/* gph-cmath - C graphics math library * Copyright (C) 2018 John Tsiombikas * * This program is free software. Feel free to use, modify, and/or redistribute * it under the terms of the MIT/X11 license. See LICENSE for details. * If you intend to redistribute parts of the code without the LICENSE file * replace this paragraph with the full contents of the LICENSE file. */ #include static inline float cgm_deg_to_rad(float deg) { return M_PI * deg / 180.0f; } static inline float cgm_rad_to_deg(float rad) { return 180.0f * rad / M_PI; } static inline float cgm_smoothstep(float a, float b, float x) { if(x < a) return 0.0f; if(x >= b) return 1.0f; x = (x - a) / (b - a); return x * x * (3.0f - 2.0f * x); } static inline float cgm_lerp(float a, float b, float t) { return a + (b - a) * t; } static inline float cgm_bezier(float a, float b, float c, float d, float t) { float omt, omt3, t3, f; t3 = t * t * t; omt = 1.0f - t; omt3 = omt * omt * omt; f = 3.0f * t * omt; return (a * omt3) + (b * f * omt) + (c * f * t) + (d * t3); } static inline float cgm_bspline(float a, float b, float c, float d, float t) { static const float mat[] = { -1, 3, -3, 1, 3, -6, 0, 4, -3, 3, 3, 1, 1, 0, 0, 0 }; cgm_vec4 tmp, qfact; float tsq = t * t; cgm_wcons(&qfact, tsq * t, tsq, t, 1.0f); cgm_wcons(&tmp, a, b, c, d); cgm_wmul_m4v4(&tmp, mat); cgm_wscale(&tmp, 1.0f / 6.0f); return cgm_wdot(&tmp, &qfact); } static inline float cgm_spline(float a, float b, float c, float d, float t) { static const float mat[] = { -1, 2, -1, 0, 3, -5, 0, 2, -3, 4, 1, 0, 1, -1, 0, 0 }; cgm_vec4 tmp, qfact; float tsq = t * t; cgm_wcons(&qfact, tsq * t, tsq, t, 1.0f); cgm_wcons(&tmp, a, b, c, d); cgm_wmul_m4v4(&tmp, mat); cgm_wscale(&tmp, 1.0f / 6.0f); return cgm_wdot(&tmp, &qfact); } static inline void cgm_discrand(cgm_vec3 *pt, float rad) { float theta = 2.0f * M_PI * (float)rand() / RAND_MAX; float r = sqrt((float)rand() / RAND_MAX) * rad; pt->x = cos(theta) * r; pt->y = sin(theta) * r; pt->z = 0.0f; } static inline void cgm_sphrand(cgm_vec3 *pt, float rad) { float u, v, theta, phi; u = (float)rand() / RAND_MAX; v = (float)rand() / RAND_MAX; theta = 2.0f * M_PI * u; phi = acos(2.0f * v - 1.0f); pt->x = cos(theta) * sin(phi) * rad; pt->y = sin(theta) * sin(phi) * rad; pt->z = cos(phi) * rad; } static inline void cgm_unproject(cgm_vec3 *res, const cgm_vec3 *norm_scrpos, const float *inv_viewproj) { cgm_vec4 pos; pos.x = 2.0f * norm_scrpos->x - 1.0f; pos.y = 2.0f * norm_scrpos->y - 1.0f; pos.z = 2.0f * norm_scrpos->z - 1.0f; pos.w = 1.0f; cgm_wmul_m4v4(&pos, inv_viewproj); res->x = pos.x / pos.w; res->y = pos.y / pos.w; res->z = pos.z / pos.w; } static inline void cgm_glu_unproject(float winx, float winy, float winz, const float *view, const float *proj, const int *vp, float *objx, float *objy, float *objz) { cgm_vec3 npos, res; float inv_pv[16]; cgm_mcopy(inv_pv, proj); cgm_mmul(inv_pv, view); npos.x = (winx - vp[0]) / vp[2]; npos.y = (winy - vp[1]) / vp[4]; npos.z = winz; cgm_unproject(&res, &npos, inv_pv); *objx = res.x; *objy = res.y; *objz = res.z; } static inline void cgm_pick_ray(cgm_ray *ray, float nx, float ny, const float *viewmat, const float *projmat) { cgm_vec3 npos, farpt; float inv_pv[16]; cgm_mcopy(inv_pv, projmat); cgm_mmul(inv_pv, viewmat); cgm_vcons(&npos, nx, ny, 0.0f); cgm_unproject(&ray->origin, &npos, inv_pv); npos.z = 1.0f; cgm_unproject(&farpt, &npos, inv_pv); ray->dir.x = farpt.x - ray->origin.x; ray->dir.y = farpt.y - ray->origin.y; ray->dir.z = farpt.z - ray->origin.z; } static inline void cgm_raypos(cgm_vec3 *p, const cgm_ray *ray, float t) { p->x = ray->origin.x + ray->dir.x * t; p->y = ray->origin.y + ray->dir.y * t; p->z = ray->origin.z + ray->dir.z * t; } static inline void cgm_bary(cgm_vec3 *bary, const cgm_vec3 *a, const cgm_vec3 *b, const cgm_vec3 *c, const cgm_vec3 *pt) { float d00, d01, d11, d20, d21, denom; cgm_vec3 v0 = *b, v1 = *c, v2 = *pt; cgm_vsub(&v0, a); cgm_vsub(&v1, a); cgm_vsub(&v2, a); d00 = cgm_vdot(&v0, &v0); d01 = cgm_vdot(&v0, &v1); d11 = cgm_vdot(&v1, &v1); d20 = cgm_vdot(&v2, &v0); d21 = cgm_vdot(&v2, &v1); denom = d00 * d11 - d01 * d01; bary->y = (d11 * d20 - d01 * d21) / denom; bary->z = (d00 * d21 - d01 * d20) / denom; bary->x = 1.0f - bary->y - bary->z; }