/** * Jingga * * @copyright Jingga * @license OMS License 2.0 * @version 1.0.0 * @link https://jingga.app */ #ifndef TOS_GPUAPI_RENDER_UTILS_H #define TOS_GPUAPI_RENDER_UTILS_H #include #include #include "../stdlib/Types.h" #include "../utils/StringUtils.h" #include "../math/matrix/MatrixFloat32.h" #include "../font/Font.h" #include "../object/Vertex.h" #include "../ui/UITheme.h" #include "../ui/UIElement.h" #include "../ui/UIAlignment.h" // @performance Create improved vertice generation for components (input + button, chat, ...) where we don't use as many // degenerate triangled inline void vertex_degenerate_create( Vertex3DTextureColorIndex* __restrict vertices, uint32* __restrict index, f32 zindex, f32 x, f32 y ) { // Degenerate triangles // They are alternating every loop BUT since we use references they look the same in code // WARNING: Before using we must make sure that the 0 index is defined // The easiest way is to just define a "degenerate" starting point vertices[*index].position.x = vertices[*index - 1].position.x; vertices[*index].position.y = vertices[*index - 1].position.y; vertices[*index].position.z = zindex; vertices[*index].tex_coord.x = 0; vertices[*index].tex_coord.y = 0; vertices[*index].color = 0; ++(*index); vertices[*index].position.x = x; vertices[*index].position.y = y; vertices[*index].position.z = zindex; vertices[*index].tex_coord.x = 0; vertices[*index].tex_coord.y = 0; vertices[*index].color = 0; ++(*index); } inline void vertex_line_create( Vertex3DTextureColorIndex* __restrict vertices, uint32* __restrict index, f32 zindex, f32 x1, f32 y1, f32 x2, f32 y2, f32 thickness, int32 align_h, int32 align_v, uint32 color_index = 0, f32 tex_x1 = 0.0f, f32 tex_y1 = 0.0f, f32 tex_x2 = 0.0f, f32 tex_y2 = 0.0f ) { if (align_h == UI_ALIGN_H_RIGHT) { x1 -= thickness; x2 -= thickness; } else if (align_h == UI_ALIGN_H_CENTER) { x1 -= thickness / 2; x2 -= thickness / 2; } if (align_v == UI_ALIGN_V_TOP) { y1 -= thickness; y2 -= thickness; } else if (align_v == UI_ALIGN_V_CENTER) { y1 -= thickness / 2; y2 -= thickness / 2; } float n1 = -(y2 - y1); float n2 = x2 - x1; float n_ = sqrtf(n2 * n2 + n1 * n1); float norm1 = n1 / n_; float norm2 = n2 / n_; // @todo Currently we always use p1 and never p2 // This is wrong and depends on the Alignment, no? Maybe not // Calculate both parallel points to the start position float p1_x1 = x1 + thickness * norm1; float p1_y1 = y1 + thickness * norm2; // float p2_x1 = x1 - thickness * norm1; // float p2_y1 = y1 - thickness * norm2; // Calculate both parallel points to the end position float p1_x2 = x2 + thickness * norm1; float p1_y2 = y2 + thickness * norm2; // float p2_x2 = x2 - thickness * norm1; // float p2_y2 = y2 - thickness * norm2; vertex_degenerate_create(vertices, index, zindex, x1, y1); vertices[*index].position.x = x1; vertices[*index].position.y = y1; vertices[*index].position.z = zindex; vertices[*index].tex_coord.x = tex_x1; vertices[*index].tex_coord.y = tex_y1; vertices[*index].color = color_index; ++(*index); vertices[*index].position.x = p1_x1; vertices[*index].position.y = p1_y1; vertices[*index].position.z = zindex; vertices[*index].tex_coord.x = tex_x1; vertices[*index].tex_coord.y = tex_y2; vertices[*index].color = color_index; ++(*index); vertices[*index].position.x = x2; vertices[*index].position.y = y2; vertices[*index].position.z = zindex; vertices[*index].tex_coord.x = tex_x2; vertices[*index].tex_coord.y = tex_y1; vertices[*index].color = color_index; ++(*index); vertices[*index].position.x = p1_x2; vertices[*index].position.y = p1_y2; vertices[*index].position.z = zindex; vertices[*index].tex_coord.x = tex_x2; vertices[*index].tex_coord.y = tex_y2; vertices[*index].color = color_index; ++(*index); } inline void vertex_rect_create( Vertex3DTextureColorIndex* __restrict vertices, uint32* __restrict index, f32 zindex, f32 x, f32 y, f32 width, f32 height, int32 align_h, int32 align_v, uint32 color_index = 0, f32 tex_x1 = 0.0f, f32 tex_y1 = 0.0f, f32 tex_x2 = 0.0f, f32 tex_y2 = 0.0f ) { if (align_h == UI_ALIGN_H_RIGHT) { x -= width; } else if (align_h == UI_ALIGN_H_CENTER) { x -= width / 2; } if (align_v == UI_ALIGN_V_TOP) { y -= height; } else if (align_v == UI_ALIGN_V_CENTER) { y -= height / 2; } vertex_degenerate_create(vertices, index, zindex, x, y); // Rectangle vertices[*index].position.x = x; vertices[*index].position.y = y; vertices[*index].position.z = zindex; vertices[*index].tex_coord.x = tex_x1; vertices[*index].tex_coord.y = tex_y1; vertices[*index].color = color_index; ++(*index); vertices[*index].position.x = x; vertices[*index].position.y = y + height; vertices[*index].position.z = zindex; vertices[*index].tex_coord.x = tex_x1; vertices[*index].tex_coord.y = tex_y2; vertices[*index].color = color_index; ++(*index); vertices[*index].position.x = x + width; vertices[*index].position.y = y; vertices[*index].position.z = zindex; vertices[*index].tex_coord.x = tex_x2; vertices[*index].tex_coord.y = tex_y1; vertices[*index].color = color_index; ++(*index); vertices[*index].position.x = x + width; vertices[*index].position.y = y + height; vertices[*index].position.z = zindex; vertices[*index].tex_coord.x = tex_x2; vertices[*index].tex_coord.y = tex_y2; vertices[*index].color = color_index; ++(*index); } inline void vertex_rect_border_create( Vertex3DTextureColorIndex* __restrict vertices, uint32* __restrict index, f32 zindex, f32 x, f32 y, f32 width, f32 height, f32 thickness, int32 align_h, int32 align_v, uint32 color_index = 0, f32 tex_x1 = 0.0f, f32 tex_y1 = 0.0f, f32 tex_x2 = 0.0f, f32 tex_y2 = 0.0f ) { if (align_h == UI_ALIGN_H_RIGHT) { x -= width; } else if (align_h == UI_ALIGN_H_CENTER) { x -= width / 2; } if (align_v == UI_ALIGN_V_TOP) { y -= height; } else if (align_v == UI_ALIGN_V_CENTER) { y -= height / 2; } vertex_degenerate_create(vertices, index, zindex, x, y); // @bug While this works for the whole rectangle it doesn't work for individual borders // @todo We need a version where you can define individual borders // Rectangle // Top border vertices[*index].position.x = x; vertices[*index].position.y = y; vertices[*index].position.z = zindex; vertices[*index].tex_coord.x = tex_x1; vertices[*index].tex_coord.y = tex_y1; vertices[*index].color = color_index; ++(*index); vertices[*index].position.x = x; vertices[*index].position.y = y + thickness; vertices[*index].position.z = zindex; vertices[*index].tex_coord.x = tex_x1; vertices[*index].tex_coord.y = tex_y2; vertices[*index].color = color_index; ++(*index); vertices[*index].position.x = x + width; vertices[*index].position.y = y; vertices[*index].position.z = zindex; vertices[*index].tex_coord.x = tex_x2; vertices[*index].tex_coord.y = tex_y1; vertices[*index].color = color_index; ++(*index); vertices[*index].position.x = x + width; vertices[*index].position.y = y + thickness; vertices[*index].position.z = zindex; vertices[*index].tex_coord.x = tex_x2; vertices[*index].tex_coord.y = tex_y2; vertices[*index].color = color_index; ++(*index); // Right border vertices[*index].position.x = x + width - thickness; vertices[*index].position.y = y + thickness; vertices[*index].position.z = zindex; vertices[*index].tex_coord.x = tex_x2; vertices[*index].tex_coord.y = tex_y2; vertices[*index].color = color_index; ++(*index); vertices[*index].position.x = x + width; vertices[*index].position.y = y + height; vertices[*index].position.z = zindex; vertices[*index].tex_coord.x = tex_x1; vertices[*index].tex_coord.y = tex_y2; vertices[*index].color = color_index; ++(*index); vertices[*index].position.x = x + width - thickness; vertices[*index].position.y = y + height; vertices[*index].position.z = zindex; vertices[*index].tex_coord.x = tex_x2; vertices[*index].tex_coord.y = tex_y1; vertices[*index].color = color_index; ++(*index); // Bottom border vertices[*index].position.x = x + width - thickness; vertices[*index].position.y = y + height - thickness; vertices[*index].position.z = zindex; vertices[*index].tex_coord.x = tex_x2; vertices[*index].tex_coord.y = tex_y2; vertices[*index].color = color_index; ++(*index); vertices[*index].position.x = x; vertices[*index].position.y = y + height; vertices[*index].position.z = zindex; vertices[*index].tex_coord.x = tex_x1; vertices[*index].tex_coord.y = tex_y2; vertices[*index].color = color_index; ++(*index); vertices[*index].position.x = x; vertices[*index].position.y = y + height - thickness; vertices[*index].position.z = zindex; vertices[*index].tex_coord.x = tex_x2; vertices[*index].tex_coord.y = tex_y1; vertices[*index].color = color_index; ++(*index); // Left border vertices[*index].position.x = x + thickness; vertices[*index].position.y = y + height - thickness; vertices[*index].position.z = zindex; vertices[*index].tex_coord.x = tex_x2; vertices[*index].tex_coord.y = tex_y2; vertices[*index].color = color_index; ++(*index); vertices[*index].position.x = x; vertices[*index].position.y = y + thickness; vertices[*index].position.z = zindex; vertices[*index].tex_coord.x = tex_x1; vertices[*index].tex_coord.y = tex_y2; vertices[*index].color = color_index; ++(*index); vertices[*index].position.x = x + thickness; vertices[*index].position.y = y + thickness; vertices[*index].position.z = zindex; vertices[*index].tex_coord.x = tex_x2; vertices[*index].tex_coord.y = tex_y1; vertices[*index].color = color_index; ++(*index); } void vertex_input(Vertex3DTextureColorIndex* __restrict vertices, uint32* __restrict index, f32 zindex, f32 x, f32 y, f32 width, f32 height, int32 align_h, int32 align_v, uint32 color_index = 0, f32 tex_x1 = 0.0f, f32 tex_y1 = 0.0f, f32 tex_x2 = 0.0f, f32 tex_y2 = 0.0f ) { vertex_rect_border_create( vertices, index, zindex, x, y, width, height, 1, UI_ALIGN_H_LEFT, UI_ALIGN_V_BOTTOM, 12, 0.0f, 0.0f ); vertex_rect_create( vertices, index, zindex, x + 1, y + 1, width - 2, height - 2, UI_ALIGN_H_LEFT, UI_ALIGN_V_BOTTOM, 14, 0.0f, 0.0f ); } void text_calculate_dimensions( f32* __restrict width, f32* __restrict height, const Font* __restrict font, const char* text, f32 scale, int32 length ) { f32 x = 0; f32 y = font->line_height * scale; f32 offset_x = 0; // @todo remember to restrict to width/height if value > 0 -> force width to remain below certain value for (int i = 0; i < length; ++i) { int32 character = utf8_get_char_at(text, i); if (character == '\n') { x = OMS_MAX(x, offset_x); y += font->line_height * scale; offset_x = 0; continue; } Glyph* glyph = NULL; for (int j = 0; j < font->glyph_count; ++j) { if (font->glyphs[j].codepoint == character) { glyph = &font->glyphs[j]; break; } } if (!glyph) { continue; } offset_x += (glyph->metrics.width + glyph->metrics.offset_x) * scale; } *width = OMS_MAX(x, offset_x); *height = y; } f32 vertex_text_create( Vertex3DTextureColorIndex* __restrict vertices, uint32* __restrict index, f32 zindex, f32 x, f32 y, f32 width, f32 height, int32 align_h, int32 align_v, const Font* __restrict font, const char* __restrict text, f32 size, uint32 color_index = 0 ) { int32 length = utf8_strlen(text); float scale = size / font->size; // If we do a different alignment we need to pre-calculate the width and height if (align_h != 0 || align_v != 0) { text_calculate_dimensions(&width, &height, font, text, scale, length); if (align_h == UI_ALIGN_H_RIGHT) { x -= width; } else if (align_h == UI_ALIGN_H_CENTER) { x -= width / 2; } if (align_v == UI_ALIGN_V_TOP) { y -= height; } else if (align_v == UI_ALIGN_V_CENTER) { y -= height / 2; } } f32 offset_x = x; for (int i = 0; i < length; ++i) { int32 character = utf8_get_char_at(text, i); if (character == '\n') { y += font->line_height * scale; offset_x = x; continue; } Glyph* glyph = NULL; for (int j = 0; j < font->glyph_count; ++j) { if (font->glyphs[j].codepoint == character) { glyph = &font->glyphs[j]; break; } } if (!glyph) { continue; } vertex_rect_create( vertices, index, zindex, offset_x, y, glyph->metrics.width * scale, glyph->metrics.height * scale, UI_ALIGN_H_LEFT, UI_ALIGN_V_BOTTOM, color_index, glyph->coords.x1, glyph->coords.y1, glyph->coords.x2, glyph->coords.y2 ); offset_x += (glyph->metrics.width + glyph->metrics.offset_x) * scale; } // @question How and where to cut off text out of view (here or somewhere else) // We could just prepare the entire text here but then decide what to render later? // @todo If width or height (usually just width) > 0 we use those values for automatic wrapping // This way we can ensure no overflow easily // @todo implement line alignment, currently only total alignment is considered return offset_x; } f32 ui_text_create( Vertex3DTextureColorIndex* __restrict vertices, uint32* __restrict index, f32 zindex, UITheme* theme, UIElement* element ) { if (element->vertex_count > 0) { memcpy(vertices + *index, element->vertices, sizeof(Vertex3DTextureColorIndex) * element->vertex_count); return vertices[element->vertex_count - 1].position.x; } // @performance see comment for setup_theme() // Load element data HashEntryVoidP* element_entry = (HashEntryVoidP *) hashmap_get_entry(&theme->primary_scene->hash_map, element->name, element->id); UIAttributeGroup* element_group = (UIAttributeGroup *) element_entry->value; // Load general style UIAttribute* style = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_STYLE); HashEntryVoidP* style_entry = NULL; UIAttributeGroup* style_group = NULL; if (style) { style_entry = (HashEntryVoidP *) hashmap_get_entry(&theme->primary_scene->hash_map, style->value_str); style_group = (UIAttributeGroup *) style_entry->value; } UIAttribute* x; UIAttribute* y; // Load parent data (for position data) UIAttribute* parent = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_PARENT); if (parent) { HashEntryVoidP* parent_entry = (HashEntryVoidP *) hashmap_get_entry(&theme->primary_scene->hash_map, parent->value_str); UIAttributeGroup* parent_group = (UIAttributeGroup *) parent_entry->value; x = ui_attribute_from_group(parent_group, UI_ATTRIBUTE_TYPE_POSITION_X); y = ui_attribute_from_group(parent_group, UI_ATTRIBUTE_TYPE_POSITION_Y); // @question Do we have more values which can be inherited from the parent? // We don't want to inherit implicit stuff like size, background etc. These things should be defined explicitly } else { x = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_POSITION_X); y = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_POSITION_Y); } UIAttribute* width = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_DIMENSION_WIDTH); UIAttribute* height = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_DIMENSION_HEIGHT); UIAttribute* align_h = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_ALIGN_H); UIAttribute* align_v = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_ALIGN_V); UIAttribute* text = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_CONTENT); UIAttribute* size = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_FONT_SIZE); UIAttribute* color_index = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_FONT_COLOR); int32 length = utf8_strlen(text->value_str); float scale = size->value_float / theme->font.size; // If we do a different alignment we need to pre-calculate the width and height if (align_h != NULL || align_v != NULL) { f32 tmp_width = width->value_int; f32 tmp_height = height->value_int; text_calculate_dimensions(&tmp_width, &tmp_height, &theme->font, text->value_str, scale, length); if (align_h->value_int == UI_ALIGN_H_RIGHT) { x -= width->value_int; } else if (align_h->value_int == UI_ALIGN_H_CENTER) { x -= width->value_int / 2; } if (align_v->value_int == UI_ALIGN_V_TOP) { y -= height->value_int; } else if (align_v->value_int == UI_ALIGN_V_CENTER) { y -= height->value_int / 2; } } int32 start = *index; f32 offset_x = x->value_int; f32 offset_y = y->value_int; for (int i = 0; i < length; ++i) { int32 character = utf8_get_char_at(text->value_str, i); if (character == '\n') { offset_y += theme->font.line_height * scale; offset_x = x->value_int; continue; } Glyph* glyph = NULL; for (int j = 0; j < theme->font.glyph_count; ++j) { if (theme->font.glyphs[j].codepoint == character) { glyph = &theme->font.glyphs[j]; break; } } if (!glyph) { continue; } vertex_rect_create( vertices, index, zindex, offset_x, offset_y, glyph->metrics.width * scale, glyph->metrics.height * scale, UI_ALIGN_H_LEFT, UI_ALIGN_V_BOTTOM, color_index->value_int, glyph->coords.x1, glyph->coords.y1, glyph->coords.x2, glyph->coords.y2 ); offset_x += (glyph->metrics.width + glyph->metrics.offset_x) * scale; } element->vertex_count = *index - start; memcpy(element->vertices, vertices + start, sizeof(Vertex3DTextureColorIndex) * element->vertex_count); // @todo See todo of vertex_text function // @performance use elements->vertices and also cache result in there return offset_x; } void ui_button_create( Vertex3DTextureColorIndex* __restrict vertices, uint32* __restrict index, f32 zindex, UITheme* theme, UIElement* element ) { // @todo handle different states and ongoing animations // We cannot return early in such cases if (element->vertex_count > 0) { memcpy(vertices + *index, element->vertices, sizeof(Vertex3DTextureColorIndex) * element->vertex_count); return; } // @performance see comment for setup_theme() // Load element data HashEntryVoidP* element_entry = (HashEntryVoidP *) hashmap_get_entry(&theme->primary_scene->hash_map, element->name, element->id); UIAttributeGroup* element_group = (UIAttributeGroup *) element_entry->value; // Load general style UIAttribute* style = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_STYLE); HashEntryVoidP* style_entry = NULL; UIAttributeGroup* style_group = NULL; if (style) { style_entry = (HashEntryVoidP *) hashmap_get_entry(&theme->primary_scene->hash_map, style->value_str); style_group = (UIAttributeGroup *) style_entry->value; } UIAttribute* x; UIAttribute* y; // Load parent data (for position data) UIAttribute* parent = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_PARENT); if (parent) { HashEntryVoidP* parent_entry = (HashEntryVoidP *) hashmap_get_entry(&theme->primary_scene->hash_map, parent->value_str); UIAttributeGroup* parent_group = (UIAttributeGroup *) parent_entry->value; x = ui_attribute_from_group(parent_group, UI_ATTRIBUTE_TYPE_POSITION_X); y = ui_attribute_from_group(parent_group, UI_ATTRIBUTE_TYPE_POSITION_Y); // @question Do we have more values which can be inherited from the parent? // We don't want to inherit implicit stuff like size, background etc. These things should be defined explicitly } else { x = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_POSITION_X); y = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_POSITION_Y); } UIAttribute* width = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_DIMENSION_WIDTH); UIAttribute* height = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_DIMENSION_HEIGHT); UIAttribute* align_h = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_ALIGN_H); UIAttribute* align_v = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_ALIGN_V); UIAttribute* text = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_CONTENT); UIAttribute* size = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_FONT_SIZE); UIAttribute* color_index = ui_attribute_from_group(element_group, UI_ATTRIBUTE_TYPE_FONT_COLOR); // @todo Above we only handle the default values, what about state dependent values like hover, active? // Simply check the state here and load the child_entries based on the state // However, for that we need the current state of the button... should this be in a separate button object, // that also holds position information for hover checks etc. Or should that state be stored in the theme data? // Right now we could make these checks right here anyway but in the future we don't want to update the rendering data // every frame if we don't have to. We don't want immediate mode! We only want to update the UI if there is a change. // If a change (or state change like hover) triggers a complete update of all elements or just a sub region update // remains TBD int32 start = *index; vertex_rect_border_create( vertices, index, zindex, x->value_int, y->value_int, width->value_int, height->value_int, 1, UI_ALIGN_H_LEFT, UI_ALIGN_V_BOTTOM, 12, 0.0f, 0.0f ); vertex_rect_create( vertices, index, zindex, x->value_int + 1, y->value_int + 1, width->value_int - 2, height->value_int - 2, UI_ALIGN_H_LEFT, UI_ALIGN_V_BOTTOM, 14, 0.0f, 0.0f ); zindex = nextafterf(zindex, INFINITY); vertex_text_create( vertices, index, zindex, x->value_int, y->value_int, width->value_int, height->value_int, align_h->value_int, align_v->value_int, &theme->font, text->value_str, size->value_int, color_index->value_int ); element->vertex_count = *index - start; memcpy(element->vertices, vertices + start, sizeof(Vertex3DTextureColorIndex) * element->vertex_count); } inline void entity_world_space(f32* world_space, const f32* local_space, const f32* model_mat) { mat4vec4_mult(model_mat, local_space, world_space); } inline void entity_view_space(f32* view_space, const f32* world_space, const f32* view_mat) { mat4vec4_mult(view_mat, world_space, view_space); } inline void entity_clip_space(f32* clip_space, const f32* view_space, const f32* projection_mat) { mat4vec4_mult(projection_mat, view_space, clip_space); } inline void entity_clip_space_mat(f32* result_mat, const f32* model_mat, const f32* view_mat, const f32* projection_mat) { f32 temp[16]; mat4mat4_mult(projection_mat, view_mat, temp); mat4mat4_mult(temp, model_mat, result_mat); } /** * Create the matrix used to transform from local space to clip space * * This allows us to transform multiple objects with the same matrix * * Vclip = Mprojection * Mview * Mmodel * Vlocal */ void entity_clip_space_mat_sse(f32* result_mat, const f32* model_mat, const f32* view_mat, const f32* projection_mat) { __m128 temp[4]; __m128 a[4]; __m128 b[4]; a[0] = _mm_load_ps(projection_mat); a[1] = _mm_load_ps(&projection_mat[4]); a[2] = _mm_load_ps(&projection_mat[8]); a[3] = _mm_load_ps(&projection_mat[12]); b[0] = _mm_load_ps(view_mat); b[1] = _mm_load_ps(&view_mat[4]); b[2] = _mm_load_ps(&view_mat[8]); b[3] = _mm_load_ps(&view_mat[12]); _MM_TRANSPOSE4_PS(b[0], b[1], b[2], b[3]); mat4mat4_mult_sse(a, b, temp); a[0] = temp[0]; a[1] = temp[1]; a[2] = temp[2]; a[3] = temp[3]; b[0] = _mm_load_ps(model_mat); b[1] = _mm_load_ps(&model_mat[4]); b[2] = _mm_load_ps(&model_mat[8]); b[3] = _mm_load_ps(&model_mat[12]); _MM_TRANSPOSE4_PS(b[0], b[1], b[2], b[3]); mat4mat4_mult_sse(a, b, temp); _mm_store_ps(&result_mat[0], temp[0]); _mm_store_ps(&result_mat[4], temp[1]); _mm_store_ps(&result_mat[8], temp[2]); _mm_store_ps(&result_mat[12], temp[3]); } inline void entity_clip_space_from_local(f32* clip_space, const f32* local_space, const f32* mat) { mat4vec4_mult(mat, local_space, clip_space); } inline void entity_clip_space_from_local_sse(f32* clip_space, const f32* local_space, const f32* mat) { mat4vec4_mult_sse(mat, local_space, clip_space); } /* inline void entity_screen_space(f32* screen_space, const f32* clip_space, const f32* viewport_mat) { // @todo implement } */ inline void entity_world_space_sse(f32* world_space, const f32* local_space, const f32* model_mat) { mat4vec4_mult_sse(model_mat, local_space, world_space); } inline void entity_view_space_sse(f32* view_space, const f32* world_space, const f32* view_mat) { mat4vec4_mult_sse(view_mat, world_space, view_space); } inline void entity_clip_space_sse(f32* clip_space, const f32* view_space, const f32* projection_mat) { mat4vec4_mult_sse(projection_mat, view_space, clip_space); } /* inline void entity_screen_space_sse(f32* screen_space, const f32* clip_space, const f32* viewport_mat) { // @todo implement } */ inline void entity_world_space_sse(__m128* world_space, const __m128* local_space, const __m128* model_mat) { mat4vec4_mult_sse(model_mat, local_space, world_space); } inline void entity_view_space_sse(__m128* view_space, const __m128* world_space, const __m128* view_mat) { mat4vec4_mult_sse(view_mat, world_space, view_space); } inline void entity_clip_space_sse(__m128* clip_space, const __m128* view_space, const __m128* projection_mat) { mat4vec4_mult_sse(projection_mat, view_space, clip_space); } /* inline void entity_screen_space_sse(__m128* screen_space, const __m128* clip_space, const __m128* viewport_mat) { // @todo implement } */ #endif