cOMS/math/matrix/MatrixFloat32.h
2024-08-16 04:07:09 +02:00

458 lines
13 KiB
C

/**
* 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 "../../stdlib/Mathtypes.h"
#include "../../utils/MathUtils.h"
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;
}
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);
}
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;
}
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);
}
void mat4_translate(float* matrix, float dx, float dy, float dz)
{
matrix[0] = 1; matrix[1] = 0; matrix[2] = 0; matrix[3] = 0;
matrix[4] = 0; matrix[5] = 1; matrix[6] = 0; matrix[7] = 0;
matrix[8] = 0; matrix[9] = 0; matrix[10] = 1; matrix[11] = 0;
matrix[12] = dx; matrix[13] = dy; matrix[14] = dz; matrix[15] = 1;
}
// x, y, z need to be normalized
void mat4_rotate(float* matrix, float x, float y, float z, float angle)
{
float s = sinf_approx(angle);
float c = cosf_approx(angle);
float m = 1 - c;
float mx = m * x;
float my = m * y;
float mz = m * z;
float zs = z * s;
float xs = x * s;
float ys = y * 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;
matrix[4] = mxy + zs;
matrix[5] = my * y + c;
matrix[6] = myz - xs;
matrix[7] = 0;
matrix[8] = mzx - ys;
matrix[9] = myz + xs;
matrix[10] = mz * z + c;
matrix[11] = 0;
matrix[12] = 0;
matrix[13] = 0;
matrix[14] = 0;
matrix[15] = 1;
}
void mat3vec3_mult(const float* matrix, const float* vector, float* 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];
/*
for (int i = 0; i < 3; ++i) {
result[i] = matrix[i * 3 + 0] * vector[0]
+ matrix[i * 3 + 1] * vector[1]
+ matrix[i * 3 + 2] * vector[2];
}
*/
}
// @question could simple mul add sse be faster?
void mat3vec3_mult_sse(const float* matrix, const float* vector, float* 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(dot);
}
}
// @question could simple mul add sse be faster?
void mat3vec3_mult_sse(const __m128* matrix, const __m128* vector, float* result)
{
for (int i = 0; i < 3; ++i) {
__m128 dot = _mm_dp_ps(matrix[i], *vector, 0xF1);
result[i] = _mm_cvtss(dot);
}
}
// @question could simple mul add sse be faster?
void mat3vec3_mult_sse(const __m128* matrix, const __m128* vector, __m128* result)
{
for (int i = 0; i < 4; ++i) {
result[i] = _mm_dp_ps(matrix[i], *vector, 0xF1);
}
}
void mat4vec4_mult(const float* matrix, const float* vector, float* 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* matrix, const float* vector, float* 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(dot);
}
}
// @question could simple mul add sse be faster?
void mat4vec4_mult_sse(const __m128* matrix, const __m128* vector, float* result)
{
for (int i = 0; i < 4; ++i) {
__m128 dot = _mm_dp_ps(matrix[i], *vector, 0xF1);
result[i] = _mm_cvtss(dot);
}
}
// @question could simple mul add sse be faster?
void mat4vec4_mult_sse(const __m128* matrix, const __m128* vector, __m128* result)
{
for (int i = 0; i < 4; ++i) {
result[i] = _mm_dp_ps(matrix[i], *vector, 0xF1);
}
}
void mat4mat4_mult(const float* a, const float* b, float* result)
{
// Row 0
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];
// Row 1
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];
// Row 2
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];
// Row 3
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_sse(const float* a, const float* b, float* result)
{
// @todo check http://fhtr.blogspot.com/2010/02/4x4-float-matrix-multiplication-using.html
// @question could simple mul add sse be faster?
__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]);
__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_TRANSPOSE4_PS(b_1, b_2, b_3, b_4);
__m128 dot;
// b1
dot = _mm_dp_ps(a_1, b_1, 0xF1);
result[0] = _mm_cvtss(dot);
dot = _mm_dp_ps(a_2, b_1, 0xF1);
result[1] = _mm_cvtss(dot);
dot = _mm_dp_ps(a_3, b_1, 0xF1);
result[2] = _mm_cvtss(dot);
dot = _mm_dp_ps(a_4, b_1, 0xF1);
result[3] = _mm_cvtss(dot);
// b2
dot = _mm_dp_ps(a_1, b_2, 0xF1);
result[4] = _mm_cvtss(dot);
dot = _mm_dp_ps(a_2, b_2, 0xF1);
result[5] = _mm_cvtss(dot);
dot = _mm_dp_ps(a_3, b_2, 0xF1);
result[6] = _mm_cvtss(dot);
dot = _mm_dp_ps(a_4, b_2, 0xF1);
result[7] = _mm_cvtss(dot);
// b3
dot = _mm_dp_ps(a_1, b_3, 0xF1);
result[8] = _mm_cvtss(dot);
dot = _mm_dp_ps(a_2, b_3, 0xF1);
result[9] = _mm_cvtss(dot);
dot = _mm_dp_ps(a_3, b_3, 0xF1);
result[10] = _mm_cvtss(dot);
dot = _mm_dp_ps(a_4, b_3, 0xF1);
result[11] = _mm_cvtss(dot);
// b4
dot = _mm_dp_ps(a_1, b_4, 0xF1);
result[12] = _mm_cvtss(dot);
dot = _mm_dp_ps(a_2, b_4, 0xF1);
result[13] = _mm_cvtss(dot);
dot = _mm_dp_ps(a_3, b_4, 0xF1);
result[14] = _mm_cvtss(dot);
dot = _mm_dp_ps(a_4, b_4, 0xF1);
result[15] = _mm_cvtss(dot);
}
void mat4mat4_mult_sse(const __m128* a, const __m128* b_transposed, float* 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(dot);
dot = _mm_dp_ps(a[1], b_transposed[0], 0xF1);
result[1] = _mm_cvtss(dot);
dot = _mm_dp_ps(a[2], b_transposed[0], 0xF1);
result[2] = _mm_cvtss(dot);
dot = _mm_dp_ps(a[3], b_transposed[0], 0xF1);
result[3] = _mm_cvtss(dot);
// b2
dot = _mm_dp_ps(a[0], b_transposed[1], 0xF1);
result[4] = _mm_cvtss(dot);
dot = _mm_dp_ps(a[1], b_transposed[1], 0xF1);
result[5] = _mm_cvtss(dot);
dot = _mm_dp_ps(a[2], b_transposed[1], 0xF1);
result[6] = _mm_cvtss(dot);
dot = _mm_dp_ps(a[3], b_transposed[1], 0xF1);
result[7] = _mm_cvtss(dot);
// b3
dot = _mm_dp_ps(a[0], b_transposed[2], 0xF1);
result[8] = _mm_cvtss(dot);
dot = _mm_dp_ps(a[1], b_transposed[2], 0xF1);
result[9] = _mm_cvtss(dot);
dot = _mm_dp_ps(a[2], b_transposed[2], 0xF1);
result[10] = _mm_cvtss(dot);
dot = _mm_dp_ps(a[3], b_transposed[2], 0xF1);
result[11] = _mm_cvtss(dot);
// b4
dot = _mm_dp_ps(a[0], b_transposed[3], 0xF1);
result[12] = _mm_cvtss(dot);
dot = _mm_dp_ps(a[1], b_transposed[3], 0xF1);
result[13] = _mm_cvtss(dot);
dot = _mm_dp_ps(a[2], b_transposed[3], 0xF1);
result[14] = _mm_cvtss(dot);
dot = _mm_dp_ps(a[3], b_transposed[3], 0xF1);
result[15] = _mm_cvtss(dot);
}
void mat4mat4_mult_sse(const __m128* a, const __m128* b_transpose, __m128* 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
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(
float *matrix, float left, float right, float bottom,
float top, float znear, float zfar)
{
float temp, temp2, temp3, temp4;
temp = 2.0f * znear;
temp2 = right - left;
temp3 = top - bottom;
temp4 = zfar - znear;
matrix[0] = temp / temp2;
matrix[1] = 0.0;
matrix[2] = 0.0;
matrix[3] = 0.0;
matrix[4] = 0.0;
matrix[5] = temp / temp3;
matrix[6] = 0.0;
matrix[7] = 0.0;
matrix[8] = (right + left) / temp2;
matrix[9] = (top + bottom) / temp3;
matrix[10] = (-zfar - znear) / temp4;
matrix[11] = -1.0;
matrix[12] = 0.0;
matrix[13] = 0.0;
matrix[14] = (-temp * zfar) / temp4;
matrix[15] = 0.0;
}
void mat4_perspective(
float *matrix, float fov, float aspect,
float znear, float zfar)
{
float ymax, xmax;
ymax = znear * tanf_approx(fov * OMS_PI / 360.0f);
xmax = ymax * aspect;
mat4_frustum(matrix, -xmax, xmax, -ymax, ymax, znear, zfar);
}
void mat4_ortho(
float *matrix,
float left, float right, float bottom, float top, float near_dist, float far_dist)
{
float rl_delta = right - left;
float tb_delta = top - bottom;
float fn_delta = far_dist - near_dist;
matrix[0] = 2 / rl_delta;
matrix[1] = 0;
matrix[2] = 0;
matrix[3] = 0;
matrix[4] = 0;
matrix[5] = 2 / tb_delta;
matrix[6] = 0;
matrix[7] = 0;
matrix[8] = 0;
matrix[9] = 0;
matrix[10] = -2 / fn_delta;
matrix[11] = 0;
matrix[12] = -(right + left) / rl_delta;
matrix[13] = -(top + bottom) / tb_delta;
matrix[14] = -(far_dist + near_dist) / fn_delta;
matrix[15] = 1;
}
#endif