pcsx2/plugins/zzogl-pg/opengl/ZZoglMath.h
gregory.hainaut 86ff5185b7 zzogl & VS: thanks Micove for the patch.
* fix failure with VS2008 & 2010


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5169 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-04-21 16:13:45 +00:00

512 lines
10 KiB
C++

/* ZZ Open GL graphics plugin
* Copyright (c)2009-2010 zeydlitz@gmail.com, arcum42@gmail.com
* Based on Zerofrog's ZeroGS KOSMOS (c)2005-2008
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef ZZOGLMATH_H_INCLUDED
#define ZZOGLMATH_H_INCLUDED
//Remind me to check and see if this is necessary, and what uses it. --arcum42
#ifndef _WIN32
#include <alloca.h>
#endif
#include <assert.h>
#include "Pcsx2Defs.h"
//#define ZZ_MMATH
#ifndef ZZ_MMATH
template <class T>
class Vector4
{
public:
T x, y, z, w;
Vector4(T x1 = 0, T y1 = 0, T z1 = 0, T w1 = 0)
{
x = x1;
y = y1;
z = z1;
w = w1;
}
Vector4(Vector4<T> &f)
{
x = f.x;
y = f.y;
z = f.z;
w = f.w;
}
Vector4(T* f)
{
x = f[0];
y = f[1];
z = f[2];
w = f[3]; // For some reason, the old code set this to 0.
}
T& operator[](int i)
{
switch(i)
{
case 0: return x;
case 1: return y;
case 2: return z;
case 3: return w;
default: assert(0);
}
}
operator T*()
{
return (T*) this;
}
operator const T*() const
{
return (const T*) this;
}
Vector4<T>& operator =(const Vector4<T>& v)
{
x = v.x;
y = v.y;
z = v.z;
w = v.w;
return *this;
}
bool operator ==(const Vector4<T>& v)
{
return !!( x == v.x &&
y == v.y &&
z == v.z &&
w == v.w );
}
Vector4<T> operator +(const Vector4<T>& v) const
{
return Vector4<T>(x + v.x, y + v.y, z + v.z, w + v.w);
}
Vector4<T> operator -(const Vector4<T>& v) const
{
return Vector4<T>(x - v.x, y - v.y, z - v.z, w - v.w);
}
Vector4<T> operator *(const Vector4<T>& v) const
{
return Vector4<T>(x * v.x, y * v.y, z * v.z, w * v.w);
}
Vector4<T> operator /(const Vector4<T>& v) const
{
return Vector4<T>(x / v.x, y / v.y, z / v.z, w / v.w);
}
Vector4<T> operator +(T val) const
{
return Vector4<T>(x + val, y + val, z + val, w + val);
}
Vector4<T> operator -(T val) const
{
return Vector4<T>(x - val, y - val, z - val, w - val);
}
Vector4<T> operator *(T val) const
{
return Vector4<T>(x * val, y * val, z * val, w * val);
}
Vector4<T> operator /(T val) const
{
return Vector4<T>(x / val, y / val, z / val, w / val);
}
Vector4<T>& operator +=(const Vector4<T>& v)
{
*this = *this + v;
return *this;
}
Vector4<T>& operator -=(const Vector4<T>& v)
{
*this = *this - v;
return *this;
}
Vector4<T>& operator *=(const Vector4<T>& v)
{
*this = *this * v;
return *this;
}
Vector4<T>& operator /=(const Vector4<T>& v)
{
*this = *this - v;
return *this;
}
Vector4<T>& operator +=(T val)
{
*this = *this + (T)val;
return *this;
}
Vector4<T>& operator -=(T val)
{
*this = *this - (T)val;
return *this;
}
Vector4<T>& operator *=(T val)
{
*this = *this * (T)val;
return *this;
}
Vector4<T>& operator /=(T val)
{
*this = *this / (T)val;
return *this;
}
// Probably doesn't belong here, but I'll leave it in for the moment.
void SetColor(u32 color)
{
x = (color & 0xff) / 255.0f;
y = ((color >> 8) & 0xff) / 255.0f;
z = ((color >> 16) & 0xff) / 255.0f;
}
bool equal_vectors(const Vector4<T>& v)
{
if (abs(x - v.x) + abs(y - v.y) + abs(z - v.z) + abs(w - v.w) < 0.01)
return true;
else
return false;
}
};
typedef Vector4<float> float4;
#else
// Reimplement, swiping a bunch of code from GSdx and adapting it. (specifically GSVector.h)
// This doesn't include more then half of the functions in there, as well as some of the structs...
#include "Util.h"
#include "Pcsx2Types.h"
class float4
{
public:
union
{
struct {float x, y, z, w;};
struct {float r, g, b, a;};
struct {float left, top, right, bottom;};
float v[4];
float f32[4];
s8 _s8[16];
s16 _s16[8];
s32 _s32[4];
s64 _s64[2];
u8 _u8[16];
u16 _u16[8];
u32 _u32[4];
u64 _u64[2];
__m128 m;
};
float4()
{
m = _mm_setzero_ps();
}
float4(float x, float y, float z, float w = 0)
{
m = _mm_set_ps(w, z, y, x);
}
float4(float4 &f)
{
m = f.m;
}
float4(float x, float y)
{
m = _mm_unpacklo_ps(_mm_load_ss(&x), _mm_load_ss(&y));
}
float4(int x, int y)
{
m = _mm_cvtepi32_ps(_mm_unpacklo_epi32(_mm_cvtsi32_si128(x), _mm_cvtsi32_si128(y)));
}
explicit float4(float f)
{
m = _mm_set1_ps(f);
}
explicit float4(__m128 m)
{
this->m = m;
}
float4(float* f)
{
x = f[0];
y = f[1];
z = f[2];
w = f[3]; // For some reason, the old code set this to 0.
}
float& operator[](int i)
{
switch(i)
{
case 0: return x;
case 1: return y;
case 2: return z;
case 3: return w;
default: assert(0);
}
}
operator float*()
{
return (float*) this;
}
operator const float*() const
{
return (const float*) this;
}
void operator = (float f)
{
m = _mm_set1_ps(f);
}
void operator = (__m128 m)
{
this->m = m;
}
void operator += (const float4& v)
{
m = _mm_add_ps(m, v.m);
}
void operator -= (const float4& v)
{
m = _mm_sub_ps(m, v.m);
}
void operator *= (const float4& v)
{
m = _mm_mul_ps(m, v.m);
}
void operator /= (const float4& v)
{
m = _mm_div_ps(m, v.m);
}
void operator += (float f)
{
*this += float4(f);
}
void operator -= (float f)
{
*this -= float4(f);
}
void operator *= (float f)
{
*this *= float4(f);
}
void operator /= (float f)
{
*this /= float4(f);
}
void operator &= (const float4& v)
{
m = _mm_and_ps(m, v.m);
}
void operator |= (const float4& v)
{
m = _mm_or_ps(m, v.m);
}
void operator ^= (const float4& v)
{
m = _mm_xor_ps(m, v.m);
}
friend float4 operator + (const float4& v1, const float4& v2)
{
return float4(_mm_add_ps(v1.m, v2.m));
}
friend float4 operator - (const float4& v1, const float4& v2)
{
return float4(_mm_sub_ps(v1.m, v2.m));
}
friend float4 operator * (const float4& v1, const float4& v2)
{
return float4(_mm_mul_ps(v1.m, v2.m));
}
friend float4 operator / (const float4& v1, const float4& v2)
{
return float4(_mm_div_ps(v1.m, v2.m));
}
friend float4 operator + (const float4& v, float f)
{
return v + float4(f);
}
friend float4 operator - (const float4& v, float f)
{
return v - float4(f);
}
friend float4 operator * (const float4& v, float f)
{
return v * float4(f);
}
friend float4 operator / (const float4& v, float f)
{
return v / float4(f);
}
friend float4 operator & (const float4& v1, const float4& v2)
{
return float4(_mm_and_ps(v1.m, v2.m));
}
friend float4 operator | (const float4& v1, const float4& v2)
{
return float4(_mm_or_ps(v1.m, v2.m));
}
friend float4 operator ^ (const float4& v1, const float4& v2)
{
return float4(_mm_xor_ps(v1.m, v2.m));
}
friend float4 operator == (const float4& v1, const float4& v2)
{
return float4(_mm_cmpeq_ps(v1.m, v2.m));
}
friend float4 operator != (const float4& v1, const float4& v2)
{
return float4(_mm_cmpneq_ps(v1.m, v2.m));
}
friend float4 operator > (const float4& v1, const float4& v2)
{
return float4(_mm_cmpgt_ps(v1.m, v2.m));
}
friend float4 operator < (const float4& v1, const float4& v2)
{
return float4(_mm_cmplt_ps(v1.m, v2.m));
}
friend float4 operator >= (const float4& v1, const float4& v2)
{
return float4(_mm_cmpge_ps(v1.m, v2.m));
}
friend float4 operator <= (const float4& v1, const float4& v2)
{
return float4(_mm_cmple_ps(v1.m, v2.m));
}
bool equal_vectors(const float4& v)
{
if (abs(x - v.x) + abs(y - v.y) + abs(z - v.z) + abs(w - v.w) < 0.01)
return true;
else
return false;
}
// This looked interesting, so I thought I'd include it...
template<int i> float4 shuffle() const
{
return float4(_mm_shuffle_ps(m, m, _MM_SHUFFLE(i, i, i, i)));
}
#define VECTOR4_SHUFFLE_4(xs, xn, ys, yn, zs, zn, ws, wn) \
float4 xs##ys##zs##ws() const {return float4(_mm_shuffle_ps(m, m, _MM_SHUFFLE(wn, zn, yn, xn)));} \
float4 xs##ys##zs##ws(const float4& v) const {return float4(_mm_shuffle_ps(m, v.m, _MM_SHUFFLE(wn, zn, yn, xn)));} \
#define VECTOR4_SHUFFLE_3(xs, xn, ys, yn, zs, zn) \
VECTOR4_SHUFFLE_4(xs, xn, ys, yn, zs, zn, x, 0) \
VECTOR4_SHUFFLE_4(xs, xn, ys, yn, zs, zn, y, 1) \
VECTOR4_SHUFFLE_4(xs, xn, ys, yn, zs, zn, z, 2) \
VECTOR4_SHUFFLE_4(xs, xn, ys, yn, zs, zn, w, 3) \
#define VECTOR4_SHUFFLE_2(xs, xn, ys, yn) \
VECTOR4_SHUFFLE_3(xs, xn, ys, yn, x, 0) \
VECTOR4_SHUFFLE_3(xs, xn, ys, yn, y, 1) \
VECTOR4_SHUFFLE_3(xs, xn, ys, yn, z, 2) \
VECTOR4_SHUFFLE_3(xs, xn, ys, yn, w, 3) \
#define VECTOR4_SHUFFLE_1(xs, xn) \
float4 xs##4() const {return float4(_mm_shuffle_ps(m, m, _MM_SHUFFLE(xn, xn, xn, xn)));} \
float4 xs##4(const float4& v) const {return float4(_mm_shuffle_ps(m, v.m, _MM_SHUFFLE(xn, xn, xn, xn)));} \
VECTOR4_SHUFFLE_2(xs, xn, x, 0) \
VECTOR4_SHUFFLE_2(xs, xn, y, 1) \
VECTOR4_SHUFFLE_2(xs, xn, z, 2) \
VECTOR4_SHUFFLE_2(xs, xn, w, 3) \
VECTOR4_SHUFFLE_1(x, 0)
VECTOR4_SHUFFLE_1(y, 1)
VECTOR4_SHUFFLE_1(z, 2)
VECTOR4_SHUFFLE_1(w, 3)
// Probably doesn't belong here, but I'll leave it in for the moment.
void SetColor(u32 color)
{
x = (color & 0xff) / 255.0f;
y = ((color >> 8) & 0xff) / 255.0f;
z = ((color >> 16) & 0xff) / 255.0f;
}
};
#endif
#endif