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-rw-r--r--v_windows/v/old/vlib/glm/glm.v428
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diff --git a/v_windows/v/old/vlib/glm/glm.v b/v_windows/v/old/vlib/glm/glm.v
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+// Copyright (c) 2019-2021 Alexander Medvednikov. All rights reserved.
+// Use of this source code is governed by an MIT license
+// that can be found in the LICENSE file.
+module glm
+
+import math
+
+/*
+#flag -lmyglm
+# f32* myglm_ortho(f32, f32, f32, f32);
+# f32* myglm_translate(f32, f32, f32);
+*/
+// # 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);
+// # 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 {
+pub:
+ data &f32
+}
+
+struct Vec2 {
+ x f32
+ y f32
+}
+
+struct Vec3 {
+ x f32
+ y f32
+ z f32
+}
+
+pub fn vec3(x f32, y f32, z f32) Vec3 {
+ res := Vec3{
+ x: x
+ y: y
+ z: z
+ }
+ return res
+}
+
+fn mat4(f &f32) Mat4 {
+ res := Mat4{
+ data: unsafe { f }
+ }
+ return res
+}
+
+pub fn (v Vec3) str() string {
+ return 'Vec3{ $v.x, $v.y, $v.z }'
+}
+
+pub fn (v Vec2) str() string {
+ return 'Vec3{ $v.x, $v.y }'
+}
+
+pub fn (m Mat4) str() string {
+ mut s := '[ '
+ for i in 0 .. 4 {
+ if i != 0 {
+ s += ' '
+ }
+ for j in 0 .. 4 {
+ val := unsafe {m.data[i * 4 + j]}
+ s += '${val:5.2f} '
+ }
+ if i != 3 {
+ s += '\n'
+ }
+ }
+ s += ']'
+ return s
+}
+
+fn vec2(x int, y int) Vec2 {
+ res := Vec2{
+ x: f32(x)
+ y: f32(y)
+ }
+ 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);
+// }
+fn (a Vec3) mult_scalar(b f32) Vec3 {
+ 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(c'vec3{%f,%f,%f}\n', x, y, z)
+ // println('vec3{$x,$y,$z}')
+}
+
+/*
+fn rotate(m Mat4, angle f32, vec Vec3) Mat4 {
+ // # t_mat4 m;
+ // println('rotate done')
+ # return glm__mat4( myglm_rotate(m.data, angle, vec.x,vec.y,vec.z) );
+ return Mat4{}
+}
+*/
+fn f32_calloc(n int) &f32 {
+ return voidptr(vcalloc_noscan(n * int(sizeof(f32))))
+}
+
+// fn translate(vec Vec3) *f32 {
+pub fn translate(m Mat4, v Vec3) Mat4 {
+ // # return glm__mat4(myglm_translate(vec.x,vec.y,vec.z) );
+ a := m.data
+ mut out := f32_calloc(16)
+ x := v.x
+ y := v.y
+ z := v.z
+ unsafe {
+ a00 := a[0]
+ a01 := a[1]
+ a02 := a[2]
+ a03 := a[3]
+ a10 := a[4]
+ a11 := a[5]
+ a12 := a[6]
+ a13 := a[7]
+ a20 := a[8]
+ a21 := a[9]
+ a22 := a[10]
+ a23 := a[11]
+ out[0] = a00
+ out[1] = a01
+ out[2] = a02
+ out[3] = a03
+ out[4] = a10
+ out[5] = a11
+ out[6] = a12
+ out[7] = a13
+ out[8] = a20
+ out[9] = a21
+ out[10] = a22
+ out[11] = a23
+ out[12] = a00 * x + a10 * y + a20 * z + a[12]
+ out[13] = a01 * x + a11 * y + a21 * z + a[13]
+ out[14] = a02 * x + a12 * y + a22 * z + a[14]
+ out[15] = a03 * x + a13 * y + a23 * z + a[15]
+ }
+ return mat4(out)
+}
+
+/*
+fn normalize(vec Vec3) Vec3 {
+ # return myglm_normalize(vec);
+ return Vec3{}
+}
+*/
+// https://github.com/g-truc/glm/blob/0ceb2b755fb155d593854aefe3e45d416ce153a4/glm/ext/matrix_clip_space.inl
+pub fn ortho(left f32, right f32, bottom f32, top f32) Mat4 {
+ // println('glm ortho($left, $right, $bottom, $top)')
+ // mat<4, 4, T, defaultp> Result(static_cast<T>(1));
+ n := 16
+ mut res := f32_calloc(n)
+ unsafe {
+ res[0] = 2.0 / (right - left)
+ res[5] = 2.0 / (top - bottom)
+ res[10] = 1.0
+ res[12] = -(right + left) / (right - left)
+ res[13] = -(top + bottom) / (top - bottom)
+ res[15] = 1.0
+ }
+ return mat4(res)
+}
+
+// https://github.com/g-truc/glm/blob/0ceb2b755fb155d593854aefe3e45d416ce153a4/glm/ext/matrix_clip_space.inl
+pub fn ortho_zo(left f32, right f32, bottom f32, top f32, zNear f32, zFar f32) Mat4 {
+ // println('glm ortho($left, $right, $bottom, $top)')
+ // mat<4, 4, T, defaultp> Result(static_cast<T>(1));
+ n := 16
+ mut res := f32_calloc(n)
+ unsafe {
+ 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)
+}
+
+// fn scale(a *f32, v Vec3) *f32 {
+pub fn scale(m Mat4, v Vec3) Mat4 {
+ a := m.data
+ mut out := f32_calloc(16)
+ x := v.x
+ y := v.y
+ z := v.z
+ unsafe {
+ 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)
+}
+
+// multiplies two matrices
+pub fn mult(a Mat4, b Mat4) Mat4 {
+ mut out := f32_calloc(16)
+ for i in 0 .. 4 {
+ for r in 0 .. 4 {
+ mut prod := f32(0)
+ for c in 0 .. 4 {
+ prod += unsafe {a.data[c * 4 + r] * b.data[i * 4 + c]}
+ }
+ unsafe {
+ out[i * 4 + r] = prod
+ }
+ }
+ }
+ return mat4(out)
+}
+
+pub fn rotate(angle f32, axis Vec3, src Mat4) Mat4 {
+ 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
+ unsafe {
+ 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)
+ }
+}
+
+// fn rotate_z(a *f32, rad f32) *f32 {
+pub fn rotate_z(m Mat4, rad f32) Mat4 {
+ a := m.data
+ mut out := f32_calloc(16)
+ s := f32(math.sin(rad))
+ c := f32(math.cos(rad))
+ unsafe {
+ 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)
+}
+
+pub fn identity() Mat4 {
+ // 1 0 0 0
+ // 0 1 0 0
+ // 0 0 1 0
+ // 0 0 0 1
+ n := 16
+ mut res := f32_calloc(int(sizeof(f32)) * n)
+ unsafe {
+ res[0] = 1
+ res[5] = 1
+ res[10] = 1
+ res[15] = 1
+ }
+ return mat4(res)
+}
+
+// returns *f32 without allocation
+pub fn identity2(mut res &f32) {
+ res[0] = 1
+ res[5] = 1
+ res[10] = 1
+ res[15] = 1
+ // # f32 f[16]={0};// for (int i =0;i<16;i++)
+ // # printf("!!%d\n", f[0]);
+ // # glm__identity2(&f);
+ // # gl__Shader_set_mat4(shader, tos2("projection"), f) ;
+}
+
+pub fn identity3() []f32 {
+ res := [f32(1.0), 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]
+ return res
+}
+
+// https://github.com/toji/gl-matrix/blob/1549cf21dfa14a2bc845993485343d519cf064fe/src/gl-matrix/mat4.js
+fn ortho_js(left f32, right f32, bottom f32, top f32) &f32 {
+ // mynear := 1
+ // myfar := 1
+ lr := 1.0 / (left - right)
+ bt := 1.0 / (bottom - top)
+ nf := f32(1.0) / 1.0 // (mynear -myfar)
+ unsafe {
+ mut out := &f32(malloc_noscan(int(sizeof(f32) * 16)))
+ 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
+ }
+ // f := 0.0
+ // return &f
+}
+
+// fn ortho_old(a, b, c, d f32) *f32 {
+// # return myglm_ortho(a,b,c,d);
+// }
+fn cross(a Vec3, b Vec3) Vec3 {
+ // # return myglm_cross(a,b);
+ return Vec3{}
+}
+
+/*
+fn perspective(degrees f32, ratio f32, a, b f32) Mat4 {
+ // 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{}
+}
+*/