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86018b503b
Keeps all of the floating-point utility functions in their own file to keep them all together. This also provides a place for other general-purpose floating-point functions to be added in the future, which will be necessary when improving the flag-setting within the interpreter.
135 lines
3.0 KiB
C++
135 lines
3.0 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <algorithm>
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#include <array>
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#include <cstdlib>
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#include <vector>
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#include "Common/CommonTypes.h"
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#ifdef _MSC_VER
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#include <intrin.h>
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#endif
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namespace MathUtil
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{
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template <class T>
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constexpr T Clamp(const T val, const T& min, const T& max)
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{
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return std::max(min, std::min(max, val));
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}
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template <typename T>
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constexpr bool IsPow2(T imm)
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{
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return imm > 0 && (imm & (imm - 1)) == 0;
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}
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template <class T>
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struct Rectangle
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{
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T left{};
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T top{};
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T right{};
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T bottom{};
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constexpr Rectangle() = default;
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constexpr Rectangle(T theLeft, T theTop, T theRight, T theBottom)
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: left(theLeft), top(theTop), right(theRight), bottom(theBottom)
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{
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}
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constexpr bool operator==(const Rectangle& r) const
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{
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return left == r.left && top == r.top && right == r.right && bottom == r.bottom;
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}
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T GetWidth() const { return abs(right - left); }
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T GetHeight() const { return abs(bottom - top); }
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// If the rectangle is in a coordinate system with a lower-left origin, use
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// this Clamp.
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void ClampLL(T x1, T y1, T x2, T y2)
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{
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left = Clamp(left, x1, x2);
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right = Clamp(right, x1, x2);
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top = Clamp(top, y2, y1);
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bottom = Clamp(bottom, y2, y1);
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}
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// If the rectangle is in a coordinate system with an upper-left origin,
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// use this Clamp.
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void ClampUL(T x1, T y1, T x2, T y2)
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{
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left = Clamp(left, x1, x2);
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right = Clamp(right, x1, x2);
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top = Clamp(top, y1, y2);
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bottom = Clamp(bottom, y1, y2);
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}
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};
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} // namespace MathUtil
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float MathFloatVectorSum(const std::vector<float>&);
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// Rounds down. 0 -> undefined
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inline int IntLog2(u64 val)
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{
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#if defined(__GNUC__)
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return 63 - __builtin_clzll(val);
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#elif defined(_MSC_VER)
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unsigned long result = ULONG_MAX;
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_BitScanReverse64(&result, val);
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return result;
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#else
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int result = -1;
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while (val != 0)
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{
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val >>= 1;
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++result;
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}
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return result;
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#endif
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}
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// Tiny matrix/vector library.
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// Used for things like Free-Look in the gfx backend.
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class Matrix33
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{
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public:
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static void LoadIdentity(Matrix33& mtx);
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// set mtx to be a rotation matrix around the x axis
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static void RotateX(Matrix33& mtx, float rad);
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// set mtx to be a rotation matrix around the y axis
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static void RotateY(Matrix33& mtx, float rad);
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// set result = a x b
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static void Multiply(const Matrix33& a, const Matrix33& b, Matrix33& result);
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static void Multiply(const Matrix33& a, const float vec[3], float result[3]);
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float data[9];
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};
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class Matrix44
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{
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public:
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static void LoadIdentity(Matrix44& mtx);
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static void LoadMatrix33(Matrix44& mtx, const Matrix33& m33);
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static void Set(Matrix44& mtx, const float mtxArray[16]);
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static void Translate(Matrix44& mtx, const float vec[3]);
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static void Shear(Matrix44& mtx, const float a, const float b = 0);
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static void Multiply(const Matrix44& a, const Matrix44& b, Matrix44& result);
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float data[16];
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};
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