include/vector.h
author Radek Brich <radek.brich@devl.cz>
Tue, 06 May 2008 09:39:58 +0200
branchpyrit
changeset 93 96d65f841791
parent 92 9af5c039b678
child 94 4c8abb8977dc
permissions -rw-r--r--
more build script tuning make all float constants single precision solve many warnings from msvc and gcc with various -W... flags add common.cc file for dbgmsg() function witch apparently cannot be inlined fix python module building with msvc, add manifest file handling remove forgotten RenderrowData class add stanford models download script for windows (.bat)

/*
 * vector.h: Vector class with Colour alias
 *
 * This file is part of Pyrit Ray Tracer.
 *
 * Copyright 2006, 2007, 2008  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"
#include "simd.h"

using namespace std;

/**
 * three cell vector
 */
class Vector
{
public:
	// data
	union {
#ifndef NO_SIMD
		mfloat4 mf4;
#endif
		Float cell[4];
		struct { Float x, y, z, w; };
		struct { Float r, g, b, a; };
	};

	// constructors
#ifndef NO_SIMD
	Vector(mfloat4 m): mf4(m) {};
#endif
	Vector(): x(0.0f), y(0.0f), z(0.0f), w(1.0) {};
	Vector(Float ax, Float ay, Float az): x(ax), y(ay), z(az), w(1.0) {};

	// index operator
	const Float &operator[](int index) const { return cell[index]; };
	Float &operator[](int index) { return cell[index]; };

	bool operator==(const Vector &v) const { return x==v.x && y==v.y && z==v.z; };

	// normalize
	Vector normalize()
	{
		const Float f = 1.0f / mag();
		*this *= f;
		return *this;
	};

	// get normalized copy
	friend Vector normalize(const Vector &v)
	{
		const Float f = 1.0f / v.mag();
		return v * f;
	};

	// square magnitude, magnitude
	Float mag2() const	{ return dot(*this, *this); };
	Float mag() const	{ return sqrtf(mag2()); };

	// negative
	Vector operator-() const { return Vector(-x, -y, -z); };

	// accumulate
	Vector operator+=(const Vector &v)
	{
#ifdef NO_SIMD
		x += v.x;
		y += v.y;
		z += v.z;
#else
		mf4 = madd(mf4, v.mf4);
#endif
		return *this;
	};

	// multiply
	Vector operator*=(const Float &f)
	{
		x *= f;
		y *= f;
		z *= f;
		return *this;
	};


	// cut
	Vector operator/=(const Float &f)
	{
		Float finv = 1.0f / f;
		x *= finv;
		y *= finv;
		z *= finv;
		return *this;
	};

	// sum
	friend Vector operator+(const Vector &a, const Vector &b)
	{
#ifdef NO_SIMD
		return Vector(a.x + b.x, a.y + b.y, a.z + b.z);
#else
		return Vector(madd(a.mf4, b.mf4));
#endif
	};

	// difference
	friend Vector operator-(const Vector &a, const Vector &b)
	{
#if defined(NO_SIMD) || defined(MSVC)
		return Vector(a.x - b.x, a.y - b.y, a.z - b.z);
#else
		// this faults in MSVC, for unknown reason
		return Vector(msub(a.mf4, b.mf4));
#endif
	};

	// dot product
	friend Float dot(const Vector &a, const Vector &b)
	{
		return a.x * b.x + a.y * b.y + a.z * b.z;
	};

	// cross product
	friend Vector cross(const Vector &a, const Vector &b)
	{
		return Vector(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 Vector operator*(const Vector &v, const Float &f)
	{
		return Vector(f * v.x, f * v.y, f * v.z);
	};

	friend Vector operator*(const Float &f, const Vector &v)
	{
		return v * f;
	};

	// scalar division
	friend Vector operator/(const Vector &v, const Float &f)
	{
		const Float finv = 1.0f / f;
		return Vector(v.x * finv, v.y * finv, v.z * finv);
	};

	friend Vector operator/(const Float &f, const Vector &v)
	{
#ifdef NO_SIMD
		return Vector(f / v.x, f / v.y, f / v.z);
#else
		return Vector(mdiv(mset1(f), v.mf4));
#endif
	};

	// vector plus scalar
	friend Vector operator+(const Vector &v, const Float &f)
	{
		return Vector(v.x + f, v.y + f, v.z + f);
	};

	// vector minus scalar
	friend Vector operator-(const Vector &v, const Float &f)
	{
		return Vector(v.x - f, v.y - f, v.z - f);
	};

	// cell by cell product (only usable for colours)
	friend Vector operator*(const Vector &a,  const Vector &b)
	{
#ifdef NO_SIMD
		return Vector(a.x * b.x, a.y * b.y, a.z * b.z);
#else
		return Vector(mmul(a.mf4, b.mf4));
#endif
	};

	// write
	friend ostream & operator<<(ostream &st, const Vector &v)
	{
		return st << "(" << v.x << "," << v.y  << "," << v.z << ")";
	};

	// read
	friend istream & operator>>(istream &st, Vector &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 Vector Colour;

#ifndef NO_SIMD
class VectorPacket
{
public:
	union {
		mfloat4 ma[3];
		struct {
			mfloat4 mx;
			mfloat4 my;
			mfloat4 mz;
		};
		struct {
			float x[4];
			float y[4];
			float z[4];
		};
	};

	VectorPacket() {};
	VectorPacket(mfloat4 ax, mfloat4 ay, mfloat4 az):
		mx(ax), my(ay), mz(az) {};
	VectorPacket(const Vector &v):
		mx(mset1(v.x)), my(mset1(v.y)), mz(mset1(v.z)) {};

	Vector getVector(int i) const
	{
		return Vector(x[i], y[i], z[i]);
	};

	void setVector(int i, const Vector &v)
	{
		x[i] = v.x; y[i] = v.y; z[i] = v.z;
	};

	void normalize()
	{
		mfloat4 m,x,y,z;
		x = mmul(mx, mx); // x*x
		y = mmul(my, my); // y*y
		z = mmul(mz, mz); // z*z
		m = madd(madd(x, y), z);     // x*x + y*y + z*z
		m = mdiv(mOne, msqrt(m));   // m = 1/sqrt(m)
		mx = mmul(mx, m);
		my = mmul(my, m);
		mz = mmul(mz, m);
	};

	// accumulate
	VectorPacket operator+=(const VectorPacket &v)
	{
		mx = madd(mx, v.mx);
		my = madd(my, v.my);
		mz = madd(mz, v.mz);
		return *this;
	};

	// add to non-masked components
	VectorPacket selectiveAdd(const mfloat4 &mask, const VectorPacket &v)
	{
		mx = mselect(mask, madd(mx, v.mx), mx);
		my = mselect(mask, madd(my, v.my), my);
		mz = mselect(mask, madd(mz, v.mz), mz);
		return *this;
	};

	// add scalar to non-masked components
	VectorPacket selectiveAdd(const mfloat4 &mask, const mfloat4 &m)
	{
		mx = mselect(mask, madd(mx, m), mx);
		my = mselect(mask, madd(my, m), my);
		mz = mselect(mask, madd(mz, m), mz);
		return *this;
	};

	// dot product
	friend mfloat4 dot(const VectorPacket &a, const VectorPacket &b)
	{
		return madd(madd(
			mmul(a.mx, b.mx),
			mmul(a.my, b.my)),
			mmul(a.mz, b.mz));
	};

	friend VectorPacket operator+(const VectorPacket &a, const VectorPacket &b)
	{
		return VectorPacket(
			madd(a.mx, b.mx),
			madd(a.my, b.my),
			madd(a.mz, b.mz));
	};

	friend VectorPacket operator-(const VectorPacket &a, const VectorPacket &b)
	{
		return VectorPacket(
			msub(a.mx, b.mx),
			msub(a.my, b.my),
			msub(a.mz, b.mz));
	};

	friend VectorPacket operator*(const VectorPacket &v,  const mfloat4 &m)
	{
		return VectorPacket(
			mmul(v.mx, m),
			mmul(v.my, m),
			mmul(v.mz, m));
	};

	friend VectorPacket operator/(const mfloat4 &m, const VectorPacket &v)
	{
		return VectorPacket(
			mdiv(m, v.mx),
			mdiv(m, v.my),
			mdiv(m, v.mz));
	};

	// cell by cell product (only usable for colours)
	friend VectorPacket operator*(const VectorPacket &a,  const VectorPacket &b)
	{
		return VectorPacket(
			mmul(a.mx, b.mx),
			mmul(a.my, b.my),
			mmul(a.mz, b.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

#endif