diff options
Diffstat (limited to 'source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl')
-rw-r--r-- | source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl | 141 |
1 files changed, 141 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl b/source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl new file mode 100644 index 00000000000..124654963fd --- /dev/null +++ b/source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl @@ -0,0 +1,141 @@ +/* Float Math */ + +float safe_divide(float a, float b) +{ + return (b != 0.0) ? a / b : 0.0; +} + +/* fmod function compatible with OSL using nvidia reference example. */ +float compatible_fmod(float a, float b) +{ + float c = (b != 0.0) ? fract(abs(a / b)) * abs(b) : 0.0; + return (a < 0.0) ? -c : c; +} + +float compatible_pow(float x, float y) +{ + if (y == 0.0) { /* x^0 -> 1, including 0^0 */ + return 1.0; + } + + /* glsl pow doesn't accept negative x */ + if (x < 0.0) { + if (mod(-y, 2.0) == 0.0) { + return pow(-x, y); + } + else { + return -pow(-x, y); + } + } + else if (x == 0.0) { + return 0.0; + } + + return pow(x, y); +} + +float wrap(float a, float b, float c) +{ + float range = b - c; + return (range != 0.0) ? a - (range * floor((a - c) / range)) : c; +} + +vec3 wrap(vec3 a, vec3 b, vec3 c) +{ + return vec3(wrap(a.x, b.x, c.x), wrap(a.y, b.y, c.y), wrap(a.z, b.z, c.z)); +} + +float hypot(float x, float y) +{ + return sqrt(x * x + y * y); +} + +int floor_to_int(float x) +{ + return int(floor(x)); +} + +int quick_floor(float x) +{ + return int(x) - ((x < 0) ? 1 : 0); +} + +/* Vector Math */ + +vec2 safe_divide(vec2 a, vec2 b) +{ + return vec2(safe_divide(a.x, b.x), safe_divide(a.y, b.y)); +} + +vec3 safe_divide(vec3 a, vec3 b) +{ + return vec3(safe_divide(a.x, b.x), safe_divide(a.y, b.y), safe_divide(a.z, b.z)); +} + +vec4 safe_divide(vec4 a, vec4 b) +{ + return vec4( + safe_divide(a.x, b.x), safe_divide(a.y, b.y), safe_divide(a.z, b.z), safe_divide(a.w, b.w)); +} + +vec2 safe_divide(vec2 a, float b) +{ + return (b != 0.0) ? a / b : vec2(0.0); +} + +vec3 safe_divide(vec3 a, float b) +{ + return (b != 0.0) ? a / b : vec3(0.0); +} + +vec4 safe_divide(vec4 a, float b) +{ + return (b != 0.0) ? a / b : vec4(0.0); +} + +vec3 compatible_fmod(vec3 a, vec3 b) +{ + return vec3(compatible_fmod(a.x, b.x), compatible_fmod(a.y, b.y), compatible_fmod(a.z, b.z)); +} + +void invert_z(vec3 v, out vec3 outv) +{ + v.z = -v.z; + outv = v; +} + +void vector_normalize(vec3 normal, out vec3 outnormal) +{ + outnormal = normalize(normal); +} + +void vector_copy(vec3 normal, out vec3 outnormal) +{ + outnormal = normal; +} + +/* Matirx Math */ + +mat3 euler_to_mat3(vec3 euler) +{ + float cx = cos(euler.x); + float cy = cos(euler.y); + float cz = cos(euler.z); + float sx = sin(euler.x); + float sy = sin(euler.y); + float sz = sin(euler.z); + + mat3 mat; + mat[0][0] = cy * cz; + mat[0][1] = cy * sz; + mat[0][2] = -sy; + + mat[1][0] = sy * sx * cz - cx * sz; + mat[1][1] = sy * sx * sz + cx * cz; + mat[1][2] = cy * sx; + + mat[2][0] = sy * cx * cz + sx * sz; + mat[2][1] = sy * cx * sz - sx * cz; + mat[2][2] = cy * cx; + return mat; +} |