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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.glsl141
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;
+}