Update to latest glam.

This commit is contained in:
Nathan Vegdahl 2021-05-14 12:22:46 -07:00
parent 89fc80b99b
commit e6f9af9336
17 changed files with 119 additions and 117 deletions

12
Cargo.lock generated
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@ -11,9 +11,9 @@ dependencies = [
[[package]]
name = "approx"
version = "0.3.2"
version = "0.4.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "f0e60b75072ecd4168020818c0107f2857bb6c4e64252d8d3983f6263b40a5c3"
checksum = "3f2a05fd1bd10b2527e20a2cd32d8873d115b8b39fe219ee25f42a8aca6ba278"
dependencies = [
"num-traits",
]
@ -186,11 +186,9 @@ dependencies = [
[[package]]
name = "glam"
version = "0.7.1"
source = "git+https://github.com/bitshifter/glam-rs.git?rev=0f314f99#0f314f990710ff9357e5896de2b55ec82fe88e0d"
dependencies = [
"approx",
]
version = "0.15.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "411e0584defa447c328f25c756ba3d0685727ecc126b46c3c1176001141cd4b6"
[[package]]
name = "half"

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@ -35,7 +35,7 @@ png_encode_mini = "0.1.2"
rustc-serialize = "0.3"
scoped_threadpool = "0.1"
time = "0.1"
glam = {git="https://github.com/bitshifter/glam-rs.git", rev="0f314f99", default-features=false, features=["approx"]}
glam = "0.15"
fastapprox = "0.3"
# Local crate dependencies

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@ -6,7 +6,7 @@
use std::mem::{transmute, MaybeUninit};
use glam::Vec4Mask;
use glam::BVec4A;
use kioku::Arena;
@ -123,12 +123,12 @@ impl<'a> BVH4<'a> {
traversal_code,
} => {
node_tests += ray_stack.ray_count_in_next_task() as u64;
let mut all_hits = Vec4Mask::default();
let mut all_hits = BVec4A::default();
// Ray testing
ray_stack.pop_do_next_task_and_push_rays(children.len(), |ray_idx| {
if rays.is_done(ray_idx) {
Vec4Mask::default()
BVec4A::default()
} else {
let hits = if bounds.len() == 1 {
bounds[0].intersect_ray(

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@ -41,8 +41,8 @@ impl BBox {
// Returns whether the given ray intersects with the bbox.
pub fn intersect_ray(&self, orig: Point, dir_inv: Vector, max_t: f32) -> bool {
// Calculate slab intersections
let t1 = (self.min.co - orig.co).truncate() * dir_inv.co;
let t2 = (self.max.co - orig.co).truncate() * dir_inv.co;
let t1 = (self.min.co - orig.co) * dir_inv.co;
let t2 = (self.max.co - orig.co) * dir_inv.co;
// Find the far and near intersection
let far_t = t1.max(t2).extend(std::f32::INFINITY);

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@ -9,7 +9,7 @@ use crate::{
math::{Point, Vector},
};
use glam::{Vec4, Vec4Mask};
use glam::{BVec4A, Vec4};
const BBOX_MAXT_ADJUST: f32 = 1.000_000_24;
@ -60,14 +60,14 @@ impl BBox4 {
}
// Returns whether the given ray intersects with the bboxes.
pub fn intersect_ray(&self, orig: Point, dir_inv: Vector, max_t: f32) -> Vec4Mask {
pub fn intersect_ray(&self, orig: Point, dir_inv: Vector, max_t: f32) -> BVec4A {
// Get the ray data into SIMD format.
let ro_x = Vec4::splat(orig.co.x());
let ro_y = Vec4::splat(orig.co.y());
let ro_z = Vec4::splat(orig.co.z());
let rdi_x = Vec4::splat(dir_inv.co.x());
let rdi_y = Vec4::splat(dir_inv.co.y());
let rdi_z = Vec4::splat(dir_inv.co.z());
let ro_x = Vec4::splat(orig.co[0]);
let ro_y = Vec4::splat(orig.co[1]);
let ro_z = Vec4::splat(orig.co[2]);
let rdi_x = Vec4::splat(dir_inv.co[0]);
let rdi_y = Vec4::splat(dir_inv.co[1]);
let rdi_z = Vec4::splat(dir_inv.co[2]);
let max_t = Vec4::splat(max_t);
// Slab tests

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@ -95,10 +95,10 @@ impl Color {
SpectralSample::from_parts(
// TODO: make this SIMD
Vec4::new(
plancks_law(temperature, wls.x()) * factor,
plancks_law(temperature, wls.y()) * factor,
plancks_law(temperature, wls.z()) * factor,
plancks_law(temperature, wls.w()) * factor,
plancks_law(temperature, wls[0]) * factor,
plancks_law(temperature, wls[1]) * factor,
plancks_law(temperature, wls[2]) * factor,
plancks_law(temperature, wls[3]) * factor,
),
hero_wavelength,
)
@ -110,10 +110,10 @@ impl Color {
SpectralSample::from_parts(
// TODO: make this SIMD
Vec4::new(
plancks_law_normalized(temperature, wls.x()) * factor,
plancks_law_normalized(temperature, wls.y()) * factor,
plancks_law_normalized(temperature, wls.z()) * factor,
plancks_law_normalized(temperature, wls.w()) * factor,
plancks_law_normalized(temperature, wls[0]) * factor,
plancks_law_normalized(temperature, wls[1]) * factor,
plancks_law_normalized(temperature, wls[2]) * factor,
plancks_law_normalized(temperature, wls[3]) * factor,
),
hero_wavelength,
)
@ -518,10 +518,10 @@ impl XYZ {
}
pub fn from_spectral_sample(ss: &SpectralSample) -> XYZ {
let xyz0 = XYZ::from_wavelength(ss.wl_n(0), ss.e.x());
let xyz1 = XYZ::from_wavelength(ss.wl_n(1), ss.e.y());
let xyz2 = XYZ::from_wavelength(ss.wl_n(2), ss.e.z());
let xyz3 = XYZ::from_wavelength(ss.wl_n(3), ss.e.w());
let xyz0 = XYZ::from_wavelength(ss.wl_n(0), ss.e[0]);
let xyz1 = XYZ::from_wavelength(ss.wl_n(1), ss.e[1]);
let xyz2 = XYZ::from_wavelength(ss.wl_n(2), ss.e[2]);
let xyz3 = XYZ::from_wavelength(ss.wl_n(3), ss.e[3]);
(xyz0 + xyz1 + xyz2 + xyz3) * 0.75
}

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@ -120,8 +120,8 @@ impl Lerp for Normal {
impl Lerp for Point {
fn lerp(self, other: Point, alpha: f32) -> Point {
let s = self.norm();
let o = other.norm();
let s = self;
let o = other;
Point {
co: (s.co * (1.0 - alpha)) + (o.co * alpha),
}

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@ -1,6 +1,6 @@
#![allow(dead_code)]
use glam::Vec4Mask;
use glam::BVec4A;
use crate::math::{Matrix4x4, Point, Vector};
@ -86,7 +86,7 @@ impl RayBatch {
pub fn set_from_ray(&mut self, ray: &Ray, is_occlusion: bool, idx: usize) {
self.hot[idx].orig_local = ray.orig;
self.hot[idx].dir_inv_local = Vector {
co: ray.dir.co.reciprocal(),
co: ray.dir.co.recip(),
};
self.hot[idx].max_t = ray.max_t;
self.hot[idx].time = ray.time;
@ -122,7 +122,7 @@ impl RayBatch {
pub fn update_local(&mut self, idx: usize, xform: &Matrix4x4) {
self.hot[idx].orig_local = self.cold[idx].orig * *xform;
self.hot[idx].dir_inv_local = Vector {
co: (self.cold[idx].dir * *xform).co.reciprocal(),
co: (self.cold[idx].dir * *xform).co.recip(),
};
}
@ -349,7 +349,7 @@ impl RayStack {
/// indicated lanes.
pub fn pop_do_next_task_and_push_rays<F>(&mut self, output_lane_count: usize, mut handle_ray: F)
where
F: FnMut(usize) -> Vec4Mask,
F: FnMut(usize) -> BVec4A,
{
// Pop the task and do necessary bookkeeping.
let task = self.tasks.pop().unwrap();

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@ -492,23 +492,23 @@ mod ggx_closure {
let spectrum_sample = col.to_spectral_sample(wavelength);
let rev_fresnel = 1.0 - fresnel;
let c0 = lerp(
schlick_fresnel_from_fac(spectrum_sample.e.x(), hb),
spectrum_sample.e.x(),
schlick_fresnel_from_fac(spectrum_sample.e[0], hb),
spectrum_sample.e[0],
rev_fresnel,
);
let c1 = lerp(
schlick_fresnel_from_fac(spectrum_sample.e.y(), hb),
spectrum_sample.e.y(),
schlick_fresnel_from_fac(spectrum_sample.e[1], hb),
spectrum_sample.e[1],
rev_fresnel,
);
let c2 = lerp(
schlick_fresnel_from_fac(spectrum_sample.e.z(), hb),
spectrum_sample.e.z(),
schlick_fresnel_from_fac(spectrum_sample.e[2], hb),
spectrum_sample.e[2],
rev_fresnel,
);
let c3 = lerp(
schlick_fresnel_from_fac(spectrum_sample.e.w(), hb),
spectrum_sample.e.w(),
schlick_fresnel_from_fac(spectrum_sample.e[3], hb),
spectrum_sample.e[3],
rev_fresnel,
);

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@ -11,5 +11,5 @@ path = "src/lib.rs"
# Local crate dependencies
[dependencies]
glam = {git="https://github.com/bitshifter/glam-rs.git", rev="0f314f99", default-features=false, features=["approx"]}
approx = "0.3"
glam = "0.15"
approx = "0.4"

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@ -2,7 +2,7 @@
use std::ops::{Add, Mul};
use approx::RelativeEq;
use approx::relative_eq;
use glam::{Mat4, Vec4};
use super::Point;
@ -15,7 +15,7 @@ impl Matrix4x4 {
/// Creates a new identity matrix
#[inline]
pub fn new() -> Matrix4x4 {
Matrix4x4(Mat4::identity())
Matrix4x4(Mat4::IDENTITY)
}
/// Creates a new matrix with the specified values:
@ -44,7 +44,7 @@ impl Matrix4x4 {
o: f32,
p: f32,
) -> Matrix4x4 {
Matrix4x4(Mat4::new(
Matrix4x4(Mat4::from_cols(
Vec4::new(a, e, i, m),
Vec4::new(b, f, j, n),
Vec4::new(c, g, k, o),
@ -54,7 +54,7 @@ impl Matrix4x4 {
#[inline]
pub fn from_location(loc: Point) -> Matrix4x4 {
Matrix4x4(Mat4::from_translation(loc.co.truncate()))
Matrix4x4(Mat4::from_translation(loc.co.into()))
}
/// Returns whether the matrices are approximately equal to each other.
@ -62,7 +62,15 @@ impl Matrix4x4 {
/// error exceeding epsilon.
#[inline]
pub fn aprx_eq(&self, other: Matrix4x4, epsilon: f32) -> bool {
self.0.relative_eq(&other.0, std::f32::EPSILON, epsilon)
let mut eq = true;
for c in 0..4 {
for r in 0..4 {
let a = self.0.col(c)[r];
let b = other.0.col(c)[r];
eq &= relative_eq!(a, b, epsilon = epsilon);
}
}
eq
}
/// Returns the transpose of the matrix

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@ -5,21 +5,21 @@ use std::{
ops::{Add, Div, Mul, Neg, Sub},
};
use glam::Vec3;
use glam::Vec3A;
use super::{CrossProduct, DotProduct, Matrix4x4, Vector};
/// A surface normal in 3d homogeneous space.
#[derive(Debug, Copy, Clone)]
pub struct Normal {
pub co: Vec3,
pub co: Vec3A,
}
impl Normal {
#[inline(always)]
pub fn new(x: f32, y: f32, z: f32) -> Normal {
Normal {
co: Vec3::new(x, y, z),
co: Vec3A::new(x, y, z),
}
}
@ -57,32 +57,32 @@ impl Normal {
#[inline(always)]
pub fn x(&self) -> f32 {
self.co.x()
self.co[0]
}
#[inline(always)]
pub fn y(&self) -> f32 {
self.co.y()
self.co[1]
}
#[inline(always)]
pub fn z(&self) -> f32 {
self.co.z()
self.co[2]
}
#[inline(always)]
pub fn set_x(&mut self, x: f32) {
self.co.set_x(x);
self.co[0] = x;
}
#[inline(always)]
pub fn set_y(&mut self, y: f32) {
self.co.set_y(y);
self.co[1] = y;
}
#[inline(always)]
pub fn set_z(&mut self, z: f32) {
self.co.set_z(z);
self.co[2] = z;
}
}
@ -133,7 +133,7 @@ impl Mul<Matrix4x4> for Normal {
fn mul(self, other: Matrix4x4) -> Normal {
let mat = other.0.inverse().transpose();
Normal {
co: mat.transform_vector3(self.co),
co: mat.transform_vector3a(self.co),
}
}
}

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@ -5,37 +5,37 @@ use std::{
ops::{Add, Mul, Sub},
};
use glam::Vec4;
use glam::Vec3A;
use super::{Matrix4x4, Vector};
/// A position in 3d homogeneous space.
#[derive(Debug, Copy, Clone)]
pub struct Point {
pub co: Vec4,
pub co: Vec3A,
}
impl Point {
#[inline(always)]
pub fn new(x: f32, y: f32, z: f32) -> Point {
Point {
co: Vec4::new(x, y, z, 1.0),
co: Vec3A::new(x, y, z),
}
}
/// Returns the point in standardized coordinates, where the
/// fourth homogeneous component has been normalized to 1.0.
#[inline(always)]
pub fn norm(&self) -> Point {
Point {
co: self.co / self.co.w(),
}
}
// /// Returns the point in standardized coordinates, where the
// /// fourth homogeneous component has been normalized to 1.0.
// #[inline(always)]
// pub fn norm(&self) -> Point {
// Point {
// co: self.co / self.co[3],
// }
// }
#[inline(always)]
pub fn min(&self, other: Point) -> Point {
let n1 = self.norm();
let n2 = other.norm();
let n1 = self;
let n2 = other;
Point {
co: n1.co.min(n2.co),
@ -44,8 +44,8 @@ impl Point {
#[inline(always)]
pub fn max(&self, other: Point) -> Point {
let n1 = self.norm();
let n2 = other.norm();
let n1 = self;
let n2 = other;
Point {
co: n1.co.max(n2.co),
@ -54,9 +54,7 @@ impl Point {
#[inline(always)]
pub fn into_vector(self) -> Vector {
Vector {
co: self.co.truncate(),
}
Vector { co: self.co }
}
#[inline(always)]
@ -71,32 +69,32 @@ impl Point {
#[inline(always)]
pub fn x(&self) -> f32 {
self.co.x()
self.co[0]
}
#[inline(always)]
pub fn y(&self) -> f32 {
self.co.y()
self.co[1]
}
#[inline(always)]
pub fn z(&self) -> f32 {
self.co.z()
self.co[2]
}
#[inline(always)]
pub fn set_x(&mut self, x: f32) {
self.co.set_x(x);
self.co[0] = x;
}
#[inline(always)]
pub fn set_y(&mut self, y: f32) {
self.co.set_y(y);
self.co[1] = y;
}
#[inline(always)]
pub fn set_z(&mut self, z: f32) {
self.co.set_z(z);
self.co[2] = z;
}
}
@ -113,7 +111,7 @@ impl Add<Vector> for Point {
#[inline(always)]
fn add(self, other: Vector) -> Point {
Point {
co: self.co + other.co.extend(0.0),
co: self.co + other.co,
}
}
}
@ -124,7 +122,7 @@ impl Sub for Point {
#[inline(always)]
fn sub(self, other: Point) -> Vector {
Vector {
co: (self.norm().co - other.norm().co).truncate(),
co: self.co - other.co,
}
}
}
@ -135,7 +133,7 @@ impl Sub<Vector> for Point {
#[inline(always)]
fn sub(self, other: Vector) -> Point {
Point {
co: self.co - other.co.extend(0.0),
co: self.co - other.co,
}
}
}
@ -146,7 +144,7 @@ impl Mul<Matrix4x4> for Point {
#[inline]
fn mul(self, other: Matrix4x4) -> Point {
Point {
co: other.0.mul_vec4(self.co),
co: other.0.transform_point3a(self.co),
}
}
}

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@ -5,21 +5,21 @@ use std::{
ops::{Add, Div, Mul, Neg, Sub},
};
use glam::Vec3;
use glam::Vec3A;
use super::{CrossProduct, DotProduct, Matrix4x4, Normal, Point};
/// A direction vector in 3d homogeneous space.
#[derive(Debug, Copy, Clone)]
pub struct Vector {
pub co: Vec3,
pub co: Vec3A,
}
impl Vector {
#[inline(always)]
pub fn new(x: f32, y: f32, z: f32) -> Vector {
Vector {
co: Vec3::new(x, y, z),
co: Vec3A::new(x, y, z),
}
}
@ -43,15 +43,13 @@ impl Vector {
#[inline(always)]
pub fn abs(&self) -> Vector {
Vector {
co: self.co * self.co.sign(),
co: self.co * self.co.signum(),
}
}
#[inline(always)]
pub fn into_point(self) -> Point {
Point {
co: self.co.extend(1.0),
}
Point { co: self.co }
}
#[inline(always)]
@ -71,32 +69,32 @@ impl Vector {
#[inline(always)]
pub fn x(&self) -> f32 {
self.co.x()
self.co[0]
}
#[inline(always)]
pub fn y(&self) -> f32 {
self.co.y()
self.co[1]
}
#[inline(always)]
pub fn z(&self) -> f32 {
self.co.z()
self.co[2]
}
#[inline(always)]
pub fn set_x(&mut self, x: f32) {
self.co.set_x(x);
self.co[0] = x;
}
#[inline(always)]
pub fn set_y(&mut self, y: f32) {
self.co.set_y(y);
self.co[1] = y;
}
#[inline(always)]
pub fn set_z(&mut self, z: f32) {
self.co.set_z(z);
self.co[2] = z;
}
}
@ -146,7 +144,7 @@ impl Mul<Matrix4x4> for Vector {
#[inline]
fn mul(self, other: Matrix4x4) -> Vector {
Vector {
co: other.0.transform_vector3(self.co),
co: other.0.transform_vector3a(self.co),
}
}
}

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@ -10,4 +10,4 @@ name = "spectral_upsampling"
path = "src/lib.rs"
[dependencies]
glam = {git="https://github.com/bitshifter/glam-rs.git", rev="0f314f99", default-features=false, features=["approx"]}
glam = "0.15"

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@ -118,14 +118,14 @@ fn small_rgb_to_spectrum_p4(
// Evaluate the spectral function and return the result.
if max_val <= table_mid_value {
rgb2spec_eval_4([c[0].x(), c[0].y(), c[0].z()], lambdas) * (1.0 / table_mid_value) * max_val
rgb2spec_eval_4([c[0][0], c[0][1], c[0][2]], lambdas) * (1.0 / table_mid_value) * max_val
} else if max_val < 1.0 {
let n = (max_val - table_mid_value) / (1.0 - table_mid_value);
let s0 = rgb2spec_eval_4([c[0].x(), c[0].y(), c[0].z()], lambdas);
let s1 = rgb2spec_eval_4([c[1].x(), c[1].y(), c[1].z()], lambdas);
let s0 = rgb2spec_eval_4([c[0][0], c[0][1], c[0][2]], lambdas);
let s1 = rgb2spec_eval_4([c[1][0], c[1][1], c[1][2]], lambdas);
(s0 * (1.0 - n)) + (s1 * n)
} else {
rgb2spec_eval_4([c[1].x(), c[1].y(), c[1].z()], lambdas) * max_val
rgb2spec_eval_4([c[1][0], c[1][1], c[1][2]], lambdas) * max_val
}
}
@ -147,7 +147,7 @@ fn rgb2spec_eval_4(coeff: [f32; RGB2SPEC_N_COEFFS], lambda: Vec4) -> Vec4 {
let y = {
// TODO: replace this with a SIMD sqrt op.
let (x, y, z, w) = rgb2spec_fma_4(x, x, Vec4::splat(1.0)).into();
Vec4::new(x.sqrt(), y.sqrt(), z.sqrt(), w.sqrt()).reciprocal()
Vec4::new(x.sqrt(), y.sqrt(), z.sqrt(), w.sqrt()).recip()
};
rgb2spec_fma_4(Vec4::splat(0.5) * x, y, Vec4::splat(0.5))

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@ -227,13 +227,13 @@ pub fn spectrum_xyz_to_p_4(lambdas: Vec4, xyz: (f32, f32, f32)) -> Vec4 {
// Get the spectral values for the vertices of the grid cell.
// TODO: use integer SIMD intrinsics to make this part faster.
let mut p = [Vec4::splat(0.0); 6];
let sb0: [i32; 4] = [sb.x() as i32, sb.y() as i32, sb.z() as i32, sb.w() as i32];
let sb0: [i32; 4] = [sb[0] as i32, sb[1] as i32, sb[2] as i32, sb[3] as i32];
assert!(sb0[0].max(sb0[1]).max(sb0[2].max(sb0[3])) < SPECTRUM_NUM_SAMPLES);
let sb1: [i32; 4] = [
(sb.x() as i32 + 1).min(SPECTRUM_NUM_SAMPLES - 1),
(sb.y() as i32 + 1).min(SPECTRUM_NUM_SAMPLES - 1),
(sb.z() as i32 + 1).min(SPECTRUM_NUM_SAMPLES - 1),
(sb.w() as i32 + 1).min(SPECTRUM_NUM_SAMPLES - 1),
(sb[0] as i32 + 1).min(SPECTRUM_NUM_SAMPLES - 1),
(sb[1] as i32 + 1).min(SPECTRUM_NUM_SAMPLES - 1),
(sb[2] as i32 + 1).min(SPECTRUM_NUM_SAMPLES - 1),
(sb[3] as i32 + 1).min(SPECTRUM_NUM_SAMPLES - 1),
];
let sbf = sb - Vec4::new(sb0[0] as f32, sb0[1] as f32, sb0[2] as f32, sb0[3] as f32);
for i in 0..(num as usize) {