// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #include #include #include "Common/CommonTypes.h" #ifdef _MSC_VER #include #endif namespace MathUtil { template constexpr T Clamp(const T val, const T& min, const T& max) { return std::max(min, std::min(max, val)); } template constexpr bool IsPow2(T imm) { return imm > 0 && (imm & (imm - 1)) == 0; } constexpr u32 NextPowerOf2(u32 value) { --value; value |= value >> 1; value |= value >> 2; value |= value >> 4; value |= value >> 8; value |= value >> 16; ++value; return value; } template struct Rectangle { T left{}; T top{}; T right{}; T bottom{}; constexpr Rectangle() = default; constexpr Rectangle(T theLeft, T theTop, T theRight, T theBottom) : left(theLeft), top(theTop), right(theRight), bottom(theBottom) { } constexpr bool operator==(const Rectangle& r) const { return left == r.left && top == r.top && right == r.right && bottom == r.bottom; } T GetWidth() const { return abs(right - left); } T GetHeight() const { return abs(bottom - top); } // If the rectangle is in a coordinate system with a lower-left origin, use // this Clamp. void ClampLL(T x1, T y1, T x2, T y2) { left = Clamp(left, x1, x2); right = Clamp(right, x1, x2); top = Clamp(top, y2, y1); bottom = Clamp(bottom, y2, y1); } // If the rectangle is in a coordinate system with an upper-left origin, // use this Clamp. void ClampUL(T x1, T y1, T x2, T y2) { left = Clamp(left, x1, x2); right = Clamp(right, x1, x2); top = Clamp(top, y1, y2); bottom = Clamp(bottom, y1, y2); } }; } // namespace MathUtil float MathFloatVectorSum(const std::vector&); // Rounds down. 0 -> undefined inline int IntLog2(u64 val) { #if defined(__GNUC__) return 63 - __builtin_clzll(val); #elif defined(_MSC_VER) unsigned long result = ULONG_MAX; _BitScanReverse64(&result, val); return result; #else int result = -1; while (val != 0) { val >>= 1; ++result; } return result; #endif } // Tiny matrix/vector library. // Used for things like Free-Look in the gfx backend. class Matrix33 { public: static void LoadIdentity(Matrix33& mtx); // set mtx to be a rotation matrix around the x axis static void RotateX(Matrix33& mtx, float rad); // set mtx to be a rotation matrix around the y axis static void RotateY(Matrix33& mtx, float rad); // set result = a x b static void Multiply(const Matrix33& a, const Matrix33& b, Matrix33& result); static void Multiply(const Matrix33& a, const float vec[3], float result[3]); float data[9]; }; class Matrix44 { public: static void LoadIdentity(Matrix44& mtx); static void LoadMatrix33(Matrix44& mtx, const Matrix33& m33); static void Set(Matrix44& mtx, const float mtxArray[16]); static void Translate(Matrix44& mtx, const float vec[3]); static void Shear(Matrix44& mtx, const float a, const float b = 0); static void Multiply(const Matrix44& a, const Matrix44& b, Matrix44& result); float data[16]; };