Combine Matrix Stacks & use std::deque Instead of std::vector to Prevent Dangling Pointers (#525)

* Update Matrix.cpp

* Update World.h

* Stak

* Hopefully done with matrix

---------

Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com>
This commit is contained in:
MegaMech
2025-08-07 11:27:14 -06:00
committed by GitHub
parent 5e8ee8682d
commit 575d860e5d
18 changed files with 180 additions and 166 deletions
+32 -35
View File
@@ -9,7 +9,7 @@ extern "C" {
#include "math_util_2.h"
}
void AddMatrix(std::vector<Mtx>& stack, Mat4 mtx, s32 flags) {
void AddMatrix(std::deque<Mtx>& stack, Mat4 mtx, s32 flags) {
// Push a new matrix to the stack
stack.emplace_back();
@@ -21,15 +21,16 @@ void AddMatrix(std::vector<Mtx>& stack, Mat4 mtx, s32 flags) {
gSPMatrix(gDisplayListHead++, &stack.back(), flags);
}
Mtx* GetMatrix(std::vector<Mtx>& stack) {
Mtx* GetMatrix(std::deque<Mtx>& stack) {
stack.emplace_back();
return &stack.back();
}
/**
* Use GetMatrix() first
* Push a fixed point matrix to the stack
* Use GetMatrix() before calling this
*/
void AddMatrixFixed(std::vector<Mtx>& stack, s32 flags) {
void AddMatrixFixed(std::deque<Mtx>& stack, s32 flags) {
// Load the matrix
gSPMatrix(gDisplayListHead++, &stack.back(), flags);
}
@@ -58,14 +59,14 @@ void SetTextMatrix(Mat4 mf, f32 x, f32 y, f32 arg3, f32 arg4) {
// AddMatrix but with custom gfx ptr arg and flags are predefined
Gfx* AddTextMatrix(Gfx* displayListHead, Mat4 mtx) {
// Push a new matrix to the stack
gWorldInstance.Mtx.Effects.emplace_back();
gWorldInstance.Mtx.Objects.emplace_back();
// Convert to a fixed-point matrix
FrameInterpolation_RecordMatrixMtxFToMtx((MtxF*)mtx, &gWorldInstance.Mtx.Effects.back());
guMtxF2L(mtx, &gWorldInstance.Mtx.Effects.back());
FrameInterpolation_RecordMatrixMtxFToMtx((MtxF*)mtx, &gWorldInstance.Mtx.Objects.back());
guMtxF2L(mtx, &gWorldInstance.Mtx.Objects.back());
// Load the matrix
gSPMatrix(displayListHead++, &gWorldInstance.Mtx.Effects.back(), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPMatrix(displayListHead++, &gWorldInstance.Mtx.Objects.back(), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
return displayListHead;
}
@@ -145,39 +146,43 @@ void AddLocalRotation(Mat4 mat, IRotator rot) {
extern "C" {
void AddHudMatrix(Mat4 mtx, s32 flags) {
AddMatrix(gWorldInstance.Mtx.Hud, mtx, flags);
AddMatrix(gWorldInstance.Mtx.Objects, mtx, flags);
}
void AddPerspMatrix(Mat4 mtx, s32 flags) {
AddMatrix(gWorldInstance.Mtx.Persp, mtx, flags);
Mtx* GetScreenMatrix(void) {
return &gWorldInstance.Mtx.Screen2D;
}
void AddLookAtMatrix(Mat4 mtx, s32 flags) {
AddMatrix(gWorldInstance.Mtx.LookAt, mtx, flags);
Mtx* GetOrthoMatrix(void) {
return &gWorldInstance.Mtx.Ortho;
}
Mtx* GetPerspMatrix(size_t cameraId) {
return &gWorldInstance.Mtx.Persp[cameraId];
}
Mtx* GetLookAtMatrix(size_t cameraId) {
return &gWorldInstance.Mtx.LookAt[cameraId];
}
void AddObjectMatrix(Mat4 mtx, s32 flags) {
AddMatrix(gWorldInstance.Mtx.Objects, mtx, flags);
}
void AddShadowMatrix(Mat4 mtx, s32 flags) {
AddMatrix(gWorldInstance.Mtx.Shadows, mtx, flags);
Mtx* GetShadowMatrix(size_t playerId) {
return &gWorldInstance.Mtx.Shadows[playerId];
}
void AddKartMatrix(Mat4 mtx, s32 flags) {
AddMatrix(gWorldInstance.Mtx.Karts, mtx, flags);
Mtx* GetKartMatrix(size_t playerId) {
return &gWorldInstance.Mtx.Karts[playerId];
}
void AddEffectMatrix(Mat4 mtx, s32 flags) {
AddMatrix(gWorldInstance.Mtx.Effects, mtx, flags);
}
void AddEffectMatrixFixed(s32 flags) {
AddMatrixFixed(gWorldInstance.Mtx.Effects, flags);
AddMatrix(gWorldInstance.Mtx.Objects, mtx, flags);
}
void AddEffectMatrixOrtho(void) {
auto& stack = gWorldInstance.Mtx.Effects;
auto& stack = gWorldInstance.Mtx.Objects;
stack.emplace_back();
guOrtho(&stack.back(), 0.0f, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1, 0.0f, -100.0f, 100.0f, 1.0f);
@@ -186,7 +191,7 @@ extern "C" {
}
Mtx* GetEffectMatrix(void) {
return GetMatrix(gWorldInstance.Mtx.Effects);
return GetMatrix(gWorldInstance.Mtx.Objects);
}
@@ -195,18 +200,10 @@ extern "C" {
* We might need to adjust which ones we clear.
*/
void ClearMatrixPools(void) {
gWorldInstance.Mtx.Hud.clear();
gWorldInstance.Mtx.Objects.clear();
gWorldInstance.Mtx.Shadows.clear();
gWorldInstance.Mtx.Karts.clear();
gWorldInstance.Mtx.Effects.clear();
}
void ClearHudMatrixPool(void) {
gWorldInstance.Mtx.Hud.clear();
}
void ClearEffectsMatrixPool(void) {
gWorldInstance.Mtx.Effects.clear();
// gWorldInstance.Mtx.Shadows.clear();
//gWorldInstance.Mtx.Karts.clear();
// gWorldInstance.Mtx.Effects.clear();
}
void ClearObjectsMatrixPool(void) {