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hand-motion-pipeline/third_party/vipe/csrc/utils_ext/math_util.h
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37 KiB
C

/*
This file implements common mathematical operations on vector types
(float3, float4 etc.) since these are not provided as standard by CUDA.
The syntax is modelled on the Cg standard library.
This is part of the CUTIL library and is not supported by NVIDIA.
Thanks to Linh Hah for additions and fixes.
*/
#pragma once
#include "platform.h"
typedef unsigned int uint;
typedef unsigned short ushort;
#if defined(__CUDACC__)
#include "cuda_runtime.h"
#else
#include <math.h>
////////////////////////////////////////////////////////////////////////////////
// host implementations of CUDA functions
////////////////////////////////////////////////////////////////////////////////
inline float fminf(float a, float b)
{
return a < b ? a : b;
}
inline float fmaxf(float a, float b)
{
return a > b ? a : b;
}
inline int max(int a, int b)
{
return a > b ? a : b;
}
inline int min(int a, int b)
{
return a < b ? a : b;
}
inline float rsqrtf(float x)
{
return 1.0f / sqrtf(x);
}
struct float2 {
float x, y;
};
float2 make_float2(float x, float y) {
return float2{x, y};
}
struct int2 {
int x, y;
};
int2 make_int2(int x, int y) {
return int2{x, y};
}
struct uint2 {
uint x, y;
};
uint2 make_uint2(uint x, uint y) {
return uint2{x, y};
}
struct float3 {
float x, y, z;
};
float3 make_float3(float x, float y, float z) {
return float3{x, y, z};
}
struct int3 {
int x, y, z;
};
int3 make_int3(int x, int y, int z) {
return int3{x, y, z};
}
struct uint3 {
uint x, y, z;
};
uint3 make_uint3(uint x, uint y, uint z) {
return uint3{x, y, z};
}
struct float4 {
float x, y, z, w;
};
float4 make_float4(float x, float y, float z, float w) {
return float4{x, y, z, w};
}
struct int4 {
int x, y, z, w;
};
int4 make_int4(int x, int y, int z, int w) {
return int4{x, y, z, w};
}
struct uint4 {
uint x, y, z, w;
};
uint4 make_uint4(uint x, uint y, uint z, uint w) {
return uint4{x, y, z, w};
}
#endif
////////////////////////////////////////////////////////////////////////////////
// constructors
////////////////////////////////////////////////////////////////////////////////
inline _CPU_AND_GPU_CODE_ float2 make_float2(float s)
{
return make_float2(s, s);
}
inline _CPU_AND_GPU_CODE_ float2 make_float2(float3 a)
{
return make_float2(a.x, a.y);
}
inline _CPU_AND_GPU_CODE_ float2 make_float2(int2 a)
{
return make_float2(float(a.x), float(a.y));
}
inline _CPU_AND_GPU_CODE_ float2 make_float2(uint2 a)
{
return make_float2(float(a.x), float(a.y));
}
inline _CPU_AND_GPU_CODE_ int2 make_int2(int s)
{
return make_int2(s, s);
}
inline _CPU_AND_GPU_CODE_ int2 make_int2(int3 a)
{
return make_int2(a.x, a.y);
}
inline _CPU_AND_GPU_CODE_ int2 make_int2(uint2 a)
{
return make_int2(int(a.x), int(a.y));
}
inline _CPU_AND_GPU_CODE_ int2 make_int2(float2 a)
{
return make_int2(int(a.x), int(a.y));
}
inline _CPU_AND_GPU_CODE_ uint2 make_uint2(uint s)
{
return make_uint2(s, s);
}
inline _CPU_AND_GPU_CODE_ uint2 make_uint2(uint3 a)
{
return make_uint2(a.x, a.y);
}
inline _CPU_AND_GPU_CODE_ uint2 make_uint2(int2 a)
{
return make_uint2(uint(a.x), uint(a.y));
}
inline _CPU_AND_GPU_CODE_ float3 make_float3(float s)
{
return make_float3(s, s, s);
}
inline _CPU_AND_GPU_CODE_ float3 make_float3(float2 a)
{
return make_float3(a.x, a.y, 0.0f);
}
inline _CPU_AND_GPU_CODE_ float3 make_float3(float2 a, float s)
{
return make_float3(a.x, a.y, s);
}
inline _CPU_AND_GPU_CODE_ float3 make_float3(float4 a)
{
return make_float3(a.x, a.y, a.z);
}
inline _CPU_AND_GPU_CODE_ float3 make_float3(int3 a)
{
return make_float3(float(a.x), float(a.y), float(a.z));
}
inline _CPU_AND_GPU_CODE_ float3 make_float3(uint3 a)
{
return make_float3(float(a.x), float(a.y), float(a.z));
}
inline _CPU_AND_GPU_CODE_ int3 make_int3(int s)
{
return make_int3(s, s, s);
}
inline _CPU_AND_GPU_CODE_ int3 make_int3(int2 a)
{
return make_int3(a.x, a.y, 0);
}
inline _CPU_AND_GPU_CODE_ int3 make_int3(int2 a, int s)
{
return make_int3(a.x, a.y, s);
}
inline _CPU_AND_GPU_CODE_ int3 make_int3(uint3 a)
{
return make_int3(int(a.x), int(a.y), int(a.z));
}
inline _CPU_AND_GPU_CODE_ int3 make_int3(float3 a)
{
return make_int3(int(a.x), int(a.y), int(a.z));
}
inline _CPU_AND_GPU_CODE_ uint3 make_uint3(uint s)
{
return make_uint3(s, s, s);
}
inline _CPU_AND_GPU_CODE_ uint3 make_uint3(uint2 a)
{
return make_uint3(a.x, a.y, 0);
}
inline _CPU_AND_GPU_CODE_ uint3 make_uint3(uint2 a, uint s)
{
return make_uint3(a.x, a.y, s);
}
inline _CPU_AND_GPU_CODE_ uint3 make_uint3(uint4 a)
{
return make_uint3(a.x, a.y, a.z);
}
inline _CPU_AND_GPU_CODE_ uint3 make_uint3(int3 a)
{
return make_uint3(uint(a.x), uint(a.y), uint(a.z));
}
inline _CPU_AND_GPU_CODE_ float4 make_float4(float s)
{
return make_float4(s, s, s, s);
}
inline _CPU_AND_GPU_CODE_ float4 make_float4(float3 a)
{
return make_float4(a.x, a.y, a.z, 0.0f);
}
inline _CPU_AND_GPU_CODE_ float4 make_float4(float3 a, float w)
{
return make_float4(a.x, a.y, a.z, w);
}
inline _CPU_AND_GPU_CODE_ float4 make_float4(int4 a)
{
return make_float4(float(a.x), float(a.y), float(a.z), float(a.w));
}
inline _CPU_AND_GPU_CODE_ float4 make_float4(uint4 a)
{
return make_float4(float(a.x), float(a.y), float(a.z), float(a.w));
}
inline _CPU_AND_GPU_CODE_ int4 make_int4(int s)
{
return make_int4(s, s, s, s);
}
inline _CPU_AND_GPU_CODE_ int4 make_int4(int3 a)
{
return make_int4(a.x, a.y, a.z, 0);
}
inline _CPU_AND_GPU_CODE_ int4 make_int4(int3 a, int w)
{
return make_int4(a.x, a.y, a.z, w);
}
inline _CPU_AND_GPU_CODE_ int4 make_int4(uint4 a)
{
return make_int4(int(a.x), int(a.y), int(a.z), int(a.w));
}
inline _CPU_AND_GPU_CODE_ int4 make_int4(float4 a)
{
return make_int4(int(a.x), int(a.y), int(a.z), int(a.w));
}
inline _CPU_AND_GPU_CODE_ uint4 make_uint4(uint s)
{
return make_uint4(s, s, s, s);
}
inline _CPU_AND_GPU_CODE_ uint4 make_uint4(uint3 a)
{
return make_uint4(a.x, a.y, a.z, 0);
}
inline _CPU_AND_GPU_CODE_ uint4 make_uint4(uint3 a, uint w)
{
return make_uint4(a.x, a.y, a.z, w);
}
inline _CPU_AND_GPU_CODE_ uint4 make_uint4(int4 a)
{
return make_uint4(uint(a.x), uint(a.y), uint(a.z), uint(a.w));
}
////////////////////////////////////////////////////////////////////////////////
// negate
////////////////////////////////////////////////////////////////////////////////
inline _CPU_AND_GPU_CODE_ float2 operator-(float2 &a)
{
return make_float2(-a.x, -a.y);
}
inline _CPU_AND_GPU_CODE_ int2 operator-(int2 &a)
{
return make_int2(-a.x, -a.y);
}
inline _CPU_AND_GPU_CODE_ float3 operator-(float3 &a)
{
return make_float3(-a.x, -a.y, -a.z);
}
inline _CPU_AND_GPU_CODE_ int3 operator-(int3 &a)
{
return make_int3(-a.x, -a.y, -a.z);
}
inline _CPU_AND_GPU_CODE_ float4 operator-(float4 &a)
{
return make_float4(-a.x, -a.y, -a.z, -a.w);
}
inline _CPU_AND_GPU_CODE_ int4 operator-(int4 &a)
{
return make_int4(-a.x, -a.y, -a.z, -a.w);
}
////////////////////////////////////////////////////////////////////////////////
// addition
////////////////////////////////////////////////////////////////////////////////
inline _CPU_AND_GPU_CODE_ float2 operator+(float2 a, float2 b)
{
return make_float2(a.x + b.x, a.y + b.y);
}
inline _CPU_AND_GPU_CODE_ void operator+=(float2 &a, float2 b)
{
a.x += b.x; a.y += b.y;
}
inline _CPU_AND_GPU_CODE_ float2 operator+(float2 a, float b)
{
return make_float2(a.x + b, a.y + b);
}
inline _CPU_AND_GPU_CODE_ float2 operator+(float b, float2 a)
{
return make_float2(a.x + b, a.y + b);
}
inline _CPU_AND_GPU_CODE_ void operator+=(float2 &a, float b)
{
a.x += b; a.y += b;
}
inline _CPU_AND_GPU_CODE_ int2 operator+(int2 a, int2 b)
{
return make_int2(a.x + b.x, a.y + b.y);
}
inline _CPU_AND_GPU_CODE_ void operator+=(int2 &a, int2 b)
{
a.x += b.x; a.y += b.y;
}
inline _CPU_AND_GPU_CODE_ int2 operator+(int2 a, int b)
{
return make_int2(a.x + b, a.y + b);
}
inline _CPU_AND_GPU_CODE_ int2 operator+(int b, int2 a)
{
return make_int2(a.x + b, a.y + b);
}
inline _CPU_AND_GPU_CODE_ void operator+=(int2 &a, int b)
{
a.x += b; a.y += b;
}
inline _CPU_AND_GPU_CODE_ uint2 operator+(uint2 a, uint2 b)
{
return make_uint2(a.x + b.x, a.y + b.y);
}
inline _CPU_AND_GPU_CODE_ void operator+=(uint2 &a, uint2 b)
{
a.x += b.x; a.y += b.y;
}
inline _CPU_AND_GPU_CODE_ uint2 operator+(uint2 a, uint b)
{
return make_uint2(a.x + b, a.y + b);
}
inline _CPU_AND_GPU_CODE_ uint2 operator+(uint b, uint2 a)
{
return make_uint2(a.x + b, a.y + b);
}
inline _CPU_AND_GPU_CODE_ void operator+=(uint2 &a, uint b)
{
a.x += b; a.y += b;
}
inline _CPU_AND_GPU_CODE_ float3 operator+(float3 a, float3 b)
{
return make_float3(a.x + b.x, a.y + b.y, a.z + b.z);
}
inline _CPU_AND_GPU_CODE_ void operator+=(float3 &a, float3 b)
{
a.x += b.x; a.y += b.y; a.z += b.z;
}
inline _CPU_AND_GPU_CODE_ float3 operator+(float3 a, float b)
{
return make_float3(a.x + b, a.y + b, a.z + b);
}
inline _CPU_AND_GPU_CODE_ void operator+=(float3 &a, float b)
{
a.x += b; a.y += b; a.z += b;
}
inline _CPU_AND_GPU_CODE_ int3 operator+(int3 a, int3 b)
{
return make_int3(a.x + b.x, a.y + b.y, a.z + b.z);
}
inline _CPU_AND_GPU_CODE_ void operator+=(int3 &a, int3 b)
{
a.x += b.x; a.y += b.y; a.z += b.z;
}
inline _CPU_AND_GPU_CODE_ int3 operator+(int3 a, int b)
{
return make_int3(a.x + b, a.y + b, a.z + b);
}
inline _CPU_AND_GPU_CODE_ void operator+=(int3 &a, int b)
{
a.x += b; a.y += b; a.z += b;
}
inline _CPU_AND_GPU_CODE_ uint3 operator+(uint3 a, uint3 b)
{
return make_uint3(a.x + b.x, a.y + b.y, a.z + b.z);
}
inline _CPU_AND_GPU_CODE_ void operator+=(uint3 &a, uint3 b)
{
a.x += b.x; a.y += b.y; a.z += b.z;
}
inline _CPU_AND_GPU_CODE_ uint3 operator+(uint3 a, uint b)
{
return make_uint3(a.x + b, a.y + b, a.z + b);
}
inline _CPU_AND_GPU_CODE_ void operator+=(uint3 &a, uint b)
{
a.x += b; a.y += b; a.z += b;
}
inline _CPU_AND_GPU_CODE_ int3 operator+(int b, int3 a)
{
return make_int3(a.x + b, a.y + b, a.z + b);
}
inline _CPU_AND_GPU_CODE_ uint3 operator+(uint b, uint3 a)
{
return make_uint3(a.x + b, a.y + b, a.z + b);
}
inline _CPU_AND_GPU_CODE_ float3 operator+(float b, float3 a)
{
return make_float3(a.x + b, a.y + b, a.z + b);
}
inline _CPU_AND_GPU_CODE_ float4 operator+(float4 a, float4 b)
{
return make_float4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
}
inline _CPU_AND_GPU_CODE_ void operator+=(float4 &a, float4 b)
{
a.x += b.x; a.y += b.y; a.z += b.z; a.w += b.w;
}
inline _CPU_AND_GPU_CODE_ float4 operator+(float4 a, float b)
{
return make_float4(a.x + b, a.y + b, a.z + b, a.w + b);
}
inline _CPU_AND_GPU_CODE_ float4 operator+(float b, float4 a)
{
return make_float4(a.x + b, a.y + b, a.z + b, a.w + b);
}
inline _CPU_AND_GPU_CODE_ void operator+=(float4 &a, float b)
{
a.x += b; a.y += b; a.z += b; a.w += b;
}
inline _CPU_AND_GPU_CODE_ int4 operator+(int4 a, int4 b)
{
return make_int4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
}
inline _CPU_AND_GPU_CODE_ void operator+=(int4 &a, int4 b)
{
a.x += b.x; a.y += b.y; a.z += b.z; a.w += b.w;
}
inline _CPU_AND_GPU_CODE_ int4 operator+(int4 a, int b)
{
return make_int4(a.x + b, a.y + b, a.z + b, a.w + b);
}
inline _CPU_AND_GPU_CODE_ int4 operator+(int b, int4 a)
{
return make_int4(a.x + b, a.y + b, a.z + b, a.w + b);
}
inline _CPU_AND_GPU_CODE_ void operator+=(int4 &a, int b)
{
a.x += b; a.y += b; a.z += b; a.w += b;
}
inline _CPU_AND_GPU_CODE_ uint4 operator+(uint4 a, uint4 b)
{
return make_uint4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
}
inline _CPU_AND_GPU_CODE_ void operator+=(uint4 &a, uint4 b)
{
a.x += b.x; a.y += b.y; a.z += b.z; a.w += b.w;
}
inline _CPU_AND_GPU_CODE_ uint4 operator+(uint4 a, uint b)
{
return make_uint4(a.x + b, a.y + b, a.z + b, a.w + b);
}
inline _CPU_AND_GPU_CODE_ uint4 operator+(uint b, uint4 a)
{
return make_uint4(a.x + b, a.y + b, a.z + b, a.w + b);
}
inline _CPU_AND_GPU_CODE_ void operator+=(uint4 &a, uint b)
{
a.x += b; a.y += b; a.z += b; a.w += b;
}
////////////////////////////////////////////////////////////////////////////////
// subtract
////////////////////////////////////////////////////////////////////////////////
inline _CPU_AND_GPU_CODE_ float2 operator-(float2 a, float2 b)
{
return make_float2(a.x - b.x, a.y - b.y);
}
inline _CPU_AND_GPU_CODE_ void operator-=(float2 &a, float2 b)
{
a.x -= b.x; a.y -= b.y;
}
inline _CPU_AND_GPU_CODE_ float2 operator-(float2 a, float b)
{
return make_float2(a.x - b, a.y - b);
}
inline _CPU_AND_GPU_CODE_ float2 operator-(float b, float2 a)
{
return make_float2(b - a.x, b - a.y);
}
inline _CPU_AND_GPU_CODE_ void operator-=(float2 &a, float b)
{
a.x -= b; a.y -= b;
}
inline _CPU_AND_GPU_CODE_ int2 operator-(int2 a, int2 b)
{
return make_int2(a.x - b.x, a.y - b.y);
}
inline _CPU_AND_GPU_CODE_ void operator-=(int2 &a, int2 b)
{
a.x -= b.x; a.y -= b.y;
}
inline _CPU_AND_GPU_CODE_ int2 operator-(int2 a, int b)
{
return make_int2(a.x - b, a.y - b);
}
inline _CPU_AND_GPU_CODE_ int2 operator-(int b, int2 a)
{
return make_int2(b - a.x, b - a.y);
}
inline _CPU_AND_GPU_CODE_ void operator-=(int2 &a, int b)
{
a.x -= b; a.y -= b;
}
inline _CPU_AND_GPU_CODE_ uint2 operator-(uint2 a, uint2 b)
{
return make_uint2(a.x - b.x, a.y - b.y);
}
inline _CPU_AND_GPU_CODE_ void operator-=(uint2 &a, uint2 b)
{
a.x -= b.x; a.y -= b.y;
}
inline _CPU_AND_GPU_CODE_ uint2 operator-(uint2 a, uint b)
{
return make_uint2(a.x - b, a.y - b);
}
inline _CPU_AND_GPU_CODE_ uint2 operator-(uint b, uint2 a)
{
return make_uint2(b - a.x, b - a.y);
}
inline _CPU_AND_GPU_CODE_ void operator-=(uint2 &a, uint b)
{
a.x -= b; a.y -= b;
}
inline _CPU_AND_GPU_CODE_ float3 operator-(float3 a, float3 b)
{
return make_float3(a.x - b.x, a.y - b.y, a.z - b.z);
}
inline _CPU_AND_GPU_CODE_ void operator-=(float3 &a, float3 b)
{
a.x -= b.x; a.y -= b.y; a.z -= b.z;
}
inline _CPU_AND_GPU_CODE_ float3 operator-(float3 a, float b)
{
return make_float3(a.x - b, a.y - b, a.z - b);
}
inline _CPU_AND_GPU_CODE_ float3 operator-(float b, float3 a)
{
return make_float3(b - a.x, b - a.y, b - a.z);
}
inline _CPU_AND_GPU_CODE_ void operator-=(float3 &a, float b)
{
a.x -= b; a.y -= b; a.z -= b;
}
inline _CPU_AND_GPU_CODE_ int3 operator-(int3 a, int3 b)
{
return make_int3(a.x - b.x, a.y - b.y, a.z - b.z);
}
inline _CPU_AND_GPU_CODE_ void operator-=(int3 &a, int3 b)
{
a.x -= b.x; a.y -= b.y; a.z -= b.z;
}
inline _CPU_AND_GPU_CODE_ int3 operator-(int3 a, int b)
{
return make_int3(a.x - b, a.y - b, a.z - b);
}
inline _CPU_AND_GPU_CODE_ int3 operator-(int b, int3 a)
{
return make_int3(b - a.x, b - a.y, b - a.z);
}
inline _CPU_AND_GPU_CODE_ void operator-=(int3 &a, int b)
{
a.x -= b; a.y -= b; a.z -= b;
}
inline _CPU_AND_GPU_CODE_ uint3 operator-(uint3 a, uint3 b)
{
return make_uint3(a.x - b.x, a.y - b.y, a.z - b.z);
}
inline _CPU_AND_GPU_CODE_ void operator-=(uint3 &a, uint3 b)
{
a.x -= b.x; a.y -= b.y; a.z -= b.z;
}
inline _CPU_AND_GPU_CODE_ uint3 operator-(uint3 a, uint b)
{
return make_uint3(a.x - b, a.y - b, a.z - b);
}
inline _CPU_AND_GPU_CODE_ uint3 operator-(uint b, uint3 a)
{
return make_uint3(b - a.x, b - a.y, b - a.z);
}
inline _CPU_AND_GPU_CODE_ void operator-=(uint3 &a, uint b)
{
a.x -= b; a.y -= b; a.z -= b;
}
inline _CPU_AND_GPU_CODE_ float4 operator-(float4 a, float4 b)
{
return make_float4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
}
inline _CPU_AND_GPU_CODE_ void operator-=(float4 &a, float4 b)
{
a.x -= b.x; a.y -= b.y; a.z -= b.z; a.w -= b.w;
}
inline _CPU_AND_GPU_CODE_ float4 operator-(float4 a, float b)
{
return make_float4(a.x - b, a.y - b, a.z - b, a.w - b);
}
inline _CPU_AND_GPU_CODE_ void operator-=(float4 &a, float b)
{
a.x -= b; a.y -= b; a.z -= b; a.w -= b;
}
inline _CPU_AND_GPU_CODE_ int4 operator-(int4 a, int4 b)
{
return make_int4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
}
inline _CPU_AND_GPU_CODE_ void operator-=(int4 &a, int4 b)
{
a.x -= b.x; a.y -= b.y; a.z -= b.z; a.w -= b.w;
}
inline _CPU_AND_GPU_CODE_ int4 operator-(int4 a, int b)
{
return make_int4(a.x - b, a.y - b, a.z - b, a.w - b);
}
inline _CPU_AND_GPU_CODE_ int4 operator-(int b, int4 a)
{
return make_int4(b - a.x, b - a.y, b - a.z, b - a.w);
}
inline _CPU_AND_GPU_CODE_ void operator-=(int4 &a, int b)
{
a.x -= b; a.y -= b; a.z -= b; a.w -= b;
}
inline _CPU_AND_GPU_CODE_ uint4 operator-(uint4 a, uint4 b)
{
return make_uint4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
}
inline _CPU_AND_GPU_CODE_ void operator-=(uint4 &a, uint4 b)
{
a.x -= b.x; a.y -= b.y; a.z -= b.z; a.w -= b.w;
}
inline _CPU_AND_GPU_CODE_ uint4 operator-(uint4 a, uint b)
{
return make_uint4(a.x - b, a.y - b, a.z - b, a.w - b);
}
inline _CPU_AND_GPU_CODE_ uint4 operator-(uint b, uint4 a)
{
return make_uint4(b - a.x, b - a.y, b - a.z, b - a.w);
}
inline _CPU_AND_GPU_CODE_ void operator-=(uint4 &a, uint b)
{
a.x -= b; a.y -= b; a.z -= b; a.w -= b;
}
////////////////////////////////////////////////////////////////////////////////
// multiply
////////////////////////////////////////////////////////////////////////////////
inline _CPU_AND_GPU_CODE_ float2 operator*(float2 a, float2 b)
{
return make_float2(a.x * b.x, a.y * b.y);
}
inline _CPU_AND_GPU_CODE_ void operator*=(float2 &a, float2 b)
{
a.x *= b.x; a.y *= b.y;
}
inline _CPU_AND_GPU_CODE_ float2 operator*(float2 a, float b)
{
return make_float2(a.x * b, a.y * b);
}
inline _CPU_AND_GPU_CODE_ float2 operator*(float b, float2 a)
{
return make_float2(b * a.x, b * a.y);
}
inline _CPU_AND_GPU_CODE_ void operator*=(float2 &a, float b)
{
a.x *= b; a.y *= b;
}
inline _CPU_AND_GPU_CODE_ int2 operator*(int2 a, int2 b)
{
return make_int2(a.x * b.x, a.y * b.y);
}
inline _CPU_AND_GPU_CODE_ void operator*=(int2 &a, int2 b)
{
a.x *= b.x; a.y *= b.y;
}
inline _CPU_AND_GPU_CODE_ int2 operator*(int2 a, int b)
{
return make_int2(a.x * b, a.y * b);
}
inline _CPU_AND_GPU_CODE_ int2 operator*(int b, int2 a)
{
return make_int2(b * a.x, b * a.y);
}
inline _CPU_AND_GPU_CODE_ void operator*=(int2 &a, int b)
{
a.x *= b; a.y *= b;
}
inline _CPU_AND_GPU_CODE_ uint2 operator*(uint2 a, uint2 b)
{
return make_uint2(a.x * b.x, a.y * b.y);
}
inline _CPU_AND_GPU_CODE_ void operator*=(uint2 &a, uint2 b)
{
a.x *= b.x; a.y *= b.y;
}
inline _CPU_AND_GPU_CODE_ uint2 operator*(uint2 a, uint b)
{
return make_uint2(a.x * b, a.y * b);
}
inline _CPU_AND_GPU_CODE_ uint2 operator*(uint b, uint2 a)
{
return make_uint2(b * a.x, b * a.y);
}
inline _CPU_AND_GPU_CODE_ void operator*=(uint2 &a, uint b)
{
a.x *= b; a.y *= b;
}
inline _CPU_AND_GPU_CODE_ float3 operator*(float3 a, float3 b)
{
return make_float3(a.x * b.x, a.y * b.y, a.z * b.z);
}
inline _CPU_AND_GPU_CODE_ void operator*=(float3 &a, float3 b)
{
a.x *= b.x; a.y *= b.y; a.z *= b.z;
}
inline _CPU_AND_GPU_CODE_ float3 operator*(float3 a, float b)
{
return make_float3(a.x * b, a.y * b, a.z * b);
}
inline _CPU_AND_GPU_CODE_ float3 operator*(float b, float3 a)
{
return make_float3(b * a.x, b * a.y, b * a.z);
}
inline _CPU_AND_GPU_CODE_ void operator*=(float3 &a, float b)
{
a.x *= b; a.y *= b; a.z *= b;
}
inline _CPU_AND_GPU_CODE_ int3 operator*(int3 a, int3 b)
{
return make_int3(a.x * b.x, a.y * b.y, a.z * b.z);
}
inline _CPU_AND_GPU_CODE_ void operator*=(int3 &a, int3 b)
{
a.x *= b.x; a.y *= b.y; a.z *= b.z;
}
inline _CPU_AND_GPU_CODE_ int3 operator*(int3 a, int b)
{
return make_int3(a.x * b, a.y * b, a.z * b);
}
inline _CPU_AND_GPU_CODE_ int3 operator*(int b, int3 a)
{
return make_int3(b * a.x, b * a.y, b * a.z);
}
inline _CPU_AND_GPU_CODE_ void operator*=(int3 &a, int b)
{
a.x *= b; a.y *= b; a.z *= b;
}
inline _CPU_AND_GPU_CODE_ uint3 operator*(uint3 a, uint3 b)
{
return make_uint3(a.x * b.x, a.y * b.y, a.z * b.z);
}
inline _CPU_AND_GPU_CODE_ void operator*=(uint3 &a, uint3 b)
{
a.x *= b.x; a.y *= b.y; a.z *= b.z;
}
inline _CPU_AND_GPU_CODE_ uint3 operator*(uint3 a, uint b)
{
return make_uint3(a.x * b, a.y * b, a.z * b);
}
inline _CPU_AND_GPU_CODE_ uint3 operator*(uint b, uint3 a)
{
return make_uint3(b * a.x, b * a.y, b * a.z);
}
inline _CPU_AND_GPU_CODE_ void operator*=(uint3 &a, uint b)
{
a.x *= b; a.y *= b; a.z *= b;
}
inline _CPU_AND_GPU_CODE_ float4 operator*(float4 a, float4 b)
{
return make_float4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w);
}
inline _CPU_AND_GPU_CODE_ void operator*=(float4 &a, float4 b)
{
a.x *= b.x; a.y *= b.y; a.z *= b.z; a.w *= b.w;
}
inline _CPU_AND_GPU_CODE_ float4 operator*(float4 a, float b)
{
return make_float4(a.x * b, a.y * b, a.z * b, a.w * b);
}
inline _CPU_AND_GPU_CODE_ float4 operator*(float b, float4 a)
{
return make_float4(b * a.x, b * a.y, b * a.z, b * a.w);
}
inline _CPU_AND_GPU_CODE_ void operator*=(float4 &a, float b)
{
a.x *= b; a.y *= b; a.z *= b; a.w *= b;
}
inline _CPU_AND_GPU_CODE_ int4 operator*(int4 a, int4 b)
{
return make_int4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w);
}
inline _CPU_AND_GPU_CODE_ void operator*=(int4 &a, int4 b)
{
a.x *= b.x; a.y *= b.y; a.z *= b.z; a.w *= b.w;
}
inline _CPU_AND_GPU_CODE_ int4 operator*(int4 a, int b)
{
return make_int4(a.x * b, a.y * b, a.z * b, a.w * b);
}
inline _CPU_AND_GPU_CODE_ int4 operator*(int b, int4 a)
{
return make_int4(b * a.x, b * a.y, b * a.z, b * a.w);
}
inline _CPU_AND_GPU_CODE_ void operator*=(int4 &a, int b)
{
a.x *= b; a.y *= b; a.z *= b; a.w *= b;
}
inline _CPU_AND_GPU_CODE_ uint4 operator*(uint4 a, uint4 b)
{
return make_uint4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w);
}
inline _CPU_AND_GPU_CODE_ void operator*=(uint4 &a, uint4 b)
{
a.x *= b.x; a.y *= b.y; a.z *= b.z; a.w *= b.w;
}
inline _CPU_AND_GPU_CODE_ uint4 operator*(uint4 a, uint b)
{
return make_uint4(a.x * b, a.y * b, a.z * b, a.w * b);
}
inline _CPU_AND_GPU_CODE_ uint4 operator*(uint b, uint4 a)
{
return make_uint4(b * a.x, b * a.y, b * a.z, b * a.w);
}
inline _CPU_AND_GPU_CODE_ void operator*=(uint4 &a, uint b)
{
a.x *= b; a.y *= b; a.z *= b; a.w *= b;
}
////////////////////////////////////////////////////////////////////////////////
// divide
////////////////////////////////////////////////////////////////////////////////
inline _CPU_AND_GPU_CODE_ float2 operator/(float2 a, float2 b)
{
return make_float2(a.x / b.x, a.y / b.y);
}
inline _CPU_AND_GPU_CODE_ void operator/=(float2 &a, float2 b)
{
a.x /= b.x; a.y /= b.y;
}
inline _CPU_AND_GPU_CODE_ float2 operator/(float2 a, float b)
{
return make_float2(a.x / b, a.y / b);
}
inline _CPU_AND_GPU_CODE_ void operator/=(float2 &a, float b)
{
a.x /= b; a.y /= b;
}
inline _CPU_AND_GPU_CODE_ float2 operator/(float b, float2 a)
{
return make_float2(b / a.x, b / a.y);
}
inline _CPU_AND_GPU_CODE_ float3 operator/(float3 a, float3 b)
{
return make_float3(a.x / b.x, a.y / b.y, a.z / b.z);
}
inline _CPU_AND_GPU_CODE_ void operator/=(float3 &a, float3 b)
{
a.x /= b.x; a.y /= b.y; a.z /= b.z;
}
inline _CPU_AND_GPU_CODE_ float3 operator/(float3 a, float b)
{
return make_float3(a.x / b, a.y / b, a.z / b);
}
inline _CPU_AND_GPU_CODE_ void operator/=(float3 &a, float b)
{
a.x /= b; a.y /= b; a.z /= b;
}
inline _CPU_AND_GPU_CODE_ float3 operator/(float b, float3 a)
{
return make_float3(b / a.x, b / a.y, b / a.z);
}
inline _CPU_AND_GPU_CODE_ float4 operator/(float4 a, float4 b)
{
return make_float4(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w);
}
inline _CPU_AND_GPU_CODE_ void operator/=(float4 &a, float4 b)
{
a.x /= b.x; a.y /= b.y; a.z /= b.z; a.w /= b.w;
}
inline _CPU_AND_GPU_CODE_ float4 operator/(float4 a, float b)
{
return make_float4(a.x / b, a.y / b, a.z / b, a.w / b);
}
inline _CPU_AND_GPU_CODE_ void operator/=(float4 &a, float b)
{
a.x /= b; a.y /= b; a.z /= b; a.w /= b;
}
inline _CPU_AND_GPU_CODE_ float4 operator/(float b, float4 a){
return make_float4(b / a.x, b / a.y, b / a.z, b / a.w);
}
////////////////////////////////////////////////////////////////////////////////
// min
////////////////////////////////////////////////////////////////////////////////
inline _CPU_AND_GPU_CODE_ float2 fminf(float2 a, float2 b)
{
return make_float2(fminf(a.x,b.x), fminf(a.y,b.y));
}
inline _CPU_AND_GPU_CODE_ float3 fminf(float3 a, float3 b)
{
return make_float3(fminf(a.x,b.x), fminf(a.y,b.y), fminf(a.z,b.z));
}
inline _CPU_AND_GPU_CODE_ float4 fminf(float4 a, float4 b)
{
return make_float4(fminf(a.x,b.x), fminf(a.y,b.y), fminf(a.z,b.z), fminf(a.w,b.w));
}
inline _CPU_AND_GPU_CODE_ int2 min(int2 a, int2 b)
{
return make_int2(min(a.x,b.x), min(a.y,b.y));
}
inline _CPU_AND_GPU_CODE_ int3 min(int3 a, int3 b)
{
return make_int3(min(a.x,b.x), min(a.y,b.y), min(a.z,b.z));
}
inline _CPU_AND_GPU_CODE_ int4 min(int4 a, int4 b)
{
return make_int4(min(a.x,b.x), min(a.y,b.y), min(a.z,b.z), min(a.w,b.w));
}
inline _CPU_AND_GPU_CODE_ uint2 min(uint2 a, uint2 b)
{
return make_uint2(min(a.x,b.x), min(a.y,b.y));
}
inline _CPU_AND_GPU_CODE_ uint3 min(uint3 a, uint3 b)
{
return make_uint3(min(a.x,b.x), min(a.y,b.y), min(a.z,b.z));
}
inline _CPU_AND_GPU_CODE_ uint4 min(uint4 a, uint4 b)
{
return make_uint4(min(a.x,b.x), min(a.y,b.y), min(a.z,b.z), min(a.w,b.w));
}
////////////////////////////////////////////////////////////////////////////////
// max
////////////////////////////////////////////////////////////////////////////////
inline _CPU_AND_GPU_CODE_ float2 fmaxf(float2 a, float2 b)
{
return make_float2(fmaxf(a.x,b.x), fmaxf(a.y,b.y));
}
inline _CPU_AND_GPU_CODE_ float3 fmaxf(float3 a, float3 b)
{
return make_float3(fmaxf(a.x,b.x), fmaxf(a.y,b.y), fmaxf(a.z,b.z));
}
inline _CPU_AND_GPU_CODE_ float4 fmaxf(float4 a, float4 b)
{
return make_float4(fmaxf(a.x,b.x), fmaxf(a.y,b.y), fmaxf(a.z,b.z), fmaxf(a.w,b.w));
}
inline _CPU_AND_GPU_CODE_ int2 max(int2 a, int2 b)
{
return make_int2(max(a.x,b.x), max(a.y,b.y));
}
inline _CPU_AND_GPU_CODE_ int3 max(int3 a, int3 b)
{
return make_int3(max(a.x,b.x), max(a.y,b.y), max(a.z,b.z));
}
inline _CPU_AND_GPU_CODE_ int4 max(int4 a, int4 b)
{
return make_int4(max(a.x,b.x), max(a.y,b.y), max(a.z,b.z), max(a.w,b.w));
}
inline _CPU_AND_GPU_CODE_ uint2 max(uint2 a, uint2 b)
{
return make_uint2(max(a.x,b.x), max(a.y,b.y));
}
inline _CPU_AND_GPU_CODE_ uint3 max(uint3 a, uint3 b)
{
return make_uint3(max(a.x,b.x), max(a.y,b.y), max(a.z,b.z));
}
inline _CPU_AND_GPU_CODE_ uint4 max(uint4 a, uint4 b)
{
return make_uint4(max(a.x,b.x), max(a.y,b.y), max(a.z,b.z), max(a.w,b.w));
}
////////////////////////////////////////////////////////////////////////////////
// lerp
// - linear interpolation between a and b, based on value t in [0, 1] range
////////////////////////////////////////////////////////////////////////////////
inline _CPU_AND_GPU_CODE_ float lerp(float a, float b, float t)
{
return a + t*(b-a);
}
inline _CPU_AND_GPU_CODE_ float2 lerp(float2 a, float2 b, float t)
{
return a + t*(b-a);
}
inline _CPU_AND_GPU_CODE_ float3 lerp(float3 a, float3 b, float t)
{
return a + t*(b-a);
}
inline _CPU_AND_GPU_CODE_ float4 lerp(float4 a, float4 b, float t)
{
return a + t*(b-a);
}
////////////////////////////////////////////////////////////////////////////////
// clamp
// - clamp the value v to be in the range [a, b]
////////////////////////////////////////////////////////////////////////////////
inline _CPU_AND_GPU_CODE_ float clamp(float f, float a, float b)
{
return fmaxf(a, fminf(f, b));
}
inline _CPU_AND_GPU_CODE_ int clamp(int f, int a, int b)
{
return max(a, min(f, b));
}
inline _CPU_AND_GPU_CODE_ uint clamp(uint f, uint a, uint b)
{
return max(a, min(f, b));
}
inline _CPU_AND_GPU_CODE_ float2 clamp(float2 v, float a, float b)
{
return make_float2(clamp(v.x, a, b), clamp(v.y, a, b));
}
inline _CPU_AND_GPU_CODE_ float2 clamp(float2 v, float2 a, float2 b)
{
return make_float2(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y));
}
inline _CPU_AND_GPU_CODE_ float3 clamp(float3 v, float a, float b)
{
return make_float3(clamp(v.x, a, b), clamp(v.y, a, b), clamp(v.z, a, b));
}
inline _CPU_AND_GPU_CODE_ float3 clamp(float3 v, float3 a, float3 b)
{
return make_float3(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y), clamp(v.z, a.z, b.z));
}
inline _CPU_AND_GPU_CODE_ float4 clamp(float4 v, float a, float b)
{
return make_float4(clamp(v.x, a, b), clamp(v.y, a, b), clamp(v.z, a, b), clamp(v.w, a, b));
}
inline _CPU_AND_GPU_CODE_ float4 clamp(float4 v, float4 a, float4 b)
{
return make_float4(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y), clamp(v.z, a.z, b.z), clamp(v.w, a.w, b.w));
}
inline _CPU_AND_GPU_CODE_ int2 clamp(int2 v, int a, int b)
{
return make_int2(clamp(v.x, a, b), clamp(v.y, a, b));
}
inline _CPU_AND_GPU_CODE_ int2 clamp(int2 v, int2 a, int2 b)
{
return make_int2(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y));
}
inline _CPU_AND_GPU_CODE_ int3 clamp(int3 v, int a, int b)
{
return make_int3(clamp(v.x, a, b), clamp(v.y, a, b), clamp(v.z, a, b));
}
inline _CPU_AND_GPU_CODE_ int3 clamp(int3 v, int3 a, int3 b)
{
return make_int3(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y), clamp(v.z, a.z, b.z));
}
inline _CPU_AND_GPU_CODE_ int4 clamp(int4 v, int a, int b)
{
return make_int4(clamp(v.x, a, b), clamp(v.y, a, b), clamp(v.z, a, b), clamp(v.w, a, b));
}
inline _CPU_AND_GPU_CODE_ int4 clamp(int4 v, int4 a, int4 b)
{
return make_int4(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y), clamp(v.z, a.z, b.z), clamp(v.w, a.w, b.w));
}
inline _CPU_AND_GPU_CODE_ uint2 clamp(uint2 v, uint a, uint b)
{
return make_uint2(clamp(v.x, a, b), clamp(v.y, a, b));
}
inline _CPU_AND_GPU_CODE_ uint2 clamp(uint2 v, uint2 a, uint2 b)
{
return make_uint2(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y));
}
inline _CPU_AND_GPU_CODE_ uint3 clamp(uint3 v, uint a, uint b)
{
return make_uint3(clamp(v.x, a, b), clamp(v.y, a, b), clamp(v.z, a, b));
}
inline _CPU_AND_GPU_CODE_ uint3 clamp(uint3 v, uint3 a, uint3 b)
{
return make_uint3(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y), clamp(v.z, a.z, b.z));
}
inline _CPU_AND_GPU_CODE_ uint4 clamp(uint4 v, uint a, uint b)
{
return make_uint4(clamp(v.x, a, b), clamp(v.y, a, b), clamp(v.z, a, b), clamp(v.w, a, b));
}
inline _CPU_AND_GPU_CODE_ uint4 clamp(uint4 v, uint4 a, uint4 b)
{
return make_uint4(clamp(v.x, a.x, b.x), clamp(v.y, a.y, b.y), clamp(v.z, a.z, b.z), clamp(v.w, a.w, b.w));
}
////////////////////////////////////////////////////////////////////////////////
// dot product
////////////////////////////////////////////////////////////////////////////////
inline _CPU_AND_GPU_CODE_ float dot(float2 a, float2 b)
{
return a.x * b.x + a.y * b.y;
}
inline _CPU_AND_GPU_CODE_ float dot(float3 a, float3 b)
{
return a.x * b.x + a.y * b.y + a.z * b.z;
}
inline _CPU_AND_GPU_CODE_ float dot(float4 a, float4 b)
{
return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
}
inline _CPU_AND_GPU_CODE_ int dot(int2 a, int2 b)
{
return a.x * b.x + a.y * b.y;
}
inline _CPU_AND_GPU_CODE_ int dot(int3 a, int3 b)
{
return a.x * b.x + a.y * b.y + a.z * b.z;
}
inline _CPU_AND_GPU_CODE_ int dot(int4 a, int4 b)
{
return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
}
inline _CPU_AND_GPU_CODE_ uint dot(uint2 a, uint2 b)
{
return a.x * b.x + a.y * b.y;
}
inline _CPU_AND_GPU_CODE_ uint dot(uint3 a, uint3 b)
{
return a.x * b.x + a.y * b.y + a.z * b.z;
}
inline _CPU_AND_GPU_CODE_ uint dot(uint4 a, uint4 b)
{
return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
}
////////////////////////////////////////////////////////////////////////////////
// length
////////////////////////////////////////////////////////////////////////////////
inline _CPU_AND_GPU_CODE_ float length(float2 v)
{
return sqrtf(dot(v, v));
}
inline _CPU_AND_GPU_CODE_ float length(float3 v)
{
return sqrtf(dot(v, v));
}
inline _CPU_AND_GPU_CODE_ float length(float4 v)
{
return sqrtf(dot(v, v));
}
////////////////////////////////////////////////////////////////////////////////
// normalize
////////////////////////////////////////////////////////////////////////////////
inline _CPU_AND_GPU_CODE_ float2 normalize(float2 v)
{
float invLen = rsqrtf(dot(v, v));
return v * invLen;
}
inline _CPU_AND_GPU_CODE_ float3 normalize(float3 v)
{
float invLen = rsqrtf(dot(v, v));
return v * invLen;
}
inline _CPU_AND_GPU_CODE_ float4 normalize(float4 v)
{
float invLen = rsqrtf(dot(v, v));
return v * invLen;
}
////////////////////////////////////////////////////////////////////////////////
// floor
////////////////////////////////////////////////////////////////////////////////
inline _CPU_AND_GPU_CODE_ float2 floorf(float2 v)
{
return make_float2(floorf(v.x), floorf(v.y));
}
inline _CPU_AND_GPU_CODE_ float3 floorf(float3 v)
{
return make_float3(floorf(v.x), floorf(v.y), floorf(v.z));
}
inline _CPU_AND_GPU_CODE_ float4 floorf(float4 v)
{
return make_float4(floorf(v.x), floorf(v.y), floorf(v.z), floorf(v.w));
}
////////////////////////////////////////////////////////////////////////////////
// frac - returns the fractional portion of a scalar or each vector component
////////////////////////////////////////////////////////////////////////////////
inline _CPU_AND_GPU_CODE_ float fracf(float v)
{
return v - floorf(v);
}
inline _CPU_AND_GPU_CODE_ float2 fracf(float2 v)
{
return make_float2(fracf(v.x), fracf(v.y));
}
inline _CPU_AND_GPU_CODE_ float3 fracf(float3 v)
{
return make_float3(fracf(v.x), fracf(v.y), fracf(v.z));
}
inline _CPU_AND_GPU_CODE_ float4 fracf(float4 v)
{
return make_float4(fracf(v.x), fracf(v.y), fracf(v.z), fracf(v.w));
}
////////////////////////////////////////////////////////////////////////////////
// fmod
////////////////////////////////////////////////////////////////////////////////
inline _CPU_AND_GPU_CODE_ float2 fmodf(float2 a, float2 b)
{
return make_float2(fmodf(a.x, b.x), fmodf(a.y, b.y));
}
inline _CPU_AND_GPU_CODE_ float3 fmodf(float3 a, float3 b)
{
return make_float3(fmodf(a.x, b.x), fmodf(a.y, b.y), fmodf(a.z, b.z));
}
inline _CPU_AND_GPU_CODE_ float4 fmodf(float4 a, float4 b)
{
return make_float4(fmodf(a.x, b.x), fmodf(a.y, b.y), fmodf(a.z, b.z), fmodf(a.w, b.w));
}
////////////////////////////////////////////////////////////////////////////////
// sign
////////////////////////////////////////////////////////////////////////////////
inline _CPU_AND_GPU_CODE_ float3 sign(float3 v) {
return make_float3(
v.x > 0 ? 1.0 : -1.0,
v.y > 0 ? 1.0 : -1.0,
v.z > 0 ? 1.0 : -1.0
);
}
////////////////////////////////////////////////////////////////////////////////
// absolute value
////////////////////////////////////////////////////////////////////////////////
inline _CPU_AND_GPU_CODE_ float2 fabs(float2 v)
{
return make_float2(fabs(v.x), fabs(v.y));
}
inline _CPU_AND_GPU_CODE_ float3 fabs(float3 v)
{
return make_float3(fabs(v.x), fabs(v.y), fabs(v.z));
}
inline _CPU_AND_GPU_CODE_ float4 fabs(float4 v)
{
return make_float4(fabs(v.x), fabs(v.y), fabs(v.z), fabs(v.w));
}
inline _CPU_AND_GPU_CODE_ int2 abs(int2 v)
{
return make_int2(abs(v.x), abs(v.y));
}
inline _CPU_AND_GPU_CODE_ int3 abs(int3 v)
{
return make_int3(abs(v.x), abs(v.y), abs(v.z));
}
inline _CPU_AND_GPU_CODE_ int4 abs(int4 v)
{
return make_int4(abs(v.x), abs(v.y), abs(v.z), abs(v.w));
}
////////////////////////////////////////////////////////////////////////////////
// reflect
// - returns reflection of incident ray I around surface normal N
// - N should be normalized, reflected vector's length is equal to length of I
////////////////////////////////////////////////////////////////////////////////
inline _CPU_AND_GPU_CODE_ float3 reflect(float3 i, float3 n)
{
return i - 2.0f * n * dot(n,i);
}
////////////////////////////////////////////////////////////////////////////////
// cross product
////////////////////////////////////////////////////////////////////////////////
inline _CPU_AND_GPU_CODE_ float3 cross(float3 a, float3 b)
{
return make_float3(a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x);
}
////////////////////////////////////////////////////////////////////////////////
// smoothstep
// - returns 0 if x < a
// - returns 1 if x > b
// - otherwise returns smooth interpolation between 0 and 1 based on x
////////////////////////////////////////////////////////////////////////////////
inline _CPU_AND_GPU_CODE_ float smoothstep(float a, float b, float x)
{
float y = clamp((x - a) / (b - a), 0.0f, 1.0f);
return (y*y*(3.0f - (2.0f*y)));
}
inline _CPU_AND_GPU_CODE_ float2 smoothstep(float2 a, float2 b, float2 x)
{
float2 y = clamp((x - a) / (b - a), 0.0f, 1.0f);
return (y*y*(make_float2(3.0f) - (make_float2(2.0f)*y)));
}
inline _CPU_AND_GPU_CODE_ float3 smoothstep(float3 a, float3 b, float3 x)
{
float3 y = clamp((x - a) / (b - a), 0.0f, 1.0f);
return (y*y*(make_float3(3.0f) - (make_float3(2.0f)*y)));
}
inline _CPU_AND_GPU_CODE_ float4 smoothstep(float4 a, float4 b, float4 x)
{
float4 y = clamp((x - a) / (b - a), 0.0f, 1.0f);
return (y*y*(make_float4(3.0f) - (make_float4(2.0f)*y)));
}