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// This code is in the public domain -- castanyo@yahoo.es
# pragma once
# ifndef NV_MATH_H
# define NV_MATH_H
# include "nvcore/nvcore.h"
# include "nvcore/Debug.h" // nvDebugCheck
# include "nvcore/Utils.h" // max, clamp
# include <math.h>
# if NV_OS_WIN32 || NV_OS_XBOX || NV_OS_DURANGO
# include <float.h> // finite, isnan
# endif
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// -- GODOT start --
//#if NV_CPU_X86 || NV_CPU_X86_64
// //#include <intrin.h>
// #include <xmmintrin.h>
//#endif
// -- GODOT end --
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// Function linkage
# if NVMATH_SHARED
# ifdef NVMATH_EXPORTS
# define NVMATH_API DLL_EXPORT
# define NVMATH_CLASS DLL_EXPORT_CLASS
# else
# define NVMATH_API DLL_IMPORT
# define NVMATH_CLASS DLL_IMPORT
# endif
# else // NVMATH_SHARED
# define NVMATH_API
# define NVMATH_CLASS
# endif // NVMATH_SHARED
// Set some reasonable defaults.
# ifndef NV_USE_ALTIVEC
# define NV_USE_ALTIVEC NV_CPU_PPC
//# define NV_USE_ALTIVEC defined(__VEC__)
# endif
# ifndef NV_USE_SSE
# if NV_CPU_X86_64
// x64 always supports at least SSE2
# define NV_USE_SSE 2
# elif NV_CC_MSVC && defined(_M_IX86_FP)
// Also on x86 with the /arch:SSE flag in MSVC.
# define NV_USE_SSE _M_IX86_FP // 1=SSE, 2=SS2
# elif defined(__SSE__)
# define NV_USE_SSE 1
# elif defined(__SSE2__)
# define NV_USE_SSE 2
# else
// Otherwise we assume no SSE.
# define NV_USE_SSE 0
# endif
# endif
// Internally set NV_USE_SIMD when either altivec or sse is available.
# if NV_USE_ALTIVEC && NV_USE_SSE
# error "Cannot enable both altivec and sse!"
# endif
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// -- GODOT start --
# if NV_USE_SSE
//#include <intrin.h>
# include <xmmintrin.h>
# endif
// -- GODOT end --
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# ifndef PI
# define PI float(3.1415926535897932384626433833)
# endif
# define NV_EPSILON (0.0001f)
# define NV_NORMAL_EPSILON (0.001f)
/*
# define SQ(r) ((r)*(r))
# define SIGN_BITMASK 0x80000000
/// Integer representation of a floating-point value.
# define IR(x) ((uint32 &)(x))
/// Absolute integer representation of a floating-point value
# define AIR(x) (IR(x) & 0x7fffffff)
/// Floating-point representation of an integer value.
# define FR(x) ((float&)(x))
/// Integer-based comparison of a floating point value.
/// Don't use it blindly, it can be faster or slower than the FPU comparison, depends on the context.
# define IS_NEGATIVE_FLOAT(x) (IR(x)&SIGN_BITMASK)
*/
extern " C " inline double sqrt_assert ( const double f )
{
nvDebugCheck ( f > = 0.0f ) ;
return sqrt ( f ) ;
}
inline float sqrtf_assert ( const float f )
{
nvDebugCheck ( f > = 0.0f ) ;
return sqrtf ( f ) ;
}
extern " C " inline double acos_assert ( const double f )
{
nvDebugCheck ( f > = - 1.0f & & f < = 1.0f ) ;
return acos ( f ) ;
}
inline float acosf_assert ( const float f )
{
nvDebugCheck ( f > = - 1.0f & & f < = 1.0f ) ;
return acosf ( f ) ;
}
extern " C " inline double asin_assert ( const double f )
{
nvDebugCheck ( f > = - 1.0f & & f < = 1.0f ) ;
return asin ( f ) ;
}
inline float asinf_assert ( const float f )
{
nvDebugCheck ( f > = - 1.0f & & f < = 1.0f ) ;
return asinf ( f ) ;
}
// Replace default functions with asserting ones.
# if !NV_CC_MSVC || (NV_CC_MSVC && (_MSC_VER < 1700)) // IC: Apparently this was causing problems in Visual Studio 2012. See Issue 194: https://code.google.com/p/nvidia-texture-tools/issues/detail?id=194
# define sqrt sqrt_assert
# define sqrtf sqrtf_assert
# define acos acos_assert
# define acosf acosf_assert
# define asin asin_assert
# define asinf asinf_assert
# endif
# if NV_CC_MSVC
NV_FORCEINLINE float log2f ( float x )
{
nvCheck ( x > = 0 ) ;
return logf ( x ) / logf ( 2.0f ) ;
}
NV_FORCEINLINE float exp2f ( float x )
{
return powf ( 2.0f , x ) ;
}
# endif
namespace nv
{
inline float toRadian ( float degree ) { return degree * ( PI / 180.0f ) ; }
inline float toDegree ( float radian ) { return radian * ( 180.0f / PI ) ; }
// Robust floating point comparisons:
// http://realtimecollisiondetection.net/blog/?p=89
inline bool equal ( const float f0 , const float f1 , const float epsilon = NV_EPSILON )
{
//return fabs(f0-f1) <= epsilon;
return fabs ( f0 - f1 ) < = epsilon * max3 ( 1.0f , fabsf ( f0 ) , fabsf ( f1 ) ) ;
}
inline bool isZero ( const float f , const float epsilon = NV_EPSILON )
{
return fabs ( f ) < = epsilon ;
}
inline bool isFinite ( const float f )
{
# if NV_OS_WIN32 || NV_OS_XBOX || NV_OS_DURANGO
return _finite ( f ) ! = 0 ;
# elif NV_OS_DARWIN || NV_OS_FREEBSD || NV_OS_OPENBSD || NV_OS_ORBIS
return isfinite ( f ) ;
# elif NV_OS_LINUX
return finitef ( f ) ;
# else
# error "isFinite not supported"
# endif
//return std::isfinite (f);
//return finite (f);
}
inline bool isNan ( const float f )
{
# if NV_OS_WIN32 || NV_OS_XBOX || NV_OS_DURANGO
return _isnan ( f ) ! = 0 ;
# elif NV_OS_DARWIN || NV_OS_FREEBSD || NV_OS_OPENBSD || NV_OS_ORBIS
return isnan ( f ) ;
# elif NV_OS_LINUX
return isnanf ( f ) ;
# else
# error "isNan not supported"
# endif
}
inline uint log2 ( uint32 i )
{
uint32 value = 0 ;
while ( i > > = 1 ) value + + ;
return value ;
}
inline uint log2 ( uint64 i )
{
uint64 value = 0 ;
while ( i > > = 1 ) value + + ;
return U32 ( value ) ;
}
inline float lerp ( float f0 , float f1 , float t )
{
const float s = 1.0f - t ;
return f0 * s + f1 * t ;
}
inline float square ( float f ) { return f * f ; }
inline int square ( int i ) { return i * i ; }
inline float cube ( float f ) { return f * f * f ; }
inline int cube ( int i ) { return i * i * i ; }
inline float frac ( float f )
{
return f - floor ( f ) ;
}
inline float floatRound ( float f )
{
return floorf ( f + 0.5f ) ;
}
// Eliminates negative zeros from a float array.
inline void floatCleanup ( float * fp , int n )
{
for ( int i = 0 ; i < n ; i + + ) {
//nvDebugCheck(isFinite(fp[i]));
union { float f ; uint32 i ; } x = { fp [ i ] } ;
if ( x . i = = 0x80000000 ) fp [ i ] = 0.0f ;
}
}
inline float saturate ( float f ) {
return clamp ( f , 0.0f , 1.0f ) ;
}
inline float linearstep ( float edge0 , float edge1 , float x ) {
// Scale, bias and saturate x to 0..1 range
return saturate ( ( x - edge0 ) / ( edge1 - edge0 ) ) ;
}
inline float smoothstep ( float edge0 , float edge1 , float x ) {
x = linearstep ( edge0 , edge1 , x ) ;
// Evaluate polynomial
return x * x * ( 3 - 2 * x ) ;
}
inline int sign ( float a )
{
return ( a > 0 ) - ( a < 0 ) ;
//if (a > 0.0f) return 1;
//if (a < 0.0f) return -1;
//return 0;
}
union Float754 {
unsigned int raw ;
float value ;
struct {
# if NV_BIG_ENDIAN
unsigned int negative : 1 ;
unsigned int biasedexponent : 8 ;
unsigned int mantissa : 23 ;
# else
unsigned int mantissa : 23 ;
unsigned int biasedexponent : 8 ;
unsigned int negative : 1 ;
# endif
} field ;
} ;
// Return the exponent of x ~ Floor(Log2(x))
inline int floatExponent ( float x )
{
Float754 f ;
f . value = x ;
return ( f . field . biasedexponent - 127 ) ;
}
// FloatRGB9E5
union Float3SE {
uint32 v ;
struct {
# if NV_BIG_ENDIAN
uint32 e : 5 ;
uint32 zm : 9 ;
uint32 ym : 9 ;
uint32 xm : 9 ;
# else
uint32 xm : 9 ;
uint32 ym : 9 ;
uint32 zm : 9 ;
uint32 e : 5 ;
# endif
} ;
} ;
// FloatR11G11B10
union Float3PK {
uint32 v ;
struct {
# if NV_BIG_ENDIAN
uint32 ze : 5 ;
uint32 zm : 5 ;
uint32 ye : 5 ;
uint32 ym : 6 ;
uint32 xe : 5 ;
uint32 xm : 6 ;
# else
uint32 xm : 6 ;
uint32 xe : 5 ;
uint32 ym : 6 ;
uint32 ye : 5 ;
uint32 zm : 5 ;
uint32 ze : 5 ;
# endif
} ;
} ;
} // nv
# endif // NV_MATH_H