medfall

A super great game engine
Log | Files | Refs

simd_float.h (4041B)


      1 /* -----------------------------------------------------------------------------
      2 
      3 	Copyright (c) 2006 Simon Brown                          si@sjbrown.co.uk
      4 
      5 	Permission is hereby granted, free of charge, to any person obtaining
      6 	a copy of this software and associated documentation files (the 
      7 	"Software"), to	deal in the Software without restriction, including
      8 	without limitation the rights to use, copy, modify, merge, publish,
      9 	distribute, sublicense, and/or sell copies of the Software, and to 
     10 	permit persons to whom the Software is furnished to do so, subject to 
     11 	the following conditions:
     12 
     13 	The above copyright notice and this permission notice shall be included
     14 	in all copies or substantial portions of the Software.
     15 
     16 	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
     17 	OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 
     18 	MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
     19 	IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY 
     20 	CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, 
     21 	TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE 
     22 	SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
     23 	
     24    -------------------------------------------------------------------------- */
     25    
     26 #ifndef SQUISH_SIMD_FLOAT_H
     27 #define SQUISH_SIMD_FLOAT_H
     28 
     29 #include <algorithm>
     30 
     31 namespace squish {
     32 
     33 #define VEC4_CONST( X ) Vec4( X )
     34 
     35 class Vec4
     36 {
     37 public:
     38 	typedef Vec4 const& Arg;
     39 
     40 	Vec4() {}
     41 		
     42 	explicit Vec4( float s )
     43 	  : m_x( s ),
     44 		m_y( s ),
     45 		m_z( s ),
     46 		m_w( s )
     47 	{
     48 	}
     49 	
     50 	Vec4( float x, float y, float z, float w )
     51 	  : m_x( x ),
     52 		m_y( y ),
     53 		m_z( z ),
     54 		m_w( w )
     55 	{
     56 	}
     57 	
     58 	Vec3 GetVec3() const
     59 	{
     60 		return Vec3( m_x, m_y, m_z );
     61 	}
     62 	
     63 	Vec4 SplatX() const { return Vec4( m_x ); }
     64 	Vec4 SplatY() const { return Vec4( m_y ); }
     65 	Vec4 SplatZ() const { return Vec4( m_z ); }
     66 	Vec4 SplatW() const { return Vec4( m_w ); }
     67 
     68 	Vec4& operator+=( Arg v )
     69 	{
     70 		m_x += v.m_x;
     71 		m_y += v.m_y;
     72 		m_z += v.m_z;
     73 		m_w += v.m_w;
     74 		return *this;
     75 	}
     76 	
     77 	Vec4& operator-=( Arg v )
     78 	{
     79 		m_x -= v.m_x;
     80 		m_y -= v.m_y;
     81 		m_z -= v.m_z;
     82 		m_w -= v.m_w;
     83 		return *this;
     84 	}
     85 	
     86 	Vec4& operator*=( Arg v )
     87 	{
     88 		m_x *= v.m_x;
     89 		m_y *= v.m_y;
     90 		m_z *= v.m_z;
     91 		m_w *= v.m_w;
     92 		return *this;
     93 	}
     94 	
     95 	friend Vec4 operator+( Vec4::Arg left, Vec4::Arg right  )
     96 	{
     97 		Vec4 copy( left );
     98 		return copy += right;
     99 	}
    100 	
    101 	friend Vec4 operator-( Vec4::Arg left, Vec4::Arg right  )
    102 	{
    103 		Vec4 copy( left );
    104 		return copy -= right;
    105 	}
    106 	
    107 	friend Vec4 operator*( Vec4::Arg left, Vec4::Arg right  )
    108 	{
    109 		Vec4 copy( left );
    110 		return copy *= right;
    111 	}
    112 	
    113 	//! Returns a*b + c
    114 	friend Vec4 MultiplyAdd( Vec4::Arg a, Vec4::Arg b, Vec4::Arg c )
    115 	{
    116 		return a*b + c;
    117 	}
    118 	
    119 	//! Returns -( a*b - c )
    120 	friend Vec4 NegativeMultiplySubtract( Vec4::Arg a, Vec4::Arg b, Vec4::Arg c )
    121 	{
    122 		return c - a*b;
    123 	}
    124 	
    125 	friend Vec4 Reciprocal( Vec4::Arg v )
    126 	{
    127 		return Vec4( 
    128 			1.0f/v.m_x, 
    129 			1.0f/v.m_y, 
    130 			1.0f/v.m_z, 
    131 			1.0f/v.m_w 
    132 		);
    133 	}
    134 	
    135 	friend Vec4 Min( Vec4::Arg left, Vec4::Arg right )
    136 	{
    137 		return Vec4( 
    138 			std::min( left.m_x, right.m_x ), 
    139 			std::min( left.m_y, right.m_y ), 
    140 			std::min( left.m_z, right.m_z ), 
    141 			std::min( left.m_w, right.m_w ) 
    142 		);
    143 	}
    144 	
    145 	friend Vec4 Max( Vec4::Arg left, Vec4::Arg right )
    146 	{
    147 		return Vec4( 
    148 			std::max( left.m_x, right.m_x ), 
    149 			std::max( left.m_y, right.m_y ), 
    150 			std::max( left.m_z, right.m_z ), 
    151 			std::max( left.m_w, right.m_w ) 
    152 		);
    153 	}
    154 	
    155 	friend Vec4 Truncate( Vec4::Arg v )
    156 	{
    157 		return Vec4(
    158 			v.m_x > 0.0f ? std::floor( v.m_x ) : std::ceil( v.m_x ), 
    159 			v.m_y > 0.0f ? std::floor( v.m_y ) : std::ceil( v.m_y ), 
    160 			v.m_z > 0.0f ? std::floor( v.m_z ) : std::ceil( v.m_z ),
    161 			v.m_w > 0.0f ? std::floor( v.m_w ) : std::ceil( v.m_w )
    162 		);
    163 	}
    164 	
    165 	friend bool CompareAnyLessThan( Vec4::Arg left, Vec4::Arg right ) 
    166 	{
    167 		return left.m_x < right.m_x
    168 			|| left.m_y < right.m_y
    169 			|| left.m_z < right.m_z
    170 			|| left.m_w < right.m_w;
    171 	}
    172 	
    173 private:
    174 	float m_x;
    175 	float m_y;
    176 	float m_z;
    177 	float m_w;
    178 };
    179 
    180 } // namespace squish
    181 
    182 #endif // ndef SQUISH_SIMD_FLOAT_H
    183