godot/thirdparty/etcpak/Vector.hpp

#ifndef __DARKRL__VECTOR_HPP__
#define __DARKRL__VECTOR_HPP__

#include <assert.h>
#include <algorithm>
#include <math.h>
#include <stdint.h>

#include "Math.hpp"

template<class T>
struct Vector2
{};

template<class T>
Vector2<T> operator+( const Vector2<T>& lhs, const Vector2<T>& rhs )
{}

template<class T>
Vector2<T> operator-( const Vector2<T>& lhs, const Vector2<T>& rhs )
{}

template<class T>
Vector2<T> operator*( const Vector2<T>& lhs, const float& rhs )
{}

template<class T>
Vector2<T> operator/( const Vector2<T>& lhs, const T& rhs )
{}


v2i;
v2f;


template<class T>
struct Vector3
{};

template<class T>
Vector3<T> operator+( const Vector3<T>& lhs, const Vector3<T>& rhs )
{}

template<class T>
Vector3<T> operator-( const Vector3<T>& lhs, const Vector3<T>& rhs )
{}

template<class T>
Vector3<T> operator*( const Vector3<T>& lhs, const Vector3<T>& rhs )
{}

template<class T>
Vector3<T> operator*( const Vector3<T>& lhs, const float& rhs )
{}

template<class T>
Vector3<T> operator/( const Vector3<T>& lhs, const T& rhs )
{}

template<class T>
bool operator<( const Vector3<T>& lhs, const Vector3<T>& rhs )
{}

v3i;
v3f;
v3b;


static inline v3b v3f_to_v3b( const v3f& v )
{}

template<class T>
Vector3<T> Mix( const Vector3<T>& v1, const Vector3<T>& v2, float amount )
{}

template<>
inline v3b Mix( const v3b& v1, const v3b& v2, float amount )
{}

template<class T>
Vector3<T> Desaturate( const Vector3<T>& v )
{}

template<class T>
Vector3<T> Desaturate( const Vector3<T>& v, float mul )
{}

template<class T>
Vector3<T> pow( const Vector3<T>& base, float exponent )
{}

template<class T>
Vector3<T> sRGB2linear( const Vector3<T>& v )
{}

template<class T>
Vector3<T> linear2sRGB( const Vector3<T>& v )
{}

#endif