jp9000 1c2a0524b7 Change graphics subsystem to 4x4 matrices
4x4 matrices aren't as optimal, but are much more sensible to handle
when you want to do more advanced stuff like scaling, skewing, or
inversion.
2014-06-14 23:17:04 -07:00

254 lines
6.0 KiB
C

/******************************************************************************
Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
#pragma once
#include "math-defs.h"
#include <xmmintrin.h>
#ifdef __cplusplus
extern "C" {
#endif
struct vec3;
struct matrix4;
struct vec4 {
union {
struct {
float x, y, z, w;
};
float ptr[4];
__m128 m;
};
};
static inline void vec4_zero(struct vec4 *v)
{
v->m = _mm_setzero_ps();
}
static inline void vec4_set(struct vec4 *dst, float x, float y, float z,
float w)
{
dst->m = _mm_set_ps(w, z, y, x);
}
static inline void vec4_copy(struct vec4 *dst, const struct vec4 *v)
{
dst->m = v->m;
}
EXPORT void vec4_from_vec3(struct vec4 *dst, const struct vec3 *v);
static inline void vec4_add(struct vec4 *dst, const struct vec4 *v1,
const struct vec4 *v2)
{
dst->m = _mm_add_ps(v1->m, v2->m);
}
static inline void vec4_sub(struct vec4 *dst, const struct vec4 *v1,
const struct vec4 *v2)
{
dst->m = _mm_sub_ps(v1->m, v2->m);
}
static inline void vec4_mul(struct vec4 *dst, const struct vec4 *v1,
const struct vec4 *v2)
{
dst->m = _mm_mul_ps(v1->m, v2->m);
}
static inline void vec4_div(struct vec4 *dst, const struct vec4 *v1,
const struct vec4 *v2)
{
dst->m = _mm_div_ps(v1->m, v2->m);
}
static inline void vec4_addf(struct vec4 *dst, const struct vec4 *v,
float f)
{
dst->m = _mm_add_ps(v->m, _mm_set1_ps(f));
}
static inline void vec4_subf(struct vec4 *dst, const struct vec4 *v,
float f)
{
dst->m = _mm_sub_ps(v->m, _mm_set1_ps(f));
}
static inline void vec4_mulf(struct vec4 *dst, const struct vec4 *v,
float f)
{
dst->m = _mm_mul_ps(v->m, _mm_set1_ps(f));
}
static inline void vec4_divf(struct vec4 *dst, const struct vec4 *v,
float f)
{
dst->m = _mm_div_ps(v->m, _mm_set1_ps(f));
}
static inline float vec4_dot(const struct vec4 *v1, const struct vec4 *v2)
{
struct vec4 add;
__m128 mul = _mm_mul_ps(v1->m, v2->m);
add.m = _mm_add_ps(_mm_movehl_ps(mul, mul), mul);
add.m = _mm_add_ps(_mm_shuffle_ps(add.m, add.m, 0x55), add.m);
return add.x;
}
static inline void vec4_neg(struct vec4 *dst, const struct vec4 *v)
{
dst->x = -v->x;
dst->y = -v->y;
dst->z = -v->z;
dst->w = -v->w;
}
static inline float vec4_len(const struct vec4 *v)
{
float dot_val = vec4_dot(v, v);
return (dot_val > 0.0f) ? sqrtf(dot_val) : 0.0f;
}
static inline float vec4_dist(const struct vec4 *v1, const struct vec4 *v2)
{
struct vec4 temp;
float dot_val;
vec4_sub(&temp, v1, v2);
dot_val = vec4_dot(&temp, &temp);
return (dot_val > 0.0f) ? sqrtf(dot_val) : 0.0f;
}
static inline void vec4_norm(struct vec4 *dst, const struct vec4 *v)
{
float dot_val = vec4_dot(v, v);
dst->m = (dot_val > 0.0f) ?
_mm_mul_ps(v->m, _mm_set1_ps(1.0f/sqrtf(dot_val))) :
_mm_setzero_ps();
}
static inline int vec4_close(const struct vec4 *v1, const struct vec4 *v2,
float epsilon)
{
struct vec4 test;
vec4_sub(&test, v1, v2);
return test.x < epsilon &&
test.y < epsilon &&
test.z < epsilon &&
test.w < epsilon;
}
static inline void vec4_min(struct vec4 *dst, const struct vec4 *v1,
const struct vec4 *v2)
{
dst->m = _mm_min_ps(v1->m, v2->m);
}
static inline void vec4_minf(struct vec4 *dst, const struct vec4 *v,
float f)
{
dst->m = _mm_min_ps(v->m, _mm_set1_ps(f));
}
static inline void vec4_max(struct vec4 *dst, const struct vec4 *v1,
const struct vec4 *v2)
{
dst->m = _mm_max_ps(v1->m, v2->m);
}
static inline void vec4_maxf(struct vec4 *dst, const struct vec4 *v,
float f)
{
dst->m = _mm_max_ps(v->m, _mm_set1_ps(f));
}
static inline void vec4_abs(struct vec4 *dst, const struct vec4 *v)
{
dst->x = fabsf(v->x);
dst->y = fabsf(v->y);
dst->z = fabsf(v->z);
dst->w = fabsf(v->w);
}
static inline void vec4_floor(struct vec4 *dst, const struct vec4 *v)
{
dst->x = floorf(v->x);
dst->y = floorf(v->y);
dst->z = floorf(v->z);
dst->w = floorf(v->w);
}
static inline void vec4_ceil(struct vec4 *dst, const struct vec4 *v)
{
dst->x = ceilf(v->x);
dst->y = ceilf(v->y);
dst->z = ceilf(v->z);
dst->w = ceilf(v->w);
}
static inline uint32_t vec4_to_rgba(const struct vec4 *src)
{
uint32_t val;
val = (uint32_t)((double)src->x * 255.0);
val |= (uint32_t)((double)src->y * 255.0);
val |= (uint32_t)((double)src->z * 255.0);
val |= (uint32_t)((double)src->w * 255.0);
return val;
}
static inline uint32_t vec4_to_bgra(const struct vec4 *src)
{
uint32_t val;
val = (uint32_t)((double)src->z * 255.0);
val |= (uint32_t)((double)src->y * 255.0);
val |= (uint32_t)((double)src->x * 255.0);
val |= (uint32_t)((double)src->w * 255.0);
return val;
}
static inline void vec4_from_rgba(struct vec4 *dst, uint32_t rgba)
{
dst->x = (float)((double)(rgba&0xFF) * (1.0/255.0));
rgba >>= 8;
dst->y = (float)((double)(rgba&0xFF) * (1.0/255.0));
rgba >>= 8;
dst->z = (float)((double)(rgba&0xFF) * (1.0/255.0));
rgba >>= 8;
dst->w = (float)((double)(rgba&0xFF) * (1.0/255.0));
}
static inline void vec4_from_bgra(struct vec4 *dst, uint32_t bgra)
{
dst->z = (float)((double)(bgra&0xFF) * (1.0/255.0));
bgra >>= 8;
dst->y = (float)((double)(bgra&0xFF) * (1.0/255.0));
bgra >>= 8;
dst->x = (float)((double)(bgra&0xFF) * (1.0/255.0));
bgra >>= 8;
dst->w = (float)((double)(bgra&0xFF) * (1.0/255.0));
}
EXPORT void vec4_transform(struct vec4 *dst, const struct vec4 *v,
const struct matrix4 *m);
#ifdef __cplusplus
}
#endif