For something relatively expensive but constant such as pow()
with pre-runtime user specified constants, can a define
be used to reduce the runtime calculation? Or would each appearance of define
just be replaced with what it defines?
For example, is there any benefit to this:
#define MENGER_ITER 3
#define MENGER_ITER_POW pow(3.0, -float(MENGER_ITER))
// ...other code
return (length(max(abs(vec3(x, y, z))-1.0, 0.0))-0.25)*MENGER_ITER_POW;
// ...other code
As opposed to this:
// ...other code
return (length(max(abs(vec3(x, y, z))-1.0, 0.0))-0.25)*pow(3.0, -float(MENGER_ITER));
// ...other code
#define
just does a text substitution
For your case it's no different than
shaderSource = shaderSource.replace(/MENGER_ITER_POW/g, "pow(3.0, -float(MENGER_ITER))");
shaderSource = shaderSource.replace(/MENGER_ITER/g, "3");
gl.shaderSource(someShader, shaderSource);
It's very similar to the C/C++ preprocessor
The benefit is it makes your code more readable?
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With