aboutsummaryrefslogtreecommitdiff
path: root/v_windows/v/vlib/glm/glm.v
blob: abd798189fa920faf6bb4da0cd96ac673026a4c3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
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{}
}
*/