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v/vlib/glm/glm.v

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// Copyright (c) 2019-2020 Alexander Medvednikov. All rights reserved.
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// Use of this source code is governed by an MIT license
// that can be found in the LICENSE file.
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module glm
import math
/*
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#flag -lmyglm
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# f32* myglm_ortho(f32, f32, f32, f32);
# f32* myglm_translate(f32, f32, f32);
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*/
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// # 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);
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// # 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 {
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pub:
data &f32
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}
struct Vec2 {
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x f32
y f32
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}
struct Vec3 {
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x f32
y f32
z f32
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}
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pub fn vec3(x, y, z f32) Vec3 {
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res := Vec3 {
x: x,
y: y,
z: z,
}
return res
}
fn mat4(f &f32) Mat4 {
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res := Mat4 {
data: f
}
return res
}
pub fn (v Vec3) str() string {
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return 'Vec3{ $v.x, $v.y, $v.z }'
}
pub fn (v Vec2) str() string {
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return 'Vec3{ $v.x, $v.y }'
}
pub fn (m Mat4) str() string {
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mut s := '[ '
for i in 0..4 {
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if i != 0 {
s += ' '
}
for j in 0..4 {
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val := m.data[i * 4 + j]
s += '${val:5.2f} '
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}
if i != 3 {
s += '\n'
}
}
s += ']'
return s
}
fn vec2(x, y int) Vec2 {
res := Vec2 {
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x: f32(x),
y: f32(y),
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}
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);
// }
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fn (a Vec3) mult_scalar(b f32) Vec3 {
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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('vec3{%f,%f,%f}\n',x,y,z)
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// println('vec3{$x,$y,$z}')
}
/*
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fn rotate(m Mat4, angle f32, vec Vec3) Mat4 {
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// # t_mat4 m;
// println('rotate done')
# return glm__mat4( myglm_rotate(m.data, angle, vec.x,vec.y,vec.z) );
return Mat4{}
}
*/
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fn f32_calloc(n int) &f32 {
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return voidptr(vcalloc(n * int(sizeof(f32))))
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}
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// fn translate(vec Vec3) *f32 {
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pub fn translate(m Mat4, v Vec3) Mat4 {
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// # return glm__mat4(myglm_translate(vec.x,vec.y,vec.z) );
a := m.data
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mut out := f32_calloc(16)
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x := v.x
y := v.y
z := v.z
a00 := a[0] a01 := a[1] a02 := a[2] a03 := a[3]
a10 := a[4] a11 := a[5] a12 := a[6] a13 := a[7]
a20 := a[8] a21 := a[9] a22 := a[10] a23 := a[11]
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out[0] = a00 out[1] = a01 out[2] = a02 out[3] = a03
out[4] = a10 out[5] = a11 out[6] = a12 out[7] = a13
out[8] = a20 out[9] = a21 out[10] = a22 out[11] = a23
out[12] = a00 * x + a10 * y + a20 * z + a[12]
out[13] = a01 * x + a11 * y + a21 * z + a[13]
out[14] = a02 * x + a12 * y + a22 * z + a[14]
out[15] = a03 * x + a13 * y + a23 * z + a[15]
return mat4(out)
}
/*
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fn normalize(vec Vec3) Vec3 {
# return myglm_normalize(vec);
return Vec3{}
}
*/
// https://github.com/g-truc/glm/blob/0ceb2b755fb155d593854aefe3e45d416ce153a4/glm/ext/matrix_clip_space.inl
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pub fn ortho(left, right, bottom, top f32) Mat4 {
//println('glm ortho($left, $right, $bottom, $top)')
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// mat<4, 4, T, defaultp> Result(static_cast<T>(1));
n := 16
mut res := f32_calloc(n)
res[0] = 2.0 / (right - left)
res[5] = 2.0 / (top - bottom)
res[10] = 1.0
res[12] = - (right + left) / (right - left)
res[13] = - (top + bottom) / (top - bottom)
res[15] = 1.0
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return mat4(res)
}
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// https://github.com/g-truc/glm/blob/0ceb2b755fb155d593854aefe3e45d416ce153a4/glm/ext/matrix_clip_space.inl
pub fn ortho_zo(left, right, bottom, top, zNear, zFar f32) Mat4 {
//println('glm ortho($left, $right, $bottom, $top)')
// mat<4, 4, T, defaultp> Result(static_cast<T>(1));
n := 16
mut res := f32_calloc(n)
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)
}
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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
y := v.y
z := v.z
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)
}
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// multiplicates two matrices
pub fn mult(a, b Mat4) Mat4 {
db := b.data
mut out := f32_calloc(16)
mut row0 := f32_calloc(4)
mut row1 := f32_calloc(4)
mut row2 := f32_calloc(4)
mut row3 := f32_calloc(4)
row0[0] = db[0]row0[1] = db[1]row0[2] = db[2]row0[3] = db[3]
row1[0] = db[4]row1[1] = db[5]row1[2] = db[6]row1[3] = db[7]
row2[0] = db[8]row2[1] = db[9]row2[2] = db[10]row2[3] = db[11]
row3[0] = db[12]row3[1] = db[13]row3[2] = db[14]row3[3] = db[15]
a_ := mult_mat_point(a, mat4(row0))
b_ := mult_mat_point(a, mat4(row1))
c_ := mult_mat_point(a, mat4(row2))
d_ := mult_mat_point(a, mat4(row3))
res0 := a_.data res1 := b_.data res2 := c_.data res3 := d_.data
out[0] = res0[0] out[1] = res0[1] out[2] = res0[2] out[3] = res0[3]
out[4] = res1[0] out[5] = res1[1] out[6] = res1[2] out[7] = res1[3]
out[8] = res2[0] out[9] = res2[1] out[10] = res2[2] out[11] = res2[3]
out[12] = res3[0] out[13] = res3[1] out[14] = res3[2] out[15] = res3[3]
return mat4(out)
}
// helper function for mult
fn mult_mat_point(a Mat4, point Mat4) Mat4 {
data := a.data
c0r0 := data[0]c1r0 := data[1]c2r0 := data[2]c3r0 := data[3]
c0r1 := data[4]c1r1 := data[5]c2r1 := data[6]c3r1 := data[7]
c0r2 := data[8]c1r2 := data[9]c2r2 := data[10]c3r2 := data[11]
c0r3 := data[12]c1r3 := data[13]c2r3 := data[14]c3r3 := data[15]
pdata := point.data
x := pdata[0]
y := pdata[1]
z := pdata[2]
w := pdata[3]
mut out := f32_calloc(4)
rx := (x * c0r0) + (y * c0r1) + (z * c0r2) + (w * c0r3)
ry := (x * c1r0) + (y * c1r1) + (z * c1r2) + (w * c1r3)
rz := (x * c2r0) + (y * c2r1) + (z * c2r2) + (w * c2r3)
rw := (x * c3r0) + (y * c3r1) + (z * c3r2) + (w * c3r3)
out[0] = rx out[1] = ry out[2] = rz out[3] = rw
return mat4(out)
}
pub fn rotate(angle f32, axis Vec3, src Mat4) Mat4 {
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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
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)
}
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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))
c := f32(math.cos(rad))
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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)
}
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pub fn identity() Mat4 {
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// 1 0 0 0
// 0 1 0 0
// 0 0 1 0
// 0 0 0 1
n := 16
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mut res := f32_calloc(int(sizeof(f32)) * n)
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res[0] = 1
res[5] = 1
res[10] = 1
res[15] = 1
return mat4(res)
}
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// returns *f32 without allocation
pub fn identity2(res mut &f32) {
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res[0] = 1
res[5] = 1
res[10] = 1
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]);
// # glm__identity2(&f);
// # gl__Shader_set_mat4(shader, tos2("projection"), f) ;
}
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pub fn identity3() []f32 {
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res := [f32(1.0), 0, 0, 0,
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0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
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]
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return res
}
// https://github.com/toji/gl-matrix/blob/1549cf21dfa14a2bc845993485343d519cf064fe/src/gl-matrix/mat4.js
fn ortho_js(left, right, bottom, top f32) &f32 {
// mynear := 1
// myfar := 1
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lr := 1.0 / (left - right)
bt := 1.0 / (bottom - top)
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nf := f32(1.0) / 1.0// (mynear -myfar)
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mut out := &f32(0)
unsafe { out = &f32( malloc (int(sizeof(f32) * 16))) }
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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
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//f := 0.0
//return &f
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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);
// }
fn cross(a, b Vec3) Vec3 {
// # return myglm_cross(a,b);
return Vec3{}
}
/*
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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')
// # 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{}
}
*/