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Video core: Add utility class for vector operations.
Video core: Add utility class for vector operations.
I wrote most of this for ppsspp, so I hold full copyright over it. In addition to the original release in ppsspp, this provides functionality to easily extend e.g. two-dimensional vectors to three-dimensional vectors.pull/15/merge
4 changed files with 582 additions and 1 deletions
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3src/video_core/CMakeLists.txt
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578src/video_core/math.h
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1src/video_core/video_core.vcxproj
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1src/video_core/video_core.vcxproj.filters
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// Licensed under GPLv2 |
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// Refer to the license.txt file included. |
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// Copyright 2014 Tony Wasserka |
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// All rights reserved. |
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// |
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// Redistribution and use in source and binary forms, with or without |
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// modification, are permitted provided that the following conditions are met: |
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// |
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// * Redistributions of source code must retain the above copyright |
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// notice, this list of conditions and the following disclaimer. |
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// * Redistributions in binary form must reproduce the above copyright |
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// notice, this list of conditions and the following disclaimer in the |
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// documentation and/or other materials provided with the distribution. |
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// * Neither the name of the owner nor the names of its contributors may |
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// be used to endorse or promote products derived from this software |
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// without specific prior written permission. |
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// |
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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#pragma once |
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#include <cmath> |
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namespace Math { |
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template<typename T> class Vec2; |
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template<typename T> class Vec3; |
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template<typename T> class Vec4; |
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template<typename T> |
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class Vec2 { |
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public: |
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struct { |
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T x,y; |
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}; |
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T* AsArray() { return &x; } |
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Vec2() = default; |
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Vec2(const T a[2]) : x(a[0]), y(a[1]) {} |
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Vec2(const T& _x, const T& _y) : x(_x), y(_y) {} |
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template<typename T2> |
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Vec2<T2> Cast() const { |
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return Vec2<T2>((T2)x, (T2)y); |
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} |
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|
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static Vec2 AssignToAll(const T& f) |
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{ |
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return Vec2<T>(f, f); |
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} |
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|
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void Write(T a[2]) |
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{ |
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a[0] = x; a[1] = y; |
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} |
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|
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Vec2 operator +(const Vec2& other) const |
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{ |
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return Vec2(x+other.x, y+other.y); |
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} |
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void operator += (const Vec2 &other) |
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{ |
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x+=other.x; y+=other.y; |
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} |
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Vec2 operator -(const Vec2& other) const |
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{ |
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return Vec2(x-other.x, y-other.y); |
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} |
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void operator -= (const Vec2& other) |
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{ |
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x-=other.x; y-=other.y; |
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} |
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Vec2 operator -() const |
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{ |
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return Vec2(-x,-y); |
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} |
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Vec2 operator * (const Vec2& other) const |
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{ |
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return Vec2(x*other.x, y*other.y); |
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} |
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template<typename V> |
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Vec2 operator * (const V& f) const |
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{ |
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return Vec2(x*f,y*f); |
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} |
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template<typename V> |
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void operator *= (const V& f) |
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{ |
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x*=f; y*=f; |
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} |
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template<typename V> |
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Vec2 operator / (const V& f) const |
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{ |
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return Vec2(x/f,y/f); |
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} |
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template<typename V> |
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void operator /= (const V& f) |
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{ |
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*this = *this / f; |
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} |
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T Length2() const |
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{ |
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return x*x + y*y; |
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} |
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// Only implemented for T=float |
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float Length() const; |
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void SetLength(const float l); |
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Vec2 WithLength(const float l) const; |
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float Distance2To(Vec2 &other); |
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Vec2 Normalized() const; |
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float Normalize(); // returns the previous length, which is often useful |
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|
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T& operator [] (int i) //allow vector[1] = 3 (vector.y=3) |
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{ |
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return *((&x) + i); |
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} |
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T operator [] (const int i) const |
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{ |
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return *((&x) + i); |
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} |
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void SetZero() |
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{ |
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x=0; y=0; |
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} |
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// Common aliases: UV (texel coordinates), ST (texture coordinates) |
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T& u() { return x; } |
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T& v() { return y; } |
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T& s() { return x; } |
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T& t() { return y; } |
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const T& u() const { return x; } |
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const T& v() const { return y; } |
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const T& s() const { return x; } |
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const T& t() const { return y; } |
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// swizzlers - create a subvector of specific components |
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Vec2 yx() const { return Vec2(y, x); } |
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Vec2 vu() const { return Vec2(y, x); } |
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Vec2 ts() const { return Vec2(y, x); } |
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// Inserters to add new elements to effectively create larger vectors containing this Vec2 |
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Vec3<T> InsertBeforeX(const T& value) { |
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return Vec3<T>(value, x, y); |
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} |
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Vec3<T> InsertBeforeY(const T& value) { |
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return Vec3<T>(x, value, y); |
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} |
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Vec3<T> Append(const T& value) { |
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return Vec3<T>(x, y, value); |
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} |
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}; |
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template<typename T, typename V> |
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Vec2<T> operator * (const V& f, const Vec2<T>& vec) |
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{ |
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return Vec2<T>(f*vec.x,f*vec.y); |
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} |
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typedef Vec2<float> Vec2f; |
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template<typename T> |
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class Vec3 |
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{ |
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public: |
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struct |
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{ |
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T x,y,z; |
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}; |
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T* AsArray() { return &x; } |
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Vec3() = default; |
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Vec3(const T a[3]) : x(a[0]), y(a[1]), z(a[2]) {} |
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Vec3(const T& _x, const T& _y, const T& _z) : x(_x), y(_y), z(_z) {} |
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template<typename T2> |
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Vec3<T2> Cast() const { |
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return Vec3<T2>((T2)x, (T2)y, (T2)z); |
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} |
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// Only implemented for T=int and T=float |
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static Vec3 FromRGB(unsigned int rgb); |
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unsigned int ToRGB() const; // alpha bits set to zero |
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static Vec3 AssignToAll(const T& f) |
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{ |
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return Vec3<T>(f, f, f); |
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} |
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void Write(T a[3]) |
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{ |
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a[0] = x; a[1] = y; a[2] = z; |
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} |
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Vec3 operator +(const Vec3 &other) const |
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{ |
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return Vec3(x+other.x, y+other.y, z+other.z); |
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} |
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void operator += (const Vec3 &other) |
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{ |
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x+=other.x; y+=other.y; z+=other.z; |
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} |
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Vec3 operator -(const Vec3 &other) const |
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{ |
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return Vec3(x-other.x, y-other.y, z-other.z); |
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} |
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void operator -= (const Vec3 &other) |
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{ |
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x-=other.x; y-=other.y; z-=other.z; |
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} |
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Vec3 operator -() const |
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{ |
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return Vec3(-x,-y,-z); |
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} |
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Vec3 operator * (const Vec3 &other) const |
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{ |
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return Vec3(x*other.x, y*other.y, z*other.z); |
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} |
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template<typename V> |
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Vec3 operator * (const V& f) const |
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{ |
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return Vec3(x*f,y*f,z*f); |
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} |
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template<typename V> |
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void operator *= (const V& f) |
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{ |
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x*=f; y*=f; z*=f; |
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} |
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template<typename V> |
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Vec3 operator / (const V& f) const |
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{ |
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return Vec3(x/f,y/f,z/f); |
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} |
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template<typename V> |
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void operator /= (const V& f) |
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{ |
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*this = *this / f; |
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} |
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T Length2() const |
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{ |
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return x*x + y*y + z*z; |
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} |
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// Only implemented for T=float |
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float Length() const; |
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void SetLength(const float l); |
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Vec3 WithLength(const float l) const; |
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float Distance2To(Vec3 &other); |
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Vec3 Normalized() const; |
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float Normalize(); // returns the previous length, which is often useful |
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|
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T& operator [] (int i) //allow vector[2] = 3 (vector.z=3) |
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{ |
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return *((&x) + i); |
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} |
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T operator [] (const int i) const |
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{ |
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return *((&x) + i); |
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} |
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|
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void SetZero() |
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{ |
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x=0; y=0; z=0; |
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} |
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|
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// Common aliases: UVW (texel coordinates), RGB (colors), STQ (texture coordinates) |
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T& u() { return x; } |
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T& v() { return y; } |
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T& w() { return z; } |
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|
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T& r() { return x; } |
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T& g() { return y; } |
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T& b() { return z; } |
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T& s() { return x; } |
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T& t() { return y; } |
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T& q() { return z; } |
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const T& u() const { return x; } |
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const T& v() const { return y; } |
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const T& w() const { return z; } |
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const T& r() const { return x; } |
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const T& g() const { return y; } |
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const T& b() const { return z; } |
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const T& s() const { return x; } |
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const T& t() const { return y; } |
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const T& q() const { return z; } |
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|
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// swizzlers - create a subvector of specific components |
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// e.g. Vec2 uv() { return Vec2(x,y); } |
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// _DEFINE_SWIZZLER2 defines a single such function, DEFINE_SWIZZLER2 defines all of them for all component names (x<->r) and permutations (xy<->yx) |
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#define _DEFINE_SWIZZLER2(a, b, name) Vec2<T> name() const { return Vec2<T>(a, b); } |
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#define DEFINE_SWIZZLER2(a, b, a2, b2, a3, b3, a4, b4) \ |
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_DEFINE_SWIZZLER2(a, b, a##b); \ |
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_DEFINE_SWIZZLER2(a, b, a2##b2); \ |
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_DEFINE_SWIZZLER2(a, b, a3##b3); \ |
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_DEFINE_SWIZZLER2(a, b, a4##b4); \ |
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_DEFINE_SWIZZLER2(b, a, b##a); \ |
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_DEFINE_SWIZZLER2(b, a, b2##a2); \ |
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_DEFINE_SWIZZLER2(b, a, b3##a3); \ |
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_DEFINE_SWIZZLER2(b, a, b4##a4); |
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DEFINE_SWIZZLER2(x, y, r, g, u, v, s, t); |
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DEFINE_SWIZZLER2(x, z, r, b, u, w, s, q); |
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DEFINE_SWIZZLER2(y, z, g, b, v, w, t, q); |
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#undef DEFINE_SWIZZLER2 |
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#undef _DEFINE_SWIZZLER2 |
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// Inserters to add new elements to effectively create larger vectors containing this Vec2 |
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Vec4<T> InsertBeforeX(const T& value) { |
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return Vec4<T>(value, x, y, z); |
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} |
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Vec4<T> InsertBeforeY(const T& value) { |
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return Vec4<T>(x, value, y, z); |
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} |
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Vec4<T> InsertBeforeZ(const T& value) { |
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return Vec4<T>(x, y, value, z); |
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} |
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Vec4<T> Append(const T& value) { |
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return Vec4<T>(x, y, z, value); |
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} |
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}; |
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template<typename T, typename V> |
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Vec3<T> operator * (const V& f, const Vec3<T>& vec) |
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{ |
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return Vec3<T>(f*vec.x,f*vec.y,f*vec.z); |
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} |
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typedef Vec3<float> Vec3f; |
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template<typename T> |
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class Vec4 |
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{ |
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public: |
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struct |
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{ |
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T x,y,z,w; |
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}; |
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T* AsArray() { return &x; } |
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Vec4() = default; |
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Vec4(const T a[4]) : x(a[0]), y(a[1]), z(a[2]), w(a[3]) {} |
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Vec4(const T& _x, const T& _y, const T& _z, const T& _w) : x(_x), y(_y), z(_z), w(_w) {} |
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template<typename T2> |
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Vec4<T2> Cast() const { |
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return Vec4<T2>((T2)x, (T2)y, (T2)z, (T2)w); |
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} |
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// Only implemented for T=int and T=float |
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static Vec4 FromRGBA(unsigned int rgba); |
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unsigned int ToRGBA() const; |
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static Vec4 AssignToAll(const T& f) { |
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return Vec4<T>(f, f, f, f); |
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} |
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void Write(T a[4]) |
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{ |
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a[0] = x; a[1] = y; a[2] = z; a[3] = w; |
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} |
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Vec4 operator +(const Vec4& other) const |
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{ |
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return Vec4(x+other.x, y+other.y, z+other.z, w+other.w); |
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} |
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void operator += (const Vec4& other) |
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{ |
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x+=other.x; y+=other.y; z+=other.z; w+=other.w; |
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} |
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Vec4 operator -(const Vec4 &other) const |
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{ |
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return Vec4(x-other.x, y-other.y, z-other.z, w-other.w); |
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} |
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void operator -= (const Vec4 &other) |
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{ |
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x-=other.x; y-=other.y; z-=other.z; w-=other.w; |
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} |
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Vec4 operator -() const |
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{ |
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return Vec4(-x,-y,-z,-w); |
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} |
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Vec4 operator * (const Vec4 &other) const |
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{ |
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return Vec4(x*other.x, y*other.y, z*other.z, w*other.w); |
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} |
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template<typename V> |
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Vec4 operator * (const V& f) const |
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{ |
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return Vec4(x*f,y*f,z*f,w*f); |
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} |
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template<typename V> |
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void operator *= (const V& f) |
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{ |
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x*=f; y*=f; z*=f; w*=f; |
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} |
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template<typename V> |
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Vec4 operator / (const V& f) const |
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{ |
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return Vec4(x/f,y/f,z/f,w/f); |
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} |
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template<typename V> |
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void operator /= (const V& f) |
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{ |
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*this = *this / f; |
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} |
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|
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T Length2() const |
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{ |
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return x*x + y*y + z*z + w*w; |
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} |
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|
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// Only implemented for T=float |
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float Length() const; |
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void SetLength(const float l); |
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Vec4 WithLength(const float l) const; |
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float Distance2To(Vec4 &other); |
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Vec4 Normalized() const; |
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float Normalize(); // returns the previous length, which is often useful |
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|
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T& operator [] (int i) //allow vector[2] = 3 (vector.z=3) |
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{ |
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return *((&x) + i); |
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} |
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T operator [] (const int i) const |
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{ |
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return *((&x) + i); |
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} |
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|
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void SetZero() |
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{ |
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x=0; y=0; z=0; |
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} |
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|
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// Common alias: RGBA (colors) |
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T& r() { return x; } |
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T& g() { return y; } |
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T& b() { return z; } |
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T& a() { return w; } |
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|
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const T& r() const { return x; } |
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const T& g() const { return y; } |
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const T& b() const { return z; } |
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const T& a() const { return w; } |
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|
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// swizzlers - create a subvector of specific components |
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// e.g. Vec2 uv() { return Vec2(x,y); } |
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// _DEFINE_SWIZZLER2 defines a single such function, DEFINE_SWIZZLER2 defines all of them for all component names (x<->r) and permutations (xy<->yx) |
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#define _DEFINE_SWIZZLER2(a, b, name) Vec2<T> name() const { return Vec2<T>(a, b); } |
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#define DEFINE_SWIZZLER2(a, b, a2, b2) \ |
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_DEFINE_SWIZZLER2(a, b, a##b); \ |
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_DEFINE_SWIZZLER2(a, b, a2##b2); \ |
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_DEFINE_SWIZZLER2(b, a, b##a); \ |
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_DEFINE_SWIZZLER2(b, a, b2##a2); |
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|
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DEFINE_SWIZZLER2(x, y, r, g); |
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DEFINE_SWIZZLER2(x, z, r, b); |
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DEFINE_SWIZZLER2(x, w, r, a); |
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DEFINE_SWIZZLER2(y, z, g, b); |
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DEFINE_SWIZZLER2(y, w, g, a); |
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DEFINE_SWIZZLER2(z, w, b, a); |
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#undef DEFINE_SWIZZLER2 |
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#undef _DEFINE_SWIZZLER2 |
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|
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#define _DEFINE_SWIZZLER3(a, b, c, name) Vec3<T> name() const { return Vec3<T>(a, b, c); } |
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#define DEFINE_SWIZZLER3(a, b, c, a2, b2, c2) \ |
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_DEFINE_SWIZZLER3(a, b, c, a##b##c); \ |
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_DEFINE_SWIZZLER3(a, c, b, a##c##b); \ |
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_DEFINE_SWIZZLER3(b, a, c, b##a##c); \ |
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_DEFINE_SWIZZLER3(b, c, a, b##c##a); \ |
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_DEFINE_SWIZZLER3(c, a, b, c##a##b); \ |
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_DEFINE_SWIZZLER3(c, b, a, c##b##a); \ |
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_DEFINE_SWIZZLER3(a, b, c, a2##b2##c2); \ |
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_DEFINE_SWIZZLER3(a, c, b, a2##c2##b2); \ |
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_DEFINE_SWIZZLER3(b, a, c, b2##a2##c2); \ |
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_DEFINE_SWIZZLER3(b, c, a, b2##c2##a2); \ |
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_DEFINE_SWIZZLER3(c, a, b, c2##a2##b2); \ |
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_DEFINE_SWIZZLER3(c, b, a, c2##b2##a2); |
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|
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DEFINE_SWIZZLER3(x, y, z, r, g, b); |
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DEFINE_SWIZZLER3(x, y, w, r, g, a); |
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DEFINE_SWIZZLER3(x, z, w, r, b, a); |
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DEFINE_SWIZZLER3(y, z, w, g, b, a); |
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#undef DEFINE_SWIZZLER3 |
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#undef _DEFINE_SWIZZLER3 |
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}; |
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|
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|
|||
template<typename T, typename V> |
|||
Vec4<T> operator * (const V& f, const Vec4<T>& vec) |
|||
{ |
|||
return Vec4<T>(f*vec.x,f*vec.y,f*vec.z,f*vec.w); |
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} |
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|
|||
typedef Vec4<float> Vec4f; |
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|
|||
|
|||
template<typename T> |
|||
static inline T Dot(const Vec2<T>& a, const Vec2<T>& b) |
|||
{ |
|||
return a.x*b.x + a.y*b.y; |
|||
} |
|||
|
|||
template<typename T> |
|||
static inline T Dot(const Vec3<T>& a, const Vec3<T>& b) |
|||
{ |
|||
return a.x*b.x + a.y*b.y + a.z*b.z; |
|||
} |
|||
|
|||
template<typename T> |
|||
static inline T Dot(const Vec4<T>& a, const Vec4<T>& b) |
|||
{ |
|||
return a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w; |
|||
} |
|||
|
|||
template<typename T> |
|||
static inline Vec3<T> Cross(const Vec3<T>& a, const Vec3<T>& b) |
|||
{ |
|||
return Vec3<T>(a.y*b.z-a.z*b.y, a.z*b.x-a.x*b.z, a.x*b.y-a.y*b.x); |
|||
} |
|||
|
|||
// linear interpolation via float: 0.0=begin, 1.0=end |
|||
template<typename X> |
|||
static inline X Lerp(const X& begin, const X& end, const float t) |
|||
{ |
|||
return begin*(1.f-t) + end*t; |
|||
} |
|||
|
|||
// linear interpolation via int: 0=begin, base=end |
|||
template<typename X, int base> |
|||
static inline X LerpInt(const X& begin, const X& end, const int t) |
|||
{ |
|||
return (begin*(base-t) + end*t) / base; |
|||
} |
|||
|
|||
// Utility vector factories |
|||
template<typename T> |
|||
static inline Vec2<T> MakeVec2(const T& x, const T& y) |
|||
{ |
|||
return Vec2<T>{x, y}; |
|||
} |
|||
|
|||
template<typename T> |
|||
static inline Vec3<T> MakeVec3(const T& x, const T& y, const T& z) |
|||
{ |
|||
return Vec3<T>{x, y, z}; |
|||
} |
|||
|
|||
template<typename T> |
|||
static inline Vec4<T> MakeVec4(const T& x, const T& y, const T& z, const T& w) |
|||
{ |
|||
return Vec4<T>{x, y, z, w}; |
|||
} |
|||
|
|||
} // namespace |
|||
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