-Nametag bubble visbility is oddly inconsistent. May vanish with future planned UI merges... -VBOs are PAINFULLY slow on ATI hardware. This repos self-compiled davep/shining-fixes branch, so I'll leave the ball in LL's court for now regarding that.
164 lines
4.0 KiB
C++
164 lines
4.0 KiB
C++
/**
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* @file llmatrix4a.h
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* @brief LLMatrix4a class header file - memory aligned and vectorized 4x4 matrix
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef LL_LLMATRIX4A_H
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#define LL_LLMATRIX4A_H
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#include "llvector4a.h"
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#include "m4math.h"
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#include "m3math.h"
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class LLMatrix4a
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{
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public:
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LLVector4a mMatrix[4];
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inline void clear()
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{
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mMatrix[0].clear();
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mMatrix[1].clear();
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mMatrix[2].clear();
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mMatrix[3].clear();
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}
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inline void loadu(const LLMatrix4& src)
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{
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mMatrix[0] = _mm_loadu_ps(src.mMatrix[0]);
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mMatrix[1] = _mm_loadu_ps(src.mMatrix[1]);
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mMatrix[2] = _mm_loadu_ps(src.mMatrix[2]);
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mMatrix[3] = _mm_loadu_ps(src.mMatrix[3]);
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}
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inline void loadu(const LLMatrix3& src)
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{
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mMatrix[0].load3(src.mMatrix[0]);
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mMatrix[1].load3(src.mMatrix[1]);
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mMatrix[2].load3(src.mMatrix[2]);
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mMatrix[3].set(0,0,0,1.f);
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}
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inline void add(const LLMatrix4a& rhs)
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{
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mMatrix[0].add(rhs.mMatrix[0]);
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mMatrix[1].add(rhs.mMatrix[1]);
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mMatrix[2].add(rhs.mMatrix[2]);
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mMatrix[3].add(rhs.mMatrix[3]);
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}
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inline void setRows(const LLVector4a& r0, const LLVector4a& r1, const LLVector4a& r2)
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{
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mMatrix[0] = r0;
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mMatrix[1] = r1;
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mMatrix[2] = r2;
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}
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inline void setMul(const LLMatrix4a& m, const F32 s)
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{
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mMatrix[0].setMul(m.mMatrix[0], s);
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mMatrix[1].setMul(m.mMatrix[1], s);
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mMatrix[2].setMul(m.mMatrix[2], s);
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mMatrix[3].setMul(m.mMatrix[3], s);
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}
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inline void setLerp(const LLMatrix4a& a, const LLMatrix4a& b, F32 w)
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{
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LLVector4a d0,d1,d2,d3;
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d0.setSub(b.mMatrix[0], a.mMatrix[0]);
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d1.setSub(b.mMatrix[1], a.mMatrix[1]);
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d2.setSub(b.mMatrix[2], a.mMatrix[2]);
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d3.setSub(b.mMatrix[3], a.mMatrix[3]);
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// this = a + d*w
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d0.mul(w);
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d1.mul(w);
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d2.mul(w);
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d3.mul(w);
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mMatrix[0].setAdd(a.mMatrix[0],d0);
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mMatrix[1].setAdd(a.mMatrix[1],d1);
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mMatrix[2].setAdd(a.mMatrix[2],d2);
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mMatrix[3].setAdd(a.mMatrix[3],d3);
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}
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//Singu Note: Don't mess with this. It's intentionally different from LL's.
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// Note how res isn't manipulated until the very end.
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inline void rotate(const LLVector4a& v, LLVector4a& res) const
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{
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LLVector4a x,y,z;
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x = _mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 0, 0, 0));
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y = _mm_shuffle_ps(v, v, _MM_SHUFFLE(1, 1, 1, 1));
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z = _mm_shuffle_ps(v, v, _MM_SHUFFLE(2, 2, 2, 2));
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x.mul(mMatrix[0]);
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y.mul(mMatrix[1]);
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z.mul(mMatrix[2]);
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x.add(y);
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res.setAdd(x,z);
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}
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inline void rotate4(const LLVector4a& v, LLVector4a& res) const
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{
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LLVector4a x,y,z,w;
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x = _mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 0, 0, 0));
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y = _mm_shuffle_ps(v, v, _MM_SHUFFLE(1, 1, 1, 1));
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z = _mm_shuffle_ps(v, v, _MM_SHUFFLE(2, 2, 2, 2));
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w = _mm_shuffle_ps(v, v, _MM_SHUFFLE(3, 3, 3, 3));
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x.mul(mMatrix[0]);
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y.mul(mMatrix[1]);
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z.mul(mMatrix[2]);
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w.mul(mMatrix[3]);
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x.add(y);
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z.add(w);
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res.setAdd(x,z);
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}
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inline void affineTransform(const LLVector4a& v, LLVector4a& res) const
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{
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LLVector4a x,y,z;
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x = _mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 0, 0, 0));
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y = _mm_shuffle_ps(v, v, _MM_SHUFFLE(1, 1, 1, 1));
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z = _mm_shuffle_ps(v, v, _MM_SHUFFLE(2, 2, 2, 2));
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x.mul(mMatrix[0]);
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y.mul(mMatrix[1]);
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z.mul(mMatrix[2]);
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x.add(y);
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z.add(mMatrix[3]);
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res.setAdd(x,z);
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}
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};
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#endif
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