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blender-archive/source/blender/blenlib/intern/math_geom_inline.c

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/*
* ***** 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,
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* 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 *****
* */
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/** \file blender/blenlib/intern/math_geom_inline.c
* \ingroup bli
*/
#include "BLI_math.h"
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#ifndef BLI_MATH_GEOM_INLINE_H
#define BLI_MATH_GEOM_INLINE_H
/****************************** 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[3], const float f)
{
float tmp[9];
copy_sh_sh(tmp, sh);
mul_sh_fl(tmp, f);
add_sh_shsh(r, r, tmp);
}
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#endif /* BLI_MATH_GEOM_INLINE_H */