340 lines
8.1 KiB
C++
340 lines
8.1 KiB
C++
/*
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Copyright (C) 2006, 2007 Sony Computer Entertainment Inc.
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All rights reserved.
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Redistribution and use in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above copyright
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notice, this list of conditions and the following disclaimer in the
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documentation and/or other materials provided with the distribution.
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* Neither the name of the Sony Computer Entertainment Inc nor the names
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of its contributors may be used to endorse or promote products derived
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from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef _FLOATINVEC_H
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#define _FLOATINVEC_H
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#include <math.h>
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#include <spu_intrinsics.h>
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#include <simdmath.h>
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#undef bool
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namespace Vectormath {
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class boolInVec;
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//--------------------------------------------------------------------------------------------------
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// floatInVec class
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//
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class floatInVec
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{
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private:
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vec_float4 mData;
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inline floatInVec(vec_float4 vec);
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public:
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inline floatInVec() {}
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// matches standard type conversions
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//
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inline floatInVec(boolInVec vec);
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// construct from a slot of vec_float4
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//
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inline floatInVec(vec_float4 vec, int slot);
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// explicit cast from float
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//
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explicit inline floatInVec(float scalar);
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#ifdef _VECTORMATH_NO_SCALAR_CAST
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// explicit cast to float
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//
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inline float getAsFloat() const;
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#else
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// implicit cast to float
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//
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inline operator float() const;
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#endif
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// get vector data
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// float value is in 0 word slot of vector
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//
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inline vec_float4 get128() const;
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// operators
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//
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inline const floatInVec operator ++ (int);
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inline const floatInVec operator -- (int);
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inline floatInVec& operator ++ ();
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inline floatInVec& operator -- ();
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inline const floatInVec operator - () const;
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inline floatInVec& operator = (floatInVec vec);
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inline floatInVec& operator *= (floatInVec vec);
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inline floatInVec& operator /= (floatInVec vec);
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inline floatInVec& operator += (floatInVec vec);
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inline floatInVec& operator -= (floatInVec vec);
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// friend functions
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//
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friend inline const floatInVec operator * (floatInVec vec0, floatInVec vec1);
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friend inline const floatInVec operator / (floatInVec vec0, floatInVec vec1);
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friend inline const floatInVec operator + (floatInVec vec0, floatInVec vec1);
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friend inline const floatInVec operator - (floatInVec vec0, floatInVec vec1);
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friend inline const floatInVec select(floatInVec vec0, floatInVec vec1, boolInVec select_vec1);
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};
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//--------------------------------------------------------------------------------------------------
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// floatInVec functions
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//
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// operators
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//
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inline const floatInVec operator * (floatInVec vec0, floatInVec vec1);
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inline const floatInVec operator / (floatInVec vec0, floatInVec vec1);
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inline const floatInVec operator + (floatInVec vec0, floatInVec vec1);
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inline const floatInVec operator - (floatInVec vec0, floatInVec vec1);
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inline const boolInVec operator < (floatInVec vec0, floatInVec vec1);
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inline const boolInVec operator <= (floatInVec vec0, floatInVec vec1);
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inline const boolInVec operator > (floatInVec vec0, floatInVec vec1);
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inline const boolInVec operator >= (floatInVec vec0, floatInVec vec1);
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inline const boolInVec operator == (floatInVec vec0, floatInVec vec1);
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inline const boolInVec operator != (floatInVec vec0, floatInVec vec1);
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// select between vec0 and vec1 using boolInVec.
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// false selects vec0, true selects vec1
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//
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inline const floatInVec select(floatInVec vec0, floatInVec vec1, boolInVec select_vec1);
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} // namespace Vectormath
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//--------------------------------------------------------------------------------------------------
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// floatInVec implementation
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//
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#include "boolInVec.h"
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namespace Vectormath {
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inline
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floatInVec::floatInVec(vec_float4 vec)
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{
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mData = vec;
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}
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inline
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floatInVec::floatInVec(boolInVec vec)
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{
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mData = spu_sel(spu_splats(0.0f), spu_splats(1.0f), vec.get128());
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}
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inline
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floatInVec::floatInVec(vec_float4 vec, int slot)
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{
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mData = spu_promote(spu_extract(vec, slot), 0);
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}
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inline
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floatInVec::floatInVec(float scalar)
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{
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mData = spu_promote(scalar, 0);
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}
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#ifdef _VECTORMATH_NO_SCALAR_CAST
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inline
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float
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floatInVec::getAsFloat() const
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#else
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inline
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floatInVec::operator float() const
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#endif
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{
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return spu_extract(mData,0);
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}
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inline
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vec_float4
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floatInVec::get128() const
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{
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return mData;
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}
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inline
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const floatInVec
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floatInVec::operator ++ (int)
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{
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vec_float4 olddata = mData;
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operator ++();
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return floatInVec(olddata);
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}
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inline
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const floatInVec
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floatInVec::operator -- (int)
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{
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vec_float4 olddata = mData;
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operator --();
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return floatInVec(olddata);
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}
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inline
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floatInVec&
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floatInVec::operator ++ ()
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{
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*this += floatInVec(1.0f);
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return *this;
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}
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inline
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floatInVec&
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floatInVec::operator -- ()
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{
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*this -= floatInVec(1.0f);
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return *this;
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}
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inline
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const floatInVec
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floatInVec::operator - () const
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{
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return floatInVec((vec_float4)spu_xor((vec_uint4)mData, spu_splats(0x80000000)));
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}
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inline
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floatInVec&
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floatInVec::operator = (floatInVec vec)
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{
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mData = vec.mData;
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return *this;
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}
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inline
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floatInVec&
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floatInVec::operator *= (floatInVec vec)
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{
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*this = *this * vec;
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return *this;
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}
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inline
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floatInVec&
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floatInVec::operator /= (floatInVec vec)
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{
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*this = *this / vec;
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return *this;
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}
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inline
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floatInVec&
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floatInVec::operator += (floatInVec vec)
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{
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*this = *this + vec;
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return *this;
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}
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inline
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floatInVec&
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floatInVec::operator -= (floatInVec vec)
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{
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*this = *this - vec;
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return *this;
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}
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inline
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const floatInVec
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operator * (floatInVec vec0, floatInVec vec1)
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{
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return floatInVec(spu_mul(vec0.get128(), vec1.get128()));
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}
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inline
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const floatInVec
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operator / (floatInVec num, floatInVec den)
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{
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return floatInVec(divf4(num.get128(), den.get128()));
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}
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inline
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const floatInVec
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operator + (floatInVec vec0, floatInVec vec1)
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{
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return floatInVec(spu_add(vec0.get128(), vec1.get128()));
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}
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inline
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const floatInVec
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operator - (floatInVec vec0, floatInVec vec1)
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{
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return floatInVec(spu_sub(vec0.get128(), vec1.get128()));
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}
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inline
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const boolInVec
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operator < (floatInVec vec0, floatInVec vec1)
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{
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return boolInVec(spu_cmpgt(vec1.get128(), vec0.get128()));
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}
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inline
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const boolInVec
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operator <= (floatInVec vec0, floatInVec vec1)
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{
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return !(vec0 > vec1);
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}
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inline
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const boolInVec
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operator > (floatInVec vec0, floatInVec vec1)
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{
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return boolInVec(spu_cmpgt(vec0.get128(), vec1.get128()));
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}
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inline
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const boolInVec
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operator >= (floatInVec vec0, floatInVec vec1)
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{
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return !(vec0 < vec1);
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}
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inline
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const boolInVec
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operator == (floatInVec vec0, floatInVec vec1)
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{
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return boolInVec(spu_cmpeq(vec0.get128(), vec1.get128()));
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}
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inline
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const boolInVec
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operator != (floatInVec vec0, floatInVec vec1)
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{
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return !(vec0 == vec1);
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}
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inline
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const floatInVec
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select(floatInVec vec0, floatInVec vec1, boolInVec select_vec1)
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{
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return floatInVec(spu_sel(vec0.get128(), vec1.get128(), select_vec1.get128()));
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}
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} // namespace Vectormath
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#endif // floatInVec_h
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