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@@ -631,7 +631,7 @@ var BABYLON;
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result.z = rz / rw;
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result.z = rz / rw;
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};
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};
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Vector3.TransformCoordinatesToRefSIMD = function (vector, transformation, result) {
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Vector3.TransformCoordinatesToRefSIMD = function (vector, transformation, result) {
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- var v = SIMD.float32x4.loadXYZ(vector, 0);
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+ var v = SIMD.float32x4(vector.x, vector.y, vector.z, 0);
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var m0 = SIMD.float32x4.load(transformation.m, 0);
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var m0 = SIMD.float32x4.load(transformation.m, 0);
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var m1 = SIMD.float32x4.load(transformation.m, 4);
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var m1 = SIMD.float32x4.load(transformation.m, 4);
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var m2 = SIMD.float32x4.load(transformation.m, 8);
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var m2 = SIMD.float32x4.load(transformation.m, 8);
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@@ -1393,6 +1393,112 @@ var BABYLON;
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other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27;
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other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27;
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return this;
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return this;
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};
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};
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+ Matrix.prototype.invertToRefSIMD = function (other) {
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+ var src = this.m;
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+ var dest = other.m;
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+ var row0, row1, row2, row3;
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+ var tmp1;
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+ var minor0, minor1, minor2, minor3;
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+ var det;
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+ // Load the 4 rows
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+ var src0 = SIMD.float32x4.load(src, 0);
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+ var src1 = SIMD.float32x4.load(src, 4);
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+ var src2 = SIMD.float32x4.load(src, 8);
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+ var src3 = SIMD.float32x4.load(src, 12);
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+ // Transpose the source matrix. Sort of. Not a true transpose operation
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+ tmp1 = SIMD.float32x4.shuffle(src0, src1, 0, 1, 4, 5);
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+ row1 = SIMD.float32x4.shuffle(src2, src3, 0, 1, 4, 5);
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+ row0 = SIMD.float32x4.shuffle(tmp1, row1, 0, 2, 4, 6);
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+ row1 = SIMD.float32x4.shuffle(row1, tmp1, 1, 3, 5, 7);
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+ tmp1 = SIMD.float32x4.shuffle(src0, src1, 2, 3, 6, 7);
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+ row3 = SIMD.float32x4.shuffle(src2, src3, 2, 3, 6, 7);
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+ row2 = SIMD.float32x4.shuffle(tmp1, row3, 0, 2, 4, 6);
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+ row3 = SIMD.float32x4.shuffle(row3, tmp1, 1, 3, 5, 7);
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+ // This is a true transposition, but it will lead to an incorrect result
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+ //tmp1 = SIMD.float32x4.shuffle(src0, src1, 0, 1, 4, 5);
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+ //tmp2 = SIMD.float32x4.shuffle(src2, src3, 0, 1, 4, 5);
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+ //row0 = SIMD.float32x4.shuffle(tmp1, tmp2, 0, 2, 4, 6);
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+ //row1 = SIMD.float32x4.shuffle(tmp1, tmp2, 1, 3, 5, 7);
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+ //tmp1 = SIMD.float32x4.shuffle(src0, src1, 2, 3, 6, 7);
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+ //tmp2 = SIMD.float32x4.shuffle(src2, src3, 2, 3, 6, 7);
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+ //row2 = SIMD.float32x4.shuffle(tmp1, tmp2, 0, 2, 4, 6);
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+ //row3 = SIMD.float32x4.shuffle(tmp1, tmp2, 1, 3, 5, 7);
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+ // ----
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+ tmp1 = SIMD.float32x4.mul(row2, row3);
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+ tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
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+ minor0 = SIMD.float32x4.mul(row1, tmp1);
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+ minor1 = SIMD.float32x4.mul(row0, tmp1);
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+ tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
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+ minor0 = SIMD.float32x4.sub(SIMD.float32x4.mul(row1, tmp1), minor0);
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+ minor1 = SIMD.float32x4.sub(SIMD.float32x4.mul(row0, tmp1), minor1);
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+ minor1 = SIMD.float32x4.swizzle(minor1, 2, 3, 0, 1); // 0x4E = 01001110
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+ // ----
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+ tmp1 = SIMD.float32x4.mul(row1, row2);
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+ tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
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+ minor0 = SIMD.float32x4.add(SIMD.float32x4.mul(row3, tmp1), minor0);
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+ minor3 = SIMD.float32x4.mul(row0, tmp1);
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+ tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
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+ minor0 = SIMD.float32x4.sub(minor0, SIMD.float32x4.mul(row3, tmp1));
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+ minor3 = SIMD.float32x4.sub(SIMD.float32x4.mul(row0, tmp1), minor3);
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+ minor3 = SIMD.float32x4.swizzle(minor3, 2, 3, 0, 1); // 0x4E = 01001110
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+ // ----
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+ tmp1 = SIMD.float32x4.mul(SIMD.float32x4.swizzle(row1, 2, 3, 0, 1), row3); // 0x4E = 01001110
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+ tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
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+ row2 = SIMD.float32x4.swizzle(row2, 2, 3, 0, 1); // 0x4E = 01001110
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+ minor0 = SIMD.float32x4.add(SIMD.float32x4.mul(row2, tmp1), minor0);
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+ minor2 = SIMD.float32x4.mul(row0, tmp1);
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+ tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
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+ minor0 = SIMD.float32x4.sub(minor0, SIMD.float32x4.mul(row2, tmp1));
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+ minor2 = SIMD.float32x4.sub(SIMD.float32x4.mul(row0, tmp1), minor2);
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+ minor2 = SIMD.float32x4.swizzle(minor2, 2, 3, 0, 1); // 0x4E = 01001110
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+ // ----
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+ tmp1 = SIMD.float32x4.mul(row0, row1);
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+ tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
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+ minor2 = SIMD.float32x4.add(SIMD.float32x4.mul(row3, tmp1), minor2);
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+ minor3 = SIMD.float32x4.sub(SIMD.float32x4.mul(row2, tmp1), minor3);
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+ tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
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+ minor2 = SIMD.float32x4.sub(SIMD.float32x4.mul(row3, tmp1), minor2);
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+ minor3 = SIMD.float32x4.sub(minor3, SIMD.float32x4.mul(row2, tmp1));
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+ // ----
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+ tmp1 = SIMD.float32x4.mul(row0, row3);
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+ tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
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+ minor1 = SIMD.float32x4.sub(minor1, SIMD.float32x4.mul(row2, tmp1));
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+ minor2 = SIMD.float32x4.add(SIMD.float32x4.mul(row1, tmp1), minor2);
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+ tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
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+ minor1 = SIMD.float32x4.add(SIMD.float32x4.mul(row2, tmp1), minor1);
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+ minor2 = SIMD.float32x4.sub(minor2, SIMD.float32x4.mul(row1, tmp1));
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+ // ----
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+ tmp1 = SIMD.float32x4.mul(row0, row2);
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+ tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
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+ minor1 = SIMD.float32x4.add(SIMD.float32x4.mul(row3, tmp1), minor1);
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+ minor3 = SIMD.float32x4.sub(minor3, SIMD.float32x4.mul(row1, tmp1));
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+ tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
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+ minor1 = SIMD.float32x4.sub(minor1, SIMD.float32x4.mul(row3, tmp1));
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+ minor3 = SIMD.float32x4.add(SIMD.float32x4.mul(row1, tmp1), minor3);
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+ // Compute determinant
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+ det = SIMD.float32x4.mul(row0, minor0);
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+ det = SIMD.float32x4.add(SIMD.float32x4.swizzle(det, 2, 3, 0, 1), det); // 0x4E = 01001110
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+ det = SIMD.float32x4.add(SIMD.float32x4.swizzle(det, 1, 0, 3, 2), det); // 0xB1 = 10110001
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+ tmp1 = SIMD.float32x4.reciprocal(det);
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+ det = SIMD.float32x4.sub(SIMD.float32x4.add(tmp1, tmp1), SIMD.float32x4.mul(det, SIMD.float32x4.mul(tmp1, tmp1)));
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+ det = SIMD.float32x4.swizzle(det, 0, 0, 0, 0);
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+ // These shuffles aren't necessary if the faulty transposition is done
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+ // up at the top of this function.
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+ //minor0 = SIMD.float32x4.swizzle(minor0, 2, 1, 0, 3);
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+ //minor1 = SIMD.float32x4.swizzle(minor1, 2, 1, 0, 3);
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+ //minor2 = SIMD.float32x4.swizzle(minor2, 2, 1, 0, 3);
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+ //minor3 = SIMD.float32x4.swizzle(minor3, 2, 1, 0, 3);
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+ // Compute final values by multiplying with 1/det
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+ minor0 = SIMD.float32x4.mul(det, minor0);
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+ minor1 = SIMD.float32x4.mul(det, minor1);
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+ minor2 = SIMD.float32x4.mul(det, minor2);
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+ minor3 = SIMD.float32x4.mul(det, minor3);
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+ SIMD.float32x4.store(dest, 0, minor0);
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+ SIMD.float32x4.store(dest, 4, minor1);
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+ SIMD.float32x4.store(dest, 8, minor2);
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+ SIMD.float32x4.store(dest, 12, minor3);
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+ return this;
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+ };
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Matrix.prototype.setTranslation = function (vector3) {
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Matrix.prototype.setTranslation = function (vector3) {
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this.m[12] = vector3.x;
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this.m[12] = vector3.x;
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this.m[13] = vector3.y;
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this.m[13] = vector3.y;
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@@ -1747,6 +1853,66 @@ var BABYLON;
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var ez = -Vector3.Dot(this._zAxis, eye);
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var ez = -Vector3.Dot(this._zAxis, eye);
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return Matrix.FromValuesToRef(this._xAxis.x, this._yAxis.x, this._zAxis.x, 0, this._xAxis.y, this._yAxis.y, this._zAxis.y, 0, this._xAxis.z, this._yAxis.z, this._zAxis.z, 0, ex, ey, ez, 1, result);
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return Matrix.FromValuesToRef(this._xAxis.x, this._yAxis.x, this._zAxis.x, 0, this._xAxis.y, this._yAxis.y, this._zAxis.y, 0, this._xAxis.z, this._yAxis.z, this._zAxis.z, 0, ex, ey, ez, 1, result);
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};
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};
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+ Matrix.LookAtLHToRefSIMD = function (eyeRef, targetRef, upRef, result) {
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+ var out = result.m;
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+ var center = SIMD.float32x4(targetRef.x, targetRef.y, targetRef.z, 0);
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+ var eye = SIMD.float32x4(eyeRef.x, eyeRef.y, eyeRef.z, 0);
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+ var up = SIMD.float32x4(upRef.x, upRef.y, upRef.z, 0);
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+ // cc.kmVec3Subtract(f, pCenter, pEye);
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+ var f = SIMD.float32x4.sub(center, eye);
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+ // cc.kmVec3Normalize(f, f);
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+ var tmp = SIMD.float32x4.mul(f, f);
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+ tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3)));
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+ f = SIMD.float32x4.mul(f, SIMD.float32x4.reciprocalSqrt(tmp));
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+ // cc.kmVec3Assign(up, pUp);
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+ // cc.kmVec3Normalize(up, up);
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+ tmp = SIMD.float32x4.mul(up, up);
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+ tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3)));
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+ up = SIMD.float32x4.mul(up, SIMD.float32x4.reciprocalSqrt(tmp));
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+ // cc.kmVec3Cross(s, f, up);
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+ var s = SIMD.float32x4.sub(SIMD.float32x4.mul(SIMD.float32x4.swizzle(f, 1, 2, 0, 3), SIMD.float32x4.swizzle(up, 2, 0, 1, 3)), SIMD.float32x4.mul(SIMD.float32x4.swizzle(f, 2, 0, 1, 3), SIMD.float32x4.swizzle(up, 1, 2, 0, 3)));
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+ // cc.kmVec3Normalize(s, s);
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+ tmp = SIMD.float32x4.mul(s, s);
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+ tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3)));
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+ s = SIMD.float32x4.mul(s, SIMD.float32x4.reciprocalSqrt(tmp));
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+ // cc.kmVec3Cross(u, s, f);
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+ var u = SIMD.float32x4.sub(SIMD.float32x4.mul(SIMD.float32x4.swizzle(s, 1, 2, 0, 3), SIMD.float32x4.swizzle(f, 2, 0, 1, 3)), SIMD.float32x4.mul(SIMD.float32x4.swizzle(s, 2, 0, 1, 3), SIMD.float32x4.swizzle(f, 1, 2, 0, 3)));
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+ // cc.kmVec3Normalize(s, s);
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+ tmp = SIMD.float32x4.mul(s, s);
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+ tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3)));
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+ s = SIMD.float32x4.mul(s, SIMD.float32x4.reciprocalSqrt(tmp));
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+ //cc.kmMat4Identity(pOut);
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+ //pOut.mat[0] = s.x;
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+ //pOut.mat[4] = s.y;
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+ //pOut.mat[8] = s.z;
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+ //pOut.mat[1] = u.x;
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+ //pOut.mat[5] = u.y;
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+ //pOut.mat[9] = u.z;
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+ //pOut.mat[2] = -f.x;
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+ //pOut.mat[6] = -f.y;
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+ //pOut.mat[10] = -f.z;
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+ var zero = SIMD.float32x4.splat(0.0);
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+ s = SIMD.float32x4.neg(s);
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+ var tmp01 = SIMD.float32x4.shuffle(s, u, 0, 1, 4, 5);
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+ var tmp23 = SIMD.float32x4.shuffle(f, zero, 0, 1, 4, 5);
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+ var a0 = SIMD.float32x4.shuffle(tmp01, tmp23, 0, 2, 4, 6);
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+ var a1 = SIMD.float32x4.shuffle(tmp01, tmp23, 1, 3, 5, 7);
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+ var tmp01 = SIMD.float32x4.shuffle(s, u, 2, 3, 6, 7);
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+ var tmp23 = SIMD.float32x4.shuffle(f, zero, 2, 3, 6, 7);
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+ var a2 = SIMD.float32x4.shuffle(tmp01, tmp23, 0, 2, 4, 6);
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+ var a3 = SIMD.float32x4(0.0, 0.0, 0.0, 1.0);
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+ // cc.kmMat4Translation(translate, -pEye.x, -pEye.y, -pEye.z);
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+ var b0 = SIMD.float32x4(1.0, 0.0, 0.0, 0.0);
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+ var b1 = SIMD.float32x4(0.0, 1.0, 0.0, 0.0);
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+ var b2 = SIMD.float32x4(0.0, 0.0, 1.0, 0.0);
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+ var b3 = SIMD.float32x4.neg(eye);
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+ b3 = SIMD.float32x4.withW(b3, 1.0);
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+ // cc.kmMat4Multiply(pOut, pOut, translate);
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+ SIMD.float32x4.store(out, 0, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 3, 3, 3, 3), a3)))));
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+ SIMD.float32x4.store(out, 4, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 3, 3, 3, 3), a3)))));
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+ SIMD.float32x4.store(out, 8, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 3, 3, 3, 3), a3)))));
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+ SIMD.float32x4.store(out, 12, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 3, 3, 3, 3), a3)))));
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+ };
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Matrix.OrthoLH = function (width, height, znear, zfar) {
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Matrix.OrthoLH = function (width, height, znear, zfar) {
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var matrix = Matrix.Zero();
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var matrix = Matrix.Zero();
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Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
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Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
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@@ -2571,6 +2737,8 @@ var BABYLON;
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if (window.SIMD !== undefined) {
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if (window.SIMD !== undefined) {
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// Replace functions
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// Replace functions
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Matrix.prototype.multiplyToArray = Matrix.prototype.multiplyToArraySIMD;
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Matrix.prototype.multiplyToArray = Matrix.prototype.multiplyToArraySIMD;
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+ Matrix.prototype.invertToRef = Matrix.prototype.invertToRefSIMD;
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+ Matrix.LookAtLHToRef = Matrix.LookAtLHToRefSIMD;
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Vector3.TransformCoordinatesToRef = Vector3.TransformCoordinatesToRefSIMD;
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Vector3.TransformCoordinatesToRef = Vector3.TransformCoordinatesToRefSIMD;
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Vector3.TransformCoordinatesFromFloatsToRef = Vector3.TransformCoordinatesFromFloatsToRefSIMD;
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Vector3.TransformCoordinatesFromFloatsToRef = Vector3.TransformCoordinatesFromFloatsToRefSIMD;
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}
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}
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