Files
tyra-linux/src/engine/models/math/matrix.cpp
T
2020-12-24 12:45:09 +01:00

372 lines
11 KiB
C++

/*
# ______ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2020, tyra - https://github.com/h4570/tyra
# Licenced under Apache License 2.0
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
*/
#include "../../include/models/math/matrix.hpp"
#include "../../include/utils/math.hpp"
#include <stdio.h>
// ----
// Constructors/Destructors
// ----
Matrix::Matrix()
{
for (u8 i = 0; i < 16; i++)
data[i] = 0.0F;
}
Matrix::Matrix(const float &m11, const float &m12, const float &m13, const float &m14,
const float &m21, const float &m22, const float &m23, const float &m24,
const float &m31, const float &m32, const float &m33, const float &m34,
const float &m41, const float &m42, const float &m43, const float &m44)
{
data[0] = m11;
data[1] = m12;
data[2] = m13;
data[3] = m14;
data[4] = m21;
data[5] = m22;
data[6] = m23;
data[7] = m24;
data[8] = m31;
data[9] = m32;
data[10] = m33;
data[11] = m34;
data[12] = m41;
data[13] = m42;
data[14] = m43;
data[15] = m44;
}
// ----
// Operators
// ----
Vector3 Matrix::operator*(const Vector3 &v) const
{
float a[4] = {v.x, v.y, v.z, 1.0F};
float res[4];
asm volatile(
"lqc2 vf4, 0x00(%1) \n\t"
"lqc2 vf5, 0x10(%1) \n\t"
"lqc2 vf6, 0x20(%1) \n\t"
"lqc2 vf7, 0x30(%1) \n\t"
"lqc2 vf8, 0x00(%2) \n\t"
"vmulax.xyzw ACC, vf4, vf8 \n\t"
"vmadday.xyzw ACC, vf5, vf8 \n\t"
"vmaddaz.xyzw ACC, vf6, vf8 \n\t"
"vmaddw.xyzw vf9, vf7, vf8 \n\t"
"sqc2 vf9, 0x00(%0) \n\t"
:
: "r"(res), "r"(this->data), "r"(a));
return Vector3(res[0], res[1], res[2]);
}
// ----
// Functions
// ----
void Matrix::identity()
{
asm volatile(
"vsub.xyzw vf4, vf0, vf0 \n\t"
"vadd.w vf4, vf4, vf0 \n\t"
"vmr32.xyzw vf5, vf4 \n\t"
"vmr32.xyzw vf6, vf5 \n\t"
"vmr32.xyzw vf7, vf6 \n\t"
"sqc2 vf4, 0x30(%0) \n\t"
"sqc2 vf5, 0x20(%0) \n\t"
"sqc2 vf6, 0x10(%0) \n\t"
"sqc2 vf7, 0x0(%0) \n\t"
:
: "r"(this->data));
}
void Matrix::setPerspective(const ScreenSettings &t_screen)
{
float fovYdiv2 = Math::HALF_ANG2RAD * t_screen.fov;
float cotFOV = 1.0F / (Math::sin(fovYdiv2) / Math::cos(fovYdiv2));
float w = cotFOV * (t_screen.width / t_screen.projectionScale) / t_screen.aspectRatio;
float h = cotFOV * (t_screen.height / t_screen.projectionScale);
this->data[0] = w;
this->data[1] = 0.0F;
this->data[2] = 0.0F;
this->data[3] = 0.0F;
this->data[4] = 0.0F;
this->data[5] = -h;
this->data[6] = 0.0F;
this->data[7] = 0.0F;
this->data[8] = 0.0F;
this->data[9] = 0.0F;
this->data[10] =
(t_screen.farPlaneDist + t_screen.nearPlaneDist) /
(t_screen.farPlaneDist - t_screen.nearPlaneDist);
this->data[11] = -1.0F;
this->data[12] = 0.0F;
this->data[13] = 0.0F;
this->data[14] =
(2.0F * t_screen.farPlaneDist * t_screen.nearPlaneDist) /
(t_screen.farPlaneDist - t_screen.nearPlaneDist);
this->data[15] = 0.0F;
}
void Matrix::lookAt(const Vector3 &t_position, const Vector3 &t_target)
{
VECTOR up_vec, view_vec;
VECTOR eye = {t_position.x, t_position.y, t_position.z, 1.0F};
VECTOR obj = {t_target.x, t_target.y, t_target.z, 1.0F};
asm volatile(
"lqc2 vf4, 0x00(%2) # eye \n\t"
"lqc2 vf5, 0x00(%3) # obj \n\t"
"vsub.xyz vf7, vf4, vf5 # view_vec = vf7 \n\t"
"vmove.xyzw vf6, vf0 \n\t"
"vaddw.y vf6, vf0, vf0 # vf6 = { 0.0f, 1.0f, 0.0f, 1.0f } \n\t"
"vopmula.xyz ACC, vf6, vf7 \n\t"
"vopmsub.xyz vf9, vf7, vf6 # vec = vf9 \n\t"
"vopmula.xyz ACC, vf7, vf9 \n\t"
"vopmsub.xyz vf8, vf9, vf7 # up_vec = vf8 \n\t"
"sqc2 vf7, 0x00(%0) # view_vec \n\t"
"sqc2 vf6, 0x00(%1) # up_vec \n\t"
:
: "r"(view_vec), "r"(up_vec), "r"(eye), "r"(obj));
Matrix temp;
temp.setCamera(eye, view_vec, up_vec);
identity();
cross(this->data, this->data, temp.data);
// Vector3 camForward, camUp, camRight;
// Vector3 t_up = Vector3(0.0F, 1.0F, 0.0F);
// camForward = t_position - t_target;
// camForward.normalize();
// camRight = t_up * camForward;
// camRight.normalize();
// camUp = camForward * camRight;
// data[0] = camRight.x;
// data[4] = camRight.y;
// data[8] = camRight.z;
// data[12] = -camRight.innerProduct(t_position);
// data[1] = camUp.x;
// data[5] = camUp.y;
// data[9] = camUp.z;
// data[13] = -camUp.innerProduct(t_position);
// data[2] = camForward.x;
// data[6] = camForward.y;
// data[10] = camForward.z;
// data[14] = -camForward.innerProduct(t_position);
// data[3] = 0;
// data[7] = 0;
// data[11] = 0;
// data[15] = 1;
}
const void Matrix::print() const
{
printf("MATRIX(\n%f, %f, %f, %f\n%f, %f, %f, %f\n%f, %f, %f, %f\n%f, %f, %f, %f\n)\n",
data[0], data[1], data[2], data[3],
data[4], data[5], data[6], data[7],
data[8], data[9], data[10], data[11],
data[12], data[13], data[14], data[15]);
}
// ----
// Private
// ----
void Matrix::rotationX(const float &t_radians)
{
float c = Math::cos(t_radians);
float s = Math::sin(t_radians);
this->data[5] = c; // 1,1
this->data[6] = s; // 1,2
this->data[9] = -s; // 2,1
this->data[10] = c; // 2,2
}
void Matrix::rotationY(const float &t_radians)
{
float c = Math::cos(t_radians);
float s = Math::sin(t_radians);
this->data[0] = c; // 0,0
this->data[2] = -s; // 0,3
this->data[8] = s; // 2,0
this->data[10] = c; // 2,2
}
void Matrix::rotationZ(const float &t_radians)
{
float c = Math::cos(t_radians);
float s = Math::sin(t_radians);
this->data[0] = c; // 0,0
this->data[1] = s; // 0,1
this->data[4] = -s; // 1,0
this->data[5] = c; // 1,1
}
void Matrix::rotationByAngle(const float &t_angle, const Vector3 &t_axis)
{
Vector3 localAxis = Vector3(t_axis);
localAxis.normalize();
float x = localAxis.x;
float y = localAxis.y;
float z = localAxis.z;
float c = Math::cos(t_angle);
float s = Math::sin(t_angle);
this->data[0] = x * x * (1 - c) + c;
this->data[1] = y * x * (1 - c) + z * s;
this->data[2] = x * z * (1 - c) - y * s;
this->data[3] = 0.0F;
this->data[4] = x * y * (1 - c) - z * s;
this->data[5] = y * y * (1 - c) + c;
this->data[6] = y * z * (1 - c) + x * s;
this->data[7] = 0.0F;
this->data[8] = x * z * (1 - c) + y * s;
this->data[9] = y * z * (1 - c) - x * s;
this->data[10] = z * z * (1 - c) + c;
this->data[11] = 0.0F;
this->data[12] = 0.0F;
this->data[13] = 0.0F;
this->data[14] = 0.0F;
this->data[15] = 1.0F;
}
void Matrix::translation(const Vector3 &t_val)
{
this->data[12] = t_val.x; // 3,0
this->data[13] = t_val.y; // 3,1
this->data[14] = t_val.z; // 3,2
}
void Matrix::setScale(const Vector3 &t_val)
{
this->data[0] = t_val.x;
this->data[5] = t_val.y;
this->data[10] = t_val.z;
this->data[15] = 1.0F;
}
void Matrix::setCamera(const float t_pos[4], const float t_vz[4], const float t_vy[4])
{
// Matrix vf4, vf5, vf6, vf7
// t_pos vf8
// t_vz vf9
// t_vy vf10
// vtmp vf11
asm volatile(
"lqc2 vf9, 0x00(%2) \n\t"
"lqc2 vf10, 0x00(%3) \n\t"
// mtmp.unit()
"vsub.w vf5, vf0, vf0 # mtmp[1][PW] = 0.0F \n\t"
// vtmp.outerProduct(vy, vz);
"vopmula.xyz ACC, vf10, vf9 \n\t"
"vopmsub.xyz vf11, vf9, vf10 \n\t"
// mtmp[0] = vtmp.normalize();
"vmul.xyz vf12, vf11, vf11 \n\t"
"vaddy.x vf12, vf12, vf12 \n\t"
"vaddz.x vf12, vf12, vf12 \n\t"
"vrsqrt Q, vf0w, vf12x \n\t"
"vsub.xyzw vf4, vf0, vf0 \n\t"
"vwaitq \n\t"
"vmulq.xyz vf4, vf11, Q \n\t"
// mtmp[2] = vz.normalize();
"vmul.xyz vf12, vf9, vf9 \n\t"
"vaddy.x vf12, vf12, vf12 \n\t"
"vaddz.x vf12, vf12, vf12 \n\t"
"vrsqrt Q, vf0w, vf12x \n\t"
"vsub.xyzw vf6, vf0, vf0 \n\t"
"vwaitq \n\t"
"vmulq.xyz vf6, vf9, Q \n\t"
// mtmp[1].outerProduct(mtmp[2], mtmp[0]);
"vopmula.xyz ACC, vf6, vf4 \n\t"
"vopmsub.xyz vf5, vf4, vf6 \n\t"
// mtmp.transpose(pos);
"lqc2 vf7, 0x00(%1) \n\t"
// m = mtmp.inverse();
"qmfc2.ni $11, vf0 \n\t"
"qmfc2.ni $8, vf4 \n\t"
"qmfc2.ni $9, vf5 \n\t"
"qmfc2.ni $10, vf6 \n\t"
"pextlw $12, $9, $8 \n\t"
"pextuw $13, $9, $8 \n\t"
"pextlw $14, $11, $10 \n\t"
"pextuw $15, $11, $10 \n\t"
"pcpyld $8, $14, $12 \n\t"
"pcpyud $9, $12, $14 \n\t"
"pcpyld $10, $15, $13 \n\t"
"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"(this->data), "r"(t_pos), "r"(t_vz), "r"(t_vy));
}
void Matrix::cross(float res[16], const float a[16], const float b[16]) const
{
asm volatile(
"lqc2 vf1, 0x00(%1) \n\t"
"lqc2 vf2, 0x10(%1) \n\t"
"lqc2 vf3, 0x20(%1) \n\t"
"lqc2 vf4, 0x30(%1) \n\t"
"lqc2 vf5, 0x00(%2) \n\t"
"lqc2 vf6, 0x10(%2) \n\t"
"lqc2 vf7, 0x20(%2) \n\t"
"lqc2 vf8, 0x30(%2) \n\t"
"vmulax.xyzw ACC, vf5, vf1 \n\t"
"vmadday.xyzw ACC, vf6, vf1 \n\t"
"vmaddaz.xyzw ACC, vf7, vf1 \n\t"
"vmaddw.xyzw vf1, vf8, vf1 \n\t"
"vmulax.xyzw ACC, vf5, vf2 \n\t"
"vmadday.xyzw ACC, vf6, vf2 \n\t"
"vmaddaz.xyzw ACC, vf7, vf2 \n\t"
"vmaddw.xyzw vf2, vf8, vf2 \n\t"
"vmulax.xyzw ACC, vf5, vf3 \n\t"
"vmadday.xyzw ACC, vf6, vf3 \n\t"
"vmaddaz.xyzw ACC, vf7, vf3 \n\t"
"vmaddw.xyzw vf3, vf8, vf3 \n\t"
"vmulax.xyzw ACC, vf5, vf4 \n\t"
"vmadday.xyzw ACC, vf6, vf4 \n\t"
"vmaddaz.xyzw ACC, vf7, vf4 \n\t"
"vmaddw.xyzw vf4, vf8, vf4 \n\t"
"sqc2 vf1, 0x00(%0) \n\t"
"sqc2 vf2, 0x10(%0) \n\t"
"sqc2 vf3, 0x20(%0) \n\t"
"sqc2 vf4, 0x30(%0) \n\t"
:
: "r"(res), "r"(b), "r"(a)
: "memory");
}