mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 05:31:00 +00:00
Remove softpoly specific matrix and vector classes
This commit is contained in:
parent
43562c94d0
commit
e43894213e
10 changed files with 87 additions and 483 deletions
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@ -713,7 +713,6 @@ set( POLYRENDER_SOURCES
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rendering/polyrenderer/drawers/screen_scanline_setup.cpp
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rendering/polyrenderer/drawers/screen_shader.cpp
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rendering/polyrenderer/drawers/screen_blend.cpp
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rendering/polyrenderer/math/gpu_types.cpp
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)
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# These files will be flagged as "headers" so that they appear in project files
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@ -136,7 +136,7 @@ void PolyVertexInputAssembly::Load(PolyTriangleThreadData *thread, const void *v
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if ((UseVertexData & 2) == 0)
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{
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const auto &n = thread->mainVertexShader.Data.uVertexNormal;
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thread->mainVertexShader.aNormal = Vec4f(n.X, n.Y, n.Z, 1.0);
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thread->mainVertexShader.aNormal = FVector4(n.X, n.Y, n.Z, 1.0);
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thread->mainVertexShader.aNormal2 = thread->mainVertexShader.aNormal;
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}
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else
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@ -149,8 +149,8 @@ void PolyVertexInputAssembly::Load(PolyTriangleThreadData *thread, const void *v
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float x2 = ((n2 << 22) >> 22) / 512.0f;
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float y2 = ((n2 << 12) >> 22) / 512.0f;
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float z2 = ((n2 << 2) >> 22) / 512.0f;
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thread->mainVertexShader.aNormal = Vec4f(x, y, z, 0.0f);
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thread->mainVertexShader.aNormal2 = Vec4f(x2, y2, z2, 0.0f);
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thread->mainVertexShader.aNormal = FVector4(x, y, z, 0.0f);
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thread->mainVertexShader.aNormal2 = FVector4(x2, y2, z2, 0.0f);
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}
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}
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@ -25,7 +25,6 @@
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#include "swrenderer/drawers/r_draw.h"
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#include "swrenderer/drawers/r_thread.h"
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#include "polyrenderer/drawers/screen_triangle.h"
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#include "polyrenderer/math/gpu_types.h"
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#include "polyrenderer/drawers/poly_vertex_shader.h"
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class DCanvas;
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@ -101,7 +100,7 @@ struct PolyPushConstants
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{
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int uTextureMode;
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float uAlphaThreshold;
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Vec2f uClipSplit;
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FVector2 uClipSplit;
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// Lighting + Fog
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float uLightLevel;
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@ -1,7 +1,6 @@
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#pragma once
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#include "polyrenderer/math/gpu_types.h"
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#include "hwrenderer/scene/hw_viewpointuniforms.h"
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#include "hwrenderer/scene/hw_renderstate.h"
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@ -12,27 +11,27 @@
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class ShadedTriVertex
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{
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public:
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Vec4f gl_Position;
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FVector4 gl_Position;
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float gl_ClipDistance[5];
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Vec4f vTexCoord;
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Vec4f vColor;
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Vec4f pixelpos;
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//Vec3f glowdist;
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Vec3f gradientdist;
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//Vec4f vEyeNormal;
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Vec4f vWorldNormal;
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FVector4 vTexCoord;
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FVector4 vColor;
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FVector4 pixelpos;
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//FVector3 glowdist;
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FVector3 gradientdist;
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//FVector4 vEyeNormal;
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FVector4 vWorldNormal;
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};
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class PolyMainVertexShader : public ShadedTriVertex
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{
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public:
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// Input
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Vec4f aPosition;
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Vec2f aTexCoord;
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Vec4f aColor;
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Vec4f aVertex2;
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Vec4f aNormal;
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Vec4f aNormal2;
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FVector4 aPosition;
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FVector2 aTexCoord;
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FVector4 aColor;
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FVector4 aVertex2;
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FVector4 aNormal;
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FVector4 aNormal2;
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// Defines
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bool SIMPLE = false;
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@ -43,21 +42,21 @@ public:
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VSMatrix NormalModelMatrix;
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VSMatrix TextureMatrix;
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StreamData Data;
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Vec2f uClipSplit;
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FVector2 uClipSplit;
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const HWViewpointUniforms *Viewpoint = nullptr;
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void main()
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{
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Vec2f parmTexCoord = aTexCoord;
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Vec4f parmPosition = aPosition;
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FVector2 parmTexCoord = aTexCoord;
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FVector4 parmPosition = aPosition;
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Vec4f worldcoord;
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FVector4 worldcoord;
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if (SIMPLE)
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worldcoord = mul(ModelMatrix, mix(parmPosition, aVertex2, Data.uInterpolationFactor));
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else
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worldcoord = mul(ModelMatrix, parmPosition);
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Vec4f eyeCoordPos = mul(Viewpoint->mViewMatrix, worldcoord);
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FVector4 eyeCoordPos = mul(Viewpoint->mViewMatrix, worldcoord);
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vColor = aColor;
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@ -92,19 +91,19 @@ public:
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gl_ClipDistance[4] = worldcoord.Y - ((Data.uSplitBottomPlane.W + Data.uSplitBottomPlane.X * worldcoord.X + Data.uSplitBottomPlane.Y * worldcoord.Z) * Data.uSplitBottomPlane.Z);
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}
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vWorldNormal = mul(NormalModelMatrix, Vec4f(normalize(mix3(aNormal, aNormal2, Data.uInterpolationFactor)), 1.0f));
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vWorldNormal = mul(NormalModelMatrix, FVector4(normalize(mix3(aNormal, aNormal2, Data.uInterpolationFactor)), 1.0f));
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//vEyeNormal = mul(Viewpoint->mNormalViewMatrix, vWorldNormal);
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}
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if (!SPHEREMAP)
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{
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vTexCoord = mul(TextureMatrix, Vec4f(parmTexCoord, 0.0f, 1.0f));
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vTexCoord = mul(TextureMatrix, FVector4(parmTexCoord.X, parmTexCoord.Y, 0.0f, 1.0f));
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}
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else
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{
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Vec3f u = normalize3(eyeCoordPos);
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Vec3f n = normalize3(mul(Viewpoint->mNormalViewMatrix, Vec4f(parmTexCoord.X, 0.0f, parmTexCoord.Y, 0.0f)));
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Vec3f r = reflect(u, n);
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FVector3 u = normalize3(eyeCoordPos);
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FVector3 n = normalize3(mul(Viewpoint->mNormalViewMatrix, FVector4(parmTexCoord.X, 0.0f, parmTexCoord.Y, 0.0f)));
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FVector3 r = reflect(u, n);
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float m = 2.0f * sqrt(r.X*r.X + r.Y*r.Y + (r.Z + 1.0f)*(r.Z + 1.0f));
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vTexCoord.X = r.X / m + 0.5f;
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vTexCoord.Y = r.Y / m + 0.5f;
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@ -137,41 +136,41 @@ public:
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}
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private:
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static Vec3f normalize(const Vec3f &a)
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static FVector3 normalize(const FVector3 &a)
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{
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float rcplen = 1.0f / sqrt(a.X * a.X + a.Y * a.Y + a.Z * a.Z);
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return Vec3f(a.X * rcplen, a.Y * rcplen, a.Z * rcplen);
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return FVector3(a.X * rcplen, a.Y * rcplen, a.Z * rcplen);
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}
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static Vec3f normalize3(const Vec4f &a)
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static FVector3 normalize3(const FVector4 &a)
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{
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float rcplen = 1.0f / sqrt(a.X * a.X + a.Y * a.Y + a.Z * a.Z);
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return Vec3f(a.X * rcplen, a.Y * rcplen, a.Z * rcplen);
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return FVector3(a.X * rcplen, a.Y * rcplen, a.Z * rcplen);
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}
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static Vec4f mix(const Vec4f &a, const Vec4f &b, float t)
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static FVector4 mix(const FVector4 &a, const FVector4 &b, float t)
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{
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float invt = 1.0f - t;
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return Vec4f(a.X * invt + b.X * t, a.Y * invt + b.Y * t, a.Z * invt + b.Z * t, a.W * invt + b.W * t);
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return FVector4(a.X * invt + b.X * t, a.Y * invt + b.Y * t, a.Z * invt + b.Z * t, a.W * invt + b.W * t);
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}
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static Vec3f mix3(const Vec4f &a, const Vec4f &b, float t)
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static FVector3 mix3(const FVector4 &a, const FVector4 &b, float t)
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{
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float invt = 1.0f - t;
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return Vec3f(a.X * invt + b.X * t, a.Y * invt + b.Y * t, a.Z * invt + b.Z * t);
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return FVector3(a.X * invt + b.X * t, a.Y * invt + b.Y * t, a.Z * invt + b.Z * t);
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}
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static Vec3f reflect(const Vec3f &u, const Vec3f &n)
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static FVector3 reflect(const FVector3 &u, const FVector3 &n)
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{
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float d = 2.0f * (n.X * u.X + n.Y * u.Y + n.Z * u.Z);
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return Vec3f(u.X - d * n.X, u.Y - d * n.Y, u.Z - d * n.Z);
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return FVector3(u.X - d * n.X, u.Y - d * n.Y, u.Z - d * n.Z);
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}
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static Vec4f mul(const VSMatrix &mat, const Vec4f &v)
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static FVector4 mul(const VSMatrix &mat, const FVector4 &v)
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{
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const float *m = mat.get();
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Vec4f result;
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FVector4 result;
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#ifdef NO_SSE
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result.X = m[0 * 4 + 0] * v.X + m[1 * 4 + 0] * v.Y + m[2 * 4 + 0] * v.Z + m[3 * 4 + 0] * v.W;
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result.Y = m[0 * 4 + 1] * v.X + m[1 * 4 + 1] * v.Y + m[2 * 4 + 1] * v.Z + m[3 * 4 + 1] * v.W;
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@ -1,271 +0,0 @@
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/*
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** GPU math utility classes
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** Copyright (c) 2016-2020 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stdlib.h>
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#include "gpu_types.h"
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#include "doomtype.h"
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#include <cmath>
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Mat4f Mat4f::Null()
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{
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Mat4f m;
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memset(m.Matrix, 0, sizeof(m.Matrix));
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return m;
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}
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Mat4f Mat4f::Identity()
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{
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Mat4f m = Null();
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m.Matrix[0] = 1.0f;
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m.Matrix[5] = 1.0f;
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m.Matrix[10] = 1.0f;
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m.Matrix[15] = 1.0f;
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return m;
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}
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Mat4f Mat4f::FromValues(const float *matrix)
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{
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Mat4f m;
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memcpy(m.Matrix, matrix, sizeof(m.Matrix));
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return m;
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}
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Mat4f Mat4f::Transpose(const Mat4f &matrix)
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{
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Mat4f m;
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for (int y = 0; y < 4; y++)
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for (int x = 0; x < 4; x++)
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m.Matrix[x + y * 4] = matrix.Matrix[y + x * 4];
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return m;
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}
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Mat4f Mat4f::Translate(float x, float y, float z)
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{
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Mat4f m = Identity();
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m.Matrix[0 + 3 * 4] = x;
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m.Matrix[1 + 3 * 4] = y;
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m.Matrix[2 + 3 * 4] = z;
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return m;
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}
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Mat4f Mat4f::Scale(float x, float y, float z)
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{
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Mat4f m = Null();
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m.Matrix[0 + 0 * 4] = x;
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m.Matrix[1 + 1 * 4] = y;
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m.Matrix[2 + 2 * 4] = z;
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m.Matrix[3 + 3 * 4] = 1;
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return m;
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}
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Mat4f Mat4f::Rotate(float angle, float x, float y, float z)
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{
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float c = cosf(angle);
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float s = sinf(angle);
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Mat4f m = Null();
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m.Matrix[0 + 0 * 4] = (x*x*(1.0f - c) + c);
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m.Matrix[0 + 1 * 4] = (x*y*(1.0f - c) - z*s);
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m.Matrix[0 + 2 * 4] = (x*z*(1.0f - c) + y*s);
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m.Matrix[1 + 0 * 4] = (y*x*(1.0f - c) + z*s);
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m.Matrix[1 + 1 * 4] = (y*y*(1.0f - c) + c);
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m.Matrix[1 + 2 * 4] = (y*z*(1.0f - c) - x*s);
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m.Matrix[2 + 0 * 4] = (x*z*(1.0f - c) - y*s);
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m.Matrix[2 + 1 * 4] = (y*z*(1.0f - c) + x*s);
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m.Matrix[2 + 2 * 4] = (z*z*(1.0f - c) + c);
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m.Matrix[3 + 3 * 4] = 1.0f;
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return m;
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}
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Mat4f Mat4f::SwapYZ()
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{
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Mat4f m = Null();
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m.Matrix[0 + 0 * 4] = 1.0f;
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m.Matrix[1 + 2 * 4] = 1.0f;
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m.Matrix[2 + 1 * 4] = -1.0f;
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m.Matrix[3 + 3 * 4] = 1.0f;
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return m;
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}
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Mat4f Mat4f::Perspective(float fovy, float aspect, float z_near, float z_far, Handedness handedness, ClipZRange clipZ)
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{
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float f = (float)(1.0 / tan(fovy * M_PI / 360.0));
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Mat4f m = Null();
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m.Matrix[0 + 0 * 4] = f / aspect;
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m.Matrix[1 + 1 * 4] = f;
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m.Matrix[2 + 2 * 4] = (z_far + z_near) / (z_near - z_far);
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m.Matrix[2 + 3 * 4] = (2.0f * z_far * z_near) / (z_near - z_far);
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m.Matrix[3 + 2 * 4] = -1.0f;
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if (handedness == Handedness::Left)
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{
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m = m * Mat4f::Scale(1.0f, 1.0f, -1.0f);
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}
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if (clipZ == ClipZRange::ZeroPositiveW)
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{
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Mat4f scale_translate = Identity();
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scale_translate.Matrix[2 + 2 * 4] = 0.5f;
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scale_translate.Matrix[2 + 3 * 4] = 0.5f;
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m = scale_translate * m;
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}
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return m;
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}
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Mat4f Mat4f::Frustum(float left, float right, float bottom, float top, float near, float far, Handedness handedness, ClipZRange clipZ)
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{
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float a = (right + left) / (right - left);
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float b = (top + bottom) / (top - bottom);
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float c = -(far + near) / (far - near);
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float d = -(2.0f * far) / (far - near);
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Mat4f m = Null();
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m.Matrix[0 + 0 * 4] = 2.0f * near / (right - left);
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m.Matrix[1 + 1 * 4] = 2.0f * near / (top - bottom);
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m.Matrix[0 + 2 * 4] = a;
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m.Matrix[1 + 2 * 4] = b;
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m.Matrix[2 + 2 * 4] = c;
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m.Matrix[2 + 3 * 4] = d;
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m.Matrix[3 + 2 * 4] = -1;
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if (handedness == Handedness::Left)
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{
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m = m * Mat4f::Scale(1.0f, 1.0f, -1.0f);
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}
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if (clipZ == ClipZRange::ZeroPositiveW)
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{
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Mat4f scale_translate = Identity();
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scale_translate.Matrix[2 + 2 * 4] = 0.5f;
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scale_translate.Matrix[2 + 3 * 4] = 0.5f;
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m = scale_translate * m;
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}
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return m;
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}
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Mat4f Mat4f::operator*(const Mat4f &mult) const
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{
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Mat4f result;
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for (int x = 0; x < 4; x++)
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{
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for (int y = 0; y < 4; y++)
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{
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result.Matrix[x + y * 4] =
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Matrix[0 * 4 + x] * mult.Matrix[y * 4 + 0] +
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Matrix[1 * 4 + x] * mult.Matrix[y * 4 + 1] +
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Matrix[2 * 4 + x] * mult.Matrix[y * 4 + 2] +
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Matrix[3 * 4 + x] * mult.Matrix[y * 4 + 3];
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}
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}
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return result;
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}
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Vec4f Mat4f::operator*(const Vec4f &v) const
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{
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Vec4f result;
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#ifdef NO_SSE
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result.X = Matrix[0 * 4 + 0] * v.X + Matrix[1 * 4 + 0] * v.Y + Matrix[2 * 4 + 0] * v.Z + Matrix[3 * 4 + 0] * v.W;
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result.Y = Matrix[0 * 4 + 1] * v.X + Matrix[1 * 4 + 1] * v.Y + Matrix[2 * 4 + 1] * v.Z + Matrix[3 * 4 + 1] * v.W;
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result.Z = Matrix[0 * 4 + 2] * v.X + Matrix[1 * 4 + 2] * v.Y + Matrix[2 * 4 + 2] * v.Z + Matrix[3 * 4 + 2] * v.W;
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result.W = Matrix[0 * 4 + 3] * v.X + Matrix[1 * 4 + 3] * v.Y + Matrix[2 * 4 + 3] * v.Z + Matrix[3 * 4 + 3] * v.W;
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#else
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__m128 m0 = _mm_loadu_ps(Matrix);
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__m128 m1 = _mm_loadu_ps(Matrix + 4);
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__m128 m2 = _mm_loadu_ps(Matrix + 8);
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__m128 m3 = _mm_loadu_ps(Matrix + 12);
|
||||
__m128 mv = _mm_loadu_ps(&v.X);
|
||||
m0 = _mm_mul_ps(m0, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(0, 0, 0, 0)));
|
||||
m1 = _mm_mul_ps(m1, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(1, 1, 1, 1)));
|
||||
m2 = _mm_mul_ps(m2, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(2, 2, 2, 2)));
|
||||
m3 = _mm_mul_ps(m3, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(3, 3, 3, 3)));
|
||||
mv = _mm_add_ps(_mm_add_ps(_mm_add_ps(m0, m1), m2), m3);
|
||||
Vec4f sv;
|
||||
_mm_storeu_ps(&result.X, mv);
|
||||
#endif
|
||||
return result;
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
Mat3f::Mat3f(const Mat4f &matrix)
|
||||
{
|
||||
for (int y = 0; y < 3; y++)
|
||||
for (int x = 0; x < 3; x++)
|
||||
Matrix[x + y * 3] = matrix.Matrix[x + y * 4];
|
||||
}
|
||||
|
||||
Mat3f Mat3f::Null()
|
||||
{
|
||||
Mat3f m;
|
||||
memset(m.Matrix, 0, sizeof(m.Matrix));
|
||||
return m;
|
||||
}
|
||||
|
||||
Mat3f Mat3f::Identity()
|
||||
{
|
||||
Mat3f m = Null();
|
||||
m.Matrix[0] = 1.0f;
|
||||
m.Matrix[4] = 1.0f;
|
||||
m.Matrix[8] = 1.0f;
|
||||
return m;
|
||||
}
|
||||
|
||||
Mat3f Mat3f::FromValues(float *matrix)
|
||||
{
|
||||
Mat3f m;
|
||||
memcpy(m.Matrix, matrix, sizeof(m.Matrix));
|
||||
return m;
|
||||
}
|
||||
|
||||
Mat3f Mat3f::Transpose(const Mat3f &matrix)
|
||||
{
|
||||
Mat3f m;
|
||||
for (int y = 0; y < 3; y++)
|
||||
for (int x = 0; x < 3; x++)
|
||||
m.Matrix[x + y * 3] = matrix.Matrix[y + x * 3];
|
||||
return m;
|
||||
}
|
||||
|
||||
Mat3f Mat3f::operator*(const Mat3f &mult) const
|
||||
{
|
||||
Mat3f result;
|
||||
for (int x = 0; x < 3; x++)
|
||||
{
|
||||
for (int y = 0; y < 3; y++)
|
||||
{
|
||||
result.Matrix[x + y * 3] =
|
||||
Matrix[0 * 3 + x] * mult.Matrix[y * 3 + 0] +
|
||||
Matrix[1 * 3 + x] * mult.Matrix[y * 3 + 1] +
|
||||
Matrix[2 * 3 + x] * mult.Matrix[y * 3 + 2];
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
Vec3f Mat3f::operator*(const Vec3f &v) const
|
||||
{
|
||||
Vec3f result;
|
||||
result.X = Matrix[0 * 3 + 0] * v.X + Matrix[1 * 3 + 0] * v.Y + Matrix[2 * 3 + 0] * v.Z;
|
||||
result.Y = Matrix[0 * 3 + 1] * v.X + Matrix[1 * 3 + 1] * v.Y + Matrix[2 * 3 + 1] * v.Z;
|
||||
result.Z = Matrix[0 * 3 + 2] * v.X + Matrix[1 * 3 + 2] * v.Y + Matrix[2 * 3 + 2] * v.Z;
|
||||
return result;
|
||||
}
|
|
@ -1,148 +0,0 @@
|
|||
/*
|
||||
** Hardpoly renderer
|
||||
** Copyright (c) 2016 Magnus Norddahl
|
||||
**
|
||||
** This software is provided 'as-is', without any express or implied
|
||||
** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||
** misrepresented as being the original software.
|
||||
** 3. This notice may not be removed or altered from any source distribution.
|
||||
**
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
|
||||
template<typename Type> class Vec4;
|
||||
template<typename Type> class Vec3;
|
||||
|
||||
template<typename Type>
|
||||
class Vec2
|
||||
{
|
||||
public:
|
||||
Vec2() : X(Type(0)), Y(Type(0)) { }
|
||||
Vec2(float v) : X(v), Y(v) { }
|
||||
Vec2(float x, float y) : X(x), Y(y) { }
|
||||
|
||||
float X, Y;
|
||||
|
||||
bool operator==(const Vec2 &other) const { return X == other.X && Y == other.Y; }
|
||||
bool operator!=(const Vec2 &other) const { return X != other.X || Y != other.Y; }
|
||||
};
|
||||
|
||||
template<typename Type>
|
||||
class Vec3
|
||||
{
|
||||
public:
|
||||
Vec3() : X(Type(0)), Y(Type(0)), Z(Type(0)) { }
|
||||
Vec3(float v) : X(v), Y(v), Z(v) { }
|
||||
Vec3(float x, float y, float z) : X(x), Y(y), Z(z) { }
|
||||
Vec3(const Vec2<Type> &v, float z) : X(v.X), Y(v.Y), Z(z) { }
|
||||
|
||||
float X, Y, Z;
|
||||
|
||||
bool operator==(const Vec3 &other) const { return X == other.X && Y == other.Y && Z == other.Z; }
|
||||
bool operator!=(const Vec3 &other) const { return X != other.X || Y != other.Y || Z != other.Z; }
|
||||
};
|
||||
|
||||
template<typename Type>
|
||||
class Vec4
|
||||
{
|
||||
public:
|
||||
Vec4() : X(Type(0)), Y(Type(0)), Z(Type(0)), W(Type(0)) { }
|
||||
Vec4(Type v) : X(v), Y(v), Z(v), W(v) { }
|
||||
Vec4(Type x, Type y, Type z, Type w = 1.0f) : X(x), Y(y), Z(z), W(w) { }
|
||||
|
||||
Vec4(const Vec2<Type> &v, Type z, Type w) : X(v.X), Y(v.Y), Z(z), W(w) { }
|
||||
Vec4(const Vec3<Type> &v, Type w) : X(v.X), Y(v.Y), Z(v.Z), W(w) { }
|
||||
|
||||
Type X, Y, Z, W;
|
||||
|
||||
bool operator==(const Vec4 &other) const { return X == other.X && Y == other.Y && Z == other.Z && W == other.W; }
|
||||
bool operator!=(const Vec4 &other) const { return X != other.X || Y != other.Y || Z != other.Z || W != other.W; }
|
||||
};
|
||||
|
||||
typedef Vec4<double> Vec4d;
|
||||
typedef Vec3<double> Vec3d;
|
||||
typedef Vec2<double> Vec2d;
|
||||
typedef Vec4<float> Vec4f;
|
||||
typedef Vec3<float> Vec3f;
|
||||
typedef Vec2<float> Vec2f;
|
||||
typedef Vec4<int32_t> Vec4i;
|
||||
typedef Vec3<int32_t> Vec3i;
|
||||
typedef Vec2<int32_t> Vec2i;
|
||||
typedef Vec4<int16_t> Vec4s;
|
||||
typedef Vec3<int16_t> Vec3s;
|
||||
typedef Vec2<int16_t> Vec2s;
|
||||
typedef Vec4<int8_t> Vec4b;
|
||||
typedef Vec3<int8_t> Vec3b;
|
||||
typedef Vec2<int8_t> Vec2b;
|
||||
typedef Vec4<uint32_t> Vec4ui;
|
||||
typedef Vec3<uint32_t> Vec3ui;
|
||||
typedef Vec2<uint32_t> Vec2ui;
|
||||
typedef Vec4<uint16_t> Vec4us;
|
||||
typedef Vec3<uint16_t> Vec3us;
|
||||
typedef Vec2<uint16_t> Vec2us;
|
||||
typedef Vec4<uint8_t> Vec4ub;
|
||||
typedef Vec3<uint8_t> Vec3ub;
|
||||
typedef Vec2<uint8_t> Vec2ub;
|
||||
|
||||
enum class Handedness
|
||||
{
|
||||
Left,
|
||||
Right
|
||||
};
|
||||
|
||||
enum class ClipZRange
|
||||
{
|
||||
NegativePositiveW, // OpenGL, -wclip <= zclip <= wclip
|
||||
ZeroPositiveW // Direct3D, 0 <= zclip <= wclip
|
||||
};
|
||||
|
||||
class Mat4f
|
||||
{
|
||||
public:
|
||||
static Mat4f Null();
|
||||
static Mat4f Identity();
|
||||
static Mat4f FromValues(const float *matrix);
|
||||
static Mat4f Transpose(const Mat4f &matrix);
|
||||
static Mat4f Translate(float x, float y, float z);
|
||||
static Mat4f Scale(float x, float y, float z);
|
||||
static Mat4f Rotate(float angle, float x, float y, float z);
|
||||
static Mat4f SwapYZ();
|
||||
static Mat4f Perspective(float fovy, float aspect, float near, float far, Handedness handedness, ClipZRange clipZ);
|
||||
static Mat4f Frustum(float left, float right, float bottom, float top, float near, float far, Handedness handedness, ClipZRange clipZ);
|
||||
|
||||
Vec4f operator*(const Vec4f &v) const;
|
||||
Mat4f operator*(const Mat4f &m) const;
|
||||
|
||||
float Matrix[16];
|
||||
};
|
||||
|
||||
class Mat3f
|
||||
{
|
||||
public:
|
||||
Mat3f() { }
|
||||
Mat3f(const Mat4f &matrix);
|
||||
|
||||
static Mat3f Null();
|
||||
static Mat3f Identity();
|
||||
static Mat3f FromValues(float *matrix);
|
||||
static Mat3f Transpose(const Mat3f &matrix);
|
||||
|
||||
Vec3f operator*(const Vec3f &v) const;
|
||||
Mat3f operator*(const Mat3f &m) const;
|
||||
|
||||
float Matrix[9];
|
||||
};
|
|
@ -5,4 +5,3 @@
|
|||
#include "drawers/screen_scanline_setup.cpp"
|
||||
#include "drawers/screen_shader.cpp"
|
||||
#include "drawers/screen_blend.cpp"
|
||||
#include "math/gpu_types.cpp"
|
||||
|
|
|
@ -49,7 +49,7 @@ namespace swrenderer
|
|||
float x, y, z;
|
||||
FSpriteModelFrame *smf;
|
||||
AActor *actor;
|
||||
Mat4f WorldToClip;
|
||||
VSMatrix WorldToClip;
|
||||
bool MirrorWorldToClip;
|
||||
};
|
||||
|
||||
|
|
|
@ -64,25 +64,32 @@ namespace swrenderer
|
|||
WorldToView = SoftwareWorldToView(viewpoint);
|
||||
|
||||
if (thread->Portal->MirrorFlags & RF_XFLIP)
|
||||
WorldToView = Mat4f::Scale(-1.0f, 1.0f, 1.0f) * WorldToView;
|
||||
{
|
||||
WorldToView.scale(-1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
|
||||
ViewToClip = SoftwareViewToClip();
|
||||
WorldToClip = ViewToClip * WorldToView;
|
||||
WorldToClip.multMatrix(ViewToClip);
|
||||
}
|
||||
|
||||
Mat4f RenderViewport::SoftwareWorldToView(const FRenderViewpoint &viewpoint)
|
||||
VSMatrix RenderViewport::SoftwareWorldToView(const FRenderViewpoint &viewpoint)
|
||||
{
|
||||
Mat4f m = Mat4f::Null();
|
||||
m.Matrix[0 + 0 * 4] = (float)viewpoint.Sin;
|
||||
m.Matrix[0 + 1 * 4] = (float)-viewpoint.Cos;
|
||||
m.Matrix[1 + 2 * 4] = 1.0f;
|
||||
m.Matrix[2 + 0 * 4] = (float)-viewpoint.Cos;
|
||||
m.Matrix[2 + 1 * 4] = (float)-viewpoint.Sin;
|
||||
m.Matrix[3 + 3 * 4] = 1.0f;
|
||||
return m * Mat4f::Translate((float)-viewpoint.Pos.X, (float)-viewpoint.Pos.Y, (float)-viewpoint.Pos.Z);
|
||||
float m[16] = { 0.0f };
|
||||
m[0 + 0 * 4] = (float)viewpoint.Sin;
|
||||
m[0 + 1 * 4] = (float)-viewpoint.Cos;
|
||||
m[1 + 2 * 4] = 1.0f;
|
||||
m[2 + 0 * 4] = (float)-viewpoint.Cos;
|
||||
m[2 + 1 * 4] = (float)-viewpoint.Sin;
|
||||
m[3 + 3 * 4] = 1.0f;
|
||||
|
||||
VSMatrix matrix;
|
||||
matrix.loadIdentity();
|
||||
matrix.translate((float)-viewpoint.Pos.X, (float)-viewpoint.Pos.Y, (float)-viewpoint.Pos.Z);
|
||||
matrix.multMatrix(m);
|
||||
return matrix;
|
||||
}
|
||||
|
||||
Mat4f RenderViewport::SoftwareViewToClip()
|
||||
VSMatrix RenderViewport::SoftwareViewToClip()
|
||||
{
|
||||
float near = 5.0f;
|
||||
float far = 65536.0f;
|
||||
|
@ -92,7 +99,27 @@ namespace swrenderer
|
|||
width *= near;
|
||||
height *= near;
|
||||
offset *= near;
|
||||
return Mat4f::Frustum(-width, width, -height + offset, height + offset, near, far, Handedness::Right, ClipZRange::NegativePositiveW);
|
||||
|
||||
float left = -width;
|
||||
float right = width;
|
||||
float bottom = -height + offset;
|
||||
float top = height + offset;
|
||||
float a = (right + left) / (right - left);
|
||||
float b = (top + bottom) / (top - bottom);
|
||||
float c = -(far + near) / (far - near);
|
||||
float d = -(2.0f * far) / (far - near);
|
||||
float m[16] = { 0.0f };
|
||||
m[0 + 0 * 4] = 2.0f * near / (right - left);
|
||||
m[1 + 1 * 4] = 2.0f * near / (top - bottom);
|
||||
m[0 + 2 * 4] = a;
|
||||
m[1 + 2 * 4] = b;
|
||||
m[2 + 2 * 4] = c;
|
||||
m[2 + 3 * 4] = d;
|
||||
m[3 + 2 * 4] = -1;
|
||||
|
||||
VSMatrix matrix;
|
||||
matrix.loadMatrix(m);
|
||||
return matrix;
|
||||
}
|
||||
|
||||
void RenderViewport::SetViewport(FLevelLocals *Level, RenderThread *thread, int fullWidth, int fullHeight, float trueratio)
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "r_defs.h"
|
||||
#include "r_utility.h"
|
||||
#include "actorinlines.h"
|
||||
#include "polyrenderer/math/gpu_types.h"
|
||||
#include "utility/matrix.h"
|
||||
|
||||
#define MINZ double((2048*4) / double(1 << 20))
|
||||
|
||||
|
@ -28,9 +28,9 @@ namespace swrenderer
|
|||
|
||||
void SetupPolyViewport(RenderThread *thread);
|
||||
|
||||
Mat4f WorldToView;
|
||||
Mat4f ViewToClip;
|
||||
Mat4f WorldToClip;
|
||||
VSMatrix WorldToView;
|
||||
VSMatrix ViewToClip;
|
||||
VSMatrix WorldToClip;
|
||||
|
||||
DCanvas *RenderTarget = nullptr;
|
||||
bool RenderingToCanvas = false;
|
||||
|
@ -93,8 +93,8 @@ namespace swrenderer
|
|||
void InitTextureMapping();
|
||||
void SetupBuffer();
|
||||
|
||||
static Mat4f SoftwareWorldToView(const FRenderViewpoint &viewpoint);
|
||||
static VSMatrix SoftwareWorldToView(const FRenderViewpoint &viewpoint);
|
||||
|
||||
Mat4f SoftwareViewToClip();
|
||||
VSMatrix SoftwareViewToClip();
|
||||
};
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue