/** * Jingga * * @copyright Jingga * @license OMS License 2.0 * @version 1.0.0 * @link https://jingga.app */ #ifndef TOS_MATH_MATRIX_FLOAT32_H #define TOS_MATH_MATRIX_FLOAT32_H #include "../../stdlib/Intrinsics.h" #include "../../utils/MathUtils.h" #include "../../utils/TestUtils.h" #include // @todo Implement intrinsic versions! void vec2_normalize_f32(float* __restrict x, float* __restrict y) { float d = sqrtf((*x) * (*x) + (*y) * (*y)); *x /= d; *y /= d; } inline void vec2_add(v2_f32* __restrict vec, const v2_f32* a, const v2_f32* b) { vec->x = a->x + b->x; vec->y = a->y + b->y; } inline void vec2_add(v2_f32* __restrict vec, const v2_f32* b) { vec->x += b->x; vec->y += b->y; } inline void vec2_sub(v2_f32* __restrict vec, const v2_f32* a, const v2_f32* b) { vec->x = a->x - b->x; vec->y = a->y - b->y; } inline void vec2_sub(v2_f32* __restrict vec, const v2_f32* b) { vec->x -= b->x; vec->y -= b->y; } inline void vec2_mul(v2_f32* vec, const v2_f32* a, float s) { vec->x = a->x * s; vec->y = a->y * s; } inline void vec2_mul(v2_f32* vec, float s) { vec->x *= s; vec->y *= s; } inline float vec2_mul(const v2_f32* a, const v2_f32* b) { return a->x * b->x + a->y * b->y; } inline void vec2_mul(v2_f32* __restrict vec, const v2_f32* a, const v2_f32* b) { vec->x = a->x * b->x; vec->y = a->y * b->y; } inline void vec2_mul(v2_f32* __restrict vec, const v2_f32* b) { vec->x *= b->x; vec->y *= b->y; } inline float vec2_cross(const v2_f32* a, const v2_f32* b) { return a->x * b->y - a->y * b->x; } inline float vec2_dot(const v2_f32* a, const v2_f32* b) { return a->x * b->x + a->y * b->y; } void vec3_normalize_f32(float* __restrict x, float* __restrict y, float* __restrict z) { float d = sqrtf((*x) * (*x) + (*y) * (*y) + (*z) * (*z)); *x /= d; *y /= d; *z /= d; } void vec3_normalize_f32(v3_f32* vec) { float d = sqrtf(vec->x * vec->x + vec->y * vec->y + vec->z * vec->z); vec->x /= d; vec->y /= d; vec->z /= d; } inline void vec3_add(v3_f32* __restrict vec, const v3_f32* a, const v3_f32* b) { vec->x = a->x + b->x; vec->y = a->y + b->y; vec->z = a->z + b->z; } inline void vec3_add(v3_f32* __restrict vec, const v3_f32* b) { vec->x += b->x; vec->y += b->y; vec->z += b->z; } inline void vec3_sub(v3_f32* __restrict vec, const v3_f32* a, const v3_f32* b) { vec->x = a->x - b->x; vec->y = a->y - b->y; vec->z = a->z - b->z; } inline void vec3_sub(v3_f32* __restrict vec, const v3_f32* b) { vec->x -= b->x; vec->y -= b->y; vec->z -= b->z; } inline void vec3_mul(v3_f32* vec, const v3_f32* a, float s) { vec->x = a->x * s; vec->y = a->y * s; vec->z = a->z * s; } inline void vec3_mul(v3_f32* vec, float s) { vec->x *= s; vec->y *= s; vec->z *= s; } inline float vec3_mul(const v3_f32* a, const v3_f32* b) { return a->x * b->x + a->y * b->y + a->z * b->z; } inline void vec3_mul(v3_f32* __restrict vec, const v3_f32* a, const v3_f32* b) { vec->x = a->x * b->x; vec->y = a->y * b->y; vec->z = a->z * b->z; } inline void vec3_mul(v3_f32* __restrict vec, const v3_f32* b) { vec->x *= b->x; vec->y *= b->y; vec->z *= b->z; } void vec3_cross(v3_f32* __restrict vec, const v3_f32* a, const v3_f32* b) { vec->x = a->y * b->z - a->z * b->y; vec->y = a->z * b->x - a->x * b->z; vec->z = a->x * b->y - a->y * b->x; } float vec3_dot(const v3_f32* a, const v3_f32* b) { return a->x * b->x + a->y * b->y + a->z * b->z; } void vec4_normalize_f32(float* __restrict x, float* __restrict y, float* __restrict z, float* __restrict w) { float d = sqrtf((*x) * (*x) + (*y) * (*y) + (*z) * (*z) + (*w) * (*w)); *x /= d; *y /= d; *z /= d; *w /= d; } inline void vec4_add(v4_f32* __restrict vec, const v4_f32* a, const v4_f32* b) { vec->x = a->x + b->x; vec->y = a->y + b->y; vec->z = a->z + b->z; vec->w = a->w + b->w; } inline void vec4_add(v4_f32* __restrict vec, const v4_f32* b) { vec->x += b->x; vec->y += b->y; vec->z += b->z; vec->w += b->w; } inline void vec4_sub(v4_f32* __restrict vec, const v4_f32* a, const v4_f32* b) { vec->x = a->x - b->x; vec->y = a->y - b->y; vec->z = a->z - b->z; vec->w = a->w - b->w; } inline void vec4_sub(v4_f32* __restrict vec, const v4_f32* b) { vec->x -= b->x; vec->y -= b->y; vec->z -= b->z; vec->w -= b->w; } inline void vec4_mul(v4_f32* vec, const v4_f32* a, float s) { vec->x = a->x * s; vec->y = a->y * s; vec->z = a->z * s; vec->w = a->w * s; } inline void vec4_mul(v4_f32* vec, float s) { vec->x *= s; vec->y *= s; vec->z *= s; vec->w *= s; } inline float vec4_mul(const v4_f32* a, const v4_f32* b) { return a->x * b->x + a->y * b->y + a->z * b->z + a->w * b->w; } inline void vec4_mul(v4_f32* __restrict vec, const v4_f32* a, const v4_f32* b) { vec->x = a->x * b->x; vec->y = a->y * b->y; vec->z = a->z * b->z; vec->w = a->w * b->w; } inline void vec4_mul(v4_f32* __restrict vec, const v4_f32* b) { vec->x *= b->x; vec->y *= b->y; vec->z *= b->z; vec->w *= b->w; } inline float vec4_dot(const v4_f32* a, const v4_f32* b) { return a->x * b->x + a->y * b->y + a->z * b->z + a->w * b->w; } inline void vec4_cross(v4_f32* __restrict vec, const v4_f32* a, const v4_f32* b, const v4_f32* c) { vec->x = a->y * (b->z * c->w - b->w * c->z) - a->z * (b->y * c->w - b->w * c->y) + a->w * (b->y * c->z - b->z * c->y); vec->y = -(a->x * (b->z * c->w - b->w * c->z) - a->z * (b->x * c->w - b->w * c->x) + a->w * (b->x * c->z - b->z * c->x)); vec->z = a->x * (b->y * c->w - b->w * c->y) - a->y * (b->x * c->w - b->w * c->x) + a->w * (b->x * c->y - b->y * c->x); vec->w = -(a->x * (b->y * c->z - b->z * c->y) - a->y * (b->x * c->z - b->z * c->x) + a->z * (b->x * c->y - b->y * c->x)); } inline void mat3_identity(float* matrix) { matrix[0] = 1.0f; matrix[1] = 0.0f; matrix[2] = 0.0f; matrix[3] = 0.0f; matrix[4] = 1.0f; matrix[5] = 0.0f; matrix[6] = 0.0f; matrix[7] = 0.0f; matrix[8] = 1.0f; } inline void mat3_identity_sparse(float* matrix) { matrix[0] = 1.0f; matrix[4] = 1.0f; matrix[8] = 1.0f; } inline void mat3_identity(__m128* matrix) { matrix[0] = _mm_set_ps(1.0f, 0.0f, 0.0f, 0.0f); matrix[1] = _mm_set_ps(0.0f, 1.0f, 0.0f, 0.0f); matrix[2] = _mm_set_ps(0.0f, 0.0f, 1.0f, 0.0f); } inline void mat4_identity(float* matrix) { matrix[0] = 1.0f; matrix[1] = 0.0f; matrix[2] = 0.0f; matrix[3] = 0.0f; matrix[4] = 0.0f; matrix[5] = 1.0f; matrix[6] = 0.0f; matrix[7] = 0.0f; matrix[8] = 0.0f; matrix[9] = 0.0f; matrix[10] = 1.0f; matrix[11] = 0.0f; matrix[12] = 0.0f; matrix[13] = 0.0f; matrix[14] = 0.0f; matrix[15] = 1.0f; } inline void mat4_identity_sparse(float* matrix) { matrix[0] = 1.0f; matrix[5] = 1.0f; matrix[10] = 1.0f; matrix[15] = 1.0f; } inline void mat4_identity(__m128* matrix) { matrix[0] = _mm_set_ps(1.0f, 0.0f, 0.0f, 0.0f); matrix[1] = _mm_set_ps(0.0f, 1.0f, 0.0f, 0.0f); matrix[2] = _mm_set_ps(0.0f, 0.0f, 1.0f, 0.0f); matrix[3] = _mm_set_ps(0.0f, 0.0f, 0.0f, 1.0f); } // x, y, z need to be normalized // https://en.wikipedia.org/wiki/Rodrigues%27_rotation_formula void mat4_rotation(float* matrix, float x, float y, float z, float angle) { ASSERT_SIMPLE(OMS_ABS(x * x + y * y + z * z - 1.0f) < 0.01); // @todo replace with quaternions float s = sinf(angle); float c = cosf(angle); float m = 1 - c; float mx = m * x; float my = m * y; float mz = m * z; float xs = x * s; float ys = y * s; float zs = z * s; float mxy = mx * y; float mzx = mz * x; float myz = my * z; matrix[0] = mx * x + c; matrix[1] = mxy - zs; matrix[2] = mzx + ys; matrix[3] = 0.0f; matrix[4] = mxy + zs; matrix[5] = my * y + c; matrix[6] = myz - xs; matrix[7] = 0.0f; matrix[8] = mzx - ys; matrix[9] = myz + xs; matrix[10] = mz * z + c; matrix[11] = 0.0f; matrix[12] = 0.0f; matrix[13] = 0.0f; matrix[14] = 0.0f; matrix[15] = 1.0f; } void mat4_rotation(float* matrix, float pitch, float yaw, float roll) { float cos_pitch = cosf(pitch); float sin_pitch = sinf(pitch); float cos_yaw = cosf(yaw); float sin_yaw = sinf(yaw); float cos_roll = cosf(roll); float sin_roll = sinf(roll); matrix[0] = cos_yaw * cos_roll; matrix[1] = cos_yaw * sin_roll; matrix[2] = -sin_yaw; matrix[3] = 0.0f; matrix[4] = sin_pitch * sin_yaw * cos_roll - cos_pitch * sin_roll; matrix[5] = sin_pitch * sin_yaw * sin_roll + cos_pitch * cos_roll; matrix[6] = sin_pitch * cos_yaw; matrix[7] = 0.0f; matrix[8] = cos_pitch * sin_yaw * cos_roll + sin_pitch * sin_roll; matrix[9] = cos_pitch * sin_yaw * sin_roll - sin_pitch * cos_roll; matrix[10] = cos_pitch * cos_yaw; matrix[11] = 0.0f; matrix[12] = 0.0f; matrix[13] = 0.0f; matrix[14] = 0.0f; matrix[15] = 1.0f; } inline void mat3vec3_mult(const float* __restrict matrix, const float* __restrict vector, float* __restrict result) { result[0] = matrix[0] * vector[0] + matrix[1] * vector[1] + matrix[2] * vector[2]; result[1] = matrix[3] * vector[0] + matrix[4] * vector[1] + matrix[5] * vector[2]; result[2] = matrix[6] * vector[0] + matrix[7] * vector[1] + matrix[8] * vector[2]; } // @question could simple mul add sse be faster? void mat3vec3_mult_sse(const float* __restrict matrix, const float* __restrict vector, float* __restrict result) { __m128 vec = _mm_loadu_ps(vector); vec = _mm_insert_ps(vec, _mm_setzero_ps(), 0x30); // vec[3] = 0 for (int i = 0; i < 3; ++i) { __m128 row = _mm_loadu_ps(&matrix[i * 3]); row = _mm_insert_ps(row, _mm_setzero_ps(), 0x30); // row[3] = 0 __m128 dot = _mm_dp_ps(row, vec, 0xF1); result[i] = _mm_cvtss_f32(dot); } } // @question could simple mul add sse be faster? void mat3vec3_mult_sse(const __m128* __restrict matrix, const __m128* __restrict vector, float* __restrict result) { for (int i = 0; i < 3; ++i) { __m128 dot = _mm_dp_ps(matrix[i], *vector, 0xF1); result[i] = _mm_cvtss_f32(dot); } } // @question could simple mul add sse be faster? void mat3vec3_mult_sse(const __m128* __restrict matrix, const __m128* __restrict vector, __m128* __restrict result) { for (int i = 0; i < 4; ++i) { result[i] = _mm_dp_ps(matrix[i], *vector, 0xF1); } } inline void mat4vec4_mult(const float* __restrict matrix, const float* __restrict vector, float* __restrict result) { result[0] = matrix[0] * vector[0] + matrix[1] * vector[1] + matrix[2] * vector[2] + matrix[3] * vector[3]; result[1] = matrix[4] * vector[0] + matrix[5] * vector[1] + matrix[6] * vector[2] + matrix[7] * vector[3]; result[2] = matrix[8] * vector[0] + matrix[9] * vector[1] + matrix[10] * vector[2] + matrix[11] * vector[3]; result[3] = matrix[12] * vector[0] + matrix[13] * vector[1] + matrix[14] * vector[2] + matrix[15] * vector[3]; } // @question could simple mul add sse be faster? void mat4vec4_mult_sse(const float* __restrict matrix, const float* __restrict vector, float* __restrict result) { __m128 vec = _mm_loadu_ps(vector); for (int i = 0; i < 4; ++i) { __m128 row = _mm_loadu_ps(&matrix[i * 4]); __m128 dot = _mm_dp_ps(row, vec, 0xF1); result[i] = _mm_cvtss_f32(dot); } } // @question could simple mul add sse be faster? void mat4vec4_mult_sse(const __m128* __restrict matrix, const __m128* __restrict vector, float* __restrict result) { for (int i = 0; i < 4; ++i) { __m128 dot = _mm_dp_ps(matrix[i], *vector, 0xF1); result[i] = _mm_cvtss_f32(dot); } } // @question could simple mul add sse be faster? void mat4vec4_mult_sse(const __m128* __restrict matrix, const __m128* __restrict vector, __m128* __restrict result) { for (int i = 0; i < 4; ++i) { result[i] = _mm_dp_ps(matrix[i], *vector, 0xF1); } } inline void mat4mat4_mult(const float* __restrict a, const float* __restrict b, float* __restrict result) { result[0] = a[0] * b[0] + a[1] * b[4] + a[2] * b[8] + a[3] * b[12]; result[1] = a[0] * b[1] + a[1] * b[5] + a[2] * b[9] + a[3] * b[13]; result[2] = a[0] * b[2] + a[1] * b[6] + a[2] * b[10] + a[3] * b[14]; result[3] = a[0] * b[3] + a[1] * b[7] + a[2] * b[11] + a[3] * b[15]; result[4] = a[4] * b[0] + a[5] * b[4] + a[6] * b[8] + a[7] * b[12]; result[5] = a[4] * b[1] + a[5] * b[5] + a[6] * b[9] + a[7] * b[13]; result[6] = a[4] * b[2] + a[5] * b[6] + a[6] * b[10] + a[7] * b[14]; result[7] = a[4] * b[3] + a[5] * b[7] + a[6] * b[11] + a[7] * b[15]; result[8] = a[8] * b[0] + a[9] * b[4] + a[10] * b[8] + a[11] * b[12]; result[9] = a[8] * b[1] + a[9] * b[5] + a[10] * b[9] + a[11] * b[13]; result[10] = a[8] * b[2] + a[9] * b[6] + a[10] * b[10] + a[11] * b[14]; result[11] = a[8] * b[3] + a[9] * b[7] + a[10] * b[11] + a[11] * b[15]; result[12] = a[12] * b[0] + a[13] * b[4] + a[14] * b[8] + a[15] * b[12]; result[13] = a[12] * b[1] + a[13] * b[5] + a[14] * b[9] + a[15] * b[13]; result[14] = a[12] * b[2] + a[13] * b[6] + a[14] * b[10] + a[15] * b[14]; result[15] = a[12] * b[3] + a[13] * b[7] + a[14] * b[11] + a[15] * b[15]; } void mat4mat4_mult(const float* __restrict a, const float* __restrict b, float* __restrict result, int steps) { if (steps > 1) { // @todo check http://fhtr.blogspot.com/2010/02/4x4-float-matrix-multiplication-using.html // @question could simple mul add sse be faster? // Load rows of matrix a __m128 a_1 = _mm_loadu_ps(a); __m128 a_2 = _mm_loadu_ps(&a[4]); __m128 a_3 = _mm_loadu_ps(&a[8]); __m128 a_4 = _mm_loadu_ps(&a[12]); // Load columns of matrix b __m128 b_1 = _mm_loadu_ps(b); __m128 b_2 = _mm_loadu_ps(&b[4]); __m128 b_3 = _mm_loadu_ps(&b[8]); __m128 b_4 = _mm_loadu_ps(&b[12]); _mm_storeu_ps(&result[0], _mm_add_ps( _mm_add_ps( _mm_mul_ps(_mm_shuffle_ps(a_1, a_1, _MM_SHUFFLE(0, 0, 0, 0)), b_1), _mm_mul_ps(_mm_shuffle_ps(a_1, a_1, _MM_SHUFFLE(1, 1, 1, 1)), b_2) ), _mm_add_ps( _mm_mul_ps(_mm_shuffle_ps(a_1, a_1, _MM_SHUFFLE(2, 2, 2, 2)), b_3), _mm_mul_ps(_mm_shuffle_ps(a_1, a_1, _MM_SHUFFLE(3, 3, 3, 3)), b_4) ) ) ); _mm_storeu_ps(&result[4], _mm_add_ps( _mm_add_ps( _mm_mul_ps(_mm_shuffle_ps(a_2, a_2, _MM_SHUFFLE(0, 0, 0, 0)), b_1), _mm_mul_ps(_mm_shuffle_ps(a_2, a_2, _MM_SHUFFLE(1, 1, 1, 1)), b_2) ), _mm_add_ps( _mm_mul_ps(_mm_shuffle_ps(a_2, a_2, _MM_SHUFFLE(2, 2, 2, 2)), b_3), _mm_mul_ps(_mm_shuffle_ps(a_2, a_2, _MM_SHUFFLE(3, 3, 3, 3)), b_4) ) ) ); _mm_storeu_ps(&result[8], _mm_add_ps( _mm_add_ps( _mm_mul_ps(_mm_shuffle_ps(a_3, a_3, _MM_SHUFFLE(0, 0, 0, 0)), b_1), _mm_mul_ps(_mm_shuffle_ps(a_3, a_3, _MM_SHUFFLE(1, 1, 1, 1)), b_2) ), _mm_add_ps( _mm_mul_ps(_mm_shuffle_ps(a_3, a_3, _MM_SHUFFLE(2, 2, 2, 2)), b_3), _mm_mul_ps(_mm_shuffle_ps(a_3, a_3, _MM_SHUFFLE(3, 3, 3, 3)), b_4) ) ) ); _mm_storeu_ps(&result[12], _mm_add_ps( _mm_add_ps( _mm_mul_ps(_mm_shuffle_ps(a_4, a_4, _MM_SHUFFLE(0, 0, 0, 0)), b_1), _mm_mul_ps(_mm_shuffle_ps(a_4, a_4, _MM_SHUFFLE(1, 1, 1, 1)), b_2) ), _mm_add_ps( _mm_mul_ps(_mm_shuffle_ps(a_4, a_4, _MM_SHUFFLE(2, 2, 2, 2)), b_3), _mm_mul_ps(_mm_shuffle_ps(a_4, a_4, _MM_SHUFFLE(3, 3, 3, 3)), b_4) ) ) ); } else { mat4mat4_mult(a, b, result); } } void mat4mat4_mult_sse(const __m128* __restrict a, const __m128* __restrict b_transposed, float* __restrict result) { __m128 dot; // @question could simple mul add sse be faster? // b1 dot = _mm_dp_ps(a[0], b_transposed[0], 0xF1); result[0] = _mm_cvtss_f32(dot); dot = _mm_dp_ps(a[1], b_transposed[0], 0xF1); result[1] = _mm_cvtss_f32(dot); dot = _mm_dp_ps(a[2], b_transposed[0], 0xF1); result[2] = _mm_cvtss_f32(dot); dot = _mm_dp_ps(a[3], b_transposed[0], 0xF1); result[3] = _mm_cvtss_f32(dot); // b2 dot = _mm_dp_ps(a[0], b_transposed[1], 0xF1); result[4] = _mm_cvtss_f32(dot); dot = _mm_dp_ps(a[1], b_transposed[1], 0xF1); result[5] = _mm_cvtss_f32(dot); dot = _mm_dp_ps(a[2], b_transposed[1], 0xF1); result[6] = _mm_cvtss_f32(dot); dot = _mm_dp_ps(a[3], b_transposed[1], 0xF1); result[7] = _mm_cvtss_f32(dot); // b3 dot = _mm_dp_ps(a[0], b_transposed[2], 0xF1); result[8] = _mm_cvtss_f32(dot); dot = _mm_dp_ps(a[1], b_transposed[2], 0xF1); result[9] = _mm_cvtss_f32(dot); dot = _mm_dp_ps(a[2], b_transposed[2], 0xF1); result[10] = _mm_cvtss_f32(dot); dot = _mm_dp_ps(a[3], b_transposed[2], 0xF1); result[11] = _mm_cvtss_f32(dot); // b4 dot = _mm_dp_ps(a[0], b_transposed[3], 0xF1); result[12] = _mm_cvtss_f32(dot); dot = _mm_dp_ps(a[1], b_transposed[3], 0xF1); result[13] = _mm_cvtss_f32(dot); dot = _mm_dp_ps(a[2], b_transposed[3], 0xF1); result[14] = _mm_cvtss_f32(dot); dot = _mm_dp_ps(a[3], b_transposed[3], 0xF1); result[15] = _mm_cvtss_f32(dot); } inline void mat4mat4_mult_sse(const __m128* __restrict a, const __m128* __restrict b_transpose, __m128* __restrict result) { for (int i = 0; i < 4; ++i) { result[i] = _mm_mul_ps(a[0], b_transpose[i]); for (int j = 1; j < 4; ++j) { result[i] = _mm_add_ps(_mm_mul_ps(a[j], b_transpose[4 * j + i]), result[i]); } } } // @performance Consider to replace with 1d array void mat4_frustum_planes(float planes[6][4], float radius, float *matrix) { // @todo make this a setting // @bug fix to row-major system // @todo don't use 2d arrays float znear = 0.125; float zfar = radius * 32 + 64; float *m = matrix; planes[0][0] = m[3] + m[0]; planes[0][1] = m[7] + m[4]; planes[0][2] = m[11] + m[8]; planes[0][3] = m[15] + m[12]; planes[1][0] = m[3] - m[0]; planes[1][1] = m[7] - m[4]; planes[1][2] = m[11] - m[8]; planes[1][3] = m[15] - m[12]; planes[2][0] = m[3] + m[1]; planes[2][1] = m[7] + m[5]; planes[2][2] = m[11] + m[9]; planes[2][3] = m[15] + m[13]; planes[3][0] = m[3] - m[1]; planes[3][1] = m[7] - m[5]; planes[3][2] = m[11] - m[9]; planes[3][3] = m[15] - m[13]; planes[4][0] = znear * m[3] + m[2]; planes[4][1] = znear * m[7] + m[6]; planes[4][2] = znear * m[11] + m[10]; planes[4][3] = znear * m[15] + m[14]; planes[5][0] = zfar * m[3] - m[2]; planes[5][1] = zfar * m[7] - m[6]; planes[5][2] = zfar * m[11] - m[10]; planes[5][3] = zfar * m[15] - m[14]; } void mat4_frustum_sparse_rh( float *matrix, float left, float right, float bottom, float top, float znear, float zfar ) { float temp = 2.0f * znear; float rl_delta = right - left; float tb_delta = top - bottom; float fn_delta = zfar - znear; matrix[0] = temp / rl_delta; //matrix[1] = 0.0f; //matrix[2] = 0.0f; //matrix[3] = 0.0f; //matrix[4] = 0.0f; matrix[5] = temp / tb_delta; //matrix[6] = 0.0f; //matrix[7] = 0.0f; matrix[8] = (right + left) / rl_delta; matrix[9] = (top + bottom) / tb_delta; matrix[10] = -(zfar + znear) / fn_delta; matrix[11] = -1.0f; //matrix[12] = 0.0f; //matrix[13] = 0.0f; matrix[14] = (-temp * zfar) / fn_delta; //matrix[15] = 0.0f; } void mat4_frustum_sparse_lh( float *matrix, float left, float right, float bottom, float top, float znear, float zfar ) { float temp = 2.0f * znear; float rl_delta = right - left; float tb_delta = top - bottom; float fn_delta = zfar - znear; matrix[0] = temp / rl_delta; //matrix[1] = 0.0f; //matrix[2] = 0.0f; //matrix[3] = 0.0f; //matrix[4] = 0.0f; matrix[5] = temp / tb_delta; //matrix[6] = 0.0f; //matrix[7] = 0.0f; matrix[8] = (right + left) / rl_delta; matrix[9] = (top + bottom) / tb_delta; matrix[10] = (zfar + znear) / fn_delta; matrix[11] = 1.0f; //matrix[12] = 0.0f; //matrix[13] = 0.0f; matrix[14] = (temp * zfar) / fn_delta; //matrix[15] = 0.0f; } // fov needs to be in rad inline void mat4_perspective_sparse_lh( float *matrix, float fov, float aspect, float znear, float zfar) { ASSERT_SIMPLE(znear > 0.0f); float ymax, xmax; ymax = znear * tanf(fov * 0.5f); xmax = ymax * aspect; mat4_frustum_sparse_lh(matrix, -xmax, xmax, -ymax, ymax, znear, zfar); } inline void mat4_perspective_sparse_rh( float *matrix, float fov, float aspect, float znear, float zfar) { ASSERT_SIMPLE(znear > 0.0f); float ymax, xmax; ymax = znear * tanf(fov * 0.5f); xmax = ymax * aspect; mat4_frustum_sparse_rh(matrix, -xmax, xmax, -ymax, ymax, znear, zfar); } void mat4_ortho_sparse_lh( float *matrix, float left, float right, float bottom, float top, float znear, float zfar ) { float rl_delta = right - left; float tb_delta = top - bottom; float fn_delta = zfar - znear; matrix[0] = 2.0f / rl_delta; //matrix[1] = 0.0f; //matrix[2] = 0.0f; matrix[3] = -(right + left) / rl_delta; //matrix[4] = 0.0f; matrix[5] = 2.0f / tb_delta; //matrix[6] = 0.0f; matrix[7] = -(top + bottom) / tb_delta; //matrix[8] = 0.0f; //matrix[9] = 0.0f; matrix[10] = 2.0f / fn_delta; matrix[11] = -(zfar + znear) / fn_delta; //matrix[12] = 0.0f; //matrix[13] = = 0.0f; //matrix[14] = 0.0f; matrix[15] = 1.0f; } void mat4_ortho_sparse_rh( float *matrix, float left, float right, float bottom, float top, float znear, float zfar ) { float rl_delta = right - left; float tb_delta = top - bottom; float fn_delta = zfar - znear; matrix[0] = 2.0f / rl_delta; //matrix[1] = 0.0f; //matrix[2] = 0.0f; //matrix[3] = 0.0f; //matrix[4] = 0.0f; matrix[5] = 2.0f / tb_delta; //matrix[6] = 0.0f; //matrix[7] = 0.0f; //matrix[8] = 0.0f; //matrix[9] = 0.0f; matrix[10] = -2.0f / fn_delta; //matrix[11] = 0.0f; matrix[12] = -(right + left) / rl_delta; matrix[13] = -(top + bottom) / tb_delta; matrix[14] = -(zfar + znear) / fn_delta; matrix[15] = 1.0f; } void mat4_translate(float* matrix, float dx, float dy, float dz) { float temp[16]; memcpy(temp, matrix, sizeof(float) * 16); float translation_matrix[16]; translation_matrix[0] = 1.0f; translation_matrix[1] = 0.0f; translation_matrix[2] = 0.0f; translation_matrix[3] = dx; translation_matrix[4] = 0.0f; translation_matrix[5] = 1.0f; translation_matrix[6] = 0.0f; translation_matrix[7] = dy; translation_matrix[8] = 0.0f; translation_matrix[9] = 0.0f; translation_matrix[10] = 1.0f; translation_matrix[11] = dz; translation_matrix[12] = 0.0f; translation_matrix[13] = 0.0f; translation_matrix[14] = 0.0f; translation_matrix[15] = 1.0f; mat4mat4_mult(temp, translation_matrix, matrix); } void mat4_translate(float* matrix, float dx, float dy, float dz, int steps) { alignas(64) float temp[16]; memcpy(temp, matrix, sizeof(float) * 16); alignas(64) float translation_matrix[16]; translation_matrix[0] = 1.0f; translation_matrix[1] = 0.0f; translation_matrix[2] = 0.0f; translation_matrix[3] = dx; translation_matrix[4] = 0.0f; translation_matrix[5] = 1.0f; translation_matrix[6] = 0.0f; translation_matrix[7] = dy; translation_matrix[8] = 0.0f; translation_matrix[9] = 0.0f; translation_matrix[10] = 1.0f; translation_matrix[11] = dz; translation_matrix[12] = 0.0f; translation_matrix[13] = 0.0f; translation_matrix[14] = 0.0f; translation_matrix[15] = 1.0f; mat4mat4_mult(temp, translation_matrix, matrix, steps); } inline void mat4_translation(float* matrix, float dx, float dy, float dz) { matrix[0] = 1.0f; matrix[1] = 0.0f; matrix[2] = 0.0f; matrix[3] = dx; matrix[4] = 0.0f; matrix[5] = 1.0f; matrix[6] = 0.0f; matrix[7] = dy; matrix[8] = 0.0f; matrix[9] = 0.0f; matrix[10] = 1.0f; matrix[11] = dz; matrix[12] = 0.0f; matrix[13] = 0.0f; matrix[14] = 0.0f; matrix[15] = 1.0f; } inline void mat4_translation_sparse(float* matrix, float dx, float dy, float dz) { matrix[3] = dx; matrix[7] = dy; matrix[11] = dz; } inline void mat4_scale(float* matrix, float dx, float dy, float dz) { matrix[0] = dx; matrix[1] = 0.0f; matrix[2] = 0.0f; matrix[3] = 0.0f; matrix[4] = 0.0f; matrix[5] = dy; matrix[6] = 0.0f; matrix[7] = 0.0f; matrix[8] = 0.0f; matrix[9] = 0.0f; matrix[10] = dz; matrix[11] = 0.0f; matrix[12] = 0.0f; matrix[13] = 0.0f; matrix[14] = 0.0f; matrix[15] = 1.0f; } inline void mat4_scale_sparse(float* matrix, float dx, float dy, float dz) { matrix[0] = dx; matrix[5] = dy; matrix[10] = dz; } inline void mat4_transpose(const float* __restrict matrix, float* __restrict transposed) { transposed[1] = matrix[4]; transposed[2] = matrix[8]; transposed[3] = matrix[12]; transposed[4] = matrix[1]; transposed[6] = matrix[9]; transposed[7] = matrix[13]; transposed[8] = matrix[2]; transposed[9] = matrix[6]; transposed[11] = matrix[14]; transposed[12] = matrix[3]; transposed[13] = matrix[7]; transposed[14] = matrix[11]; } inline void mat4_transpose(float* matrix) { float temp; temp = matrix[1]; matrix[1] = matrix[4]; matrix[4] = temp; temp = matrix[2]; matrix[2] = matrix[8]; matrix[8] = temp; temp = matrix[3]; matrix[3] = matrix[12]; matrix[12] = temp; temp = matrix[6]; matrix[6] = matrix[9]; matrix[9] = temp; temp = matrix[7]; matrix[7] = matrix[13]; matrix[13] = temp; temp = matrix[11]; matrix[11] = matrix[14]; matrix[14] = temp; } inline void mat3_transpose(const float* __restrict matrix, float* __restrict transposed) { transposed[1] = matrix[3]; transposed[2] = matrix[6]; transposed[3] = matrix[1]; transposed[5] = matrix[7]; transposed[6] = matrix[2]; transposed[7] = matrix[5]; } inline void mat3_transpose(float* matrix) { float temp; temp = matrix[1]; matrix[1] = matrix[3]; matrix[3] = temp; temp = matrix[2]; matrix[2] = matrix[6]; matrix[6] = temp; temp = matrix[5]; matrix[5] = matrix[7]; matrix[7] = temp; } inline void mat2_transpose(const float* __restrict matrix, float* __restrict transposed) { transposed[1] = matrix[2]; transposed[2] = matrix[1]; } inline void mat2_transpose(float* matrix) { float temp = matrix[1]; matrix[1] = matrix[2]; matrix[2] = temp; } #endif