khanat-opennel-code/code/nel/include/nel/3d/matrix_3x4.h
acemtp@users.sourceforge.net d5c601ffa5 initial version
2010-05-06 02:08:41 +02:00

391 lines
11 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_MATRIX_3X4_H
#define NL_MATRIX_3X4_H
#include "nel/misc/types_nl.h"
namespace NL3D
{
// ***************************************************************************
// ***************************************************************************
// STD Matrix
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
/**
* For fast vector/point multiplication. Special usage for Skinning.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2002
*/
class CMatrix3x4
{
public:
// Order them in memory line first, for faster memory access.
float a11, a12, a13, a14;
float a21, a22, a23, a24;
float a31, a32, a33, a34;
// Copy from a matrix.
void set(const CMatrix &mat)
{
const float *m =mat.get();
a11= m[0]; a12= m[4]; a13= m[8] ; a14= m[12];
a21= m[1]; a22= m[5]; a23= m[9] ; a24= m[13];
a31= m[2]; a32= m[6]; a33= m[10]; a34= m[14];
}
// mulSetvector. NB: in should be different as v!! (else don't work).
void mulSetVector(const CVector &in, CVector &out)
{
out.x= (a11*in.x + a12*in.y + a13*in.z);
out.y= (a21*in.x + a22*in.y + a23*in.z);
out.z= (a31*in.x + a32*in.y + a33*in.z);
}
// mulSetpoint. NB: in should be different as v!! (else don't work).
void mulSetPoint(const CVector &in, CVector &out)
{
out.x= (a11*in.x + a12*in.y + a13*in.z + a14);
out.y= (a21*in.x + a22*in.y + a23*in.z + a24);
out.z= (a31*in.x + a32*in.y + a33*in.z + a34);
}
// mulSetvector. NB: in should be different as v!! (else don't work).
void mulSetVector(const CVector &in, float scale, CVector &out)
{
out.x= (a11*in.x + a12*in.y + a13*in.z) * scale;
out.y= (a21*in.x + a22*in.y + a23*in.z) * scale;
out.z= (a31*in.x + a32*in.y + a33*in.z) * scale;
}
// mulSetpoint. NB: in should be different as v!! (else don't work).
void mulSetPoint(const CVector &in, float scale, CVector &out)
{
out.x= (a11*in.x + a12*in.y + a13*in.z + a14) * scale;
out.y= (a21*in.x + a22*in.y + a23*in.z + a24) * scale;
out.z= (a31*in.x + a32*in.y + a33*in.z + a34) * scale;
}
// mulAddvector. NB: in should be different as v!! (else don't work).
void mulAddVector(const CVector &in, float scale, CVector &out)
{
out.x+= (a11*in.x + a12*in.y + a13*in.z) * scale;
out.y+= (a21*in.x + a22*in.y + a23*in.z) * scale;
out.z+= (a31*in.x + a32*in.y + a33*in.z) * scale;
}
// mulAddpoint. NB: in should be different as v!! (else don't work).
void mulAddPoint(const CVector &in, float scale, CVector &out)
{
out.x+= (a11*in.x + a12*in.y + a13*in.z + a14) * scale;
out.y+= (a21*in.x + a22*in.y + a23*in.z + a24) * scale;
out.z+= (a31*in.x + a32*in.y + a33*in.z + a34) * scale;
}
};
// ***************************************************************************
// ***************************************************************************
// SSE Matrix
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
#if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM)
/** For fast vector/point multiplication. Special usage for Skinning.
* NB: SSE is no more used (no speed gain, some memory problem), but keep it for possible future usage.
*/
class CMatrix3x4SSE
{
public:
// Order them in memory column first, for SSE column multiplication.
float a11, a21, a31, a41;
float a12, a22, a32, a42;
float a13, a23, a33, a43;
float a14, a24, a34, a44;
// Copy from a matrix.
void set(const CMatrix &mat)
{
const float *m =mat.get();
a11= m[0]; a12= m[4]; a13= m[8] ; a14= m[12];
a21= m[1]; a22= m[5]; a23= m[9] ; a24= m[13];
a31= m[2]; a32= m[6]; a33= m[10]; a34= m[14];
// not used.
a41= 0 ; a42= 0 ; a43= 0 ; a44= 1;
}
// mulSetvector. NB: in should be different as v!! (else don't work).
void mulSetVector(const CVector &vin, CVector &vout)
{
__asm
{
mov eax, vin
mov ebx, this
mov edi, vout
// Load in vector in op[0]
movss xmm0, [eax]vin.x
movss xmm1, [eax]vin.y
movss xmm2, [eax]vin.z
// Expand op[0] to op[1], op[2], op[3]
shufps xmm0, xmm0, 0
shufps xmm1, xmm1, 0
shufps xmm2, xmm2, 0
// Mul each vector with 3 Matrix column
mulps xmm0, [ebx]this.a11
mulps xmm1, [ebx]this.a12
mulps xmm2, [ebx]this.a13
// Add each column vector.
addps xmm0, xmm1
addps xmm0, xmm2
// write the result.
movss [edi]vout.x, xmm0
shufps xmm0, xmm0, 33
movss [edi]vout.y, xmm0
movhlps xmm0, xmm0
movss [edi]vout.z, xmm0
}
}
// mulSetpoint. NB: in should be different as v!! (else don't work).
void mulSetPoint(const CVector &vin, CVector &vout)
{
__asm
{
mov eax, vin
mov ebx, this
mov edi, vout
// Load in vector in op[0]
movss xmm0, [eax]vin.x
movss xmm1, [eax]vin.y
movss xmm2, [eax]vin.z
// Expand op[0] to op[1], op[2], op[3]
shufps xmm0, xmm0, 0
shufps xmm1, xmm1, 0
shufps xmm2, xmm2, 0
// Mul each vector with 3 Matrix column
mulps xmm0, [ebx]this.a11
mulps xmm1, [ebx]this.a12
mulps xmm2, [ebx]this.a13
// Add each column vector.
addps xmm0, xmm1
addps xmm0, xmm2
// Add Matrix translate column vector
addps xmm0, [ebx]this.a14
// write the result.
movss [edi]vout.x, xmm0
shufps xmm0, xmm0, 33
movss [edi]vout.y, xmm0
movhlps xmm0, xmm0
movss [edi]vout.z, xmm0
}
}
// mulSetvector. NB: vin should be different as v!! (else don't work).
void mulSetVector(const CVector &vin, float scale, CVector &vout)
{
__asm
{
mov eax, vin
mov ebx, this
mov edi, vout
// Load in vector in op[0]
movss xmm0, [eax]vin.x
movss xmm1, [eax]vin.y
movss xmm2, [eax]vin.z
// Load scale in op[0]
movss xmm3, scale
// Expand op[0] to op[1], op[2], op[3]
shufps xmm0, xmm0, 0
shufps xmm1, xmm1, 0
shufps xmm2, xmm2, 0
shufps xmm3, xmm3, 0
// Store vertex column in other regs.
movaps xmm5, xmm0
movaps xmm6, xmm1
movaps xmm7, xmm2
// Mul each vector with 3 Matrix column
mulps xmm0, [ebx]this.a11
mulps xmm1, [ebx]this.a12
mulps xmm2, [ebx]this.a13
// Add each column vector.
addps xmm0, xmm1
addps xmm0, xmm2
// mul final result with scale
mulps xmm0, xmm3
// store it in xmm4 for future use.
movaps xmm4, xmm0
}
}
// mulSetpoint. NB: vin should be different as v!! (else don't work).
void mulSetPoint(const CVector &vin, float scale, CVector &vout)
{
__asm
{
mov eax, vin
mov ebx, this
mov edi, vout
// Load in vector in op[0]
movss xmm0, [eax]vin.x
movss xmm1, [eax]vin.y
movss xmm2, [eax]vin.z
// Load scale in op[0]
movss xmm3, scale
// Expand op[0] to op[1], op[2], op[3]
shufps xmm0, xmm0, 0
shufps xmm1, xmm1, 0
shufps xmm2, xmm2, 0
shufps xmm3, xmm3, 0
// Store vertex column in other regs.
movaps xmm5, xmm0
movaps xmm6, xmm1
movaps xmm7, xmm2
// Mul each vector with 3 Matrix column
mulps xmm0, [ebx]this.a11
mulps xmm1, [ebx]this.a12
mulps xmm2, [ebx]this.a13
// Add each column vector.
addps xmm0, xmm1
addps xmm0, xmm2
// Add Matrix translate column vector
addps xmm0, [ebx]this.a14
// mul final result with scale
mulps xmm0, xmm3
// store it in xmm4 for future use.
movaps xmm4, xmm0
}
}
// mulAddvector. NB: vin should be different as v!! (else don't work).
void mulAddVector(const CVector &/* vin */, float scale, CVector &vout)
{
__asm
{
mov ebx, this
mov edi, vout
// Load vin vector loaded in mulSetVector
movaps xmm0, xmm5
movaps xmm1, xmm6
movaps xmm2, xmm7
// Load scale in op[0]
movss xmm3, scale
// Expand op[0] to op[1], op[2], op[3]
shufps xmm3, xmm3, 0
// Mul each vector with 3 Matrix column
mulps xmm0, [ebx]this.a11
mulps xmm1, [ebx]this.a12
mulps xmm2, [ebx]this.a13
// Add each column vector.
addps xmm0, xmm1
addps xmm0, xmm2
// mul final result with scale
mulps xmm0, xmm3
// Add result, with prec sum.
addps xmm0, xmm4
// store it in xmm4 for future use.
movaps xmm4, xmm0
// write the result.
movss [edi]vout.x, xmm0
shufps xmm0, xmm0, 33
movss [edi]vout.y, xmm0
movhlps xmm0, xmm0
movss [edi]vout.z, xmm0
}
}
// mulAddpoint. NB: vin should be different as v!! (else don't work).
void mulAddPoint(const CVector &/* vin */, float scale, CVector &vout)
{
__asm
{
mov ebx, this
mov edi, vout
// Load vin vector loaded in mulSetPoint
movaps xmm0, xmm5
movaps xmm1, xmm6
movaps xmm2, xmm7
// Load scale in op[0]
movss xmm3, scale
// Expand op[0] to op[1], op[2], op[3]
shufps xmm3, xmm3, 0
// Mul each vector with 3 Matrix column
mulps xmm0, [ebx]this.a11
mulps xmm1, [ebx]this.a12
mulps xmm2, [ebx]this.a13
// Add each column vector.
addps xmm0, xmm1
addps xmm0, xmm2
// Add Matrix translate column vector
addps xmm0, [ebx]this.a14
// mul final result with scale
mulps xmm0, xmm3
// Add result, with prec sum.
addps xmm0, xmm4
// store it in xmm4 for future use.
movaps xmm4, xmm0
// write the result.
movss [edi]vout.x, xmm0
shufps xmm0, xmm0, 33
movss [edi]vout.y, xmm0
movhlps xmm0, xmm0
movss [edi]vout.z, xmm0
}
}
};
#else // NL_OS_WINDOWS
/// dummy CMatrix3x4SSE for non windows platform
class CMatrix3x4SSE : public CMatrix3x4 { };
#endif
} // NL3D
#endif // NL_MATRIX_3X4_H
/* End of matrix_3x4.h */