/**************************************************************************** ** ** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include #if defined(__AVX2__) && defined(QT_COMPILER_SUPPORTS_AVX2) #include "matrix4x4_avx2_p.h" #else #include "matrix4x4_sse_p.h" #endif #include "vector3d_sse_p.h" #include "vector4d_sse_p.h" #include #ifdef QT_COMPILER_SUPPORTS_SSE2 QT_BEGIN_NAMESPACE namespace Qt3DCore { QDebug operator<<(QDebug dbg, const Vector3D_SSE &v) { dbg.nospace() << "Vector3D_SSE(" << v.x() << ", " << v.y() << ", " << v.z() << ") "; return dbg; } Vector3D_SSE::Vector3D_SSE(const Vector4D_SSE &v) { m_xyzw = _mm_mul_ps(v.m_xyzw, _mm_set_ps(0.0f, 1.0f, 1.0f, 1.0f)); } #if defined(__AVX2__) && defined(QT_COMPILER_SUPPORTS_AVX2) Vector3D_SSE Vector3D_SSE::unproject(const Matrix4x4_AVX2 &modelView, const Matrix4x4_AVX2 &projection, const QRect &viewport) const { const Matrix4x4_AVX2 inverse = (projection * modelView).inverted(); Vector4D_SSE tmp(*this, 1.0f); tmp.setX((tmp.x() - float(viewport.x())) / float(viewport.width())); tmp.setY((tmp.y() - float(viewport.y())) / float(viewport.height())); tmp = tmp * 2.0f - Vector4D_SSE(1.0f, 1.0f, 1.0f, 1.0f); Vector4D_SSE obj = inverse * tmp; if (qFuzzyIsNull(obj.w())) obj.setW(1.0f); obj /= obj.w(); return Vector3D_SSE(obj); } Vector3D_SSE Vector3D_SSE::project(const Matrix4x4_AVX2 &modelView, const Matrix4x4_AVX2 &projection, const QRect &viewport) const { Vector4D_SSE tmp(*this, 1.0f); tmp = projection * modelView * tmp; if (qFuzzyIsNull(tmp.w())) tmp.setW(1.0f); tmp /= tmp.w(); tmp = tmp * 0.5f + Vector4D_SSE(0.5f, 0.5f, 0.5f, 0.5f); tmp.setX(tmp.x() * viewport.width() + viewport.x()); tmp.setY(tmp.y() * viewport.height() + viewport.y()); return Vector3D_SSE(tmp); } #else Vector3D_SSE Vector3D_SSE::unproject(const Matrix4x4_SSE &modelView, const Matrix4x4_SSE &projection, const QRect &viewport) const { const Matrix4x4_SSE inverse = (projection * modelView).inverted(); Vector4D_SSE tmp(*this, 1.0f); tmp.setX((tmp.x() - float(viewport.x())) / float(viewport.width())); tmp.setY((tmp.y() - float(viewport.y())) / float(viewport.height())); tmp = tmp * 2.0f - Vector4D_SSE(1.0f, 1.0f, 1.0f, 1.0f); Vector4D_SSE obj = inverse * tmp; if (qFuzzyIsNull(obj.w())) obj.setW(1.0f); obj /= obj.w(); return Vector3D_SSE(obj); } Vector3D_SSE Vector3D_SSE::project(const Matrix4x4_SSE &modelView, const Matrix4x4_SSE &projection, const QRect &viewport) const { Vector4D_SSE tmp(*this, 1.0f); tmp = projection * modelView * tmp; if (qFuzzyIsNull(tmp.w())) tmp.setW(1.0f); tmp /= tmp.w(); tmp = tmp * 0.5f + Vector4D_SSE(0.5f, 0.5f, 0.5f, 0.5f); tmp.setX(tmp.x() * viewport.width() + viewport.x()); tmp.setY(tmp.y() * viewport.height() + viewport.y()); return Vector3D_SSE(tmp); } #endif } // Qt3DCore QT_END_NAMESPACE #endif // QT_COMPILER_SUPPORTS_SSE2