/********************************************************************** * * Simply vector/matrix graphic utility * * Copyright (c) 2021 Dario Deledda. All rights reserved. * Use of this source code is governed by an MIT license * that can be found in the LICENSE file. * * TODO: **********************************************************************/ module m4 import math // Translate degrees to radians [inline] pub fn rad(deg f32) f32 { return (math.pi / 180.0) * deg } // Translate radians to degrees [inline] pub fn deg(grad f32) f32 { return (180.0 / math.pi) * grad } // Calculate the perspective matrix [direct_array_access] pub fn perspective(fov f32, ar f32, n f32, f f32) Mat4 { unsafe { ctan := f32(1.0 / math.tan(fov * (f32(math.pi) / 360.0))) // for the FOV we use 360 instead 180 return Mat4{ e: [ ctan / ar, 0, 0, 0, 0, ctan, 0, 0, 0, 0, (n + f) / (n - f), -1.0, 0, 0, (2.0 * n * f) / (n - f), 0, ]! } } } // Calculate the look-at matrix [direct_array_access] pub fn look_at(eye Vec4, center Vec4, up Vec4) Mat4 { unsafe { f := (center - eye).normalize3() s := (f % up).normalize3() u := (s % f) return Mat4{ e: [ /* [0][0] */ s.e[0], /* [0][1] */ u.e[0], /* [0][2] */ - f.e[0], /* [0][3] */ 0, /* [1][1] */ s.e[1], /* [1][1] */ u.e[1], /* [1][2] */ - f.e[1], /* [1][3] */ 0, /* [2][0] */ s.e[2], /* [2][1] */ u.e[2], /* [2][2] */ - f.e[2], /* [2][3] */ 0, /* [3][0] */ - (s * eye), /* [3][1] */ - (u * eye), /* [3][2] */ f * eye, /* [3][3] */ 1, ]! } } } /* hmm_mat4 proj = HMM_Perspective(60.0f, w/h, 0.01f, 10.0f); hmm_mat4 view = HMM_LookAt(HMM_Vec3(0.0f, 1.5f, 6.0f), HMM_Vec3(0.0f, 0.0f, 0.0f), HMM_Vec3(0.0f, 1.0f, 0.0f)); hmm_mat4 view_proj = HMM_MultiplyMat4(proj, view); //state.rx += 1.0f; state.ry += 2.0f; hmm_mat4 rxm = HMM_Rotate(rx, HMM_Vec3(1.0f, 0.0f, 0.0f)); hmm_mat4 rym = HMM_Rotate(ry, HMM_Vec3(0.0f, 1.0f, 0.0f)); hmm_mat4 model = HMM_MultiplyMat4(rxm, rym); hmm_mat4 scale_mx = HMM_Scale(HMM_Vec3(scale, scale, scale)); model = HMM_MultiplyMat4(model, scale_mx); hmm_mat4 tmp_res = HMM_MultiplyMat4(view_proj, model); */ // Get the complete transformation matrix for GLSL demos pub fn calc_tr_matrices(w f32, h f32, rx f32, ry f32, in_scale f32) Mat4 { proj := perspective(60, w / h, 0.01, 10.0) 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]! }) view_proj := view * proj rxm := rotate(rad(rx), Vec4{ e: [f32(1), 0, 0, 0]! }) rym := rotate(rad(ry), Vec4{ e: [f32(0), 1, 0, 0]! }) model := rym * rxm scale_m := scale(Vec4{ e: [in_scale, in_scale, in_scale, 1]! }) res := (scale_m * model) * view_proj return res }