godot/thirdparty/etcpak/Vector.hpp

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#ifndef __DARKRL__VECTOR_HPP__
#define __DARKRL__VECTOR_HPP__
#include <assert.h>
#include <algorithm>
#include <math.h>
#include <stdint.h>
#include "Math.hpp"
template<class T>
struct Vector2
{
Vector2() : x( 0 ), y( 0 ) {}
Vector2( T v ) : x( v ), y( v ) {}
Vector2( T _x, T _y ) : x( _x ), y( _y ) {}
bool operator==( const Vector2<T>& rhs ) const { return x == rhs.x && y == rhs.y; }
bool operator!=( const Vector2<T>& rhs ) const { return !( *this == rhs ); }
Vector2<T>& operator+=( const Vector2<T>& rhs )
{
x += rhs.x;
y += rhs.y;
return *this;
}
Vector2<T>& operator-=( const Vector2<T>& rhs )
{
x -= rhs.x;
y -= rhs.y;
return *this;
}
Vector2<T>& operator*=( const Vector2<T>& rhs )
{
x *= rhs.x;
y *= rhs.y;
return *this;
}
T x, y;
};
template<class T>
Vector2<T> operator+( const Vector2<T>& lhs, const Vector2<T>& rhs )
{
return Vector2<T>( lhs.x + rhs.x, lhs.y + rhs.y );
}
template<class T>
Vector2<T> operator-( const Vector2<T>& lhs, const Vector2<T>& rhs )
{
return Vector2<T>( lhs.x - rhs.x, lhs.y - rhs.y );
}
template<class T>
Vector2<T> operator*( const Vector2<T>& lhs, const float& rhs )
{
return Vector2<T>( lhs.x * rhs, lhs.y * rhs );
}
template<class T>
Vector2<T> operator/( const Vector2<T>& lhs, const T& rhs )
{
return Vector2<T>( lhs.x / rhs, lhs.y / rhs );
}
typedef Vector2<int32_t> v2i;
typedef Vector2<float> v2f;
template<class T>
struct Vector3
{
Vector3() : x( 0 ), y( 0 ), z( 0 ) {}
Vector3( T v ) : x( v ), y( v ), z( v ) {}
Vector3( T _x, T _y, T _z ) : x( _x ), y( _y ), z( _z ) {}
template<class Y>
Vector3( const Vector3<Y>& v ) : x( T( v.x ) ), y( T( v.y ) ), z( T( v.z ) ) {}
T Luminance() const { return T( x * 0.3f + y * 0.59f + z * 0.11f ); }
void Clamp()
{
x = std::min( T(1), std::max( T(0), x ) );
y = std::min( T(1), std::max( T(0), y ) );
z = std::min( T(1), std::max( T(0), z ) );
}
bool operator==( const Vector3<T>& rhs ) const { return x == rhs.x && y == rhs.y && z == rhs.z; }
bool operator!=( const Vector2<T>& rhs ) const { return !( *this == rhs ); }
T& operator[]( unsigned int idx ) { assert( idx < 3 ); return ((T*)this)[idx]; }
const T& operator[]( unsigned int idx ) const { assert( idx < 3 ); return ((T*)this)[idx]; }
Vector3<T> operator+=( const Vector3<T>& rhs )
{
x += rhs.x;
y += rhs.y;
z += rhs.z;
return *this;
}
Vector3<T> operator*=( const Vector3<T>& rhs )
{
x *= rhs.x;
y *= rhs.y;
z *= rhs.z;
return *this;
}
Vector3<T> operator*=( const float& rhs )
{
x *= rhs;
y *= rhs;
z *= rhs;
return *this;
}
T x, y, z;
T padding;
};
template<class T>
Vector3<T> operator+( const Vector3<T>& lhs, const Vector3<T>& rhs )
{
return Vector3<T>( lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z );
}
template<class T>
Vector3<T> operator-( const Vector3<T>& lhs, const Vector3<T>& rhs )
{
return Vector3<T>( lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z );
}
template<class T>
Vector3<T> operator*( const Vector3<T>& lhs, const Vector3<T>& rhs )
{
return Vector3<T>( lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z );
}
template<class T>
Vector3<T> operator*( const Vector3<T>& lhs, const float& rhs )
{
return Vector3<T>( T( lhs.x * rhs ), T( lhs.y * rhs ), T( lhs.z * rhs ) );
}
template<class T>
Vector3<T> operator/( const Vector3<T>& lhs, const T& rhs )
{
return Vector3<T>( lhs.x / rhs, lhs.y / rhs, lhs.z / rhs );
}
template<class T>
bool operator<( const Vector3<T>& lhs, const Vector3<T>& rhs )
{
return lhs.Luminance() < rhs.Luminance();
}
typedef Vector3<int32_t> v3i;
typedef Vector3<float> v3f;
typedef Vector3<uint8_t> v3b;
static inline v3b v3f_to_v3b( const v3f& v )
{
return v3b( uint8_t( std::min( 1.f, v.x ) * 255 ), uint8_t( std::min( 1.f, v.y ) * 255 ), uint8_t( std::min( 1.f, v.z ) * 255 ) );
}
template<class T>
Vector3<T> Mix( const Vector3<T>& v1, const Vector3<T>& v2, float amount )
{
return v1 + ( v2 - v1 ) * amount;
}
template<>
inline v3b Mix( const v3b& v1, const v3b& v2, float amount )
{
return v3b( v3f( v1 ) + ( v3f( v2 ) - v3f( v1 ) ) * amount );
}
template<class T>
Vector3<T> Desaturate( const Vector3<T>& v )
{
T l = v.Luminance();
return Vector3<T>( l, l, l );
}
template<class T>
Vector3<T> Desaturate( const Vector3<T>& v, float mul )
{
T l = T( v.Luminance() * mul );
return Vector3<T>( l, l, l );
}
template<class T>
Vector3<T> pow( const Vector3<T>& base, float exponent )
{
return Vector3<T>(
pow( base.x, exponent ),
pow( base.y, exponent ),
pow( base.z, exponent ) );
}
template<class T>
Vector3<T> sRGB2linear( const Vector3<T>& v )
{
return Vector3<T>(
sRGB2linear( v.x ),
sRGB2linear( v.y ),
sRGB2linear( v.z ) );
}
template<class T>
Vector3<T> linear2sRGB( const Vector3<T>& v )
{
return Vector3<T>(
linear2sRGB( v.x ),
linear2sRGB( v.y ),
linear2sRGB( v.z ) );
}
#endif