Implement some 3D transform code, untested as of yet

This commit is contained in:
Patrick Walton 2019-01-15 19:15:33 -08:00
parent 3c3c3a5062
commit 05d2b26fa7
5 changed files with 222 additions and 1 deletions

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@ -28,4 +28,5 @@ pub mod segments;
pub mod simd;
pub mod stroke;
pub mod transform;
pub mod transform3d;
pub mod util;

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@ -10,7 +10,6 @@
//! Converts paths to monotonically increasing/decreasing segments.
use crate::outline::Contour;
use crate::segment::{Segment, SegmentKind};
use arrayvec::ArrayVec;

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@ -14,6 +14,8 @@ use crate::simd::F32x4;
use euclid::Point2D;
use std::ops::{Add, Mul, Sub};
// 2D points.
#[derive(Clone, Copy, Debug, Default)]
pub struct Point2DF32(pub F32x4);
@ -38,6 +40,12 @@ impl Point2DF32 {
Point2D::new(self.0[0], self.0[1])
}
// TODO(pcwalton): Optimize this!
#[inline]
pub fn to_4d(self) -> Point4DF32 {
Point4DF32::new(self.0[0], self.0[1], 0.0, 1.0)
}
#[inline]
pub fn x(&self) -> f32 {
self.0[0]
@ -90,3 +98,58 @@ impl Mul<Point2DF32> for Point2DF32 {
Point2DF32(self.0 * other.0)
}
}
// 3D homogeneous points.
#[derive(Clone, Copy, Debug, Default)]
pub struct Point4DF32(pub F32x4);
impl Point4DF32 {
#[inline]
pub fn new(x: f32, y: f32, z: f32, w: f32) -> Point4DF32 {
Point4DF32(F32x4::new(x, y, z, w))
}
#[inline]
pub fn splat(value: f32) -> Point4DF32 {
Point4DF32(F32x4::splat(value))
}
#[inline]
pub fn to_2d(self) -> Point2DF32 {
Point2DF32(self.0)
}
#[inline]
pub fn x(self) -> f32 {
self.0[0]
}
#[inline]
pub fn y(self) -> f32 {
self.0[1]
}
#[inline]
pub fn z(self) -> f32 {
self.0[2]
}
#[inline]
pub fn w(self) -> f32 {
self.0[3]
}
#[inline]
pub fn perspective_divide(self) -> Point4DF32 {
self * Point4DF32::splat(1.0 / self.w())
}
}
impl Mul<Point4DF32> for Point4DF32 {
type Output = Point4DF32;
#[inline]
fn mul(self, other: Point4DF32) -> Point4DF32 {
Point4DF32(self.0 * other.0)
}
}

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@ -151,6 +151,11 @@ mod scalar {
(F32x4([self[0], other[0], self[1], other[1]]),
F32x4([self[2], other[2], self[3], other[3]]))
}
#[inline]
pub fn transpose4(a: &mut F32x4, b: &mut F32x4, c: &mut F32x4, d: &mut F32x4) {
unimplemented!()
}
}
impl Index<usize> for F32x4 {
@ -442,6 +447,13 @@ mod x86 {
)
}
}
#[inline]
pub fn transpose_4x4(a: &mut F32x4, b: &mut F32x4, c: &mut F32x4, d: &mut F32x4) {
unsafe {
x86_64::_MM_TRANSPOSE4_PS(&mut a.0, &mut b.0, &mut c.0, &mut d.0)
}
}
}
impl Default for F32x4 {

146
geometry/src/transform3d.rs Normal file
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@ -0,0 +1,146 @@
// pathfinder/geometry/src/transform3d.rs
//
// Copyright © 2019 The Pathfinder Project Developers.
//
// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
// option. This file may not be copied, modified, or distributed
// except according to those terms.
//! 3D transforms that can be applied to paths.
use crate::point::Point4DF32;
use crate::simd::F32x4;
/// An transform, optimized with SIMD.
///
/// In column-major order.
#[derive(Clone, Copy)]
pub struct Transform3DF32 {
c0: F32x4,
c1: F32x4,
c2: F32x4,
c3: F32x4,
}
impl Default for Transform3DF32 {
#[inline]
fn default() -> Transform3DF32 {
Transform3DF32 {
c0: F32x4::new(1.0, 0.0, 0.0, 0.0),
c1: F32x4::new(0.0, 1.0, 0.0, 0.0),
c2: F32x4::new(0.0, 0.0, 1.0, 0.0),
c3: F32x4::new(0.0, 0.0, 0.0, 1.0),
}
}
}
impl Transform3DF32 {
#[inline]
pub fn row_major(m00: f32, m01: f32, m02: f32, m03: f32,
m10: f32, m11: f32, m12: f32, m13: f32,
m20: f32, m21: f32, m22: f32, m23: f32,
m30: f32, m31: f32, m32: f32, m33: f32)
-> Transform3DF32 {
Transform3DF32 {
c0: F32x4::new(m00, m10, m20, m30),
c1: F32x4::new(m01, m11, m21, m31),
c2: F32x4::new(m02, m12, m22, m32),
c3: F32x4::new(m03, m13, m23, m33),
}
}
#[inline]
pub fn scale(x: f32, y: f32, z: f32) -> Transform3DF32 {
Transform3DF32::row_major( x, 0.0, 0.0, 0.0,
0.0, y, 0.0, 0.0,
0.0, 0.0, z, 0.0,
0.0, 0.0, 0.0, 1.0)
}
#[inline]
pub fn translate(x: f32, y: f32, z: f32) -> Transform3DF32 {
Transform3DF32::row_major(1.0, 0.0, 0.0, x,
0.0, 1.0, 0.0, y,
0.0, 0.0, 1.0, z,
0.0, 0.0, 0.0, 1.0)
}
// TODO(pcwalton): Optimize.
pub fn rotate(roll: f32, pitch: f32, yaw: f32) -> Transform3DF32 {
let (cos_roll, sin_roll) = (roll.cos(), roll.sin());
let (cos_pitch, sin_pitch) = (pitch.cos(), pitch.sin());
let (cos_yaw, sin_yaw) = (yaw.cos(), yaw.sin());
let m00 = cos_yaw * cos_pitch;
let m01 = cos_yaw * sin_pitch * sin_roll - sin_yaw * cos_roll;
let m02 = cos_yaw * sin_pitch * sin_roll + sin_yaw * sin_roll;
let m10 = sin_yaw * cos_pitch;
let m11 = sin_yaw * sin_pitch * sin_roll + cos_yaw * cos_roll;
let m12 = sin_yaw * sin_pitch * cos_roll + cos_yaw * sin_roll;
let m20 = -sin_pitch;
let m21 = cos_pitch * sin_roll;
let m22 = cos_pitch * cos_roll;
Transform3DF32::row_major(m00, m01, m02, 0.0,
m10, m11, m12, 0.0,
m20, m21, m22, 0.0,
0.0, 0.0, 0.0, 1.0)
}
/// Just like `gluPerspective()`.
#[inline]
pub fn perspective(fov_y: f32, aspect: f32, z_near: f32, z_far: f32) -> Transform3DF32 {
let f = 1.0 / (fov_y * 0.5).tan();
let z_denom = 1.0 / (z_near - z_far);
let m00 = f / aspect;
let m11 = f;
let m22 = (z_far + z_near) * z_denom;
let m23 = 2.0 * z_far * z_near * z_denom;
let m32 = -1.0;
Transform3DF32::row_major(m00, 0.0, 0.0, 0.0,
0.0, m11, 0.0, 0.0,
0.0, 0.0, m22, m23,
0.0, 0.0, m32, 0.0)
}
#[inline]
pub fn transpose(&self) -> Transform3DF32 {
let mut m = *self;
F32x4::transpose_4x4(&mut m.c0, &mut m.c1, &mut m.c2, &mut m.c3);
m
}
// FIXME(pcwalton): Is this right, due to transposition? I think we may have to reverse the
// two.
//
// https://stackoverflow.com/a/18508113
#[inline]
pub fn post_mul(&self, other: &Transform3DF32) -> Transform3DF32 {
return Transform3DF32 {
c0: mul_row(self.c0, other),
c1: mul_row(self.c1, other),
c2: mul_row(self.c2, other),
c3: mul_row(self.c3, other),
};
fn mul_row(a_row: F32x4, b: &Transform3DF32) -> F32x4 {
let (a0, a1) = (F32x4::splat(a_row[0]), F32x4::splat(a_row[1]));
let (a2, a3) = (F32x4::splat(a_row[2]), F32x4::splat(a_row[3]));
a0 * b.c0 + a1 * b.c1 + a2 * b.c2 + a3 * b.c3
}
}
#[inline]
pub fn pre_mul(&self, other: &Transform3DF32) -> Transform3DF32 {
other.post_mul(self)
}
#[inline]
pub fn transform_point(&self, point: Point4DF32) -> Point4DF32 {
let term0 = self.c0 * F32x4::splat(point.x());
let term1 = self.c1 * F32x4::splat(point.y());
let term2 = self.c2 * F32x4::splat(point.z());
let term3 = self.c3 * F32x4::splat(point.w());
Point4DF32(term0 + term1 + term2 + term3)
}
}