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_SIMDclass 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