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