pcsx2/plugins/zzogl-pg/opengl/ZZoglMath.h

84 lines
3.3 KiB
C++

/* ZeroGS KOSMOS
*
* Zerofrog's ZeroGS KOSMOS (c)2005-2008
*
* Zerofrog forgot to write any copyright notice after releasing the plugin into GPLv2
* If someone can contact him successfully to clarify this matter that would be great.
*/
// Now that it's down to 82 lines, and most of it's fairly obvious, perhaps it'd be easier to
// just reimplement it... -arcum42
#ifndef ZZOGLMATH_H_INCLUDED
#define ZZOGLMATH_H_INCLUDED
#ifndef _WIN32
#include <alloca.h>
#endif
#include <string.h>
#include <math.h>
#include <assert.h>
typedef float dReal;
// class used for 3 and 4 dim vectors and quaternions
// It is better to use this for a 3 dim vector because it is 16byte aligned and SIMD instructions can be used
class float4
{
public:
dReal x, y, z, w;
float4() : x(0), y(0), z(0), w(0) {}
float4(dReal x, dReal y, dReal z) : x(x), y(y), z(z), w(0) {}
float4(dReal x, dReal y, dReal z, dReal w) : x(x), y(y), z(z), w(w) {}
float4(const float4 &vec) : x(vec.x), y(vec.y), z(vec.z), w(vec.w) {}
float4(const dReal* pf) { assert(pf != NULL); x = pf[0]; y = pf[1]; z = pf[2]; w = 0; }
dReal operator[](int i) const { return (&x)[i]; }
dReal& operator[](int i) { return (&x)[i]; }
// casting operators
operator dReal*() { return &x; }
operator const dReal*() const { return (const dReal*)&x; }
// SCALAR FUNCTIONS
inline dReal dot(const float4 &v) const { return x*v.x + y*v.y + z*v.z + w*v.w; }
inline void Set3(const float* pvals) { x = pvals[0]; y = pvals[1]; z = pvals[2]; }
inline void Set4(const float* pvals) { x = pvals[0]; y = pvals[1]; z = pvals[2]; w = pvals[3]; }
inline void SetColor(u32 color)
{
x = (color & 0xff) / 255.0f;
y = ((color >> 8) & 0xff) / 255.0f;
z = ((color >> 16) & 0xff) / 255.0f;
}
// 3 dim cross product, w is not touched
/// this = this x v
/// this = u x v
inline float4 operator-() const { float4 v; v.x = -x; v.y = -y; v.z = -z; v.w = -w; return v; }
inline float4 operator+(const float4 &r) const { float4 v; v.x = x + r.x; v.y = y + r.y; v.z = z + r.z; v.w = w + r.w; return v; }
inline float4 operator-(const float4 &r) const { float4 v; v.x = x - r.x; v.y = y - r.y; v.z = z - r.z; v.w = w - r.w; return v; }
inline float4 operator*(const float4 &r) const { float4 v; v.x = r.x * x; v.y = r.y * y; v.z = r.z * z; v.w = r.w * w; return v; }
inline float4 operator*(dReal k) const { float4 v; v.x = k * x; v.y = k * y; v.z = k * z; v.w = k * w; return v; }
inline float4& operator += (const float4& r) { x += r.x; y += r.y; z += r.z; w += r.w; return *this; }
inline float4& operator -= (const float4& r) { x -= r.x; y -= r.y; z -= r.z; w -= r.w; return *this; }
inline float4& operator *= (const float4& r) { x *= r.x; y *= r.y; z *= r.z; w *= r.w; return *this; }
inline float4& operator *= (const dReal k) { x *= k; y *= k; z *= k; w *= k; return *this; }
inline float4& operator /= (const dReal _k) { dReal k = 1 / _k; x *= k; y *= k; z *= k; w *= k; return *this; }
friend float4 operator*(float f, const float4& v);
//friend ostream& operator<<(ostream& O, const float4& v);
//friend istream& operator>>(istream& I, float4& v);
};
inline float4 operator*(float f, const float4& left)
{
float4 v;
v.x = f * left.x;
v.y = f * left.y;
v.z = f * left.z;
return v;
}
#endif // ZZOGLMATH_H_INCLUDED