OpenGL Mathematics (GLM)
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namespace gli{
namespace detail
{
template <typename vec_type>
struct compute_transform_1d
{
typedef typename transform_func<vec_type>::type func_type;
typedef texture1d::size_type size_type;
typedef texture1d::extent_type extent_type;
static void call(texture1d& Output, texture1d const& A, texture1d const& B, func_type Func)
{
GLI_ASSERT(all(equal(A.extent(), B.extent())));
GLI_ASSERT(A.levels() == B.levels());
GLI_ASSERT(A.size() == B.size());
for(size_type LevelIndex = 0, LevelCount = A.levels(); LevelIndex < LevelCount; ++LevelIndex)
{
extent_type const TexelCount(A.extent(LevelIndex));
extent_type TexelIndex(0);
for(TexelIndex.x = 0; TexelIndex.x < TexelCount.x; ++TexelIndex.x)
{
Output.store<vec_type>(TexelIndex, LevelIndex, Func(
A.load<vec_type>(TexelIndex, LevelIndex),
B.load<vec_type>(TexelIndex, LevelIndex)));
}
}
}
};
template <typename vec_type>
struct compute_transform_1d_array
{
typedef typename transform_func<vec_type>::type func_type;
typedef texture1d_array::size_type size_type;
typedef texture1d_array::extent_type extent_type;
static void call(texture1d_array& Output, texture1d_array const& A, texture1d_array const& B, func_type Func)
{
GLI_ASSERT(all(equal(A.extent(), B.extent())));
GLI_ASSERT(A.layers() == B.layers());
GLI_ASSERT(A.levels() == B.levels());
GLI_ASSERT(A.size() == B.size());
for(size_type LayerIndex = 0, LayerCount = A.layers(); LayerIndex < LayerCount; ++LayerIndex)
for(size_type LevelIndex = 0, LevelCount = A.levels(); LevelIndex < LevelCount; ++LevelIndex)
{
extent_type const TexelCount(A.extent(LevelIndex));
extent_type TexelIndex(0);
for(TexelIndex.x = 0; TexelIndex.x < TexelCount.x; ++TexelIndex.x)
{
Output.store<vec_type>(TexelIndex, LayerIndex, LevelIndex, Func(
A.load<vec_type>(TexelIndex, LayerIndex, LevelIndex),
B.load<vec_type>(TexelIndex, LayerIndex, LevelIndex)));
}
}
}
};
template <typename vec_type>
struct compute_transform_2d
{
typedef typename transform_func<vec_type>::type func_type;
typedef texture2d::size_type size_type;
typedef texture2d::extent_type extent_type;
static void call(texture2d& Output, texture2d const& A, texture2d const& B, func_type Func)
{
GLI_ASSERT(all(equal(A.extent(), B.extent())));
GLI_ASSERT(A.levels() == B.levels());
GLI_ASSERT(A.size() == B.size());
for(size_type LevelIndex = 0, LevelCount = A.levels(); LevelIndex < LevelCount; ++LevelIndex)
{
extent_type const TexelCount(A.extent(LevelIndex));
extent_type TexelIndex(0);
for(TexelIndex.y = 0; TexelIndex.y < TexelCount.y; ++TexelIndex.y)
for(TexelIndex.x = 0; TexelIndex.x < TexelCount.x; ++TexelIndex.x)
{
Output.store<vec_type>(TexelIndex, LevelIndex, Func(
A.load<vec_type>(TexelIndex, LevelIndex),
B.load<vec_type>(TexelIndex, LevelIndex)));
}
}
}
};
template <typename vec_type>
struct compute_transform_2d_array
{
typedef typename transform_func<vec_type>::type func_type;
typedef texture2d_array::size_type size_type;
typedef texture2d_array::extent_type extent_type;
static void call(texture2d_array& Output, texture2d_array const& A, texture2d_array const& B, func_type Func)
{
GLI_ASSERT(all(equal(A.extent(), B.extent())));
GLI_ASSERT(A.layers() == B.layers());
GLI_ASSERT(A.levels() == B.levels());
GLI_ASSERT(A.size() == B.size());
for(size_type LayerIndex = 0, LayerCount = A.layers(); LayerIndex < LayerCount; ++LayerIndex)
for(size_type LevelIndex = 0, LevelCount = A.levels(); LevelIndex < LevelCount; ++LevelIndex)
{
extent_type const TexelCount(A.extent(LevelIndex));
extent_type TexelIndex(0);
for(TexelIndex.y = 0; TexelIndex.y < TexelCount.y; ++TexelIndex.y)
for(TexelIndex.x = 0; TexelIndex.x < TexelCount.x; ++TexelIndex.x)
{
Output.store<vec_type>(TexelIndex, LayerIndex, LevelIndex, Func(
A.load<vec_type>(TexelIndex, LayerIndex, LevelIndex),
B.load<vec_type>(TexelIndex, LayerIndex, LevelIndex)));
}
}
}
};
template <typename vec_type>
struct compute_transform_3d
{
typedef typename transform_func<vec_type>::type func_type;
typedef texture3d::size_type size_type;
typedef texture3d::extent_type extent_type;
static void call(texture3d& Output, texture3d const& A, texture3d const& B, func_type Func)
{
GLI_ASSERT(all(equal(A.extent(), B.extent())));
GLI_ASSERT(A.levels() == B.levels());
GLI_ASSERT(A.size() == B.size());
for(size_type LevelIndex = 0, LevelCount = A.levels(); LevelIndex < LevelCount; ++LevelIndex)
{
extent_type const TexelCount(A.extent(LevelIndex));
extent_type TexelIndex(0);
for(TexelIndex.z = 0; TexelIndex.z < TexelCount.z; ++TexelIndex.z)
for(TexelIndex.y = 0; TexelIndex.y < TexelCount.y; ++TexelIndex.y)
for(TexelIndex.x = 0; TexelIndex.x < TexelCount.x; ++TexelIndex.x)
{
Output.store<vec_type>(TexelIndex, LevelIndex, Func(
A.load<vec_type>(TexelIndex, LevelIndex),
B.load<vec_type>(TexelIndex, LevelIndex)));
}
}
}
};
template <typename vec_type>
struct compute_transform_cube
{
typedef typename transform_func<vec_type>::type func_type;
typedef texture_cube::size_type size_type;
typedef texture_cube::extent_type extent_type;
static void call(texture_cube& Output, texture_cube const& A, texture_cube const& B, func_type Func)
{
GLI_ASSERT(all(equal(A.extent(), B.extent())));
GLI_ASSERT(A.faces() == B.faces());
GLI_ASSERT(A.levels() == B.levels());
GLI_ASSERT(A.size() == B.size());
for(size_type FaceIndex = 0, FaceCount = A.faces(); FaceIndex < FaceCount; ++FaceIndex)
for(size_type LevelIndex = 0, LevelCount = A.levels(); LevelIndex < LevelCount; ++LevelIndex)
{
extent_type const TexelCount(A.extent(LevelIndex));
extent_type TexelIndex(0);
for(TexelIndex.y = 0; TexelIndex.y < TexelCount.y; ++TexelIndex.y)
for(TexelIndex.x = 0; TexelIndex.x < TexelCount.x; ++TexelIndex.x)
{
Output.store<vec_type>(TexelIndex, FaceIndex, LevelIndex, Func(
A.load<vec_type>(TexelIndex, FaceIndex, LevelIndex),
B.load<vec_type>(TexelIndex, FaceIndex, LevelIndex)));
}
}
}
};
template <typename vec_type>
struct compute_transform_cube_array
{
typedef typename transform_func<vec_type>::type func_type;
typedef texture_cube_array::size_type size_type;
typedef texture_cube_array::extent_type extent_type;
static void call(texture_cube_array& Output, texture_cube_array const& A, texture_cube_array const& B, func_type Func)
{
GLI_ASSERT(all(equal(A.extent(), B.extent())));
GLI_ASSERT(A.layers() == B.layers());
GLI_ASSERT(A.levels() == B.levels());
GLI_ASSERT(A.size() == B.size());
for(size_type LayerIndex = 0, LayerCount = A.layers(); LayerIndex < LayerCount; ++LayerIndex)
for(size_type FaceIndex = 0, FaceCount = A.faces(); FaceIndex < FaceCount; ++FaceIndex)
for(size_type LevelIndex = 0, LevelCount = A.levels(); LevelIndex < LevelCount; ++LevelIndex)
{
extent_type const TexelCount(A.extent(LevelIndex));
extent_type TexelIndex(0);
for(TexelIndex.y = 0; TexelIndex.y < TexelCount.y; ++TexelIndex.y)
for(TexelIndex.x = 0; TexelIndex.x < TexelCount.x; ++TexelIndex.x)
{
Output.store<vec_type>(TexelIndex, LayerIndex, FaceIndex, LevelIndex, Func(
A.load<vec_type>(TexelIndex, LayerIndex, FaceIndex, LevelIndex),
B.load<vec_type>(TexelIndex, LayerIndex, FaceIndex, LevelIndex)));
}
}
}
};
}//namepsace detail
template <typename vec_type>
inline void transform(texture1d& Out, texture1d const& In0, texture1d const& In1, typename transform_func<vec_type>::type Func)
{
detail::compute_transform_1d<vec_type>::call(Out, In0, In1, Func);
}
template <typename vec_type>
inline void transform(texture1d_array& Out, texture1d_array const& In0, texture1d_array const& In1, typename transform_func<vec_type>::type Func)
{
detail::compute_transform_1d_array<vec_type>::call(Out, In0, In1, Func);
}
template <typename vec_type>
inline void transform(texture2d& Out, texture2d const& In0, texture2d const& In1, typename transform_func<vec_type>::type Func)
{
detail::compute_transform_2d<vec_type>::call(Out, In0, In1, Func);
}
template <typename vec_type>
inline void transform(texture2d_array& Out, texture2d_array const& In0, texture2d_array const& In1, typename transform_func<vec_type>::type Func)
{
detail::compute_transform_2d_array<vec_type>::call(Out, In0, In1, Func);
}
template <typename vec_type>
inline void transform(texture3d& Out, texture3d const& In0, texture3d const& In1, typename transform_func<vec_type>::type Func)
{
detail::compute_transform_3d<vec_type>::call(Out, In0, In1, Func);
}
template <typename vec_type>
inline void transform(texture_cube& Out, texture_cube const& In0, texture_cube const& In1, typename transform_func<vec_type>::type Func)
{
detail::compute_transform_cube<vec_type>::call(Out, In0, In1, Func);
}
template <typename vec_type>
inline void transform(texture_cube_array& Out, texture_cube_array const& In0, texture_cube_array const& In1, typename transform_func<vec_type>::type Func)
{
detail::compute_transform_cube_array<vec_type>::call(Out, In0, In1, Func);
}
}//namespace gli