overlays: Move vertex & vector utility classes to new file

This commit is contained in:
Nick Renieris 2020-01-06 19:56:17 +02:00 committed by kd-11
parent 192912131e
commit 28770c1580
5 changed files with 156 additions and 132 deletions

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@ -1,67 +1,10 @@
#pragma once
#include "Utilities/types.h"
#include "Utilities/geometry.h"
#include "overlay_utils.h"
namespace rsx
{
template<typename T>
struct vector3_base : public position3_base<T>
{
using position3_base<T>::position3_base;
vector3_base<T>(T x, T y, T z)
{
this->x = x;
this->y = y;
this->z = z;
}
vector3_base<T>(const position3_base<T>& other)
{
this->x = other.x;
this->y = other.y;
this->z = other.z;
}
vector3_base<T> operator * (const vector3_base<T>& rhs) const
{
return { this->x * rhs.x, this->y * rhs.y, this->z * rhs.z };
}
vector3_base<T> operator * (T rhs) const
{
return { this->x * rhs, this->y * rhs, this->z * rhs };
}
void operator *= (const vector3_base<T>& rhs)
{
this->x *= rhs.x;
this->y *= rhs.y;
this->z *= rhs.z;
}
void operator *= (T rhs)
{
this->x *= rhs;
this->y *= rhs;
this->z *= rhs;
}
T dot(const vector3_base<T>& rhs) const
{
return (this->x * rhs.x) + (this->y * rhs.y) + (this->z * rhs.z);
}
T distance(const vector3_base<T>& rhs) const
{
const vector3_base<T> d = *this - rhs;
return d.dot(d);
}
};
using vector3i = vector3_base<int>;
using vector3f = vector3_base<float>;
namespace overlays
{
struct compiled_resource;

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@ -2,6 +2,7 @@
#include "Utilities/types.h"
#include "Utilities/geometry.h"
#include "Utilities/File.h"
#include "overlay_utils.h"
#include "Emu/System.h"
#include <string>
@ -51,78 +52,6 @@ namespace rsx
line_strip = 3
};
struct vertex
{
float values[4];
vertex() = default;
vertex(float x, float y)
{
vec2(x, y);
}
vertex(float x, float y, float z)
{
vec3(x, y, z);
}
vertex(float x, float y, float z, float w)
{
vec4(x, y, z, w);
}
vertex(int x, int y, int z, int w)
{
vec4(static_cast<f32>(x), static_cast<f32>(y), static_cast<f32>(z), static_cast<f32>(w));
}
float& operator[](int index)
{
return values[index];
}
void vec2(float x, float y)
{
values[0] = x;
values[1] = y;
values[2] = 0.f;
values[3] = 1.f;
}
void vec3(float x, float y, float z)
{
values[0] = x;
values[1] = y;
values[2] = z;
values[3] = 1.f;
}
void vec4(float x, float y, float z, float w)
{
values[0] = x;
values[1] = y;
values[2] = z;
values[3] = w;
}
void operator += (const vertex& other)
{
values[0] += other.values[0];
values[1] += other.values[1];
values[2] += other.values[2];
values[3] += other.values[3];
}
void operator -= (const vertex& other)
{
values[0] -= other.values[0];
values[1] -= other.values[1];
values[2] -= other.values[2];
values[3] -= other.values[3];
}
};
struct font
{
const u32 width = 1024;

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@ -0,0 +1,148 @@
#pragma once
struct vertex
{
float values[4];
vertex() = default;
vertex(float x, float y)
{
vec2(x, y);
}
vertex(float x, float y, float z)
{
vec3(x, y, z);
}
vertex(float x, float y, float z, float w)
{
vec4(x, y, z, w);
}
vertex(int x, int y, int z, int w)
{
vec4(static_cast<f32>(x), static_cast<f32>(y), static_cast<f32>(z), static_cast<f32>(w));
}
float& operator[](int index)
{
return values[index];
}
void vec2(float x, float y)
{
values[0] = x;
values[1] = y;
values[2] = 0.f;
values[3] = 1.f;
}
void vec3(float x, float y, float z)
{
values[0] = x;
values[1] = y;
values[2] = z;
values[3] = 1.f;
}
void vec4(float x, float y, float z, float w)
{
values[0] = x;
values[1] = y;
values[2] = z;
values[3] = w;
}
void operator += (const vertex& other)
{
values[0] += other.values[0];
values[1] += other.values[1];
values[2] += other.values[2];
values[3] += other.values[3];
}
void operator -= (const vertex& other)
{
values[0] -= other.values[0];
values[1] -= other.values[1];
values[2] -= other.values[2];
values[3] -= other.values[3];
}
};
template<typename T>
struct vector3_base : public position3_base<T>
{
using position3_base<T>::position3_base;
vector3_base<T>(T x, T y, T z)
{
this->x = x;
this->y = y;
this->z = z;
}
vector3_base<T>(const position3_base<T>& other)
{
this->x = other.x;
this->y = other.y;
this->z = other.z;
}
T dot(const vector3_base<T>& rhs) const
{
return (this->x * rhs.x) + (this->y * rhs.y) + (this->z * rhs.z);
}
T distance(const vector3_base<T>& rhs) const
{
const vector3_base<T> d = *this - rhs;
return d.dot(d);
}
};
template<typename T>
vector3_base<T> operator * (const vector3_base<T>& lhs, const vector3_base<T>& rhs)
{
return { lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z };
}
template<typename T>
vector3_base<T> operator * (const vector3_base<T>& lhs, T rhs)
{
return { lhs.x * rhs, lhs.y * rhs, lhs.z * rhs };
}
template<typename T>
vector3_base<T> operator * (T lhs, const vector3_base<T>& rhs)
{
return { lhs * rhs.x, lhs * rhs.y, lhs * rhs.z };
}
template<typename T>
void operator *= (const vector3_base<T>& lhs, const vector3_base<T>& rhs)
{
lhs.x *= rhs.x;
lhs.y *= rhs.y;
lhs.z *= rhs.z;
}
template<typename T>
void operator *= (const vector3_base<T>& lhs, T rhs)
{
lhs.x *= rhs;
lhs.y *= rhs;
lhs.z *= rhs;
}
template<typename T>
void operator < (const vector3_base<T>& lhs, T rhs)
{
return lhs.x < rhs.x && lhs.y < rhs.y && lhs.z < rhs.z;
}
using vector3i = vector3_base<int>;
using vector3f = vector3_base<float>;

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@ -398,6 +398,7 @@
<ClInclude Include="Emu\Io\Keyboard.h" />
<ClInclude Include="Emu\RSX\Common\texture_cache_helpers.h" />
<ClInclude Include="Emu\RSX\Overlays\overlay_perf_metrics.h" />
<ClInclude Include="Emu\RSX\Overlays\overlay_utils.h" />
<ClInclude Include="Emu\RSX\Overlays\Shaders\shader_loading_dialog.h" />
<ClInclude Include="Emu\RSX\Overlays\Shaders\shader_loading_dialog_native.h" />
<ClInclude Include="util\atomic.hpp" />

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@ -1606,5 +1606,8 @@
<ClInclude Include="Emu\RSX\Overlays\Shaders\shader_loading_dialog.h">
<Filter>Emu\GPU\RSX\Overlays\Shaders</Filter>
</ClInclude>
<ClInclude Include="Emu\RSX\Overlays\overlay_utils.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>