223 lines
5.1 KiB
C++
223 lines
5.1 KiB
C++
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#ifndef __DARKRL__VECTOR_HPP__
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#define __DARKRL__VECTOR_HPP__
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#include <assert.h>
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#include <algorithm>
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#include <math.h>
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#include "Math.hpp"
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#include "Types.hpp"
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template<class T>
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struct Vector2
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{
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Vector2() : x( 0 ), y( 0 ) {}
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Vector2( T v ) : x( v ), y( v ) {}
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Vector2( T _x, T _y ) : x( _x ), y( _y ) {}
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bool operator==( const Vector2<T>& rhs ) const { return x == rhs.x && y == rhs.y; }
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bool operator!=( const Vector2<T>& rhs ) const { return !( *this == rhs ); }
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Vector2<T>& operator+=( const Vector2<T>& rhs )
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{
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x += rhs.x;
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y += rhs.y;
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return *this;
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}
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Vector2<T>& operator-=( const Vector2<T>& rhs )
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{
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x -= rhs.x;
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y -= rhs.y;
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return *this;
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}
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Vector2<T>& operator*=( const Vector2<T>& rhs )
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{
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x *= rhs.x;
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y *= rhs.y;
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return *this;
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}
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T x, y;
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};
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template<class T>
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Vector2<T> operator+( const Vector2<T>& lhs, const Vector2<T>& rhs )
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{
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return Vector2<T>( lhs.x + rhs.x, lhs.y + rhs.y );
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}
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template<class T>
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Vector2<T> operator-( const Vector2<T>& lhs, const Vector2<T>& rhs )
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{
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return Vector2<T>( lhs.x - rhs.x, lhs.y - rhs.y );
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}
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template<class T>
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Vector2<T> operator*( const Vector2<T>& lhs, const float& rhs )
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{
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return Vector2<T>( lhs.x * rhs, lhs.y * rhs );
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}
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template<class T>
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Vector2<T> operator/( const Vector2<T>& lhs, const T& rhs )
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{
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return Vector2<T>( lhs.x / rhs, lhs.y / rhs );
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}
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typedef Vector2<int32> v2i;
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typedef Vector2<float> v2f;
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template<class T>
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struct Vector3
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{
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Vector3() : x( 0 ), y( 0 ), z( 0 ) {}
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Vector3( T v ) : x( v ), y( v ), z( v ) {}
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Vector3( T _x, T _y, T _z ) : x( _x ), y( _y ), z( _z ) {}
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template<class Y>
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Vector3( const Vector3<Y>& v ) : x( T( v.x ) ), y( T( v.y ) ), z( T( v.z ) ) {}
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T Luminance() const { return T( x * 0.3f + y * 0.59f + z * 0.11f ); }
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void Clamp()
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{
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x = std::min( T(1), std::max( T(0), x ) );
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y = std::min( T(1), std::max( T(0), y ) );
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z = std::min( T(1), std::max( T(0), z ) );
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}
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bool operator==( const Vector3<T>& rhs ) const { return x == rhs.x && y == rhs.y && z == rhs.z; }
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bool operator!=( const Vector2<T>& rhs ) const { return !( *this == rhs ); }
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T& operator[]( uint idx ) { assert( idx < 3 ); return ((T*)this)[idx]; }
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const T& operator[]( uint idx ) const { assert( idx < 3 ); return ((T*)this)[idx]; }
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Vector3<T> operator+=( const Vector3<T>& rhs )
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{
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x += rhs.x;
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y += rhs.y;
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z += rhs.z;
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return *this;
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}
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Vector3<T> operator*=( const Vector3<T>& rhs )
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{
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x *= rhs.x;
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y *= rhs.y;
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z *= rhs.z;
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return *this;
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}
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Vector3<T> operator*=( const float& rhs )
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{
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x *= rhs;
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y *= rhs;
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z *= rhs;
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return *this;
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}
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T x, y, z;
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T padding;
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};
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template<class T>
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Vector3<T> operator+( const Vector3<T>& lhs, const Vector3<T>& rhs )
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{
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return Vector3<T>( lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z );
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}
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template<class T>
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Vector3<T> operator-( const Vector3<T>& lhs, const Vector3<T>& rhs )
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{
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return Vector3<T>( lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z );
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}
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template<class T>
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Vector3<T> operator*( const Vector3<T>& lhs, const Vector3<T>& rhs )
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{
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return Vector3<T>( lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z );
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}
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template<class T>
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Vector3<T> operator*( const Vector3<T>& lhs, const float& rhs )
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{
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return Vector3<T>( T( lhs.x * rhs ), T( lhs.y * rhs ), T( lhs.z * rhs ) );
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}
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template<class T>
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Vector3<T> operator/( const Vector3<T>& lhs, const T& rhs )
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{
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return Vector3<T>( lhs.x / rhs, lhs.y / rhs, lhs.z / rhs );
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}
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template<class T>
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bool operator<( const Vector3<T>& lhs, const Vector3<T>& rhs )
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{
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return lhs.Luminance() < rhs.Luminance();
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}
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typedef Vector3<int32> v3i;
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typedef Vector3<float> v3f;
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typedef Vector3<uint8> v3b;
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static inline v3b v3f_to_v3b( const v3f& v )
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{
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return v3b( uint8( std::min( 1.f, v.x ) * 255 ), uint8( std::min( 1.f, v.y ) * 255 ), uint8( std::min( 1.f, v.z ) * 255 ) );
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}
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template<class T>
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Vector3<T> Mix( const Vector3<T>& v1, const Vector3<T>& v2, float amount )
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{
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return v1 + ( v2 - v1 ) * amount;
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}
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template<>
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inline v3b Mix( const v3b& v1, const v3b& v2, float amount )
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{
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return v3b( v3f( v1 ) + ( v3f( v2 ) - v3f( v1 ) ) * amount );
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}
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template<class T>
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Vector3<T> Desaturate( const Vector3<T>& v )
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{
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T l = v.Luminance();
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return Vector3<T>( l, l, l );
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}
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template<class T>
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Vector3<T> Desaturate( const Vector3<T>& v, float mul )
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{
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T l = T( v.Luminance() * mul );
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return Vector3<T>( l, l, l );
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}
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template<class T>
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Vector3<T> pow( const Vector3<T>& base, float exponent )
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{
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return Vector3<T>(
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pow( base.x, exponent ),
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pow( base.y, exponent ),
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pow( base.z, exponent ) );
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}
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template<class T>
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Vector3<T> sRGB2linear( const Vector3<T>& v )
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{
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return Vector3<T>(
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sRGB2linear( v.x ),
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sRGB2linear( v.y ),
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sRGB2linear( v.z ) );
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}
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template<class T>
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Vector3<T> linear2sRGB( const Vector3<T>& v )
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{
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return Vector3<T>(
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linear2sRGB( v.x ),
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linear2sRGB( v.y ),
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linear2sRGB( v.z ) );
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}
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#endif
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