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Shaders: graster-nodes no-std prep (#2924)
* raster-nodes: remove commented out index node * raster-nodes: move `CubicSplines` to separate mod * raster-nodes: create `mod blending_nodes` and move assoc nodes * raster-nodes: move node `gradient_map` to its own mod
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#[derive(Debug)]
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pub struct CubicSplines {
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pub x: [f32; 4],
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pub y: [f32; 4],
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}
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impl CubicSplines {
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pub fn solve(&self) -> [f32; 4] {
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let (x, y) = (&self.x, &self.y);
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// Build an augmented matrix to solve the system of equations using Gaussian elimination
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let mut augmented_matrix = [
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[
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2. / (x[1] - x[0]),
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1. / (x[1] - x[0]),
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0.,
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0.,
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// |
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3. * (y[1] - y[0]) / ((x[1] - x[0]) * (x[1] - x[0])),
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],
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[
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1. / (x[1] - x[0]),
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2. * (1. / (x[1] - x[0]) + 1. / (x[2] - x[1])),
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1. / (x[2] - x[1]),
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0.,
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// |
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3. * ((y[1] - y[0]) / ((x[1] - x[0]) * (x[1] - x[0])) + (y[2] - y[1]) / ((x[2] - x[1]) * (x[2] - x[1]))),
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],
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[
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0.,
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1. / (x[2] - x[1]),
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2. * (1. / (x[2] - x[1]) + 1. / (x[3] - x[2])),
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1. / (x[3] - x[2]),
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// |
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3. * ((y[2] - y[1]) / ((x[2] - x[1]) * (x[2] - x[1])) + (y[3] - y[2]) / ((x[3] - x[2]) * (x[3] - x[2]))),
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],
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[
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0.,
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0.,
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1. / (x[3] - x[2]),
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2. / (x[3] - x[2]),
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// |
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3. * (y[3] - y[2]) / ((x[3] - x[2]) * (x[3] - x[2])),
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],
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];
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// Gaussian elimination: forward elimination
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for row in 0..4 {
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let pivot_row_index = (row..4)
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.max_by(|&a_row, &b_row| augmented_matrix[a_row][row].abs().partial_cmp(&augmented_matrix[b_row][row].abs()).unwrap_or(std::cmp::Ordering::Equal))
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.unwrap();
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// Swap the current row with the row that has the largest pivot element
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augmented_matrix.swap(row, pivot_row_index);
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// Eliminate the current column in all rows below the current one
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for row_below_current in row + 1..4 {
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assert!(augmented_matrix[row][row].abs() > f32::EPSILON);
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let scale_factor = augmented_matrix[row_below_current][row] / augmented_matrix[row][row];
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for col in row..5 {
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augmented_matrix[row_below_current][col] -= augmented_matrix[row][col] * scale_factor
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}
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}
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}
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// Gaussian elimination: back substitution
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let mut solutions = [0.; 4];
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for col in (0..4).rev() {
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assert!(augmented_matrix[col][col].abs() > f32::EPSILON);
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solutions[col] = augmented_matrix[col][4] / augmented_matrix[col][col];
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for row in (0..col).rev() {
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augmented_matrix[row][4] -= augmented_matrix[row][col] * solutions[col];
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augmented_matrix[row][col] = 0.;
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}
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}
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solutions
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}
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pub fn interpolate(&self, input: f32, solutions: &[f32]) -> f32 {
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if input <= self.x[0] {
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return self.y[0];
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}
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if input >= self.x[self.x.len() - 1] {
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return self.y[self.x.len() - 1];
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}
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// Find the segment that the input falls between
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let mut segment = 1;
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while self.x[segment] < input {
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segment += 1;
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}
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let segment_start = segment - 1;
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let segment_end = segment;
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// Calculate the output value using quadratic interpolation
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let input_value = self.x[segment_start];
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let input_value_prev = self.x[segment_end];
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let output_value = self.y[segment_start];
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let output_value_prev = self.y[segment_end];
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let solutions_value = solutions[segment_start];
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let solutions_value_prev = solutions[segment_end];
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let output_delta = solutions_value_prev * (input_value - input_value_prev) - (output_value - output_value_prev);
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let solution_delta = (output_value - output_value_prev) - solutions_value * (input_value - input_value_prev);
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let input_ratio = (input - input_value_prev) / (input_value - input_value_prev);
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let prev_output_ratio = (1. - input_ratio) * output_value_prev;
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let output_ratio = input_ratio * output_value;
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let quadratic_ratio = input_ratio * (1. - input_ratio) * (output_delta * (1. - input_ratio) + solution_delta * input_ratio);
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let result = prev_output_ratio + output_ratio + quadratic_ratio;
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result.clamp(0., 1.)
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}
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}
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