#ifndef __DARKRL__VECTOR_HPP__ #define __DARKRL__VECTOR_HPP__ #include <assert.h> #include <algorithm> #include <math.h> #include <stdint.h> #include "Math.hpp" template<class T> struct Vector2 { Vector2() : x( 0 ), y( 0 ) {} Vector2( T v ) : x( v ), y( v ) {} Vector2( T _x, T _y ) : x( _x ), y( _y ) {} bool operator==( const Vector2<T>& rhs ) const { return x == rhs.x && y == rhs.y; } bool operator!=( const Vector2<T>& rhs ) const { return !( *this == rhs ); } Vector2<T>& operator+=( const Vector2<T>& rhs ) { x += rhs.x; y += rhs.y; return *this; } Vector2<T>& operator-=( const Vector2<T>& rhs ) { x -= rhs.x; y -= rhs.y; return *this; } Vector2<T>& operator*=( const Vector2<T>& rhs ) { x *= rhs.x; y *= rhs.y; return *this; } T x, y; }; template<class T> Vector2<T> operator+( const Vector2<T>& lhs, const Vector2<T>& rhs ) { return Vector2<T>( lhs.x + rhs.x, lhs.y + rhs.y ); } template<class T> Vector2<T> operator-( const Vector2<T>& lhs, const Vector2<T>& rhs ) { return Vector2<T>( lhs.x - rhs.x, lhs.y - rhs.y ); } template<class T> Vector2<T> operator*( const Vector2<T>& lhs, const float& rhs ) { return Vector2<T>( lhs.x * rhs, lhs.y * rhs ); } template<class T> Vector2<T> operator/( const Vector2<T>& lhs, const T& rhs ) { return Vector2<T>( lhs.x / rhs, lhs.y / rhs ); } typedef Vector2<int32_t> v2i; typedef Vector2<float> v2f; template<class T> struct Vector3 { Vector3() : x( 0 ), y( 0 ), z( 0 ) {} Vector3( T v ) : x( v ), y( v ), z( v ) {} Vector3( T _x, T _y, T _z ) : x( _x ), y( _y ), z( _z ) {} template<class Y> Vector3( const Vector3<Y>& v ) : x( T( v.x ) ), y( T( v.y ) ), z( T( v.z ) ) {} T Luminance() const { return T( x * 0.3f + y * 0.59f + z * 0.11f ); } void Clamp() { x = std::min( T(1), std::max( T(0), x ) ); y = std::min( T(1), std::max( T(0), y ) ); z = std::min( T(1), std::max( T(0), z ) ); } bool operator==( const Vector3<T>& rhs ) const { return x == rhs.x && y == rhs.y && z == rhs.z; } bool operator!=( const Vector2<T>& rhs ) const { return !( *this == rhs ); } T& operator[]( unsigned int idx ) { assert( idx < 3 ); return ((T*)this)[idx]; } const T& operator[]( unsigned int idx ) const { assert( idx < 3 ); return ((T*)this)[idx]; } Vector3<T> operator+=( const Vector3<T>& rhs ) { x += rhs.x; y += rhs.y; z += rhs.z; return *this; } Vector3<T> operator*=( const Vector3<T>& rhs ) { x *= rhs.x; y *= rhs.y; z *= rhs.z; return *this; } Vector3<T> operator*=( const float& rhs ) { x *= rhs; y *= rhs; z *= rhs; return *this; } T x, y, z; T padding; }; template<class T> Vector3<T> operator+( const Vector3<T>& lhs, const Vector3<T>& rhs ) { return Vector3<T>( lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z ); } template<class T> Vector3<T> operator-( const Vector3<T>& lhs, const Vector3<T>& rhs ) { return Vector3<T>( lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z ); } template<class T> Vector3<T> operator*( const Vector3<T>& lhs, const Vector3<T>& rhs ) { return Vector3<T>( lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z ); } template<class T> Vector3<T> operator*( const Vector3<T>& lhs, const float& rhs ) { return Vector3<T>( T( lhs.x * rhs ), T( lhs.y * rhs ), T( lhs.z * rhs ) ); } template<class T> Vector3<T> operator/( const Vector3<T>& lhs, const T& rhs ) { return Vector3<T>( lhs.x / rhs, lhs.y / rhs, lhs.z / rhs ); } template<class T> bool operator<( const Vector3<T>& lhs, const Vector3<T>& rhs ) { return lhs.Luminance() < rhs.Luminance(); } typedef Vector3<int32_t> v3i; typedef Vector3<float> v3f; typedef Vector3<uint8_t> v3b; static inline v3b v3f_to_v3b( const v3f& v ) { return v3b( uint8_t( std::min( 1.f, v.x ) * 255 ), uint8_t( std::min( 1.f, v.y ) * 255 ), uint8_t( std::min( 1.f, v.z ) * 255 ) ); } template<class T> Vector3<T> Mix( const Vector3<T>& v1, const Vector3<T>& v2, float amount ) { return v1 + ( v2 - v1 ) * amount; } template<> inline v3b Mix( const v3b& v1, const v3b& v2, float amount ) { return v3b( v3f( v1 ) + ( v3f( v2 ) - v3f( v1 ) ) * amount ); } template<class T> Vector3<T> Desaturate( const Vector3<T>& v ) { T l = v.Luminance(); return Vector3<T>( l, l, l ); } template<class T> Vector3<T> Desaturate( const Vector3<T>& v, float mul ) { T l = T( v.Luminance() * mul ); return Vector3<T>( l, l, l ); } template<class T> Vector3<T> pow( const Vector3<T>& base, float exponent ) { return Vector3<T>( pow( base.x, exponent ), pow( base.y, exponent ), pow( base.z, exponent ) ); } template<class T> Vector3<T> sRGB2linear( const Vector3<T>& v ) { return Vector3<T>( sRGB2linear( v.x ), sRGB2linear( v.y ), sRGB2linear( v.z ) ); } template<class T> Vector3<T> linear2sRGB( const Vector3<T>& v ) { return Vector3<T>( linear2sRGB( v.x ), linear2sRGB( v.y ), linear2sRGB( v.z ) ); } #endif