vlib: remove unused `glm` module (#12274)
							parent
							
								
									864d6eae6b
								
							
						
					
					
						commit
						aa22751d26
					
				
							
								
								
									
										428
									
								
								vlib/glm/glm.v
								
								
								
								
							
							
						
						
									
										428
									
								
								vlib/glm/glm.v
								
								
								
								
							| 
						 | 
				
			
			@ -1,428 +0,0 @@
 | 
			
		|||
// Copyright (c) 2019-2021 Alexander Medvednikov. All rights reserved.
 | 
			
		||||
// Use of this source code is governed by an MIT license
 | 
			
		||||
// that can be found in the LICENSE file.
 | 
			
		||||
module glm
 | 
			
		||||
 | 
			
		||||
import math
 | 
			
		||||
 | 
			
		||||
/*
 | 
			
		||||
#flag -lmyglm
 | 
			
		||||
# f32* myglm_ortho(f32, f32, f32, f32);
 | 
			
		||||
# f32* myglm_translate(f32, f32, f32);
 | 
			
		||||
*/
 | 
			
		||||
// # f32* myglm_rotate(f32 *m, f32 angle, f32, f32, f32);
 | 
			
		||||
// # f32* myglm_perspective(f32, f32, f32, f32);
 | 
			
		||||
// # f32* myglm_look_at(glm__Vec3, glm__Vec3, glm__Vec3);
 | 
			
		||||
// # glm__Vec3 myglm_mult(glm__Vec3, glm__Vec3);
 | 
			
		||||
// # glm__Vec3 myglm_cross(glm__Vec3, glm__Vec3);
 | 
			
		||||
// # glm__Vec3 myglm_normalize(glm__Vec3);
 | 
			
		||||
pub struct Mat4 {
 | 
			
		||||
pub:
 | 
			
		||||
	data &f32
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
struct Vec2 {
 | 
			
		||||
	x f32
 | 
			
		||||
	y f32
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
struct Vec3 {
 | 
			
		||||
	x f32
 | 
			
		||||
	y f32
 | 
			
		||||
	z f32
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
pub fn vec3(x f32, y f32, z f32) Vec3 {
 | 
			
		||||
	res := Vec3{
 | 
			
		||||
		x: x
 | 
			
		||||
		y: y
 | 
			
		||||
		z: z
 | 
			
		||||
	}
 | 
			
		||||
	return res
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
fn mat4(f &f32) Mat4 {
 | 
			
		||||
	res := Mat4{
 | 
			
		||||
		data: unsafe { f }
 | 
			
		||||
	}
 | 
			
		||||
	return res
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
pub fn (v Vec3) str() string {
 | 
			
		||||
	return 'Vec3{ $v.x, $v.y, $v.z }'
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
pub fn (v Vec2) str() string {
 | 
			
		||||
	return 'Vec3{ $v.x, $v.y }'
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
pub fn (m Mat4) str() string {
 | 
			
		||||
	mut s := '[ '
 | 
			
		||||
	for i in 0 .. 4 {
 | 
			
		||||
		if i != 0 {
 | 
			
		||||
			s += '  '
 | 
			
		||||
		}
 | 
			
		||||
		for j in 0 .. 4 {
 | 
			
		||||
			val := unsafe { m.data[i * 4 + j] }
 | 
			
		||||
			s += '${val:5.2f} '
 | 
			
		||||
		}
 | 
			
		||||
		if i != 3 {
 | 
			
		||||
			s += '\n'
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
	s += ']'
 | 
			
		||||
	return s
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
fn vec2(x int, y int) Vec2 {
 | 
			
		||||
	res := Vec2{
 | 
			
		||||
		x: f32(x)
 | 
			
		||||
		y: f32(y)
 | 
			
		||||
	}
 | 
			
		||||
	return res
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
fn (a Vec3) add(b Vec3) Vec3 {
 | 
			
		||||
	res := Vec3{
 | 
			
		||||
		x: a.x + b.x
 | 
			
		||||
		y: a.y + b.y
 | 
			
		||||
		z: a.z + b.z
 | 
			
		||||
	}
 | 
			
		||||
	return res
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
fn (a Vec3) sub(b Vec3) Vec3 {
 | 
			
		||||
	res := Vec3{
 | 
			
		||||
		x: a.x - b.x
 | 
			
		||||
		y: a.y - b.y
 | 
			
		||||
		z: a.z - b.z
 | 
			
		||||
	}
 | 
			
		||||
	return res
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// fn (a Vec3) mult(b Vec3) Vec3 {
 | 
			
		||||
// # return myglm_mult(a,b);
 | 
			
		||||
// }
 | 
			
		||||
fn (a Vec3) mult_scalar(b f32) Vec3 {
 | 
			
		||||
	res := Vec3{
 | 
			
		||||
		x: a.x * b
 | 
			
		||||
		y: a.y * b
 | 
			
		||||
		z: a.z * b
 | 
			
		||||
	}
 | 
			
		||||
	return res
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
fn (a Vec3) print() {
 | 
			
		||||
	x := a.x
 | 
			
		||||
	y := a.y
 | 
			
		||||
	z := a.z
 | 
			
		||||
	C.printf(c'vec3{%f,%f,%f}\n', x, y, z)
 | 
			
		||||
	// println('vec3{$x,$y,$z}')
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/*
 | 
			
		||||
fn rotate(m Mat4, angle f32, vec Vec3) Mat4 {
 | 
			
		||||
	// # t_mat4 m;
 | 
			
		||||
	// println('rotate done')
 | 
			
		||||
	# return glm__mat4( myglm_rotate(m.data, angle, vec.x,vec.y,vec.z) );
 | 
			
		||||
	return Mat4{}
 | 
			
		||||
}
 | 
			
		||||
*/
 | 
			
		||||
fn f32_calloc(n int) &f32 {
 | 
			
		||||
	return voidptr(vcalloc_noscan(n * int(sizeof(f32))))
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// fn translate(vec Vec3) *f32 {
 | 
			
		||||
pub fn translate(m Mat4, v Vec3) Mat4 {
 | 
			
		||||
	// # return glm__mat4(myglm_translate(vec.x,vec.y,vec.z)  );
 | 
			
		||||
	a := m.data
 | 
			
		||||
	mut out := f32_calloc(16)
 | 
			
		||||
	x := v.x
 | 
			
		||||
	y := v.y
 | 
			
		||||
	z := v.z
 | 
			
		||||
	unsafe {
 | 
			
		||||
		a00 := a[0]
 | 
			
		||||
		a01 := a[1]
 | 
			
		||||
		a02 := a[2]
 | 
			
		||||
		a03 := a[3]
 | 
			
		||||
		a10 := a[4]
 | 
			
		||||
		a11 := a[5]
 | 
			
		||||
		a12 := a[6]
 | 
			
		||||
		a13 := a[7]
 | 
			
		||||
		a20 := a[8]
 | 
			
		||||
		a21 := a[9]
 | 
			
		||||
		a22 := a[10]
 | 
			
		||||
		a23 := a[11]
 | 
			
		||||
		out[0] = a00
 | 
			
		||||
		out[1] = a01
 | 
			
		||||
		out[2] = a02
 | 
			
		||||
		out[3] = a03
 | 
			
		||||
		out[4] = a10
 | 
			
		||||
		out[5] = a11
 | 
			
		||||
		out[6] = a12
 | 
			
		||||
		out[7] = a13
 | 
			
		||||
		out[8] = a20
 | 
			
		||||
		out[9] = a21
 | 
			
		||||
		out[10] = a22
 | 
			
		||||
		out[11] = a23
 | 
			
		||||
		out[12] = a00 * x + a10 * y + a20 * z + a[12]
 | 
			
		||||
		out[13] = a01 * x + a11 * y + a21 * z + a[13]
 | 
			
		||||
		out[14] = a02 * x + a12 * y + a22 * z + a[14]
 | 
			
		||||
		out[15] = a03 * x + a13 * y + a23 * z + a[15]
 | 
			
		||||
	}
 | 
			
		||||
	return mat4(out)
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/*
 | 
			
		||||
fn normalize(vec Vec3) Vec3 {
 | 
			
		||||
	# return myglm_normalize(vec);
 | 
			
		||||
	return Vec3{}
 | 
			
		||||
}
 | 
			
		||||
*/
 | 
			
		||||
// https://github.com/g-truc/glm/blob/0ceb2b755fb155d593854aefe3e45d416ce153a4/glm/ext/matrix_clip_space.inl
 | 
			
		||||
pub fn ortho(left f32, right f32, bottom f32, top f32) Mat4 {
 | 
			
		||||
	// println('glm ortho($left, $right, $bottom, $top)')
 | 
			
		||||
	// mat<4, 4, T, defaultp> Result(static_cast<T>(1));
 | 
			
		||||
	n := 16
 | 
			
		||||
	mut res := f32_calloc(n)
 | 
			
		||||
	unsafe {
 | 
			
		||||
		res[0] = 2.0 / (right - left)
 | 
			
		||||
		res[5] = 2.0 / (top - bottom)
 | 
			
		||||
		res[10] = 1.0
 | 
			
		||||
		res[12] = -(right + left) / (right - left)
 | 
			
		||||
		res[13] = -(top + bottom) / (top - bottom)
 | 
			
		||||
		res[15] = 1.0
 | 
			
		||||
	}
 | 
			
		||||
	return mat4(res)
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// https://github.com/g-truc/glm/blob/0ceb2b755fb155d593854aefe3e45d416ce153a4/glm/ext/matrix_clip_space.inl
 | 
			
		||||
pub fn ortho_zo(left f32, right f32, bottom f32, top f32, zNear f32, zFar f32) Mat4 {
 | 
			
		||||
	// println('glm ortho($left, $right, $bottom, $top)')
 | 
			
		||||
	// mat<4, 4, T, defaultp> Result(static_cast<T>(1));
 | 
			
		||||
	n := 16
 | 
			
		||||
	mut res := f32_calloc(n)
 | 
			
		||||
	unsafe {
 | 
			
		||||
		res[0] = 2.0 / (right - left)
 | 
			
		||||
		res[5] = 2.0 / (top - bottom)
 | 
			
		||||
		res[10] = 1.0
 | 
			
		||||
		res[12] = -(right + left) / (right - left)
 | 
			
		||||
		res[13] = -(top + bottom) / (top - bottom)
 | 
			
		||||
		res[14] = -zNear / (zFar - zNear)
 | 
			
		||||
		res[15] = 1.0
 | 
			
		||||
	}
 | 
			
		||||
	return mat4(res)
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// fn scale(a *f32, v Vec3) *f32 {
 | 
			
		||||
pub fn scale(m Mat4, v Vec3) Mat4 {
 | 
			
		||||
	a := m.data
 | 
			
		||||
	mut out := f32_calloc(16)
 | 
			
		||||
	x := v.x
 | 
			
		||||
	y := v.y
 | 
			
		||||
	z := v.z
 | 
			
		||||
	unsafe {
 | 
			
		||||
		out[0] = a[0] * v.x
 | 
			
		||||
		out[1] = a[1] * x
 | 
			
		||||
		out[2] = a[2] * x
 | 
			
		||||
		out[3] = a[3] * x
 | 
			
		||||
		out[4] = a[4] * y
 | 
			
		||||
		out[5] = a[5] * y
 | 
			
		||||
		out[6] = a[6] * y
 | 
			
		||||
		out[7] = a[7] * y
 | 
			
		||||
		out[8] = a[8] * z
 | 
			
		||||
		out[9] = a[9] * z
 | 
			
		||||
		out[10] = a[10] * z
 | 
			
		||||
		out[11] = a[11] * z
 | 
			
		||||
		out[12] = a[12]
 | 
			
		||||
		out[13] = a[13]
 | 
			
		||||
		out[14] = a[14]
 | 
			
		||||
		out[15] = a[15]
 | 
			
		||||
	}
 | 
			
		||||
	return mat4(out)
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// multiplies two matrices
 | 
			
		||||
pub fn mult(a Mat4, b Mat4) Mat4 {
 | 
			
		||||
	mut out := f32_calloc(16)
 | 
			
		||||
	for i in 0 .. 4 {
 | 
			
		||||
		for r in 0 .. 4 {
 | 
			
		||||
			mut prod := f32(0)
 | 
			
		||||
			for c in 0 .. 4 {
 | 
			
		||||
				prod += unsafe { a.data[c * 4 + r] * b.data[i * 4 + c] }
 | 
			
		||||
			}
 | 
			
		||||
			unsafe {
 | 
			
		||||
				out[i * 4 + r] = prod
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
	return mat4(out)
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
pub fn rotate(angle f32, axis Vec3, src Mat4) Mat4 {
 | 
			
		||||
	c := f32(math.cos(angle))
 | 
			
		||||
	s := f32(math.sin(angle))
 | 
			
		||||
	oneminusc := f32(1.0) - c
 | 
			
		||||
	xy := axis.x * axis.y
 | 
			
		||||
	yz := axis.y * axis.z
 | 
			
		||||
	xz := axis.x * axis.z
 | 
			
		||||
	xs := axis.x * s
 | 
			
		||||
	ys := axis.y * s
 | 
			
		||||
	zs := axis.z * s
 | 
			
		||||
	f00 := axis.x * axis.x * oneminusc + c
 | 
			
		||||
	f01 := xy * oneminusc + zs
 | 
			
		||||
	f02 := xz * oneminusc - ys
 | 
			
		||||
	f10 := xy * oneminusc - zs
 | 
			
		||||
	f11 := axis.y * axis.y * oneminusc + c
 | 
			
		||||
	f12 := yz * oneminusc + xs
 | 
			
		||||
	f20 := xz * oneminusc + ys
 | 
			
		||||
	f21 := yz * oneminusc - xs
 | 
			
		||||
	f22 := axis.z * axis.z * oneminusc + c
 | 
			
		||||
	data := src.data
 | 
			
		||||
	unsafe {
 | 
			
		||||
		t00 := data[0] * f00 + data[4] * f01 + data[8] * f02
 | 
			
		||||
		t01 := data[1] * f00 + data[5] * f01 + data[9] * f02
 | 
			
		||||
		t02 := data[2] * f00 + data[6] * f01 + data[10] * f02
 | 
			
		||||
		t03 := data[3] * f00 + data[7] * f01 + data[11] * f02
 | 
			
		||||
		t10 := data[0] * f10 + data[4] * f11 + data[8] * f12
 | 
			
		||||
		t11 := data[1] * f10 + data[5] * f11 + data[9] * f12
 | 
			
		||||
		t12 := data[2] * f10 + data[6] * f11 + data[10] * f12
 | 
			
		||||
		t13 := data[3] * f10 + data[7] * f11 + data[11] * f12
 | 
			
		||||
		mut dest := src.data
 | 
			
		||||
		dest[8] = data[0] * f20 + data[4] * f21 + data[8] * f22
 | 
			
		||||
		dest[9] = data[1] * f20 + data[5] * f21 + data[9] * f22
 | 
			
		||||
		dest[10] = data[2] * f20 + data[6] * f21 + data[10] * f22
 | 
			
		||||
		dest[11] = data[3] * f20 + data[7] * f21 + data[11] * f22
 | 
			
		||||
		dest[0] = t00
 | 
			
		||||
		dest[1] = t01
 | 
			
		||||
		dest[2] = t02
 | 
			
		||||
		dest[3] = t03
 | 
			
		||||
		dest[4] = t10
 | 
			
		||||
		dest[5] = t11
 | 
			
		||||
		dest[6] = t12
 | 
			
		||||
		dest[7] = t13
 | 
			
		||||
		return mat4(dest)
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// fn rotate_z(a *f32, rad f32) *f32 {
 | 
			
		||||
pub fn rotate_z(m Mat4, rad f32) Mat4 {
 | 
			
		||||
	a := m.data
 | 
			
		||||
	mut out := f32_calloc(16)
 | 
			
		||||
	s := f32(math.sin(rad))
 | 
			
		||||
	c := f32(math.cos(rad))
 | 
			
		||||
	unsafe {
 | 
			
		||||
		a00 := a[0]
 | 
			
		||||
		a01 := a[1]
 | 
			
		||||
		a02 := a[2]
 | 
			
		||||
		a03 := a[3]
 | 
			
		||||
		a10 := a[4]
 | 
			
		||||
		a11 := a[5]
 | 
			
		||||
		a12 := a[6]
 | 
			
		||||
		a13 := a[7]
 | 
			
		||||
		out[8] = a[8]
 | 
			
		||||
		out[9] = a[9]
 | 
			
		||||
		out[10] = a[10]
 | 
			
		||||
		out[11] = a[11]
 | 
			
		||||
		out[12] = a[12]
 | 
			
		||||
		out[13] = a[13]
 | 
			
		||||
		out[14] = a[14]
 | 
			
		||||
		out[15] = a[15]
 | 
			
		||||
		// Perform axis-specific matrix multiplication
 | 
			
		||||
		out[0] = a00 * c + a10 * s
 | 
			
		||||
		out[1] = a01 * c + a11 * s
 | 
			
		||||
		out[2] = a02 * c + a12 * s
 | 
			
		||||
		out[3] = a03 * c + a13 * s
 | 
			
		||||
		out[4] = a10 * c - a00 * s
 | 
			
		||||
		out[5] = a11 * c - a01 * s
 | 
			
		||||
		out[6] = a12 * c - a02 * s
 | 
			
		||||
		out[7] = a13 * c - a03 * s
 | 
			
		||||
	}
 | 
			
		||||
	return mat4(out)
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
pub fn identity() Mat4 {
 | 
			
		||||
	// 1 0 0 0
 | 
			
		||||
	// 0 1 0 0
 | 
			
		||||
	// 0 0 1 0
 | 
			
		||||
	// 0 0 0 1
 | 
			
		||||
	n := 16
 | 
			
		||||
	mut res := f32_calloc(int(sizeof(f32)) * n)
 | 
			
		||||
	unsafe {
 | 
			
		||||
		res[0] = 1
 | 
			
		||||
		res[5] = 1
 | 
			
		||||
		res[10] = 1
 | 
			
		||||
		res[15] = 1
 | 
			
		||||
	}
 | 
			
		||||
	return mat4(res)
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// returns *f32 without allocation
 | 
			
		||||
pub fn identity2(mut res &f32) {
 | 
			
		||||
	res[0] = 1
 | 
			
		||||
	res[5] = 1
 | 
			
		||||
	res[10] = 1
 | 
			
		||||
	res[15] = 1
 | 
			
		||||
	// # f32 f[16]={0};// for (int i =0;i<16;i++)
 | 
			
		||||
	// # printf("!!%d\n", f[0]);
 | 
			
		||||
	// # glm__identity2(&f);
 | 
			
		||||
	// # gl__Shader_set_mat4(shader, tos2("projection"), f) ;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
pub fn identity3() []f32 {
 | 
			
		||||
	res := [f32(1.0), 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]
 | 
			
		||||
	return res
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// https://github.com/toji/gl-matrix/blob/1549cf21dfa14a2bc845993485343d519cf064fe/src/gl-matrix/mat4.js
 | 
			
		||||
fn ortho_js(left f32, right f32, bottom f32, top f32) &f32 {
 | 
			
		||||
	// mynear := 1
 | 
			
		||||
	// myfar := 1
 | 
			
		||||
	lr := 1.0 / (left - right)
 | 
			
		||||
	bt := 1.0 / (bottom - top)
 | 
			
		||||
	nf := f32(1.0) / 1.0 // (mynear -myfar)
 | 
			
		||||
	unsafe {
 | 
			
		||||
		mut out := &f32(malloc_noscan(int(sizeof(f32) * 16)))
 | 
			
		||||
		out[0] = -2.0 * lr
 | 
			
		||||
		out[1] = 0
 | 
			
		||||
		out[2] = 0
 | 
			
		||||
		out[3] = 0
 | 
			
		||||
		out[4] = 0
 | 
			
		||||
		out[5] = -2.0 * bt
 | 
			
		||||
		out[6] = 0
 | 
			
		||||
		out[7] = 0
 | 
			
		||||
		out[8] = 0
 | 
			
		||||
		out[9] = 0
 | 
			
		||||
		out[10] = 2.0 * nf
 | 
			
		||||
		out[11] = 0
 | 
			
		||||
		out[12] = (left + right) * lr
 | 
			
		||||
		out[13] = (top + bottom) * bt
 | 
			
		||||
		out[14] = 1.0 * nf // (far + near) * nf;
 | 
			
		||||
		out[15] = 1
 | 
			
		||||
		return out
 | 
			
		||||
	}
 | 
			
		||||
	// f := 0.0
 | 
			
		||||
	// return &f
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// fn ortho_old(a, b, c, d f32) *f32 {
 | 
			
		||||
// # return myglm_ortho(a,b,c,d);
 | 
			
		||||
// }
 | 
			
		||||
fn cross(a Vec3, b Vec3) Vec3 {
 | 
			
		||||
	// # return myglm_cross(a,b);
 | 
			
		||||
	return Vec3{}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/*
 | 
			
		||||
fn perspective(degrees f32, ratio f32, a, b f32) Mat4 {
 | 
			
		||||
	// println('lang per degrees=$degrees ratio=$ratio a=$a b=$b')
 | 
			
		||||
	// # printf("lang pers degrees=%f ratio=%f a=%f b=%f\n", degrees, ratio, a,b);
 | 
			
		||||
	# return glm__mat4( myglm_perspective(degrees, ratio, a,b)  ) ;
 | 
			
		||||
	return Mat4{}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
fn look_at(eye, center, up Vec3) Mat4 {
 | 
			
		||||
	# return glm__mat4(  myglm_look_at(eye, center, up)  ) ;
 | 
			
		||||
	return Mat4{}
 | 
			
		||||
}
 | 
			
		||||
*/
 | 
			
		||||
| 
						 | 
				
			
			@ -1,155 +0,0 @@
 | 
			
		|||
// Copyright (c) 2019-2021 Alexander Medvednikov. All rights reserved.
 | 
			
		||||
// Use of this source code is governed by an MIT license
 | 
			
		||||
// that can be found in the LICENSE file.
 | 
			
		||||
// might need special case for this
 | 
			
		||||
// import gl
 | 
			
		||||
import glm
 | 
			
		||||
 | 
			
		||||
fn cmp(a f32, b f32) bool {
 | 
			
		||||
	return int(a * 1000) == int(b * 1000)
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
fn test_ortho() {
 | 
			
		||||
	projection := glm.ortho(0, 200, 400, 0)
 | 
			
		||||
	$if debug {
 | 
			
		||||
		println(unsafe { projection.data[0] })
 | 
			
		||||
	}
 | 
			
		||||
	unsafe {
 | 
			
		||||
		assert cmp(projection.data[0], 0.01)
 | 
			
		||||
		assert cmp(projection.data[1], 0.000000)
 | 
			
		||||
		assert cmp(projection.data[2], 0.000000)
 | 
			
		||||
		assert cmp(projection.data[3], 0.000000)
 | 
			
		||||
		assert cmp(projection.data[4], 0.000000)
 | 
			
		||||
		assert cmp(projection.data[5], -0.005000)
 | 
			
		||||
		assert cmp(projection.data[6], 0.000000)
 | 
			
		||||
		assert cmp(projection.data[7], 0.000000)
 | 
			
		||||
		assert cmp(projection.data[8], 0.000000)
 | 
			
		||||
		assert cmp(projection.data[9], 0.000000)
 | 
			
		||||
		assert cmp(projection.data[10], 1.000000)
 | 
			
		||||
		assert cmp(projection.data[11], 0.000000)
 | 
			
		||||
		assert cmp(projection.data[12], -1.000000)
 | 
			
		||||
		assert cmp(projection.data[13], 1.000000)
 | 
			
		||||
		assert cmp(projection.data[14], 0.000000)
 | 
			
		||||
		assert cmp(projection.data[15], 1.000000)
 | 
			
		||||
	}
 | 
			
		||||
	// f := gg.ortho(1,2,3,4)
 | 
			
		||||
	/*
 | 
			
		||||
	// for debugging broken tetris in gg.o
 | 
			
		||||
		# projection.data[0]=0.010000;
 | 
			
		||||
		# projection.data[1]=0.000000;
 | 
			
		||||
		# projection.data[2]=0.000000;
 | 
			
		||||
		# projection.data[3]=0.000000;
 | 
			
		||||
		# projection.data[4]=0.000000;
 | 
			
		||||
		# projection.data[5]=-0.005000;
 | 
			
		||||
		# projection.data[6]=0.000000;
 | 
			
		||||
		# projection.data[7]=0.000000;
 | 
			
		||||
		# projection.data[8]=0.000000;
 | 
			
		||||
		# projection.data[9]=0.000000;
 | 
			
		||||
		# projection.data[10]=1.000000;
 | 
			
		||||
		# projection.data[11]=0.000000;
 | 
			
		||||
		# projection.data[12]=-1.000000;
 | 
			
		||||
		# projection.data[13]=1.000000;
 | 
			
		||||
		# projection.data[14]=0.000000;
 | 
			
		||||
		# projection.data[15]=1.000000;
 | 
			
		||||
	*/
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
fn test_rotate() {
 | 
			
		||||
	$if debug {
 | 
			
		||||
		println('rotate')
 | 
			
		||||
	}
 | 
			
		||||
	mut m := glm.identity()
 | 
			
		||||
	m = glm.scale(m, glm.vec3(2, 2, 2))
 | 
			
		||||
	$if debug {
 | 
			
		||||
		println(m)
 | 
			
		||||
	}
 | 
			
		||||
	m = glm.rotate_z(m, 1)
 | 
			
		||||
	$if debug {
 | 
			
		||||
		println(m)
 | 
			
		||||
	}
 | 
			
		||||
	mut m1 := glm.identity()
 | 
			
		||||
	mut m2 := glm.identity()
 | 
			
		||||
	m1 = glm.rotate(1, glm.vec3(1, 0, 0), m1)
 | 
			
		||||
	m2 = glm.rotate(1, glm.vec3(0, 1, 0), m2)
 | 
			
		||||
	mut same := true
 | 
			
		||||
	for i in 0 .. 15 {
 | 
			
		||||
		if unsafe { m1.data[i] } != unsafe { m2.data[i] } {
 | 
			
		||||
			same = false
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
	assert !same
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
fn test_translate() {
 | 
			
		||||
	mut m := glm.identity()
 | 
			
		||||
	m = glm.translate(m, glm.vec3(0, 0, -0.5))
 | 
			
		||||
	$if debug {
 | 
			
		||||
		println(m)
 | 
			
		||||
	}
 | 
			
		||||
	unsafe {
 | 
			
		||||
		assert m.data[0] == 1.0
 | 
			
		||||
		assert m.data[1] == 0.0
 | 
			
		||||
		assert m.data[2] == 0.0
 | 
			
		||||
		assert m.data[3] == 0.0
 | 
			
		||||
		//
 | 
			
		||||
		assert m.data[4] == 0.0
 | 
			
		||||
		assert m.data[5] == 1.0
 | 
			
		||||
		assert m.data[6] == 0.0
 | 
			
		||||
		assert m.data[7] == 0.0
 | 
			
		||||
		assert m.data[8] == 0.0
 | 
			
		||||
		assert m.data[9] == 0.0
 | 
			
		||||
		assert m.data[10] == 1.0
 | 
			
		||||
		assert m.data[11] == 0.0
 | 
			
		||||
		//
 | 
			
		||||
		assert m.data[12] == 0.0
 | 
			
		||||
		assert m.data[13] == 0.0
 | 
			
		||||
		assert m.data[14] == -0.5
 | 
			
		||||
		assert m.data[15] == 1.0
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
fn f32_calloc(n int) &f32 {
 | 
			
		||||
	return voidptr(vcalloc(n * int(sizeof(f32))))
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
fn test_mult1() {
 | 
			
		||||
	mut adata := f32_calloc(16)
 | 
			
		||||
	unsafe {
 | 
			
		||||
		adata[1 * 4 + 1] = 6
 | 
			
		||||
		adata[2 * 4 + 3] = 2
 | 
			
		||||
		adata[0 * 4 + 2] = 3
 | 
			
		||||
		adata[2 * 4 + 1] = 1
 | 
			
		||||
	}
 | 
			
		||||
	mut bdata := f32_calloc(16)
 | 
			
		||||
	unsafe {
 | 
			
		||||
		bdata[1 * 4 + 1] = -2
 | 
			
		||||
		bdata[2 * 4 + 3] = 1
 | 
			
		||||
		bdata[0 * 4 + 2] = 6
 | 
			
		||||
		bdata[2 * 4 + 1] = -3
 | 
			
		||||
	}
 | 
			
		||||
	mut expected := f32_calloc(16)
 | 
			
		||||
	unsafe {
 | 
			
		||||
		expected[0 * 4 + 0] = 0 // 0*0+0*0+0*6+0*0
 | 
			
		||||
		expected[0 * 4 + 1] = 6 // 0*0+0*6+1*6+0*0
 | 
			
		||||
		expected[0 * 4 + 2] = 0 // 3*0+0*0+0*6+0*0
 | 
			
		||||
		expected[0 * 4 + 3] = 12 // 0*0+0*0+2*6+0*0
 | 
			
		||||
		expected[1 * 4 + 0] = 0 // 0*0+0*-2+0*0+0*0
 | 
			
		||||
		expected[1 * 4 + 1] = -12 // 0*0+6*-2+1*0+0*0
 | 
			
		||||
		expected[1 * 4 + 2] = 0 // 3*0+0*-2+0*0+0*0
 | 
			
		||||
		expected[1 * 4 + 3] = 0 // 0*0+0*-2+2*0+0*0
 | 
			
		||||
		expected[2 * 4 + 0] = 0 // 0*0+0*-3+0*0+0*1
 | 
			
		||||
		expected[2 * 4 + 1] = -18 // 0*0+6*-3+1*0+0*1
 | 
			
		||||
		expected[2 * 4 + 2] = 0 // 3*0+0*-3+0*0+0*1
 | 
			
		||||
		expected[2 * 4 + 3] = 0 // 0*0+0*-3+2*0+0*1
 | 
			
		||||
		expected[3 * 4 + 0] = 0 // 0*0+0*0+0*0+0*0
 | 
			
		||||
		expected[3 * 4 + 1] = 0 // 0*0+6*0+1*0+0*0
 | 
			
		||||
		expected[3 * 4 + 2] = 0 // 3*0+0*0+0*0+0*0
 | 
			
		||||
		expected[3 * 4 + 3] = 0 // 0*0+0*0+2*0+0*0
 | 
			
		||||
	}
 | 
			
		||||
	mut a := glm.Mat4{adata}
 | 
			
		||||
	b := glm.Mat4{bdata}
 | 
			
		||||
	a = glm.mult(a, b)
 | 
			
		||||
	for i in 0 .. 15 {
 | 
			
		||||
		assert unsafe { a.data[i] } == unsafe { expected[i] }
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
		Loading…
	
		Reference in New Issue