1 /* -----------------------------------------------------------------------------
2 
3 	Copyright (c) 2006 Simon Brown                          si@sjbrown.co.uk
4 
5 	Permission is hereby granted, free of charge, to any person obtaining
6 	a copy of this software and associated documentation files (the
7 	"Software"), to	deal in the Software without restriction, including
8 	without limitation the rights to use, copy, modify, merge, publish,
9 	distribute, sublicense, and/or sell copies of the Software, and to
10 	permit persons to whom the Software is furnished to do so, subject to
11 	the following conditions:
12 
13 	The above copyright notice and this permission notice shall be included
14 	in all copies or substantial portions of the Software.
15 
16 	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 	OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
18 	MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
19 	IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
20 	CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
21 	TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
22 	SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 
24    -------------------------------------------------------------------------- */
25 
26 #ifndef SQUISH_SIMD_FLOAT_H
27 #define SQUISH_SIMD_FLOAT_H
28 
29 #include <algorithm>
30 
31 namespace squish {
32 
33 #define VEC4_CONST( X ) Vec4( X )
34 
35 class Vec4
36 {
37 public:
38 	typedef Vec4 const& Arg;
39 
Vec4()40 	Vec4() {}
41 
Vec4(float s)42 	explicit Vec4( float s )
43 	  : m_x( s ),
44 		m_y( s ),
45 		m_z( s ),
46 		m_w( s )
47 	{
48 	}
49 
Vec4(float x,float y,float z,float w)50 	Vec4( float x, float y, float z, float w )
51 	  : m_x( x ),
52 		m_y( y ),
53 		m_z( z ),
54 		m_w( w )
55 	{
56 	}
57 
GetVec3()58 	Vec3 GetVec3() const
59 	{
60 		return Vec3( m_x, m_y, m_z );
61 	}
62 
SplatX()63 	Vec4 SplatX() const { return Vec4( m_x ); }
SplatY()64 	Vec4 SplatY() const { return Vec4( m_y ); }
SplatZ()65 	Vec4 SplatZ() const { return Vec4( m_z ); }
SplatW()66 	Vec4 SplatW() const { return Vec4( m_w ); }
67 
68 	Vec4& operator+=( Arg v )
69 	{
70 		m_x += v.m_x;
71 		m_y += v.m_y;
72 		m_z += v.m_z;
73 		m_w += v.m_w;
74 		return *this;
75 	}
76 
77 	Vec4& operator-=( Arg v )
78 	{
79 		m_x -= v.m_x;
80 		m_y -= v.m_y;
81 		m_z -= v.m_z;
82 		m_w -= v.m_w;
83 		return *this;
84 	}
85 
86 	Vec4& operator*=( Arg v )
87 	{
88 		m_x *= v.m_x;
89 		m_y *= v.m_y;
90 		m_z *= v.m_z;
91 		m_w *= v.m_w;
92 		return *this;
93 	}
94 
95 	friend Vec4 operator+( Vec4::Arg left, Vec4::Arg right  )
96 	{
97 		Vec4 copy( left );
98 		return copy += right;
99 	}
100 
101 	friend Vec4 operator-( Vec4::Arg left, Vec4::Arg right  )
102 	{
103 		Vec4 copy( left );
104 		return copy -= right;
105 	}
106 
107 	friend Vec4 operator*( Vec4::Arg left, Vec4::Arg right  )
108 	{
109 		Vec4 copy( left );
110 		return copy *= right;
111 	}
112 
113 	//! Returns a*b + c
MultiplyAdd(Vec4::Arg a,Vec4::Arg b,Vec4::Arg c)114 	friend Vec4 MultiplyAdd( Vec4::Arg a, Vec4::Arg b, Vec4::Arg c )
115 	{
116 		return a*b + c;
117 	}
118 
119 	//! Returns -( a*b - c )
NegativeMultiplySubtract(Vec4::Arg a,Vec4::Arg b,Vec4::Arg c)120 	friend Vec4 NegativeMultiplySubtract( Vec4::Arg a, Vec4::Arg b, Vec4::Arg c )
121 	{
122 		return c - a*b;
123 	}
124 
Reciprocal(Vec4::Arg v)125 	friend Vec4 Reciprocal( Vec4::Arg v )
126 	{
127 		return Vec4(
128 			1.0f/v.m_x,
129 			1.0f/v.m_y,
130 			1.0f/v.m_z,
131 			1.0f/v.m_w
132 		);
133 	}
134 
Min(Vec4::Arg left,Vec4::Arg right)135 	friend Vec4 Min( Vec4::Arg left, Vec4::Arg right )
136 	{
137 		return Vec4(
138 			std::min( left.m_x, right.m_x ),
139 			std::min( left.m_y, right.m_y ),
140 			std::min( left.m_z, right.m_z ),
141 			std::min( left.m_w, right.m_w )
142 		);
143 	}
144 
Max(Vec4::Arg left,Vec4::Arg right)145 	friend Vec4 Max( Vec4::Arg left, Vec4::Arg right )
146 	{
147 		return Vec4(
148 			std::max( left.m_x, right.m_x ),
149 			std::max( left.m_y, right.m_y ),
150 			std::max( left.m_z, right.m_z ),
151 			std::max( left.m_w, right.m_w )
152 		);
153 	}
154 
Truncate(Vec4::Arg v)155 	friend Vec4 Truncate( Vec4::Arg v )
156 	{
157 		return Vec4(
158 			v.m_x > 0.0f ? std::floor( v.m_x ) : std::ceil( v.m_x ),
159 			v.m_y > 0.0f ? std::floor( v.m_y ) : std::ceil( v.m_y ),
160 			v.m_z > 0.0f ? std::floor( v.m_z ) : std::ceil( v.m_z ),
161 			v.m_w > 0.0f ? std::floor( v.m_w ) : std::ceil( v.m_w )
162 		);
163 	}
164 
CompareAnyLessThan(Vec4::Arg left,Vec4::Arg right)165 	friend bool CompareAnyLessThan( Vec4::Arg left, Vec4::Arg right )
166 	{
167 		return left.m_x < right.m_x
168 			|| left.m_y < right.m_y
169 			|| left.m_z < right.m_z
170 			|| left.m_w < right.m_w;
171 	}
172 
173 private:
174 	float m_x;
175 	float m_y;
176 	float m_z;
177 	float m_w;
178 };
179 
180 } // namespace squish
181 
182 #endif // ndef SQUISH_SIMD_FLOAT_H
183 
184