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author | archshift <gh@archshift.com> | 2015-05-31 18:55:29 +0200 |
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committer | archshift <gh@archshift.com> | 2015-05-31 18:55:29 +0200 |
commit | 0414ad20cb82ef0565d08c4102b64ccbc89d5012 (patch) | |
tree | 3ec018dd373582c3f460ae0441f600ba5c445e48 /src/common | |
parent | Merge pull request #832 from yuriks/refresh-rate-option (diff) | |
parent | Move video_core/color.h to common/color.h (diff) | |
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Diffstat (limited to 'src/common')
-rw-r--r-- | src/common/CMakeLists.txt | 2 | ||||
-rw-r--r-- | src/common/color.h | 214 | ||||
-rw-r--r-- | src/common/vector_math.h | 640 |
3 files changed, 856 insertions, 0 deletions
diff --git a/src/common/CMakeLists.txt b/src/common/CMakeLists.txt index dbaaac77b..e78f4f144 100644 --- a/src/common/CMakeLists.txt +++ b/src/common/CMakeLists.txt @@ -24,6 +24,7 @@ set(HEADERS bit_field.h break_points.h chunk_file.h + color.h common_funcs.h common_paths.h common_types.h @@ -54,6 +55,7 @@ set(HEADERS thread_queue_list.h thunk.h timer.h + vector_math.h ) create_directory_groups(${SRCS} ${HEADERS}) diff --git a/src/common/color.h b/src/common/color.h new file mode 100644 index 000000000..422fdc8af --- /dev/null +++ b/src/common/color.h @@ -0,0 +1,214 @@ +// Copyright 2014 Citra Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#pragma once + +#include "common/common_types.h" +#include "common/swap.h" +#include "common/vector_math.h" + +namespace Color { + +/// Convert a 1-bit color component to 8 bit +inline u8 Convert1To8(u8 value) { + return value * 255; +} + +/// Convert a 4-bit color component to 8 bit +inline u8 Convert4To8(u8 value) { + return (value << 4) | value; +} + +/// Convert a 5-bit color component to 8 bit +inline u8 Convert5To8(u8 value) { + return (value << 3) | (value >> 2); +} + +/// Convert a 6-bit color component to 8 bit +inline u8 Convert6To8(u8 value) { + return (value << 2) | (value >> 4); +} + +/// Convert a 8-bit color component to 1 bit +inline u8 Convert8To1(u8 value) { + return value >> 7; +} + +/// Convert a 8-bit color component to 4 bit +inline u8 Convert8To4(u8 value) { + return value >> 4; +} + +/// Convert a 8-bit color component to 5 bit +inline u8 Convert8To5(u8 value) { + return value >> 3; +} + +/// Convert a 8-bit color component to 6 bit +inline u8 Convert8To6(u8 value) { + return value >> 2; +} + +/** + * Decode a color stored in RGBA8 format + * @param bytes Pointer to encoded source color + * @return Result color decoded as Math::Vec4<u8> + */ +inline const Math::Vec4<u8> DecodeRGBA8(const u8* bytes) { + return { bytes[3], bytes[2], bytes[1], bytes[0] }; +} + +/** + * Decode a color stored in RGB8 format + * @param bytes Pointer to encoded source color + * @return Result color decoded as Math::Vec4<u8> + */ +inline const Math::Vec4<u8> DecodeRGB8(const u8* bytes) { + return { bytes[2], bytes[1], bytes[0], 255 }; +} + +/** + * Decode a color stored in RGB565 format + * @param bytes Pointer to encoded source color + * @return Result color decoded as Math::Vec4<u8> + */ +inline const Math::Vec4<u8> DecodeRGB565(const u8* bytes) { + const u16_le pixel = *reinterpret_cast<const u16_le*>(bytes); + return { Convert5To8((pixel >> 11) & 0x1F), Convert6To8((pixel >> 5) & 0x3F), + Convert5To8(pixel & 0x1F), 255 }; +} + +/** + * Decode a color stored in RGB5A1 format + * @param bytes Pointer to encoded source color + * @return Result color decoded as Math::Vec4<u8> + */ +inline const Math::Vec4<u8> DecodeRGB5A1(const u8* bytes) { + const u16_le pixel = *reinterpret_cast<const u16_le*>(bytes); + return { Convert5To8((pixel >> 11) & 0x1F), Convert5To8((pixel >> 6) & 0x1F), + Convert5To8((pixel >> 1) & 0x1F), Convert1To8(pixel & 0x1) }; +} + +/** + * Decode a color stored in RGBA4 format + * @param bytes Pointer to encoded source color + * @return Result color decoded as Math::Vec4<u8> + */ +inline const Math::Vec4<u8> DecodeRGBA4(const u8* bytes) { + const u16_le pixel = *reinterpret_cast<const u16_le*>(bytes); + return { Convert4To8((pixel >> 12) & 0xF), Convert4To8((pixel >> 8) & 0xF), + Convert4To8((pixel >> 4) & 0xF), Convert4To8(pixel & 0xF) }; +} + +/** + * Decode a depth value stored in D16 format + * @param bytes Pointer to encoded source value + * @return Depth value as an u32 + */ +inline u32 DecodeD16(const u8* bytes) { + return *reinterpret_cast<const u16_le*>(bytes); +} + +/** + * Decode a depth value stored in D24 format + * @param bytes Pointer to encoded source value + * @return Depth value as an u32 + */ +inline u32 DecodeD24(const u8* bytes) { + return (bytes[2] << 16) | (bytes[1] << 8) | bytes[0]; +} + +/** + * Decode a depth value and a stencil value stored in D24S8 format + * @param bytes Pointer to encoded source values + * @return Resulting values stored as a Math::Vec2 + */ +inline const Math::Vec2<u32> DecodeD24S8(const u8* bytes) { + return { static_cast<u32>((bytes[2] << 16) | (bytes[1] << 8) | bytes[0]), bytes[3] }; +} + +/** + * Encode a color as RGBA8 format + * @param color Source color to encode + * @param bytes Destination pointer to store encoded color + */ +inline void EncodeRGBA8(const Math::Vec4<u8>& color, u8* bytes) { + bytes[3] = color.r(); + bytes[2] = color.g(); + bytes[1] = color.b(); + bytes[0] = color.a(); +} + +/** + * Encode a color as RGB8 format + * @param color Source color to encode + * @param bytes Destination pointer to store encoded color + */ +inline void EncodeRGB8(const Math::Vec4<u8>& color, u8* bytes) { + bytes[2] = color.r(); + bytes[1] = color.g(); + bytes[0] = color.b(); +} + +/** + * Encode a color as RGB565 format + * @param color Source color to encode + * @param bytes Destination pointer to store encoded color + */ +inline void EncodeRGB565(const Math::Vec4<u8>& color, u8* bytes) { + *reinterpret_cast<u16_le*>(bytes) = (Convert8To5(color.r()) << 11) | + (Convert8To6(color.g()) << 5) | Convert8To5(color.b()); +} + +/** + * Encode a color as RGB5A1 format + * @param color Source color to encode + * @param bytes Destination pointer to store encoded color + */ +inline void EncodeRGB5A1(const Math::Vec4<u8>& color, u8* bytes) { + *reinterpret_cast<u16_le*>(bytes) = (Convert8To5(color.r()) << 11) | + (Convert8To5(color.g()) << 6) | (Convert8To5(color.b()) << 1) | Convert8To1(color.a()); +} + +/** + * Encode a color as RGBA4 format + * @param color Source color to encode + * @param bytes Destination pointer to store encoded color + */ +inline void EncodeRGBA4(const Math::Vec4<u8>& color, u8* bytes) { + *reinterpret_cast<u16_le*>(bytes) = (Convert8To4(color.r()) << 12) | + (Convert8To4(color.g()) << 8) | (Convert8To4(color.b()) << 4) | Convert8To4(color.a()); +} + +/** + * Encode a 16 bit depth value as D16 format + * @param value 16 bit source depth value to encode + * @param bytes Pointer where to store the encoded value + */ +inline void EncodeD16(u32 value, u8* bytes) { + *reinterpret_cast<u16_le*>(bytes) = value & 0xFFFF; +} + +/** + * Encode a 24 bit depth value as D24 format + * @param value 24 bit source depth value to encode + * @param bytes Pointer where to store the encoded value + */ +inline void EncodeD24(u32 value, u8* bytes) { + bytes[0] = value & 0xFF; + bytes[1] = (value >> 8) & 0xFF; + bytes[2] = (value >> 16) & 0xFF; +} + +/** + * Encode a 24 bit depth and 8 bit stencil values as D24S8 format + * @param depth 24 bit source depth value to encode + * @param stencil 8 bit source stencil value to encode + * @param bytes Pointer where to store the encoded value + */ +inline void EncodeD24S8(u32 depth, u8 stencil, u8* bytes) { + *reinterpret_cast<u32_le*>(bytes) = (stencil << 24) | depth; +} + +} // namespace diff --git a/src/common/vector_math.h b/src/common/vector_math.h new file mode 100644 index 000000000..4928c9bf2 --- /dev/null +++ b/src/common/vector_math.h @@ -0,0 +1,640 @@ +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + + +// Copyright 2014 Tony Wasserka +// All rights reserved. +// +// Redistribution and use in source and binary forms, with or without +// modification, are permitted provided that the following conditions are met: +// +// * Redistributions of source code must retain the above copyright +// notice, this list of conditions and the following disclaimer. +// * Redistributions in binary form must reproduce the above copyright +// notice, this list of conditions and the following disclaimer in the +// documentation and/or other materials provided with the distribution. +// * Neither the name of the owner nor the names of its contributors may +// be used to endorse or promote products derived from this software +// without specific prior written permission. +// +// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + +#pragma once + +#include <cmath> + +namespace Math { + +template<typename T> class Vec2; +template<typename T> class Vec3; +template<typename T> class Vec4; + +template<typename T> +static inline Vec2<T> MakeVec(const T& x, const T& y); +template<typename T> +static inline Vec3<T> MakeVec(const T& x, const T& y, const T& z); +template<typename T> +static inline Vec4<T> MakeVec(const T& x, const T& y, const T& z, const T& w); + + +template<typename T> +class Vec2 { +public: + T x; + T y; + + T* AsArray() { return &x; } + + Vec2() = default; + Vec2(const T a[2]) : x(a[0]), y(a[1]) {} + Vec2(const T& _x, const T& _y) : x(_x), y(_y) {} + + template<typename T2> + Vec2<T2> Cast() const { + return Vec2<T2>((T2)x, (T2)y); + } + + static Vec2 AssignToAll(const T& f) + { + return Vec2<T>(f, f); + } + + void Write(T a[2]) + { + a[0] = x; a[1] = y; + } + + Vec2<decltype(T{}+T{})> operator +(const Vec2& other) const + { + return MakeVec(x+other.x, y+other.y); + } + void operator += (const Vec2 &other) + { + x+=other.x; y+=other.y; + } + Vec2<decltype(T{}-T{})> operator -(const Vec2& other) const + { + return MakeVec(x-other.x, y-other.y); + } + void operator -= (const Vec2& other) + { + x-=other.x; y-=other.y; + } + Vec2<decltype(-T{})> operator -() const + { + return MakeVec(-x,-y); + } + Vec2<decltype(T{}*T{})> operator * (const Vec2& other) const + { + return MakeVec(x*other.x, y*other.y); + } + template<typename V> + Vec2<decltype(T{}*V{})> operator * (const V& f) const + { + return MakeVec(x*f,y*f); + } + template<typename V> + void operator *= (const V& f) + { + x*=f; y*=f; + } + template<typename V> + Vec2<decltype(T{}/V{})> operator / (const V& f) const + { + return MakeVec(x/f,y/f); + } + template<typename V> + void operator /= (const V& f) + { + *this = *this / f; + } + + T Length2() const + { + return x*x + y*y; + } + + // Only implemented for T=float + float Length() const; + void SetLength(const float l); + Vec2 WithLength(const float l) const; + float Distance2To(Vec2 &other); + Vec2 Normalized() const; + float Normalize(); // returns the previous length, which is often useful + + T& operator [] (int i) //allow vector[1] = 3 (vector.y=3) + { + return *((&x) + i); + } + T operator [] (const int i) const + { + return *((&x) + i); + } + + void SetZero() + { + x=0; y=0; + } + + // Common aliases: UV (texel coordinates), ST (texture coordinates) + T& u() { return x; } + T& v() { return y; } + T& s() { return x; } + T& t() { return y; } + + const T& u() const { return x; } + const T& v() const { return y; } + const T& s() const { return x; } + const T& t() const { return y; } + + // swizzlers - create a subvector of specific components + const Vec2 yx() const { return Vec2(y, x); } + const Vec2 vu() const { return Vec2(y, x); } + const Vec2 ts() const { return Vec2(y, x); } +}; + +template<typename T, typename V> +Vec2<T> operator * (const V& f, const Vec2<T>& vec) +{ + return Vec2<T>(f*vec.x,f*vec.y); +} + +typedef Vec2<float> Vec2f; + +template<typename T> +class Vec3 +{ +public: + T x; + T y; + T z; + + T* AsArray() { return &x; } + + Vec3() = default; + Vec3(const T a[3]) : x(a[0]), y(a[1]), z(a[2]) {} + Vec3(const T& _x, const T& _y, const T& _z) : x(_x), y(_y), z(_z) {} + + template<typename T2> + Vec3<T2> Cast() const { + return MakeVec<T2>((T2)x, (T2)y, (T2)z); + } + + // Only implemented for T=int and T=float + static Vec3 FromRGB(unsigned int rgb); + unsigned int ToRGB() const; // alpha bits set to zero + + static Vec3 AssignToAll(const T& f) + { + return MakeVec(f, f, f); + } + + void Write(T a[3]) + { + a[0] = x; a[1] = y; a[2] = z; + } + + Vec3<decltype(T{}+T{})> operator +(const Vec3 &other) const + { + return MakeVec(x+other.x, y+other.y, z+other.z); + } + void operator += (const Vec3 &other) + { + x+=other.x; y+=other.y; z+=other.z; + } + Vec3<decltype(T{}-T{})> operator -(const Vec3 &other) const + { + return MakeVec(x-other.x, y-other.y, z-other.z); + } + void operator -= (const Vec3 &other) + { + x-=other.x; y-=other.y; z-=other.z; + } + Vec3<decltype(-T{})> operator -() const + { + return MakeVec(-x,-y,-z); + } + Vec3<decltype(T{}*T{})> operator * (const Vec3 &other) const + { + return MakeVec(x*other.x, y*other.y, z*other.z); + } + template<typename V> + Vec3<decltype(T{}*V{})> operator * (const V& f) const + { + return MakeVec(x*f,y*f,z*f); + } + template<typename V> + void operator *= (const V& f) + { + x*=f; y*=f; z*=f; + } + template<typename V> + Vec3<decltype(T{}/V{})> operator / (const V& f) const + { + return MakeVec(x/f,y/f,z/f); + } + template<typename V> + void operator /= (const V& f) + { + *this = *this / f; + } + + T Length2() const + { + return x*x + y*y + z*z; + } + + // Only implemented for T=float + float Length() const; + void SetLength(const float l); + Vec3 WithLength(const float l) const; + float Distance2To(Vec3 &other); + Vec3 Normalized() const; + float Normalize(); // returns the previous length, which is often useful + + T& operator [] (int i) //allow vector[2] = 3 (vector.z=3) + { + return *((&x) + i); + } + T operator [] (const int i) const + { + return *((&x) + i); + } + + void SetZero() + { + x=0; y=0; z=0; + } + + // Common aliases: UVW (texel coordinates), RGB (colors), STQ (texture coordinates) + T& u() { return x; } + T& v() { return y; } + T& w() { return z; } + + T& r() { return x; } + T& g() { return y; } + T& b() { return z; } + + T& s() { return x; } + T& t() { return y; } + T& q() { return z; } + + const T& u() const { return x; } + const T& v() const { return y; } + const T& w() const { return z; } + + const T& r() const { return x; } + const T& g() const { return y; } + const T& b() const { return z; } + + const T& s() const { return x; } + const T& t() const { return y; } + const T& q() const { return z; } + + // swizzlers - create a subvector of specific components + // e.g. Vec2 uv() { return Vec2(x,y); } + // _DEFINE_SWIZZLER2 defines a single such function, DEFINE_SWIZZLER2 defines all of them for all component names (x<->r) and permutations (xy<->yx) +#define _DEFINE_SWIZZLER2(a, b, name) const Vec2<T> name() const { return Vec2<T>(a, b); } +#define DEFINE_SWIZZLER2(a, b, a2, b2, a3, b3, a4, b4) \ + _DEFINE_SWIZZLER2(a, b, a##b); \ + _DEFINE_SWIZZLER2(a, b, a2##b2); \ + _DEFINE_SWIZZLER2(a, b, a3##b3); \ + _DEFINE_SWIZZLER2(a, b, a4##b4); \ + _DEFINE_SWIZZLER2(b, a, b##a); \ + _DEFINE_SWIZZLER2(b, a, b2##a2); \ + _DEFINE_SWIZZLER2(b, a, b3##a3); \ + _DEFINE_SWIZZLER2(b, a, b4##a4) + + DEFINE_SWIZZLER2(x, y, r, g, u, v, s, t); + DEFINE_SWIZZLER2(x, z, r, b, u, w, s, q); + DEFINE_SWIZZLER2(y, z, g, b, v, w, t, q); +#undef DEFINE_SWIZZLER2 +#undef _DEFINE_SWIZZLER2 +}; + +template<typename T, typename V> +Vec3<T> operator * (const V& f, const Vec3<T>& vec) +{ + return Vec3<T>(f*vec.x,f*vec.y,f*vec.z); +} + +template<> +inline float Vec3<float>::Length() const { + return std::sqrt(x * x + y * y + z * z); +} + +template<> +inline Vec3<float> Vec3<float>::Normalized() const { + return *this / Length(); +} + + +typedef Vec3<float> Vec3f; + +template<typename T> +class Vec4 +{ +public: + T x; + T y; + T z; + T w; + + T* AsArray() { return &x; } + + Vec4() = default; + Vec4(const T a[4]) : x(a[0]), y(a[1]), z(a[2]), w(a[3]) {} + Vec4(const T& _x, const T& _y, const T& _z, const T& _w) : x(_x), y(_y), z(_z), w(_w) {} + + template<typename T2> + Vec4<T2> Cast() const { + return Vec4<T2>((T2)x, (T2)y, (T2)z, (T2)w); + } + + // Only implemented for T=int and T=float + static Vec4 FromRGBA(unsigned int rgba); + unsigned int ToRGBA() const; + + static Vec4 AssignToAll(const T& f) { + return Vec4<T>(f, f, f, f); + } + + void Write(T a[4]) + { + a[0] = x; a[1] = y; a[2] = z; a[3] = w; + } + + Vec4<decltype(T{}+T{})> operator +(const Vec4& other) const + { + return MakeVec(x+other.x, y+other.y, z+other.z, w+other.w); + } + void operator += (const Vec4& other) + { + x+=other.x; y+=other.y; z+=other.z; w+=other.w; + } + Vec4<decltype(T{}-T{})> operator -(const Vec4 &other) const + { + return MakeVec(x-other.x, y-other.y, z-other.z, w-other.w); + } + void operator -= (const Vec4 &other) + { + x-=other.x; y-=other.y; z-=other.z; w-=other.w; + } + Vec4<decltype(-T{})> operator -() const + { + return MakeVec(-x,-y,-z,-w); + } + Vec4<decltype(T{}*T{})> operator * (const Vec4 &other) const + { + return MakeVec(x*other.x, y*other.y, z*other.z, w*other.w); + } + template<typename V> + Vec4<decltype(T{}*V{})> operator * (const V& f) const + { + return MakeVec(x*f,y*f,z*f,w*f); + } + template<typename V> + void operator *= (const V& f) + { + x*=f; y*=f; z*=f; w*=f; + } + template<typename V> + Vec4<decltype(T{}/V{})> operator / (const V& f) const + { + return MakeVec(x/f,y/f,z/f,w/f); + } + template<typename V> + void operator /= (const V& f) + { + *this = *this / f; + } + + T Length2() const + { + return x*x + y*y + z*z + w*w; + } + + // Only implemented for T=float + float Length() const; + void SetLength(const float l); + Vec4 WithLength(const float l) const; + float Distance2To(Vec4 &other); + Vec4 Normalized() const; + float Normalize(); // returns the previous length, which is often useful + + T& operator [] (int i) //allow vector[2] = 3 (vector.z=3) + { + return *((&x) + i); + } + T operator [] (const int i) const + { + return *((&x) + i); + } + + void SetZero() + { + x=0; y=0; z=0; + } + + // Common alias: RGBA (colors) + T& r() { return x; } + T& g() { return y; } + T& b() { return z; } + T& a() { return w; } + + const T& r() const { return x; } + const T& g() const { return y; } + const T& b() const { return z; } + const T& a() const { return w; } + + // Swizzlers - Create a subvector of specific components + // e.g. Vec2 uv() { return Vec2(x,y); } + + // _DEFINE_SWIZZLER2 defines a single such function + // DEFINE_SWIZZLER2_COMP1 defines one-component functions for all component names (x<->r) + // DEFINE_SWIZZLER2_COMP2 defines two component functions for all component names (x<->r) and permutations (xy<->yx) +#define _DEFINE_SWIZZLER2(a, b, name) const Vec2<T> name() const { return Vec2<T>(a, b); } +#define DEFINE_SWIZZLER2_COMP1(a, a2) \ + _DEFINE_SWIZZLER2(a, a, a##a); \ + _DEFINE_SWIZZLER2(a, a, a2##a2) +#define DEFINE_SWIZZLER2_COMP2(a, b, a2, b2) \ + _DEFINE_SWIZZLER2(a, b, a##b); \ + _DEFINE_SWIZZLER2(a, b, a2##b2); \ + _DEFINE_SWIZZLER2(b, a, b##a); \ + _DEFINE_SWIZZLER2(b, a, b2##a2) + + DEFINE_SWIZZLER2_COMP2(x, y, r, g); + DEFINE_SWIZZLER2_COMP2(x, z, r, b); + DEFINE_SWIZZLER2_COMP2(x, w, r, a); + DEFINE_SWIZZLER2_COMP2(y, z, g, b); + DEFINE_SWIZZLER2_COMP2(y, w, g, a); + DEFINE_SWIZZLER2_COMP2(z, w, b, a); + DEFINE_SWIZZLER2_COMP1(x, r); + DEFINE_SWIZZLER2_COMP1(y, g); + DEFINE_SWIZZLER2_COMP1(z, b); + DEFINE_SWIZZLER2_COMP1(w, a); +#undef DEFINE_SWIZZLER2_COMP1 +#undef DEFINE_SWIZZLER2_COMP2 +#undef _DEFINE_SWIZZLER2 + +#define _DEFINE_SWIZZLER3(a, b, c, name) const Vec3<T> name() const { return Vec3<T>(a, b, c); } +#define DEFINE_SWIZZLER3_COMP1(a, a2) \ + _DEFINE_SWIZZLER3(a, a, a, a##a##a); \ + _DEFINE_SWIZZLER3(a, a, a, a2##a2##a2) +#define DEFINE_SWIZZLER3_COMP3(a, b, c, a2, b2, c2) \ + _DEFINE_SWIZZLER3(a, b, c, a##b##c); \ + _DEFINE_SWIZZLER3(a, c, b, a##c##b); \ + _DEFINE_SWIZZLER3(b, a, c, b##a##c); \ + _DEFINE_SWIZZLER3(b, c, a, b##c##a); \ + _DEFINE_SWIZZLER3(c, a, b, c##a##b); \ + _DEFINE_SWIZZLER3(c, b, a, c##b##a); \ + _DEFINE_SWIZZLER3(a, b, c, a2##b2##c2); \ + _DEFINE_SWIZZLER3(a, c, b, a2##c2##b2); \ + _DEFINE_SWIZZLER3(b, a, c, b2##a2##c2); \ + _DEFINE_SWIZZLER3(b, c, a, b2##c2##a2); \ + _DEFINE_SWIZZLER3(c, a, b, c2##a2##b2); \ + _DEFINE_SWIZZLER3(c, b, a, c2##b2##a2) + + DEFINE_SWIZZLER3_COMP3(x, y, z, r, g, b); + DEFINE_SWIZZLER3_COMP3(x, y, w, r, g, a); + DEFINE_SWIZZLER3_COMP3(x, z, w, r, b, a); + DEFINE_SWIZZLER3_COMP3(y, z, w, g, b, a); + DEFINE_SWIZZLER3_COMP1(x, r); + DEFINE_SWIZZLER3_COMP1(y, g); + DEFINE_SWIZZLER3_COMP1(z, b); + DEFINE_SWIZZLER3_COMP1(w, a); +#undef DEFINE_SWIZZLER3_COMP1 +#undef DEFINE_SWIZZLER3_COMP3 +#undef _DEFINE_SWIZZLER3 +}; + + +template<typename T, typename V> +Vec4<decltype(V{}*T{})> operator * (const V& f, const Vec4<T>& vec) +{ + return MakeVec(f*vec.x,f*vec.y,f*vec.z,f*vec.w); +} + +typedef Vec4<float> Vec4f; + + +template<typename T> +static inline decltype(T{}*T{}+T{}*T{}) Dot(const Vec2<T>& a, const Vec2<T>& b) +{ + return a.x*b.x + a.y*b.y; +} + +template<typename T> +static inline decltype(T{}*T{}+T{}*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 decltype(T{}*T{}+T{}*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<decltype(T{}*T{}-T{}*T{})> Cross(const Vec3<T>& a, const Vec3<T>& b) +{ + return MakeVec(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 decltype(X{}*float{}+X{}*float{}) 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 decltype((X{}*int{}+X{}*int{}) / base) 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> MakeVec(const T& x, const T& y) +{ + return Vec2<T>{x, y}; +} + +template<typename T> +static inline Vec3<T> MakeVec(const T& x, const T& y, const T& z) +{ + return Vec3<T>{x, y, z}; +} + +template<typename T> +static inline Vec4<T> MakeVec(const T& x, const T& y, const Vec2<T>& zw) +{ + return MakeVec(x, y, zw[0], zw[1]); +} + +template<typename T> +static inline Vec3<T> MakeVec(const Vec2<T>& xy, const T& z) +{ + return MakeVec(xy[0], xy[1], z); +} + +template<typename T> +static inline Vec3<T> MakeVec(const T& x, const Vec2<T>& yz) +{ + return MakeVec(x, yz[0], yz[1]); +} + +template<typename T> +static inline Vec4<T> MakeVec(const T& x, const T& y, const T& z, const T& w) +{ + return Vec4<T>{x, y, z, w}; +} + +template<typename T> +static inline Vec4<T> MakeVec(const Vec2<T>& xy, const T& z, const T& w) +{ + return MakeVec(xy[0], xy[1], z, w); +} + +template<typename T> +static inline Vec4<T> MakeVec(const T& x, const Vec2<T>& yz, const T& w) +{ + return MakeVec(x, yz[0], yz[1], w); +} + +// NOTE: This has priority over "Vec2<Vec2<T>> MakeVec(const Vec2<T>& x, const Vec2<T>& y)". +// Even if someone wanted to use an odd object like Vec2<Vec2<T>>, the compiler would error +// out soon enough due to misuse of the returned structure. +template<typename T> +static inline Vec4<T> MakeVec(const Vec2<T>& xy, const Vec2<T>& zw) +{ + return MakeVec(xy[0], xy[1], zw[0], zw[1]); +} + +template<typename T> +static inline Vec4<T> MakeVec(const Vec3<T>& xyz, const T& w) +{ + return MakeVec(xyz[0], xyz[1], xyz[2], w); +} + +template<typename T> +static inline Vec4<T> MakeVec(const T& x, const Vec3<T>& yzw) +{ + return MakeVec(x, yzw[0], yzw[1], yzw[2]); +} + + +} // namespace |