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template.h
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template.h
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// Template, UU version
// IGAD/NHTV/UU - Jacco Bikker - 2006-2017
#pragma once
#define TEMPLATE_VERSION "Template_v2017.01"
inline float Rand( float range ) { return ((float)rand() / RAND_MAX) * range; }
inline int IRand( int range ) { return rand() % range; }
int filesize( FILE* f );
#define MALLOC64(x) _aligned_malloc(x,64)
#define FREE64(x) _aligned_free(x)
typedef unsigned char uchar;
typedef unsigned char byte;
typedef __int64 int64;
typedef unsigned __int64 uint64;
typedef unsigned int uint;
namespace Tmpl8 {
#define MIN(a,b) (((a)>(b))?(b):(a))
#define MAX(a,b) (((a)>(b))?(a):(b))
#define CLAMP(v,a,b) (MIN((b),MAX((v),(a))))
#define PI 3.14159265358979323846264338327950288419716939937510582097494459072381640628620899862803482534211706798f
#define INVERSEPI 0.31830988618f
#define PREFETCH(x) _mm_prefetch((const char*)(x),_MM_HINT_T0)
#define PREFETCH_ONCE(x) _mm_prefetch((const char*)(x),_MM_HINT_NTA)
#define PREFETCH_WRITE(x) _m_prefetchw((const char*)(x))
#define loadss(mem) _mm_load_ss((const float*const)(mem))
#define broadcastps(ps) _mm_shuffle_ps((ps),(ps), 0)
#define broadcastss(ss) broadcastps(loadss((ss)))
#if defined(_MSC_VER) && !defined(__INTEL_COMPILER)
#define likely(expr) (expr)
#define unlikely(expr) (expr)
#else
#define likely(expr) __builtin_expect((expr),true )
#define unlikely(expr) __builtin_expect((expr),false)
#endif
struct timer
{
typedef long long value_type;
static double inv_freq;
value_type start;
timer() : start( get() ) { init(); }
float elapsed() const { return (float)((get() - start) * inv_freq); }
static value_type get()
{
LARGE_INTEGER c;
QueryPerformanceCounter( &c );
return c.QuadPart;
}
static double to_time(const value_type vt) { return double(vt) * inv_freq; }
void reset() { start = get(); }
static void init()
{
LARGE_INTEGER f;
QueryPerformanceFrequency( &f );
inv_freq = 1000./double(f.QuadPart);
}
};
// vectors
class vec2 // adapted from https://github.com/dcow/RayTracer
{
public:
union { struct { float x, y; }; float cell[2]; };
vec2() {}
vec2( float v ) : x( v ), y( v ) {}
vec2( float x, float y ) : x( x ), y( y ) {}
vec2 operator - () const { return vec2( -x, -y ); }
vec2 operator + ( const vec2& addOperand ) const { return vec2( x + addOperand.x, y + addOperand.y ); }
vec2 operator - ( const vec2& operand ) const { return vec2( x - operand.x, y - operand.y ); }
vec2 operator * ( const vec2& operand ) const { return vec2( x * operand.x, y * operand.y ); }
vec2 operator * ( float operand ) const { return vec2( x * operand, y * operand ); }
void operator -= ( const vec2& a ) { x -= a.x; y -= a.y; }
void operator += ( const vec2& a ) { x += a.x; y += a.y; }
void operator *= ( const vec2& a ) { x *= a.x; y *= a.y; }
void operator *= ( float a ) { x *= a; y *= a; }
float& operator [] ( const int idx ) { return cell[idx]; }
float length() { return sqrtf( x * x + y * y ); }
float sqrLentgh() { return x * x + y * y; }
vec2 normalized() { float r = 1.0f / length(); return vec2( x * r, y * r ); }
void normalize() { float r = 1.0f / length(); x *= r; y *= r; }
static vec2 normalize( vec2 v ) { return v.normalized(); }
float dot( const vec2& operand ) const { return x * operand.x + y * operand.y; }
};
class vec3
{
public:
union { struct { float x, y, z, dummy; }; float cell[4]; };
vec3() {}
vec3( float v ) : x( v ), y( v ), z( v ) {}
vec3( float x, float y, float z ) : x( x ), y( y ), z( z ) {}
vec3 operator - () const { return vec3( -x, -y, -z ); }
vec3 operator + ( const vec3& addOperand ) const { return vec3( x + addOperand.x, y + addOperand.y, z + addOperand.z ); }
vec3 operator - ( const vec3& operand ) const { return vec3( x - operand.x, y - operand.y, z - operand.z ); }
vec3 operator * ( const vec3& operand ) const { return vec3( x * operand.x, y * operand.y, z * operand.z ); }
vec3 operator / (const vec3& operand) const { return vec3(x / operand.x, y / operand.y, z / operand.z); }
void operator -= ( const vec3& a ) { x -= a.x; y -= a.y; z -= a.z; }
void operator += ( const vec3& a ) { x += a.x; y += a.y; z += a.z; }
void operator *= ( const vec3& a ) { x *= a.x; y *= a.y; z *= a.z; }
void operator *= (const float a) { x *= a; y *= a; z *= a; }
bool operator == (const vec3& a) { return x == a.x && y == a.y && z == a.z; }
float operator [] ( const uint& idx ) const { return cell[idx]; }
float& operator [] ( const uint& idx ) { return cell[idx]; }
float length() const { return sqrtf( x * x + y * y + z * z ); }
float sqrLentgh() const { return x * x + y * y + z * z; }
vec3 normalized() const { float r = 1.0f / length(); return vec3( x * r, y * r, z * r ); }
vec3 absolute() const { return vec3(abs(x), abs(y), abs(z)); }
void normalize() { float r = 1.0f / length(); x *= r; y *= r; z *= r; }
static vec3 normalize( const vec3 v ) { return v.normalized(); }
vec3 cross( const vec3& operand ) const
{
return vec3( y * operand.z - z * operand.y, z * operand.x - x * operand.z, x * operand.y - y * operand.x );
}
float dot( const vec3& operand ) const { return x * operand.x + y * operand.y + z * operand.z; }
vec3 project(const vec3& v) const
{
return (v * (this->dot(v) / v.sqrLentgh()));
}
};
class vec4
{
public:
union { struct { float x, y, z, w; }; struct { vec3 xyz; float w2; }; float cell[4]; };
vec4() {}
vec4( float v ) : x( v ), y( v ), z( v ), w( v ) {}
vec4( float x, float y, float z, float w ) : x( x ), y( y ), z( z ), w( w ) {}
vec4( vec3 a, float b ) : x( a.x ), y( a.y ), z( a.z ), w( b ) {}
vec4 operator - () const { return vec4( -x, -y, -z, -w ); }
vec4 operator + ( const vec4& addOperand ) const { return vec4( x + addOperand.x, y + addOperand.y, z + addOperand.z, w + addOperand.w ); }
vec4 operator - ( const vec4& operand ) const { return vec4( x - operand.x, y - operand.y, z - operand.z, w - operand.w ); }
vec4 operator * (const vec4& operand) const { return vec4(x * operand.x, y * operand.y, z * operand.z, w * operand.w); }
vec4 operator / (const vec4& operand) const { return vec4(operand.x / x, operand.y / y, operand.z / z, operand.w / w); }
void operator -= ( const vec4& a ) { x -= a.x; y -= a.y; z -= a.z; w -= a.w; }
void operator += ( const vec4& a ) { x += a.x; y += a.y; z += a.z; w += a.w; }
void operator *= ( const vec4& a ) { x *= a.x; y *= a.y; z *= a.z; w *= a.w; }
void operator *= ( float a ) { x *= a; y *= a; z *= a; w *= a; }
float& operator [] ( const int idx ) { return cell[idx]; }
float operator [] ( const uint& idx ) const { return cell[idx]; }
float length() { return sqrtf( x * x + y * y + z * z + w * w ); }
float sqrLentgh() { return x * x + y * y + z * z + w * w; }
vec4 normalized() { float r = 1.0f / length(); return vec4( x * r, y * r, z * r, w * r ); }
void normalize() { float r = 1.0f / length(); x *= r; y *= r; z *= r; w *= r; }
static vec4 normalize( vec4 v ) { return v.normalized(); }
float dot( const vec4& operand ) const { return x * operand.x + y * operand.y + z * operand.z + w * operand.w; }
};
vec3 normalize( const vec3& v );
vec3 cross( const vec3& a, const vec3& b );
float dot( const vec3& a, const vec3& b );
vec3 operator * ( const float& s, const vec3& v );
vec3 operator * ( const vec3& v, const float& s );
vec4 operator * ( const float& s, const vec4& v );
vec4 operator * ( const vec4& v, const float& s );
class uint4
{
public:
union { struct { uint x, y, z, w; }; uint cell[4]; };
uint4() {}
uint4( int v ) : x( v ), y( v ), z( v ), w( v ) {}
uint4( int x, int y, int z, int w ) : x( x ), y( y ), z( z ), w( w ) {}
uint4 operator + ( const uint4& addOperand ) const { return uint4( x + addOperand.x, y + addOperand.y, z + addOperand.z, w + addOperand.w ); }
uint4 operator - ( const uint4& operand ) const { return uint4( x - operand.x, y - operand.y, z - operand.z, w - operand.w ); }
uint4 operator * ( const uint4& operand ) const { return uint4( x * operand.x, y * operand.y, z * operand.z, w * operand.w ); }
uint4 operator * ( uint operand ) const { return uint4( x * operand, y * operand, z * operand, w * operand ); }
void operator -= ( const uint4& a ) { x -= a.x; y -= a.y; z -= a.z; w -= a.w; }
void operator += ( const uint4& a ) { x += a.x; y += a.y; z += a.z; w += a.w; }
void operator *= ( const uint4& a ) { x *= a.x; y *= a.y; z *= a.z; w *= a.w; }
void operator *= ( uint a ) { x *= a; y *= a; z *= a; w *= a; }
uint& operator [] ( const int idx ) { return cell[idx]; }
};
class int4
{
public:
union { struct { int x, y, z, w; }; int cell[4]; };
int4() {}
int4( int v ) : x( v ), y( v ), z( v ), w( v ) {}
int4( int x, int y, int z, int w ) : x( x ), y( y ), z( z ), w( w ) {}
int4 operator - () const { return int4( -x, -y, -z, -w ); }
int4 operator + ( const int4& addOperand ) const { return int4( x + addOperand.x, y + addOperand.y, z + addOperand.z, w + addOperand.w ); }
int4 operator - ( const int4& operand ) const { return int4( x - operand.x, y - operand.y, z - operand.z, w - operand.w ); }
int4 operator * ( const int4& operand ) const { return int4( x * operand.x, y * operand.y, z * operand.z, w * operand.w ); }
int4 operator * ( int operand ) const { return int4( x * operand, y * operand, z * operand, w * operand ); }
void operator -= ( const int4& a ) { x -= a.x; y -= a.y; z -= a.z; w -= a.w; }
void operator += ( const int4& a ) { x += a.x; y += a.y; z += a.z; w += a.w; }
void operator *= ( const int4& a ) { x *= a.x; y *= a.y; z *= a.z; w *= a.w; }
void operator *= ( int a ) { x *= a; y *= a; z *= a; w *= a; }
int& operator [] ( const int idx ) { return cell[idx]; }
};
class mat4
{
public:
mat4() { memset( cell, 0, 64 ); cell[0] = cell[5] = cell[10] = cell[15] = 1; }
float cell[16];
float& operator [] ( const int idx ) { return cell[idx]; }
static mat4 identity() { mat4 r; memset( r.cell, 0, 64 ); r.cell[0] = r.cell[5] = r.cell[10] = r.cell[15] = 1.0f; return r; }
static mat4 rotate( vec3 v, float a );
static mat4 rotatex( const float a );
static mat4 rotatey( const float a );
static mat4 rotatez( const float a );
void invert()
{
// from MESA, via http://stackoverflow.com/questions/1148309/inverting-a-4x4-matrix
const float inv[16] = {
cell[5] * cell[10] * cell[15] - cell[5] * cell[11] * cell[14] - cell[9] * cell[6] * cell[15] +
cell[9] * cell[7] * cell[14] + cell[13] * cell[6] * cell[11] - cell[13] * cell[7] * cell[10],
-cell[1] * cell[10] * cell[15] + cell[1] * cell[11] * cell[14] + cell[9] * cell[2] * cell[15] -
cell[9] * cell[3] * cell[14] - cell[13] * cell[2] * cell[11] + cell[13] * cell[3] * cell[10],
cell[1] * cell[6] * cell[15] - cell[1] * cell[7] * cell[14] - cell[5] * cell[2] * cell[15] +
cell[5] * cell[3] * cell[14] + cell[13] * cell[2] * cell[7] - cell[13] * cell[3] * cell[6],
-cell[1] * cell[6] * cell[11] + cell[1] * cell[7] * cell[10] + cell[5] * cell[2] * cell[11] -
cell[5] * cell[3] * cell[10] - cell[9] * cell[2] * cell[7] + cell[9] * cell[3] * cell[6],
-cell[4] * cell[10] * cell[15] + cell[4] * cell[11] * cell[14] + cell[8] * cell[6] * cell[15] -
cell[8] * cell[7] * cell[14] - cell[12] * cell[6] * cell[11] + cell[12] * cell[7] * cell[10],
cell[0] * cell[10] * cell[15] - cell[0] * cell[11] * cell[14] - cell[8] * cell[2] * cell[15] +
cell[8] * cell[3] * cell[14] + cell[12] * cell[2] * cell[11] - cell[12] * cell[3] * cell[10],
-cell[0] * cell[6] * cell[15] + cell[0] * cell[7] * cell[14] + cell[4] * cell[2] * cell[15] -
cell[4] * cell[3] * cell[14] - cell[12] * cell[2] * cell[7] + cell[12] * cell[3] * cell[6],
cell[0] * cell[6] * cell[11] - cell[0] * cell[7] * cell[10] - cell[4] * cell[2] * cell[11] +
cell[4] * cell[3] * cell[10] + cell[8] * cell[2] * cell[7] - cell[8] * cell[3] * cell[6],
cell[4] * cell[9] * cell[15] - cell[4] * cell[11] * cell[13] - cell[8] * cell[5] * cell[15] +
cell[8] * cell[7] * cell[13] + cell[12] * cell[5] * cell[11] - cell[12] * cell[7] * cell[9],
-cell[0] * cell[9] * cell[15] + cell[0] * cell[11] * cell[13] + cell[8] * cell[1] * cell[15] -
cell[8] * cell[3] * cell[13] - cell[12] * cell[1] * cell[11] + cell[12] * cell[3] * cell[9],
cell[0] * cell[5] * cell[15] - cell[0] * cell[7] * cell[13] - cell[4] * cell[1] * cell[15] +
cell[4] * cell[3] * cell[13] + cell[12] * cell[1] * cell[7] - cell[12] * cell[3] * cell[5],
-cell[0] * cell[5] * cell[11] + cell[0] * cell[7] * cell[9] + cell[4] * cell[1] * cell[11] -
cell[4] * cell[3] * cell[9] - cell[8] * cell[1] * cell[7] + cell[8] * cell[3] * cell[5],
-cell[4] * cell[9] * cell[14] + cell[4] * cell[10] * cell[13] + cell[8] * cell[5] * cell[14] -
cell[8] * cell[6] * cell[13] - cell[12] * cell[5] * cell[10] + cell[12] * cell[6] * cell[9],
cell[0] * cell[9] * cell[14] - cell[0] * cell[10] * cell[13] - cell[8] * cell[1] * cell[14] +
cell[8] * cell[2] * cell[13] + cell[12] * cell[1] * cell[10] - cell[12] * cell[2] * cell[9],
-cell[0] * cell[5] * cell[14] + cell[0] * cell[6] * cell[13] + cell[4] * cell[1] * cell[14] -
cell[4] * cell[2] * cell[13] - cell[12] * cell[1] * cell[6] + cell[12] * cell[2] * cell[5],
cell[0] * cell[5] * cell[10] - cell[0] * cell[6] * cell[9] - cell[4] * cell[1] * cell[10] +
cell[4] * cell[2] * cell[9] + cell[8] * cell[1] * cell[6] - cell[8] * cell[2] * cell[5]
};
const float det = cell[0] * inv[0] + cell[1] * inv[4] + cell[2] * inv[8] + cell[3] * inv[12];
if (det != 0)
{
const float invdet = 1.0f / det;
for( int i = 0; i < 16; i++ ) cell[i] = inv[i] * invdet;
}
}
};
vec4 operator * ( const vec4& v, const mat4& M );
#define BADFLOAT(x) ((*(uint*)&x & 0x7f000000) == 0x7f000000)
}; // namespace Tmpl8