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Standard.cpp
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Standard.cpp
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#include <frsml/standard.h>
#include <frsml/vector.h>
#ifdef FRSML_SSE
#include "sse/sse_standard.h"
#else
#include "norm/norm_standard.h"
#endif
namespace frsml {
float exp(float x) {
#ifdef FRSML_SSE
return _mm_cvtss_f32(nmmintrin::_exp(_mm_set1_ps(x)));
#else
return norm::_exp(x);
#endif
}
float log(float x) {
#ifdef FRSML_SSE
return _mm_cvtss_f32(nmmintrin::_log(_mm_set1_ps(x)));
#else
return norm::_log(x);
#endif
}
float log2(float x) {
#ifdef FRSML_SSE
return _mm_cvtss_f32(
_mm_div_ps(nmmintrin::_exp(_mm_set1_ps(x))
, _mm_set1_ps(static_cast<float>(LOG2))));
#else
return norm::_log2(x);
#endif
}
float log(float x, float base) {
return exp(x) / log(base);
}
float pow(float x, float y) {
#ifdef FRSML_SSE
__m128 tmp = _mm_set_ss(x);
__m128 tmp2 = _mm_set_ss(y);
tmp = nmmintrin::_log(tmp);
tmp2 = _mm_mul_ss(tmp, tmp2);
tmp2 = nmmintrin::_exp(tmp2);
return _mm_cvtss_f32(tmp2);
#else
return norm::_pow(x, y);
#endif
}
float abs(float p_num) {
return (p_num < 0) ? (-p_num) : (p_num);
}
float clamp(float p_t1, float p_t2, float p_crrNumber) {
return (p_t1 > p_crrNumber) ? (p_t1) :
((p_t2 < p_crrNumber) ? (p_t2) : (p_crrNumber));
}
float lerp(float p_t, float p_a, float p_b) {
#ifdef FRSML_SSE
return _mm_cvtss_f32(nmmintrin::_lerp(_mm_set1_ps(p_a), _mm_set1_ps(p_b), _mm_set1_ps(p_t)));
#else
return (p_b - p_a) * p_t + p_a;
#endif
}
int sign(float p_num) {
return (p_num < 0) ? -1 : ((p_num > 0) ? 1 : 0);
}
float sin(float p_num) {
#ifdef FRSML_SSE
return _mm_cvtss_f32(nmmintrin::_sin(_mm_set1_ps(p_num)));
#else
return norm::_sin(p_num);
#endif
}
float cos(float p_num) {
#ifdef FRSML_SSE
return _mm_cvtss_f32(nmmintrin::_cos(_mm_set1_ps(p_num)));
#else
return norm::_cos(p_num);
#endif
}
float tan(float p_num) {
#ifdef FRSML_SSE
return _mm_cvtss_f32(nmmintrin::_tan(_mm_set1_ps(p_num)));
#else
return norm::_cos(p_num);
#endif
}
float cot(float p_num) {
#ifdef FRSML_SSE
return _mm_cvtss_f32(nmmintrin::_cot(_mm_set1_ps(p_num)));
#else
return 1 / tan(p_num);
#endif
}
float fade(float p_num) {
#ifdef FRSML_SSE
return _mm_cvtss_f32(nmmintrin::_fade(_mm_set1_ps(p_num)));
#else
return pow(p_num, 3) * (p_num * (p_num * 6 - 15) + 10);
#endif
}
void sin_cos(float p_x, float* p_s, float* p_c) {
#ifdef FRSML_SSE
__m128 t_both = _mm_set_ps(0, 0, p_x + PID2, p_x);
__m128 t_sincos = nmmintrin::_sin(t_both);
__m128 t_cos = _mm_shuffle_ps(t_sincos, t_sincos, _MM_SHUFFLE(0, 0, 0, 1));
*p_s = _mm_cvtss_f32(t_sincos);
*p_c = _mm_cvtss_f32(t_cos);
#else
*p_s = sin(p_x);
*p_c = cos(p_x);
#endif
}
float asin(float p_num) {
#ifdef FRSML_SSE
return _mm_cvtss_f32(nmmintrin::_asin(_mm_set1_ps(p_num)));
#else
return norm::_asin(p_num);
#endif
}
float acos(float p_num) {
#ifdef FRSML_SSE
return _mm_cvtss_f32(nmmintrin::_acos(_mm_set1_ps(p_num)));
#else
return norm::_acos(p_num);
#endif
}
float atan(float p_num) {
#ifdef FRSML_SSE
return _mm_cvtss_f32(nmmintrin::_atan(_mm_set1_ps(p_num)));
#else
return norm::_atan(p_num);
#endif
}
float atan2(float p_y, float p_x) {
#ifdef FRSML_SSE
return _mm_cvtss_f32(nmmintrin::_atan2(_mm_set1_ps(p_y), _mm_set1_ps(p_x)));
#else
return norm::_atan2(p_y, p_x);
#endif
}
float maxf(float p_num, float p_num1) {
return (p_num < p_num1) ? p_num1 : p_num;
}
float minf(float p_num, float p_num1) {
return (p_num < p_num1) ? p_num : p_num1;
}
float sqrt(float p_num) {
#ifdef FRSML_SSE
return _mm_cvtss_f32(nmmintrin::_sqrtf(_mm_set1_ps(p_num)));
#else
return norm::_sqrt(p_num);
#endif
}
vec2 abs(vec2 p_vec) {
return vec2(abs(p_vec.x), abs(p_vec.y));
}
vec3 abs(vec3 p_vec) {
return vec3(abs(p_vec.x), abs(p_vec.y),
abs(p_vec.z));
}
vec4 abs(vec4 p_vec) {
return vec4(abs(p_vec.x), abs(p_vec.y),
abs(p_vec.z), abs(p_vec.w));
}
vec2 dot(vec2 p_vec, vec2 p_vec1) {
#ifdef FRSML_SSE
return to_vec2(
_mm_dp_ps(to_pack4(p_vec), to_pack4(p_vec1), 0x33));
#else
vec2 temp = p_vec * p_vec1;
return vec2(temp.x + temp.y, temp.x + temp.y);
#endif
}
vec3 dot(vec3 p_vec, vec3 p_vec1) {
#ifdef FRSML_SSE
return to_vec3(
_mm_dp_ps(to_pack4(p_vec), to_pack4(p_vec1), 0x77));
#else
vec3 temp = p_vec * p_vec1;
float dp = temp.x + temp.y + temp.z;
return vec3(dp, dp, dp);
#endif
}
vec4 dot(vec4 p_vec, vec4 p_vec1) {
#ifdef FRSML_SSE
return to_vec4(
_mm_dp_ps(to_pack4(p_vec), to_pack4(p_vec1), 0xFF));
#else
vec4 temp = p_vec * p_vec1;
float dp = temp.x + temp.y + temp.z + temp.w;
return vec4(dp, dp, dp, dp);
#endif
}
vec3 cross(vec3 p_vec, vec3 p_vec1) {
#ifdef FRSML_SSE
__m128 t1 = to_pack4(p_vec);
__m128 t2 = to_pack4(p_vec1);
__m128 t3 = _mm_shuffle_ps(t1, t1, _MM_SHUFFLE(3, 1, 0, 2));
__m128 t4 = _mm_shuffle_ps(t2, t2, _MM_SHUFFLE(3, 0, 2, 1));
__m128 t5 = _mm_shuffle_ps(t1, t1, _MM_SHUFFLE(3, 0, 2, 1));
__m128 t6 = _mm_shuffle_ps(t2, t2, _MM_SHUFFLE(3, 1, 0, 2));
__m128 c1 = _mm_mul_ps(t3, t4);
__m128 c2 = _mm_mul_ps(t5, t6);
return to_vec3(_mm_sub_ps(c1, c2));
#else
return vec3(p_vec.y * p_vec1.z - p_vec.z * p_vec1.y,
p_vec.z * p_vec1.x - p_vec.x * p_vec1.z,
p_vec.x * p_vec1.y - p_vec.y * p_vec1.x);
#endif
}
vec2 angle(vec2 p_vec, vec2 p_vec1) {
vec2 _t1 = p_vec.normalize();
vec2 _t2 = p_vec1.normalize();
_t1 = dot(_t1, _t2);
return vec2(acos(_t1.x), acos(_t1.x));
}
vec3 angle(vec3 p_vec, vec3 p_vec1) {
vec3 _t1 = p_vec.normalize();
vec3 _t2 = p_vec1.normalize();
_t1 = dot(_t1, _t2);
return vec3(acos(_t1.x), acos(_t1.x), acos(_t1.x));
}
vec4 angle(vec4 p_vec, vec4 p_vec1) {
vec4 _t1 = p_vec.normalize();
vec4 _t2 = p_vec1.normalize();
_t1 = dot(_t1, _t2);
return vec4(acos(_t1.x), acos(_t1.x), acos(_t1.x), acos(_t1.x));
}
vec2 reflect(vec2 p_inDir, vec2 p_inNorm) {
vec2 norm = p_inNorm.normalize();
return p_inDir - (dot(p_inDir, norm))*norm * 2;
}
vec3 reflect(vec3 p_inDir, vec3 p_inNorm) {
vec3 norm = p_inNorm.normalize();
return p_inDir - (dot(p_inDir, norm))*norm * 2;
}
vec4 reflect(vec4 p_inDir, vec4 p_inNorm) {
vec4 norm = p_inNorm.normalize();
return p_inDir - (dot(p_inDir, norm))*norm * 2;
}
float distance(vec2 p_start, vec2 p_end) {
return (p_end - p_start).length();
}
float distance(vec3 p_start, vec3 p_end) {
return (p_end - p_start).length();
}
float distance(vec4 p_start, vec4 p_end) {
return (p_end - p_start).length();
}
}