From 8528c810cf6e2fcaad89c47ff2b598529a5bff64 Mon Sep 17 00:00:00 2001 From: Tony Wasserka Date: Sun, 27 Jul 2014 20:07:45 +0200 Subject: [PATCH] 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. --- src/video_core/CMakeLists.txt | 3 +- src/video_core/math.h | 578 ++++++++++++++++++++++ src/video_core/video_core.vcxproj | 1 + src/video_core/video_core.vcxproj.filters | 1 + 4 files changed, 582 insertions(+), 1 deletion(-) create mode 100644 src/video_core/math.h diff --git a/src/video_core/CMakeLists.txt b/src/video_core/CMakeLists.txt index e43e6e1bb6..2503b9d18e 100644 --- a/src/video_core/CMakeLists.txt +++ b/src/video_core/CMakeLists.txt @@ -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) diff --git a/src/video_core/math.h b/src/video_core/math.h new file mode 100644 index 0000000000..7030f2cfb3 --- /dev/null +++ b/src/video_core/math.h @@ -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 + +namespace Math { + +template class Vec2; +template class Vec3; +template class Vec4; + + +template +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 + Vec2 Cast() const { + return Vec2((T2)x, (T2)y); + } + + static Vec2 AssignToAll(const T& f) + { + return Vec2(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 + Vec2 operator * (const V& f) const + { + return Vec2(x*f,y*f); + } + template + void operator *= (const V& f) + { + x*=f; y*=f; + } + template + Vec2 operator / (const V& f) const + { + return Vec2(x/f,y/f); + } + template + 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 InsertBeforeX(const T& value) { + return Vec3(value, x, y); + } + Vec3 InsertBeforeY(const T& value) { + return Vec3(x, value, y); + } + Vec3 Append(const T& value) { + return Vec3(x, y, value); + } +}; + +template +Vec2 operator * (const V& f, const Vec2& vec) +{ + return Vec2(f*vec.x,f*vec.y); +} + +typedef Vec2 Vec2f; + +template +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 + Vec3 Cast() const { + return Vec3((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(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 + Vec3 operator * (const V& f) const + { + return Vec3(x*f,y*f,z*f); + } + template + void operator *= (const V& f) + { + x*=f; y*=f; z*=f; + } + template + Vec3 operator / (const V& f) const + { + return Vec3(x/f,y/f,z/f); + } + template + 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 name() const { return Vec2(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 InsertBeforeX(const T& value) { + return Vec4(value, x, y, z); + } + Vec4 InsertBeforeY(const T& value) { + return Vec4(x, value, y, z); + } + Vec4 InsertBeforeZ(const T& value) { + return Vec4(x, y, value, z); + } + Vec4 Append(const T& value) { + return Vec4(x, y, z, value); + } +}; + +template +Vec3 operator * (const V& f, const Vec3& vec) +{ + return Vec3(f*vec.x,f*vec.y,f*vec.z); +} + +typedef Vec3 Vec3f; + +template +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 + Vec4 Cast() const { + return Vec4((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(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 + Vec4 operator * (const V& f) const + { + return Vec4(x*f,y*f,z*f,w*f); + } + template + void operator *= (const V& f) + { + x*=f; y*=f; z*=f; w*=f; + } + template + Vec4 operator / (const V& f) const + { + return Vec4(x/f,y/f,z/f,w/f); + } + template + 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 name() const { return Vec2(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 name() const { return Vec3(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 +Vec4 operator * (const V& f, const Vec4& vec) +{ + return Vec4(f*vec.x,f*vec.y,f*vec.z,f*vec.w); +} + +typedef Vec4 Vec4f; + + +template +static inline T Dot(const Vec2& a, const Vec2& b) +{ + return a.x*b.x + a.y*b.y; +} + +template +static inline T Dot(const Vec3& a, const Vec3& b) +{ + return a.x*b.x + a.y*b.y + a.z*b.z; +} + +template +static inline T Dot(const Vec4& a, const Vec4& b) +{ + return a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w; +} + +template +static inline Vec3 Cross(const Vec3& a, const Vec3& b) +{ + return Vec3(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 +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 +static inline X LerpInt(const X& begin, const X& end, const int t) +{ + return (begin*(base-t) + end*t) / base; +} + +// Utility vector factories +template +static inline Vec2 MakeVec2(const T& x, const T& y) +{ + return Vec2{x, y}; +} + +template +static inline Vec3 MakeVec3(const T& x, const T& y, const T& z) +{ + return Vec3{x, y, z}; +} + +template +static inline Vec4 MakeVec4(const T& x, const T& y, const T& z, const T& w) +{ + return Vec4{x, y, z, w}; +} + +} // namespace diff --git a/src/video_core/video_core.vcxproj b/src/video_core/video_core.vcxproj index d77be2bef6..2dbfc68dd3 100644 --- a/src/video_core/video_core.vcxproj +++ b/src/video_core/video_core.vcxproj @@ -25,6 +25,7 @@ + diff --git a/src/video_core/video_core.vcxproj.filters b/src/video_core/video_core.vcxproj.filters index b89ac1ac49..b42823d2ae 100644 --- a/src/video_core/video_core.vcxproj.filters +++ b/src/video_core/video_core.vcxproj.filters @@ -17,6 +17,7 @@ renderer_opengl +