use super::CodePiece; use crate::impl_code_piece; use glsl::syntax::ShaderStage; use glsl::syntax::TranslationUnit; use glsl::transpiler::glsl::show_translation_unit; use super::math::Constants; use glsl_quasiquote::glsl; pub struct PolarTransform { pub raw: ShaderStage, } impl PolarTransform { pub fn new() -> PolarTransform { let raw = glsl! { uniform float polar_origin; vec4 forward(float rho, float theta, float z, float w) { return vec4(rho * cos(theta + polar_origin), rho * sin(theta + polar_origin), rho * sin(z), w); } vec4 forward(float x, float y) {return forward(x, y, 0.0, 1.0);} vec4 forward(float x, float y, float z) {return forward(x, y, z, 1.0);} vec4 forward(vec2 P) { return forward(P.x, P.y); } vec4 forward(vec3 P) { return forward(P.x, P.y, P.z, 1.0); } vec4 forward(vec4 P) { return forward(P.x, P.y, P.z, P.w); } vec4 inverse(float x, float y, float z, float w) { float rho = length(vec2(x,y)); float theta = atan(y,x); if( theta < 0.0 ) theta = 2.0*M_PI+theta; return vec4(rho, theta-polar_origin, z, w); } vec4 inverse(float x, float y) {return inverse(x,y,0.0,1.0); } vec4 inverse(float x, float y, float z) {return inverse(x,y,z,1.0); } vec4 inverse(vec2 P) { return inverse(P.x, P.y, 0.0, 1.0); } vec4 inverse(vec3 P) { return inverse(P.x, P.y, P.z, 1.0); } vec4 inverse(vec4 P) { return inverse(P.x, P.y, P.z, P.w); } }; let mut constant = Constants::new().raw; constant.extend(raw); PolarTransform { raw: constant } } } impl_code_piece!(PolarTransform, raw);