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	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.
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		|  | @ -2,8 +2,9 @@ set(SRCS    video_core.cpp | |||
|             utils.cpp | ||||
|             renderer_opengl/renderer_opengl.cpp) | ||||
| 
 | ||||
| set(HEADERS video_core.h | ||||
| set(HEADERS math.h | ||||
|             utils.h | ||||
|             video_core.h | ||||
|             renderer_base.h | ||||
|             renderer_opengl/renderer_opengl.h) | ||||
| 
 | ||||
|  |  | |||
							
								
								
									
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								src/video_core/math.h
									
										
									
									
									
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							|  | @ -0,0 +1,578 @@ | |||
| // Licensed under GPLv2
 | ||||
| // 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> | ||||
| class Vec2 { | ||||
| public: | ||||
|     struct { | ||||
|         T x,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 operator +(const Vec2& other) const | ||||
|     { | ||||
|         return Vec2(x+other.x, y+other.y); | ||||
|     } | ||||
|     void operator += (const Vec2 &other) | ||||
|     { | ||||
|         x+=other.x; y+=other.y; | ||||
|     } | ||||
|     Vec2 operator -(const Vec2& other) const | ||||
|     { | ||||
|         return Vec2(x-other.x, y-other.y); | ||||
|     } | ||||
|     void operator -= (const Vec2& other) | ||||
|     { | ||||
|         x-=other.x; y-=other.y; | ||||
|     } | ||||
|     Vec2 operator -() const | ||||
|     { | ||||
|         return Vec2(-x,-y); | ||||
|     } | ||||
|     Vec2 operator * (const Vec2& other) const | ||||
|     { | ||||
|         return Vec2(x*other.x, y*other.y); | ||||
|     } | ||||
|     template<typename V> | ||||
|     Vec2 operator * (const V& f) const | ||||
|     { | ||||
|         return Vec2(x*f,y*f); | ||||
|     } | ||||
|     template<typename V> | ||||
|     void operator *= (const V& f) | ||||
|     { | ||||
|         x*=f; y*=f; | ||||
|     } | ||||
|     template<typename V> | ||||
|     Vec2 operator / (const V& f) const | ||||
|     { | ||||
|         return Vec2(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
 | ||||
|     Vec2 yx() const { return Vec2(y, x); } | ||||
|     Vec2 vu() const { return Vec2(y, x); } | ||||
|     Vec2 ts() const { return Vec2(y, x); } | ||||
| 
 | ||||
|     // Inserters to add new elements to effectively create larger vectors containing this Vec2
 | ||||
|     Vec3<T> InsertBeforeX(const T& value) { | ||||
|         return Vec3<T>(value, x, y); | ||||
|     } | ||||
|     Vec3<T> InsertBeforeY(const T& value) { | ||||
|         return Vec3<T>(x, value, y); | ||||
|     } | ||||
|     Vec3<T> Append(const T& value) { | ||||
|         return Vec3<T>(x, y, value); | ||||
|     } | ||||
| }; | ||||
| 
 | ||||
| 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: | ||||
|     struct | ||||
|     { | ||||
|         T x,y,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 Vec3<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 Vec3<T>(f, f, f); | ||||
|     } | ||||
| 
 | ||||
|     void Write(T a[3]) | ||||
|     { | ||||
|         a[0] = x; a[1] = y; a[2] = z; | ||||
|     } | ||||
| 
 | ||||
|     Vec3 operator +(const Vec3 &other) const | ||||
|     { | ||||
|         return Vec3(x+other.x, y+other.y, z+other.z); | ||||
|     } | ||||
|     void operator += (const Vec3 &other) | ||||
|     { | ||||
|         x+=other.x; y+=other.y; z+=other.z; | ||||
|     } | ||||
|     Vec3 operator -(const Vec3 &other) const | ||||
|     { | ||||
|         return Vec3(x-other.x, y-other.y, z-other.z); | ||||
|     } | ||||
|     void operator -= (const Vec3 &other) | ||||
|     { | ||||
|         x-=other.x; y-=other.y; z-=other.z; | ||||
|     } | ||||
|     Vec3 operator -() const | ||||
|     { | ||||
|         return Vec3(-x,-y,-z); | ||||
|     } | ||||
|     Vec3 operator * (const Vec3 &other) const | ||||
|     { | ||||
|         return Vec3(x*other.x, y*other.y, z*other.z); | ||||
|     } | ||||
|     template<typename V> | ||||
|     Vec3 operator * (const V& f) const | ||||
|     { | ||||
|         return Vec3(x*f,y*f,z*f); | ||||
|     } | ||||
|     template<typename V> | ||||
|     void operator *= (const V& f) | ||||
|     { | ||||
|         x*=f; y*=f; z*=f; | ||||
|     } | ||||
|     template<typename V> | ||||
|     Vec3 operator / (const V& f) const | ||||
|     { | ||||
|         return Vec3(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) 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 | ||||
| 
 | ||||
|     // Inserters to add new elements to effectively create larger vectors containing this Vec2
 | ||||
|     Vec4<T> InsertBeforeX(const T& value) { | ||||
|         return Vec4<T>(value, x, y, z); | ||||
|     } | ||||
|     Vec4<T> InsertBeforeY(const T& value) { | ||||
|         return Vec4<T>(x, value, y, z); | ||||
|     } | ||||
|     Vec4<T> InsertBeforeZ(const T& value) { | ||||
|         return Vec4<T>(x, y, value, z); | ||||
|     } | ||||
|     Vec4<T> Append(const T& value) { | ||||
|         return Vec4<T>(x, y, z, value); | ||||
|     } | ||||
| }; | ||||
| 
 | ||||
| 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); | ||||
| } | ||||
| 
 | ||||
| typedef Vec3<float> Vec3f; | ||||
| 
 | ||||
| template<typename T> | ||||
| class Vec4 | ||||
| { | ||||
| public: | ||||
|     struct | ||||
|     { | ||||
|         T x,y,z,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 operator +(const Vec4& other) const | ||||
|     { | ||||
|         return Vec4(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 operator -(const Vec4 &other) const | ||||
|     { | ||||
|         return Vec4(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 operator -() const | ||||
|     { | ||||
|         return Vec4(-x,-y,-z,-w); | ||||
|     } | ||||
|     Vec4 operator * (const Vec4 &other) const | ||||
|     { | ||||
|         return Vec4(x*other.x, y*other.y, z*other.z, w*other.w); | ||||
|     } | ||||
|     template<typename V> | ||||
|     Vec4 operator * (const V& f) const | ||||
|     { | ||||
|         return Vec4(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 operator / (const V& f) const | ||||
|     { | ||||
|         return Vec4(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 defines all of them for all component names (x<->r) and permutations (xy<->yx)
 | ||||
| #define _DEFINE_SWIZZLER2(a, b, name) Vec2<T> name() const { return Vec2<T>(a, b); } | ||||
| #define DEFINE_SWIZZLER2(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(x, y, r, g); | ||||
|     DEFINE_SWIZZLER2(x, z, r, b); | ||||
|     DEFINE_SWIZZLER2(x, w, r, a); | ||||
|     DEFINE_SWIZZLER2(y, z, g, b); | ||||
|     DEFINE_SWIZZLER2(y, w, g, a); | ||||
|     DEFINE_SWIZZLER2(z, w, b, a); | ||||
| #undef DEFINE_SWIZZLER2 | ||||
| #undef _DEFINE_SWIZZLER2 | ||||
| 
 | ||||
| #define _DEFINE_SWIZZLER3(a, b, c, name) Vec3<T> name() const { return Vec3<T>(a, b, c); } | ||||
| #define DEFINE_SWIZZLER3(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(x, y, z, r, g, b); | ||||
|     DEFINE_SWIZZLER3(x, y, w, r, g, a); | ||||
|     DEFINE_SWIZZLER3(x, z, w, r, b, a); | ||||
|     DEFINE_SWIZZLER3(y, z, w, g, b, a); | ||||
| #undef DEFINE_SWIZZLER3 | ||||
| #undef _DEFINE_SWIZZLER3 | ||||
| }; | ||||
| 
 | ||||
| 
 | ||||
| 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); | ||||
| } | ||||
| 
 | ||||
| typedef Vec4<float> Vec4f; | ||||
| 
 | ||||
| 
 | ||||
| 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
 | ||||
|  | @ -25,6 +25,7 @@ | |||
|   </ItemGroup> | ||||
|   <ItemGroup> | ||||
|     <ClInclude Include="gpu_debugger.h" /> | ||||
|     <ClInclude Include="math.h" /> | ||||
|     <ClInclude Include="pica.h" /> | ||||
|     <ClInclude Include="renderer_base.h" /> | ||||
|     <ClInclude Include="utils.h" /> | ||||
|  |  | |||
|  | @ -17,6 +17,7 @@ | |||
|       <Filter>renderer_opengl</Filter> | ||||
|     </ClInclude> | ||||
|     <ClInclude Include="gpu_debugger.h" /> | ||||
|     <ClInclude Include="math.h" /> | ||||
|     <ClInclude Include="pica.h" /> | ||||
|     <ClInclude Include="renderer_base.h" /> | ||||
|     <ClInclude Include="utils.h" /> | ||||
|  |  | |||
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