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Commit c4b3b8de authored by Brian Paul's avatar Brian Paul
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asin(), acos(), atan() just return 0.5 for now to avoid crashing. Fix someday.

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......@@ -311,96 +311,93 @@ vec4 tan(const vec4 angle)
float asin (float x) {
float y;
__asm float_arcsine y, x;
return y;
float asin(const float x)
{
// XXX FIX ME!
// __asm float_arcsine y, x;
__retVal = 0.5;
}
vec2 asin (vec2 v) {
return vec2 (
asin (v.x),
asin (v.y)
);
vec2 asin(const vec2 v)
{
__retVal.x = asin(v.x);
__retVal.y = asin(v.y);
}
vec3 asin (vec3 v) {
return vec3 (
asin (v.x),
asin (v.y),
asin (v.z)
);
vec3 asin(const vec3 v)
{
__retVal.x = asin(v.x);
__retVal.y = asin(v.y);
__retVal.z = asin(v.z);
}
vec4 asin (vec4 v) {
return vec4 (
asin (v.x),
asin (v.y),
asin (v.z),
asin (v.w)
);
vec4 asin(const vec4 v)
{
__retVal.x = asin(v.x);
__retVal.y = asin(v.y);
__retVal.z = asin(v.z);
}
float acos (float x) {
return 1.5708 - asin (x);
float acos(const float x)
{
// XXX FIX ME!
__retVal = 0.5;
}
vec2 acos (vec2 v) {
return vec2 (
acos (v.x),
acos (v.y)
);
vec2 acos(const vec2 v)
{
__retVal.x = acos(v.x);
__retVal.y = acos(v.y);
}
vec3 acos (vec3 v) {
return vec3 (
acos (v.x),
acos (v.y),
acos (v.z)
);
vec3 acos(const vec3 v)
{
__retVal.x = acos(v.x);
__retVal.y = acos(v.y);
__retVal.z = acos(v.z);
}
vec4 acos (vec4 v) {
return vec4 (
acos (v.x),
acos (v.y),
acos (v.z),
acos (v.w)
);
vec4 acos(const vec4 v)
{
__retVal.x = acos(v.x);
__retVal.y = acos(v.y);
__retVal.z = acos(v.z);
__retVal.w = acos(v.w);
}
float atan (float y_over_x) {
float z;
__asm float_arctan z, y_over_x;
return z;
float atan(const float y_over_x)
{
// XXX FIX ME
//__asm float_arctan z, y_over_x;
__retVal = 0.5;
}
vec2 atan (vec2 y_over_x) {
return vec2 (
atan (y_over_x.x),
atan (y_over_x.y)
);
vec2 atan(const vec2 y_over_x)
{
__retVal.x = atan(y_over_x.x);
__retVal.y = atan(y_over_x.y);
}
vec3 atan (vec3 y_over_x) {
return vec3 (
atan (y_over_x.x),
atan (y_over_x.y),
atan (y_over_x.z)
);
vec3 atan(const vec3 y_over_x)
{
__retVal.x = atan(y_over_x.x);
__retVal.y = atan(y_over_x.y);
__retVal.z = atan(y_over_x.z);
}
vec4 atan (vec4 y_over_x) {
return vec4 (
atan (y_over_x.x),
atan (y_over_x.y),
atan (y_over_x.z),
atan (y_over_x.w)
);
vec4 atan(const vec4 y_over_x)
{
__retVal.x = atan(y_over_x.x);
__retVal.y = atan(y_over_x.y);
__retVal.z = atan(y_over_x.z);
__retVal.w = atan(y_over_x.w);
}
float atan (float y, float x) {
float z = atan (y / x);
float atan(const float y, const float x)
{
if (x == 0.0)
return 0.0;
float z = atan(y / x);
if (x < 0.0)
{
if (y < 0.0)
......@@ -410,30 +407,28 @@ float atan (float y, float x) {
return z;
}
vec2 atan (vec2 u, vec2 v) {
return vec2 (
atan (u.x, v.x),
atan (u.y, v.y)
);
vec2 atan(const vec2 u, const vec2 v)
{
__retVal.x = atan(u.x, v.x);
__retVal.y = atan(u.y, v.y);
}
vec3 atan (vec3 u, vec3 v) {
return vec3 (
atan (u.x, v.x),
atan (u.y, v.y),
atan (u.z, v.z)
);
vec3 atan(const vec3 u, const vec3 v)
{
__retVal.x = atan(u.x, v.x);
__retVal.y = atan(u.y, v.y);
__retVal.z = atan(u.z, v.z);
}
vec4 atan (vec4 u, vec4 v) {
return vec4 (
atan (u.x, v.x),
atan (u.y, v.y),
atan (u.z, v.z),
atan (u.w, v.w)
);
vec4 atan(const vec4 u, const vec4 v)
{
__retVal.x = atan(u.x, v.x);
__retVal.y = atan(u.y, v.y);
__retVal.z = atan(u.z, v.z);
__retVal.w = atan(u.w, v.w);
}
//
// 8.2 Exponential Functions
//
......
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