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Diffstat (limited to 'intern/cycles/util/util_math.h')
-rw-r--r-- | intern/cycles/util/util_math.h | 759 |
1 files changed, 759 insertions, 0 deletions
diff --git a/intern/cycles/util/util_math.h b/intern/cycles/util/util_math.h new file mode 100644 index 00000000000..349496e4a70 --- /dev/null +++ b/intern/cycles/util/util_math.h @@ -0,0 +1,759 @@ +/* + * Copyright 2011, Blender Foundation. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + */ + +#ifndef __UTIL_MATH_H__ +#define __UTIL_MATH_H__ + +/* Math + * + * Basic math functions on scalar and vector types. This header is used by + * both the kernel code when compiled as C++, and other C++ non-kernel code. */ + +#ifndef __KERNEL_OPENCL__ + +#define _USE_MATH_DEFINES + +#include <float.h> +#include <math.h> +#include <stdio.h> + +#endif + +#include "util_types.h" + +CCL_NAMESPACE_BEGIN + +#define M_PI_F ((float)3.14159265358979323846264338327950288) +#define M_PI_2_F ((float)1.57079632679489661923132169163975144) +#define M_PI_4_F ((float)0.785398163397448309615660845819875721) +#define M_1_PI_F ((float)0.318309886183790671537767526745028724) +#define M_2_PI_F ((float)0.636619772367581343075535053490057448) + +/* Scalar */ + +#ifdef _WIN32 + +#define copysignf _copysign + +__device_inline float fmaxf(float a, float b) +{ + return (a > b)? a: b; +} + +__device_inline float fminf(float a, float b) +{ + return (a < b)? a: b; +} + +#endif + +#ifndef __KERNEL_OPENCL__ + +__device_inline int max(int a, int b) +{ + return (a > b)? a: b; +} + +__device_inline int min(int a, int b) +{ + return (a < b)? a: b; +} + +__device_inline float max(float a, float b) +{ + return (a > b)? a: b; +} + +__device_inline float min(float a, float b) +{ + return (a < b)? a: b; +} + +#endif + +__device_inline float min4(float a, float b, float c, float d) +{ + return min(min(min(a, b), c), d); +} + +__device_inline float max4(float a, float b, float c, float d) +{ + return max(max(max(a, b), c), d); +} + +#ifndef __KERNEL_OPENCL__ + +__device_inline int clamp(int a, int mn, int mx) +{ + return min(max(a, mn), mx); +} + +__device_inline float clamp(float a, float mn, float mx) +{ + return min(max(a, mn), mx); +} + +#endif + +__device_inline float signf(float f) +{ + return (f < 0.0f)? -1.0f: 1.0f; +} + +__device_inline float nonzerof(float f, float eps) +{ + if(fabsf(f) < eps) + return signf(f)*eps; + else + return f; +} + +/* Float2 Vector */ + +#ifndef __KERNEL_OPENCL__ + +__device_inline bool is_zero(const float2 a) +{ + return (a.x == 0.0f && a.y == 0.0f); +} + +#endif + +#ifndef __KERNEL_OPENCL__ + +__device_inline float average(const float2 a) +{ + return (a.x + a.y)*(1.0f/2.0f); +} + +#endif + +#ifndef __KERNEL_OPENCL__ + +__device_inline float2 operator-(const float2 a) +{ + float2 r = {-a.x, -a.y}; + return r; +} + +__device_inline float2 operator*(const float2 a, const float2 b) +{ + float2 r = {a.x*b.x, a.y*b.y}; + return r; +} + +__device_inline float2 operator*(const float2 a, float f) +{ + float2 r = {a.x*f, a.y*f}; + return r; +} + +__device_inline float2 operator*(float f, const float2 a) +{ + float2 r = {a.x*f, a.y*f}; + return r; +} + +__device_inline float2 operator/(float f, const float2 a) +{ + float2 r = {f/a.x, f/a.y}; + return r; +} + +__device_inline float2 operator/(const float2 a, float f) +{ + float invf = 1.0f/f; + float2 r = {a.x*invf, a.y*invf}; + return r; +} + +__device_inline float2 operator/(const float2 a, const float2 b) +{ + float2 r = {a.x/b.x, a.y/b.y}; + return r; +} + +__device_inline float2 operator+(const float2 a, const float2 b) +{ + float2 r = {a.x+b.x, a.y+b.y}; + return r; +} + +__device_inline float2 operator-(const float2 a, const float2 b) +{ + float2 r = {a.x-b.x, a.y-b.y}; + return r; +} + +__device_inline float2 operator+=(float2& a, const float2 b) +{ + a.x += b.x; + a.y += b.y; + return a; +} + +__device_inline float2 operator*=(float2& a, const float2 b) +{ + a.x *= b.x; + a.y *= b.y; + return a; +} + +__device_inline float2 operator*=(float2& a, float f) +{ + a.x *= f; + a.y *= f; + return a; +} + +__device_inline float2 operator/=(float2& a, const float2 b) +{ + a.x /= b.x; + a.y /= b.y; + return a; +} + +__device_inline float2 operator/=(float2& a, float f) +{ + float invf = 1.0f/f; + a.x *= invf; + a.y *= invf; + return a; +} + + +__device_inline float dot(const float2 a, const float2 b) +{ + return a.x*b.x + a.y*b.y; +} + +__device_inline float cross(const float2 a, const float2 b) +{ + return (a.x*b.y - a.y*b.x); +} + +#endif + +#ifndef __KERNEL_OPENCL__ + +__device_inline float len(const float2 a) +{ + return sqrtf(dot(a, a)); +} + +__device_inline float2 normalize(const float2 a) +{ + return a/len(a); +} + +__device_inline float2 normalize_len(const float2 a, float *t) +{ + *t = len(a); + return a/(*t); +} + +__device_inline bool operator==(const float2 a, const float2 b) +{ + return (a.x == b.x && a.y == b.y); +} + +__device_inline bool operator!=(const float2 a, const float2 b) +{ + return !(a == b); +} + +__device_inline float2 min(float2 a, float2 b) +{ + float2 r = {min(a.x, b.x), min(a.y, b.y)}; + return r; +} + +__device_inline float2 max(float2 a, float2 b) +{ + float2 r = {max(a.x, b.x), max(a.y, b.y)}; + return r; +} + +__device_inline float2 clamp(float2 a, float2 mn, float2 mx) +{ + return min(max(a, mn), mx); +} + +__device_inline float2 fabs(float2 a) +{ + return make_float2(fabsf(a.x), fabsf(a.y)); +} + +__device_inline float2 as_float2(const float4 a) +{ + return make_float2(a.x, a.y); +} + +#endif + +#ifndef __KERNEL_GPU__ + +__device_inline void print_float2(const char *label, const float2& a) +{ + printf("%s: %.8f %.8f\n", label, a.x, a.y); +} + +#endif + +#ifndef __KERNEL_OPENCL__ + +__device_inline float2 interp(float2 a, float2 b, float t) +{ + return a + t*(b - a); +} + +#endif + +/* Float3 Vector */ + +__device_inline bool is_zero(const float3 a) +{ + return (a.x == 0.0f && a.y == 0.0f && a.z == 0.0f); +} + +__device_inline float average(const float3 a) +{ + return (a.x + a.y + a.z)*(1.0f/3.0f); +} + +#ifndef __KERNEL_OPENCL__ + +__device_inline float3 operator-(const float3 a) +{ + float3 r = {-a.x, -a.y, -a.z}; + return r; +} + +__device_inline float3 operator*(const float3 a, const float3 b) +{ + float3 r = {a.x*b.x, a.y*b.y, a.z*b.z}; + return r; +} + +__device_inline float3 operator*(const float3 a, float f) +{ + float3 r = {a.x*f, a.y*f, a.z*f}; + return r; +} + +__device_inline float3 operator*(float f, const float3 a) +{ + float3 r = {a.x*f, a.y*f, a.z*f}; + return r; +} + +__device_inline float3 operator/(float f, const float3 a) +{ + float3 r = {f/a.x, f/a.y, f/a.z}; + return r; +} + +__device_inline float3 operator/(const float3 a, float f) +{ + float invf = 1.0f/f; + float3 r = {a.x*invf, a.y*invf, a.z*invf}; + return r; +} + +__device_inline float3 operator/(const float3 a, const float3 b) +{ + float3 r = {a.x/b.x, a.y/b.y, a.z/b.z}; + return r; +} + +__device_inline float3 operator+(const float3 a, const float3 b) +{ + float3 r = {a.x+b.x, a.y+b.y, a.z+b.z}; + return r; +} + +__device_inline float3 operator-(const float3 a, const float3 b) +{ + float3 r = {a.x-b.x, a.y-b.y, a.z-b.z}; + return r; +} + +__device_inline float3 operator+=(float3& a, const float3 b) +{ + a.x += b.x; + a.y += b.y; + a.z += b.z; + return a; +} + +__device_inline float3 operator*=(float3& a, const float3 b) +{ + a.x *= b.x; + a.y *= b.y; + a.z *= b.z; + return a; +} + +__device_inline float3 operator*=(float3& a, float f) +{ + a.x *= f; + a.y *= f; + a.z *= f; + return a; +} + +__device_inline float3 operator/=(float3& a, const float3 b) +{ + a.x /= b.x; + a.y /= b.y; + a.z /= b.z; + return a; +} + +__device_inline float3 operator/=(float3& a, float f) +{ + float invf = 1.0f/f; + a.x *= invf; + a.y *= invf; + a.z *= invf; + return a; +} + +__device_inline float dot(const float3 a, const float3 b) +{ + return a.x*b.x + a.y*b.y + a.z*b.z; +} + +__device_inline float3 cross(const float3 a, const float3 b) +{ + float3 r = {a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x}; + return r; +} + +#endif + +__device_inline float len(const float3 a) +{ + return sqrtf(dot(a, a)); +} + +#ifndef __KERNEL_OPENCL__ + +__device_inline float3 normalize(const float3 a) +{ + return a/len(a); +} + +#endif + +__device_inline float3 normalize_len(const float3 a, float *t) +{ + *t = len(a); + return a/(*t); +} + +#ifndef __KERNEL_OPENCL__ + +__device_inline bool operator==(const float3 a, const float3 b) +{ + return (a.x == b.x && a.y == b.y && a.z == b.z); +} + +__device_inline bool operator!=(const float3 a, const float3 b) +{ + return !(a == b); +} + +__device_inline float3 min(float3 a, float3 b) +{ + float3 r = {min(a.x, b.x), min(a.y, b.y), min(a.z, b.z)}; + return r; +} + +__device_inline float3 max(float3 a, float3 b) +{ + float3 r = {max(a.x, b.x), max(a.y, b.y), max(a.z, b.z)}; + return r; +} + +__device_inline float3 clamp(float3 a, float3 mn, float3 mx) +{ + return min(max(a, mn), mx); +} + +__device_inline float3 fabs(float3 a) +{ + return make_float3(fabsf(a.x), fabsf(a.y), fabsf(a.z)); +} + +__device_inline float3 as_float3(const float4& a) +{ + return make_float3(a.x, a.y, a.z); +} + +#endif + +#ifndef __KERNEL_GPU__ + +__device_inline void print_float3(const char *label, const float3& a) +{ + printf("%s: %.8f %.8f %.8f\n", label, a.x, a.y, a.z); +} + +#endif + +__device_inline float3 interp(float3 a, float3 b, float t) +{ + return a + t*(b - a); +} + +/* Float4 Vector */ + +#ifndef __KERNEL_OPENCL__ + +__device_inline bool is_zero(const float4& a) +{ + return (a.x == 0.0f && a.y == 0.0f && a.z == 0.0f && a.w == 0.0f); +} + +__device_inline float average(const float4& a) +{ + return (a.x + a.y + a.z + a.w)*(1.0f/4.0f); +} + +__device_inline float4 operator-(const float4& a) +{ + float4 r = {-a.x, -a.y, -a.z, -a.w}; + return r; +} + +__device_inline float4 operator*(const float4& a, const float4& b) +{ + float4 r = {a.x*b.x, a.y*b.y, a.z*b.z, a.w*b.w}; + return r; +} + +__device_inline float4 operator*(const float4& a, float f) +{ + float4 r = {a.x*f, a.y*f, a.z*f, a.w*f}; + return r; +} + +__device_inline float4 operator*(float f, const float4& a) +{ + float4 r = {a.x*f, a.y*f, a.z*f, a.w*f}; + return r; +} + +__device_inline float4 operator/(const float4& a, float f) +{ + float invf = 1.0f/f; + float4 r = {a.x*invf, a.y*invf, a.z*invf, a.w*invf}; + return r; +} + +__device_inline float4 operator/(const float4& a, const float4& b) +{ + float4 r = {a.x/b.x, a.y/b.y, a.z/b.z, a.w/b.w}; + return r; +} + +__device_inline float4 operator+(const float4& a, const float4& b) +{ + float4 r = {a.x+b.x, a.y+b.y, a.z+b.z, a.w+b.w}; + return r; +} + +__device_inline float4 operator-(const float4& a, const float4& b) +{ + float4 r = {a.x-b.x, a.y-b.y, a.z-b.z, a.w-b.w}; + return r; +} + +__device_inline float4 operator+=(float4& a, const float4& b) +{ + a.x += b.x; + a.y += b.y; + a.z += b.z; + a.w += b.w; + return a; +} + +__device_inline float4 operator*=(float4& a, const float4& b) +{ + a.x *= b.x; + a.y *= b.y; + a.z *= b.z; + a.w *= b.w; + return a; +} + +__device_inline float4 operator/=(float4& a, float f) +{ + float invf = 1.0f/f; + a.x *= invf; + a.y *= invf; + a.z *= invf; + a.w *= invf; + return a; +} + +__device_inline float dot(const float4& a, const float4& b) +{ + return a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w; +} + +__device_inline float4 cross(const float4& a, const float4& b) +{ + float4 r = {a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x, 0.0f}; + return r; +} + +__device_inline float4 min(float4 a, float4 b) +{ + return make_float4(min(a.x, b.x), min(a.y, b.y), min(a.z, b.z), min(a.w, b.w)); +} + +__device_inline float4 max(float4 a, float4 b) +{ + return make_float4(max(a.x, b.x), max(a.y, b.y), max(a.z, b.z), max(a.w, b.w)); +} + +#endif + +#ifndef __KERNEL_GPU__ + +__device_inline void print_float4(const char *label, const float4& a) +{ + printf("%s: %.8f %.8f %.8f %.8f\n", label, a.x, a.y, a.z, a.w); +} + +#endif + +/* Int3 */ + +#ifndef __KERNEL_OPENCL__ + +__device_inline int3 max(int3 a, int3 b) +{ + int3 r = {max(a.x, b.x), max(a.y, b.y), max(a.z, b.z)}; + return r; +} + +__device_inline int3 clamp(const int3& a, int mn, int mx) +{ + int3 r = {clamp(a.x, mn, mx), clamp(a.y, mn, mx), clamp(a.z, mn, mx)}; + return r; +} + +__device_inline int3 clamp(const int3& a, int3& mn, int mx) +{ + int3 r = {clamp(a.x, mn.x, mx), clamp(a.y, mn.y, mx), clamp(a.z, mn.z, mx)}; + return r; +} + +#endif + +#ifndef __KERNEL_GPU__ + +__device_inline void print_int3(const char *label, const int3& a) +{ + printf("%s: %d %d %d\n", label, a.x, a.y, a.z); +} + +#endif + +/* Int4 */ + +#ifndef __KERNEL_OPENCL__ + +__device_inline int4 operator>=(float4 a, float4 b) +{ + return make_int4(a.x >= b.x, a.y >= b.y, a.z >= b.z, a.w >= b.w); +} + +#endif + +#ifndef __KERNEL_GPU__ + +__device_inline void print_int4(const char *label, const int4& a) +{ + printf("%s: %d %d %d %d\n", label, a.x, a.y, a.z, a.w); +} + +#endif + +/* Int/Float conversion */ + +#ifndef __KERNEL_OPENCL__ + +__device_inline unsigned int as_uint(float f) +{ + union { unsigned int i; float f; } u; + u.f = f; + return u.i; +} + +__device_inline int __float_as_int(float f) +{ + union { int i; float f; } u; + u.f = f; + return u.i; +} + +__device_inline float __int_as_float(int i) +{ + union { int i; float f; } u; + u.i = i; + return u.f; +} + +__device_inline uint __float_as_uint(float f) +{ + union { uint i; float f; } u; + u.f = f; + return u.i; +} + +__device_inline float __uint_as_float(uint i) +{ + union { uint i; float f; } u; + u.i = i; + return u.f; +} + +/* Interpolation */ + +template<class A, class B> __device_inline A lerp(const A& a, const A& b, const B& t) +{ + return (A)(a * ((B)1 - t) + b * t); +} + +/* Triangle */ + +__device_inline float triangle_area(const float3 v1, const float3 v2, const float3 v3) +{ + return len(cross(v3 - v2, v1 - v2))*0.5f; +} + +#endif + +CCL_NAMESPACE_END + +#endif /* __UTIL_MATH_H__ */ + |