diff options
Diffstat (limited to 'v_windows/v/old/vlib/glm')
| -rw-r--r-- | v_windows/v/old/vlib/glm/glm.v | 428 | ||||
| -rw-r--r-- | v_windows/v/old/vlib/glm/glm_test.v | 155 | 
2 files changed, 583 insertions, 0 deletions
diff --git a/v_windows/v/old/vlib/glm/glm.v b/v_windows/v/old/vlib/glm/glm.v new file mode 100644 index 0000000..abd7981 --- /dev/null +++ b/v_windows/v/old/vlib/glm/glm.v @@ -0,0 +1,428 @@ +// 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{} +} +*/ diff --git a/v_windows/v/old/vlib/glm/glm_test.v b/v_windows/v/old/vlib/glm/glm_test.v new file mode 100644 index 0000000..c2a4266 --- /dev/null +++ b/v_windows/v/old/vlib/glm/glm_test.v @@ -0,0 +1,155 @@ +// 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. +// might need special case for this +// import gl +import glm + +fn cmp(a f32, b f32) bool { +	return int(a * 1000) == int(b * 1000) +} + +fn test_ortho() { +	projection := glm.ortho(0, 200, 400, 0) +	$if debug { +		println(unsafe { projection.data[0] }) +	} +	unsafe { +		assert cmp(projection.data[0], 0.01) +		assert cmp(projection.data[1], 0.000000) +		assert cmp(projection.data[2], 0.000000) +		assert cmp(projection.data[3], 0.000000) +		assert cmp(projection.data[4], 0.000000) +		assert cmp(projection.data[5], -0.005000) +		assert cmp(projection.data[6], 0.000000) +		assert cmp(projection.data[7], 0.000000) +		assert cmp(projection.data[8], 0.000000) +		assert cmp(projection.data[9], 0.000000) +		assert cmp(projection.data[10], 1.000000) +		assert cmp(projection.data[11], 0.000000) +		assert cmp(projection.data[12], -1.000000) +		assert cmp(projection.data[13], 1.000000) +		assert cmp(projection.data[14], 0.000000) +		assert cmp(projection.data[15], 1.000000) +	} +	// f := gg.ortho(1,2,3,4) +	/* +	// for debugging broken tetris in gg.o +		# projection.data[0]=0.010000; +		# projection.data[1]=0.000000; +		# projection.data[2]=0.000000; +		# projection.data[3]=0.000000; +		# projection.data[4]=0.000000; +		# projection.data[5]=-0.005000; +		# projection.data[6]=0.000000; +		# projection.data[7]=0.000000; +		# projection.data[8]=0.000000; +		# projection.data[9]=0.000000; +		# projection.data[10]=1.000000; +		# projection.data[11]=0.000000; +		# projection.data[12]=-1.000000; +		# projection.data[13]=1.000000; +		# projection.data[14]=0.000000; +		# projection.data[15]=1.000000; +	*/ +} + +fn test_rotate() { +	$if debug { +		println('rotate') +	} +	mut m := glm.identity() +	m = glm.scale(m, glm.vec3(2, 2, 2)) +	$if debug { +		println(m) +	} +	m = glm.rotate_z(m, 1) +	$if debug { +		println(m) +	} +	mut m1 := glm.identity() +	mut m2 := glm.identity() +	m1 = glm.rotate(1, glm.vec3(1, 0, 0), m1) +	m2 = glm.rotate(1, glm.vec3(0, 1, 0), m2) +	mut same := true +	for i in 0 .. 15 { +		if unsafe { m1.data[i] } != unsafe { m2.data[i] } { +			same = false +		} +	} +	assert !same +} + +fn test_translate() { +	mut m := glm.identity() +	m = glm.translate(m, glm.vec3(0, 0, -0.5)) +	$if debug { +		println(m) +	} +	unsafe { +		assert m.data[0] == 1.0 +		assert m.data[1] == 0.0 +		assert m.data[2] == 0.0 +		assert m.data[3] == 0.0 +		// +		assert m.data[4] == 0.0 +		assert m.data[5] == 1.0 +		assert m.data[6] == 0.0 +		assert m.data[7] == 0.0 +		assert m.data[8] == 0.0 +		assert m.data[9] == 0.0 +		assert m.data[10] == 1.0 +		assert m.data[11] == 0.0 +		// +		assert m.data[12] == 0.0 +		assert m.data[13] == 0.0 +		assert m.data[14] == -0.5 +		assert m.data[15] == 1.0 +	} +} + +fn f32_calloc(n int) &f32 { +	return voidptr(vcalloc(n * int(sizeof(f32)))) +} + +fn test_mult1() { +	mut adata := f32_calloc(16) +	unsafe { +		adata[1 * 4 + 1] = 6 +		adata[2 * 4 + 3] = 2 +		adata[0 * 4 + 2] = 3 +		adata[2 * 4 + 1] = 1 +	} +	mut bdata := f32_calloc(16) +	unsafe { +		bdata[1 * 4 + 1] = -2 +		bdata[2 * 4 + 3] = 1 +		bdata[0 * 4 + 2] = 6 +		bdata[2 * 4 + 1] = -3 +	} +	mut expected := f32_calloc(16) +	unsafe { +		expected[0 * 4 + 0] = 0 // 0*0+0*0+0*6+0*0 +		expected[0 * 4 + 1] = 6 // 0*0+0*6+1*6+0*0 +		expected[0 * 4 + 2] = 0 // 3*0+0*0+0*6+0*0 +		expected[0 * 4 + 3] = 12 // 0*0+0*0+2*6+0*0 +		expected[1 * 4 + 0] = 0 // 0*0+0*-2+0*0+0*0 +		expected[1 * 4 + 1] = -12 // 0*0+6*-2+1*0+0*0 +		expected[1 * 4 + 2] = 0 // 3*0+0*-2+0*0+0*0 +		expected[1 * 4 + 3] = 0 // 0*0+0*-2+2*0+0*0 +		expected[2 * 4 + 0] = 0 // 0*0+0*-3+0*0+0*1 +		expected[2 * 4 + 1] = -18 // 0*0+6*-3+1*0+0*1 +		expected[2 * 4 + 2] = 0 // 3*0+0*-3+0*0+0*1 +		expected[2 * 4 + 3] = 0 // 0*0+0*-3+2*0+0*1 +		expected[3 * 4 + 0] = 0 // 0*0+0*0+0*0+0*0 +		expected[3 * 4 + 1] = 0 // 0*0+6*0+1*0+0*0 +		expected[3 * 4 + 2] = 0 // 3*0+0*0+0*0+0*0 +		expected[3 * 4 + 3] = 0 // 0*0+0*0+2*0+0*0 +	} +	mut a := glm.Mat4{adata} +	b := glm.Mat4{bdata} +	a = glm.mult(a, b) +	for i in 0 .. 15 { +		assert unsafe { a.data[i] } == unsafe { expected[i] } +	} +}  | 
