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quicktex/quicktex/Vector4.h

125 lines
4.5 KiB
C++

/* Quicktex Texture Compression Library
Copyright (C) 2021-2022 Andrew Cassidy <drewcassidy@me.com>
Partially derived from rgbcx.h written by Richard Geldreich <richgel99@gmail.com>
and licenced under the public domain
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include <array>
#include <cmath>
#include <functional>
#include "Color.h"
namespace quicktex {
class Vector4 {
public:
Vector4() : Vector4(0) {}
Vector4(float x, float y, float z = 0, float w = 0) {
_c[0] = x;
_c[1] = y;
_c[2] = z;
_c[3] = w;
}
Vector4(float scalar) {
_c[0] = scalar;
_c[1] = scalar;
_c[2] = scalar;
_c[3] = scalar;
}
Vector4(const Color &c) : Vector4(c.r, c.g, c.b, c.a) {}
static Vector4 FromColor(const Color &c) { return Vector4(c); }
static Vector4 FromColorRGB(const Color &c) { return Vector4(c.r, c.g, c.b); }
static float Dot(const Vector4 &lhs, const Vector4 &rhs) {
float sum = 0;
for (unsigned i = 0; i < 4; i++) { sum += lhs[i] * rhs[i]; }
return sum;
}
float operator[](size_t index) const {
assert(index < 4);
return _c[index];
}
float &operator[](size_t index) {
assert(index < 4);
return _c[index];
}
friend Vector4 operator+(const Vector4 &lhs, const Vector4 &rhs) { return DoOp(lhs, rhs, std::plus()); }
friend Vector4 operator-(const Vector4 &lhs, const Vector4 &rhs) { return DoOp(lhs, rhs, std::minus()); }
friend Vector4 operator*(const Vector4 &lhs, const Vector4 &rhs) { return DoOp(lhs, rhs, std::multiplies()); }
friend Vector4 operator/(const Vector4 &lhs, const Vector4 &rhs) { return DoOp(lhs, rhs, std::divides()); }
friend Vector4 operator+(const Vector4 &lhs, const float &rhs) { return DoOp(lhs, rhs, std::plus()); }
friend Vector4 operator-(const Vector4 &lhs, const float &rhs) { return DoOp(lhs, rhs, std::minus()); }
friend Vector4 operator*(const Vector4 &lhs, const float &rhs) { return DoOp(lhs, rhs, std::multiplies()); }
friend Vector4 operator/(const Vector4 &lhs, const float &rhs) { return DoOp(lhs, rhs, std::divides()); }
friend Vector4 &operator+=(Vector4 &lhs, const Vector4 &rhs) { return lhs = lhs + rhs; }
friend Vector4 &operator-=(Vector4 &lhs, const Vector4 &rhs) { return lhs = lhs - rhs; }
friend Vector4 &operator*=(Vector4 &lhs, const Vector4 &rhs) { return lhs = lhs * rhs; }
friend Vector4 &operator/=(Vector4 &lhs, const Vector4 &rhs) { return lhs = lhs / rhs; }
friend Vector4 &operator+=(Vector4 &lhs, const float &rhs) { return lhs = lhs + rhs; }
friend Vector4 &operator-=(Vector4 &lhs, const float &rhs) { return lhs = lhs - rhs; }
friend Vector4 &operator*=(Vector4 &lhs, const float &rhs) { return lhs = lhs * rhs; }
friend Vector4 &operator/=(Vector4 &lhs, const float &rhs) { return lhs = lhs / rhs; }
float Dot(Vector4 other) const { return Dot(*this, other); }
float MaxAbs(unsigned channels = 4) const {
assert(channels < 5);
assert(channels > 0);
float max = 0;
for (unsigned i = 0; i < channels; i++) {
float a = fabs((*this)[i]);
if (a > max) max = a;
}
return max;
}
float SqrMag() { return Dot(*this, *this); }
float Determinant2x2() {
//z00 * z11 - z01 * z10;
return (_c[0] * _c[3]) - (_c[1] * _c[2]);
}
private:
template <typename Op> static inline Vector4 DoOp(const Vector4 &lhs, const Vector4 &rhs, Op f) {
Vector4 r;
for (unsigned i = 0; i < 4; i++) { r[i] = f(lhs[i], rhs[i]); }
return r;
}
template <typename Op> static inline Vector4 DoOp(const Vector4 &lhs, const float &rhs, Op f) {
Vector4 r;
for (unsigned i = 0; i < 4; i++) { r[i] = f(lhs[i], rhs); }
return r;
}
std::array<float, 4> _c;
};
} // namespace quicktex