205 lines
6.1 KiB
C++
205 lines
6.1 KiB
C++
/*
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** Polygon Doom software renderer
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** Copyright (c) 2016 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 <stddef.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "v_video.h"
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#include "doomstat.h"
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#include "st_stuff.h"
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#include "g_game.h"
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#include "g_level.h"
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#include "r_data/r_translate.h"
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "r_utility.h"
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#include "tri_matrix.h"
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#include "polyrenderer/drawers/poly_triangle.h"
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#include "swrenderer/drawers/r_draw_rgba.h"
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#include "swrenderer/viewport/r_viewport.h"
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TriMatrix TriMatrix::null()
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{
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TriMatrix 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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TriMatrix TriMatrix::identity()
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{
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TriMatrix 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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TriMatrix TriMatrix::translate(float x, float y, float z)
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{
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TriMatrix 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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TriMatrix TriMatrix::scale(float x, float y, float z)
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{
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TriMatrix 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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TriMatrix TriMatrix::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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TriMatrix 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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TriMatrix TriMatrix::swapYZ()
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{
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TriMatrix 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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TriMatrix TriMatrix::perspective(float fovy, float aspect, float z_near, float z_far)
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{
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float f = (float)(1.0 / tan(fovy * M_PI / 360.0));
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TriMatrix 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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return m;
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}
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TriMatrix TriMatrix::frustum(float left, float right, float bottom, float top, float near, float far)
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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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TriMatrix 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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return m;
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}
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#if 0
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TriMatrix TriMatrix::worldToView(const FRenderViewpoint &viewpoint)
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{
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TriMatrix m = null();
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m.matrix[0 + 0 * 4] = (float)viewpoint.Sin;
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m.matrix[0 + 1 * 4] = (float)-viewpoint.Cos;
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m.matrix[1 + 2 * 4] = 1.0f;
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m.matrix[2 + 0 * 4] = (float)-viewpoint.Cos;
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m.matrix[2 + 1 * 4] = (float)-viewpoint.Sin;
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m.matrix[3 + 3 * 4] = 1.0f;
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return m * translate((float)-viewpoint.Pos.X, (float)-viewpoint.Pos.Y, (float)-viewpoint.Pos.Z);
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}
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TriMatrix TriMatrix::viewToClip(double focalTangent, double centerY, double invZtoScale)
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{
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float near = 5.0f;
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float far = 65536.0f;
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float width = (float)(focalTangent * near);
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float top = (float)(centerY / invZtoScale * near);
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float bottom = (float)(top - viewheight / invZtoScale * near);
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return frustum(-width, width, bottom, top, near, far);
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}
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#endif
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TriMatrix TriMatrix::operator*(const TriMatrix &mult) const
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{
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TriMatrix 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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TriVertex TriMatrix::operator*(TriVertex v) const
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{
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#ifdef NO_SSE
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float vx = 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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float vy = 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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float vz = 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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float vw = 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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TriVertex sv;
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sv.x = vx;
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sv.y = vy;
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sv.z = vz;
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sv.w = vw;
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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);
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__m128 mv = _mm_loadu_ps(&v.x);
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m0 = _mm_mul_ps(m0, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(0, 0, 0, 0)));
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m1 = _mm_mul_ps(m1, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(1, 1, 1, 1)));
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m2 = _mm_mul_ps(m2, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(2, 2, 2, 2)));
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m3 = _mm_mul_ps(m3, _mm_shuffle_ps(mv, mv, _MM_SHUFFLE(3, 3, 3, 3)));
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mv = _mm_add_ps(_mm_add_ps(_mm_add_ps(m0, m1), m2), m3);
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TriVertex sv;
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_mm_storeu_ps(&sv.x, mv);
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#endif
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sv.u = v.u;
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sv.v = v.v;
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return sv;
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}
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