Solved undesired template specification
A while ago (why do I always start with that) I wrote an blog entry about undesired template specification, what to encounter and how to work around it.
Anyway here is a quick definition of two structures I will be using in the article:
/**
* I will be using the following structures throughout the article
*/
template <typename T> struct Vector3<T> {
union {
struct { T x, y, z; }
T array[3];
};
Vector3<T>() : x(0), y(0), z(0) {}
Vector3<T>(T nx, T ny, T nz) : x(nx), y(ny), z(nz) {}
};
template <typename T> struct Vector4<T> {
union {
struct { T x, y, z, w; }
T array[4];
};
Vector4<T>() : x(0), y(0), z(0), w(0) {}
Vector3<T>(T nx, T ny, T nz, T nw) : x(nx), y(ny), z(nz), w(nw) {}
};
typedef Vector3<unsigned int> Vector3u;
typedef Vector3<float> Vector3f;
typedef Vector4<unsigned int> Vector4u;
typedef Vector4<float> Vector4f;
struct SVertex
{
Vector4f pos;
Vector3f normal;
Vector2f texcoord;
};
Because of Brick (3D random dungeon generator that takes design into account) I have noticed that there is one thing I do failry often:
Vector3f position; SVertex vertex; /* Need to draw it, so I store position in vertex */ vertex.pos = position; // ERROR! Trying to assign Vector3f to Vector4f!!
And finally I used defines to do the conversion for me:
#define VEC3TOVEC4(v) Vector4f((v).x, (v).y, (v).z, 0) #define VEC4TOVEC3(v) Vector3f((v).x, (v).y, (v).z) /* New code becomes */ vertex.pos = VEC3TOVEC4(position); // Works
Of course the above code is not nice to look at and I find it even plain ugly, but it works. However I don't want to do that in future projects (it feels like a hack), I would need to define something like that for every type (float, double, unsigned int et cetera) and on top of that it generates warnings:
Vector3<double> position; // Notice it is unsigned! SVertex vertex; /* Need to draw it, so I store position in vertex */ vertex.pos = VEC3TOVEC4(position); // Works, but generates warning about losing information
But I wouldn't be writing this post unless I tackled that little issue, and for once I can add that the solution is quite nice as well.
Vector3<double> position; // Notice it is unsigned! SVertex vertex; /* Need to draw it, so I store position in vertex */ vertex.pos.Set(position.array, 3); // Works, no errors and no warnings vertex.pos = Vector4f(position.array, 3); // Works fine as well
So what did I change?
Well, I used mutliple template (one for the class and for the function/constructor). This looks something like this:
template <typename T> struct Vector4
{
/* ... */
template <typename R>
explicit inline Vector4<T>(const R* values, const unsigned int elements/*=4*/);
template <typename R>
inline Vector4<T>& Set(const R* values, const unsigned int elements/*=4*/);
/* ... */
};
// Implementation
template <typename T> template <typename R>
Vector4<T>::Vector4(const R* values, unsigned int elements)
: x(elements > 0 ? (T)values[0] : 0), y(elements > 1 ? (T)values[1] : 0)
, z(elements > 2 ? (T)values[2] : 0), w(elements > 3 ? (T)values[3] : 0)
{
}
template <typename T> template <typename R>
Vector4<T>& Vector4<T>::Set(const R* values, const unsigned int elements)
{
x = (elements > 0 ? (T)values[0] : 0);
y = (elements > 1 ? (T)values[1] : 0);
z = (elements > 2 ? (T)values[2] : 0);
w = (elements > 3 ? (T)values[3] : 0);
return *this;
}
If you take a look at the code I think it is quite clear except that you might have some questions.
-
Q: Why do you use [cci_cpp]explicit[/cci_cpp] with the constructor?A: Because that prevents the implicit use of constructors. If I would allow it a [cci_cpp]Vector4u[/cci_cpp] could be implicit assigned to [cci_cpp]Vector3f[/cci_cpp], although it would be missing an argument. However I think that when you are converting, you should be somewhat aware of it, especially when it can be expensive.
-
Q: Why have you commented out the default value for [cci_cpp]elements[/cci_cpp]?A: Because you don't know how many elements there are in [cci_cpp]values[/cci_cpp] might be (there is a method to find out).
-
Q: So why don't you find out automatically and what is with those conditionals in the constructor?A: Those two are related. By telling it explicitly there is a real good chance that the compiler removes the conditionals, so the [cci_cpp] ( check ? true-value : false-value) [/cci_cpp] check will be removed.
Nova’s Achilles heel
Nova’s Achilles heel is the math and a lot needs to be improved there. Instead of attempting to improve I thought I would use a high quality math library instead (in this case vmmlib). Using SVN external I added it so that it would automatically fetch the latest version from their SVN and be done with it. Problem is that I’m using DirectX which uses row major matrices and vmmlib was written to be used with OpenGL which uses column major matrices. So after a huge rewrite and removing the old math headers I tried to run Brick and see if it worked, I had hoped that by setting the effect files to use column major matrices I would let it use one system. Seeing the result, it either didn’t work or something else had gone wrong.
I don’t know what exactly went wrong (besides the obvious) but I guess that instead of using another library I just have to finish and improve my own math library. It’s a good thing SVN allows me to revert.
A good math library is essential for a game developer. It has to be easy to use and clear but I also want answers on the following questions when I’m using it:
- When I define a quaternion is it written as W-X-Y-Z or as X-Y-Z-W?
- Does a multiplication operator between two matrices do a matrix multiplication or an unit multiplication?
- Also how safe are the functions?
- How do I prevent hidden cost?
- And how easy is it to cast from one to another? Vector3<float> to Vector3<int> might seems obvious but it requires code to support it. And I could also cast Vector3 to Vector2.
Then there are the bigger question about optimization, like do we use SIMD or not.
The biggest problem is of course to ensure that all math is correct. Most of the time I use it by instinct, but in this case I actually have to relearn all the math again, double check, ensure that I’m using the right version, triple check. Obviously I experience it as a pain, but it as they say:
No pain, no gain!