All files / engine/Source/Shaders/Builtin/Functions cosineAndSine.js

0% Statements 0/0
0% Branches 0/0
0% Functions 0/0
0% Lines 0/0

Press n or j to go to the next uncovered block, b, p or k for the previous block.

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214                                                                                                                                                                                                                                                                                                                                                                                                                                           
//This file is automatically rebuilt by the Cesium build process.
export default "/**\n\
 * @private\n\
 */\n\
vec2 cordic(float angle)\n\
{\n\
// Scale the vector by the appropriate factor for the 24 iterations to follow.\n\
    vec2 vector = vec2(6.0725293500888267e-1, 0.0);\n\
// Iteration 1\n\
    float sense = (angle < 0.0) ? -1.0 : 1.0;\n\
 //   float factor = sense * 1.0;  // 2^-0\n\
    mat2 rotation = mat2(1.0, sense, -sense, 1.0);\n\
    vector = rotation * vector;\n\
    angle -= sense * 7.8539816339744828e-1;  // atan(2^-0)\n\
// Iteration 2\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    float factor = sense * 5.0e-1;  // 2^-1\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 4.6364760900080609e-1;  // atan(2^-1)\n\
// Iteration 3\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 2.5e-1;  // 2^-2\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 2.4497866312686414e-1;  // atan(2^-2)\n\
// Iteration 4\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 1.25e-1;  // 2^-3\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 1.2435499454676144e-1;  // atan(2^-3)\n\
// Iteration 5\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 6.25e-2;  // 2^-4\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 6.2418809995957350e-2;  // atan(2^-4)\n\
// Iteration 6\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 3.125e-2;  // 2^-5\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 3.1239833430268277e-2;  // atan(2^-5)\n\
// Iteration 7\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 1.5625e-2;  // 2^-6\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 1.5623728620476831e-2;  // atan(2^-6)\n\
// Iteration 8\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 7.8125e-3;  // 2^-7\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 7.8123410601011111e-3;  // atan(2^-7)\n\
// Iteration 9\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 3.90625e-3;  // 2^-8\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 3.9062301319669718e-3;  // atan(2^-8)\n\
// Iteration 10\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 1.953125e-3;  // 2^-9\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 1.9531225164788188e-3;  // atan(2^-9)\n\
// Iteration 11\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 9.765625e-4;  // 2^-10\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 9.7656218955931946e-4;  // atan(2^-10)\n\
// Iteration 12\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 4.8828125e-4;  // 2^-11\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 4.8828121119489829e-4;  // atan(2^-11)\n\
// Iteration 13\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 2.44140625e-4;  // 2^-12\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 2.4414062014936177e-4;  // atan(2^-12)\n\
// Iteration 14\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 1.220703125e-4;  // 2^-13\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 1.2207031189367021e-4;  // atan(2^-13)\n\
// Iteration 15\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 6.103515625e-5;  // 2^-14\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 6.1035156174208773e-5;  // atan(2^-14)\n\
// Iteration 16\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 3.0517578125e-5;  // 2^-15\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 3.0517578115526096e-5;  // atan(2^-15)\n\
// Iteration 17\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 1.52587890625e-5;  // 2^-16\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 1.5258789061315762e-5;  // atan(2^-16)\n\
// Iteration 18\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 7.62939453125e-6;  // 2^-17\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 7.6293945311019700e-6;  // atan(2^-17)\n\
// Iteration 19\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 3.814697265625e-6;  // 2^-18\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 3.8146972656064961e-6;  // atan(2^-18)\n\
// Iteration 20\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 1.9073486328125e-6;  // 2^-19\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 1.9073486328101870e-6;  // atan(2^-19)\n\
// Iteration 21\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 9.5367431640625e-7;  // 2^-20\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 9.5367431640596084e-7;  // atan(2^-20)\n\
// Iteration 22\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 4.76837158203125e-7;  // 2^-21\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 4.7683715820308884e-7;  // atan(2^-21)\n\
// Iteration 23\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 2.384185791015625e-7;  // 2^-22\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 2.3841857910155797e-7;  // atan(2^-22)\n\
// Iteration 24\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 1.1920928955078125e-7;  // 2^-23\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
//    angle -= sense * 1.1920928955078068e-7;  // atan(2^-23)\n\
\n\
    return vector;\n\
}\n\
\n\
/**\n\
 * Computes the cosine and sine of the provided angle using the CORDIC algorithm.\n\
 *\n\
 * @name czm_cosineAndSine\n\
 * @glslFunction\n\
 *\n\
 * @param {float} angle The angle in radians.\n\
 *\n\
 * @returns {vec2} The resulting cosine of the angle (as the x coordinate) and sine of the angle (as the y coordinate).\n\
 *\n\
 * @example\n\
 * vec2 v = czm_cosineAndSine(czm_piOverSix);\n\
 * float cosine = v.x;\n\
 * float sine = v.y;\n\
 */\n\
vec2 czm_cosineAndSine(float angle)\n\
{\n\
    if (angle < -czm_piOverTwo || angle > czm_piOverTwo)\n\
    {\n\
        if (angle < 0.0)\n\
        {\n\
            return -cordic(angle + czm_pi);\n\
        }\n\
        else\n\
        {\n\
            return -cordic(angle - czm_pi);\n\
        }\n\
    }\n\
    else\n\
    {\n\
        return cordic(angle);\n\
    }\n\
}\n\
";