diff --git a/README.md b/README.md index b693d25..ef69df8 100644 --- a/README.md +++ b/README.md @@ -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. diff --git a/docs/design.md b/docs/design.md index 3c87fb5..8250ba7 100644 --- a/docs/design.md +++ b/docs/design.md @@ -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. diff --git a/shaders/CultMath.hlsl b/shaders/CultMath.hlsl new file mode 100644 index 0000000..3cbb3fd --- /dev/null +++ b/shaders/CultMath.hlsl @@ -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 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 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 diff --git a/src/CultMath/CultMath.csproj b/src/CultMath/CultMath.csproj index 83f6fb9..f43adce 100644 --- a/src/CultMath/CultMath.csproj +++ b/src/CultMath/CultMath.csproj @@ -17,6 +17,7 @@ + diff --git a/src/CultMath/math.cs b/src/CultMath/math.cs index 6d44f90..817aa7f 100644 --- a/src/CultMath/math.cs +++ b/src/CultMath/math.cs @@ -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); + } } diff --git a/tests/CultMath.Tests/HlslMirrorTests.cs b/tests/CultMath.Tests/HlslMirrorTests.cs new file mode 100644 index 0000000..91a95f4 --- /dev/null +++ b/tests/CultMath.Tests/HlslMirrorTests.cs @@ -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."); + } +} diff --git a/tests/CultMath.Tests/MathTests.cs b/tests/CultMath.Tests/MathTests.cs index 2e0cea9..18fa203 100644 --- a/tests/CultMath.Tests/MathTests.cs +++ b/tests/CultMath.Tests/MathTests.cs @@ -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() {