forked from a1batross/Paranoia2_original
184 lines
4.5 KiB
C++
184 lines
4.5 KiB
C++
/* -----------------------------------------------------------------------------
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Copyright (c) 2006 Simon Brown si@sjbrown.co.uk
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Permission is hereby granted, free of charge, to any person obtaining
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a copy of this software and associated documentation files (the
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"Software"), to deal in the Software without restriction, including
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without limitation the rights to use, copy, modify, merge, publish,
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distribute, sublicense, and/or sell copies of the Software, and to
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permit persons to whom the Software is furnished to do so, subject to
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the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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-------------------------------------------------------------------------- */
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#ifndef SQUISH_SIMD_FLOAT_H
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#define SQUISH_SIMD_FLOAT_H
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#include <algorithm>
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namespace squish {
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#define VEC4_CONST( X ) Vec4( X )
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class Vec4
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{
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public:
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typedef Vec4 const& Arg;
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Vec4() {}
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explicit Vec4( float s )
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: m_x( s ),
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m_y( s ),
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m_z( s ),
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m_w( s )
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{
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}
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Vec4( float x, float y, float z, float w )
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: m_x( x ),
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m_y( y ),
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m_z( z ),
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m_w( w )
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{
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}
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Vec3 GetVec3() const
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{
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return Vec3( m_x, m_y, m_z );
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}
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Vec4 SplatX() const { return Vec4( m_x ); }
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Vec4 SplatY() const { return Vec4( m_y ); }
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Vec4 SplatZ() const { return Vec4( m_z ); }
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Vec4 SplatW() const { return Vec4( m_w ); }
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Vec4& operator+=( Arg v )
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{
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m_x += v.m_x;
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m_y += v.m_y;
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m_z += v.m_z;
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m_w += v.m_w;
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return *this;
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}
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Vec4& operator-=( Arg v )
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{
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m_x -= v.m_x;
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m_y -= v.m_y;
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m_z -= v.m_z;
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m_w -= v.m_w;
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return *this;
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}
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Vec4& operator*=( Arg v )
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{
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m_x *= v.m_x;
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m_y *= v.m_y;
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m_z *= v.m_z;
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m_w *= v.m_w;
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return *this;
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}
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friend Vec4 operator+( Vec4::Arg left, Vec4::Arg right )
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{
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Vec4 copy( left );
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return copy += right;
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}
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friend Vec4 operator-( Vec4::Arg left, Vec4::Arg right )
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{
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Vec4 copy( left );
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return copy -= right;
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}
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friend Vec4 operator*( Vec4::Arg left, Vec4::Arg right )
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{
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Vec4 copy( left );
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return copy *= right;
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}
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//! Returns a*b + c
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friend Vec4 MultiplyAdd( Vec4::Arg a, Vec4::Arg b, Vec4::Arg c )
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{
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return a*b + c;
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}
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//! Returns -( a*b - c )
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friend Vec4 NegativeMultiplySubtract( Vec4::Arg a, Vec4::Arg b, Vec4::Arg c )
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{
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return c - a*b;
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}
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friend Vec4 Reciprocal( Vec4::Arg v )
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{
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return Vec4(
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1.0f/v.m_x,
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1.0f/v.m_y,
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1.0f/v.m_z,
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1.0f/v.m_w
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);
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}
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friend Vec4 Min( Vec4::Arg left, Vec4::Arg right )
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{
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return Vec4(
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Q_min( left.m_x, right.m_x ),
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Q_min( left.m_y, right.m_y ),
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Q_min( left.m_z, right.m_z ),
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Q_min( left.m_w, right.m_w )
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);
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}
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friend Vec4 Max( Vec4::Arg left, Vec4::Arg right )
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{
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return Vec4(
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Q_max( left.m_x, right.m_x ),
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Q_max( left.m_y, right.m_y ),
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Q_max( left.m_z, right.m_z ),
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Q_max( left.m_w, right.m_w )
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);
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}
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friend Vec4 Truncate( Vec4::Arg v )
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{
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return Vec4(
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v.m_x > 0.0f ? floor( v.m_x ) : ceil( v.m_x ),
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v.m_y > 0.0f ? floor( v.m_y ) : ceil( v.m_y ),
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v.m_z > 0.0f ? floor( v.m_z ) : ceil( v.m_z ),
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v.m_w > 0.0f ? floor( v.m_w ) : ceil( v.m_w )
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);
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}
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friend bool CompareAnyLessThan( Vec4::Arg left, Vec4::Arg right )
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{
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return left.m_x < right.m_x
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|| left.m_y < right.m_y
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|| left.m_z < right.m_z
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|| left.m_w < right.m_w;
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}
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private:
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float m_x;
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float m_y;
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float m_z;
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float m_w;
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};
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} // namespace squish
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#endif // ndef SQUISH_SIMD_FLOAT_H
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