/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: some of this file. * * ***** END GPL LICENSE BLOCK ***** * */ /** \file blender/blenlib/intern/math_geom_inline.c * \ingroup bli */ #include "BLI_math.h" #ifndef __MATH_GEOM_INLINE_C__ #define __MATH_GEOM_INLINE_C__ /****************************** Spherical Harmonics **************************/ MINLINE void zero_sh(float r[9]) { memset(r, 0, sizeof(float) * 9); } MINLINE void copy_sh_sh(float r[9], const float a[9]) { memcpy(r, a, sizeof(float) * 9); } MINLINE void mul_sh_fl(float r[9], const float f) { int i; for (i = 0; i < 9; i++) r[i] *= f; } MINLINE void add_sh_shsh(float r[9], const float a[9], const float b[9]) { int i; for (i = 0; i < 9; i++) r[i] = a[i] + b[i]; } MINLINE float dot_shsh(float a[9], float b[9]) { float r = 0.0f; int i; for (i = 0; i < 9; i++) r += a[i] * b[i]; return r; } MINLINE float diffuse_shv3(float sh[9], const float v[3]) { /* See formula (13) in: * "An Efficient Representation for Irradiance Environment Maps" */ static const float c1 = 0.429043f, c2 = 0.511664f, c3 = 0.743125f; static const float c4 = 0.886227f, c5 = 0.247708f; float x, y, z, sum; x = v[0]; y = v[1]; z = v[2]; sum = c1 * sh[8] * (x * x - y * y); sum += c3 * sh[6] * z * z; sum += c4 * sh[0]; sum += -c5 * sh[6]; sum += 2.0f * c1 * (sh[4] * x * y + sh[7] * x * z + sh[5] * y * z); sum += 2.0f * c2 * (sh[3] * x + sh[1] * y + sh[2] * z); return sum; } MINLINE void vec_fac_to_sh(float r[9], const float v[3], const float f) { /* See formula (3) in: * "An Efficient Representation for Irradiance Environment Maps" */ float sh[9], x, y, z; x = v[0]; y = v[1]; z = v[2]; sh[0] = 0.282095f; sh[1] = 0.488603f * y; sh[2] = 0.488603f * z; sh[3] = 0.488603f * x; sh[4] = 1.092548f * x * y; sh[5] = 1.092548f * y * z; sh[6] = 0.315392f * (3.0f * z * z - 1.0f); sh[7] = 1.092548f * x * z; sh[8] = 0.546274f * (x * x - y * y); mul_sh_fl(sh, f); copy_sh_sh(r, sh); } MINLINE float eval_shv3(float sh[9], const float v[3]) { float tmp[9]; vec_fac_to_sh(tmp, v, 1.0f); return dot_shsh(tmp, sh); } MINLINE void madd_sh_shfl(float r[9], const float sh[9], const float f) { float tmp[9]; copy_sh_sh(tmp, sh); mul_sh_fl(tmp, f); add_sh_shsh(r, r, tmp); } MINLINE int max_axis_v3(const float vec[3]) { const float x = vec[0]; const float y = vec[1]; const float z = vec[2]; return ((x > y) ? ((x > z) ? 0 : 2) : ((y > z) ? 1 : 2)); } MINLINE int min_axis_v3(const float vec[3]) { const float x = vec[0]; const float y = vec[1]; const float z = vec[2]; return ((x < y) ? ((x < z) ? 0 : 2) : ((y < z) ? 1 : 2)); } #endif /* __MATH_GEOM_INLINE_C__ */