Promote shader math primitives

This commit is contained in:
Meta Vens 2026-06-10 21:22:43 +01:00
commit f535801cd0
7 changed files with 604 additions and 3 deletions

View file

@ -17,7 +17,13 @@ shader semantics.
- conversions to and from `System.Numerics`
- `math` intrinsics: `radians`, `degrees`, `abs`, `floor`, `ceil`, `frac`,
`min`, `max`, `clamp`, `saturate`, `lerp`, `step`, `smoothstep`, `dot`,
`cross`, `length`, `distance`, `normalize`, and `reflect`
`cross`, `length`, `distance`, `normalize`, `reflect`, `csum`, exponential
`decay`/`damp`, intercept/segment helpers, Catmull-Rom, Bezier curves, and
deterministic value-noise primitives
- `shaders/CultMath.hlsl`, a canonical HLSL mirror include for shader-side
parity. HLSL already owns `float2`, `float3`, and `float4`; the include
exposes `cultmath_*` functions for shared semantics, including CultMath's
safe `normalize` contract.
- `Voronoi.SampleTones`, a C# batch surface that calls the Rust
`cultmath-core` native kernel when `cultmath_core` is available and falls back
to the managed parity path otherwise.
@ -38,8 +44,25 @@ using CultMath;
float3 normal = math.normalize(new float3(0.25f, 1.0f, -0.1f));
float rim = math.saturate(1.0f - math.dot(normal, new float3(0.0f, 0.0f, -1.0f)));
float glow = math.smoothstep(0.2f, 1.0f, rim);
float grain = math.value_noise_bicubic(math.float2(12.0f, 3.5f));
```
```hlsl
#include "CultMath.hlsl"
float3 normal = cultmath_normalize(float3(0.25, 1.0, -0.1));
float rim = cultmath_saturate(1.0 - dot(normal, float3(0.0, 0.0, -1.0)));
float glow = cultmath_smoothstep(0.2, 1.0, rim);
float grain = cultmath_value_noise_bicubic(float2(12.0, 3.5));
```
## Provenance
The small spline, damping, and pursuit helpers were promoted from Aetheria's
local `AetheriaMath` surface. The value-noise family follows public shader
literature from Inigo Quilez's noise and mini-spline articles, expressed in
CultMath names with tests instead of copied project-local helper drift.
## Build
```powershell
@ -55,3 +78,8 @@ The goal is mechanical sympathy between CPU-side authoring, native kernels, and
GPU-side shader math. If an intrinsic exists here, it should behave like the
shader concept unless a runtime's numeric rules make that impossible. Weird
deviations get tests and documentation, not folklore.
CultMath is still not a shader generator. Projects should include
`shaders/CultMath.hlsl` directly or add that directory to their shader include
path. If a shared operation needs CPU/GPU parity, put the primitive here and
test it here before copying local math helpers into a renderer or daemon.

View file

@ -9,16 +9,21 @@ Rust hot kernels, C# host code, and HLSL shader code.
- Keep Rust as the owner of native hot-path kernels and parity fixtures.
- Keep C#, shader, and scripting surfaces as runtime wrappers, not competing
math authorities.
- Keep `shaders/CultMath.hlsl` as the canonical shader mirror for shared
intrinsics. Project-local shader helpers should move here once more than one
organ needs them or once CPU/GPU parity matters.
- Implement public shader semantics directly; do not copy Unity.Mathematics.
- Prefer small immutable value types.
- Prefer component-wise overloads over clever generic machinery until the API
earns that complexity.
- Keep the first surface boring and exact. Noise, matrices, quaternions, and
packing helpers come later.
- Keep the surface boring and exact. Noise primitives are allowed when they are
source-grounded, shader-shaped, and shared by more than one project. Matrices,
quaternions, and packing helpers still need an owner before they enter.
## Non-Goals
- Compiling C# to shaders.
- Generating HLSL from Rust or Rust from HLSL.
- Replacing `System.Numerics` for general .NET work.
- Recreating every Unity.Mathematics type because a spreadsheet somewhere says
“coverage.” That way lies decorative obesity.

254
shaders/CultMath.hlsl Normal file
View file

@ -0,0 +1,254 @@
#ifndef CULTMATH_HLSL
#define CULTMATH_HLSL
// CultMath HLSL mirror.
//
// HLSL already owns the float2/float3/float4 type names and most primitive
// intrinsics. This include names the CultMath semantic surface explicitly so
// shader code, C# wrappers, and Rust/native parity fixtures can share the same
// small vocabulary without local helper drift.
static const float CULTMATH_PI = 3.14159265358979323846;
static const float CULTMATH_TAU = 6.28318530717958647692;
static const float CULTMATH_HALF_PI = 1.57079632679489661923;
static const float CULTMATH_NORMALIZE_EPSILON = 1.0e-20;
float cultmath_radians(float degrees_value) { return degrees_value * (CULTMATH_PI / 180.0); }
float cultmath_degrees(float radians_value) { return radians_value * (180.0 / CULTMATH_PI); }
float cultmath_frac(float value) { return value - floor(value); }
float2 cultmath_frac(float2 value) { return value - floor(value); }
float3 cultmath_frac(float3 value) { return value - floor(value); }
float4 cultmath_frac(float4 value) { return value - floor(value); }
float cultmath_clamp(float value, float minimum, float maximum) { return min(max(value, minimum), maximum); }
float2 cultmath_clamp(float2 value, float2 minimum, float2 maximum) { return min(max(value, minimum), maximum); }
float3 cultmath_clamp(float3 value, float3 minimum, float3 maximum) { return min(max(value, minimum), maximum); }
float4 cultmath_clamp(float4 value, float4 minimum, float4 maximum) { return min(max(value, minimum), maximum); }
float cultmath_saturate(float value) { return cultmath_clamp(value, 0.0, 1.0); }
float2 cultmath_saturate(float2 value) { return cultmath_clamp(value, float2(0.0, 0.0), float2(1.0, 1.0)); }
float3 cultmath_saturate(float3 value) { return cultmath_clamp(value, float3(0.0, 0.0, 0.0), float3(1.0, 1.0, 1.0)); }
float4 cultmath_saturate(float4 value) { return cultmath_clamp(value, float4(0.0, 0.0, 0.0, 0.0), float4(1.0, 1.0, 1.0, 1.0)); }
float cultmath_lerp(float start, float end, float amount) { return start + (end - start) * amount; }
float2 cultmath_lerp(float2 start, float2 end, float2 amount) { return start + (end - start) * amount; }
float3 cultmath_lerp(float3 start, float3 end, float3 amount) { return start + (end - start) * amount; }
float4 cultmath_lerp(float4 start, float4 end, float4 amount) { return start + (end - start) * amount; }
float cultmath_step(float edge, float value) { return value < edge ? 0.0 : 1.0; }
float2 cultmath_step(float2 edge, float2 value) { return float2(cultmath_step(edge.x, value.x), cultmath_step(edge.y, value.y)); }
float3 cultmath_step(float3 edge, float3 value) { return float3(cultmath_step(edge.x, value.x), cultmath_step(edge.y, value.y), cultmath_step(edge.z, value.z)); }
float4 cultmath_step(float4 edge, float4 value) { return float4(cultmath_step(edge.x, value.x), cultmath_step(edge.y, value.y), cultmath_step(edge.z, value.z), cultmath_step(edge.w, value.w)); }
float cultmath_smoothstep(float minimum, float maximum, float value)
{
float t = cultmath_saturate((value - minimum) / (maximum - minimum));
return t * t * (3.0 - 2.0 * t);
}
float2 cultmath_smoothstep(float2 minimum, float2 maximum, float2 value)
{
float2 t = cultmath_saturate((value - minimum) / (maximum - minimum));
return t * t * (float2(3.0, 3.0) - float2(2.0, 2.0) * t);
}
float3 cultmath_smoothstep(float3 minimum, float3 maximum, float3 value)
{
float3 t = cultmath_saturate((value - minimum) / (maximum - minimum));
return t * t * (float3(3.0, 3.0, 3.0) - float3(2.0, 2.0, 2.0) * t);
}
float4 cultmath_smoothstep(float4 minimum, float4 maximum, float4 value)
{
float4 t = cultmath_saturate((value - minimum) / (maximum - minimum));
return t * t * (float4(3.0, 3.0, 3.0, 3.0) - float4(2.0, 2.0, 2.0, 2.0) * t);
}
float cultmath_smoothstep01(float value) { return cultmath_smoothstep(0.0, 1.0, value); }
float cultmath_smootherstep(float value)
{
value = cultmath_saturate(value);
return value * value * value * (value * (value * 6.0 - 15.0) + 10.0);
}
float cultmath_lengthsq(float2 value) { return dot(value, value); }
float cultmath_lengthsq(float3 value) { return dot(value, value); }
float cultmath_lengthsq(float4 value) { return dot(value, value); }
float cultmath_distance(float2 left, float2 right) { return length(left - right); }
float cultmath_distance(float3 left, float3 right) { return length(left - right); }
float cultmath_distance(float4 left, float4 right) { return length(left - right); }
float2 cultmath_normalize(float2 value) { return value / max(length(value), CULTMATH_NORMALIZE_EPSILON); }
float3 cultmath_normalize(float3 value) { return value / max(length(value), CULTMATH_NORMALIZE_EPSILON); }
float4 cultmath_normalize(float4 value) { return value / max(length(value), CULTMATH_NORMALIZE_EPSILON); }
float2 cultmath_reflect(float2 incident, float2 normal_value)
{
return incident - 2.0 * dot(normal_value, incident) * normal_value;
}
float3 cultmath_reflect(float3 incident, float3 normal_value)
{
return incident - 2.0 * dot(normal_value, incident) * normal_value;
}
float cultmath_csum(float2 value) { return value.x + value.y; }
float cultmath_csum(float3 value) { return value.x + value.y + value.z; }
float cultmath_csum(float4 value) { return value.x + value.y + value.z + value.w; }
float cultmath_decay(float source, float lambda_value, float dt) { return source * exp(-lambda_value * dt); }
float2 cultmath_decay(float2 source, float lambda_value, float dt) { return source * exp(-lambda_value * dt); }
float3 cultmath_decay(float3 source, float lambda_value, float dt) { return source * exp(-lambda_value * dt); }
float4 cultmath_decay(float4 source, float lambda_value, float dt) { return source * exp(-lambda_value * dt); }
float cultmath_damp(float start, float end, float lambda_value, float dt)
{
return cultmath_lerp(start, end, 1.0 - exp(-lambda_value * dt));
}
float2 cultmath_damp(float2 start, float2 end, float lambda_value, float dt)
{
return cultmath_lerp(start, end, 1.0 - exp(-lambda_value * dt));
}
float3 cultmath_damp(float3 start, float3 end, float lambda_value, float dt)
{
return cultmath_lerp(start, end, 1.0 - exp(-lambda_value * dt));
}
float4 cultmath_damp(float4 start, float4 end, float lambda_value, float dt)
{
return cultmath_lerp(start, end, 1.0 - exp(-lambda_value * dt));
}
float cultmath_catmullrom(float p0, float p1, float p2, float p3, float t)
{
float t2 = t * t;
float t3 = t2 * t;
return 0.5 * ((2.0 * p1) + (p2 - p0) * t + (2.0 * p0 - 5.0 * p1 + 4.0 * p2 - p3) * t2 + (-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3);
}
float2 cultmath_catmullrom(float2 p0, float2 p1, float2 p2, float2 p3, float t)
{
float t2 = t * t;
float t3 = t2 * t;
return 0.5 * ((2.0 * p1) + (p2 - p0) * t + (2.0 * p0 - 5.0 * p1 + 4.0 * p2 - p3) * t2 + (-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3);
}
float3 cultmath_catmullrom(float3 p0, float3 p1, float3 p2, float3 p3, float t)
{
float t2 = t * t;
float t3 = t2 * t;
return 0.5 * ((2.0 * p1) + (p2 - p0) * t + (2.0 * p0 - 5.0 * p1 + 4.0 * p2 - p3) * t2 + (-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3);
}
float4 cultmath_catmullrom(float4 p0, float4 p1, float4 p2, float4 p3, float t)
{
float t2 = t * t;
float t3 = t2 * t;
return 0.5 * ((2.0 * p1) + (p2 - p0) * t + (2.0 * p0 - 5.0 * p1 + 4.0 * p2 - p3) * t2 + (-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3);
}
float cultmath_quadratic_bezier(float p0, float p1, float p2, float t)
{
t = cultmath_saturate(t);
float inv = 1.0 - t;
return inv * inv * p0 + 2.0 * inv * t * p1 + t * t * p2;
}
float3 cultmath_quadratic_bezier(float3 p0, float3 p1, float3 p2, float t)
{
t = cultmath_saturate(t);
float inv = 1.0 - t;
return inv * inv * p0 + 2.0 * inv * t * p1 + t * t * p2;
}
float cultmath_cubic_bezier(float p0, float p1, float p2, float p3, float t)
{
t = cultmath_saturate(t);
float inv = 1.0 - t;
return inv * inv * inv * p0 + 3.0 * inv * inv * t * p1 + 3.0 * inv * t * t * p2 + t * t * t * p3;
}
float3 cultmath_cubic_bezier(float3 p0, float3 p1, float3 p2, float3 p3, float t)
{
t = cultmath_saturate(t);
float inv = 1.0 - t;
return inv * inv * inv * p0 + 3.0 * inv * inv * t * p1 + 3.0 * inv * t * t * p2 + t * t * t * p3;
}
float cultmath_hash(float value) { return cultmath_frac(sin(value) * 43758.5453); }
float cultmath_hash(float2 value) { return cultmath_hash(dot(value, float2(127.1, 311.7))); }
float cultmath_hash(float3 value) { return cultmath_hash(dot(value, float3(127.1, 311.7, 74.7))); }
float cultmath_value_noise(float2 position)
{
float2 cell = floor(position);
float2 local = cultmath_frac(position);
float2 u = local * local * (float2(3.0, 3.0) - float2(2.0, 2.0) * local);
float a = cultmath_hash(cell);
float b = cultmath_hash(cell + float2(1.0, 0.0));
float c = cultmath_hash(cell + float2(0.0, 1.0));
float d = cultmath_hash(cell + float2(1.0, 1.0));
return cultmath_lerp(cultmath_lerp(a, b, u.x), cultmath_lerp(c, d, u.x), u.y);
}
float cultmath_value_noise_bicubic(float2 position)
{
float2 cell = floor(position);
float2 local = cultmath_frac(position);
float y0 = cultmath_catmullrom(cultmath_hash(cell + float2(-1.0, -1.0)), cultmath_hash(cell + float2(0.0, -1.0)), cultmath_hash(cell + float2(1.0, -1.0)), cultmath_hash(cell + float2(2.0, -1.0)), local.x);
float y1 = cultmath_catmullrom(cultmath_hash(cell + float2(-1.0, 0.0)), cultmath_hash(cell + float2(0.0, 0.0)), cultmath_hash(cell + float2(1.0, 0.0)), cultmath_hash(cell + float2(2.0, 0.0)), local.x);
float y2 = cultmath_catmullrom(cultmath_hash(cell + float2(-1.0, 1.0)), cultmath_hash(cell + float2(0.0, 1.0)), cultmath_hash(cell + float2(1.0, 1.0)), cultmath_hash(cell + float2(2.0, 1.0)), local.x);
float y3 = cultmath_catmullrom(cultmath_hash(cell + float2(-1.0, 2.0)), cultmath_hash(cell + float2(0.0, 2.0)), cultmath_hash(cell + float2(1.0, 2.0)), cultmath_hash(cell + float2(2.0, 2.0)), local.x);
return cultmath_catmullrom(y0, y1, y2, y3, local.y);
}
float cultmath_value_noise_texture(Texture2D<float> noise_texture, SamplerState noise_sampler, float2 uv, float scale)
{
return noise_texture.SampleLevel(noise_sampler, uv * scale, 0.0).r;
}
float cultmath_value_noise_texture_bicubic(Texture2D<float> noise_texture, SamplerState noise_sampler, float2 uv, float scale, float2 texel_size)
{
float2 position = uv * scale;
float2 cell = floor(position);
float2 local = cultmath_frac(position);
float2 base_uv = cell / scale;
float row0 = cultmath_catmullrom(
noise_texture.SampleLevel(noise_sampler, base_uv + texel_size * float2(-1.0, -1.0), 0.0).r,
noise_texture.SampleLevel(noise_sampler, base_uv + texel_size * float2(0.0, -1.0), 0.0).r,
noise_texture.SampleLevel(noise_sampler, base_uv + texel_size * float2(1.0, -1.0), 0.0).r,
noise_texture.SampleLevel(noise_sampler, base_uv + texel_size * float2(2.0, -1.0), 0.0).r,
local.x);
float row1 = cultmath_catmullrom(
noise_texture.SampleLevel(noise_sampler, base_uv + texel_size * float2(-1.0, 0.0), 0.0).r,
noise_texture.SampleLevel(noise_sampler, base_uv + texel_size * float2(0.0, 0.0), 0.0).r,
noise_texture.SampleLevel(noise_sampler, base_uv + texel_size * float2(1.0, 0.0), 0.0).r,
noise_texture.SampleLevel(noise_sampler, base_uv + texel_size * float2(2.0, 0.0), 0.0).r,
local.x);
float row2 = cultmath_catmullrom(
noise_texture.SampleLevel(noise_sampler, base_uv + texel_size * float2(-1.0, 1.0), 0.0).r,
noise_texture.SampleLevel(noise_sampler, base_uv + texel_size * float2(0.0, 1.0), 0.0).r,
noise_texture.SampleLevel(noise_sampler, base_uv + texel_size * float2(1.0, 1.0), 0.0).r,
noise_texture.SampleLevel(noise_sampler, base_uv + texel_size * float2(2.0, 1.0), 0.0).r,
local.x);
float row3 = cultmath_catmullrom(
noise_texture.SampleLevel(noise_sampler, base_uv + texel_size * float2(-1.0, 2.0), 0.0).r,
noise_texture.SampleLevel(noise_sampler, base_uv + texel_size * float2(0.0, 2.0), 0.0).r,
noise_texture.SampleLevel(noise_sampler, base_uv + texel_size * float2(1.0, 2.0), 0.0).r,
noise_texture.SampleLevel(noise_sampler, base_uv + texel_size * float2(2.0, 2.0), 0.0).r,
local.x);
return cultmath_catmullrom(row0, row1, row2, row3, local.y);
}
#endif

View file

@ -17,6 +17,7 @@
<ItemGroup>
<None Include="..\..\README.md" Pack="true" PackagePath="\" />
<None Include="..\..\shaders\CultMath.hlsl" Pack="true" PackagePath="contentFiles\any\any\shaders\CultMath.hlsl" CopyToOutputDirectory="PreserveNewest" />
</ItemGroup>
</Project>

View file

@ -6,6 +6,16 @@ public static class math
public const float TAU = MathF.PI * 2.0f;
public const float HALF_PI = MathF.PI * 0.5f;
public static float2 float2(float x, float y) => new(x, y);
public static float2 float2(float value) => new(value, value);
public static float3 float3(float x, float y, float z) => new(x, y, z);
public static float3 float3(float2 xy, float z) => new(xy, z);
public static float3 float3(float value) => new(value, value, value);
public static float4 float4(float x, float y, float z, float w) => new(x, y, z, w);
public static float4 float4(float2 xy, float z, float w) => new(xy, z, w);
public static float4 float4(float3 xyz, float w) => new(xyz, w);
public static float4 float4(float value) => new(value, value, value, value);
public static float radians(float degrees) => degrees * (PI / 180.0f);
public static float degrees(float radians) => radians * (180.0f / PI);
public static float sin(float value) => MathF.Sin(value);
@ -16,6 +26,10 @@ public static class math
public static float atan(float value) => MathF.Atan(value);
public static float atan2(float y, float x) => MathF.Atan2(y, x);
public static float sqrt(float value) => MathF.Sqrt(value);
public static float exp(float value) => MathF.Exp(value);
public static float2 exp(float2 value) => new(exp(value.x), exp(value.y));
public static float3 exp(float3 value) => new(exp(value.x), exp(value.y), exp(value.z));
public static float4 exp(float4 value) => new(exp(value.x), exp(value.y), exp(value.z), exp(value.w));
public static float abs(float value) => MathF.Abs(value);
public static float2 abs(float2 value) => new(abs(value.x), abs(value.y));
@ -119,4 +133,192 @@ public static class math
public static float2 reflect(float2 incident, float2 normal) => incident - 2.0f * dot(normal, incident) * normal;
public static float3 reflect(float3 incident, float3 normal) => incident - 2.0f * dot(normal, incident) * normal;
public static float csum(float2 value) => value.x + value.y;
public static float csum(float3 value) => value.x + value.y + value.z;
public static float csum(float4 value) => value.x + value.y + value.z + value.w;
public static float decay(float source, float lambda, float dt) => source * exp(-lambda * dt);
public static float2 decay(float2 source, float lambda, float dt) => source * exp(-lambda * dt);
public static float3 decay(float3 source, float lambda, float dt) => source * exp(-lambda * dt);
public static float4 decay(float4 source, float lambda, float dt) => source * exp(-lambda * dt);
public static float2 decay(float2 source, float2 lambda, float dt) => source * exp(-lambda * dt);
public static float3 decay(float3 source, float3 lambda, float dt) => source * exp(-lambda * dt);
public static float4 decay(float4 source, float4 lambda, float dt) => source * exp(-lambda * dt);
public static float damp(float start, float end, float lambda, float dt) => lerp(start, end, 1.0f - exp(-lambda * dt));
public static float2 damp(float2 start, float2 end, float lambda, float dt) => lerp(start, end, 1.0f - exp(-lambda * dt));
public static float3 damp(float3 start, float3 end, float lambda, float dt) => lerp(start, end, 1.0f - exp(-lambda * dt));
public static float4 damp(float4 start, float4 end, float lambda, float dt) => lerp(start, end, 1.0f - exp(-lambda * dt));
public static float first_order_intercept_time(float shotSpeed, float3 targetRelativePosition, float3 targetRelativeVelocity)
{
var velocitySquared = lengthsq(targetRelativeVelocity);
if (velocitySquared < 0.001f)
{
return 0.0f;
}
var a = velocitySquared - shotSpeed * shotSpeed;
if (abs(a) < 0.001f)
{
var time = -lengthsq(targetRelativePosition) / (2.0f * dot(targetRelativeVelocity, targetRelativePosition));
return max(time, 0.0f);
}
var b = 2.0f * dot(targetRelativeVelocity, targetRelativePosition);
var c = lengthsq(targetRelativePosition);
var determinant = b * b - 4.0f * a * c;
if (determinant > 0.0f)
{
var root = sqrt(determinant);
var t1 = (-b + root) / (2.0f * a);
var t2 = (-b - root) / (2.0f * a);
if (t1 > 0.0f)
{
return t2 > 0.0f ? min(t1, t2) : t1;
}
return max(t2, 0.0f);
}
if (determinant < 0.0f)
{
return 0.0f;
}
return max(-b / (2.0f * a), 0.0f);
}
public static float3 first_order_intercept(
float3 shooterPosition,
float3 shooterVelocity,
float shotSpeed,
float3 targetPosition,
float3 targetVelocity)
{
var targetRelativePosition = targetPosition - shooterPosition;
var targetRelativeVelocity = targetVelocity - shooterVelocity;
var time = first_order_intercept_time(shotSpeed, targetRelativePosition, targetRelativeVelocity);
return targetPosition + time * targetRelativeVelocity;
}
public static float distance_to_segment(float2 point, float2 start, float2 end, out float2 closest)
{
var segment = end - start;
var segmentLengthSq = lengthsq(segment);
if (segmentLengthSq <= 0.0f)
{
closest = start;
return distance(point, start);
}
var t = saturate(dot(point - start, segment) / segmentLengthSq);
closest = start + segment * t;
return distance(point, closest);
}
public static float catmullrom(float p0, float p1, float p2, float p3, float t)
{
var t2 = t * t;
var t3 = t2 * t;
return 0.5f * ((2.0f * p1) + (p2 - p0) * t + (2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * t2 + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
}
public static float2 catmullrom(float2 p0, float2 p1, float2 p2, float2 p3, float t) =>
0.5f * ((2.0f * p1) + (p2 - p0) * t + (2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * (t * t) + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * (t * t * t));
public static float3 catmullrom(float3 p0, float3 p1, float3 p2, float3 p3, float t) =>
0.5f * ((2.0f * p1) + (p2 - p0) * t + (2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * (t * t) + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * (t * t * t));
public static float4 catmullrom(float4 p0, float4 p1, float4 p2, float4 p3, float t) =>
0.5f * ((2.0f * p1) + (p2 - p0) * t + (2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * (t * t) + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * (t * t * t));
public static float quadratic_bezier(float p0, float p1, float p2, float t)
{
t = saturate(t);
var inv = 1.0f - t;
return inv * inv * p0 + 2.0f * inv * t * p1 + t * t * p2;
}
public static float3 quadratic_bezier(float3 p0, float3 p1, float3 p2, float t)
{
t = saturate(t);
var inv = 1.0f - t;
return inv * inv * p0 + 2.0f * inv * t * p1 + t * t * p2;
}
public static float cubic_bezier(float p0, float p1, float p2, float p3, float t)
{
t = saturate(t);
var inv = 1.0f - t;
return inv * inv * inv * p0 + 3.0f * inv * inv * t * p1 + 3.0f * inv * t * t * p2 + t * t * t * p3;
}
public static float3 cubic_bezier(float3 p0, float3 p1, float3 p2, float3 p3, float t)
{
t = saturate(t);
var inv = 1.0f - t;
return inv * inv * inv * p0 + 3.0f * inv * inv * t * p1 + 3.0f * inv * t * t * p2 + t * t * t * p3;
}
public static float smoothstep01(float value) => smoothstep(0.0f, 1.0f, value);
public static float smootherstep(float value)
{
value = saturate(value);
return value * value * value * (value * (value * 6.0f - 15.0f) + 10.0f);
}
public static float hash(float value) => frac(sin(value) * 43758.5453f);
public static float hash(float2 value) => hash(dot(value, new float2(127.1f, 311.7f)));
public static float hash(float3 value) => hash(dot(value, new float3(127.1f, 311.7f, 74.7f)));
public static float value_noise(float2 position)
{
var cell = floor(position);
var local = frac(position);
var u = local * local * (3.0f - 2.0f * local);
var a = hash(cell);
var b = hash(cell + new float2(1.0f, 0.0f));
var c = hash(cell + new float2(0.0f, 1.0f));
var d = hash(cell + new float2(1.0f, 1.0f));
return lerp(lerp(a, b, u.x), lerp(c, d, u.x), u.y);
}
public static float value_noise_bicubic(float2 position)
{
var cell = floor(position);
var local = frac(position);
var y0 = catmullrom(
hash(cell + new float2(-1.0f, -1.0f)),
hash(cell + new float2(0.0f, -1.0f)),
hash(cell + new float2(1.0f, -1.0f)),
hash(cell + new float2(2.0f, -1.0f)),
local.x);
var y1 = catmullrom(
hash(cell + new float2(-1.0f, 0.0f)),
hash(cell + new float2(0.0f, 0.0f)),
hash(cell + new float2(1.0f, 0.0f)),
hash(cell + new float2(2.0f, 0.0f)),
local.x);
var y2 = catmullrom(
hash(cell + new float2(-1.0f, 1.0f)),
hash(cell + new float2(0.0f, 1.0f)),
hash(cell + new float2(1.0f, 1.0f)),
hash(cell + new float2(2.0f, 1.0f)),
local.x);
var y3 = catmullrom(
hash(cell + new float2(-1.0f, 2.0f)),
hash(cell + new float2(0.0f, 2.0f)),
hash(cell + new float2(1.0f, 2.0f)),
hash(cell + new float2(2.0f, 2.0f)),
local.x);
return catmullrom(y0, y1, y2, y3, local.y);
}
}

View file

@ -0,0 +1,63 @@
using Xunit;
namespace CultMath.Tests;
public sealed class HlslMirrorTests
{
[Fact]
public void HlslMirrorPublishesCultMathPrimitives()
{
var include = File.ReadAllText(Path.Combine(GetRepositoryRoot(), "shaders", "CultMath.hlsl"));
var requiredSymbols = new[]
{
"cultmath_radians",
"cultmath_degrees",
"cultmath_frac",
"cultmath_clamp",
"cultmath_saturate",
"cultmath_lerp",
"cultmath_step",
"cultmath_smoothstep",
"cultmath_smootherstep",
"cultmath_lengthsq",
"cultmath_distance",
"cultmath_normalize",
"cultmath_reflect",
"cultmath_csum",
"cultmath_decay",
"cultmath_damp",
"cultmath_catmullrom",
"cultmath_quadratic_bezier",
"cultmath_cubic_bezier",
"cultmath_hash",
"cultmath_value_noise",
"cultmath_value_noise_bicubic",
"cultmath_value_noise_texture",
"cultmath_value_noise_texture_bicubic",
};
foreach (var symbol in requiredSymbols)
{
Assert.Contains(symbol, include);
}
Assert.Contains("CULTMATH_NORMALIZE_EPSILON", include);
Assert.Contains("max(length(value), CULTMATH_NORMALIZE_EPSILON)", include);
}
private static string GetRepositoryRoot()
{
var directory = new DirectoryInfo(AppContext.BaseDirectory);
while (directory is not null)
{
if (File.Exists(Path.Combine(directory.FullName, "CultMath.slnx")))
{
return directory.FullName;
}
directory = directory.Parent;
}
throw new InvalidOperationException("Could not locate CultMath repository root.");
}
}

View file

@ -23,6 +23,9 @@ public sealed class MathTests
[Fact]
public void VectorConstructorsAcceptLowerDimensionVectors()
{
Assert.Equal(new float2(1.0f, 2.0f), math.float2(1.0f, 2.0f));
Assert.Equal(new float3(1.0f, 1.0f, 1.0f), math.float3(1.0f));
Assert.Equal(new float4(1.0f, 2.0f, 3.0f, 4.0f), math.float4(new float3(1.0f, 2.0f, 3.0f), 4.0f));
Assert.Equal(new float3(1.0f, 2.0f, 3.0f), new float3(new float2(1.0f, 2.0f), 3.0f));
Assert.Equal(new float4(1.0f, 2.0f, 3.0f, 4.0f), new float4(new float2(1.0f, 2.0f), 3.0f, 4.0f));
Assert.Equal(new float4(1.0f, 2.0f, 3.0f, 4.0f), new float4(new float3(1.0f, 2.0f, 3.0f), 4.0f));
@ -42,6 +45,7 @@ public sealed class MathTests
Assert.Equal(0.0f, math.smoothstep(0.0f, 1.0f, -1.0f));
Assert.Equal(0.5f, math.smoothstep(0.0f, 1.0f, 0.5f), precision: 5);
Assert.Equal(1.0f, math.smoothstep(0.0f, 1.0f, 2.0f));
Assert.Equal(0.5f, math.smootherstep(0.5f), precision: 5);
}
[Fact]
@ -53,6 +57,50 @@ public sealed class MathTests
Assert.Equal(math.HALF_PI, math.atan2(1.0f, 0.0f), precision: 5);
}
[Fact]
public void AetheriaPrimitivesRemainSmallAndDeterministic()
{
Assert.Equal(6.0f, math.csum(new float3(1.0f, 2.0f, 3.0f)));
Assert.Equal(MathF.Exp(-2.0f), math.decay(1.0f, 2.0f, 1.0f), precision: 5);
Assert.Equal(1.0f - MathF.Exp(-2.0f), math.damp(0.0f, 1.0f, 2.0f, 1.0f), precision: 5);
Assert.Equal(15.0f, math.catmullrom(0.0f, 10.0f, 20.0f, 30.0f, 0.5f), precision: 5);
Assert.Equal(0.25f, math.quadratic_bezier(0.0f, 0.0f, 1.0f, 0.5f), precision: 5);
Assert.Equal(0.5f, math.cubic_bezier(0.0f, 0.0f, 1.0f, 1.0f, 0.5f), precision: 5);
}
[Fact]
public void SegmentDistanceReportsClosestPoint()
{
var distance = math.distance_to_segment(new float2(2.0f, 3.0f), new float2(0.0f, 0.0f), new float2(4.0f, 0.0f), out var closest);
Assert.Equal(3.0f, distance, precision: 5);
Assert.Equal(new float2(2.0f, 0.0f), closest);
}
[Fact]
public void FirstOrderInterceptSolvesSimpleClosingTarget()
{
var time = math.first_order_intercept_time(
2.0f,
new float3(10.0f, 0.0f, 0.0f),
new float3(-1.0f, 0.0f, 0.0f));
Assert.Equal(10.0f / 3.0f, time, precision: 5);
}
[Fact]
public void ValueNoiseIsDeterministicAndSmoothAtCellCorners()
{
var position = new float2(12.25f, -4.5f);
Assert.Equal(math.value_noise(position), math.value_noise(position));
Assert.Equal(math.hash(new float2(3.0f, 5.0f)), math.value_noise(new float2(3.0f, 5.0f)), precision: 5);
var bicubic = math.value_noise_bicubic(position);
Assert.True(bicubic > -0.25f && bicubic < 1.25f);
}
[Fact]
public void VoronoiBatchProducesToneMappedColors()
{