492 lines
14 KiB
C++
492 lines
14 KiB
C++
/*
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# _____ ____ ___
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# | \/ ____| |___|
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# | | | \ | |
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#-----------------------------------------------------------------------
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# Copyright 2022, tyra - https://github.com/h4570/tyra
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# Licensed under Apache License 2.0
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# Sandro Sobczyński <sandro.sobczynski@gmail.com>
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*/
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#include <stdio.h>
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#include <iomanip>
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#include <sstream>
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#include "math/m4x4.hpp"
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namespace Tyra {
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VECTOR M4x4::upVec = {0.0F, 1.0F, 0.0F, 1.0F};
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VECTOR M4x4::viewVec = {0.0F, 0.0F, 0.0F, 1.0F};
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const M4x4 M4x4::Identity =
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M4x4(1.0F, 0.0F, 0.0F, 0.0F, 0.0F, 1.0F, 0.0F, 0.0F, 0.0F, 0.0F, 1.0F, 0.0F,
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0.0F, 0.0F, 0.0F, 1.0F);
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M4x4::M4x4(const float& m11, const float& m12, const float& m13,
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const float& m14, const float& m21, const float& m22,
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const float& m23, const float& m24, const float& m31,
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const float& m32, const float& m33, const float& m34,
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const float& m41, const float& m42, const float& m43,
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const float& m44) {
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set(m11, m12, m13, m14, m21, m22, m23, m24, m31, m32, m33, m34, m41, m42, m43,
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m44);
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}
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void M4x4::copy(M4x4* out, const float* in) {
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asm volatile(
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"lqc2 $vf1, 0x00(%1) \n"
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"lqc2 $vf2, 0x10(%1) \n"
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"lqc2 $vf3, 0x20(%1) \n"
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"lqc2 $vf4, 0x30(%1) \n"
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"sqc2 $vf1, 0x00(%0) \n"
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"sqc2 $vf2, 0x10(%0) \n"
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"sqc2 $vf3, 0x20(%0) \n"
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"sqc2 $vf4, 0x30(%0) \n"
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:
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: "r"(out->data), "r"(in));
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}
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void M4x4::copy(M4x4* out, const M4x4& in) { copy(out, in.data); }
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void M4x4::operator=(const M4x4& v) { copy(this, v); }
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Vec4 M4x4::operator*(const Vec4& v) const {
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Vec4 result;
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asm volatile(
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"lqc2 $vf1, 0x00(%2) \n"
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"lqc2 $vf2, 0x10(%2) \n"
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"lqc2 $vf3, 0x20(%2) \n"
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"lqc2 $vf4, 0x30(%2) \n"
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"lqc2 $vf5, 0x00(%1) \n"
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"vmulaw $ACC, $vf4, $vf0\n"
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"vmaddax $ACC, $vf1, $vf5\n"
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"vmadday $ACC, $vf2, $vf5\n"
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"vmaddz $vf6, $vf3, $vf5\n"
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"sqc2 $vf6, 0x00(%0) \n"
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:
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: "r"(result.xyzw), "r"(v.xyzw), "r"(this->data));
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return result;
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}
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M4x4 M4x4::operator*(const M4x4& v) const {
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M4x4 result;
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cross(result.data, this->data, v.data);
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return result;
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}
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void M4x4::operator*=(const M4x4& v) { cross(this->data, this->data, v.data); }
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float& M4x4::operator[](const u8& index) { return data[index]; }
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void M4x4::set(const float& m11, const float& m12, const float& m13,
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const float& m14, const float& m21, const float& m22,
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const float& m23, const float& m24, const float& m31,
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const float& m32, const float& m33, const float& m34,
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const float& m41, const float& m42, const float& m43,
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const float& m44) {
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data[0] = m11;
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data[1] = m12;
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data[2] = m13;
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data[3] = m14;
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data[4] = m21;
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data[5] = m22;
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data[6] = m23;
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data[7] = m24;
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data[8] = m31;
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data[9] = m32;
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data[10] = m33;
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data[11] = m34;
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data[12] = m41;
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data[13] = m42;
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data[14] = m43;
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data[15] = m44;
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}
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void M4x4::identity() {
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asm volatile(
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"vsub.xyzw $vf4, $vf0, $vf0 \n\t"
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"vadd.w $vf4, $vf4, $vf0 \n\t"
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"vmr32.xyzw $vf5, $vf4 \n\t"
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"vmr32.xyzw $vf6, $vf5 \n\t"
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"vmr32.xyzw $vf7, $vf6 \n\t"
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"sqc2 $vf4, 0x30(%0) \n\t"
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"sqc2 $vf5, 0x20(%0) \n\t"
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"sqc2 $vf6, 0x10(%0) \n\t"
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"sqc2 $vf7, 0x0(%0) \n\t"
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:
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: "r"(this->data));
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}
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void M4x4::translate(const Vec4& v) {
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M4x4 temp = M4x4::Identity;
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temp.translationX(v.x);
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temp.translationY(v.y);
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temp.translationZ(v.z);
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cross(this->data, temp.data, this->data);
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}
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void M4x4::translateX(const float& v) {
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M4x4 temp = M4x4::Identity;
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temp.translationX(v);
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cross(this->data, temp.data, this->data);
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}
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void M4x4::translateY(const float& v) {
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M4x4 temp = M4x4::Identity;
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temp.translationY(v);
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cross(this->data, temp.data, this->data);
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}
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void M4x4::translateZ(const float& v) {
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M4x4 temp = M4x4::Identity;
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temp.translationZ(v);
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cross(this->data, temp.data, this->data);
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}
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void M4x4::rotate(const Vec4& v) {
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M4x4 temp = M4x4::Identity;
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temp.rotationZ(v.z);
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cross(this->data, temp.data, this->data);
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temp.identity();
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temp.rotationY(v.y);
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cross(this->data, temp.data, this->data);
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temp.identity();
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temp.rotationX(v.x);
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cross(this->data, temp.data, this->data);
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}
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void M4x4::rotateX(const float& radians) {
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M4x4 temp = M4x4::Identity;
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temp.rotationX(radians);
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cross(this->data, temp.data, this->data);
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}
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void M4x4::rotateY(const float& radians) {
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M4x4 temp = M4x4::Identity;
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temp.rotationY(radians);
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cross(this->data, temp.data, this->data);
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}
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void M4x4::rotateZ(const float& radians) {
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M4x4 temp = M4x4::Identity;
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temp.rotationZ(radians);
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cross(this->data, temp.data, this->data);
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}
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void M4x4::rotateByAngle(const float& angle, const Vec4& axis) {
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M4x4 temp;
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temp.rotationByAngle(angle, axis);
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cross(this->data, temp.data, this->data);
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}
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void M4x4::scale(const float& v) { scale(Vec4(v, v, v, 1.0F)); }
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void M4x4::scale(const Vec4& v) {
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M4x4 temp = M4x4::Identity;
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temp.setScale(v);
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cross(this->data, temp.data, this->data);
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}
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void M4x4::scaleX(const float& v) { scale(Vec4(v, 1.0F, 1.0F, 1.0F)); }
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void M4x4::scaleY(const float& v) { scale(Vec4(1.0F, v, 1.0F, 1.0F)); }
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void M4x4::scaleZ(const float& v) { scale(Vec4(1.0F, 1.0F, v, 1.0F)); }
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M4x4 M4x4::perspective(const float& fov, const float& width,
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const float& height, const float& projectionScale,
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const float& aspectRatio, const float& near,
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const float& far) {
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M4x4 res;
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float fovYdiv2 = Math::HALF_ANG2RAD * fov;
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float cotFOV = 1.0F / (Math::sin(fovYdiv2) / Math::cos(fovYdiv2));
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float w = cotFOV * (width / projectionScale) / aspectRatio;
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float h = cotFOV * (height / projectionScale);
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res.data[0] = w;
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res.data[1] = 0.0F;
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res.data[2] = 0.0F;
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res.data[3] = 0.0F;
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res.data[4] = 0.0F;
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res.data[5] = -h;
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res.data[6] = 0.0F;
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res.data[7] = 0.0F;
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res.data[8] = 0.0F;
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res.data[9] = 0.0F;
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res.data[10] = (far + near) / (far - near);
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res.data[11] = -1.0F;
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res.data[12] = 0.0F;
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res.data[13] = 0.0F;
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res.data[14] = (2.0F * far * near) / (far - near);
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res.data[15] = 0.0F;
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return res;
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}
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M4x4 M4x4::lookAt(const Vec4& position, const Vec4& target) {
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M4x4 res = M4x4::Identity;
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lookAt(&res, position, target);
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return res;
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}
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void M4x4::lookAt(M4x4* res, const Vec4& position, const Vec4& target) {
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float eye[4] alignas(sizeof(float) * 4) = {position.x, position.y, position.z,
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1.0F};
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float obj[4] alignas(sizeof(float) * 4) = {target.x, target.y, target.z,
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1.0F};
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asm volatile(
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// eye
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"lqc2 $vf4, 0x00(%2) \n\t"
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// obj
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"lqc2 $vf5, 0x00(%3) \n\t"
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// view_vec = $vf7
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"vsub.xyz $vf7, $vf4, $vf5 \n\t"
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"vmove.xyzw $vf6, $vf0 \n\t"
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// $vf6 = { 0.0f, 1.0f, 0.0f, 1.0f }
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"vaddw.y $vf6, $vf0, $vf0 \n\t"
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"vopmula.xyz $ACC, $vf6, $vf7 \n\t"
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// vec = $vf9
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"vopmsub.xyz $vf9, $vf7, $vf6 \n\t"
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"vopmula.xyz $ACC, $vf7, $vf9 \n\t"
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// up_vec = $vf8
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"vopmsub.xyz $vf8, $vf9, $vf7 \n\t"
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// view_vec
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"sqc2 $vf7, 0x00(%0) \n\t"
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// up_vec
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"sqc2 $vf6, 0x00(%1) \n\t"
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:
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: "r"(viewVec), "r"(upVec), "r"(eye), "r"(obj));
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M4x4 temp = setCamera(eye, viewVec, upVec);
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res->identity();
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cross(res->data, res->data, temp.data);
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}
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void M4x4::cross(float res[16], const float a[16], const float b[16]) {
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asm volatile(
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"lqc2 $vf1, 0x00(%1) \n\t"
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"lqc2 $vf2, 0x10(%1) \n\t"
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"lqc2 $vf3, 0x20(%1) \n\t"
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"lqc2 $vf4, 0x30(%1) \n\t"
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"lqc2 $vf5, 0x00(%2) \n\t"
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"lqc2 $vf6, 0x10(%2) \n\t"
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"lqc2 $vf7, 0x20(%2) \n\t"
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"lqc2 $vf8, 0x30(%2) \n\t"
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"vmulax.xyzw $ACC, $vf5, $vf1 \n\t"
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"vmadday.xyzw $ACC, $vf6, $vf1 \n\t"
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"vmaddaz.xyzw $ACC, $vf7, $vf1 \n\t"
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"vmaddw.xyzw $vf1, $vf8, $vf1 \n\t"
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"vmulax.xyzw $ACC, $vf5, $vf2 \n\t"
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"vmadday.xyzw $ACC, $vf6, $vf2 \n\t"
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"vmaddaz.xyzw $ACC, $vf7, $vf2 \n\t"
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"vmaddw.xyzw $vf2, $vf8, $vf2 \n\t"
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"vmulax.xyzw $ACC, $vf5, $vf3 \n\t"
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"vmadday.xyzw $ACC, $vf6, $vf3 \n\t"
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"vmaddaz.xyzw $ACC, $vf7, $vf3 \n\t"
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"vmaddw.xyzw $vf3, $vf8, $vf3 \n\t"
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"vmulax.xyzw $ACC, $vf5, $vf4 \n\t"
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"vmadday.xyzw $ACC, $vf6, $vf4 \n\t"
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"vmaddaz.xyzw $ACC, $vf7, $vf4 \n\t"
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"vmaddw.xyzw $vf4, $vf8, $vf4 \n\t"
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"sqc2 $vf1, 0x00(%0) \n\t"
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"sqc2 $vf2, 0x10(%0) \n\t"
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"sqc2 $vf3, 0x20(%0) \n\t"
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"sqc2 $vf4, 0x30(%0) \n\t"
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:
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: "r"(res), "r"(b), "r"(a)
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: "memory");
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}
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void M4x4::rotationX(const float& v) {
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float c = Math::cos(v);
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float s = Math::sin(v);
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this->data[5] = c; // 1,1
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this->data[6] = s; // 1,2
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this->data[9] = -s; // 2,1
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this->data[10] = c; // 2,2
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}
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void M4x4::rotationY(const float& v) {
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float c = Math::cos(v);
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float s = Math::sin(v);
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this->data[0] = c; // 0,0
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this->data[2] = -s; // 0,3
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this->data[8] = s; // 2,0
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this->data[10] = c; // 2,2
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}
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void M4x4::rotationZ(const float& v) {
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float c = Math::cos(v);
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float s = Math::sin(v);
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this->data[0] = c; // 0,0
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this->data[1] = s; // 0,1
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this->data[4] = -s; // 1,0
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this->data[5] = c; // 1,1
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}
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void M4x4::rotationByAngle(const float& angle, const Vec4& axis) {
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Vec4 localAxis = Vec4(axis);
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localAxis.normalize();
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const float& x = localAxis.x;
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const float& y = localAxis.y;
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const float& z = localAxis.z;
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float c = Math::cos(angle);
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float s = Math::sin(angle);
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this->data[0] = x * x * (1 - c) + c;
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this->data[1] = y * x * (1 - c) + z * s;
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this->data[2] = x * z * (1 - c) - y * s;
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this->data[3] = 0.0F;
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this->data[4] = x * y * (1 - c) - z * s;
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this->data[5] = y * y * (1 - c) + c;
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this->data[6] = y * z * (1 - c) + x * s;
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this->data[7] = 0.0F;
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this->data[8] = x * z * (1 - c) + y * s;
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this->data[9] = y * z * (1 - c) - x * s;
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this->data[10] = z * z * (1 - c) + c;
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this->data[11] = 0.0F;
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this->data[12] = 0.0F;
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this->data[13] = 0.0F;
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this->data[14] = 0.0F;
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this->data[15] = 1.0F;
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}
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void M4x4::translationX(const float& val) {
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this->data[12] = val; // 3,0
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}
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void M4x4::translationY(const float& val) {
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this->data[13] = val; // 3,1
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}
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void M4x4::translationZ(const float& val) {
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this->data[14] = val; // 3,2
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}
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void M4x4::setScale(const Vec4& val) {
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this->data[0] = val.x;
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this->data[5] = val.y;
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this->data[10] = val.z;
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this->data[15] = 1.0F;
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}
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M4x4 M4x4::setCamera(const float pos[4], const float vz[4], const float vy[4]) {
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M4x4 res;
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// M4x4 $vf4, $vf5, $vf6, $vf7
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// pos $vf8
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// vz $vf9
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// vy $vf10
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// vtmp $vf11
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asm volatile(
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"lqc2 $vf9, 0x00(%2) \n\t"
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// mtmp.unit()
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"lqc2 $vf10, 0x00(%3) \n\t"
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// mtmp[1][PW] = 0.0F
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"vsub.w $vf5, $vf0, $vf0 \n\t"
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// vtmp.outerProduct(vy, vz);
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"vopmula.xyz $ACC, $vf10, $vf9 \n\t"
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"vopmsub.xyz $vf11, $vf9, $vf10 \n\t"
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// mtmp[0] = vtmp.normalize();
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"vmul.xyz $vf12, $vf11, $vf11 \n\t"
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"vaddy.x $vf12, $vf12, $vf12 \n\t"
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"vaddz.x $vf12, $vf12, $vf12 \n\t"
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"vrsqrt $Q, $vf0w, $vf12x \n\t"
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"vsub.xyzw $vf4, $vf0, $vf0 \n\t"
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"vwaitq \n\t"
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"vmulq.xyz $vf4, $vf11, $Q \n\t"
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// mtmp[2] = vz.normalize();
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"vmul.xyz $vf12, $vf9, $vf9 \n\t"
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"vaddy.x $vf12, $vf12, $vf12 \n\t"
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"vaddz.x $vf12, $vf12, $vf12 \n\t"
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"vrsqrt $Q, $vf0w, $vf12x \n\t"
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"vsub.xyzw $vf6, $vf0, $vf0 \n\t"
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"vwaitq \n\t"
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"vmulq.xyz $vf6, $vf9, $Q \n\t"
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// mtmp[1].outerProduct(mtmp[2], mtmp[0]);
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"vopmula.xyz $ACC, $vf6, $vf4 \n\t"
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"vopmsub.xyz $vf5, $vf4, $vf6 \n\t"
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// mtmp.transpose(pos);
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"lqc2 $vf7, 0x00(%1) \n\t"
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// m = mtmp.inverse();
|
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"qmfc2.ni $11, $vf0 \n\t"
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"qmfc2.ni $8, $vf4 \n\t"
|
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"qmfc2.ni $9, $vf5 \n\t"
|
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"qmfc2.ni $10, $vf6 \n\t"
|
|
|
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"pextlw $12, $9, $8 \n\t"
|
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"pextuw $13, $9, $8 \n\t"
|
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"pextlw $14, $11, $10 \n\t"
|
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"pextuw $15, $11, $10 \n\t"
|
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"pcpyld $8, $14, $12 \n\t"
|
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"pcpyud $9, $12, $14 \n\t"
|
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"pcpyld $10, $15, $13 \n\t"
|
|
|
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"qmtc2.ni $8, $vf16 \n\t"
|
|
"qmtc2.ni $9, $vf17 \n\t"
|
|
"qmtc2.ni $10, $vf18 \n\t"
|
|
"vmulax.xyz $ACC, $vf16, $vf7 \n\t"
|
|
"vmadday.xyz $ACC, $vf17, $vf7 \n\t"
|
|
"vmaddz.xyz $vf5, $vf18, $vf7 \n\t"
|
|
"vsub.xyzw $vf5, $vf0, $vf5 \n\t"
|
|
|
|
"sq $8, 0x00(%0) \n\t"
|
|
"sq $9, 0x10(%0) \n\t"
|
|
"sq $10, 0x20(%0) \n\t"
|
|
"sqc2 $vf5, 0x30(%0) \n\t"
|
|
:
|
|
: "r"(res.data), "r"(pos), "r"(vz), "r"(vy));
|
|
return res;
|
|
}
|
|
|
|
void M4x4::print() const {
|
|
auto text = getPrint(nullptr);
|
|
printf("%s\n", text.c_str());
|
|
}
|
|
|
|
void M4x4::print(const char* name) const {
|
|
auto text = getPrint(name);
|
|
printf("%s\n", text.c_str());
|
|
}
|
|
|
|
std::string M4x4::getPrint(const char* name) const {
|
|
std::stringstream res;
|
|
if (name) {
|
|
res << name << "(";
|
|
} else {
|
|
res << "M4x4(";
|
|
}
|
|
res << std::fixed << std::setprecision(2);
|
|
for (int i = 0; i < 4; i++) {
|
|
for (int j = 0; j < 4; j++) {
|
|
auto index = (i * 4) + j;
|
|
res << data[index];
|
|
if (index != 15) {
|
|
res << ", ";
|
|
}
|
|
}
|
|
|
|
if (i != 3) {
|
|
res << std::endl;
|
|
}
|
|
}
|
|
res << ")";
|
|
return res.str();
|
|
}
|
|
|
|
} // namespace Tyra
|