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