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# -*- coding: utf-8 -*-

#-------------------------------------------------------------------------
# drawElements Quality Program utilities
# --------------------------------------
#
# Copyright 2016 The Android Open Source Project
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
#      http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
#-------------------------------------------------------------------------

import re
import math
import random

PREAMBLE = """
# WARNING: This file is auto-generated. Do NOT modify it manually, but rather
# modify the generating script file. Otherwise changes will be lost!
"""[1:]

class CaseGroup(object):
	def __init__(self, name, description, children):
		self.name			= name
		self.description	= description
		self.children		= children

class ShaderCase(object):
	def __init__(self):
		pass

g_processedCases = {}

def indentTextBlock(text, indent):
	indentStr = indent * "\t"
	lines = text.split("\n")
	lines = [indentStr + line for line in lines]
	lines = [ ["", line][line.strip() != ""] for line in lines]
	return "\n".join(lines)

def writeCase(f, case, indent, prefix):
	print "    %s" % (prefix + case.name)
	if isinstance(case, CaseGroup):
		f.write(indentTextBlock('group %s "%s"\n\n' % (case.name, case.description), indent))
		for child in case.children:
			writeCase(f, child, indent + 1, prefix + case.name + ".")
		f.write(indentTextBlock("\nend # %s\n" % case.name, indent))
	else:
		# \todo [petri] Fix hack.
		fullPath = prefix + case.name
		assert (fullPath not in g_processedCases)
		g_processedCases[fullPath] = None
		f.write(indentTextBlock(str(case) + "\n", indent))

def writeAllCases(fileName, caseList):
	# Write all cases to file.
	print "  %s.." % fileName
	f = file(fileName, "wb")
	f.write(PREAMBLE + "\n")
	for case in caseList:
		writeCase(f, case, 0, "")
	f.close()

	print "done! (%d cases written)" % len(g_processedCases)

# Template operations.

def genValues(inputs, outputs):
	res = []
	for (name, values) in inputs:
		res.append("input %s = [ %s ];" % (name, " | ".join([str(v) for v in values]).lower()))
	for (name, values) in outputs:
		res.append("output %s = [ %s ];" % (name, " | ".join([str(v) for v in values]).lower()))
	return ("\n".join(res))

def fillTemplate(template, params):
	s = template

	for (key, value) in params.items():
		m = re.search(r"^(\s*)\$\{\{%s\}\}$" % key, s, re.M)
		if m is not None:
			start = m.start(0)
			end = m.end(0)
			ws = m.group(1)
			if value is not None:
				repl = "\n".join(["%s%s" % (ws, line) for line in value.split("\n")])
				s = s[:start] + repl + s[end:]
			else:
				s = s[:start] + s[end+1:] # drop the whole line
		else:
			s = s.replace("${{%s}}" % key, value)
	return s

# Return shuffled version of list
def shuffled(lst):
	tmp = lst[:]
	random.shuffle(tmp)
	return tmp

def repeatToLength(lst, toLength):
	return (toLength / len(lst)) * lst + lst[: toLength % len(lst)]

# Helpers to convert a list of Scalar/Vec values into another type.

def toFloat(lst):	return [Scalar(float(v.x)) for v in lst]
def toInt(lst):		return [Scalar(int(v.x)) for v in lst]
def toUint(lst):	return [Uint(int(v.x)) for v in lst]
def toBool(lst):	return [Scalar(bool(v.x)) for v in lst]
def toVec4(lst):	return [v.toFloat().toVec4() for v in lst]
def toVec3(lst):	return [v.toFloat().toVec3() for v in lst]
def toVec2(lst):	return [v.toFloat().toVec2() for v in lst]
def toIVec4(lst):	return [v.toInt().toVec4() for v in lst]
def toIVec3(lst):	return [v.toInt().toVec3() for v in lst]
def toIVec2(lst):	return [v.toInt().toVec2() for v in lst]
def toBVec4(lst):	return [v.toBool().toVec4() for v in lst]
def toBVec3(lst):	return [v.toBool().toVec3() for v in lst]
def toBVec2(lst):	return [v.toBool().toVec2() for v in lst]
def toUVec4(lst):	return [v.toUint().toUVec4() for v in lst]
def toUVec3(lst):	return [v.toUint().toUVec3() for v in lst]
def toUVec2(lst):	return [v.toUint().toUVec2() for v in lst]
def toMat2(lst):	return [v.toMat2() for v in lst]
def toMat2x3(lst):	return [v.toMat2x3() for v in lst]
def toMat2x4(lst):	return [v.toMat2x4() for v in lst]
def toMat3x2(lst):	return [v.toMat3x2() for v in lst]
def toMat3(lst):	return [v.toMat3() for v in lst]
def toMat3x4(lst):	return [v.toMat3x4() for v in lst]
def toMat4x2(lst):	return [v.toMat4x2() for v in lst]
def toMat4x3(lst):	return [v.toMat4x3() for v in lst]
def toMat4(lst):	return [v.toMat4() for v in lst]

# Random value generation.

class GenRandom(object):
	def __init__(self):
		pass

	def uniformVec4(self, count, mn, mx):
		ret = [Vec4(random.uniform(mn, mx), random.uniform(mn, mx), random.uniform(mn, mx), random.uniform(mn, mx)) for x in xrange(count)]
		ret[0].x = mn
		ret[1].x = mx
		ret[2].x = (mn + mx) * 0.5
		return ret

	def uniformBVec4(self, count):
		ret = [Vec4(random.random() >= 0.5, random.random() >= 0.5, random.random() >= 0.5, random.random() >= 0.5) for x in xrange(count)]
		ret[0].x = True
		ret[1].x = False
		return ret

#	def uniform(self,

# Math operating on Scalar/Vector types.

def glslSign(a):			return 0.0 if (a == 0) else +1.0 if (a > 0.0) else -1.0
def glslMod(x, y):			return x - y*math.floor(x/y)
def glslClamp(x, mn, mx):	return mn if (x < mn) else mx if (x > mx) else x

class GenMath(object):
	@staticmethod
	def unary(func):	return lambda val: val.applyUnary(func)

	@staticmethod
	def binary(func):	return lambda a, b: (b.expandVec(a)).applyBinary(func, a.expandVec(b))

	@staticmethod
	def frac(val):		return val.applyUnary(lambda x: x - math.floor(x))

	@staticmethod
	def exp2(val):		return val.applyUnary(lambda x: math.pow(2.0, x))

	@staticmethod
	def log2(val):		return val.applyUnary(lambda x: math.log(x, 2.0))

	@staticmethod
	def rsq(val):		return val.applyUnary(lambda x: 1.0 / math.sqrt(x))

	@staticmethod
	def sign(val):		return val.applyUnary(glslSign)

	@staticmethod
	def isEqual(a, b):	return Scalar(a.isEqual(b))

	@staticmethod
	def isNotEqual(a, b):	return Scalar(not a.isEqual(b))

	@staticmethod
	def step(a, b):		return (b.expandVec(a)).applyBinary(lambda edge, x: [1.0, 0.0][x < edge], a.expandVec(b))

	@staticmethod
	def length(a):		return a.length()

	@staticmethod
	def distance(a, b):	return a.distance(b)

	@staticmethod
	def dot(a, b):		return a.dot(b)

	@staticmethod
	def cross(a, b):	return a.cross(b)

	@staticmethod
	def normalize(a):	return a.normalize()

	@staticmethod
	def boolAny(a):		return a.boolAny()

	@staticmethod
	def boolAll(a):		return a.boolAll()

	@staticmethod
	def boolNot(a):		return a.boolNot()

	@staticmethod
	def abs(a):			return a.abs()

# ..

class Scalar(object):
	def __init__(self, x):
		self.x = x

	def applyUnary(self, func):			return Scalar(func(self.x))
	def applyBinary(self, func, other):	return Scalar(func(self.x, other.x))

	def isEqual(self, other):	assert isinstance(other, Scalar); return (self.x == other.x)

	def expandVec(self, val):	return val
	def toScalar(self):			return Scalar(self.x)
	def toVec2(self):			return Vec2(self.x, self.x)
	def toVec3(self):			return Vec3(self.x, self.x, self.x)
	def toVec4(self):			return Vec4(self.x, self.x, self.x, self.x)
	def toUVec2(self):			return UVec2(self.x, self.x)
	def toUVec3(self):			return UVec3(self.x, self.x, self.x)
	def toUVec4(self):			return UVec4(self.x, self.x, self.x, self.x)
	def toMat2(self):			return Mat.fromScalar(2, 2, float(self.x))
	def toMat2x3(self):			return Mat.fromScalar(2, 3, float(self.x))
	def toMat2x4(self):			return Mat.fromScalar(2, 4, float(self.x))
	def toMat3x2(self):			return Mat.fromScalar(3, 2, float(self.x))
	def toMat3(self):			return Mat.fromScalar(3, 3, float(self.x))
	def toMat3x4(self):			return Mat.fromScalar(3, 4, float(self.x))
	def toMat4x2(self):			return Mat.fromScalar(4, 2, float(self.x))
	def toMat4x3(self):			return Mat.fromScalar(4, 3, float(self.x))
	def toMat4(self):			return Mat.fromScalar(4, 4, float(self.x))

	def toFloat(self):			return Scalar(float(self.x))
	def toInt(self):			return Scalar(int(self.x))
	def toUint(self):			return Uint(int(self.x))
	def toBool(self):			return Scalar(bool(self.x))

	def getNumScalars(self):	return 1
	def getScalars(self):		return [self.x]

	def typeString(self):
		if isinstance(self.x, bool):
			return "bool"
		elif isinstance(self.x, int):
			return "int"
		elif isinstance(self.x, float):
			return "float"
		else:
			assert False

	def vec4Swizzle(self):
		return ""

	def __str__(self):
		return str(self.x).lower()

	def __float__(self):
		return float(self.x)

	def length(self):
		return Scalar(abs(self.x))

	def distance(self, v):
		assert isinstance(v, Scalar)
		return Scalar(abs(self.x - v.x))

	def dot(self, v):
		assert isinstance(v, Scalar)
		return Scalar(self.x * v.x)

	def normalize(self):
		return Scalar(glslSign(self.x))

	def abs(self):
		if isinstance(self.x, bool):
			return Scalar(self.x)
		else:
			return Scalar(abs(self.x))

	def __neg__(self):
		return Scalar(-self.x)

	def __add__(self, val):
		if not isinstance(val, Scalar):
			print val
		assert isinstance(val, Scalar)
		return Scalar(self.x + val.x)

	def __sub__(self, val):
		return self + (-val)

	def __mul__(self, val):
		if isinstance(val, Scalar):
			return Scalar(self.x * val.x)
		elif isinstance(val, Vec2):
			return Vec2(self.x * val.x, self.x * val.y)
		elif isinstance(val, Vec3):
			return Vec3(self.x * val.x, self.x * val.y, self.x * val.z)
		elif isinstance(val, Vec4):
			return Vec4(self.x * val.x, self.x * val.y, self.x * val.z, self.x * val.w)
		else:
			assert False

	def __div__(self, val):
		if isinstance(val, Scalar):
			return Scalar(self.x / val.x)
		elif isinstance(val, Vec2):
			return Vec2(self.x / val.x, self.x / val.y)
		elif isinstance(val, Vec3):
			return Vec3(self.x / val.x, self.x / val.y, self.x / val.z)
		elif isinstance(val, Vec4):
			return Vec4(self.x / val.x, self.x / val.y, self.x / val.z, self.x / val.w)
		else:
			assert False

class Uint(Scalar):
	def __init__(self, x):
		assert x >= 0
		self.x = x

	def typeString(self):
		return "uint"

	def abs(self):
		return Scalar.abs(self).toUint()

	def __neg__(self):
		return Scalar.__neg__(self).toUint()

	def __add__(self, val):
		return Scalar.__add__(self, val).toUint()

	def __sub__(self, val):
		return self + (-val)

	def __mul__(self, val):
		return Scalar.__mul__(self, val).toUint()

	def __div__(self, val):
		return Scalar.__div__(self, val).toUint()

class Vec(object):
	@staticmethod
	def fromScalarList(lst):
		assert (len(lst) >= 1 and len(lst) <= 4)
		if (len(lst) == 1):		return Scalar(lst[0])
		elif (len(lst) == 2):	return Vec2(lst[0], lst[1])
		elif (len(lst) == 3):	return Vec3(lst[0], lst[1], lst[2])
		else:					return Vec4(lst[0], lst[1], lst[2], lst[3])

	def isEqual(self, other):
		assert isinstance(other, Vec);
		return (self.getScalars() == other.getScalars())

	def length(self):
		return Scalar(math.sqrt(self.dot(self).x))

	def normalize(self):
		return self * Scalar(1.0 / self.length().x)

	def swizzle(self, indexList):
		inScalars = self.getScalars()
		outScalars = map(lambda ndx: inScalars[ndx], indexList)
		return Vec.fromScalarList(outScalars)

	def __init__(self):
		pass

	def __eq__(self, other):
		return self.isEqual(other)

	def __ne__(self, other):
		return not self.isEqual(other)

class Vec2(Vec):
	def __init__(self, x, y):
		assert(x.__class__ == y.__class__)
		self.x = x
		self.y = y

	def applyUnary(self, func):			return Vec2(func(self.x), func(self.y))
	def applyBinary(self, func, other):	return Vec2(func(self.x, other.x), func(self.y, other.y))

	def expandVec(self, val):	return val.toVec2()
	def toScalar(self):			return Scalar(self.x)
	def toVec2(self):			return Vec2(self.x, self.y)
	def toVec3(self):			return Vec3(self.x, self.y, 0.0)
	def toVec4(self):			return Vec4(self.x, self.y, 0.0, 0.0)
	def toUVec2(self):			return UVec2(self.x, self.y)
	def toUVec3(self):			return UVec3(self.x, self.y, 0.0)
	def toUVec4(self):			return UVec4(self.x, self.y, 0.0, 0.0)
	def toMat2(self):			return Mat2(float(self.x), 0.0, 0.0, float(self.y));

	def toFloat(self):			return Vec2(float(self.x), float(self.y))
	def toInt(self):			return Vec2(int(self.x), int(self.y))
	def toUint(self):			return UVec2(int(self.x), int(self.y))
	def toBool(self):			return Vec2(bool(self.x), bool(self.y))

	def getNumScalars(self):	return 2
	def getScalars(self):		return [self.x, self.y]

	def typeString(self):
		if isinstance(self.x, bool):
			return "bvec2"
		elif isinstance(self.x, int):
			return "ivec2"
		elif isinstance(self.x, float):
			return "vec2"
		else:
			assert False

	def vec4Swizzle(self):
		return ".xyxy"

	def __str__(self):
		if isinstance(self.x, bool):
			return "bvec2(%s, %s)" % (str(self.x).lower(), str(self.y).lower())
		elif isinstance(self.x, int):
			return "ivec2(%i, %i)" % (self.x, self.y)
		elif isinstance(self.x, float):
			return "vec2(%s, %s)" % (self.x, self.y)
		else:
			assert False

	def distance(self, v):
		assert isinstance(v, Vec2)
		return (self - v).length()

	def dot(self, v):
		assert isinstance(v, Vec2)
		return Scalar(self.x*v.x + self.y*v.y)

	def abs(self):
		if isinstance(self.x, bool):
			return Vec2(self.x, self.y)
		else:
			return Vec2(abs(self.x), abs(self.y))

	def __neg__(self):
		return Vec2(-self.x, -self.y)

	def __add__(self, val):
		if isinstance(val, Scalar):
			return Vec2(self.x + val, self.y + val)
		elif isinstance(val, Vec2):
			return Vec2(self.x + val.x, self.y + val.y)
		else:
			assert False

	def __sub__(self, val):
		return self + (-val)

	def __mul__(self, val):
		if isinstance(val, Scalar):
			val = val.toVec2()
		assert isinstance(val, Vec2)
		return Vec2(self.x * val.x, self.y * val.y)

	def __div__(self, val):
		if isinstance(val, Scalar):
			return Vec2(self.x / val.x, self.y / val.x)
		else:
			assert isinstance(val, Vec2)
			return Vec2(self.x / val.x, self.y / val.y)

	def boolAny(self):	return Scalar(self.x or self.y)
	def boolAll(self):	return Scalar(self.x and self.y)
	def boolNot(self):	return Vec2(not self.x, not self.y)

class UVec2(Vec2):
	def __init__(self, x, y):
		assert isinstance(x, int) and isinstance(y, int)
		assert x >= 0 and y >= 0
		Vec2.__init__(self, x, y)

	def typeString(self):
		return "uvec2"

	def __str__(self):
		return "uvec2(%i, %i)" % (self.x, self.y)

	def abs(self):
		return Vec2.abs(self).toUint()

class Vec3(Vec):
	def __init__(self, x, y, z):
		assert((x.__class__ == y.__class__) and (x.__class__ == z.__class__))
		self.x = x
		self.y = y
		self.z = z

	def applyUnary(self, func):			return Vec3(func(self.x), func(self.y), func(self.z))
	def applyBinary(self, func, other):	return Vec3(func(self.x, other.x), func(self.y, other.y), func(self.z, other.z))

	def expandVec(self, val):	return val.toVec3()
	def toScalar(self):			return Scalar(self.x)
	def toVec2(self):			return Vec2(self.x, self.y)
	def toVec3(self):			return Vec3(self.x, self.y, self.z)
	def toVec4(self):			return Vec4(self.x, self.y, self.z, 0.0)
	def toUVec2(self):			return UVec2(self.x, self.y)
	def toUVec3(self):			return UVec3(self.x, self.y, self.z)
	def toUVec4(self):			return UVec4(self.x, self.y, self.z, 0.0)
	def toMat3(self):			return Mat3(float(self.x), 0.0, 0.0,  0.0, float(self.y), 0.0,  0.0, 0.0, float(self.z));

	def toFloat(self):			return Vec3(float(self.x), float(self.y), float(self.z))
	def toInt(self):			return Vec3(int(self.x), int(self.y), int(self.z))
	def toUint(self):			return UVec3(int(self.x), int(self.y), int(self.z))
	def toBool(self):			return Vec3(bool(self.x), bool(self.y), bool(self.z))

	def getNumScalars(self):	return 3
	def getScalars(self):		return [self.x, self.y, self.z]

	def typeString(self):
		if isinstance(self.x, bool):
			return "bvec3"
		elif isinstance(self.x, int):
			return "ivec3"
		elif isinstance(self.x, float):
			return "vec3"
		else:
			assert False

	def vec4Swizzle(self):
		return ".xyzx"

	def __str__(self):
		if isinstance(self.x, bool):
			return "bvec3(%s, %s, %s)" % (str(self.x).lower(), str(self.y).lower(), str(self.z).lower())
		elif isinstance(self.x, int):
			return "ivec3(%i, %i, %i)" % (self.x, self.y, self.z)
		elif isinstance(self.x, float):
			return "vec3(%s, %s, %s)" % (self.x, self.y, self.z)
		else:
			assert False

	def distance(self, v):
		assert isinstance(v, Vec3)
		return (self - v).length()

	def dot(self, v):
		assert isinstance(v, Vec3)
		return Scalar(self.x*v.x + self.y*v.y + self.z*v.z)

	def cross(self, v):
		assert isinstance(v, Vec3)
		return Vec3(self.y*v.z - v.y*self.z,
					self.z*v.x - v.z*self.x,
					self.x*v.y - v.x*self.y)

	def abs(self):
		if isinstance(self.x, bool):
			return Vec3(self.x, self.y, self.z)
		else:
			return Vec3(abs(self.x), abs(self.y), abs(self.z))

	def __neg__(self):
		return Vec3(-self.x, -self.y, -self.z)

	def __add__(self, val):
		if isinstance(val, Scalar):
			return Vec3(self.x + val, self.y + val)
		elif isinstance(val, Vec3):
			return Vec3(self.x + val.x, self.y + val.y, self.z + val.z)
		else:
			assert False

	def __sub__(self, val):
		return self + (-val)

	def __mul__(self, val):
		if isinstance(val, Scalar):
			val = val.toVec3()
		assert isinstance(val, Vec3)
		return Vec3(self.x * val.x, self.y * val.y, self.z * val.z)

	def __div__(self, val):
		if isinstance(val, Scalar):
			return Vec3(self.x / val.x, self.y / val.x, self.z / val.x)
		elif isinstance(val, Vec3):
			return Vec3(self.x / val.x, self.y / val.y, self.z / val.z)
		else:
			assert False

	def boolAny(self):	return Scalar(self.x or self.y or self.z)
	def boolAll(self):	return Scalar(self.x and self.y and self.z)
	def boolNot(self):	return Vec3(not self.x, not self.y, not self.z)

class UVec3(Vec3):
	def __init__(self, x, y, z):
		assert isinstance(x, int) and isinstance(y, int) and isinstance(z, int)
		assert x >= 0 and y >= 0 and z >= 0
		Vec3.__init__(self, x, y, z)

	def typeString(self):
		return "uvec3"

	def __str__(self):
		return "uvec3(%i, %i, %i)" % (self.x, self.y, self.z)

	def abs(self):
		return Vec3.abs(self).toUint()

class Vec4(Vec):
	def __init__(self, x, y, z, w):
		assert((x.__class__ == y.__class__) and (x.__class__ == z.__class__) and (x.__class__ == w.__class__))
		self.x = x
		self.y = y
		self.z = z
		self.w = w

	def applyUnary(self, func):			return Vec4(func(self.x), func(self.y), func(self.z), func(self.w))
	def applyBinary(self, func, other):	return Vec4(func(self.x, other.x), func(self.y, other.y), func(self.z, other.z), func(self.w, other.w))

	def expandVec(self, val):	return val.toVec4()
	def toScalar(self):			return Scalar(self.x)
	def toVec2(self):			return Vec2(self.x, self.y)
	def toVec3(self):			return Vec3(self.x, self.y, self.z)
	def toVec4(self):			return Vec4(self.x, self.y, self.z, self.w)
	def toUVec2(self):			return UVec2(self.x, self.y)
	def toUVec3(self):			return UVec3(self.x, self.y, self.z)
	def toUVec4(self):			return UVec4(self.x, self.y, self.z, self.w)
	def toMat2(self):			return Mat2(float(self.x), float(self.y), float(self.z), float(self.w))
	def toMat4(self):			return Mat4(float(self.x), 0.0, 0.0, 0.0,  0.0, float(self.y), 0.0, 0.0,  0.0, 0.0, float(self.z), 0.0,  0.0, 0.0, 0.0, float(self.w));

	def toFloat(self):			return Vec4(float(self.x), float(self.y), float(self.z), float(self.w))
	def toInt(self):			return Vec4(int(self.x), int(self.y), int(self.z), int(self.w))
	def toUint(self):			return UVec4(int(self.x), int(self.y), int(self.z), int(self.w))
	def toBool(self):			return Vec4(bool(self.x), bool(self.y), bool(self.z), bool(self.w))

	def getNumScalars(self):	return 4
	def getScalars(self):		return [self.x, self.y, self.z, self.w]

	def typeString(self):
		if isinstance(self.x, bool):
			return "bvec4"
		elif isinstance(self.x, int):
			return "ivec4"
		elif isinstance(self.x, float):
			return "vec4"
		else:
			assert False

	def vec4Swizzle(self):
		return ""

	def __str__(self):
		if isinstance(self.x, bool):
			return "bvec4(%s, %s, %s, %s)" % (str(self.x).lower(), str(self.y).lower(), str(self.z).lower(), str(self.w).lower())
		elif isinstance(self.x, int):
			return "ivec4(%i, %i, %i, %i)" % (self.x, self.y, self.z, self.w)
		elif isinstance(self.x, float):
			return "vec4(%s, %s, %s, %s)" % (self.x, self.y, self.z, self.w)
		else:
			assert False

	def distance(self, v):
		assert isinstance(v, Vec4)
		return (self - v).length()

	def dot(self, v):
		assert isinstance(v, Vec4)
		return Scalar(self.x*v.x + self.y*v.y + self.z*v.z + self.w*v.w)

	def abs(self):
		if isinstance(self.x, bool):
			return Vec4(self.x, self.y, self.z, self.w)
		else:
			return Vec4(abs(self.x), abs(self.y), abs(self.z), abs(self.w))

	def __neg__(self):
		return Vec4(-self.x, -self.y, -self.z, -self.w)

	def __add__(self, val):
		if isinstance(val, Scalar):
			return Vec3(self.x + val, self.y + val)
		elif isinstance(val, Vec4):
			return Vec4(self.x + val.x, self.y + val.y, self.z + val.z, self.w + val.w)
		else:
			assert False

	def __sub__(self, val):
		return self + (-val)

	def __mul__(self, val):
		if isinstance(val, Scalar):
			val = val.toVec4()
		assert isinstance(val, Vec4)
		return Vec4(self.x * val.x, self.y * val.y, self.z * val.z, self.w * val.w)

	def __div__(self, val):
		if isinstance(val, Scalar):
			return Vec4(self.x / val.x, self.y / val.x, self.z / val.x, self.w / val.x)
		elif isinstance(val, Vec4):
			return Vec4(self.x / val.x, self.y / val.y, self.z / val.z, self.w / val.w)
		else:
			assert False

	def boolAny(self):	return Scalar(self.x or self.y or self.z or self.w)
	def boolAll(self):	return Scalar(self.x and self.y and self.z and self.w)
	def boolNot(self):	return Vec4(not self.x, not self.y, not self.z, not self.w)

class UVec4(Vec4):
	def __init__(self, x, y, z, w):
		assert isinstance(x, int) and isinstance(y, int) and isinstance(z, int) and isinstance(w, int)
		assert x >= 0 and y >= 0 and z >= 0 and w >= 0
		Vec4.__init__(self, x, y, z, w)

	def typeString(self):
		return "uvec4"

	def __str__(self):
		return "uvec4(%i, %i, %i, %i)" % (self.x, self.y, self.z, self.w)

	def abs(self):
		return Vec4.abs(self).toUint()

# \note Column-major storage.
class Mat(object):
	def __init__ (self, numCols, numRows, scalars):
		assert len(scalars) == numRows*numCols
		self.numCols	= numCols
		self.numRows	= numRows
		self.scalars	= scalars

	@staticmethod
	def fromScalar (numCols, numRows, scalar):
		scalars = []
		for col in range(0, numCols):
			for row in range(0, numRows):
				scalars.append(scalar if col == row else 0.0)
		return Mat(numCols, numRows, scalars)

	@staticmethod
	def identity (numCols, numRows):
		return Mat.fromScalar(numCols, numRows, 1.0)

	def get (self, colNdx, rowNdx):
		assert 0 <= colNdx and colNdx < self.numCols
		assert 0 <= rowNdx and rowNdx < self.numRows
		return self.scalars[colNdx*self.numRows + rowNdx]

	def set (self, colNdx, rowNdx, scalar):
		assert 0 <= colNdx and colNdx < self.numCols
		assert 0 <= rowNdx and rowNdx < self.numRows
		self.scalars[colNdx*self.numRows + rowNdx] = scalar

	def toMatrix (self, numCols, numRows):
		res = Mat.identity(numCols, numRows)
		for col in range(0, min(self.numCols, numCols)):
			for row in range(0, min(self.numRows, numRows)):
				res.set(col, row, self.get(col, row))
		return res

	def toMat2 (self):		return self.toMatrix(2, 2)
	def toMat2x3 (self):	return self.toMatrix(2, 3)
	def toMat2x4 (self):	return self.toMatrix(2, 4)
	def toMat3x2 (self):	return self.toMatrix(3, 2)
	def toMat3 (self):		return self.toMatrix(3, 3)
	def toMat3x4 (self):	return self.toMatrix(3, 4)
	def toMat4x2 (self):	return self.toMatrix(4, 2)
	def toMat4x3 (self):	return self.toMatrix(4, 3)
	def toMat4 (self):		return self.toMatrix(4, 4)

	def typeString(self):
		if self.numRows == self.numCols:
			return "mat%d" % self.numRows
		else:
			return "mat%dx%d" % (self.numCols, self.numRows)

	def __str__(self):
		return "%s(%s)" % (self.typeString(), ", ".join(["%s" % s for s in self.scalars]))

	def isTypeEqual (self, other):
		return isinstance(other, Mat) and self.numRows == other.numRows and self.numCols == other.numCols

	def isEqual(self, other):
		assert self.isTypeEqual(other)
		return (self.scalars == other.scalars)

	def compMul(self, val):
		assert self.isTypeEqual(val)
		return Mat(self.numRows, self.numCols, [self.scalars(i) * val.scalars(i) for i in range(self.numRows*self.numCols)])

class Mat2(Mat):
	def __init__(self, m00, m01, m10, m11):
		Mat.__init__(self, 2, 2, [m00, m10, m01, m11])

class Mat3(Mat):
	def __init__(self, m00, m01, m02, m10, m11, m12, m20, m21, m22):
		Mat.__init__(self, 3, 3, [m00, m10, m20,
								  m01, m11, m21,
								  m02, m12, m22])

class Mat4(Mat):
	def __init__(self, m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33):
		Mat.__init__(self, 4, 4, [m00, m10, m20, m30,
								  m01, m11, m21, m31,
								  m02, m12, m22, m32,
								  m03, m13, m23, m33])