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			183 lines
		
	
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			183 lines
		
	
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /* -----------------------------------------------------------------------------
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| 
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|     Copyright (c) 2006 Simon Brown                          si@sjbrown.co.uk
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| 
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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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| 
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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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| 
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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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|    -------------------------------------------------------------------------- */
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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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| 
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| #include <algorithm>
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| 
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| namespace squish {
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| 
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| #define VEC4_CONST( X ) Vec4( X )
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| 
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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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| 
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|     Vec4() {}
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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|             std::min( left.m_x, right.m_x ),
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|             std::min( left.m_y, right.m_y ),
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|             std::min( left.m_z, right.m_z ),
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|             std::min( left.m_w, right.m_w )
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|         );
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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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|             std::max( left.m_x, right.m_x ),
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|             std::max( left.m_y, right.m_y ),
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|             std::max( left.m_z, right.m_z ),
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|             std::max( left.m_w, right.m_w )
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|         );
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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 ? std::floor( v.m_x ) : std::ceil( v.m_x ),
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|             v.m_y > 0.0f ? std::floor( v.m_y ) : std::ceil( v.m_y ),
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|             v.m_z > 0.0f ? std::floor( v.m_z ) : std::ceil( v.m_z ),
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|             v.m_w > 0.0f ? std::floor( v.m_w ) : std::ceil( v.m_w )
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|         );
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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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| 
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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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| 
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| } // namespace squish
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| 
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| #endif // ndef SQUISH_SIMD_FLOAT_H
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| 
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