/*
* vector.h: Vector3 class with Colour alias
*
* This file is part of Pyrit Ray Tracer.
*
* Copyright 2006, 2007 Radek Brich
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#ifndef VECTOR_H
#define VECTOR_H
#include <math.h>
#include <iostream>
#include "common.h"
using namespace std;
/**
* three cell vector
*/
class Vector3
{
public:
// data
union {
struct {
Float x, y, z;
};
struct {
Float r, g, b;
};
Float cell[3];
};
// constructors
Vector3(): x(0.0f), y(0.0f), z(0.0f) {};
Vector3(Float ax, Float ay, Float az): x(ax), y(ay), z(az) {};
// index operator
const Float &operator[](int index) const { return cell[index]; };
bool operator==(Vector3 &v) const { return x==v.x && y==v.y && z==v.z; };
// normalize
Vector3 normalize()
{
Float f = 1.0f / mag();
x *= f;
y *= f;
z *= f;
return *this;
};
// get normalized copy
friend Vector3 normalize(Vector3 &v)
{
const Float f = 1.0f / v.mag();
return v * f;
};
// square magnitude, magnitude
Float mag2() const { return x * x + y * y + z * z; };
Float mag() const { return sqrtf(mag2()); };
// negative
Vector3 operator-() const { return Vector3(-x, -y, -z); };
// accumulate
Vector3 operator+=(const Vector3 &v)
{
x += v.x;
y += v.y;
z += v.z;
return *this;
};
// cut
Vector3 operator/=(const Float &f)
{
x /= f;
y /= f;
z /= f;
return *this;
};
// sum
friend Vector3 operator+(const Vector3 &a, const Vector3 &b)
{
return Vector3(a.x + b.x, a.y + b.y, a.z + b.z);
};
// difference
friend Vector3 operator-(const Vector3 &a, const Vector3 &b)
{
return Vector3(a.x - b.x, a.y - b.y, a.z - b.z);
};
// dot product
friend Float dot(const Vector3 &a, const Vector3 &b)
{
return a.x * b.x + a.y * b.y + a.z * b.z;
};
// cross product
friend Vector3 cross(const Vector3 &a, const Vector3 &b)
{
return Vector3(a.y * b.z - a.z * b.y,
a.z * b.x - a.x * b.z,
a.x * b.y - a.y * b.x);
};
// product of vector and scalar
friend Vector3 operator*(const Vector3 &v, const Float &f)
{
return Vector3(f * v.x, f * v.y, f * v.z);
};
friend Vector3 operator*(const Float &f, const Vector3 &v)
{
return v * f;
};
// scalar division
friend Vector3 operator/(const Vector3 &v, const Float &f)
{
return Vector3(v.x / f, v.y / f, v.z / f);
};
friend Vector3 operator/(const Float &f, const Vector3 &v)
{
return Vector3(f / v.x, f / v.y, f / v.z);
};
// vector plus scalar
friend Vector3 operator+(const Vector3 &v, const Float &f)
{
return Vector3(v.x + f, v.y + f, v.z + f);
};
// vector minus scalar
friend Vector3 operator-(const Vector3 &v, const Float &f)
{
return Vector3(v.x - f, v.y - f, v.z - f);
};
// cell by cell product (only usable for colours)
friend Vector3 operator*(const Vector3 &a, const Vector3 &b)
{
return Vector3(a.x * b.x, a.y * b.y, a.z * b.z);
};
// write
friend ostream & operator<<(ostream &st, const Vector3 &v)
{
return st << "(" << v.x << "," << v.y << "," << v.z << ")";
};
// read
friend istream & operator>>(istream &st, Vector3 &v)
{
char s[10];
st.getline(s, 10, '(');
st >> v.x;
st.getline(s, 10, ',');
st >> v.y;
st.getline(s, 10, ',');
st >> v.z;
st.getline(s, 10, ')');
return st;
};
};
typedef Vector3 Colour;
static const __m128 zeros = _mm_set_ps1(0.);
static const __m128 ones = _mm_set_ps1(1.);
static const __m128 mEps = _mm_set_ps1(Eps);
class VectorPacket
{
public:
union {
__m128 ma[3];
struct {
__m128 mx;
__m128 my;
__m128 mz;
};
struct {
float x[4];
float y[4];
float z[4];
};
};
VectorPacket() {};
VectorPacket(__m128 ax, __m128 ay, __m128 az):
mx(ax), my(ay), mz(az) {};
Vector3 getVector(int i) const
{
return Vector3(x[i], y[i], z[i]);
};
void normalize()
{
__m128 m,x,y,z;
x = _mm_mul_ps(mx, mx); // x*x
y = _mm_mul_ps(my, my); // y*y
z = _mm_mul_ps(mz, mz); // z*z
m = _mm_add_ps(x, y);
m = _mm_add_ps(m, z); // x*x + y*y + z*z
m = _mm_sqrt_ps(m);
m = _mm_div_ps(ones, m); // m = 1/sqrt(m)
mx = _mm_mul_ps(mx, m);
my = _mm_mul_ps(my, m);
mz = _mm_mul_ps(mz, m);
};
friend VectorPacket operator+(const VectorPacket &a, const VectorPacket &b)
{
return VectorPacket(
_mm_add_ps(a.mx, b.mx),
_mm_add_ps(a.my, b.my),
_mm_add_ps(a.mz, b.mz));
};
friend VectorPacket operator-(const VectorPacket &a, const VectorPacket &b)
{
return VectorPacket(
_mm_sub_ps(a.mx, b.mx),
_mm_sub_ps(a.my, b.my),
_mm_sub_ps(a.mz, b.mz));
};
friend VectorPacket operator*(const VectorPacket &v, const __m128 &m)
{
return VectorPacket(
_mm_mul_ps(v.mx, m),
_mm_mul_ps(v.my, m),
_mm_mul_ps(v.mz, m));
};
friend VectorPacket operator/(const __m128 &m, const VectorPacket &v)
{
return VectorPacket(
_mm_div_ps(m, v.mx),
_mm_div_ps(m, v.my),
_mm_div_ps(m, v.mz));
};
// write to character stream
friend ostream & operator<<(ostream &st, const VectorPacket &v)
{
return st << "[" << v.getVector(0) << "," << v.getVector(1)
<< "," << v.getVector(2) << "," << v.getVector(3) << ")";
};
};
#endif