mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-12 08:11:10 +02:00
312 lines
8.6 KiB
C++
312 lines
8.6 KiB
C++
/*
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===========================================================================
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IceTech GPL Source Code
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Copyright (C) 2026 Justin Marshall
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This file is part of the IceTech GPL Source Code (?IceTech Source Code?).
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IceTech Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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IceTech Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with IceTech Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the IceTech Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the IceTech Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing Justin Marshall, justinmarshall20@gmail.com
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===========================================================================
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*/
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#include "precompiled.h"
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#pragma hdrstop
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const float idMath::PI = 3.14159265358979323846f;
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const float idMath::TWO_PI = 2.0f * PI;
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const float idMath::HALF_PI = 0.5f * PI;
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const float idMath::ONEFOURTH_PI = 0.25f * PI;
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const float idMath::E = 2.71828182845904523536f;
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const float idMath::SQRT_TWO = 1.41421356237309504880f;
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const float idMath::SQRT_THREE = 1.73205080756887729352f;
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#ifdef QUAKE4
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// RAVEN BEGIN
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const float idMath::THREEFOURTHS_PI = 0.75f * PI;
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// RAVEN END
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#endif
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const float idMath::SQRT_1OVER2 = 0.70710678118654752440f;
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const float idMath::SQRT_1OVER3 = 0.57735026918962576450f;
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const float idMath::M_DEG2RAD = PI / 180.0f;
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const float idMath::M_RAD2DEG = 180.0f / PI;
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const float idMath::M_SEC2MS = 1000.0f;
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const float idMath::M_MS2SEC = 0.001f;
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const float idMath::INFINITY = 1e30f;
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const float idMath::FLT_EPSILON = 1.192092896e-07f;
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#ifdef QUAKE4
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// RAVEN BEGIN
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// jscott: renamed to prevent name clash
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const float idMath::FLOAT_EPSILON = 1.192092896e-07f;
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// RAVEN END
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#endif
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const int idMath::INT_MIN = (-2147483647 - 1);
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const int idMath::INT_MAX = 2147483647;
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bool idMath::initialized = false;
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dword idMath::iSqrt[SQRT_TABLE_SIZE]; // inverse square root lookup table
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#ifdef QUAKE4
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#ifdef ID_WIN_X86_SSE
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const float idMath::SSE_FLOAT_ZERO = 0.0f;
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const float idMath::SSE_FLOAT_255 = 255.0f;
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#endif
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#endif
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/*
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===============
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idMath::Init
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===============
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*/
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void idMath::Init(void) {
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union _flint fi, fo;
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for (int i = 0; i < SQRT_TABLE_SIZE; i++) {
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fi.i = ((EXP_BIAS - 1) << EXP_POS) | (i << LOOKUP_POS);
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fo.f = (float)(1.0 / sqrt(fi.f));
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iSqrt[i] = ((dword)(((fo.i + (1 << (SEED_POS - 2))) >> SEED_POS) & 0xFF)) << SEED_POS;
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}
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iSqrt[SQRT_TABLE_SIZE / 2] = ((dword)(0xFF)) << (SEED_POS);
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initialized = true;
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}
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/*
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================
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idMath::FloatToBits
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================
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*/
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int idMath::FloatToBits(float f, int exponentBits, int mantissaBits) {
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int i, sign, exponent, mantissa, value;
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assert(exponentBits >= 2 && exponentBits <= 8);
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assert(mantissaBits >= 2 && mantissaBits <= 23);
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int maxBits = (((1 << (exponentBits - 1)) - 1) << mantissaBits) | ((1 << mantissaBits) - 1);
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int minBits = (((1 << exponentBits) - 2) << mantissaBits) | 1;
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float max = BitsToFloat(maxBits, exponentBits, mantissaBits);
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float min = BitsToFloat(minBits, exponentBits, mantissaBits);
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if (f >= 0.0f) {
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if (f >= max) {
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return maxBits;
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}
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else if (f <= min) {
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return minBits;
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}
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}
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else {
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if (f <= -max) {
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return (maxBits | (1 << (exponentBits + mantissaBits)));
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}
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else if (f >= -min) {
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return (minBits | (1 << (exponentBits + mantissaBits)));
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}
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}
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exponentBits--;
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i = *reinterpret_cast<int*>(&f);
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sign = (i >> IEEE_FLT_SIGN_BIT) & 1;
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exponent = ((i >> IEEE_FLT_MANTISSA_BITS) & ((1 << IEEE_FLT_EXPONENT_BITS) - 1)) - IEEE_FLT_EXPONENT_BIAS;
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mantissa = i & ((1 << IEEE_FLT_MANTISSA_BITS) - 1);
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value = sign << (1 + exponentBits + mantissaBits);
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value |= ((INTSIGNBITSET(exponent) << exponentBits) | (abs(exponent) & ((1 << exponentBits) - 1))) << mantissaBits;
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value |= mantissa >> (IEEE_FLT_MANTISSA_BITS - mantissaBits);
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return value;
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}
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/*
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================
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idMath::BitsToFloat
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================
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*/
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float idMath::BitsToFloat(int i, int exponentBits, int mantissaBits) {
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static int exponentSign[2] = { 1, -1 };
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int sign, exponent, mantissa, value;
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assert(exponentBits >= 2 && exponentBits <= 8);
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assert(mantissaBits >= 2 && mantissaBits <= 23);
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exponentBits--;
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sign = i >> (1 + exponentBits + mantissaBits);
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exponent = ((i >> mantissaBits) & ((1 << exponentBits) - 1)) * exponentSign[(i >> (exponentBits + mantissaBits)) & 1];
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mantissa = (i & ((1 << mantissaBits) - 1)) << (IEEE_FLT_MANTISSA_BITS - mantissaBits);
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value = sign << IEEE_FLT_SIGN_BIT | (exponent + IEEE_FLT_EXPONENT_BIAS) << IEEE_FLT_MANTISSA_BITS | mantissa;
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return *reinterpret_cast<float*>(&value);
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}
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#ifdef QUAKE4
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// RAVEN BEGIN
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// bdube: added block
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void idMath::ArtesianFromPolar(idVec3& result, idVec3 view)
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{
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float s1, c1, s2, c2;
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idMath::SinCos(view[1], s1, c1);
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idMath::SinCos(view[2], s2, c2);
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result[0] = c1 * s2 * view[0];
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result[1] = s1 * s2 * view[0];
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result[2] = c2 * view[0];
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}
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void idMath::PolarFromArtesian(idVec3& view, idVec3 artesian)
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{
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float length;
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view[0] = artesian.Length();
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view[1] = idMath::ATan(artesian[1], artesian[0]);
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length = sqrtf((artesian[0] * artesian[0]) + (artesian[1] * artesian[1]));
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view[2] = idMath::ATan(length, artesian[2]);
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}
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// ================================================================================================
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// jscott: fast and reliable random routines
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// ================================================================================================
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unsigned long rvRandom::mSeed;
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float rvRandom::flrand(float min, float max)
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{
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float result;
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mSeed = (mSeed * 214013L) + 2531011;
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// Note: the shift and divide cannot be combined as this breaks the routine
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result = (float)(mSeed >> 17); // 0 - 32767 range
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result = ((result * (max - min)) * (1.0f / 32768.0f)) + min;
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return(result);
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}
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float rvRandom::flrand() {
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return flrand(0.0f, 1.0f);
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}
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float rvRandom::flrand(const idVec2& v) {
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return flrand(v[0], v[1]);
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}
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int rvRandom::irand(int min, int max)
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{
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int result;
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max++;
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mSeed = (mSeed * 214013L) + 2531011;
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result = mSeed >> 17;
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result = ((result * (max - min)) >> 15) + min;
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return(result);
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}
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// Try to get a seed independent of the random number system
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int rvRandom::Init(void)
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{
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mSeed *= (unsigned long)sys->Milliseconds();
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return(mSeed);
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}
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// ================================================================================================
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// Barycentric texture coordinate functions
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// Get the *SIGNED* area of a triangle required for barycentric
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// ================================================================================================
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float idMath::BarycentricTriangleArea(const idVec3& normal, const idVec3& a, const idVec3& b, const idVec3& c)
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{
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idVec3 v1, v2;
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idVec3 cross;
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float area;
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v1 = b - a;
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v2 = c - a;
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cross = v1.Cross(v2);
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area = 0.5f * DotProduct(cross, normal);
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return(area);
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}
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void idMath::BarycentricEvaluate(idVec2& result, const idVec3& point, const idVec3& normal, const float area, const idVec3 t[3], const idVec2 tc[3])
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{
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float b1, b2, b3;
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b1 = idMath::BarycentricTriangleArea(normal, point, t[1], t[2]) / area;
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b2 = idMath::BarycentricTriangleArea(normal, t[0], point, t[2]) / area;
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b3 = idMath::BarycentricTriangleArea(normal, t[0], t[1], point) / area;
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result[0] = (b1 * tc[0][0]) + (b2 * tc[1][0]) + (b3 * tc[2][0]);
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result[1] = (b1 * tc[0][1]) + (b2 * tc[1][1]) + (b3 * tc[2][1]);
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}
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// abahr:
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float idMath::Lerp(const idVec2& range, float frac) {
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return Lerp(range[0], range[1], frac);
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}
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// abahr:
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float idMath::Lerp(float start, float end, float frac) {
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if (frac >= 1.0f) {
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return end;
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}
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if (frac <= 0.0f) {
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return start;
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}
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return start + (end - start) * frac;
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}
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// abahr:
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float idMath::MidPointLerp(float start, float mid, float end, float frac) {
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if (frac < 0.5f) {
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return Lerp(start, mid, 2.0f * frac);
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}
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return Lerp(mid, end, 2.0f * (frac - 0.5f));
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}
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float idMath::dBToScale(float db) {
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if (db < -60.0f) {
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return(0.0f);
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}
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else {
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return(powf(2.0f, db * (1.0f / 6.0f)));
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}
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}
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float idMath::ScaleToDb(float scale) {
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if (scale <= 0.0f) {
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return(-60.0f);
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}
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else {
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return(6.0f * idMath::Log(scale) / idMath::Log(2));
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}
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}
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// RAVEN END
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#endif
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