/** * 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 "../math/matrix/MatrixFloat32.h" void make_character( float *data, float x, float y, float n, float m, char c) { float *d = data; // Texture atlas is 16 characters // 1 / 16 = 0.0625 float a = 0.0625; float b = 0.0625 * 2; // ascii offset int w = c - 32; float du = (w % 16) * a; float dv = 1 - (w / 16) * b - b; // Quad data (2 triangles) *(d++) = x - n; *(d++) = y - m; *(d++) = du + 0; *(d++) = dv; *(d++) = x + n; *(d++) = y - m; *(d++) = du + a; *(d++) = dv; *(d++) = x + n; *(d++) = y + m; *(d++) = du + a; *(d++) = dv + b; *(d++) = x - n; *(d++) = y - m; *(d++) = du + 0; *(d++) = dv; *(d++) = x + n; *(d++) = y + m; *(d++) = du + a; *(d++) = dv + b; *(d++) = x - n; *(d++) = y + m; *(d++) = du + 0; *(d++) = dv + b; } void font_string_dimension(const char *str, v2_int32* dim, const int* width_lookup) { size_t length = strlen(str); int width = 0; for (int i = 0; i < length; ++i) { if (str[i] == '\n') { if (width > dim->x) { dim->x = width; } width = 0; ++dim->y; } width += width_lookup[str[i]]; } if (width > dim->x) { dim->x = width; } if (width > 0) { ++dim->y; } } inline void entity_world_space(float* world_space, const float* local_space, const float* model_mat) { mat4vec4_mult(model_mat, local_space, world_space); } inline void entity_view_space(float* view_space, const float* world_space, const float* view_mat) { mat4vec4_mult(view_mat, world_space, view_space); } inline void entity_clip_space(float* clip_space, const float* view_space, const float* projection_mat) { mat4vec4_mult(projection_mat, view_space, clip_space); } inline void entity_clip_space_mat(float* result_mat, const float* model_mat, const float* view_mat, const float* projection_mat) { float 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(float* result_mat, const float* model_mat, const float* view_mat, const float* projection_mat) { __m128 temp[4]; __m128 a[4]; __m128 b[4]; a[0] = _mm_loadu_ps(projection_mat); a[1] = _mm_loadu_ps(&projection_mat[4]); a[2] = _mm_loadu_ps(&projection_mat[8]); a[3] = _mm_loadu_ps(&projection_mat[12]); b[0] = _mm_loadu_ps(view_mat); b[1] = _mm_loadu_ps(&view_mat[4]); b[2] = _mm_loadu_ps(&view_mat[8]); b[3] = _mm_loadu_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_loadu_ps(model_mat); b[1] = _mm_loadu_ps(&model_mat[4]); b[2] = _mm_loadu_ps(&model_mat[8]); b[3] = _mm_loadu_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(float* clip_space, const float* local_space, const float* mat) { mat4vec4_mult(mat, local_space, clip_space); } inline void entity_clip_space_from_local_sse(float* clip_space, const float* local_space, const float* mat) { mat4vec4_mult_sse(mat, local_space, clip_space); } /* inline void entity_screen_space(float* screen_space, const float* clip_space, const float* viewport_mat) { // @todo implement } */ inline void entity_world_space_sse(float* world_space, const float* local_space, const float* model_mat) { mat4vec4_mult_sse(model_mat, local_space, world_space); } inline void entity_view_space_sse(float* view_space, const float* world_space, const float* view_mat) { mat4vec4_mult_sse(view_mat, world_space, view_space); } inline void entity_clip_space_sse(float* clip_space, const float* view_space, const float* projection_mat) { mat4vec4_mult_sse(projection_mat, view_space, clip_space); } /* inline void entity_screen_space_sse(float* screen_space, const float* clip_space, const float* 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