319 lines
6.2 KiB
Go
319 lines
6.2 KiB
Go
// Copyright (c) 2019 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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import math
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/*
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#flag -lmyglm
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# float* myglm_ortho(float, float, float, float);
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# float* myglm_translate(float, float, float);
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*/
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// # float* myglm_rotate(float *m, float angle, float, float, float);
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// # float* myglm_perspective(float, float, float, float);
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// # float* 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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struct Mat4 {
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pub:
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data *float
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}
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struct Vec2 {
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x float
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y float
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}
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struct Vec3 {
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x float
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y float
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z float
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}
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fn vec3(x, y, z float) 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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fn mat4(f *float) 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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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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fn (v Vec2) str() string {
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return 'Vec3{ $v.x, $v.y }'
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}
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fn (m Mat4) str() string {
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mut s := '[ '
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for i := 0; i < 4; i++ {
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if i != 0 {
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s += ' '
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}
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for j := 0; j < 4; j++ {
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val := m.data[i * 4 + j]
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s += '${val:.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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fn vec2(x, y int) Vec2 {
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res := Vec2 {
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x: x,
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y: y,
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}
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return res
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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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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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// 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 float) 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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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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# 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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fn rotate(m Mat4, angle float, 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 translate(vec Vec3) *float {
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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 := float_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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a00 := a[0]a01 := a[1]a02 := a[2]a03 := a[3]
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a10 := a[4]a11 := a[5]a12 := a[6]a13 := a[7]
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a20 := a[8]a21 := a[9]a22 := a[10]a23 := a[11]
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out[0] = a00 out[1] = a01 out[2] = a02 out[3] = a03
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out[4] = a10 out[5] = a11 out[6] = a12 out[7] = a13
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out[8] = a20 out[9] = a21 out[10] = a22 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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return mat4(out)
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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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fn ortho(left, right, bottom, top float) 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 := float_calloc(n)
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# res[0] = 2 / (right - left) ;
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# res[5] = 2.0 / (top - bottom);
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# res[10] = (1);
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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
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return mat4(res)
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}
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// fn scale(a *float, v Vec3) *float {
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fn scale(m Mat4, v Vec3) Mat4 {
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a := m.data
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mut out := float_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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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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return mat4(out)
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}
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// fn rotate_z(a *float, rad float) *float {
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fn rotate_z(m Mat4, rad float) Mat4 {
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a := m.data
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mut out := float_calloc(16)
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s := math.sin(rad)
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c := math.cos(rad)
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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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return mat4(out)
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}
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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 := float_calloc(sizeof(float) * n)
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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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return mat4(res)
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}
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// returns *float without allocation
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fn identity2(res *float) {
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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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// # float 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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fn identity3() []float {
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res := [1.0, 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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] !
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return res
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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, right, bottom, top float) *float {
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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 := 1.0 / 1.0// (mynear -myfar)
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# float* out = malloc (sizeof(float) * 16);
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# out[0] = -2 * 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 * 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 * 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 * nf;//(far + near) * nf;
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# out[15] = 1;
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# return out;
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f := 0.0
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return &f
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}
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// fn ortho_old(a, b, c, d float) *float {
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// # return myglm_ortho(a,b,c,d);
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// }
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fn cross(a, 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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fn perspective(degrees float, ratio float, a, b float) 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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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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