diff options
Diffstat (limited to 'src/vec3.cpp')
| -rw-r--r-- | src/vec3.cpp | 111 |
1 files changed, 45 insertions, 66 deletions
diff --git a/src/vec3.cpp b/src/vec3.cpp index 1e4a183..5cf04f0 100644 --- a/src/vec3.cpp +++ b/src/vec3.cpp @@ -1,44 +1,43 @@ +#include <climits> #include <cmath> -#include <limits.h> #include <smmintrin.h> -#include "vec3.hpp" #include "utils.hpp" +#include "vec3.hpp" -vec3::vec3(): v(_mm_setzero_ps()) {} -vec3::vec3(float x): v(_mm_set1_ps(x)) {} -vec3::vec3(float x, float y, float z): v(_mm_set_ps(0.f, z, y, x)) {} +vec3::vec3() : v(_mm_setzero_ps()) {} +vec3::vec3(float x) : v(_mm_set1_ps(x)) {} +vec3::vec3(float x, float y, float z) : v(_mm_set_ps(0.f, z, y, x)) {} -vec3::vec3(__m128& v): v(v) {} -vec3::vec3(__m128&& v): v(std::move(v)) {} -vec3::vec3(const vec3& vec) { - v = _mm_load_ps((float*)&vec.v); -} +vec3::vec3(__m128 &v) : v(v) {} +vec3::vec3(__m128 &&v) : v(v) {} -vec3 vec3::operator-() const { - return vec3(_mm_xor_ps(v, _mm_set1_ps(-0.0f))); -} +vec3::vec3(const vec3 &vec) { v = _mm_load_ps((float *)&vec.v); } -vec3& vec3::operator=(const vec3& vec) { - v = _mm_load_ps((float*)&vec.v); +vec3::vec3(const vec3 &&vec) { v = _mm_load_ps((float *)&vec.v); } + +vec3 vec3::operator-() const { return vec3(_mm_xor_ps(v, _mm_set1_ps(-0.0f))); } + +vec3 &vec3::operator=(const vec3 &vec) { + v = _mm_load_ps((float *)&vec.v); return *this; } -vec3& vec3::operator+=(const vec3& vec) { +vec3 &vec3::operator+=(const vec3 &vec) { v = _mm_add_ps(v, vec.v); return *this; } -vec3& vec3::operator*=(float scale) { +vec3 &vec3::operator*=(float scale) { __m128 s = _mm_set1_ps(scale); v = _mm_mul_ps(v, s); return *this; } -vec3& vec3::operator/=(float numerator) { +vec3 &vec3::operator/=(float numerator) { __m128 s = _mm_set1_ps(numerator); v = _mm_div_ps(v, s); @@ -46,9 +45,7 @@ vec3& vec3::operator/=(float numerator) { } float vec3::operator[](int axis) { - if (axis > 2) { - return std::numeric_limits<float>::infinity(); - } + if (axis > 2) { return std::numeric_limits<float>::infinity(); } return v[axis]; } @@ -58,36 +55,32 @@ float vec3::length() const { return std::sqrt(t[0]); } -float vec3::length_sq() const { - return (_mm_dp_ps(v, v, 0b11110001))[0]; -} +float vec3::length_sq() const { return (_mm_dp_ps(v, v, 0b11110001))[0]; } -float vec3::dot(const vec3& vec) const { - return (_mm_dp_ps(v, vec.v, 0b11110001))[0]; -} +float vec3::dot(const vec3 &vec) const { return (_mm_dp_ps(v, vec.v, 0b11110001))[0]; } -vec3 vec3::cross(const vec3& vec) const { - __m128 tmp0 = _mm_shuffle_ps(v,v,_MM_SHUFFLE(3,0,2,1)); - __m128 tmp1 = _mm_shuffle_ps(vec.v,vec.v,_MM_SHUFFLE(3,1,0,2)); - __m128 tmp2 = _mm_mul_ps(tmp0,vec.v); - __m128 tmp3 = _mm_mul_ps(tmp0,tmp1); - __m128 tmp4 = _mm_shuffle_ps(tmp2,tmp2,_MM_SHUFFLE(3,0,2,1)); - return _mm_sub_ps(tmp3,tmp4); +vec3 vec3::cross(const vec3 &vec) const { + __m128 tmp0 = _mm_shuffle_ps(v, v, _MM_SHUFFLE(3, 0, 2, 1)); + __m128 tmp1 = _mm_shuffle_ps(vec.v, vec.v, _MM_SHUFFLE(3, 1, 0, 2)); + __m128 tmp2 = _mm_mul_ps(tmp0, vec.v); + __m128 tmp3 = _mm_mul_ps(tmp0, tmp1); + __m128 tmp4 = _mm_shuffle_ps(tmp2, tmp2, _MM_SHUFFLE(3, 0, 2, 1)); + return _mm_sub_ps(tmp3, tmp4); } -vec3& vec3::min(const vec3& vec) { +vec3 &vec3::min(const vec3 &vec) { v = _mm_min_ps(v, vec.v); return *this; } -vec3& vec3::max(const vec3& vec) { +vec3 &vec3::max(const vec3 &vec) { v = _mm_max_ps(v, vec.v); return *this; } -vec3& vec3::normalize() { +vec3 &vec3::normalize() { v = _mm_div_ps(v, _mm_sqrt_ps(_mm_dp_ps(v, v, 0xff))); return *this; @@ -99,61 +92,47 @@ bool vec3::near_zero() const { return (fabs(v[0]) < EPSILON) && (fabs(v[1]) < EPSILON) && (fabs(v[2]) < EPSILON); } -vec3 vec3::random() { - return vec3 { randd(), randd(), randd() }; -} +vec3 vec3::random() { return vec3{randd(), randd(), randd()}; } -vec3 vec3::random(float min, float max) { - return vec3 { randd(min, max), randd(min, max), randd(min, max) }; -} +vec3 vec3::random(float min, float max) { return vec3{randd(min, max), randd(min, max), randd(min, max)}; } // TODO: Use simd instructions -vec3 lerp(const vec3& u, const vec3& v, float t) { - return (1.0 - t) * u + t * v; -} +vec3 lerp(const vec3 &u, const vec3 &v, float t) { return (1.f - t) * u + t * v; } -vec3 operator+(const vec3& u, const vec3& v) { - return vec3(_mm_add_ps(u.v, v.v)); -} +vec3 operator+(const vec3 &u, const vec3 &v) { return vec3(_mm_add_ps(u.v, v.v)); } -vec3 operator-(const vec3& u, const vec3& v) { - return vec3(_mm_sub_ps(u.v, v.v)); -} +vec3 operator-(const vec3 &u, const vec3 &v) { return vec3(_mm_sub_ps(u.v, v.v)); } -vec3 operator*(const vec3& u, const vec3& v) { - return vec3(_mm_mul_ps(u.v, v.v)); -} +vec3 operator*(const vec3 &u, const vec3 &v) { return vec3(_mm_mul_ps(u.v, v.v)); } -vec3 operator*(const vec3& u, float scale) { +vec3 operator*(const vec3 &u, float scale) { __m128 s = _mm_set1_ps(scale); return vec3(_mm_mul_ps(u.v, s)); } -vec3 operator*(float scale, const vec3& u) { +vec3 operator*(float scale, const vec3 &u) { __m128 s = _mm_set1_ps(scale); return vec3(_mm_mul_ps(u.v, s)); } -vec3 operator/(const vec3& u, float scale) { +vec3 operator/(const vec3 &u, float scale) { __m128 s = _mm_set1_ps(scale); return vec3(_mm_div_ps(u.v, s)); } // TODO: Use simd instructions -vec3 reflect(const vec3& v, const vec3& n) { - return v - 2 * v.dot(n) * n; -} +vec3 reflect(const vec3 &v, const vec3 &n) { return v - 2 * v.dot(n) * n; } // TODO: Use simd instructions -vec3 refract(const vec3& uv, const vec3& n, float etai_over_etat) { - auto cos_theta = fmin(n.dot(-uv), 1.0); - vec3 r_out_perp = etai_over_etat * (uv + cos_theta*n); - vec3 r_out_parallel = -sqrt(fabs(1.0 - r_out_perp.length_sq())) * n; +vec3 refract(const vec3 &uv, const vec3 &n, float etai_over_etat) { + auto cos_theta = fmin(n.dot(-uv), 1.f); + vec3 r_out_perp = etai_over_etat * (uv + cos_theta * n); + vec3 r_out_parallel = -sqrt(fabs(1.f - r_out_perp.length_sq())) * n; return r_out_perp + r_out_parallel; } -std::ostream& operator<<(std::ostream& out, vec3 vec) { +std::ostream &operator<<(std::ostream &out, vec3 vec) { return out << vec[0] << ' ' << vec[1] << ' ' << vec[2] << std::endl; } |
