111 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			V
		
	
	
			
		
		
	
	
			111 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			V
		
	
	
| /**********************************************************************
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| *
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| * Simply vector/matrix graphic utility
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| *
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| * Copyright (c) 2021 Dario Deledda. 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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| *
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| * TODO:
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| **********************************************************************/
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| module m4
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| 
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| import math
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| 
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| // Translate degrees to radians
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| [inline]
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| pub fn rad(deg f32) f32 {
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| 	return (math.pi / 180.0) * deg
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| }
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| 
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| // Translate radians to degrees
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| [inline]
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| pub fn deg(grad f32) f32 {
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| 	return (180.0 / math.pi) * grad
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| }
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| 
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| // calculate the Orthographic projection matrix
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| pub fn ortho(left f32, right f32, bottom f32, top f32, z_near f32, z_far f32) Mat4 {
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| 	rml := right - left
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| 	rpl := right + left
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| 	tmb := top - bottom
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| 	tpb := top + bottom
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| 	fmn := z_far - z_near
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| 	fpn := z_far + z_near
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| 	if fmn != 0 {
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| 		return Mat4{ e: [
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| 				2 / rml, 0      ,       0, -(rpl / rml),
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| 				0      , 2 / tmb,       0, -(tpb / tmb),
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| 				0      ,       0, 2 / fmn, -(fpn / fmn),
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| 				0      ,       0,       0,            1,
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| 			]!
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| 		}
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| 	} 
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| 	return Mat4{ e: [
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| 			2 / rml, 0      ,       0, -(rpl / rml),
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| 			0      , 2 / tmb,       0, -(tpb / tmb),
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| 			0      ,       0,       0,            0,
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| 			0      ,       0,       0,            1,
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| 		]!
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| 	}
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| }
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| 
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| // Calculate the perspective matrix using (fov:fov, ar:aspect_ratio ,n:near_pane, f:far_plane) as parameters
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| pub fn perspective(fov f32, ar f32, n f32, f f32) Mat4 {
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| 	ctan := f32(1.0 / math.tan(fov * (f32(math.pi) / 360.0))) // for the FOV we use 360 instead 180
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| 	return Mat4{ e: [
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| 		  ctan / ar, 	  0,		                   0, 							0,
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| 			0,		     ctan, 	                     0, 							0,
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| 			0,		        0,		   (n + f) / (n - f), 			     -1.0,
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| 			0,		        0, (2.0 * n * f) / (n - f), 	            0,
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| 		]!
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| 	}
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| }
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| 
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| // Calculate the look-at matrix
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| pub fn look_at(eye Vec4, center Vec4, up Vec4) Mat4 {
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| 	f := (center - eye).normalize3()
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| 	s := (f % up).normalize3()
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| 	u := (s % f)
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| 
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| 	return Mat4{ e: [
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| 			/* [0][0] */ s.e[0],
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| 			/* [0][1] */ u.e[0],
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| 			/* [0][2] */ - f.e[0],
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| 			/* [0][3] */ 0,
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| 
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| 			/* [1][1] */ s.e[1],
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| 			/* [1][1] */ u.e[1],
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| 			/* [1][2] */ - f.e[1],
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| 			/* [1][3] */ 0,
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| 
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| 			/* [2][0] */ s.e[2],
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| 			/* [2][1] */ u.e[2],
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| 			/* [2][2] */ - f.e[2],
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| 			/* [2][3] */ 0,
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| 
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| 			/* [3][0] */ - (s * eye),
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| 			/* [3][1] */ - (u * eye),
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| 			/* [3][2] */ f * eye,
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| 			/* [3][3] */ 1,
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| 		]!
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| 	}
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| }
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| 
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| 
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| // Get the complete transformation matrix for GLSL demos
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| pub fn calc_tr_matrices(w f32, h f32, rx f32, ry f32, in_scale f32) Mat4 {
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| 	proj := perspective(60, w / h, 0.01, 10.0)
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| 	view := look_at(Vec4{ e: [f32(0.0), 1.5, 6, 0]! }, Vec4{ e: [f32(0), 0, 0, 0]! }, Vec4{ e: [f32(0), 1.0, 0, 0]! })
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| 	view_proj := view * proj
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| 
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| 	rxm := rotate(rad(rx), Vec4{ e: [f32(1), 0, 0, 0]! })
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| 	rym := rotate(rad(ry), Vec4{ e: [f32(0), 1, 0, 0]! })
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| 
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| 	model := rym * rxm
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| 	scale_m := scale(Vec4{ e: [in_scale, in_scale, in_scale, 1]! })
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| 
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| 	res := (scale_m * model) * view_proj
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| 	return res
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| }
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