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-rw-r--r--Alc/effects/reverb.c121
1 files changed, 38 insertions, 83 deletions
diff --git a/Alc/effects/reverb.c b/Alc/effects/reverb.c
index 46129934..bd5553ad 100644
--- a/Alc/effects/reverb.c
+++ b/Alc/effects/reverb.c
@@ -1060,97 +1060,52 @@ static ALvoid UpdateLateLines(const ALfloat density, const ALfloat diffusion, co
}
}
-/* Creates a transform matrix given a reverb vector. This works by first
- * creating an inverse rotation around Y then X, applying a Z-focus transform,
- * then non-inverse rotations back around X then Y, to place the focal point in
- * the direction of the vector, using the vector length as a focus strength.
- *
- * This convoluted construction ultimately results in a B-Format transformation
- * matrix that retains its original orientation, but spatially focuses the
- * signal in the desired direction. There is probably a more efficient way to
- * do this, but let's see how good the optimizer is.
+/* Creates a transform matrix given a reverb vector. The vector pans the reverb
+ * reflections toward the given direction, using its magnitude (up to 1) as a
+ * focal strength. This function results in a B-Format transformation matrix
+ * that spatially focuses the signal in the desired direction.
*/
static aluMatrixf GetTransformFromVector(const ALfloat *vec)
{
const ALfloat sqrt_3 = 1.732050808f;
- aluMatrixf zfocus, xrot, yrot;
- aluMatrixf tmp1, tmp2;
- ALfloat length;
- ALfloat sa, a;
-
- length = sqrtf(vec[0]*vec[0] + vec[1]*vec[1] + vec[2]*vec[2]);
-
- /* Define a Z-focus (X in Ambisonics) transform, given the panning vector
- * length.
+ aluMatrixf focus;
+ ALfloat norm[3];
+ ALfloat mag;
+
+ /* Normalize the panning vector according to the N3D scale, which has an
+ * extra sqrt(3) term on the directional components. Converting from OpenAL
+ * to B-Format also requires negating X (ACN 1) and Z (ACN 3). Note however
+ * that the reverb panning vectors use right-handed coordinates, unlike the
+ * rest of OpenAL which use left-handed. This is fixed by negating Z, which
+ * cancels out with the B-Format Z negation.
*/
- sa = sinf(minf(length, 1.0f) * (F_PI/2.0f));
- aluMatrixfSet(&zfocus,
- 1.0f/(1.0f+sa), 0.0f, 0.0f, sa/(1.0f+sa)/sqrt_3,
- 0.0f, sqrtf((1.0f-sa)/(1.0f+sa)), 0.0f, 0.0f,
- 0.0f, 0.0f, sqrtf((1.0f-sa)/(1.0f+sa)), 0.0f,
- sa/(1.0f+sa)*sqrt_3, 0.0f, 0.0f, 1.0f/(1.0f+sa)
- );
-
- /* Define rotation around X (Y in Ambisonics) */
- a = atan2f(vec[1], sqrtf(vec[0]*vec[0] + vec[2]*vec[2]));
- aluMatrixfSet(&xrot,
- 1.0f, 0.0f, 0.0f, 0.0f,
- 0.0f, 1.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, cosf(a), sinf(a),
- 0.0f, 0.0f, -sinf(a), cosf(a)
- );
+ mag = sqrtf(vec[0]*vec[0] + vec[1]*vec[1] + vec[2]*vec[2]);
+ if(mag > 1.0f)
+ {
+ norm[0] = vec[0] / mag * -sqrt_3;
+ norm[1] = vec[1] / mag * sqrt_3;
+ norm[2] = vec[2] / mag * sqrt_3;
+ mag = 1.0f;
+ }
+ else
+ {
+ /* If the magnitude is less than or equal to 1, just apply the sqrt(3)
+ * term. There's no need to renormalize the magnitude since it would
+ * just be reapplied in the matrix.
+ */
+ norm[0] = vec[0] * -sqrt_3;
+ norm[1] = vec[1] * sqrt_3;
+ norm[2] = vec[2] * sqrt_3;
+ }
- /* Define rotation around Y (Z in Ambisonics). NOTE: EFX's reverb vectors
- * use a right-handled coordinate system, compared to the rest of OpenAL
- * which uses left-handed. This is fixed by negating Z, however it would
- * need to also be negated to get a proper Ambisonics angle, thus
- * cancelling it out.
- */
- a = atan2f(-vec[0], vec[2]);
- aluMatrixfSet(&yrot,
- 1.0f, 0.0f, 0.0f, 0.0f,
- 0.0f, cosf(a), 0.0f, sinf(a),
- 0.0f, 0.0f, 1.0f, 0.0f,
- 0.0f, -sinf(a), 0.0f, cosf(a)
+ aluMatrixfSet(&focus,
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ norm[0], 1.0f-mag, 0.0f, 0.0f,
+ norm[1], 0.0f, 1.0f-mag, 0.0f,
+ norm[2], 0.0f, 0.0f, 1.0f-mag
);
- /* First, define a matrix that applies the inverse of the Y- then X-
- * rotation matrices, so that the desired direction lands on Z.
- */
-#define MATRIX_INVMULT(_res, _m1, _m2) do { \
- int row, col; \
- for(col = 0;col < 4;col++) \
- { \
- for(row = 0;row < 4;row++) \
- _res.m[row][col] = _m1.m[0][row]*_m2.m[col][0] + \
- _m1.m[1][row]*_m2.m[col][1] + \
- _m1.m[2][row]*_m2.m[col][2] + \
- _m1.m[3][row]*_m2.m[col][3]; \
- } \
-} while(0)
- MATRIX_INVMULT(tmp1, xrot, yrot);
-#undef MATRIX_INVMULT
-
-#define MATRIX_MULT(_res, _m1, _m2) do { \
- int row, col; \
- for(col = 0;col < 4;col++) \
- { \
- for(row = 0;row < 4;row++) \
- _res.m[row][col] = _m1.m[row][0]*_m2.m[0][col] + \
- _m1.m[row][1]*_m2.m[1][col] + \
- _m1.m[row][2]*_m2.m[2][col] + \
- _m1.m[row][3]*_m2.m[3][col]; \
- } \
-} while(0)
- /* Now apply matrices to focus on Z, then rotate back around X then Y, to
- * result in a focus in the direction of the vector.
- */
- MATRIX_MULT(tmp2, zfocus, tmp1);
- MATRIX_MULT(tmp1, xrot, tmp2);
- MATRIX_MULT(tmp2, yrot, tmp1);
-#undef MATRIX_MULT
-
- return tmp2;
+ return focus;
}
/* Update the early and late 3D panning gains. */