Files
unity/crnlib/crn_vec.h
T
Alexander Suvorov 3e12aff909 Fix miscellaneous compiler warnings
DXT Testing:

The modified algorithm has been tested on the Kodak test set using 64-bit build with default settings (running on Windows 10, i7-4790, 3.6GHz). All the decompressed test images are identical to the images being compressed and decompressed using original version of Crunch (revision ea9b8d8).

[Compressing Kodak set without mipmaps using DXT1 encoding]
Original: 1582222 bytes / 28.866 sec
Modified: 1468204 bytes / 11.858 sec
Improvement: 7.21% (compression ratio) / 58.92% (compression time)

[Compressing Kodak set with mipmaps using DXT1 encoding]
Original: 2065243 bytes / 36.878 sec
Modified: 1914805 bytes / 15.625 sec
Improvement: 7.28% (compression ratio) / 57.63% (compression time)

ETC Testing:

The modified algorithm has been tested on the Kodak test set using 64-bit build with default settings (running on Windows 10, i7-4790, 3.6GHz). The ETC1 quantization parameters have been selected in such a way, so that ETC1 compression gives approximately the same average Luma PSNR as the corresponding DXT1 compression (which is equal to 34.044 dB for the Kodak test set compressed without mipmaps using DXT1 encoding and default quality settings).

[Compressing Kodak set without mipmaps using ETC1 encoding]
Total size: 1607858 bytes
Total time: 17.181 sec
Average bitrate: 1.363 bpp
Average Luma PSNR: 34.050 dB
2017-09-11 13:52:21 +02:00

757 lines
17 KiB
C++

// File: crn_vec.h
// See Copyright Notice and license at the end of inc/crnlib.h
#pragma once
#include "crn_core.h"
#include "crn_rand.h"
namespace crnlib {
template <uint N, typename T>
class vec : public helpers::rel_ops<vec<N, T> > {
public:
typedef T scalar_type;
enum { num_elements = N };
inline vec() {}
inline vec(eClear) { clear(); }
inline vec(const vec& other) {
for (uint i = 0; i < N; i++)
m_s[i] = other.m_s[i];
}
template <uint O, typename U>
inline vec(const vec<O, U>& other) {
set(other);
}
template <uint O, typename U>
inline vec(const vec<O, U>& other, T w) {
*this = other;
m_s[N - 1] = w;
}
explicit inline vec(T val) {
set(val);
}
inline vec(T val0, T val1) {
set(val0, val1);
}
inline vec(T val0, T val1, T val2) {
set(val0, val1, val2);
}
inline vec(T val0, T val1, T val2, T val3) {
set(val0, val1, val2, val3);
}
inline void clear() {
if (N > 4)
memset(m_s, 0, sizeof(m_s));
else {
for (uint i = 0; i < N; i++)
m_s[i] = 0;
}
}
template <uint ON, typename OT>
inline vec& set(const vec<ON, OT>& other) {
if ((void*)this == (void*)&other)
return *this;
const uint m = math::minimum(N, ON);
uint i;
for (i = 0; i < m; i++)
m_s[i] = static_cast<T>(other[i]);
for (; i < N; i++)
m_s[i] = 0;
return *this;
}
inline vec& set_component(uint index, T val) {
CRNLIB_ASSERT(index < N);
m_s[index] = val;
return *this;
}
inline vec& set(T val) {
for (uint i = 0; i < N; i++)
m_s[i] = val;
return *this;
}
inline vec& set(T val0, T val1) {
m_s[0] = val0;
if (N >= 2) {
m_s[1] = val1;
for (uint i = 2; i < N; i++)
m_s[i] = 0;
}
return *this;
}
inline vec& set(T val0, T val1, T val2) {
m_s[0] = val0;
if (N >= 2) {
m_s[1] = val1;
if (N >= 3) {
m_s[2] = val2;
for (uint i = 3; i < N; i++)
m_s[i] = 0;
}
}
return *this;
}
inline vec& set(T val0, T val1, T val2, T val3) {
m_s[0] = val0;
if (N >= 2) {
m_s[1] = val1;
if (N >= 3) {
m_s[2] = val2;
if (N >= 4) {
m_s[3] = val3;
for (uint i = 4; i < N; i++)
m_s[i] = 0;
}
}
}
return *this;
}
inline vec& set(const T* pValues) {
for (uint i = 0; i < N; i++)
m_s[i] = pValues[i];
return *this;
}
template <uint ON, typename OT>
inline vec& swizzle_set(const vec<ON, OT>& other, uint i) {
return set(static_cast<T>(other[i]));
}
template <uint ON, typename OT>
inline vec& swizzle_set(const vec<ON, OT>& other, uint i, uint j) {
return set(static_cast<T>(other[i]), static_cast<T>(other[j]));
}
template <uint ON, typename OT>
inline vec& swizzle_set(const vec<ON, OT>& other, uint i, uint j, uint k) {
return set(static_cast<T>(other[i]), static_cast<T>(other[j]), static_cast<T>(other[k]));
}
template <uint ON, typename OT>
inline vec& swizzle_set(const vec<ON, OT>& other, uint i, uint j, uint k, uint l) {
return set(static_cast<T>(other[i]), static_cast<T>(other[j]), static_cast<T>(other[k]), static_cast<T>(other[l]));
}
inline vec& operator=(const vec& rhs) {
if (this != &rhs) {
for (uint i = 0; i < N; i++)
m_s[i] = rhs.m_s[i];
}
return *this;
}
template <uint O, typename U>
inline vec& operator=(const vec<O, U>& other) {
if ((void*)this == (void*)&other)
return *this;
uint s = math::minimum(N, O);
uint i;
for (i = 0; i < s; i++)
m_s[i] = static_cast<T>(other[i]);
for (; i < N; i++)
m_s[i] = 0;
return *this;
}
inline bool operator==(const vec& rhs) const {
for (uint i = 0; i < N; i++)
if (!(m_s[i] == rhs.m_s[i]))
return false;
return true;
}
inline bool operator<(const vec& rhs) const {
for (uint i = 0; i < N; i++) {
if (m_s[i] < rhs.m_s[i])
return true;
else if (!(m_s[i] == rhs.m_s[i]))
return false;
}
return false;
}
inline T operator[](uint i) const {
CRNLIB_ASSERT(i < N);
return m_s[i];
}
inline T& operator[](uint i) {
CRNLIB_ASSERT(i < N);
return m_s[i];
}
inline T get_x(void) const { return m_s[0]; }
inline T get_y(void) const {
CRNLIB_ASSUME(N >= 2);
return m_s[1];
}
inline T get_z(void) const {
CRNLIB_ASSUME(N >= 3);
return m_s[2];
}
inline T get_w(void) const {
CRNLIB_ASSUME(N >= 4);
return m_s[3];
}
inline vec& set_x(T v) {
m_s[0] = v;
return *this;
}
inline vec& set_y(T v) {
CRNLIB_ASSUME(N >= 2);
m_s[1] = v;
return *this;
}
inline vec& set_z(T v) {
CRNLIB_ASSUME(N >= 3);
m_s[2] = v;
return *this;
}
inline vec& set_w(T v) {
CRNLIB_ASSUME(N >= 4);
m_s[3] = v;
return *this;
}
inline vec as_point() const {
vec result(*this);
result[N - 1] = 1;
return result;
}
inline vec as_dir() const {
vec result(*this);
result[N - 1] = 0;
return result;
}
inline vec<2, T> select2(uint i, uint j) const {
CRNLIB_ASSERT((i < N) && (j < N));
return vec<2, T>(m_s[i], m_s[j]);
}
inline vec<3, T> select3(uint i, uint j, uint k) const {
CRNLIB_ASSERT((i < N) && (j < N) && (k < N));
return vec<3, T>(m_s[i], m_s[j], m_s[k]);
}
inline vec<4, T> select4(uint i, uint j, uint k, uint l) const {
CRNLIB_ASSERT((i < N) && (j < N) && (k < N) && (l < N));
return vec<4, T>(m_s[i], m_s[j], m_s[k], m_s[l]);
}
inline bool is_dir() const { return m_s[N - 1] == 0; }
inline bool is_vector() const { return is_dir(); }
inline bool is_point() const { return m_s[N - 1] == 1; }
inline vec project() const {
vec result(*this);
if (result[N - 1])
result /= result[N - 1];
return result;
}
inline vec broadcast(unsigned i) const {
return vec((*this)[i]);
}
inline vec swizzle(uint i, uint j) const {
return vec((*this)[i], (*this)[j]);
}
inline vec swizzle(uint i, uint j, uint k) const {
return vec((*this)[i], (*this)[j], (*this)[k]);
}
inline vec swizzle(uint i, uint j, uint k, uint l) const {
return vec((*this)[i], (*this)[j], (*this)[k], (*this)[l]);
}
inline vec operator-() const {
vec result;
for (uint i = 0; i < N; i++)
result.m_s[i] = -m_s[i];
return result;
}
inline vec operator+() const {
return *this;
}
inline vec& operator+=(const vec& other) {
for (uint i = 0; i < N; i++)
m_s[i] += other.m_s[i];
return *this;
}
inline vec& operator-=(const vec& other) {
for (uint i = 0; i < N; i++)
m_s[i] -= other.m_s[i];
return *this;
}
inline vec& operator*=(const vec& other) {
for (uint i = 0; i < N; i++)
m_s[i] *= other.m_s[i];
return *this;
}
inline vec& operator/=(const vec& other) {
for (uint i = 0; i < N; i++)
m_s[i] /= other.m_s[i];
return *this;
}
inline vec& operator*=(T s) {
for (uint i = 0; i < N; i++)
m_s[i] *= s;
return *this;
}
inline vec& operator/=(T s) {
for (uint i = 0; i < N; i++)
m_s[i] /= s;
return *this;
}
friend inline T operator*(const vec& lhs, const vec& rhs) {
T result = lhs.m_s[0] * rhs.m_s[0];
for (uint i = 1; i < N; i++)
result += lhs.m_s[i] * rhs.m_s[i];
return result;
}
friend inline vec operator*(const vec& lhs, T val) {
vec result;
for (uint i = 0; i < N; i++)
result.m_s[i] = lhs.m_s[i] * val;
return result;
}
friend inline vec operator*(T val, const vec& lhs) {
vec result;
for (uint i = 0; i < N; i++)
result.m_s[i] = lhs.m_s[i] * val;
return result;
}
friend inline vec operator/(const vec& lhs, const vec& rhs) {
vec result;
for (uint i = 0; i < N; i++)
result.m_s[i] = lhs.m_s[i] / rhs.m_s[i];
return result;
}
friend inline vec operator/(const vec& lhs, T val) {
vec result;
for (uint i = 0; i < N; i++)
result.m_s[i] = lhs.m_s[i] / val;
return result;
}
friend inline vec operator+(const vec& lhs, const vec& rhs) {
vec result;
for (uint i = 0; i < N; i++)
result.m_s[i] = lhs.m_s[i] + rhs.m_s[i];
return result;
}
friend inline vec operator-(const vec& lhs, const vec& rhs) {
vec result;
for (uint i = 0; i < N; i++)
result.m_s[i] = lhs.m_s[i] - rhs.m_s[i];
return result;
}
static inline vec<3, T> cross2(const vec& a, const vec& b) {
CRNLIB_ASSUME(N >= 2);
return vec<3, T>(0, 0, a[0] * b[1] - a[1] * b[0]);
}
static inline vec<3, T> cross3(const vec& a, const vec& b) {
CRNLIB_ASSUME(N >= 3);
return vec<3, T>(a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]);
}
static inline vec<3, T> cross(const vec& a, const vec& b) {
CRNLIB_ASSUME(N >= 2);
if (N == 2)
return cross2(a, b);
else
return cross3(a, b);
}
inline T dot(const vec& rhs) const {
return *this * rhs;
}
inline T dot2(const vec& rhs) const {
CRNLIB_ASSUME(N >= 2);
return m_s[0] * rhs.m_s[0] + m_s[1] * rhs.m_s[1];
}
inline T dot3(const vec& rhs) const {
CRNLIB_ASSUME(N >= 3);
return m_s[0] * rhs.m_s[0] + m_s[1] * rhs.m_s[1] + m_s[2] * rhs.m_s[2];
}
inline T norm(void) const {
T sum = m_s[0] * m_s[0];
for (uint i = 1; i < N; i++)
sum += m_s[i] * m_s[i];
return sum;
}
inline T length(void) const {
return sqrt(norm());
}
inline T squared_distance(const vec& rhs) const {
T dist2 = 0;
for (uint i = 0; i < N; i++) {
T d = m_s[i] - rhs.m_s[i];
dist2 += d * d;
}
return dist2;
}
inline T squared_distance(const vec& rhs, T early_out) const {
T dist2 = 0;
for (uint i = 0; i < N; i++) {
T d = m_s[i] - rhs.m_s[i];
dist2 += d * d;
if (dist2 > early_out)
break;
}
return dist2;
}
inline T distance(const vec& rhs) const {
T dist2 = 0;
for (uint i = 0; i < N; i++) {
T d = m_s[i] - rhs.m_s[i];
dist2 += d * d;
}
return sqrt(dist2);
}
inline vec inverse() const {
vec result;
for (uint i = 0; i < N; i++)
result[i] = m_s[i] ? (1.0f / m_s[i]) : 0;
return result;
}
inline double normalize(const vec* pDefaultVec = NULL) {
double n = m_s[0] * m_s[0];
for (uint i = 1; i < N; i++)
n += m_s[i] * m_s[i];
if (n != 0)
*this *= static_cast<T>((1.0f / sqrt(n)));
else if (pDefaultVec)
*this = *pDefaultVec;
return n;
}
inline double normalize3(const vec* pDefaultVec = NULL) {
CRNLIB_ASSUME(N >= 3);
double n = m_s[0] * m_s[0] + m_s[1] * m_s[1] + m_s[2] * m_s[2];
if (n != 0)
*this *= static_cast<T>((1.0f / sqrt(n)));
else if (pDefaultVec)
*this = *pDefaultVec;
return n;
}
inline vec& normalize_in_place(const vec* pDefaultVec = NULL) {
normalize(pDefaultVec);
return *this;
}
inline vec& normalize3_in_place(const vec* pDefaultVec = NULL) {
normalize3(pDefaultVec);
return *this;
}
inline vec get_normalized(const vec* pDefaultVec = NULL) const {
vec result(*this);
result.normalize(pDefaultVec);
return result;
}
inline vec get_normalized3(const vec* pDefaultVec = NULL) const {
vec result(*this);
result.normalize3(pDefaultVec);
return result;
}
inline vec& clamp(T l, T h) {
for (uint i = 0; i < N; i++)
m_s[i] = static_cast<T>(math::clamp(m_s[i], l, h));
return *this;
}
inline vec& clamp(const vec& l, const vec& h) {
for (uint i = 0; i < N; i++)
m_s[i] = static_cast<T>(math::clamp(m_s[i], l[i], h[i]));
return *this;
}
inline bool is_within_bounds(const vec& l, const vec& h) const {
for (uint i = 0; i < N; i++)
if ((m_s[i] < l[i]) || (m_s[i] > h[i]))
return false;
return true;
}
inline bool is_within_bounds(T l, T h) const {
for (uint i = 0; i < N; i++)
if ((m_s[i] < l) || (m_s[i] > h))
return false;
return true;
}
inline uint get_major_axis(void) const {
T m = fabs(m_s[0]);
uint r = 0;
for (uint i = 1; i < N; i++) {
const T c = fabs(m_s[i]);
if (c > m) {
m = c;
r = i;
}
}
return r;
}
inline uint get_minor_axis(void) const {
T m = fabs(m_s[0]);
uint r = 0;
for (uint i = 1; i < N; i++) {
const T c = fabs(m_s[i]);
if (c < m) {
m = c;
r = i;
}
}
return r;
}
inline T get_absolute_minimum(void) const {
T result = fabs(m_s[0]);
for (uint i = 1; i < N; i++)
result = math::minimum(result, fabs(m_s[i]));
return result;
}
inline T get_absolute_maximum(void) const {
T result = fabs(m_s[0]);
for (uint i = 1; i < N; i++)
result = math::maximum(result, fabs(m_s[i]));
return result;
}
inline T get_minimum(void) const {
T result = m_s[0];
for (uint i = 1; i < N; i++)
result = math::minimum(result, m_s[i]);
return result;
}
inline T get_maximum(void) const {
T result = m_s[0];
for (uint i = 1; i < N; i++)
result = math::maximum(result, m_s[i]);
return result;
}
inline vec& remove_unit_direction(const vec& dir) {
T p = *this * dir;
*this -= (p * dir);
return *this;
}
inline bool all_less(const vec& b) const {
for (uint i = 0; i < N; i++)
if (m_s[i] >= b.m_s[i])
return false;
return true;
}
inline bool all_less_equal(const vec& b) const {
for (uint i = 0; i < N; i++)
if (m_s[i] > b.m_s[i])
return false;
return true;
}
inline bool all_greater(const vec& b) const {
for (uint i = 0; i < N; i++)
if (m_s[i] <= b.m_s[i])
return false;
return true;
}
inline bool all_greater_equal(const vec& b) const {
for (uint i = 0; i < N; i++)
if (m_s[i] < b.m_s[i])
return false;
return true;
}
inline vec get_negate_xyz() const {
vec ret;
ret[0] = -m_s[0];
if (N >= 2)
ret[1] = -m_s[1];
if (N >= 3)
ret[2] = -m_s[2];
for (uint i = 3; i < N; i++)
ret[i] = m_s[i];
return ret;
}
inline vec& invert() {
for (uint i = 0; i < N; i++)
if (m_s[i] != 0.0f)
m_s[i] = 1.0f / m_s[i];
return *this;
}
static inline vec mul_components(const vec& lhs, const vec& rhs) {
vec result;
for (uint i = 0; i < N; i++)
result[i] = lhs.m_s[i] * rhs.m_s[i];
return result;
}
static inline vec make_axis(uint i) {
vec result;
result.clear();
result[i] = 1;
return result;
}
static inline vec component_max(const vec& a, const vec& b) {
vec ret;
for (uint i = 0; i < N; i++)
ret.m_s[i] = math::maximum(a.m_s[i], b.m_s[i]);
return ret;
}
static inline vec component_min(const vec& a, const vec& b) {
vec ret;
for (uint i = 0; i < N; i++)
ret.m_s[i] = math::minimum(a.m_s[i], b.m_s[i]);
return ret;
}
static inline vec lerp(const vec& a, const vec& b, float t) {
vec ret;
for (uint i = 0; i < N; i++)
ret.m_s[i] = a.m_s[i] + (b.m_s[i] - a.m_s[i]) * t;
return ret;
}
static inline vec make_random(random& r, float l, float h) {
vec result;
for (uint i = 0; i < N; i++)
result[i] = r.frand(l, h);
return result;
}
static inline vec make_random(fast_random& r, float l, float h) {
vec result;
for (uint i = 0; i < N; i++)
result[i] = r.frand(l, h);
return result;
}
static inline vec make_random(random& r, const vec& l, const vec& h) {
vec result;
for (uint i = 0; i < N; i++)
result[i] = r.frand(l[i], h[i]);
return result;
}
static inline vec make_random(fast_random& r, const vec& l, const vec& h) {
vec result;
for (uint i = 0; i < N; i++)
result[i] = r.frand(l[i], h[i]);
return result;
}
private:
T m_s[N];
};
typedef vec<1, double> vec1D;
typedef vec<2, double> vec2D;
typedef vec<3, double> vec3D;
typedef vec<4, double> vec4D;
typedef vec<1, float> vec1F;
typedef vec<2, float> vec2F;
typedef crnlib::vector<vec2F> vec2F_array;
typedef vec<3, float> vec3F;
typedef crnlib::vector<vec3F> vec3F_array;
typedef vec<4, float> vec4F;
typedef crnlib::vector<vec4F> vec4F_array;
typedef vec<2, int> vec2I;
typedef vec<3, int> vec3I;
typedef vec<2, int16> vec2I16;
typedef vec<3, int16> vec3I16;
template <uint N, typename T>
struct scalar_type<vec<N, T> > {
enum { cFlag = true };
static inline void construct(vec<N, T>* p) {}
static inline void construct(vec<N, T>* p, const vec<N, T>& init) { memcpy(p, &init, sizeof(vec<N, T>)); }
static inline void construct_array(vec<N, T>*, uint) {}
static inline void destruct(vec<N, T>*) {}
static inline void destruct_array(vec<N, T>*, uint) {}
};
} // namespace crnlib