#ifndef __RS_CORE_RSH__ #define __RS_CORE_RSH__ // Debugging, print to the LOG a description string and a value. extern void __attribute__((overloadable)) rsDebug(const char *, float); extern void __attribute__((overloadable)) rsDebug(const char *, float, float); extern void __attribute__((overloadable)) rsDebug(const char *, float, float, float); extern void __attribute__((overloadable)) rsDebug(const char *, float, float, float, float); extern void __attribute__((overloadable)) rsDebug(const char *, double); extern void __attribute__((overloadable)) rsDebug(const char *, const rs_matrix4x4 *); extern void __attribute__((overloadable)) rsDebug(const char *, const rs_matrix3x3 *); extern void __attribute__((overloadable)) rsDebug(const char *, const rs_matrix2x2 *); extern void __attribute__((overloadable)) rsDebug(const char *, int); extern void __attribute__((overloadable)) rsDebug(const char *, uint); extern void __attribute__((overloadable)) rsDebug(const char *, long); extern void __attribute__((overloadable)) rsDebug(const char *, unsigned long); extern void __attribute__((overloadable)) rsDebug(const char *, long long); extern void __attribute__((overloadable)) rsDebug(const char *, unsigned long long); extern void __attribute__((overloadable)) rsDebug(const char *, const void *); #define RS_DEBUG(a) rsDebug(#a, a) #define RS_DEBUG_MARKER rsDebug(__FILE__, __LINE__) static void __attribute__((overloadable)) rsDebug(const char *s, float2 v) { rsDebug(s, v.x, v.y); } static void __attribute__((overloadable)) rsDebug(const char *s, float3 v) { rsDebug(s, v.x, v.y, v.z); } static void __attribute__((overloadable)) rsDebug(const char *s, float4 v) { rsDebug(s, v.x, v.y, v.z, v.w); } static uchar4 __attribute__((overloadable)) rsPackColorTo8888(float r, float g, float b) { uchar4 c; c.x = (uchar)(r * 255.f); c.y = (uchar)(g * 255.f); c.z = (uchar)(b * 255.f); c.w = 255; return c; } static uchar4 __attribute__((overloadable)) rsPackColorTo8888(float r, float g, float b, float a) { uchar4 c; c.x = (uchar)(r * 255.f); c.y = (uchar)(g * 255.f); c.z = (uchar)(b * 255.f); c.w = (uchar)(a * 255.f); return c; } static uchar4 __attribute__((overloadable)) rsPackColorTo8888(float3 color) { color *= 255.f; uchar4 c = {color.x, color.y, color.z, 255}; return c; } static uchar4 __attribute__((overloadable)) rsPackColorTo8888(float4 color) { color *= 255.f; uchar4 c = {color.x, color.y, color.z, color.w}; return c; } static float4 rsUnpackColor8888(uchar4 c) { float4 ret = (float4)0.0039156862745f; ret *= convert_float4(c); return ret; } //extern uchar4 __attribute__((overloadable)) rsPackColorTo565(float r, float g, float b); //extern uchar4 __attribute__((overloadable)) rsPackColorTo565(float3); //extern float4 rsUnpackColor565(uchar4); ///////////////////////////////////////////////////// // Matrix ops ///////////////////////////////////////////////////// static void __attribute__((overloadable)) rsMatrixSet(rs_matrix4x4 *m, uint32_t row, uint32_t col, float v) { m->m[row * 4 + col] = v; } static float __attribute__((overloadable)) rsMatrixGet(const rs_matrix4x4 *m, uint32_t row, uint32_t col) { return m->m[row * 4 + col]; } static void __attribute__((overloadable)) rsMatrixSet(rs_matrix3x3 *m, uint32_t row, uint32_t col, float v) { m->m[row * 3 + col] = v; } static float __attribute__((overloadable)) rsMatrixGet(const rs_matrix3x3 *m, uint32_t row, uint32_t col) { return m->m[row * 3 + col]; } static void __attribute__((overloadable)) rsMatrixSet(rs_matrix2x2 *m, uint32_t row, uint32_t col, float v) { m->m[row * 2 + col] = v; } static float __attribute__((overloadable)) rsMatrixGet(const rs_matrix2x2 *m, uint32_t row, uint32_t col) { return m->m[row * 2 + col]; } static void __attribute__((overloadable)) rsMatrixLoadIdentity(rs_matrix4x4 *m) { m->m[0] = 1.f; m->m[1] = 0.f; m->m[2] = 0.f; m->m[3] = 0.f; m->m[4] = 0.f; m->m[5] = 1.f; m->m[6] = 0.f; m->m[7] = 0.f; m->m[8] = 0.f; m->m[9] = 0.f; m->m[10] = 1.f; m->m[11] = 0.f; m->m[12] = 0.f; m->m[13] = 0.f; m->m[14] = 0.f; m->m[15] = 1.f; } static void __attribute__((overloadable)) rsMatrixLoadIdentity(rs_matrix3x3 *m) { m->m[0] = 1.f; m->m[1] = 0.f; m->m[2] = 0.f; m->m[3] = 0.f; m->m[4] = 1.f; m->m[5] = 0.f; m->m[6] = 0.f; m->m[7] = 0.f; m->m[8] = 1.f; } static void __attribute__((overloadable)) rsMatrixLoadIdentity(rs_matrix2x2 *m) { m->m[0] = 1.f; m->m[1] = 0.f; m->m[2] = 0.f; m->m[3] = 1.f; } static void __attribute__((overloadable)) rsMatrixLoad(rs_matrix4x4 *m, const float *v) { m->m[0] = v[0]; m->m[1] = v[1]; m->m[2] = v[2]; m->m[3] = v[3]; m->m[4] = v[4]; m->m[5] = v[5]; m->m[6] = v[6]; m->m[7] = v[7]; m->m[8] = v[8]; m->m[9] = v[9]; m->m[10] = v[10]; m->m[11] = v[11]; m->m[12] = v[12]; m->m[13] = v[13]; m->m[14] = v[14]; m->m[15] = v[15]; } static void __attribute__((overloadable)) rsMatrixLoad(rs_matrix3x3 *m, const float *v) { m->m[0] = v[0]; m->m[1] = v[1]; m->m[2] = v[2]; m->m[3] = v[3]; m->m[4] = v[4]; m->m[5] = v[5]; m->m[6] = v[6]; m->m[7] = v[7]; m->m[8] = v[8]; } static void __attribute__((overloadable)) rsMatrixLoad(rs_matrix2x2 *m, const float *v) { m->m[0] = v[0]; m->m[1] = v[1]; m->m[2] = v[2]; m->m[3] = v[3]; } static void __attribute__((overloadable)) rsMatrixLoad(rs_matrix4x4 *m, const rs_matrix4x4 *v) { m->m[0] = v->m[0]; m->m[1] = v->m[1]; m->m[2] = v->m[2]; m->m[3] = v->m[3]; m->m[4] = v->m[4]; m->m[5] = v->m[5]; m->m[6] = v->m[6]; m->m[7] = v->m[7]; m->m[8] = v->m[8]; m->m[9] = v->m[9]; m->m[10] = v->m[10]; m->m[11] = v->m[11]; m->m[12] = v->m[12]; m->m[13] = v->m[13]; m->m[14] = v->m[14]; m->m[15] = v->m[15]; } static void __attribute__((overloadable)) rsMatrixLoad(rs_matrix4x4 *m, const rs_matrix3x3 *v) { m->m[0] = v->m[0]; m->m[1] = v->m[1]; m->m[2] = v->m[2]; m->m[3] = 0.f; m->m[4] = v->m[3]; m->m[5] = v->m[4]; m->m[6] = v->m[5]; m->m[7] = 0.f; m->m[8] = v->m[6]; m->m[9] = v->m[7]; m->m[10] = v->m[8]; m->m[11] = 0.f; m->m[12] = 0.f; m->m[13] = 0.f; m->m[14] = 0.f; m->m[15] = 1.f; } static void __attribute__((overloadable)) rsMatrixLoad(rs_matrix4x4 *m, const rs_matrix2x2 *v) { m->m[0] = v->m[0]; m->m[1] = v->m[1]; m->m[2] = 0.f; m->m[3] = 0.f; m->m[4] = v->m[3]; m->m[5] = v->m[4]; m->m[6] = 0.f; m->m[7] = 0.f; m->m[8] = v->m[6]; m->m[9] = v->m[7]; m->m[10] = 1.f; m->m[11] = 0.f; m->m[12] = 0.f; m->m[13] = 0.f; m->m[14] = 0.f; m->m[15] = 1.f; } static void __attribute__((overloadable)) rsMatrixLoad(rs_matrix3x3 *m, const rs_matrix3x3 *v) { m->m[0] = v->m[0]; m->m[1] = v->m[1]; m->m[2] = v->m[2]; m->m[3] = v->m[3]; m->m[4] = v->m[4]; m->m[5] = v->m[5]; m->m[6] = v->m[6]; m->m[7] = v->m[7]; m->m[8] = v->m[8]; } static void __attribute__((overloadable)) rsMatrixLoad(rs_matrix2x2 *m, const rs_matrix2x2 *v) { m->m[0] = v->m[0]; m->m[1] = v->m[1]; m->m[2] = v->m[2]; m->m[3] = v->m[3]; } static void __attribute__((overloadable)) rsMatrixLoadRotate(rs_matrix4x4 *m, float rot, float x, float y, float z) { float c, s; m->m[3] = 0; m->m[7] = 0; m->m[11]= 0; m->m[12]= 0; m->m[13]= 0; m->m[14]= 0; m->m[15]= 1; rot *= (float)(M_PI / 180.0f); c = cos(rot); s = sin(rot); 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; } const float nc = 1.0f - c; const float xy = x * y; const float yz = y * z; const float zx = z * x; const float xs = x * s; const float ys = y * s; const float zs = z * s; m->m[ 0] = x*x*nc + c; m->m[ 4] = xy*nc - zs; m->m[ 8] = zx*nc + ys; m->m[ 1] = xy*nc + zs; m->m[ 5] = y*y*nc + c; m->m[ 9] = yz*nc - xs; m->m[ 2] = zx*nc - ys; m->m[ 6] = yz*nc + xs; m->m[10] = z*z*nc + c; } static void __attribute__((overloadable)) rsMatrixLoadScale(rs_matrix4x4 *m, float x, float y, float z) { rsMatrixLoadIdentity(m); m->m[0] = x; m->m[5] = y; m->m[10] = z; } static void __attribute__((overloadable)) rsMatrixLoadTranslate(rs_matrix4x4 *m, float x, float y, float z) { rsMatrixLoadIdentity(m); m->m[12] = x; m->m[13] = y; m->m[14] = z; } static void __attribute__((overloadable)) rsMatrixLoadMultiply(rs_matrix4x4 *m, const rs_matrix4x4 *lhs, const rs_matrix4x4 *rhs) { for (int i=0 ; i<4 ; i++) { float ri0 = 0; float ri1 = 0; float ri2 = 0; float ri3 = 0; for (int j=0 ; j<4 ; j++) { const float rhs_ij = rsMatrixGet(rhs, i,j); ri0 += rsMatrixGet(lhs, j, 0) * rhs_ij; ri1 += rsMatrixGet(lhs, j, 1) * rhs_ij; ri2 += rsMatrixGet(lhs, j, 2) * rhs_ij; ri3 += rsMatrixGet(lhs, j, 3) * rhs_ij; } rsMatrixSet(m, i, 0, ri0); rsMatrixSet(m, i, 1, ri1); rsMatrixSet(m, i, 2, ri2); rsMatrixSet(m, i, 3, ri3); } } static void __attribute__((overloadable)) rsMatrixMultiply(rs_matrix4x4 *m, const rs_matrix4x4 *rhs) { rs_matrix4x4 mt; rsMatrixLoadMultiply(&mt, m, rhs); rsMatrixLoad(m, &mt); } static void __attribute__((overloadable)) rsMatrixLoadMultiply(rs_matrix3x3 *m, const rs_matrix3x3 *lhs, const rs_matrix3x3 *rhs) { for (int i=0 ; i<3 ; i++) { float ri0 = 0; float ri1 = 0; float ri2 = 0; for (int j=0 ; j<3 ; j++) { const float rhs_ij = rsMatrixGet(rhs, i,j); ri0 += rsMatrixGet(lhs, j, 0) * rhs_ij; ri1 += rsMatrixGet(lhs, j, 1) * rhs_ij; ri2 += rsMatrixGet(lhs, j, 2) * rhs_ij; } rsMatrixSet(m, i, 0, ri0); rsMatrixSet(m, i, 1, ri1); rsMatrixSet(m, i, 2, ri2); } } static void __attribute__((overloadable)) rsMatrixMultiply(rs_matrix3x3 *m, const rs_matrix3x3 *rhs) { rs_matrix3x3 mt; rsMatrixLoadMultiply(&mt, m, rhs); rsMatrixLoad(m, &mt); } static void __attribute__((overloadable)) rsMatrixLoadMultiply(rs_matrix2x2 *m, const rs_matrix2x2 *lhs, const rs_matrix2x2 *rhs) { for (int i=0 ; i<2 ; i++) { float ri0 = 0; float ri1 = 0; for (int j=0 ; j<2 ; j++) { const float rhs_ij = rsMatrixGet(rhs, i,j); ri0 += rsMatrixGet(lhs, j, 0) * rhs_ij; ri1 += rsMatrixGet(lhs, j, 1) * rhs_ij; } rsMatrixSet(m, i, 0, ri0); rsMatrixSet(m, i, 1, ri1); } } static void __attribute__((overloadable)) rsMatrixMultiply(rs_matrix2x2 *m, const rs_matrix2x2 *rhs) { rs_matrix2x2 mt; rsMatrixLoadMultiply(&mt, m, rhs); rsMatrixLoad(m, &mt); } static void __attribute__((overloadable)) rsMatrixRotate(rs_matrix4x4 *m, float rot, float x, float y, float z) { rs_matrix4x4 m1; rsMatrixLoadRotate(&m1, rot, x, y, z); rsMatrixMultiply(m, &m1); } static void __attribute__((overloadable)) rsMatrixScale(rs_matrix4x4 *m, float x, float y, float z) { rs_matrix4x4 m1; rsMatrixLoadScale(&m1, x, y, z); rsMatrixMultiply(m, &m1); } static void __attribute__((overloadable)) rsMatrixTranslate(rs_matrix4x4 *m, float x, float y, float z) { rs_matrix4x4 m1; rsMatrixLoadTranslate(&m1, x, y, z); rsMatrixMultiply(m, &m1); } static void __attribute__((overloadable)) rsMatrixLoadOrtho(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, float far) { rsMatrixLoadIdentity(m); m->m[0] = 2.f / (right - left); m->m[5] = 2.f / (top - bottom); m->m[10]= -2.f / (far - near); m->m[12]= -(right + left) / (right - left); m->m[13]= -(top + bottom) / (top - bottom); m->m[14]= -(far + near) / (far - near); } static void __attribute__((overloadable)) rsMatrixLoadFrustum(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, float far) { rsMatrixLoadIdentity(m); m->m[0] = 2.f * near / (right - left); m->m[5] = 2.f * near / (top - bottom); m->m[8] = (right + left) / (right - left); m->m[9] = (top + bottom) / (top - bottom); m->m[10]= -(far + near) / (far - near); m->m[11]= -1.f; m->m[14]= -2.f * far * near / (far - near); m->m[15]= 0.f; } static void __attribute__((overloadable)) rsMatrixLoadPerspective(rs_matrix4x4* m, float fovy, float aspect, float near, float far) { float top = near * tan((float) (fovy * M_PI / 360.0f)); float bottom = -top; float left = bottom * aspect; float right = top * aspect; rsMatrixLoadFrustum(m, left, right, bottom, top, near, far); } static float4 __attribute__((overloadable)) rsMatrixMultiply(rs_matrix4x4 *m, float4 in) { float4 ret; ret.x = (m->m[0] * in.x) + (m->m[4] * in.y) + (m->m[8] * in.z) + (m->m[12] * in.w); ret.y = (m->m[1] * in.x) + (m->m[5] * in.y) + (m->m[9] * in.z) + (m->m[13] * in.w); ret.z = (m->m[2] * in.x) + (m->m[6] * in.y) + (m->m[10] * in.z) + (m->m[14] * in.w); ret.w = (m->m[3] * in.x) + (m->m[7] * in.y) + (m->m[11] * in.z) + (m->m[15] * in.w); return ret; } static float4 __attribute__((overloadable)) rsMatrixMultiply(rs_matrix4x4 *m, float3 in) { float4 ret; ret.x = (m->m[0] * in.x) + (m->m[4] * in.y) + (m->m[8] * in.z) + m->m[12]; ret.y = (m->m[1] * in.x) + (m->m[5] * in.y) + (m->m[9] * in.z) + m->m[13]; ret.z = (m->m[2] * in.x) + (m->m[6] * in.y) + (m->m[10] * in.z) + m->m[14]; ret.w = (m->m[3] * in.x) + (m->m[7] * in.y) + (m->m[11] * in.z) + m->m[15]; return ret; } static float4 __attribute__((overloadable)) rsMatrixMultiply(rs_matrix4x4 *m, float2 in) { float4 ret; ret.x = (m->m[0] * in.x) + (m->m[4] * in.y) + m->m[12]; ret.y = (m->m[1] * in.x) + (m->m[5] * in.y) + m->m[13]; ret.z = (m->m[2] * in.x) + (m->m[6] * in.y) + m->m[14]; ret.w = (m->m[3] * in.x) + (m->m[7] * in.y) + m->m[15]; return ret; } static float3 __attribute__((overloadable)) rsMatrixMultiply(rs_matrix3x3 *m, float3 in) { float3 ret; ret.x = (m->m[0] * in.x) + (m->m[3] * in.y) + (m->m[6] * in.z); ret.y = (m->m[1] * in.x) + (m->m[4] * in.y) + (m->m[7] * in.z); ret.z = (m->m[2] * in.x) + (m->m[5] * in.y) + (m->m[8] * in.z); return ret; } static float3 __attribute__((overloadable)) rsMatrixMultiply(rs_matrix3x3 *m, float2 in) { float3 ret; ret.x = (m->m[0] * in.x) + (m->m[3] * in.y); ret.y = (m->m[1] * in.x) + (m->m[4] * in.y); ret.z = (m->m[2] * in.x) + (m->m[5] * in.y); return ret; } static float2 __attribute__((overloadable)) rsMatrixMultiply(rs_matrix2x2 *m, float2 in) { float2 ret; ret.x = (m->m[0] * in.x) + (m->m[2] * in.y); ret.y = (m->m[1] * in.x) + (m->m[3] * in.y); return ret; } // Returns true if the matrix was successfully inversed static bool __attribute__((overloadable)) rsMatrixInverse(rs_matrix4x4 *m) { rs_matrix4x4 result; int i, j; for (i = 0; i < 4; ++i) { for (j = 0; j < 4; ++j) { // computeCofactor for int i, int j int c0 = (i+1) % 4; int c1 = (i+2) % 4; int c2 = (i+3) % 4; int r0 = (j+1) % 4; int r1 = (j+2) % 4; int r2 = (j+3) % 4; float minor = (m->m[c0 + 4*r0] * (m->m[c1 + 4*r1] * m->m[c2 + 4*r2] - m->m[c1 + 4*r2] * m->m[c2 + 4*r1])) - (m->m[c0 + 4*r1] * (m->m[c1 + 4*r0] * m->m[c2 + 4*r2] - m->m[c1 + 4*r2] * m->m[c2 + 4*r0])) + (m->m[c0 + 4*r2] * (m->m[c1 + 4*r0] * m->m[c2 + 4*r1] - m->m[c1 + 4*r1] * m->m[c2 + 4*r0])); float cofactor = (i+j) & 1 ? -minor : minor; result.m[4*i + j] = cofactor; } } // Dot product of 0th column of source and 0th row of result float det = m->m[0]*result.m[0] + m->m[4]*result.m[1] + m->m[8]*result.m[2] + m->m[12]*result.m[3]; if (fabs(det) < 1e-6) { return false; } det = 1.0f / det; for (i = 0; i < 16; ++i) { m->m[i] = result.m[i] * det; } return true; } // Returns true if the matrix was successfully inversed static bool __attribute__((overloadable)) rsMatrixInverseTranspose(rs_matrix4x4 *m) { rs_matrix4x4 result; int i, j; for (i = 0; i < 4; ++i) { for (j = 0; j < 4; ++j) { // computeCofactor for int i, int j int c0 = (i+1) % 4; int c1 = (i+2) % 4; int c2 = (i+3) % 4; int r0 = (j+1) % 4; int r1 = (j+2) % 4; int r2 = (j+3) % 4; float minor = (m->m[c0 + 4*r0] * (m->m[c1 + 4*r1] * m->m[c2 + 4*r2] - m->m[c1 + 4*r2] * m->m[c2 + 4*r1])) - (m->m[c0 + 4*r1] * (m->m[c1 + 4*r0] * m->m[c2 + 4*r2] - m->m[c1 + 4*r2] * m->m[c2 + 4*r0])) + (m->m[c0 + 4*r2] * (m->m[c1 + 4*r0] * m->m[c2 + 4*r1] - m->m[c1 + 4*r1] * m->m[c2 + 4*r0])); float cofactor = (i+j) & 1 ? -minor : minor; result.m[4*j + i] = cofactor; } } // Dot product of 0th column of source and 0th column of result float det = m->m[0]*result.m[0] + m->m[4]*result.m[4] + m->m[8]*result.m[8] + m->m[12]*result.m[12]; if (fabs(det) < 1e-6) { return false; } det = 1.0f / det; for (i = 0; i < 16; ++i) { m->m[i] = result.m[i] * det; } return true; } static void __attribute__((overloadable)) rsMatrixTranspose(rs_matrix4x4 *m) { int i, j; float temp; for (i = 0; i < 3; ++i) { for (j = i + 1; j < 4; ++j) { temp = m->m[i*4 + j]; m->m[i*4 + j] = m->m[j*4 + i]; m->m[j*4 + i] = temp; } } } static void __attribute__((overloadable)) rsMatrixTranspose(rs_matrix3x3 *m) { int i, j; float temp; for (i = 0; i < 2; ++i) { for (j = i + 1; j < 3; ++j) { temp = m->m[i*3 + j]; m->m[i*3 + j] = m->m[j*4 + i]; m->m[j*3 + i] = temp; } } } static void __attribute__((overloadable)) rsMatrixTranspose(rs_matrix2x2 *m) { float temp = m->m[1]; m->m[1] = m->m[2]; m->m[2] = temp; } ///////////////////////////////////////////////////// // quaternion ops ///////////////////////////////////////////////////// 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; } 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; } static void __attribute__((overloadable)) rsQuaternionMultiply(rs_quaternion *q, float s) { q->w *= s; q->x *= s; q->y *= s; q->z *= s; } 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->z + q->w*rhs->y; q->z = q->x*rhs->y - q->y*rhs->x + q->z*rhs->w + q->w*rhs->z; } 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; } 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; } 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); } static void rsQuaternionConjugate(rs_quaternion *q) { q->x = -q->x; q->y = -q->y; q->z = -q->z; } 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; } 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); } } 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); } 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__ 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__ 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 ///////////////////////////////////////////////////// __inline__ static uint __attribute__((overloadable, always_inline)) rsClamp(uint amount, uint low, uint high) { return amount < low ? low : (amount > high ? high : amount); } __inline__ static int __attribute__((overloadable, always_inline)) rsClamp(int amount, int low, int high) { return amount < low ? low : (amount > high ? high : amount); } __inline__ static ushort __attribute__((overloadable, always_inline)) rsClamp(ushort amount, ushort low, ushort high) { return amount < low ? low : (amount > high ? high : amount); } __inline__ static short __attribute__((overloadable, always_inline)) rsClamp(short amount, short low, short high) { return amount < low ? low : (amount > high ? high : amount); } __inline__ static uchar __attribute__((overloadable, always_inline)) rsClamp(uchar amount, uchar low, uchar high) { return amount < low ? low : (amount > high ? high : amount); } __inline__ static char __attribute__((overloadable, always_inline)) rsClamp(char amount, char low, char high) { return amount < low ? low : (amount > high ? high : amount); } #endif