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			324 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			V
		
	
	
	
	
	
			
		
		
	
	
			324 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			V
		
	
	
	
	
	
| // Copyright (c) 2019-2020 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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| 
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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, y, 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, $v.y }'
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| }
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| 
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| pub fn (m Mat4) str() string {
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| 	mut s := '[ '
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| 	for i in 0..4 {
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| 		if i != 0 {
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| 			s += '  '
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| 		}
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| 		for j in 0..4 {
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| 			val := m.data[i * 4 + j]
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| 			s += '${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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| 
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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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| 
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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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| 
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| fn f32_calloc(n int) &f32 {
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| 	return &f32(vcalloc(n * 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)  );
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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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| 	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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| /*
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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, right, bottom, 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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| 	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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| 	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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| 	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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| 
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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 := 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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| 
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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(sizeof(f32) * 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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| 
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| // returns *f32 without allocation
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| pub fn identity2(res mut &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,
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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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| 
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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 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 := 1.0 / 1.0// (mynear -myfar)
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| 	mut out := &f32(0)
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| 	unsafe { out = &f32( malloc (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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| 	//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, 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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