Loading libs/rs/scriptc/rs_core.rsh +0 −250 Original line number Diff line number Diff line Loading @@ -251,256 +251,6 @@ extern void __attribute__((overloadable)) rsMatrixTranspose(rs_matrix4x4 *m); extern void __attribute__((overloadable)) rsMatrixTranspose(rs_matrix3x3 *m); extern void __attribute__((overloadable)) rsMatrixTranspose(rs_matrix2x2 *m); ///////////////////////////////////////////////////// // quaternion ops ///////////////////////////////////////////////////// _RS_STATIC void __attribute__((overloadable)) rsQuaternionSet(rs_quaternion *q, float w, float x, float y, float z) { q->w = w; q->x = x; q->y = y; q->z = z; } _RS_STATIC void __attribute__((overloadable)) rsQuaternionSet(rs_quaternion *q, const rs_quaternion *rhs) { q->w = rhs->w; q->x = rhs->x; q->y = rhs->y; q->z = rhs->z; } _RS_STATIC void __attribute__((overloadable)) rsQuaternionMultiply(rs_quaternion *q, float s) { q->w *= s; q->x *= s; q->y *= s; q->z *= s; } _RS_STATIC void __attribute__((overloadable)) rsQuaternionMultiply(rs_quaternion *q, const rs_quaternion *rhs) { q->w = -q->x*rhs->x - q->y*rhs->y - q->z*rhs->z + q->w*rhs->w; q->x = q->x*rhs->w + q->y*rhs->z - q->z*rhs->y + q->w*rhs->x; q->y = -q->x*rhs->z + q->y*rhs->w + q->z*rhs->x + q->w*rhs->y; q->z = q->x*rhs->y - q->y*rhs->x + q->z*rhs->w + q->w*rhs->z; } _RS_STATIC void rsQuaternionAdd(rs_quaternion *q, const rs_quaternion *rhs) { q->w *= rhs->w; q->x *= rhs->x; q->y *= rhs->y; q->z *= rhs->z; } _RS_STATIC void rsQuaternionLoadRotateUnit(rs_quaternion *q, float rot, float x, float y, float z) { rot *= (float)(M_PI / 180.0f) * 0.5f; float c = cos(rot); float s = sin(rot); q->w = c; q->x = x * s; q->y = y * s; q->z = z * s; } _RS_STATIC void rsQuaternionLoadRotate(rs_quaternion *q, float rot, float x, float y, float z) { const float len = x*x + y*y + z*z; if (len != 1) { const float recipLen = 1.f / sqrt(len); x *= recipLen; y *= recipLen; z *= recipLen; } rsQuaternionLoadRotateUnit(q, rot, x, y, z); } _RS_STATIC void rsQuaternionConjugate(rs_quaternion *q) { q->x = -q->x; q->y = -q->y; q->z = -q->z; } _RS_STATIC float rsQuaternionDot(const rs_quaternion *q0, const rs_quaternion *q1) { return q0->w*q1->w + q0->x*q1->x + q0->y*q1->y + q0->z*q1->z; } _RS_STATIC void rsQuaternionNormalize(rs_quaternion *q) { const float len = rsQuaternionDot(q, q); if (len != 1) { const float recipLen = 1.f / sqrt(len); rsQuaternionMultiply(q, recipLen); } } _RS_STATIC void rsQuaternionSlerp(rs_quaternion *q, const rs_quaternion *q0, const rs_quaternion *q1, float t) { if (t <= 0.0f) { rsQuaternionSet(q, q0); return; } if (t >= 1.0f) { rsQuaternionSet(q, q1); return; } rs_quaternion tempq0, tempq1; rsQuaternionSet(&tempq0, q0); rsQuaternionSet(&tempq1, q1); float angle = rsQuaternionDot(q0, q1); if (angle < 0) { rsQuaternionMultiply(&tempq0, -1.0f); angle *= -1.0f; } float scale, invScale; if (angle + 1.0f > 0.05f) { if (1.0f - angle >= 0.05f) { float theta = acos(angle); float invSinTheta = 1.0f / sin(theta); scale = sin(theta * (1.0f - t)) * invSinTheta; invScale = sin(theta * t) * invSinTheta; } else { scale = 1.0f - t; invScale = t; } } else { rsQuaternionSet(&tempq1, tempq0.z, -tempq0.y, tempq0.x, -tempq0.w); scale = sin(M_PI * (0.5f - t)); invScale = sin(M_PI * t); } rsQuaternionSet(q, tempq0.w*scale + tempq1.w*invScale, tempq0.x*scale + tempq1.x*invScale, tempq0.y*scale + tempq1.y*invScale, tempq0.z*scale + tempq1.z*invScale); } _RS_STATIC void rsQuaternionGetMatrixUnit(rs_matrix4x4 *m, const rs_quaternion *q) { float x2 = 2.0f * q->x * q->x; float y2 = 2.0f * q->y * q->y; float z2 = 2.0f * q->z * q->z; float xy = 2.0f * q->x * q->y; float wz = 2.0f * q->w * q->z; float xz = 2.0f * q->x * q->z; float wy = 2.0f * q->w * q->y; float wx = 2.0f * q->w * q->x; float yz = 2.0f * q->y * q->z; m->m[0] = 1.0f - y2 - z2; m->m[1] = xy - wz; m->m[2] = xz + wy; m->m[3] = 0.0f; m->m[4] = xy + wz; m->m[5] = 1.0f - x2 - z2; m->m[6] = yz - wx; m->m[7] = 0.0f; m->m[8] = xz - wy; m->m[9] = yz - wx; m->m[10] = 1.0f - x2 - y2; m->m[11] = 0.0f; m->m[12] = 0.0f; m->m[13] = 0.0f; m->m[14] = 0.0f; m->m[15] = 1.0f; } ///////////////////////////////////////////////////// // utility funcs ///////////////////////////////////////////////////// __inline__ _RS_STATIC void __attribute__((overloadable, always_inline)) rsExtractFrustumPlanes(const rs_matrix4x4 *modelViewProj, float4 *left, float4 *right, float4 *top, float4 *bottom, float4 *near, float4 *far) { // x y z w = a b c d in the plane equation left->x = modelViewProj->m[3] + modelViewProj->m[0]; left->y = modelViewProj->m[7] + modelViewProj->m[4]; left->z = modelViewProj->m[11] + modelViewProj->m[8]; left->w = modelViewProj->m[15] + modelViewProj->m[12]; right->x = modelViewProj->m[3] - modelViewProj->m[0]; right->y = modelViewProj->m[7] - modelViewProj->m[4]; right->z = modelViewProj->m[11] - modelViewProj->m[8]; right->w = modelViewProj->m[15] - modelViewProj->m[12]; top->x = modelViewProj->m[3] - modelViewProj->m[1]; top->y = modelViewProj->m[7] - modelViewProj->m[5]; top->z = modelViewProj->m[11] - modelViewProj->m[9]; top->w = modelViewProj->m[15] - modelViewProj->m[13]; bottom->x = modelViewProj->m[3] + modelViewProj->m[1]; bottom->y = modelViewProj->m[7] + modelViewProj->m[5]; bottom->z = modelViewProj->m[11] + modelViewProj->m[9]; bottom->w = modelViewProj->m[15] + modelViewProj->m[13]; near->x = modelViewProj->m[3] + modelViewProj->m[2]; near->y = modelViewProj->m[7] + modelViewProj->m[6]; near->z = modelViewProj->m[11] + modelViewProj->m[10]; near->w = modelViewProj->m[15] + modelViewProj->m[14]; far->x = modelViewProj->m[3] - modelViewProj->m[2]; far->y = modelViewProj->m[7] - modelViewProj->m[6]; far->z = modelViewProj->m[11] - modelViewProj->m[10]; far->w = modelViewProj->m[15] - modelViewProj->m[14]; float len = length(left->xyz); *left /= len; len = length(right->xyz); *right /= len; len = length(top->xyz); *top /= len; len = length(bottom->xyz); *bottom /= len; len = length(near->xyz); *near /= len; len = length(far->xyz); *far /= len; } __inline__ _RS_STATIC bool __attribute__((overloadable, always_inline)) rsIsSphereInFrustum(float4 *sphere, float4 *left, float4 *right, float4 *top, float4 *bottom, float4 *near, float4 *far) { float distToCenter = dot(left->xyz, sphere->xyz) + left->w; if (distToCenter < -sphere->w) { return false; } distToCenter = dot(right->xyz, sphere->xyz) + right->w; if (distToCenter < -sphere->w) { return false; } distToCenter = dot(top->xyz, sphere->xyz) + top->w; if (distToCenter < -sphere->w) { return false; } distToCenter = dot(bottom->xyz, sphere->xyz) + bottom->w; if (distToCenter < -sphere->w) { return false; } distToCenter = dot(near->xyz, sphere->xyz) + near->w; if (distToCenter < -sphere->w) { return false; } distToCenter = dot(far->xyz, sphere->xyz) + far->w; if (distToCenter < -sphere->w) { return false; } return true; } ///////////////////////////////////////////////////// // int ops ///////////////////////////////////////////////////// Loading Loading
libs/rs/scriptc/rs_core.rsh +0 −250 Original line number Diff line number Diff line Loading @@ -251,256 +251,6 @@ extern void __attribute__((overloadable)) rsMatrixTranspose(rs_matrix4x4 *m); extern void __attribute__((overloadable)) rsMatrixTranspose(rs_matrix3x3 *m); extern void __attribute__((overloadable)) rsMatrixTranspose(rs_matrix2x2 *m); ///////////////////////////////////////////////////// // quaternion ops ///////////////////////////////////////////////////// _RS_STATIC void __attribute__((overloadable)) rsQuaternionSet(rs_quaternion *q, float w, float x, float y, float z) { q->w = w; q->x = x; q->y = y; q->z = z; } _RS_STATIC void __attribute__((overloadable)) rsQuaternionSet(rs_quaternion *q, const rs_quaternion *rhs) { q->w = rhs->w; q->x = rhs->x; q->y = rhs->y; q->z = rhs->z; } _RS_STATIC void __attribute__((overloadable)) rsQuaternionMultiply(rs_quaternion *q, float s) { q->w *= s; q->x *= s; q->y *= s; q->z *= s; } _RS_STATIC void __attribute__((overloadable)) rsQuaternionMultiply(rs_quaternion *q, const rs_quaternion *rhs) { q->w = -q->x*rhs->x - q->y*rhs->y - q->z*rhs->z + q->w*rhs->w; q->x = q->x*rhs->w + q->y*rhs->z - q->z*rhs->y + q->w*rhs->x; q->y = -q->x*rhs->z + q->y*rhs->w + q->z*rhs->x + q->w*rhs->y; q->z = q->x*rhs->y - q->y*rhs->x + q->z*rhs->w + q->w*rhs->z; } _RS_STATIC void rsQuaternionAdd(rs_quaternion *q, const rs_quaternion *rhs) { q->w *= rhs->w; q->x *= rhs->x; q->y *= rhs->y; q->z *= rhs->z; } _RS_STATIC void rsQuaternionLoadRotateUnit(rs_quaternion *q, float rot, float x, float y, float z) { rot *= (float)(M_PI / 180.0f) * 0.5f; float c = cos(rot); float s = sin(rot); q->w = c; q->x = x * s; q->y = y * s; q->z = z * s; } _RS_STATIC void rsQuaternionLoadRotate(rs_quaternion *q, float rot, float x, float y, float z) { const float len = x*x + y*y + z*z; if (len != 1) { const float recipLen = 1.f / sqrt(len); x *= recipLen; y *= recipLen; z *= recipLen; } rsQuaternionLoadRotateUnit(q, rot, x, y, z); } _RS_STATIC void rsQuaternionConjugate(rs_quaternion *q) { q->x = -q->x; q->y = -q->y; q->z = -q->z; } _RS_STATIC float rsQuaternionDot(const rs_quaternion *q0, const rs_quaternion *q1) { return q0->w*q1->w + q0->x*q1->x + q0->y*q1->y + q0->z*q1->z; } _RS_STATIC void rsQuaternionNormalize(rs_quaternion *q) { const float len = rsQuaternionDot(q, q); if (len != 1) { const float recipLen = 1.f / sqrt(len); rsQuaternionMultiply(q, recipLen); } } _RS_STATIC void rsQuaternionSlerp(rs_quaternion *q, const rs_quaternion *q0, const rs_quaternion *q1, float t) { if (t <= 0.0f) { rsQuaternionSet(q, q0); return; } if (t >= 1.0f) { rsQuaternionSet(q, q1); return; } rs_quaternion tempq0, tempq1; rsQuaternionSet(&tempq0, q0); rsQuaternionSet(&tempq1, q1); float angle = rsQuaternionDot(q0, q1); if (angle < 0) { rsQuaternionMultiply(&tempq0, -1.0f); angle *= -1.0f; } float scale, invScale; if (angle + 1.0f > 0.05f) { if (1.0f - angle >= 0.05f) { float theta = acos(angle); float invSinTheta = 1.0f / sin(theta); scale = sin(theta * (1.0f - t)) * invSinTheta; invScale = sin(theta * t) * invSinTheta; } else { scale = 1.0f - t; invScale = t; } } else { rsQuaternionSet(&tempq1, tempq0.z, -tempq0.y, tempq0.x, -tempq0.w); scale = sin(M_PI * (0.5f - t)); invScale = sin(M_PI * t); } rsQuaternionSet(q, tempq0.w*scale + tempq1.w*invScale, tempq0.x*scale + tempq1.x*invScale, tempq0.y*scale + tempq1.y*invScale, tempq0.z*scale + tempq1.z*invScale); } _RS_STATIC void rsQuaternionGetMatrixUnit(rs_matrix4x4 *m, const rs_quaternion *q) { float x2 = 2.0f * q->x * q->x; float y2 = 2.0f * q->y * q->y; float z2 = 2.0f * q->z * q->z; float xy = 2.0f * q->x * q->y; float wz = 2.0f * q->w * q->z; float xz = 2.0f * q->x * q->z; float wy = 2.0f * q->w * q->y; float wx = 2.0f * q->w * q->x; float yz = 2.0f * q->y * q->z; m->m[0] = 1.0f - y2 - z2; m->m[1] = xy - wz; m->m[2] = xz + wy; m->m[3] = 0.0f; m->m[4] = xy + wz; m->m[5] = 1.0f - x2 - z2; m->m[6] = yz - wx; m->m[7] = 0.0f; m->m[8] = xz - wy; m->m[9] = yz - wx; m->m[10] = 1.0f - x2 - y2; m->m[11] = 0.0f; m->m[12] = 0.0f; m->m[13] = 0.0f; m->m[14] = 0.0f; m->m[15] = 1.0f; } ///////////////////////////////////////////////////// // utility funcs ///////////////////////////////////////////////////// __inline__ _RS_STATIC void __attribute__((overloadable, always_inline)) rsExtractFrustumPlanes(const rs_matrix4x4 *modelViewProj, float4 *left, float4 *right, float4 *top, float4 *bottom, float4 *near, float4 *far) { // x y z w = a b c d in the plane equation left->x = modelViewProj->m[3] + modelViewProj->m[0]; left->y = modelViewProj->m[7] + modelViewProj->m[4]; left->z = modelViewProj->m[11] + modelViewProj->m[8]; left->w = modelViewProj->m[15] + modelViewProj->m[12]; right->x = modelViewProj->m[3] - modelViewProj->m[0]; right->y = modelViewProj->m[7] - modelViewProj->m[4]; right->z = modelViewProj->m[11] - modelViewProj->m[8]; right->w = modelViewProj->m[15] - modelViewProj->m[12]; top->x = modelViewProj->m[3] - modelViewProj->m[1]; top->y = modelViewProj->m[7] - modelViewProj->m[5]; top->z = modelViewProj->m[11] - modelViewProj->m[9]; top->w = modelViewProj->m[15] - modelViewProj->m[13]; bottom->x = modelViewProj->m[3] + modelViewProj->m[1]; bottom->y = modelViewProj->m[7] + modelViewProj->m[5]; bottom->z = modelViewProj->m[11] + modelViewProj->m[9]; bottom->w = modelViewProj->m[15] + modelViewProj->m[13]; near->x = modelViewProj->m[3] + modelViewProj->m[2]; near->y = modelViewProj->m[7] + modelViewProj->m[6]; near->z = modelViewProj->m[11] + modelViewProj->m[10]; near->w = modelViewProj->m[15] + modelViewProj->m[14]; far->x = modelViewProj->m[3] - modelViewProj->m[2]; far->y = modelViewProj->m[7] - modelViewProj->m[6]; far->z = modelViewProj->m[11] - modelViewProj->m[10]; far->w = modelViewProj->m[15] - modelViewProj->m[14]; float len = length(left->xyz); *left /= len; len = length(right->xyz); *right /= len; len = length(top->xyz); *top /= len; len = length(bottom->xyz); *bottom /= len; len = length(near->xyz); *near /= len; len = length(far->xyz); *far /= len; } __inline__ _RS_STATIC bool __attribute__((overloadable, always_inline)) rsIsSphereInFrustum(float4 *sphere, float4 *left, float4 *right, float4 *top, float4 *bottom, float4 *near, float4 *far) { float distToCenter = dot(left->xyz, sphere->xyz) + left->w; if (distToCenter < -sphere->w) { return false; } distToCenter = dot(right->xyz, sphere->xyz) + right->w; if (distToCenter < -sphere->w) { return false; } distToCenter = dot(top->xyz, sphere->xyz) + top->w; if (distToCenter < -sphere->w) { return false; } distToCenter = dot(bottom->xyz, sphere->xyz) + bottom->w; if (distToCenter < -sphere->w) { return false; } distToCenter = dot(near->xyz, sphere->xyz) + near->w; if (distToCenter < -sphere->w) { return false; } distToCenter = dot(far->xyz, sphere->xyz) + far->w; if (distToCenter < -sphere->w) { return false; } return true; } ///////////////////////////////////////////////////// // int ops ///////////////////////////////////////////////////// Loading