X S*_*ish 12 c++ mingw g++ glsl visual-studio
struct vec2
{
union
{
struct { float x, y; };
struct { float r, g; };
struct { float s, t; };
};
vec2() {}
vec2(float a, float b) : x(a), y(b) {}
};
struct vec3
{
union
{
struct { float x, y, z; };
struct { float r, g, b; };
struct { float s, t, p; };
// Here is the problem with g++.
struct { vec2 xy; float z; };
struct { float x; vec2 yz; };
};
vec3() {}
vec3(float a, float b, float c) : x(a), y(b), z(c) {}
};
Run Code Online (Sandbox Code Playgroud)
上面的代码在Visual Studio中编译并按预期工作,因此我可以使用它
vec3 v1(1.f, 2.f, 3.f);
vec2 v2 = v1.yz; // (2, 3)
Run Code Online (Sandbox Code Playgroud)
不是用g ++(MinGW).
src/main.cpp:22:23: error: member 'vec2 vec3::<unnamed union>::<unnamed struct>::xy' with constructor not allowed in anonymous aggregate
src/main.cpp:22:33: error: redeclaration of 'float vec3::<unnamed union>::<unnamed struct>::z'
src/main.cpp:18:30: note: previous declaration 'float vec3::<unnamed union>::<unnamed struct>::z'
src/main.cpp:23:32: error: member 'vec2 vec3::<unnamed union>::<unnamed struct>::yz' with constructor not allowed in anonymous aggregate
src/main.cpp:23:24: error: redeclaration of 'float vec3::<unnamed union>::<unnamed struct>::x'
src/main.cpp:18:24: note: previous declaration 'float vec3::<unnamed union>::<unnamed struct>::x'
Run Code Online (Sandbox Code Playgroud)
我想我不应该首先这样做.有任何想法吗?
编辑:在阅读了大量文章和探索开源项目之后,我开始了解矢量调整应该如何并在下面发布解决方案,但仍在等待更好的答案.
编辑2:所有
vec*
成员只能从父访问像GLM库.
好吧,我自己仅使用 C++ 标准找到了解决方案。
没有命令行,也不使用特定于编译器的代码。
所以这是我新的简单的实现
template<unsigned int I>
struct scalar_swizzle
{
float v[1];
float &operator=(const float x)
{
v[I] = x;
return v[I];
}
operator float() const
{
return v[I];
}
float operator++(int)
{
return v[I]++;
}
float operator++()
{
return ++v[I];
}
float operator--(int)
{
return v[I]--;
}
float operator--()
{
return --v[I];
}
};
// We use a vec_type in a template instead of forward declartions to prevent erros in some compilers.
template<typename vec_type, unsigned int A, unsigned int B>
struct vec2_swizzle
{
float d[2];
vec_type operator=(const vec_type& vec)
{
return vec_type(d[A] = vec.x, d[B] = vec.y);
}
operator vec_type()
{
return vec_type(d[A], d[B]);
}
};
struct vec2
{
union
{
float d[2];
scalar_swizzle<0> x, r, s;
scalar_swizzle<1> y, g, t;
vec2_swizzle<vec2, 0, 0> xx;
vec2_swizzle<vec2, 1, 1> yy;
};
vec2() {}
vec2(float all)
{
x = y = all;
}
vec2(float a, float b)
{
x = a;
y = b;
}
};
/* Debugging */
inline std::ostream& operator<<(std::ostream &os, vec2 vec)
{
os << "(" << vec.x << ", " << vec.y << ")";
return os;
}
template<typename vec_type, unsigned int A, unsigned int B, unsigned int C>
struct vec3_swizzle
{
float d[3];
vec_type operator=(const vec_type& vec)
{
return vec_type(d[A] = vec.x, d[B] = vec.y, d[C] = vec.z);
}
operator vec_type()
{
return vec_type(d[A], d[B], d[C]);
}
};
struct vec3
{
union
{
float d[3];
scalar_swizzle<0> x, r, s;
scalar_swizzle<1> y, g, t;
scalar_swizzle<2> z, b, p;
vec2_swizzle<vec2, 0, 1> xy;
vec2_swizzle<vec2, 1, 2> yz;
vec3_swizzle<vec3, 0, 1, 2> xyz;
vec3_swizzle<vec3, 2, 1, 0> zyx;
};
vec3() {}
vec3(float all)
{
x = y = z = all;
}
vec3(float a, float b, float c)
{
x = a;
y = b;
z = c;
}
};
/* Debugging */
inline std::ostream& operator<<(std::ostream &os, vec3 vec)
{
os << "(" << vec.x << ", " << vec.y << ", " << vec.z << ")";
return os;
}
Run Code Online (Sandbox Code Playgroud)
当然,您可以添加/创建更多的混合。现在进行一个小测试。
int main()
{
vec3 v0(10, 20, 30);
std::cout << v0.zyx << std::endl;
vec2 c(-5, -5);
v0.xy = c;
vec2 v1(v0.yz);
std::cout << v0 << std::endl;
std::cout << v1 << std::endl;
vec3 v(50, 60, 70);
vec2 d = v.yz;
std::cout << d << std::endl;
float f = d.x * d.y;
std::cout << f << std::endl;
return 0;
}
Run Code Online (Sandbox Code Playgroud)
出去:
(30, 20, 10)
(-5, -5, 30)
(-5, 30)
(60, 70)
4200
Run Code Online (Sandbox Code Playgroud)
std::cout
如果您没有像我在 gcc 中那样使用IDE,则可以打印向量进行调试。
首先,匿名结构是C11的一个特性,C++不允许这样做,所以它不支持带构造函数的类成员(不是C结构).要编写可移植的C++代码,应该避免使用匿名结构:
struct vec2 // use C++ style struct declaration
{
// struct is public by default
union
{
struct { float x, y; } xy; // add member name,
struct { float r, g; } rg; // now the declaration declares a member
struct { float s, t; } st; // instead of an anonymous struct
};
vec2() {}
vec2(float a, float b) : xy{a, b} {}
// ^^^^^^^^ also change the initialization
};
struct vec3
{
public:
union
{
struct { float x, y, z; } xyz; //
struct { float r, g, b; } rgb; //
struct { float s, t, p; } stp; // add member name
struct { vec2 xy; float z; } vecz; //
struct { float x; vec2 yz; } xvec; //
};
vec3() {}
vec3(float a, float b, float c) : xyz{a, b, c} {}
// ^^^^^^^^ also change the initialization
};
Run Code Online (Sandbox Code Playgroud)
现在代码在GCC下编译,但这还不够.在Clang下-pedantic-errors
,你会得到几个错误:
error: anonymous types declared in an anonymous union are an extension [-Werror,-Wnested-anon-types]
Run Code Online (Sandbox Code Playgroud)
这是因为您无法在匿名联合中声明嵌套类型,因此您还应将这些结构定义移到联合之外:
struct vec2
{
struct XY { float x, y; };
struct RG { float r, g; };
struct ST { float s, t; };
union
{
XY xy;
RG rg;
ST st;
};
vec2() {}
vec2(float a, float b) : xy{a, b} {}
};
struct vec3
{
struct XYZ { float x, y, z; };
struct RGB { float r, g, b; };
struct STP { float s, t, p; };
struct VECZ { vec2 xy; float z; };
struct XVEC { float x; vec2 yz; };
union
{
XYZ xyz;
RGB rgb;
STP stp;
VECZ vecz;
XVEC xvec;
};
vec3() {}
vec3(float a, float b, float c) : xyz{a, b, c} {}
};
Run Code Online (Sandbox Code Playgroud)
虽然此解决方案有效,但您只能通过,例如v.xy.x
,而不是简单来访问成员v.x
.此外,vec2
使用两个float
s进行别名会导致未定义的行为.我认为没有标准的解决方案可以完美地实现矢量调配.
对于非标准解决方案,可以使用不带构造函数的代理类,而不是vec2
使编译器工作.该GLM库也使用了这个想法.OP已经发布了一个答案作为这个想法的完整实现.
归档时间: |
|
查看次数: |
683 次 |
最近记录: |