/* ---------------------------------------------------------------------- */ /** \name Common Math Utilities * \{ */ #define M_PI 3.14159265358979323846 /* pi */ #define M_2PI 6.28318530717958647692 /* 2*pi */ #define M_PI_2 1.57079632679489661923 /* pi/2 */ #define M_1_PI 0.318309886183790671538 /* 1/pi */ #define M_1_2PI 0.159154943091895335768 /* 1/(2*pi) */ #define M_1_PI2 0.101321183642337771443 /* 1/(pi^2) */ #define FLT_MAX 3.402823e+38 vec3 mul(mat3 m, vec3 v) { return m * v; } mat3 mul(mat3 m1, mat3 m2) { return m1 * m2; } vec3 transform_direction(mat4 m, vec3 v) { return mat3(m) * v; } vec3 transform_point(mat4 m, vec3 v) { return (m * vec4(v, 1.0)).xyz; } vec3 project_point(mat4 m, vec3 v) { vec4 tmp = m * vec4(v, 1.0); return tmp.xyz / tmp.w; } #define min3(a, b, c) min(a, min(b, c)) #define min4(a, b, c, d) min(a, min3(b, c, d)) #define min5(a, b, c, d, e) min(a, min4(b, c, d, e)) #define min6(a, b, c, d, e, f) min(a, min5(b, c, d, e, f)) #define min7(a, b, c, d, e, f, g) min(a, min6(b, c, d, e, f, g)) #define min8(a, b, c, d, e, f, g, h) min(a, min7(b, c, d, e, f, g, h)) #define min9(a, b, c, d, e, f, g, h, i) min(a, min8(b, c, d, e, f, g, h, i)) #define max3(a, b, c) max(a, max(b, c)) #define max4(a, b, c, d) max(a, max3(b, c, d)) #define max5(a, b, c, d, e) max(a, max4(b, c, d, e)) #define max6(a, b, c, d, e, f) max(a, max5(b, c, d, e, f)) #define max7(a, b, c, d, e, f, g) max(a, max6(b, c, d, e, f, g)) #define max8(a, b, c, d, e, f, g, h) max(a, max7(b, c, d, e, f, g, h)) #define max9(a, b, c, d, e, f, g, h, i) max(a, max8(b, c, d, e, f, g, h, i)) #define avg3(a, b, c) (a + b + c) * (1.0 / 3.0) #define avg4(a, b, c, d) (a + b + c + d) * (1.0 / 4.0) #define avg5(a, b, c, d, e) (a + b + c + d + e) * (1.0 / 5.0) #define avg6(a, b, c, d, e, f) (a + b + c + d + e + f) * (1.0 / 6.0) #define avg7(a, b, c, d, e, f, g) (a + b + c + d + e + f + g) * (1.0 / 7.0) #define avg8(a, b, c, d, e, f, g, h) (a + b + c + d + e + f + g + h) * (1.0 / 8.0) #define avg9(a, b, c, d, e, f, g, h, i) (a + b + c + d + e + f + g + h + i) * (1.0 / 9.0) /* clang-format off */ float min_v2(vec2 v) { return min(v.x, v.y); } float min_v3(vec3 v) { return min(v.x, min(v.y, v.z)); } float min_v4(vec4 v) { return min(min(v.x, v.y), min(v.z, v.w)); } float max_v2(vec2 v) { return max(v.x, v.y); } float max_v3(vec3 v) { return max(v.x, max(v.y, v.z)); } float max_v4(vec4 v) { return max(max(v.x, v.y), max(v.z, v.w)); } float sum(vec2 v) { return dot(vec2(1.0), v); } float sum(vec3 v) { return dot(vec3(1.0), v); } float sum(vec4 v) { return dot(vec4(1.0), v); } float avg(vec2 v) { return dot(vec2(1.0 / 2.0), v); } float avg(vec3 v) { return dot(vec3(1.0 / 3.0), v); } float avg(vec4 v) { return dot(vec4(1.0 / 4.0), v); } /* clang-format on */ #define saturate(a) clamp(a, 0.0, 1.0) float distance_squared(vec2 a, vec2 b) { a -= b; return dot(a, a); } float distance_squared(vec3 a, vec3 b) { a -= b; return dot(a, a); } float len_squared(vec3 a) { return dot(a, a); } /** \} */ /* ---------------------------------------------------------------------- */ /** \name Fast Math * \{ */ /* [Drobot2014a] Low Level Optimizations for GCN */ float fast_sqrt(float v) { return intBitsToFloat(0x1fbd1df5 + (floatBitsToInt(v) >> 1)); } vec2 fast_sqrt(vec2 v) { return intBitsToFloat(0x1fbd1df5 + (floatBitsToInt(v) >> 1)); } /* [Eberly2014] GPGPU Programming for Games and Science */ float fast_acos(float v) { float res = -0.156583 * abs(v) + M_PI_2; res *= fast_sqrt(1.0 - abs(v)); return (v >= 0) ? res : M_PI - res; } vec2 fast_acos(vec2 v) { vec2 res = -0.156583 * abs(v) + M_PI_2; res *= fast_sqrt(1.0 - abs(v)); v.x = (v.x >= 0) ? res.x : M_PI - res.x; v.y = (v.y >= 0) ? res.y : M_PI - res.y; return v; } /** \} */