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+/**********************************************************************
+*
+* 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 Orthographic projection matrix
+pub fn ortho(left f32, right f32, bottom f32, top f32, z_near f32, z_far f32) Mat4 {
+ rml := right - left
+ rpl := right + left
+ tmb := top - bottom
+ tpb := top + bottom
+ fmn := z_far - z_near
+ fpn := z_far + z_near
+ if fmn != 0 {
+ return Mat4{ e: [
+ 2 / rml, 0 , 0, -(rpl / rml),
+ 0 , 2 / tmb, 0, -(tpb / tmb),
+ 0 , 0, 2 / fmn, -(fpn / fmn),
+ 0 , 0, 0, 1,
+ ]!
+ }
+ }
+ return Mat4{ e: [
+ 2 / rml, 0 , 0, -(rpl / rml),
+ 0 , 2 / tmb, 0, -(tpb / tmb),
+ 0 , 0, 0, 0,
+ 0 , 0, 0, 1,
+ ]!
+ }
+}
+
+// Calculate the perspective matrix using (fov:fov, ar:aspect_ratio ,n:near_pane, f:far_plane) as parameters
+pub fn perspective(fov f32, ar f32, n f32, f f32) Mat4 {
+ 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
+pub fn look_at(eye Vec4, center Vec4, up Vec4) Mat4 {
+ 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,
+ ]!
+ }
+}
+
+
+// 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
+}