dca3-game/src/liberty/math/VuVector.h
2025-04-26 10:52:36 -05:00

150 lines
3.6 KiB
C++

#pragma once
#include "maths.h"
class TYPEALIGN(8) CVuVector : public CVector
{
public:
float w;
CVuVector(void) {}
CVuVector(float x, float y, float z) : CVector(x, y, z) {}
CVuVector(float x, float y, float z, float w) : CVector(x, y, z), w(w) {}
CVuVector(const CVector &v) : CVector(v.x, v.y, v.z) {}
CVuVector(const RwV3d &v) : CVector(v) {}
/*
void Normalise(void) {
float sq = MagnitudeSqr();
// TODO: VU0 code
if(sq > 0.0f){
float invsqrt = RecipSqrt(sq);
x *= invsqrt;
y *= invsqrt;
z *= invsqrt;
}else
x = 1.0f;
}
*/
// TODO: operator-
};
__always_inline void TransformPoint(CVuVector &out, const CMatrix &mat, const CVuVector &in)
{
#ifdef GTA_PS2
__asm__ __volatile__("\n\
lqc2 vf01,0x0(%2)\n\
lqc2 vf02,0x0(%1)\n\
lqc2 vf03,0x10(%1)\n\
lqc2 vf04,0x20(%1)\n\
lqc2 vf05,0x30(%1)\n\
vmulax.xyz ACC, vf02,vf01\n\
vmadday.xyz ACC, vf03,vf01\n\
vmaddaz.xyz ACC, vf04,vf01\n\
vmaddw.xyz vf06,vf05,vf00\n\
sqc2 vf06,0x0(%0)\n\
": : "r" (&out) , "r" (&mat) ,"r" (&in): "memory");
#elif defined(DC_SH4)
dc::mat_load2(mat);
mat_trans_single3_nodiv_nomod(in.x, in.y, in.z, out.x, out.y, out.z);
#else
out = mat * in;
#endif
}
__always_inline void TransformPoint(CVuVector &out, const CMatrix &mat, const RwV3d &in)
{
#ifdef GTA_PS2
__asm__ __volatile__("\n\
ldr $8,0x0(%2)\n\
ldl $8,0x7(%2)\n\
lw $9,0x8(%2)\n\
pcpyld $10,$9,$8\n\
qmtc2 $10,vf01\n\
lqc2 vf02,0x0(%1)\n\
lqc2 vf03,0x10(%1)\n\
lqc2 vf04,0x20(%1)\n\
lqc2 vf05,0x30(%1)\n\
vmulax.xyz ACC, vf02,vf01\n\
vmadday.xyz ACC, vf03,vf01\n\
vmaddaz.xyz ACC, vf04,vf01\n\
vmaddw.xyz vf06,vf05,vf00\n\
sqc2 vf06,0x0(%0)\n\
": : "r" (&out) , "r" (&mat) ,"r" (&in): "memory");
#elif defined(DC_SH4)
dc::mat_load2(mat);
mat_trans_single3_nodiv_nomod(in.x, in.y, in.z, out.x, out.y, out.z);
#else
out = mat * in;
#endif
}
__always_inline void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const RwV3d *in, int stride)
{
#ifdef GTA_PS2
__asm__ __volatile__("\n\
paddub $3,%4,$0\n\
lqc2 vf02,0x0(%2)\n\
lqc2 vf03,0x10(%2)\n\
lqc2 vf04,0x20(%2)\n\
lqc2 vf05,0x30(%2)\n\
ldr $8,0x0(%3)\n\
ldl $8,0x7(%3)\n\
lw $9,0x8(%3)\n\
pcpyld $10,$9,$8\n\
qmtc2 $10,vf01\n\
1: vmulax.xyz ACC, vf02,vf01\n\
vmadday.xyz ACC, vf03,vf01\n\
vmaddaz.xyz ACC, vf04,vf01\n\
vmaddw.xyz vf06,vf05,vf00\n\
add %3,%3,$3\n\
ldr $8,0x0(%3)\n\
ldl $8,0x7(%3)\n\
lw $9,0x8(%3)\n\
pcpyld $10,$9,$8\n\
qmtc2 $10,vf01\n\
addi %1,%1,-1\n\
addiu %0,%0,0x10\n\
sqc2 vf06,-0x10(%0)\n\
bnez %1,1b\n\
": : "r" (out) , "r" (n), "r" (&mat), "r" (in), "r" (stride): "memory");
#elif defined(DC_SH4)
dc::mat_load2(mat);
while(n--) {
mat_trans_single3_nodiv_nomod(in->x, in->y, in->z, out->x, out->y, out->z);
in = reinterpret_cast<const RwV3d *>(reinterpret_cast<const uint8_t *>(in) + stride);
++out;
}
#else
while(n--){
*out = mat * *in;
in = (RwV3d*)((uint8*)in + stride);
out++;
}
#endif
}
__always_inline void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const CVuVector *in)
{
#ifdef GTA_PS2
__asm__ __volatile__("\n\
lqc2 vf02,0x0(%2)\n\
lqc2 vf03,0x10(%2)\n\
lqc2 vf04,0x20(%2)\n\
lqc2 vf05,0x30(%2)\n\
lqc2 vf01,0x0(%3)\n\
nop\n\
1: vmulax.xyz ACC, vf02,vf01\n\
vmadday.xyz ACC, vf03,vf01\n\
vmaddaz.xyz ACC, vf04,vf01\n\
vmaddw.xyz vf06,vf05,vf00\n\
lqc2 vf01,0x10(%3)\n\
addiu %3,%3,0x10\n\
addi %1,%1,-1\n\
addiu %0,%0,0x10\n\
sqc2 vf06,-0x10(%0)\n\
bnez %1,1b\n\
": : "r" (out) , "r" (n), "r" (&mat) ,"r" (in): "memory");
#else
TransformPoints(out, n, mat, in, sizeof(CVuVector));
#endif
}