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author | Debi King (Dessie) <dessie@lindenlab.com> | 2011-05-26 18:34:41 -0400 |
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committer | Debi King (Dessie) <dessie@lindenlab.com> | 2011-05-26 18:34:41 -0400 |
commit | d5f96c38e6f5838672c87e540aaaa3b1663837f8 (patch) | |
tree | 3aac617ceed3eb3ae2a1aa6cfaca9bb96d4ff4c7 /indra/llmath/llmatrix4a.h | |
parent | 84202f19a52b8d04bf900a72acf4214b73acc820 (diff) | |
parent | 4b7793a119f4e4c8c4f03b6ff9adb0eb6fe94209 (diff) |
merge from viewer-pre-beta
Diffstat (limited to 'indra/llmath/llmatrix4a.h')
-rw-r--r-- | indra/llmath/llmatrix4a.h | 143 |
1 files changed, 143 insertions, 0 deletions
diff --git a/indra/llmath/llmatrix4a.h b/indra/llmath/llmatrix4a.h new file mode 100644 index 0000000000..27cf5b79f6 --- /dev/null +++ b/indra/llmath/llmatrix4a.h @@ -0,0 +1,143 @@ +/** + * @file llmatrix4a.h + * @brief LLMatrix4a class header file - memory aligned and vectorized 4x4 matrix + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2010, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#ifndef LL_LLMATRIX4A_H +#define LL_LLMATRIX4A_H + +#include "llvector4a.h" +#include "m4math.h" +#include "m3math.h" + +class LLMatrix4a +{ +public: + LLVector4a mMatrix[4]; + + inline void clear() + { + mMatrix[0].clear(); + mMatrix[1].clear(); + mMatrix[2].clear(); + mMatrix[3].clear(); + } + + inline void loadu(const LLMatrix4& src) + { + mMatrix[0] = _mm_loadu_ps(src.mMatrix[0]); + mMatrix[1] = _mm_loadu_ps(src.mMatrix[1]); + mMatrix[2] = _mm_loadu_ps(src.mMatrix[2]); + mMatrix[3] = _mm_loadu_ps(src.mMatrix[3]); + + } + + inline void loadu(const LLMatrix3& src) + { + mMatrix[0].load3(src.mMatrix[0]); + mMatrix[1].load3(src.mMatrix[1]); + mMatrix[2].load3(src.mMatrix[2]); + mMatrix[3].set(0,0,0,1.f); + } + + inline void add(const LLMatrix4a& rhs) + { + mMatrix[0].add(rhs.mMatrix[0]); + mMatrix[1].add(rhs.mMatrix[1]); + mMatrix[2].add(rhs.mMatrix[2]); + mMatrix[3].add(rhs.mMatrix[3]); + } + + inline void setRows(const LLVector4a& r0, const LLVector4a& r1, const LLVector4a& r2) + { + mMatrix[0] = r0; + mMatrix[1] = r1; + mMatrix[2] = r2; + } + + inline void setMul(const LLMatrix4a& m, const F32 s) + { + mMatrix[0].setMul(m.mMatrix[0], s); + mMatrix[1].setMul(m.mMatrix[1], s); + mMatrix[2].setMul(m.mMatrix[2], s); + mMatrix[3].setMul(m.mMatrix[3], s); + } + + inline void setLerp(const LLMatrix4a& a, const LLMatrix4a& b, F32 w) + { + LLVector4a d0,d1,d2,d3; + d0.setSub(b.mMatrix[0], a.mMatrix[0]); + d1.setSub(b.mMatrix[1], a.mMatrix[1]); + d2.setSub(b.mMatrix[2], a.mMatrix[2]); + d3.setSub(b.mMatrix[3], a.mMatrix[3]); + + // this = a + d*w + + d0.mul(w); + d1.mul(w); + d2.mul(w); + d3.mul(w); + + mMatrix[0].setAdd(a.mMatrix[0],d0); + mMatrix[1].setAdd(a.mMatrix[1],d1); + mMatrix[2].setAdd(a.mMatrix[2],d2); + mMatrix[3].setAdd(a.mMatrix[3],d3); + } + + inline void rotate(const LLVector4a& v, LLVector4a& res) + { + res = _mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 0, 0, 0)); + res.mul(mMatrix[0]); + + LLVector4a y; + y = _mm_shuffle_ps(v, v, _MM_SHUFFLE(1, 1, 1, 1)); + y.mul(mMatrix[1]); + + LLVector4a z; + z = _mm_shuffle_ps(v, v, _MM_SHUFFLE(2, 2, 2, 2)); + z.mul(mMatrix[2]); + + res.add(y); + res.add(z); + } + + inline void affineTransform(const LLVector4a& v, LLVector4a& res) + { + LLVector4a x,y,z; + + x = _mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 0, 0, 0)); + y = _mm_shuffle_ps(v, v, _MM_SHUFFLE(1, 1, 1, 1)); + z = _mm_shuffle_ps(v, v, _MM_SHUFFLE(2, 2, 2, 2)); + + x.mul(mMatrix[0]); + y.mul(mMatrix[1]); + z.mul(mMatrix[2]); + + x.add(y); + z.add(mMatrix[3]); + res.setAdd(x,z); + } +}; + +#endif |