Y) / 100.0f; - m_position.z = (float)obs_data_get_double(data, ST_POSITION_Z) / 100.0f; - m_scale.x = (float)obs_data_get_double(data, ST_SCALE_X) / 100.0f; - m_scale.y = (float)obs_data_get_double(data, ST_SCALE_Y) / 100.0f; - m_scale.z = 1.0; + m_position->x = (float)obs_data_get_double(data, ST_POSITION_X) / 100.0f; + m_position->y = (float)obs_data_get_double(data, ST_POSITION_Y) / 100.0f; + m_position->z = (float)obs_data_get_double(data, ST_POSITION_Z) / 100.0f; + m_scale->x = (float)obs_data_get_double(data, ST_SCALE_X) / 100.0f; + m_scale->y = (float)obs_data_get_double(data, ST_SCALE_Y) / 100.0f; + m_scale->z = 1.0f; m_rotationOrder = (int)obs_data_get_int(data, ST_ROTATION_ORDER); - m_rotation.x = (float)obs_data_get_double(data, - ST_ROTATION_X) / 180.0f * PI; - m_rotation.y = (float)obs_data_get_double(data, - ST_ROTATION_Y) / 180.0f * PI; - m_rotation.z = (float)obs_data_get_double(data, - ST_ROTATION_Z) / 180.0f * PI; - m_shear.x = (float)obs_data_get_double(data, ST_SHEAR_X) / 100.0f; - m_shear.y = (float)obs_data_get_double(data, ST_SHEAR_Y) / 100.0f; - m_shear.z = 0.0; + m_rotation->x = (float)(obs_data_get_double(data, ST_ROTATION_X) / 180.0f * PI); + m_rotation->y = (float)(obs_data_get_double(data, ST_ROTATION_Y) / 180.0f * PI); + m_rotation->z = (float)(obs_data_get_double(data, ST_ROTATION_Z) / 180.0f * PI); + m_shear->x = (float)obs_data_get_double(data, ST_SHEAR_X) / 100.0f; + m_shear->y = (float)obs_data_get_double(data, ST_SHEAR_Y) / 100.0f; + m_shear->z = 0.0f; m_isMeshUpdateRequired = true; } @@ -414,49 +416,49 @@ void Filter::Transform::Instance::video_render(gs_effect_t *paramEffect) { matrix4_identity(&ident); switch (m_rotationOrder) { case RotationOrder::XYZ: // XYZ - matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, m_rotation.x); - matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, m_rotation.y); - matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, m_rotation.z); + matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, m_rotation->x); + matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, m_rotation->y); + matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, m_rotation->z); break; case RotationOrder::XZY: // XZY - matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, m_rotation.x); - matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, m_rotation.z); - matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, m_rotation.y); + matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, m_rotation->x); + matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, m_rotation->z); + matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, m_rotation->y); break; case RotationOrder::YXZ: // YXZ - matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, m_rotation.y); - matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, m_rotation.x); - matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, m_rotation.z); + matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, m_rotation->y); + matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, m_rotation->x); + matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, m_rotation->z); break; case RotationOrder::YZX: // YZX - matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, m_rotation.y); - matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, m_rotation.z); - matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, m_rotation.x); + matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, m_rotation->y); + matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, m_rotation->z); + matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, m_rotation->x); break; case RotationOrder::ZXY: // ZXY - matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, m_rotation.z); - matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, m_rotation.x); - matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, m_rotation.y); + matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, m_rotation->z); + matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, m_rotation->x); + matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, m_rotation->y); break; case RotationOrder::ZYX: // ZYX - matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, m_rotation.z); - matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, m_rotation.y); - matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, m_rotation.x); + matrix4_rotate_aa4f(&ident, &ident, 0, 0, 1, m_rotation->z); + matrix4_rotate_aa4f(&ident, &ident, 0, 1, 0, m_rotation->y); + matrix4_rotate_aa4f(&ident, &ident, 1, 0, 0, m_rotation->x); break; } - matrix4_translate3f(&ident, &ident, m_position.x, m_position.y, m_position.z); + matrix4_translate3f(&ident, &ident, m_position->x, m_position->y, m_position->z); /// Calculate vertex position once only. - float_t p_x = aspectRatioX * m_scale.x; - float_t p_y = 1.0f * m_scale.y; + float_t p_x = aspectRatioX * m_scale->x; + float_t p_y = 1.0f * m_scale->y; /// Generate mesh { GS::Vertex& v = m_vertexHelper->at(0); v.uv[0].x = 0; v.uv[0].y = 0; v.color = 0xFFFFFFFF; - v.position.x = -p_x + m_shear.x; - v.position.y = -p_y - m_shear.y; + v.position.x = -p_x + m_shear->x; + v.position.y = -p_y - m_shear->y; v.position.z = 0.0f; vec3_transform(&v.position, &v.position, &ident); } @@ -464,8 +466,8 @@ void Filter::Transform::Instance::video_render(gs_effect_t *paramEffect) { GS::Vertex& v = m_vertexHelper->at(1); v.uv[0].x = 1; v.uv[0].y = 0; v.color = 0xFFFFFFFF; - v.position.x = p_x + m_shear.x; - v.position.y = -p_y + m_shear.y; + v.position.x = p_x + m_shear->x; + v.position.y = -p_y + m_shear->y; v.position.z = 0.0f; vec3_transform(&v.position, &v.position, &ident); } @@ -473,8 +475,8 @@ void Filter::Transform::Instance::video_render(gs_effect_t *paramEffect) { GS::Vertex& v = m_vertexHelper->at(2); v.uv[0].x = 0; v.uv[0].y = 1; v.color = 0xFFFFFFFF; - v.position.x = -p_x - m_shear.x; - v.position.y = p_y - m_shear.y; + v.position.x = -p_x - m_shear->x; + v.position.y = p_y - m_shear->y; v.position.z = 0.0f; vec3_transform(&v.position, &v.position, &ident); } @@ -482,8 +484,8 @@ void Filter::Transform::Instance::video_render(gs_effect_t *paramEffect) { GS::Vertex& v = m_vertexHelper->at(3); v.uv[0].x = 1; v.uv[0].y = 1; v.color = 0xFFFFFFFF; - v.position.x = p_x - m_shear.x; - v.position.y = p_y + m_shear.y; + v.position.x = p_x - m_shear->x; + v.position.y = p_y + m_shear->y; v.position.z = 0.0f; vec3_transform(&v.position, &v.position, &ident); } diff --git a/source/filter-transform.h b/source/filter-transform.h index cc082374..ff8795c2 100644 --- a/source/filter-transform.h +++ b/source/filter-transform.h @@ -20,6 +20,7 @@ #pragma once #include "plugin.h" #include "gs-vertexbuffer.h" +#include namespace Filter { class Transform { @@ -75,11 +76,15 @@ namespace Filter { // Source bool m_isInactive, m_isHidden; bool m_isMeshUpdateRequired; + + // 3D Information uint32_t m_rotationOrder; - vec3 m_position, - m_rotation, - m_scale, - m_shear; + struct { + std::unique_ptr m_position; + std::unique_ptr m_rotation; + std::unique_ptr m_scale; + std::unique_ptr m_shear; + }; }; }; }