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Diffstat (limited to 'v_windows/v/vlib/glm/glm.v')
-rw-r--r-- | v_windows/v/vlib/glm/glm.v | 428 |
1 files changed, 428 insertions, 0 deletions
diff --git a/v_windows/v/vlib/glm/glm.v b/v_windows/v/vlib/glm/glm.v new file mode 100644 index 0000000..abd7981 --- /dev/null +++ b/v_windows/v/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{} +} +*/ |