lygia
/draw
/digits
)Draws all the digits of a floating point number, useful for debugging. Requires high precision to work properly.
Use:
digits(<vec2> st, <float> value [, <float> nDecDigit])
#ifndef DIGITS_SIZE
#define DIGITS_SIZE vec2(.02)
#endif
#ifndef DIGITS_DECIMALS
#define DIGITS_DECIMALS 2.0
#endif
#ifndef DIGITS_VALUE_OFFSET
#define DIGITS_VALUE_OFFSET vec2(-6.0, 3.0)
#endif
#ifndef FNC_DIGITS
#define FNC_DIGITS
float digits(in vec2 st, in float value, in float nDecDigit) {
st /= DIGITS_SIZE;
float absValue = abs(value);
float biggestDigitIndex = max(floor(log2(absValue) / log2(10.)), 0.);
float counter = floor(absValue);
float nIntDigits = 1.;
for (int i = 0; i < 9; i++) {
counter = floor(counter*.1);
nIntDigits++;
if (counter == 0.)
break;
}
float digit = 12.;
float digitIndex = (nIntDigits-1.) - floor(st.x);
if (digitIndex > (-nDecDigit - 1.5)) {
if (digitIndex > biggestDigitIndex) {
if (value < 0.) {
if (digitIndex < (biggestDigitIndex+1.5)) {
digit = 11.;
}
}
}
else {
if (digitIndex == -1.) {
if (nDecDigit > 0.) {
digit = 10.;
}
}
else {
if (digitIndex < 0.) {
digitIndex += 1.;
}
float digitValue = (absValue / (pow(10., digitIndex)));
digit = mod(floor(0.0001+digitValue), 10.);
}
}
}
vec2 pos = vec2(fract(st.x), st.y);
if (pos.x < 0.) return 0.;
if (pos.y < 0.) return 0.;
if (pos.x >= 1.) return 0.;
if (pos.y >= 1.) return 0.;
// make a 4x5 array of bits
float bin = 0.;
if (digit < 0.5) // 0
bin = 7. + 5. * 16. + 5. * 256. + 5. * 4096. + 7. * 65536.;
else if (digit < 1.5) // 1
bin = 2. + 2. * 16. + 2. * 256. + 2. * 4096. + 2. * 65536.;
else if (digit < 2.5) // 2
bin = 7. + 1. * 16. + 7. * 256. + 4. * 4096. + 7. * 65536.;
else if (digit < 3.5) // 3
bin = 7. + 4. * 16. + 7. * 256. + 4. * 4096. + 7. * 65536.;
else if (digit < 4.5) // 4
bin = 4. + 7. * 16. + 5. * 256. + 1. * 4096. + 1. * 65536.;
else if (digit < 5.5) // 5
bin = 7. + 4. * 16. + 7. * 256. + 1. * 4096. + 7. * 65536.;
else if (digit < 6.5) // 6
bin = 7. + 5. * 16. + 7. * 256. + 1. * 4096. + 7. * 65536.;
else if (digit < 7.5) // 7
bin = 4. + 4. * 16. + 4. * 256. + 4. * 4096. + 7. * 65536.;
else if (digit < 8.5) // 8
bin = 7. + 5. * 16. + 7. * 256. + 5. * 4096. + 7. * 65536.;
else if (digit < 9.5) // 9
bin = 7. + 4. * 16. + 7. * 256. + 5. * 4096. + 7. * 65536.;
else if (digit < 10.5) // '.'
bin = 2. + 0. * 16. + 0. * 256. + 0. * 4096. + 0. * 65536.;
else if (digit < 11.5) // '-'
bin = 0. + 0. * 16. + 7. * 256. + 0. * 4096. + 0. * 65536.;
vec2 pixel = floor(pos * vec2(4., 5.));
return mod(floor(bin / pow(2., (pixel.x + (pixel.y * 4.)))), 2.);
}
float digits(in vec2 st, in float value, in float nDecDigit, in float nIntDigits) {
vec2 st2 = st;
float result = 0.0;
float dig = nDecDigit;
#ifndef DIGITS_LEADING_INT
#if defined(PLATFORM_WEBGL)
#define DIGITS_LEADING_INT 1.0
#else
#define DIGITS_LEADING_INT nIntDigits
#endif
#endif
for (float i = DIGITS_LEADING_INT - 1.0; i > 0.0 ; i--) {
if (i * 10.0 > value) {
result += digits(st2, 0.0, 0.0);
st2.x -= DIGITS_SIZE.x;
}
}
result += digits(st2, value, nDecDigit);
return result;
}
float digits(in vec2 st, in int value) {
return digits(st, float(value), 0.0);
}
float digits(in vec2 st, in float value) {
return digits(st, value, (DIGITS_DECIMALS));
}
float digits(in vec2 st, in vec2 v) {
float rta = 0.0;
for (int i = 0; i < 2; i++) {
vec2 pos = st + vec2(float(i), 0.0) * DIGITS_SIZE * DIGITS_VALUE_OFFSET;
float value = i == 0 ? v.x : v.y;
rta += digits( pos, value );
}
return rta;
}
float digits(in vec2 st, in vec3 v) {
float rta = 0.0;
for (int i = 0; i < 3; i++) {
vec2 pos = st + vec2(float(i), 0.0) * DIGITS_SIZE * DIGITS_VALUE_OFFSET;
float value = i == 0 ? v.x : i == 1 ? v.y : v.z;
rta += digits( pos, value );
}
return rta;
}
float digits(in vec2 st, in vec4 v) {
float rta = 0.0;
for (int i = 0; i < 4; i++) {
vec2 pos = st + vec2(float(i), 0.0) * DIGITS_SIZE * DIGITS_VALUE_OFFSET;
float value = i == 0 ? v.x : i == 1 ? v.y : i == 2 ? v.z : v.w;
rta += digits( pos, value );
}
return rta;
}
float digits(in vec2 st, in mat2 _matrix) {
float rta = 0.0;
for (int i = 0; i < 2; i++) {
for (int j = 0; j < 2; j++) {
vec2 pos = st + vec2(float(i), float(j)) * DIGITS_SIZE * DIGITS_VALUE_OFFSET - DIGITS_SIZE * vec2(0.0, 3.0);
float value = _matrix[j][i];
rta += digits( pos, value );
}
}
return rta;
}
float digits(in vec2 st, in mat3 _matrix) {
float rta = 0.0;
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
vec2 pos = st + vec2(float(i), float(j)) * DIGITS_SIZE * DIGITS_VALUE_OFFSET - DIGITS_SIZE * vec2(0.0, 6.0);
float value = _matrix[j][i];
rta += digits( pos, value );
}
}
return rta;
}
float digits(in vec2 st, in mat4 _matrix) {
float rta = 0.0;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
vec2 pos = st + vec2(float(i), float(j)) * DIGITS_SIZE * DIGITS_VALUE_OFFSET - DIGITS_SIZE * vec2(0.0, 9.0);
float value = _matrix[j][i];
rta += digits( pos, value );
}
}
return rta;
}
#endif
Use:
digits(<float2> st, <float> value [, <float> nDecDigit])
#ifndef DIGITS_SIZE
#define DIGITS_SIZE float2(.02, .02)
#endif
#ifndef DIGITS_VALUE_OFFSET
#define DIGITS_VALUE_OFFSET float2(-6.0, 3.0)
#endif
#ifndef DIGITS_DECIMALS
#define DIGITS_DECIMALS 2.0
#endif
#ifndef FNC_DIGITS
#define FNC_DIGITS
float digits(in float2 st, in float value, in float nDecDigit) {
st /= DIGITS_SIZE;
float absValue = abs(value);
float biggestDigitIndex = max(floor(log2(absValue) / log2(10.)), 0.);
float counter = floor(absValue);
float nIntDigits = 0.;
for (int i = 0; i < 9; i++) {
counter = floor(counter*.1);
nIntDigits++;
if (counter == 0.)
break;
}
float digit = 12.;
float digitIndex = (nIntDigits-1.) - floor(st.x);
if (digitIndex > (-nDecDigit - 1.5)) {
if (digitIndex > biggestDigitIndex) {
if (value < 0.) {
if (digitIndex < (biggestDigitIndex+1.5)) {
digit = 11.0;
}
}
}
else {
if (digitIndex == -1.) {
if (nDecDigit > 0.) {
digit = 10.;
}
}
else {
if (digitIndex < 0.) {
digitIndex += 1.;
}
float digitValue = (absValue / (pow(10., digitIndex)));
digit = floor(0.0001+digitValue) % 10.;
}
}
}
float2 pos = float2(frac(st.x), st.y);
if (pos.x < 0.) return 0.;
if (pos.y < 0.) return 0.;
if (pos.x >= 1.) return 0.;
if (pos.y >= 1.) return 0.;
// make a 4x5 array of bits
float bin = 0.;
if (digit < 0.5) // 0
bin = 7. + 5. * 16. + 5. * 256. + 5. * 4096. + 7. * 65536.;
else if (digit < 1.5) // 1
bin = 2. + 2. * 16. + 2. * 256. + 2. * 4096. + 2. * 65536.;
else if (digit < 2.5) // 2
bin = 7. + 1. * 16. + 7. * 256. + 4. * 4096. + 7. * 65536.;
else if (digit < 3.5) // 3
bin = 7. + 4. * 16. + 7. * 256. + 4. * 4096. + 7. * 65536.;
else if (digit < 4.5) // 4
bin = 4. + 7. * 16. + 5. * 256. + 1. * 4096. + 1. * 65536.;
else if (digit < 5.5) // 5
bin = 7. + 4. * 16. + 7. * 256. + 1. * 4096. + 7. * 65536.;
else if (digit < 6.5) // 6
bin = 7. + 5. * 16. + 7. * 256. + 1. * 4096. + 7. * 65536.;
else if (digit < 7.5) // 7
bin = 4. + 4. * 16. + 4. * 256. + 4. * 4096. + 7. * 65536.;
else if (digit < 8.5) // 8
bin = 7. + 5. * 16. + 7. * 256. + 5. * 4096. + 7. * 65536.;
else if (digit < 9.5) // 9
bin = 7. + 4. * 16. + 7. * 256. + 5. * 4096. + 7. * 65536.;
else if (digit < 10.5) // '.'
bin = 2. + 0. * 16. + 0. * 256. + 0. * 4096. + 0. * 65536.;
else if (digit < 11.5) // '-'
bin = 0. + 0. * 16. + 7. * 256. + 0. * 4096. + 0. * 65536.;
float2 pixel = floor(pos * float2(4., 5.));
return floor(bin / pow(2., (pixel.x + (pixel.y * 4.)))) % 2.0;
}
float digits(in float2 st, in float value, in float nDecDigit, in float nIntDigits) {
float2 st2 = st;
float result = 0.0;
float dig = nDecDigit;
#ifndef DIGITS_LEADING_INT
#define DIGITS_LEADING_INT nIntDigits
#endif
for (float i = DIGITS_LEADING_INT - 1.0; i > 0.0 ; i--) {
if (i * 10.0 > value) {
result += digits(st2, 0.0, 0.0);
st2.x -= DIGITS_SIZE.x;
}
}
result += digits(st2, value, nDecDigit);
return result;
}
float digits(in float2 st, in int value) {
return digits(st, float(value), 0.0);
}
float digits(in float2 st, in float value) {
return digits(st, value, (DIGITS_DECIMALS));
}
float digits(in float2 st, in float2 v) {
float rta = 0.0;
for (int i = 0; i < 2; i++) {
float2 pos = st + float2(float(i), 0.0) * DIGITS_SIZE * DIGITS_VALUE_OFFSET;
float value = i == 0 ? v.x : v.y;
rta += digits( pos, value );
}
return rta;
}
float digits(in float2 st, in float3 v) {
float rta = 0.0;
for (int i = 0; i < 3; i++) {
float2 pos = st + float2(float(i), 0.0) * DIGITS_SIZE * DIGITS_VALUE_OFFSET;
float value = i == 0 ? v.x : i == 1 ? v.y : v.z;
rta += digits( pos, value );
}
return rta;
}
float digits(in float2 st, in float4 v) {
float rta = 0.0;
for (int i = 0; i < 4; i++) {
float2 pos = st + float2(float(i), 0.0) * DIGITS_SIZE * DIGITS_VALUE_OFFSET;
float value = i == 0 ? v.x : i == 1 ? v.y : i == 2 ? v.z : v.w;
rta += digits( pos, value );
}
return rta;
}
float digits(in float2 st, in float2x2 _matrix) {
float rta = 0.0;
for (int i = 0; i < 2; i++) {
for (int j = 0; j < 2; j++) {
float2 pos = st + float2(float(i), float(j)) * DIGITS_SIZE * DIGITS_VALUE_OFFSET - DIGITS_SIZE * float2(0.0, 3.0);
float value = _matrix[j][i];
rta += digits( pos, value );
}
}
return rta;
}
float digits(in float2 st, in float3x3 _matrix) {
float rta = 0.0;
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
float2 pos = st + float2(float(i), float(j)) * DIGITS_SIZE * DIGITS_VALUE_OFFSET - DIGITS_SIZE * float2(0.0, 6.0);
float value = _matrix[j][i];
rta += digits( pos, value );
}
}
return rta;
}
float digits(in float2 st, in float4x4 _matrix) {
float rta = 0.0;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
float2 pos = st + float2(float(i), float(j)) * DIGITS_SIZE * DIGITS_VALUE_OFFSET - DIGITS_SIZE * float2(0.0, 9.0);
float value = _matrix[j][i];
rta += digits( pos, value );
}
}
return rta;
}
#endif
Use:
digits(<float2> st, <float> value [, <float> nDecDigit])
#ifndef DIGITS_SIZE
#define DIGITS_SIZE float2(.02, .02)
#endif
#ifndef DIGITS_VALUE_OFFSET
#define DIGITS_VALUE_OFFSET float2(-6.0, 3.0)
#endif
#ifndef DIGITS_DECIMALS
#define DIGITS_DECIMALS 2.0
#endif
#ifndef FNC_DIGITS
#define FNC_DIGITS
float digits(float2 st, float value, float nDecDigit) {
st /= DIGITS_SIZE;
float absValue = abs(value);
float biggestDigitIndex = max(floor(log2(absValue) / log2(10.)), 0.);
float counter = floor(value);
float nIntDigits = 0.;
for (int i = 0; i < 9; i++) {
counter = floor(counter*.1);
nIntDigits++;
if (counter == 0.)
break;
}
float digit = 12.;
float digitIndex = (nIntDigits-1.) - floor(st.x);
if (digitIndex > (-nDecDigit - 1.5)) {
if (digitIndex > biggestDigitIndex) {
if (value < 0.) {
if (digitIndex < (biggestDigitIndex+1.5)) {
digit = 11.;
}
}
}
else {
if (digitIndex == -1.) {
if (nDecDigit > 0.) {
digit = 10.;
}
}
else {
if (digitIndex < 0.) {
digitIndex += 1.;
}
float digitValue = (absValue / (pow(10., digitIndex)));
digit = mod(floor(0.0001+digitValue), 10.);
}
}
}
float2 pos = float2(fract(st.x), st.y);
if (pos.x < 0.) return 0.;
if (pos.y < 0.) return 0.;
if (pos.x >= 1.) return 0.;
if (pos.y >= 1.) return 0.;
// make a 4x5 array of bits
float b= 0.;
if (digit < 0.5) // 0
b= 7. + 5. * 16. + 5. * 256. + 5. * 4096. + 7. * 65536.;
else if (digit < 1.5) // 1
b= 2. + 2. * 16. + 2. * 256. + 2. * 4096. + 2. * 65536.;
else if (digit < 2.5) // 2
b= 7. + 1. * 16. + 7. * 256. + 4. * 4096. + 7. * 65536.;
else if (digit < 3.5) // 3
b= 7. + 4. * 16. + 7. * 256. + 4. * 4096. + 7. * 65536.;
else if (digit < 4.5) // 4
b= 4. + 7. * 16. + 5. * 256. + 1. * 4096. + 1. * 65536.;
else if (digit < 5.5) // 5
b= 7. + 4. * 16. + 7. * 256. + 1. * 4096. + 7. * 65536.;
else if (digit < 6.5) // 6
b= 7. + 5. * 16. + 7. * 256. + 1. * 4096. + 7. * 65536.;
else if (digit < 7.5) // 7
b= 4. + 4. * 16. + 4. * 256. + 4. * 4096. + 7. * 65536.;
else if (digit < 8.5) // 8
b= 7. + 5. * 16. + 7. * 256. + 5. * 4096. + 7. * 65536.;
else if (digit < 9.5) // 9
b= 7. + 4. * 16. + 7. * 256. + 5. * 4096. + 7. * 65536.;
else if (digit < 10.5) // '.'
b= 2. + 0. * 16. + 0. * 256. + 0. * 4096. + 0. * 65536.;
else if (digit < 11.5) // '-'
b= 0. + 0. * 16. + 7. * 256. + 0. * 4096. + 0. * 65536.;
float2 pixel = floor(pos * float2(4., 5.));
return mod(floor(b/ pow(2., (pixel.x + (pixel.y * 4.)))), 2.);
}
float digits(float2 st, float value, float nDecDigit, float nIntDigits) {
float2 st2 = st;
float result = 0.0;
float dig = nDecDigit;
#ifndef DIGITS_LEADING_INT
#if defined(PLATFORM_WEBGL)
#define DIGITS_LEADING_INT 1.0
#else
#define DIGITS_LEADING_INT nIntDigits
#endif
#endif
for (float i = DIGITS_LEADING_INT - 1.0; i > 0.0 ; i--) {
if (i * 10.0 > value) {
result += digits(st2, 0.0, 0.0);
st2.x -= DIGITS_SIZE.x;
}
}
result += digits(st2, value, nDecDigit);
return result;
}
float digits(in float2 st, in int value) {
return digits(st, float(value), 0.0);
}
float digits(in float2 st, in float value) {
return digits(st, value, (DIGITS_DECIMALS));
}
float digits(in float2 st, in float2 v) {
float rta = 0.0;
for (int i = 0; i < 2; i++) {
float2 pos = st + float2(float(i), 0.0) * DIGITS_SIZE * DIGITS_VALUE_OFFSET;
float value = i == 0 ? v.x : v.y;
rta += digits( pos, value );
}
return rta;
}
float digits(in float2 st, in float3 v) {
float rta = 0.0;
for (int i = 0; i < 3; i++) {
float2 pos = st + float2(float(i), 0.0) * DIGITS_SIZE * DIGITS_VALUE_OFFSET;
float value = i == 0 ? v.x : i == 1 ? v.y : v.z;
rta += digits( pos, value );
}
return rta;
}
float digits(in float2 st, in float4 v) {
float rta = 0.0;
for (int i = 0; i < 4; i++) {
float2 pos = st + float2(float(i), 0.0) * DIGITS_SIZE * DIGITS_VALUE_OFFSET;
float value = i == 0 ? v.x : i == 1 ? v.y : i == 2 ? v.z : v.w;
rta += digits( pos, value );
}
return rta;
}
float digits(in float2 st, in float2x2 _matrix) {
float rta = 0.0;
for (int i = 0; i < 2; i++) {
for (int j = 0; j < 2; j++) {
float2 pos = st + float2(float(i), float(j)) * DIGITS_SIZE * DIGITS_VALUE_OFFSET - DIGITS_SIZE * float2(0.0, 3.0);
float value = _matrix[j][i];
rta += digits( pos, value );
}
}
return rta;
}
float digits(in float2 st, in float3x3 _matrix) {
float rta = 0.0;
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
float2 pos = st + float2(float(i), float(j)) * DIGITS_SIZE * DIGITS_VALUE_OFFSET - DIGITS_SIZE * float2(0.0, 6.0);
float value = _matrix[j][i];
rta += digits( pos, value );
}
}
return rta;
}
float digits(in float2 st, in float4x4 _matrix) {
float rta = 0.0;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
float2 pos = st + float2(float(i), float(j)) * DIGITS_SIZE * DIGITS_VALUE_OFFSET - DIGITS_SIZE * float2(0.0, 9.0);
float value = _matrix[j][i];
rta += digits( pos, value );
}
}
return rta;
}
#endif
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