/** * Common Functions * * This module corresponds to Section 8.3 of the [GLSL 4.30.6 specification] * (http://www.opengl.org/registry/doc/GLSLangSpec.4.30.6.pdf). */ use num::cast::cast; use angle::{Radians, Degrees}; use vec::{Vec2, Vec3, Vec4}; pub trait Sign { pure fn abs() -> self; pure fn sign() -> self; } #[inline(always)] pub pure fn abs(x: &T) -> T { x.abs() } #[inline(always)] pub pure fn sign(x: &T) -> T { x.sign() } pub impl i8: Sign { #[inline(always)] pure fn abs() -> i8 { if self >= 0 { self } else {-self } } #[inline(always)] pure fn sign() -> i8 { if self > 0 { 1 } else if self == 0 { 0 } else { -1 } } } pub impl i16: Sign { #[inline(always)] pure fn abs() -> i16 { if self >= 0 { self } else {-self } } #[inline(always)] pure fn sign() -> i16 { if self > 0 { 1 } else if self == 0 { 0 } else { -1 } } } pub impl i32: Sign { #[inline(always)] pure fn abs() -> i32 { if self >= 0 { self } else {-self } } #[inline(always)] pure fn sign() -> i32 { if self > 0 { 1 } else if self == 0 { 0 } else { -1 } } } pub impl i64: Sign { #[inline(always)] pure fn abs() -> i64 { if self >= 0 { self } else {-self } } #[inline(always)] pure fn sign() -> i64 { if self > 0 { 1 } else if self == 0 { 0 } else { -1 } } } pub impl int: Sign { #[inline(always)] pure fn abs() -> int { if self >= 0 { self } else {-self } } #[inline(always)] pure fn sign() -> int { if self > 0 { 1 } else if self == 0 { 0 } else { -1 } } } pub impl f32: Sign { #[inline(always)] pure fn abs() -> f32 { if self >= 0f32 { self } else {-self } } #[inline(always)] pure fn sign() -> f32 { if self > 0f32 { 1f32 } else if self == 0f32 { 0f32 } else { -1f32 } } } pub impl f64: Sign { #[inline(always)] pure fn abs() -> f64 { if self >= 0f64 { self } else {-self } } #[inline(always)] pure fn sign() -> f64 { if self > 0f64 { 1f64 } else if self == 0f64 { 0f64 } else { -1f64 } } } pub impl float: Sign { #[inline(always)] pure fn abs() -> float { if self >= 0f { self } else {-self } } #[inline(always)] pure fn sign() -> float { if self > 0f { 1f } else if self == 0f { 0f } else { -1f } } } pub impl Radians: Sign{ #[inline(always)] pure fn abs() -> Radians { Radians(abs(&*self)) } #[inline(always)] pure fn sign() -> Radians { Radians(sign(&*self)) } } pub impl Degrees: Sign{ #[inline(always)] pure fn abs() -> Degrees { Degrees(abs(&*self)) } #[inline(always)] pure fn sign() -> Degrees { Degrees(sign(&*self)) } } pub impl Vec2: Sign { #[inline(always)] pure fn abs() -> Vec2 { Vec2::new(abs(&self[0]), abs(&self[1])) } #[inline(always)] pure fn sign() -> Vec2 { Vec2::new(sign(&self[0]), sign(&self[1])) } } pub impl Vec3: Sign { #[inline(always)] pure fn abs() -> Vec3 { Vec3::new(abs(&self[0]), abs(&self[1]), abs(&self[2])) } #[inline(always)] pure fn sign() -> Vec3 { Vec3::new(sign(&self[0]), sign(&self[1]), sign(&self[2])) } } pub impl Vec4: Sign { #[inline(always)] pure fn abs() -> Vec4 { Vec4::new(abs(&self[0]), abs(&self[1]), abs(&self[2]), abs(&self[3])) } #[inline(always)] pure fn sign() -> Vec4 { Vec4::new(sign(&self[0]), sign(&self[1]), sign(&self[2]), sign(&self[3])) } } pub trait Approx { pure fn floor() -> self; pure fn trunc() -> self; pure fn round() -> self; // pure fn roundEven() -> self; pure fn ceil() -> self; pure fn fract() -> self; } #[inline(always)] pub pure fn floor(x: &T) -> T { x.floor() } #[inline(always)] pub pure fn trunc(x: &T) -> T { x.trunc() } #[inline(always)] pub pure fn round(x: &T) -> T { x.round() } // #[inline(always)] pub pure fn roundEven(x: &T) -> T { x.roundEven() } #[inline(always)] pub pure fn ceil(x: &T) -> T { x.ceil() } #[inline(always)] pub pure fn fract(x: &T) -> T { x.fract() } pub impl f32: Approx { #[inline(always)] pure fn floor() -> f32 { cast(cmath::c_float_utils::floor(self)) } #[inline(always)] pure fn trunc() -> f32 { cast(cmath::c_float_utils::trunc(self)) } #[inline(always)] pure fn round() -> f32 { cast(cmath::c_float_utils::round(self)) } // #[inline(always)] pure fn roundEven() -> f32 {} #[inline(always)] pure fn ceil() -> f32 { cast(cmath::c_float_utils::ceil(self)) } #[inline(always)] pure fn fract() -> f32 { self - floor(&self) } } pub impl f64: Approx { #[inline(always)] pure fn floor() -> f64 { cast(cmath::c_double_utils::floor(self)) } #[inline(always)] pure fn trunc() -> f64 { cast(cmath::c_double_utils::trunc(self)) } #[inline(always)] pure fn round() -> f64 { cast(cmath::c_double_utils::round(self)) } // #[inline(always)] pure fn roundEven() -> f64 {} #[inline(always)] pure fn ceil() -> f64 { cast(cmath::c_double_utils::ceil(self)) } #[inline(always)] pure fn fract() -> f64 { self - floor(&self) } } pub impl float: Approx { #[inline(always)] pure fn floor() -> float { cast(cmath::c_float_utils::floor(cast(self))) } #[inline(always)] pure fn trunc() -> float { cast(cmath::c_float_utils::trunc(cast(self))) } #[inline(always)] pure fn round() -> float { cast(cmath::c_float_utils::round(cast(self))) } // #[inline(always)] pure fn roundEven() -> float {} #[inline(always)] pure fn ceil() -> float { cast(cmath::c_float_utils::ceil(cast(self))) } #[inline(always)] pure fn fract() -> float { self - floor(&self) } } pub impl Radians: Approx{ #[inline(always)] pure fn floor() -> Radians { Radians(floor(&*self)) } #[inline(always)] pure fn trunc() -> Radians { Radians(trunc(&*self)) } #[inline(always)] pure fn round() -> Radians { Radians(round(&*self)) } // #[inline(always)] pure fn roundEven() -> Radians { Radians(roundEven(&*self)) } #[inline(always)] pure fn ceil() -> Radians { Radians(ceil(&*self)) } #[inline(always)] pure fn fract() -> Radians { Radians(fract(&*self)) } } pub impl Degrees: Approx{ #[inline(always)] pure fn floor() -> Degrees { Degrees(floor(&*self)) } #[inline(always)] pure fn trunc() -> Degrees { Degrees(trunc(&*self)) } #[inline(always)] pure fn round() -> Degrees { Degrees(round(&*self)) } // #[inline(always)] pure fn roundEven() -> Degrees { Degrees(roundEven(&*self)) } #[inline(always)] pure fn ceil() -> Degrees { Degrees(ceil(&*self)) } #[inline(always)] pure fn fract() -> Degrees { Degrees(fract(&*self)) } } pub impl Vec2: Approx { #[inline(always)] pure fn floor() -> Vec2 { Vec2::new(floor(&self[0]), floor(&self[1])) } #[inline(always)] pure fn trunc() -> Vec2 { Vec2::new(trunc(&self[0]), trunc(&self[1])) } #[inline(always)] pure fn round() -> Vec2 { Vec2::new(round(&self[0]), round(&self[1])) } // #[inline(always)] // pure fn ceil() -> Vec2 { // Vec2::new(roundEven(&self[0]), // roundEven(&self[1])) // } #[inline(always)] pure fn ceil() -> Vec2 { Vec2::new(ceil(&self[0]), ceil(&self[1])) } #[inline(always)] pure fn fract() -> Vec2 { Vec2::new(fract(&self[0]), fract(&self[1])) } } pub impl Vec3: Approx { #[inline(always)] pure fn floor() -> Vec3 { Vec3::new(floor(&self[0]), floor(&self[1]), floor(&self[2])) } #[inline(always)] pure fn trunc() -> Vec3 { Vec3::new(trunc(&self[0]), trunc(&self[1]), trunc(&self[2])) } #[inline(always)] pure fn round() -> Vec3 { Vec3::new(round(&self[0]), round(&self[1]), round(&self[2])) } // #[inline(always)] // pure fn ceil() -> Vec3 { // Vec3::new(roundEven(&self[0]), // roundEven(&self[1]), // roundEven(&self[2])) // } #[inline(always)] pure fn ceil() -> Vec3 { Vec3::new(ceil(&self[0]), ceil(&self[1]), ceil(&self[2])) } #[inline(always)] pure fn fract() -> Vec3 { Vec3::new(fract(&self[0]), fract(&self[1]), fract(&self[2])) } } pub impl Vec4: Approx { #[inline(always)] pure fn floor() -> Vec4 { Vec4::new(floor(&self[0]), floor(&self[1]), floor(&self[2]), floor(&self[3])) } #[inline(always)] pure fn trunc() -> Vec4 { Vec4::new(trunc(&self[0]), trunc(&self[1]), trunc(&self[2]), trunc(&self[3])) } #[inline(always)] pure fn round() -> Vec4 { Vec4::new(round(&self[0]), round(&self[1]), round(&self[2]), round(&self[3])) } // #[inline(always)] // pure fn ceil() -> Vec4 { // Vec4::new(roundEven(&self[0]), // roundEven(&self[1]), // roundEven(&self[2]), // roundEven(&self[3])) // } #[inline(always)] pure fn ceil() -> Vec4 { Vec4::new(ceil(&self[0]), ceil(&self[1]), ceil(&self[2]), ceil(&self[3])) } #[inline(always)] pure fn fract() -> Vec4 { Vec4::new(fract(&self[0]), fract(&self[1]), fract(&self[2]), fract(&self[3])) } } pub trait MinMax { pure fn min(other: &self) -> self; pure fn max(other: &self) -> self; } #[inline(always)] pub pure fn min(a: &T, b: &T) -> T { a.min(b) } #[inline(always)] pub pure fn max(a: &T, b: &T) -> T { a.max(b) } pub impl u8: MinMax { #[inline(always)] pure fn min(other: &u8) -> u8 { if self < *other { self } else { *other } } #[inline(always)] pure fn max(other: &u8) -> u8 { if self > *other { self } else { *other } } } pub impl u16: MinMax { #[inline(always)] pure fn min(other: &u16) -> u16 { if self < *other { self } else { *other } } #[inline(always)] pure fn max(other: &u16) -> u16 { if self > *other { self } else { *other } } } pub impl u32: MinMax { #[inline(always)] pure fn min(other: &u32) -> u32 { if self < *other { self } else { *other } } #[inline(always)] pure fn max(other: &u32) -> u32 { if self > *other { self } else { *other } } } pub impl u64: MinMax { #[inline(always)] pure fn min(other: &u64) -> u64 { if self < *other { self } else { *other } } #[inline(always)] pure fn max(other: &u64) -> u64 { if self > *other { self } else { *other } } } pub impl uint: MinMax { #[inline(always)] pure fn min(other: &uint) -> uint { if self < *other { self } else { *other } } #[inline(always)] pure fn max(other: &uint) -> uint { if self > *other { self } else { *other } } } pub impl i8: MinMax { #[inline(always)] pure fn min(other: &i8) -> i8 { if self < *other { self } else { *other } } #[inline(always)] pure fn max(other: &i8) -> i8 { if self > *other { self } else { *other } } } pub impl i16: MinMax { #[inline(always)] pure fn min(other: &i16) -> i16 { if self < *other { self } else { *other } } #[inline(always)] pure fn max(other: &i16) -> i16 { if self > *other { self } else { *other } } } pub impl i32: MinMax { #[inline(always)] pure fn min(other: &i32) -> i32 { if self < *other { self } else { *other } } #[inline(always)] pure fn max(other: &i32) -> i32 { if self > *other { self } else { *other } } } pub impl i64: MinMax { #[inline(always)] pure fn min(other: &i64) -> i64 { if self < *other { self } else { *other } } #[inline(always)] pure fn max(other: &i64) -> i64 { if self > *other { self } else { *other } } } pub impl int: MinMax { #[inline(always)] pure fn min(other: &int) -> int { if self < *other { self } else { *other } } #[inline(always)] pure fn max(other: &int) -> int { if self > *other { self } else { *other } } } pub impl f32: MinMax { #[inline(always)] pure fn min(other: &f32) -> f32 { if self < *other { self } else { *other } } #[inline(always)] pure fn max(other: &f32) -> f32 { if self > *other { self } else { *other } } } pub impl f64: MinMax { #[inline(always)] pure fn min(other: &f64) -> f64 { if self < *other { self } else { *other } } #[inline(always)] pure fn max(other: &f64) -> f64 { if self > *other { self } else { *other } } } pub impl float: MinMax { #[inline(always)] pure fn min(other: &float) -> float { if self < *other { self } else { *other } } #[inline(always)] pure fn max(other: &float) -> float { if self > *other { self } else { *other } } } pub impl Radians: MinMax{ #[inline(always)] pure fn min(other: &Radians) -> Radians { Radians(min(&*self, &**other)) } #[inline(always)] pure fn max(other: &Radians) -> Radians { Radians(max(&*self, &**other)) } } pub impl Degrees: MinMax{ #[inline(always)] pure fn min(other: &Degrees) -> Degrees { Degrees(min(&*self, &**other)) } #[inline(always)] pure fn max(other: &Degrees) -> Degrees { Degrees(max(&*self, &**other)) } } pub impl Vec2: MinMax { #[inline(always)] pure fn min(other: &Vec2) -> Vec2 { Vec2::new(min(&self[0], &other[0]), min(&self[1], &other[1])) } #[inline(always)] pure fn max(other: &Vec2) -> Vec2 { Vec2::new(max(&self[0], &other[0]), max(&self[1], &other[1])) } } pub impl Vec3: MinMax { #[inline(always)] pure fn min(other: &Vec3) -> Vec3 { Vec3::new(min(&self[0], &other[0]), min(&self[1], &other[1]), min(&self[2], &other[2])) } #[inline(always)] pure fn max(other: &Vec3) -> Vec3 { Vec3::new(max(&self[0], &other[0]), max(&self[1], &other[1]), max(&self[2], &other[2])) } } pub impl Vec4: MinMax { #[inline(always)] pure fn min(other: &Vec4) -> Vec4 { Vec4::new(min(&self[0], &other[0]), min(&self[1], &other[1]), min(&self[2], &other[2]), min(&self[3], &other[3])) } #[inline(always)] pure fn max(other: &Vec4) -> Vec4 { Vec4::new(max(&self[0], &other[0]), max(&self[1], &other[1]), max(&self[2], &other[2]), max(&self[3], &other[3])) } } pub trait Clamp { pure fn clamp(mn: &self, mx: &self) -> self; } #[inline(always)] pub pure fn clamp(x: &T, mn: &T, mx: &T) -> T { x.clamp(mn, mx) } pub impl u8: Clamp { #[inline(always)] pure fn clamp(mn: &u8, mx: &u8) -> u8 { min(&max(&self, mn), mx) } } pub impl u16: Clamp { #[inline(always)] pure fn clamp(mn: &u16, mx: &u16) -> u16 { min(&max(&self, mn), mx) } } pub impl u32: Clamp { #[inline(always)] pure fn clamp(mn: &u32, mx: &u32) -> u32 { min(&max(&self, mn), mx) } } pub impl u64: Clamp { #[inline(always)] pure fn clamp(mn: &u64, mx: &u64) -> u64 { min(&max(&self, mn), mx) } } pub impl uint: Clamp { #[inline(always)] pure fn clamp(mn: &uint, mx: &uint) -> uint { min(&max(&self, mn), mx) } } pub impl i8: Clamp { #[inline(always)] pure fn clamp(mn: &i8, mx: &i8) -> i8 { min(&max(&self, mn), mx) } } pub impl i16: Clamp { #[inline(always)] pure fn clamp(mn: &i16, mx: &i16) -> i16 { min(&max(&self, mn), mx) } } pub impl i32: Clamp { #[inline(always)] pure fn clamp(mn: &i32, mx: &i32) -> i32 { min(&max(&self, mn), mx) } } pub impl i64: Clamp { #[inline(always)] pure fn clamp(mn: &i64, mx: &i64) -> i64 { min(&max(&self, mn), mx) } } pub impl int: Clamp { #[inline(always)] pure fn clamp(mn: &int, mx: &int) -> int { min(&max(&self, mn), mx) } } pub impl f32: Clamp { #[inline(always)] pure fn clamp(mn: &f32, mx: &f32) -> f32 { min(&max(&self, mn), mx) } } pub impl f64: Clamp { #[inline(always)] pure fn clamp(mn: &f64, mx: &f64) -> f64 { min(&max(&self, mn), mx) } } pub impl float: Clamp { #[inline(always)] pure fn clamp(mn: &float, mx: &float) -> float { min(&max(&self, mn), mx) } } pub impl Radians: Clamp { #[inline(always)] pure fn clamp(mn: &Radians, mx: &Radians) -> Radians { Radians((*self).clamp(&**mn, &**mx)) } } pub impl Degrees: Clamp { #[inline(always)] pure fn clamp(mn: &Degrees, mx: &Degrees) -> Degrees { Degrees((*self).clamp(&**mn, &**mx)) } } pub impl Vec2: Clamp { #[inline(always)] pure fn clamp(mn: &Vec2, mx: &Vec2) -> Vec2 { Vec2::new(self[0].clamp(&mn[0], &mx[0]), self[1].clamp(&mn[1], &mx[1])) } } pub impl Vec3: Clamp { #[inline(always)] pure fn clamp(mn: &Vec3, mx: &Vec3) -> Vec3 { Vec3::new(self[0].clamp(&mn[0], &mx[0]), self[1].clamp(&mn[1], &mx[1]), self[2].clamp(&mn[2], &mx[2])) } } pub impl Vec4: Clamp { #[inline(always)] pure fn clamp(mn: &Vec4, mx: &Vec4) -> Vec4 { Vec4::new(self[0].clamp(&mn[0], &mx[0]), self[1].clamp(&mn[1], &mx[1]), self[2].clamp(&mn[2], &mx[2]), self[3].clamp(&mn[3], &mx[3])) } } pub trait Mix { pure fn mix(other: &self, value: &self) -> self; pure fn smooth_step(edge0: &self, edge1: &self) -> self; pure fn step(edge: &self) -> self; } #[inline(always)] pub pure fn mix(a: &T, b: &T, value: &T) -> T { a.mix(b, value) } #[inline(always)] pub pure fn smooth_step(x: &T, edge0: &T, edge1: &T) -> T { x.smooth_step(edge0, edge1) } #[inline(always)] pub pure fn step(x: &T, edge: &T) -> T { x.step(edge) } pub impl f32: Mix { #[inline(always)] pure fn mix(other: &f32, value: &f32) -> f32 { self * (1.0 - (*value)) + (*other) * (*value) } #[inline(always)] pure fn smooth_step(edge0: &f32, edge1: &f32) -> f32 { let t = clamp(&((self - *edge0) / (*edge1 - *edge0)), &0.0, &1.0); return t * t * (3.0 - 2.0 * t); } #[inline(always)] pure fn step(edge: &f32) -> f32 { if self < *edge { 0.0 } else { 1.0 } } } pub impl f64: Mix { #[inline(always)] pure fn mix(other: &f64, value: &f64) -> f64 { self * (1.0 - (*value)) + (*other) * (*value) } #[inline(always)] pure fn smooth_step(edge0: &f64, edge1: &f64) -> f64 { let t = clamp(&((self - *edge0) / (*edge1 - *edge0)), &0.0, &1.0); return t * t * (3.0 - 2.0 * t); } #[inline(always)] pure fn step(edge: &f64) -> f64 { if self < *edge { 0.0 } else { 1.0 } } } pub impl float: Mix { #[inline(always)] pure fn mix(other: &float, value: &float) -> float { self * (1.0 - (*value)) + (*other) * (*value) } #[inline(always)] pure fn smooth_step(edge0: &float, edge1: &float) -> float { let t = clamp(&((self - *edge0) / (*edge1 - *edge0)), &0.0, &1.0); return t * t * (3.0 - 2.0 * t); } #[inline(always)] pure fn step(edge: &float) -> float { if self < *edge { 0.0 } else { 1.0 } } } pub impl Radians: Mix { #[inline(always)] pure fn mix(other: &Radians, value: &Radians) -> Radians { Radians((*self).mix(&**other, &**value)) } #[inline(always)] pure fn smooth_step(edge0: &Radians, edge1: &Radians) -> Radians { Radians((*self).smooth_step(&**edge0, &**edge1)) } #[inline(always)] pure fn step(edge: &Radians) -> Radians { Radians((*self).step(&**edge)) } } pub impl Vec2: Mix { #[inline(always)] pure fn mix(other: &Vec2, value: &Vec2) -> Vec2 { Vec2::new(self[0].mix(&other[0], &value[0]), self[1].mix(&other[1], &value[1])) } #[inline(always)] pure fn smooth_step(edge0: &Vec2, edge1: &Vec2) -> Vec2 { Vec2::new(self[0].smooth_step(&edge0[0], &edge1[0]), self[1].smooth_step(&edge0[1], &edge1[1])) } #[inline(always)] pure fn step(edge: &Vec2) -> Vec2 { Vec2::new(self[0].step(&edge[0]), self[1].step(&edge[1])) } } pub impl Vec3: Mix { #[inline(always)] pure fn mix(other: &Vec3, value: &Vec3) -> Vec3 { Vec3::new(self[0].mix(&other[0], &value[0]), self[1].mix(&other[1], &value[1]), self[2].mix(&other[2], &value[2])) } #[inline(always)] pure fn smooth_step(edge0: &Vec3, edge1: &Vec3) -> Vec3 { Vec3::new(self[0].smooth_step(&edge0[0], &edge1[0]), self[1].smooth_step(&edge0[1], &edge1[1]), self[2].smooth_step(&edge0[2], &edge1[2])) } #[inline(always)] pure fn step(edge: &Vec3) -> Vec3 { Vec3::new(self[0].step(&edge[0]), self[1].step(&edge[1]), self[2].step(&edge[2])) } } pub impl Vec4: Mix { #[inline(always)] pure fn mix(other: &Vec4, value: &Vec4) -> Vec4 { Vec4::new(self[0].mix(&other[0], &value[0]), self[1].mix(&other[1], &value[1]), self[2].mix(&other[2], &value[2]), self[3].mix(&other[3], &value[3])) } #[inline(always)] pure fn smooth_step(edge0: &Vec4, edge1: &Vec4) -> Vec4 { Vec4::new(self[0].smooth_step(&edge0[0], &edge1[0]), self[1].smooth_step(&edge0[1], &edge1[1]), self[2].smooth_step(&edge0[2], &edge1[2]), self[3].smooth_step(&edge0[3], &edge1[3])) } #[inline(always)] pure fn step(edge: &Vec4) -> Vec4 { Vec4::new(self[0].step(&edge[0]), self[1].step(&edge[1]), self[2].step(&edge[2]), self[3].step(&edge[3])) } }