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:
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

View File

@@ -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);
}
}
}