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@@ -0,0 +1,1772 @@
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+// core:math/linalg/hlsl implements a HLSL-like mathematics library plus numerous other utility procedures
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+package math_linalg_hlsl
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+
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+import "core:builtin"
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+
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+TAU :: 6.28318530717958647692528676655900576
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+PI :: 3.14159265358979323846264338327950288
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+E :: 2.71828182845904523536
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+τ :: TAU
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+π :: PI
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+e :: E
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+
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+SQRT_TWO :: 1.41421356237309504880168872420969808
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+SQRT_THREE :: 1.73205080756887729352744634150587236
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+SQRT_FIVE :: 2.23606797749978969640917366873127623
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+
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+LN2 :: 0.693147180559945309417232121458176568
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+LN10 :: 2.30258509299404568401799145468436421
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+
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+FLOAT_EPSILON :: 1e-7
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+DOUBLE_EPSILON :: 1e-15
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+
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+// Aliases (not distinct) of types
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+float :: f32
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+double :: f64
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+int :: builtin.i32
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+uint :: builtin.u32
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+
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+// Odin matrices are stored internally as Column-Major, which matches the internal layout of HLSL by default
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+float1x1 :: distinct matrix[1, 1]float
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+float2x2 :: distinct matrix[2, 2]float
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+float3x3 :: distinct matrix[3, 3]float
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+float4x4 :: distinct matrix[4, 4]float
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+
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+float1x2 :: distinct matrix[1, 2]float
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+float1x3 :: distinct matrix[1, 3]float
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+float1x4 :: distinct matrix[1, 4]float
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+float2x1 :: distinct matrix[2, 1]float
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+float2x3 :: distinct matrix[2, 3]float
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+float2x4 :: distinct matrix[2, 4]float
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+float3x1 :: distinct matrix[3, 1]float
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+float3x2 :: distinct matrix[3, 2]float
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+float3x4 :: distinct matrix[3, 4]float
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+float4x1 :: distinct matrix[4, 1]float
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+float4x2 :: distinct matrix[4, 2]float
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+float4x3 :: distinct matrix[4, 3]float
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+
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+float2 :: distinct [2]float
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+float3 :: distinct [3]float
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+float4 :: distinct [4]float
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+
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+int2 :: distinct [2]int
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+int3 :: distinct [3]int
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+int4 :: distinct [4]int
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+
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+uint2 :: distinct [2]uint
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+uint3 :: distinct [3]uint
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+uint4 :: distinct [4]uint
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+
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+bool2 :: distinct [2]bool
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+bool3 :: distinct [3]bool
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+bool4 :: distinct [4]bool
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+
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+// Double Precision (double) Floating Point Types
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+
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+double1x1 :: distinct matrix[1, 1]double
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+double2x2 :: distinct matrix[2, 2]double
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+double3x3 :: distinct matrix[3, 3]double
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+double4x4 :: distinct matrix[4, 4]double
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+
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+double1x2 :: distinct matrix[1, 2]double
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+double1x3 :: distinct matrix[1, 3]double
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+double1x4 :: distinct matrix[1, 4]double
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+double2x1 :: distinct matrix[2, 1]double
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+double2x3 :: distinct matrix[2, 3]double
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+double2x4 :: distinct matrix[2, 4]double
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+double3x1 :: distinct matrix[3, 1]double
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+double3x2 :: distinct matrix[3, 2]double
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+double3x4 :: distinct matrix[3, 4]double
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+double4x1 :: distinct matrix[4, 1]double
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+double4x2 :: distinct matrix[4, 2]double
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+double4x3 :: distinct matrix[4, 3]double
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+
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+double2 :: distinct [2]double
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+double3 :: distinct [3]double
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+double4 :: distinct [4]double
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+
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+
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+int1x1 :: distinct matrix[1, 1]int
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+int2x2 :: distinct matrix[2, 2]int
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+int3x3 :: distinct matrix[3, 3]int
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+int4x4 :: distinct matrix[4, 4]int
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+
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+int1x2 :: distinct matrix[1, 2]int
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+int1x3 :: distinct matrix[1, 3]int
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+int1x4 :: distinct matrix[1, 4]int
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+int2x1 :: distinct matrix[2, 1]int
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+int2x3 :: distinct matrix[2, 3]int
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+int2x4 :: distinct matrix[2, 4]int
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+int3x1 :: distinct matrix[3, 1]int
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+int3x2 :: distinct matrix[3, 2]int
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+int3x4 :: distinct matrix[3, 4]int
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+int4x1 :: distinct matrix[4, 1]int
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+int4x2 :: distinct matrix[4, 2]int
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+int4x3 :: distinct matrix[4, 3]int
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+
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+cos :: proc{
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+ cos_float,
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+ cos_double,
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+ cos_float2,
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+ cos_float3,
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+ cos_float4,
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+ cos_double2,
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+ cos_double3,
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+ cos_double4,
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+}
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+cos_float2 :: proc "c" (x: float2) -> float2 { return {cos(x.x), cos(x.y)} }
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+cos_float3 :: proc "c" (x: float3) -> float3 { return {cos(x.x), cos(x.y), cos(x.z)} }
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+cos_float4 :: proc "c" (x: float4) -> float4 { return {cos(x.x), cos(x.y), cos(x.z), cos(x.w)} }
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+cos_double2 :: proc "c" (x: double2) -> double2 { return {cos(x.x), cos(x.y)} }
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+cos_double3 :: proc "c" (x: double3) -> double3 { return {cos(x.x), cos(x.y), cos(x.z)} }
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+cos_double4 :: proc "c" (x: double4) -> double4 { return {cos(x.x), cos(x.y), cos(x.z), cos(x.w)} }
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+
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+sin :: proc{
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+ sin_float,
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+ sin_double,
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+ sin_float2,
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+ sin_float3,
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+ sin_float4,
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+ sin_double2,
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+ sin_double3,
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+ sin_double4,
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+}
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+sin_float2 :: proc "c" (x: float2) -> float2 { return {sin(x.x), sin(x.y)} }
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+sin_float3 :: proc "c" (x: float3) -> float3 { return {sin(x.x), sin(x.y), sin(x.z)} }
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+sin_float4 :: proc "c" (x: float4) -> float4 { return {sin(x.x), sin(x.y), sin(x.z), sin(x.w)} }
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+sin_double2 :: proc "c" (x: double2) -> double2 { return {sin(x.x), sin(x.y)} }
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+sin_double3 :: proc "c" (x: double3) -> double3 { return {sin(x.x), sin(x.y), sin(x.z)} }
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+sin_double4 :: proc "c" (x: double4) -> double4 { return {sin(x.x), sin(x.y), sin(x.z), sin(x.w)} }
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+
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+tan :: proc{
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+ tan_float,
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+ tan_double,
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+ tan_float2,
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+ tan_float3,
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+ tan_float4,
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+ tan_double2,
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+ tan_double3,
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+ tan_double4,
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+}
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+tan_float2 :: proc "c" (x: float2) -> float2 { return {tan(x.x), tan(x.y)} }
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+tan_float3 :: proc "c" (x: float3) -> float3 { return {tan(x.x), tan(x.y), tan(x.z)} }
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+tan_float4 :: proc "c" (x: float4) -> float4 { return {tan(x.x), tan(x.y), tan(x.z), tan(x.w)} }
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+tan_double2 :: proc "c" (x: double2) -> double2 { return {tan(x.x), tan(x.y)} }
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+tan_double3 :: proc "c" (x: double3) -> double3 { return {tan(x.x), tan(x.y), tan(x.z)} }
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+tan_double4 :: proc "c" (x: double4) -> double4 { return {tan(x.x), tan(x.y), tan(x.z), tan(x.w)} }
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+
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+acos :: proc{
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+ acos_float,
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+ acos_double,
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+ acos_float2,
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+ acos_float3,
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+ acos_float4,
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+ acos_double2,
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+ acos_double3,
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+ acos_double4,
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+}
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+acos_float2 :: proc "c" (x: float2) -> float2 { return {acos(x.x), acos(x.y)} }
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+acos_float3 :: proc "c" (x: float3) -> float3 { return {acos(x.x), acos(x.y), acos(x.z)} }
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+acos_float4 :: proc "c" (x: float4) -> float4 { return {acos(x.x), acos(x.y), acos(x.z), acos(x.w)} }
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+acos_double2 :: proc "c" (x: double2) -> double2 { return {acos(x.x), acos(x.y)} }
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+acos_double3 :: proc "c" (x: double3) -> double3 { return {acos(x.x), acos(x.y), acos(x.z)} }
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+acos_double4 :: proc "c" (x: double4) -> double4 { return {acos(x.x), acos(x.y), acos(x.z), acos(x.w)} }
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+
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+asin :: proc{
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+ asin_float,
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+ asin_double,
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+ asin_float2,
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+ asin_float3,
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+ asin_float4,
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+ asin_double2,
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+ asin_double3,
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+ asin_double4,
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+}
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+asin_float2 :: proc "c" (x: float2) -> float2 { return {asin(x.x), asin(x.y)} }
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+asin_float3 :: proc "c" (x: float3) -> float3 { return {asin(x.x), asin(x.y), asin(x.z)} }
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+asin_float4 :: proc "c" (x: float4) -> float4 { return {asin(x.x), asin(x.y), asin(x.z), asin(x.w)} }
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+asin_double2 :: proc "c" (x: double2) -> double2 { return {asin(x.x), asin(x.y)} }
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+asin_double3 :: proc "c" (x: double3) -> double3 { return {asin(x.x), asin(x.y), asin(x.z)} }
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+asin_double4 :: proc "c" (x: double4) -> double4 { return {asin(x.x), asin(x.y), asin(x.z), asin(x.w)} }
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+
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+atan :: proc{
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+ atan_float,
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+ atan_double,
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+ atan_float2,
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+ atan_float3,
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+ atan_float4,
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+ atan_double2,
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+ atan_double3,
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+ atan_double4,
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+ atan2_float,
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+ atan2_double,
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+ atan2_float2,
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+ atan2_float3,
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+ atan2_float4,
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+ atan2_double2,
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+ atan2_double3,
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+ atan2_double4,
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+}
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+atan_float2 :: proc "c" (x: float2) -> float2 { return {atan(x.x), atan(x.y)} }
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+atan_float3 :: proc "c" (x: float3) -> float3 { return {atan(x.x), atan(x.y), atan(x.z)} }
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+atan_float4 :: proc "c" (x: float4) -> float4 { return {atan(x.x), atan(x.y), atan(x.z), atan(x.w)} }
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+atan_double2 :: proc "c" (x: double2) -> double2 { return {atan(x.x), atan(x.y)} }
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+atan_double3 :: proc "c" (x: double3) -> double3 { return {atan(x.x), atan(x.y), atan(x.z)} }
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+atan_double4 :: proc "c" (x: double4) -> double4 { return {atan(x.x), atan(x.y), atan(x.z), atan(x.w)} }
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+
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+atan2 :: proc{
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+ atan2_float,
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+ atan2_double,
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+ atan2_float2,
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+ atan2_float3,
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+ atan2_float4,
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+ atan2_double2,
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+ atan2_double3,
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+ atan2_double4,
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+}
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+atan2_float2 :: proc "c" (y, x: float2) -> float2 { return {atan2(y.x, x.x), atan2(y.y, x.y)} }
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+atan2_float3 :: proc "c" (y, x: float3) -> float3 { return {atan2(y.x, x.x), atan2(y.y, x.y), atan2(y.z, x.z)} }
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+atan2_float4 :: proc "c" (y, x: float4) -> float4 { return {atan2(y.x, x.x), atan2(y.y, x.y), atan2(y.z, x.z), atan2(y.w, x.w)} }
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+atan2_double2 :: proc "c" (y, x: double2) -> double2 { return {atan2(y.x, x.x), atan2(y.y, x.y)} }
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+atan2_double3 :: proc "c" (y, x: double3) -> double3 { return {atan2(y.x, x.x), atan2(y.y, x.y), atan2(y.z, x.z)} }
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+atan2_double4 :: proc "c" (y, x: double4) -> double4 { return {atan2(y.x, x.x), atan2(y.y, x.y), atan2(y.z, x.z), atan2(y.w, x.w)} }
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+
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+
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+
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+cosh :: proc{
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+ cosh_float,
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+ cosh_double,
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+ cosh_float2,
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+ cosh_float3,
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+ cosh_float4,
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+ cosh_double2,
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+ cosh_double3,
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+ cosh_double4,
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+}
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+cosh_float2 :: proc "c" (x: float2) -> float2 { return {cosh(x.x), cosh(x.y)} }
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+cosh_float3 :: proc "c" (x: float3) -> float3 { return {cosh(x.x), cosh(x.y), cosh(x.z)} }
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+cosh_float4 :: proc "c" (x: float4) -> float4 { return {cosh(x.x), cosh(x.y), cosh(x.z), cosh(x.w)} }
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+cosh_double2 :: proc "c" (x: double2) -> double2 { return {cosh(x.x), cosh(x.y)} }
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+cosh_double3 :: proc "c" (x: double3) -> double3 { return {cosh(x.x), cosh(x.y), cosh(x.z)} }
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+cosh_double4 :: proc "c" (x: double4) -> double4 { return {cosh(x.x), cosh(x.y), cosh(x.z), cosh(x.w)} }
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+
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+
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+sinh :: proc{
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+ sinh_float,
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+ sinh_double,
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+ sinh_float2,
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+ sinh_float3,
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+ sinh_float4,
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+ sinh_double2,
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+ sinh_double3,
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+ sinh_double4,
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+}
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+sinh_float2 :: proc "c" (x: float2) -> float2 { return {sinh(x.x), sinh(x.y)} }
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+sinh_float3 :: proc "c" (x: float3) -> float3 { return {sinh(x.x), sinh(x.y), sinh(x.z)} }
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+sinh_float4 :: proc "c" (x: float4) -> float4 { return {sinh(x.x), sinh(x.y), sinh(x.z), sinh(x.w)} }
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+sinh_double2 :: proc "c" (x: double2) -> double2 { return {sinh(x.x), sinh(x.y)} }
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+sinh_double3 :: proc "c" (x: double3) -> double3 { return {sinh(x.x), sinh(x.y), sinh(x.z)} }
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+sinh_double4 :: proc "c" (x: double4) -> double4 { return {sinh(x.x), sinh(x.y), sinh(x.z), sinh(x.w)} }
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+
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+tanh :: proc{
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+ tanh_float,
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+ tanh_double,
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+ tanh_float2,
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+ tanh_float3,
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+ tanh_float4,
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+ tanh_double2,
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+ tanh_double3,
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+ tanh_double4,
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+}
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+tanh_float2 :: proc "c" (x: float2) -> float2 { return {tanh(x.x), tanh(x.y)} }
|
|
|
|
+tanh_float3 :: proc "c" (x: float3) -> float3 { return {tanh(x.x), tanh(x.y), tanh(x.z)} }
|
|
|
|
+tanh_float4 :: proc "c" (x: float4) -> float4 { return {tanh(x.x), tanh(x.y), tanh(x.z), tanh(x.w)} }
|
|
|
|
+tanh_double2 :: proc "c" (x: double2) -> double2 { return {tanh(x.x), tanh(x.y)} }
|
|
|
|
+tanh_double3 :: proc "c" (x: double3) -> double3 { return {tanh(x.x), tanh(x.y), tanh(x.z)} }
|
|
|
|
+tanh_double4 :: proc "c" (x: double4) -> double4 { return {tanh(x.x), tanh(x.y), tanh(x.z), tanh(x.w)} }
|
|
|
|
+
|
|
|
|
+acosh :: proc{
|
|
|
|
+ acosh_float,
|
|
|
|
+ acosh_double,
|
|
|
|
+ acosh_float2,
|
|
|
|
+ acosh_float3,
|
|
|
|
+ acosh_float4,
|
|
|
|
+ acosh_double2,
|
|
|
|
+ acosh_double3,
|
|
|
|
+ acosh_double4,
|
|
|
|
+}
|
|
|
|
+acosh_float2 :: proc "c" (x: float2) -> float2 { return {acosh(x.x), acosh(x.y)} }
|
|
|
|
+acosh_float3 :: proc "c" (x: float3) -> float3 { return {acosh(x.x), acosh(x.y), acosh(x.z)} }
|
|
|
|
+acosh_float4 :: proc "c" (x: float4) -> float4 { return {acosh(x.x), acosh(x.y), acosh(x.z), acosh(x.w)} }
|
|
|
|
+acosh_double2 :: proc "c" (x: double2) -> double2 { return {acosh(x.x), acosh(x.y)} }
|
|
|
|
+acosh_double3 :: proc "c" (x: double3) -> double3 { return {acosh(x.x), acosh(x.y), acosh(x.z)} }
|
|
|
|
+acosh_double4 :: proc "c" (x: double4) -> double4 { return {acosh(x.x), acosh(x.y), acosh(x.z), acosh(x.w)} }
|
|
|
|
+
|
|
|
|
+asinh :: proc{
|
|
|
|
+ asinh_float,
|
|
|
|
+ asinh_double,
|
|
|
|
+ asinh_float2,
|
|
|
|
+ asinh_float3,
|
|
|
|
+ asinh_float4,
|
|
|
|
+ asinh_double2,
|
|
|
|
+ asinh_double3,
|
|
|
|
+ asinh_double4,
|
|
|
|
+}
|
|
|
|
+asinh_float2 :: proc "c" (x: float2) -> float2 { return {asinh(x.x), asinh(x.y)} }
|
|
|
|
+asinh_float3 :: proc "c" (x: float3) -> float3 { return {asinh(x.x), asinh(x.y), asinh(x.z)} }
|
|
|
|
+asinh_float4 :: proc "c" (x: float4) -> float4 { return {asinh(x.x), asinh(x.y), asinh(x.z), asinh(x.w)} }
|
|
|
|
+asinh_double2 :: proc "c" (x: double2) -> double2 { return {asinh(x.x), asinh(x.y)} }
|
|
|
|
+asinh_double3 :: proc "c" (x: double3) -> double3 { return {asinh(x.x), asinh(x.y), asinh(x.z)} }
|
|
|
|
+asinh_double4 :: proc "c" (x: double4) -> double4 { return {asinh(x.x), asinh(x.y), asinh(x.z), asinh(x.w)} }
|
|
|
|
+
|
|
|
|
+atanh :: proc{
|
|
|
|
+ atanh_float,
|
|
|
|
+ atanh_double,
|
|
|
|
+ atanh_float2,
|
|
|
|
+ atanh_float3,
|
|
|
|
+ atanh_float4,
|
|
|
|
+ atanh_double2,
|
|
|
|
+ atanh_double3,
|
|
|
|
+ atanh_double4,
|
|
|
|
+}
|
|
|
|
+atanh_float2 :: proc "c" (x: float2) -> float2 { return {atanh(x.x), atanh(x.y)} }
|
|
|
|
+atanh_float3 :: proc "c" (x: float3) -> float3 { return {atanh(x.x), atanh(x.y), atanh(x.z)} }
|
|
|
|
+atanh_float4 :: proc "c" (x: float4) -> float4 { return {atanh(x.x), atanh(x.y), atanh(x.z), atanh(x.w)} }
|
|
|
|
+atanh_double2 :: proc "c" (x: double2) -> double2 { return {atanh(x.x), atanh(x.y)} }
|
|
|
|
+atanh_double3 :: proc "c" (x: double3) -> double3 { return {atanh(x.x), atanh(x.y), atanh(x.z)} }
|
|
|
|
+atanh_double4 :: proc "c" (x: double4) -> double4 { return {atanh(x.x), atanh(x.y), atanh(x.z), atanh(x.w)} }
|
|
|
|
+
|
|
|
|
+sqrt :: proc{
|
|
|
|
+ sqrt_float,
|
|
|
|
+ sqrt_double,
|
|
|
|
+ sqrt_float2,
|
|
|
|
+ sqrt_float3,
|
|
|
|
+ sqrt_float4,
|
|
|
|
+ sqrt_double2,
|
|
|
|
+ sqrt_double3,
|
|
|
|
+ sqrt_double4,
|
|
|
|
+}
|
|
|
|
+sqrt_float2 :: proc "c" (x: float2) -> float2 { return {sqrt(x.x), sqrt(x.y)} }
|
|
|
|
+sqrt_float3 :: proc "c" (x: float3) -> float3 { return {sqrt(x.x), sqrt(x.y), sqrt(x.z)} }
|
|
|
|
+sqrt_float4 :: proc "c" (x: float4) -> float4 { return {sqrt(x.x), sqrt(x.y), sqrt(x.z), sqrt(x.w)} }
|
|
|
|
+sqrt_double2 :: proc "c" (x: double2) -> double2 { return {sqrt(x.x), sqrt(x.y)} }
|
|
|
|
+sqrt_double3 :: proc "c" (x: double3) -> double3 { return {sqrt(x.x), sqrt(x.y), sqrt(x.z)} }
|
|
|
|
+sqrt_double4 :: proc "c" (x: double4) -> double4 { return {sqrt(x.x), sqrt(x.y), sqrt(x.z), sqrt(x.w)} }
|
|
|
|
+
|
|
|
|
+rsqrt :: proc{
|
|
|
|
+ rsqrt_float,
|
|
|
|
+ rsqrt_double,
|
|
|
|
+ rsqrt_float2,
|
|
|
|
+ rsqrt_float3,
|
|
|
|
+ rsqrt_float4,
|
|
|
|
+ rsqrt_double2,
|
|
|
|
+ rsqrt_double3,
|
|
|
|
+ rsqrt_double4,
|
|
|
|
+}
|
|
|
|
+rsqrt_float2 :: proc "c" (x: float2) -> float2 { return {rsqrt(x.x), rsqrt(x.y)} }
|
|
|
|
+rsqrt_float3 :: proc "c" (x: float3) -> float3 { return {rsqrt(x.x), rsqrt(x.y), rsqrt(x.z)} }
|
|
|
|
+rsqrt_float4 :: proc "c" (x: float4) -> float4 { return {rsqrt(x.x), rsqrt(x.y), rsqrt(x.z), rsqrt(x.w)} }
|
|
|
|
+rsqrt_double2 :: proc "c" (x: double2) -> double2 { return {rsqrt(x.x), rsqrt(x.y)} }
|
|
|
|
+rsqrt_double3 :: proc "c" (x: double3) -> double3 { return {rsqrt(x.x), rsqrt(x.y), rsqrt(x.z)} }
|
|
|
|
+rsqrt_double4 :: proc "c" (x: double4) -> double4 { return {rsqrt(x.x), rsqrt(x.y), rsqrt(x.z), rsqrt(x.w)} }
|
|
|
|
+
|
|
|
|
+rcp :: proc{
|
|
|
|
+ rcp_float,
|
|
|
|
+ rcp_double,
|
|
|
|
+ rcp_float2,
|
|
|
|
+ rcp_float3,
|
|
|
|
+ rcp_float4,
|
|
|
|
+ rcp_double2,
|
|
|
|
+ rcp_double3,
|
|
|
|
+ rcp_double4,
|
|
|
|
+}
|
|
|
|
+rcp_float2 :: proc "c" (x: float2) -> float2 { return {rcp(x.x), rcp(x.y)} }
|
|
|
|
+rcp_float3 :: proc "c" (x: float3) -> float3 { return {rcp(x.x), rcp(x.y), rcp(x.z)} }
|
|
|
|
+rcp_float4 :: proc "c" (x: float4) -> float4 { return {rcp(x.x), rcp(x.y), rcp(x.z), rcp(x.w)} }
|
|
|
|
+rcp_double2 :: proc "c" (x: double2) -> double2 { return {rcp(x.x), rcp(x.y)} }
|
|
|
|
+rcp_double3 :: proc "c" (x: double3) -> double3 { return {rcp(x.x), rcp(x.y), rcp(x.z)} }
|
|
|
|
+rcp_double4 :: proc "c" (x: double4) -> double4 { return {rcp(x.x), rcp(x.y), rcp(x.z), rcp(x.w)} }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+pow :: proc{
|
|
|
|
+ pow_float,
|
|
|
|
+ pow_double,
|
|
|
|
+ pow_float2,
|
|
|
|
+ pow_float3,
|
|
|
|
+ pow_float4,
|
|
|
|
+ pow_double2,
|
|
|
|
+ pow_double3,
|
|
|
|
+ pow_double4,
|
|
|
|
+}
|
|
|
|
+pow_float2 :: proc "c" (x, y: float2) -> float2 { return {pow(x.x, y.x), pow(x.y, y.y)} }
|
|
|
|
+pow_float3 :: proc "c" (x, y: float3) -> float3 { return {pow(x.x, y.x), pow(x.y, y.y), pow(x.z, y.z)} }
|
|
|
|
+pow_float4 :: proc "c" (x, y: float4) -> float4 { return {pow(x.x, y.x), pow(x.y, y.y), pow(x.z, y.z), pow(x.w, y.w)} }
|
|
|
|
+pow_double2 :: proc "c" (x, y: double2) -> double2 { return {pow(x.x, y.x), pow(x.y, y.y)} }
|
|
|
|
+pow_double3 :: proc "c" (x, y: double3) -> double3 { return {pow(x.x, y.x), pow(x.y, y.y), pow(x.z, y.z)} }
|
|
|
|
+pow_double4 :: proc "c" (x, y: double4) -> double4 { return {pow(x.x, y.x), pow(x.y, y.y), pow(x.z, y.z), pow(x.w, y.w)} }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+exp :: proc{
|
|
|
|
+ exp_float,
|
|
|
|
+ exp_double,
|
|
|
|
+ exp_float2,
|
|
|
|
+ exp_float3,
|
|
|
|
+ exp_float4,
|
|
|
|
+ exp_double2,
|
|
|
|
+ exp_double3,
|
|
|
|
+ exp_double4,
|
|
|
|
+}
|
|
|
|
+exp_float2 :: proc "c" (x: float2) -> float2 { return {exp(x.x), exp(x.y)} }
|
|
|
|
+exp_float3 :: proc "c" (x: float3) -> float3 { return {exp(x.x), exp(x.y), exp(x.z)} }
|
|
|
|
+exp_float4 :: proc "c" (x: float4) -> float4 { return {exp(x.x), exp(x.y), exp(x.z), exp(x.w)} }
|
|
|
|
+exp_double2 :: proc "c" (x: double2) -> double2 { return {exp(x.x), exp(x.y)} }
|
|
|
|
+exp_double3 :: proc "c" (x: double3) -> double3 { return {exp(x.x), exp(x.y), exp(x.z)} }
|
|
|
|
+exp_double4 :: proc "c" (x: double4) -> double4 { return {exp(x.x), exp(x.y), exp(x.z), exp(x.w)} }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+log :: proc{
|
|
|
|
+ log_float,
|
|
|
|
+ log_double,
|
|
|
|
+ log_float2,
|
|
|
|
+ log_float3,
|
|
|
|
+ log_float4,
|
|
|
|
+ log_double2,
|
|
|
|
+ log_double3,
|
|
|
|
+ log_double4,
|
|
|
|
+}
|
|
|
|
+log_float2 :: proc "c" (x: float2) -> float2 { return {log(x.x), log(x.y)} }
|
|
|
|
+log_float3 :: proc "c" (x: float3) -> float3 { return {log(x.x), log(x.y), log(x.z)} }
|
|
|
|
+log_float4 :: proc "c" (x: float4) -> float4 { return {log(x.x), log(x.y), log(x.z), log(x.w)} }
|
|
|
|
+log_double2 :: proc "c" (x: double2) -> double2 { return {log(x.x), log(x.y)} }
|
|
|
|
+log_double3 :: proc "c" (x: double3) -> double3 { return {log(x.x), log(x.y), log(x.z)} }
|
|
|
|
+log_double4 :: proc "c" (x: double4) -> double4 { return {log(x.x), log(x.y), log(x.z), log(x.w)} }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+log2 :: proc{
|
|
|
|
+ log2_float,
|
|
|
|
+ log2_double,
|
|
|
|
+ log2_float2,
|
|
|
|
+ log2_float3,
|
|
|
|
+ log2_float4,
|
|
|
|
+ log2_double2,
|
|
|
|
+ log2_double3,
|
|
|
|
+ log2_double4,
|
|
|
|
+}
|
|
|
|
+log2_float2 :: proc "c" (x: float2) -> float2 { return {log2(x.x), log2(x.y)} }
|
|
|
|
+log2_float3 :: proc "c" (x: float3) -> float3 { return {log2(x.x), log2(x.y), log2(x.z)} }
|
|
|
|
+log2_float4 :: proc "c" (x: float4) -> float4 { return {log2(x.x), log2(x.y), log2(x.z), log2(x.w)} }
|
|
|
|
+log2_double2 :: proc "c" (x: double2) -> double2 { return {log2(x.x), log2(x.y)} }
|
|
|
|
+log2_double3 :: proc "c" (x: double3) -> double3 { return {log2(x.x), log2(x.y), log2(x.z)} }
|
|
|
|
+log2_double4 :: proc "c" (x: double4) -> double4 { return {log2(x.x), log2(x.y), log2(x.z), log2(x.w)} }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+log10 :: proc{
|
|
|
|
+ log10_float,
|
|
|
|
+ log10_double,
|
|
|
|
+ log10_float2,
|
|
|
|
+ log10_float3,
|
|
|
|
+ log10_float4,
|
|
|
|
+ log10_double2,
|
|
|
|
+ log10_double3,
|
|
|
|
+ log10_double4,
|
|
|
|
+}
|
|
|
|
+log10_float2 :: proc "c" (x: float2) -> float2 { return {log10(x.x), log10(x.y)} }
|
|
|
|
+log10_float3 :: proc "c" (x: float3) -> float3 { return {log10(x.x), log10(x.y), log10(x.z)} }
|
|
|
|
+log10_float4 :: proc "c" (x: float4) -> float4 { return {log10(x.x), log10(x.y), log10(x.z), log10(x.w)} }
|
|
|
|
+log10_double2 :: proc "c" (x: double2) -> double2 { return {log10(x.x), log10(x.y)} }
|
|
|
|
+log10_double3 :: proc "c" (x: double3) -> double3 { return {log10(x.x), log10(x.y), log10(x.z)} }
|
|
|
|
+log10_double4 :: proc "c" (x: double4) -> double4 { return {log10(x.x), log10(x.y), log10(x.z), log10(x.w)} }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+exp2 :: proc{
|
|
|
|
+ exp2_float,
|
|
|
|
+ exp2_double,
|
|
|
|
+ exp2_float2,
|
|
|
|
+ exp2_float3,
|
|
|
|
+ exp2_float4,
|
|
|
|
+ exp2_double2,
|
|
|
|
+ exp2_double3,
|
|
|
|
+ exp2_double4,
|
|
|
|
+}
|
|
|
|
+exp2_float2 :: proc "c" (x: float2) -> float2 { return {exp2(x.x), exp2(x.y)} }
|
|
|
|
+exp2_float3 :: proc "c" (x: float3) -> float3 { return {exp2(x.x), exp2(x.y), exp2(x.z)} }
|
|
|
|
+exp2_float4 :: proc "c" (x: float4) -> float4 { return {exp2(x.x), exp2(x.y), exp2(x.z), exp2(x.w)} }
|
|
|
|
+exp2_double2 :: proc "c" (x: double2) -> double2 { return {exp2(x.x), exp2(x.y)} }
|
|
|
|
+exp2_double3 :: proc "c" (x: double3) -> double3 { return {exp2(x.x), exp2(x.y), exp2(x.z)} }
|
|
|
|
+exp2_double4 :: proc "c" (x: double4) -> double4 { return {exp2(x.x), exp2(x.y), exp2(x.z), exp2(x.w)} }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+sign :: proc{
|
|
|
|
+ sign_int,
|
|
|
|
+ sign_uint,
|
|
|
|
+ sign_float,
|
|
|
|
+ sign_double,
|
|
|
|
+ sign_float2,
|
|
|
|
+ sign_float3,
|
|
|
|
+ sign_float4,
|
|
|
|
+ sign_double2,
|
|
|
|
+ sign_double3,
|
|
|
|
+ sign_double4,
|
|
|
|
+ sign_int2,
|
|
|
|
+ sign_int3,
|
|
|
|
+ sign_int4,
|
|
|
|
+ sign_uint2,
|
|
|
|
+ sign_uint3,
|
|
|
|
+ sign_uint4,
|
|
|
|
+}
|
|
|
|
+sign_int :: proc "c" (x: int) -> int { return -1 if x < 0 else +1 if x > 0 else 0 }
|
|
|
|
+sign_uint :: proc "c" (x: uint) -> uint { return +1 if x > 0 else 0 }
|
|
|
|
+sign_float2 :: proc "c" (x: float2) -> float2 { return {sign(x.x), sign(x.y)} }
|
|
|
|
+sign_float3 :: proc "c" (x: float3) -> float3 { return {sign(x.x), sign(x.y), sign(x.z)} }
|
|
|
|
+sign_float4 :: proc "c" (x: float4) -> float4 { return {sign(x.x), sign(x.y), sign(x.z), sign(x.w)} }
|
|
|
|
+sign_double2 :: proc "c" (x: double2) -> double2 { return {sign(x.x), sign(x.y)} }
|
|
|
|
+sign_double3 :: proc "c" (x: double3) -> double3 { return {sign(x.x), sign(x.y), sign(x.z)} }
|
|
|
|
+sign_double4 :: proc "c" (x: double4) -> double4 { return {sign(x.x), sign(x.y), sign(x.z), sign(x.w)} }
|
|
|
|
+sign_int2 :: proc "c" (x: int2) -> int2 { return {sign(x.x), sign(x.y)} }
|
|
|
|
+sign_int3 :: proc "c" (x: int3) -> int3 { return {sign(x.x), sign(x.y), sign(x.z)} }
|
|
|
|
+sign_int4 :: proc "c" (x: int4) -> int4 { return {sign(x.x), sign(x.y), sign(x.z), sign(x.w)} }
|
|
|
|
+sign_uint2 :: proc "c" (x: uint2) -> uint2 { return {sign(x.x), sign(x.y)} }
|
|
|
|
+sign_uint3 :: proc "c" (x: uint3) -> uint3 { return {sign(x.x), sign(x.y), sign(x.z)} }
|
|
|
|
+sign_uint4 :: proc "c" (x: uint4) -> uint4 { return {sign(x.x), sign(x.y), sign(x.z), sign(x.w)} }
|
|
|
|
+
|
|
|
|
+floor :: proc{
|
|
|
|
+ floor_float,
|
|
|
|
+ floor_double,
|
|
|
|
+ floor_float2,
|
|
|
|
+ floor_float3,
|
|
|
|
+ floor_float4,
|
|
|
|
+ floor_double2,
|
|
|
|
+ floor_double3,
|
|
|
|
+ floor_double4,
|
|
|
|
+}
|
|
|
|
+floor_float2 :: proc "c" (x: float2) -> float2 { return {floor(x.x), floor(x.y)} }
|
|
|
|
+floor_float3 :: proc "c" (x: float3) -> float3 { return {floor(x.x), floor(x.y), floor(x.z)} }
|
|
|
|
+floor_float4 :: proc "c" (x: float4) -> float4 { return {floor(x.x), floor(x.y), floor(x.z), floor(x.w)} }
|
|
|
|
+floor_double2 :: proc "c" (x: double2) -> double2 { return {floor(x.x), floor(x.y)} }
|
|
|
|
+floor_double3 :: proc "c" (x: double3) -> double3 { return {floor(x.x), floor(x.y), floor(x.z)} }
|
|
|
|
+floor_double4 :: proc "c" (x: double4) -> double4 { return {floor(x.x), floor(x.y), floor(x.z), floor(x.w)} }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ceil :: proc{
|
|
|
|
+ ceil_float,
|
|
|
|
+ ceil_double,
|
|
|
|
+ ceil_float2,
|
|
|
|
+ ceil_float3,
|
|
|
|
+ ceil_float4,
|
|
|
|
+ ceil_double2,
|
|
|
|
+ ceil_double3,
|
|
|
|
+ ceil_double4,
|
|
|
|
+}
|
|
|
|
+ceil_float2 :: proc "c" (x: float2) -> float2 { return {ceil(x.x), ceil(x.y)} }
|
|
|
|
+ceil_float3 :: proc "c" (x: float3) -> float3 { return {ceil(x.x), ceil(x.y), ceil(x.z)} }
|
|
|
|
+ceil_float4 :: proc "c" (x: float4) -> float4 { return {ceil(x.x), ceil(x.y), ceil(x.z), ceil(x.w)} }
|
|
|
|
+ceil_double2 :: proc "c" (x: double2) -> double2 { return {ceil(x.x), ceil(x.y)} }
|
|
|
|
+ceil_double3 :: proc "c" (x: double3) -> double3 { return {ceil(x.x), ceil(x.y), ceil(x.z)} }
|
|
|
|
+ceil_double4 :: proc "c" (x: double4) -> double4 { return {ceil(x.x), ceil(x.y), ceil(x.z), ceil(x.w)} }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+fmod :: proc{
|
|
|
|
+ fmod_float,
|
|
|
|
+ fmod_double,
|
|
|
|
+ fmod_float2,
|
|
|
|
+ fmod_float3,
|
|
|
|
+ fmod_float4,
|
|
|
|
+ fmod_double2,
|
|
|
|
+ fmod_double3,
|
|
|
|
+ fmod_double4,
|
|
|
|
+}
|
|
|
|
+fmod_float2 :: proc "c" (x, y: float2) -> float2 { return {fmod(x.x, y.x), fmod(x.y, y.y)} }
|
|
|
|
+fmod_float3 :: proc "c" (x, y: float3) -> float3 { return {fmod(x.x, y.x), fmod(x.y, y.y), fmod(x.z, y.z)} }
|
|
|
|
+fmod_float4 :: proc "c" (x, y: float4) -> float4 { return {fmod(x.x, y.x), fmod(x.y, y.y), fmod(x.z, y.z), fmod(x.w, y.w)} }
|
|
|
|
+fmod_double2 :: proc "c" (x, y: double2) -> double2 { return {fmod(x.x, y.x), fmod(x.y, y.y)} }
|
|
|
|
+fmod_double3 :: proc "c" (x, y: double3) -> double3 { return {fmod(x.x, y.x), fmod(x.y, y.y), fmod(x.z, y.z)} }
|
|
|
|
+fmod_double4 :: proc "c" (x, y: double4) -> double4 { return {fmod(x.x, y.x), fmod(x.y, y.y), fmod(x.z, y.z), fmod(x.w, y.w)} }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+frac :: proc{
|
|
|
|
+ frac_float,
|
|
|
|
+ frac_double,
|
|
|
|
+ frac_float2,
|
|
|
|
+ frac_float3,
|
|
|
|
+ frac_float4,
|
|
|
|
+ frac_double2,
|
|
|
|
+ frac_double3,
|
|
|
|
+ frac_double4,
|
|
|
|
+}
|
|
|
|
+frac_float2 :: proc "c" (x: float2) -> float2 { return {frac(x.x), frac(x.y)} }
|
|
|
|
+frac_float3 :: proc "c" (x: float3) -> float3 { return {frac(x.x), frac(x.y), frac(x.z)} }
|
|
|
|
+frac_float4 :: proc "c" (x: float4) -> float4 { return {frac(x.x), frac(x.y), frac(x.z), frac(x.w)} }
|
|
|
|
+frac_double2 :: proc "c" (x: double2) -> double2 { return {frac(x.x), frac(x.y)} }
|
|
|
|
+frac_double3 :: proc "c" (x: double3) -> double3 { return {frac(x.x), frac(x.y), frac(x.z)} }
|
|
|
|
+frac_double4 :: proc "c" (x: double4) -> double4 { return {frac(x.x), frac(x.y), frac(x.z), frac(x.w)} }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+radians :: proc{
|
|
|
|
+ radians_float,
|
|
|
|
+ radians_double,
|
|
|
|
+ radians_float2,
|
|
|
|
+ radians_float3,
|
|
|
|
+ radians_float4,
|
|
|
|
+ radians_double2,
|
|
|
|
+ radians_double3,
|
|
|
|
+ radians_double4,
|
|
|
|
+}
|
|
|
|
+radians_float :: proc "c" (degrees: float) -> float { return degrees * TAU / 360.0 }
|
|
|
|
+radians_double :: proc "c" (degrees: double) -> double { return degrees * TAU / 360.0 }
|
|
|
|
+radians_float2 :: proc "c" (degrees: float2) -> float2 { return degrees * TAU / 360.0 }
|
|
|
|
+radians_float3 :: proc "c" (degrees: float3) -> float3 { return degrees * TAU / 360.0 }
|
|
|
|
+radians_float4 :: proc "c" (degrees: float4) -> float4 { return degrees * TAU / 360.0 }
|
|
|
|
+radians_double2 :: proc "c" (degrees: double2) -> double2 { return degrees * TAU / 360.0 }
|
|
|
|
+radians_double3 :: proc "c" (degrees: double3) -> double3 { return degrees * TAU / 360.0 }
|
|
|
|
+radians_double4 :: proc "c" (degrees: double4) -> double4 { return degrees * TAU / 360.0 }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+degrees :: proc{
|
|
|
|
+ degrees_float,
|
|
|
|
+ degrees_double,
|
|
|
|
+ degrees_float2,
|
|
|
|
+ degrees_float3,
|
|
|
|
+ degrees_float4,
|
|
|
|
+ degrees_double2,
|
|
|
|
+ degrees_double3,
|
|
|
|
+ degrees_double4,
|
|
|
|
+}
|
|
|
|
+degrees_float :: proc "c" (radians: float) -> float { return radians * 360.0 / TAU }
|
|
|
|
+degrees_double :: proc "c" (radians: double) -> double { return radians * 360.0 / TAU }
|
|
|
|
+degrees_float2 :: proc "c" (radians: float2) -> float2 { return radians * 360.0 / TAU }
|
|
|
|
+degrees_float3 :: proc "c" (radians: float3) -> float3 { return radians * 360.0 / TAU }
|
|
|
|
+degrees_float4 :: proc "c" (radians: float4) -> float4 { return radians * 360.0 / TAU }
|
|
|
|
+degrees_double2 :: proc "c" (radians: double2) -> double2 { return radians * 360.0 / TAU }
|
|
|
|
+degrees_double3 :: proc "c" (radians: double3) -> double3 { return radians * 360.0 / TAU }
|
|
|
|
+degrees_double4 :: proc "c" (radians: double4) -> double4 { return radians * 360.0 / TAU }
|
|
|
|
+
|
|
|
|
+min :: proc{
|
|
|
|
+ min_int,
|
|
|
|
+ min_uint,
|
|
|
|
+ min_float,
|
|
|
|
+ min_double,
|
|
|
|
+ min_float2,
|
|
|
|
+ min_float3,
|
|
|
|
+ min_float4,
|
|
|
|
+ min_double2,
|
|
|
|
+ min_double3,
|
|
|
|
+ min_double4,
|
|
|
|
+ min_int2,
|
|
|
|
+ min_int3,
|
|
|
|
+ min_int4,
|
|
|
|
+ min_uint2,
|
|
|
|
+ min_uint3,
|
|
|
|
+ min_uint4,
|
|
|
|
+}
|
|
|
|
+min_int :: proc "c" (x, y: int) -> int { return builtin.min(x, y) }
|
|
|
|
+min_uint :: proc "c" (x, y: uint) -> uint { return builtin.min(x, y) }
|
|
|
|
+min_float :: proc "c" (x, y: float) -> float { return builtin.min(x, y) }
|
|
|
|
+min_double :: proc "c" (x, y: double) -> double { return builtin.min(x, y) }
|
|
|
|
+min_float2 :: proc "c" (x, y: float2) -> float2 { return {min(x.x, y.x), min(x.y, y.y)} }
|
|
|
|
+min_float3 :: proc "c" (x, y: float3) -> float3 { return {min(x.x, y.x), min(x.y, y.y), min(x.z, y.z)} }
|
|
|
|
+min_float4 :: proc "c" (x, y: float4) -> float4 { return {min(x.x, y.x), min(x.y, y.y), min(x.z, y.z), min(x.w, y.w)} }
|
|
|
|
+min_double2 :: proc "c" (x, y: double2) -> double2 { return {min(x.x, y.x), min(x.y, y.y)} }
|
|
|
|
+min_double3 :: proc "c" (x, y: double3) -> double3 { return {min(x.x, y.x), min(x.y, y.y), min(x.z, y.z)} }
|
|
|
|
+min_double4 :: proc "c" (x, y: double4) -> double4 { return {min(x.x, y.x), min(x.y, y.y), min(x.z, y.z), min(x.w, y.w)} }
|
|
|
|
+min_int2 :: proc "c" (x, y: int2) -> int2 { return {min(x.x, y.x), min(x.y, y.y)} }
|
|
|
|
+min_int3 :: proc "c" (x, y: int3) -> int3 { return {min(x.x, y.x), min(x.y, y.y), min(x.z, y.z)} }
|
|
|
|
+min_int4 :: proc "c" (x, y: int4) -> int4 { return {min(x.x, y.x), min(x.y, y.y), min(x.z, y.z), min(x.w, y.w)} }
|
|
|
|
+min_uint2 :: proc "c" (x, y: uint2) -> uint2 { return {min(x.x, y.x), min(x.y, y.y)} }
|
|
|
|
+min_uint3 :: proc "c" (x, y: uint3) -> uint3 { return {min(x.x, y.x), min(x.y, y.y), min(x.z, y.z)} }
|
|
|
|
+min_uint4 :: proc "c" (x, y: uint4) -> uint4 { return {min(x.x, y.x), min(x.y, y.y), min(x.z, y.z), min(x.w, y.w)} }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+max :: proc{
|
|
|
|
+ max_int,
|
|
|
|
+ max_uint,
|
|
|
|
+ max_float,
|
|
|
|
+ max_double,
|
|
|
|
+ max_float2,
|
|
|
|
+ max_float3,
|
|
|
|
+ max_float4,
|
|
|
|
+ max_double2,
|
|
|
|
+ max_double3,
|
|
|
|
+ max_double4,
|
|
|
|
+ max_int2,
|
|
|
|
+ max_int3,
|
|
|
|
+ max_int4,
|
|
|
|
+ max_uint2,
|
|
|
|
+ max_uint3,
|
|
|
|
+ max_uint4,
|
|
|
|
+}
|
|
|
|
+max_int :: proc "c" (x, y: int) -> int { return builtin.max(x, y) }
|
|
|
|
+max_uint :: proc "c" (x, y: uint) -> uint { return builtin.max(x, y) }
|
|
|
|
+max_float :: proc "c" (x, y: float) -> float { return builtin.max(x, y) }
|
|
|
|
+max_double :: proc "c" (x, y: double) -> double { return builtin.max(x, y) }
|
|
|
|
+max_float2 :: proc "c" (x, y: float2) -> float2 { return {max(x.x, y.x), max(x.y, y.y)} }
|
|
|
|
+max_float3 :: proc "c" (x, y: float3) -> float3 { return {max(x.x, y.x), max(x.y, y.y), max(x.z, y.z)} }
|
|
|
|
+max_float4 :: proc "c" (x, y: float4) -> float4 { return {max(x.x, y.x), max(x.y, y.y), max(x.z, y.z), max(x.w, y.w)} }
|
|
|
|
+max_double2 :: proc "c" (x, y: double2) -> double2 { return {max(x.x, y.x), max(x.y, y.y)} }
|
|
|
|
+max_double3 :: proc "c" (x, y: double3) -> double3 { return {max(x.x, y.x), max(x.y, y.y), max(x.z, y.z)} }
|
|
|
|
+max_double4 :: proc "c" (x, y: double4) -> double4 { return {max(x.x, y.x), max(x.y, y.y), max(x.z, y.z), max(x.w, y.w)} }
|
|
|
|
+max_int2 :: proc "c" (x, y: int2) -> int2 { return {max(x.x, y.x), max(x.y, y.y)} }
|
|
|
|
+max_int3 :: proc "c" (x, y: int3) -> int3 { return {max(x.x, y.x), max(x.y, y.y), max(x.z, y.z)} }
|
|
|
|
+max_int4 :: proc "c" (x, y: int4) -> int4 { return {max(x.x, y.x), max(x.y, y.y), max(x.z, y.z), max(x.w, y.w)} }
|
|
|
|
+max_uint2 :: proc "c" (x, y: uint2) -> uint2 { return {max(x.x, y.x), max(x.y, y.y)} }
|
|
|
|
+max_uint3 :: proc "c" (x, y: uint3) -> uint3 { return {max(x.x, y.x), max(x.y, y.y), max(x.z, y.z)} }
|
|
|
|
+max_uint4 :: proc "c" (x, y: uint4) -> uint4 { return {max(x.x, y.x), max(x.y, y.y), max(x.z, y.z), max(x.w, y.w)} }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+clamp :: proc{
|
|
|
|
+ clamp_int,
|
|
|
|
+ clamp_uint,
|
|
|
|
+ clamp_float,
|
|
|
|
+ clamp_double,
|
|
|
|
+ clamp_float2,
|
|
|
|
+ clamp_float3,
|
|
|
|
+ clamp_float4,
|
|
|
|
+ clamp_double2,
|
|
|
|
+ clamp_double3,
|
|
|
|
+ clamp_double4,
|
|
|
|
+ clamp_int2,
|
|
|
|
+ clamp_int3,
|
|
|
|
+ clamp_int4,
|
|
|
|
+ clamp_uint2,
|
|
|
|
+ clamp_uint3,
|
|
|
|
+ clamp_uint4,
|
|
|
|
+}
|
|
|
|
+clamp_int :: proc "c" (x, y, z: int) -> int { return builtin.clamp(x, y, z) }
|
|
|
|
+clamp_uint :: proc "c" (x, y, z: uint) -> uint { return builtin.clamp(x, y, z) }
|
|
|
|
+clamp_float :: proc "c" (x, y, z: float) -> float { return builtin.clamp(x, y, z) }
|
|
|
|
+clamp_double :: proc "c" (x, y, z: double) -> double { return builtin.clamp(x, y, z) }
|
|
|
|
+clamp_float2 :: proc "c" (x, y, z: float2) -> float2 { return {clamp(x.x, y.x, z.x), clamp(x.y, y.y, z.y)} }
|
|
|
|
+clamp_float3 :: proc "c" (x, y, z: float3) -> float3 { return {clamp(x.x, y.x, z.x), clamp(x.y, y.y, z.y), clamp(x.z, y.z, z.z)} }
|
|
|
|
+clamp_float4 :: proc "c" (x, y, z: float4) -> float4 { return {clamp(x.x, y.x, z.x), clamp(x.y, y.y, z.y), clamp(x.z, y.z, z.z), clamp(x.w, y.w, z.w)} }
|
|
|
|
+clamp_double2 :: proc "c" (x, y, z: double2) -> double2 { return {clamp(x.x, y.x, z.x), clamp(x.y, y.y, z.y)} }
|
|
|
|
+clamp_double3 :: proc "c" (x, y, z: double3) -> double3 { return {clamp(x.x, y.x, z.x), clamp(x.y, y.y, z.y), clamp(x.z, y.z, z.z)} }
|
|
|
|
+clamp_double4 :: proc "c" (x, y, z: double4) -> double4 { return {clamp(x.x, y.x, z.x), clamp(x.y, y.y, z.y), clamp(x.z, y.z, z.z), clamp(x.w, y.w, z.w)} }
|
|
|
|
+clamp_int2 :: proc "c" (x, y, z: int2) -> int2 { return {clamp(x.x, y.x, z.x), clamp(x.y, y.y, z.y)} }
|
|
|
|
+clamp_int3 :: proc "c" (x, y, z: int3) -> int3 { return {clamp(x.x, y.x, z.x), clamp(x.y, y.y, z.y), clamp(x.z, y.z, z.z)} }
|
|
|
|
+clamp_int4 :: proc "c" (x, y, z: int4) -> int4 { return {clamp(x.x, y.x, z.x), clamp(x.y, y.y, z.y), clamp(x.z, y.z, z.z), clamp(x.w, y.w, z.w)} }
|
|
|
|
+clamp_uint2 :: proc "c" (x, y, z: uint2) -> uint2 { return {clamp(x.x, y.x, z.x), clamp(x.y, y.y, z.y)} }
|
|
|
|
+clamp_uint3 :: proc "c" (x, y, z: uint3) -> uint3 { return {clamp(x.x, y.x, z.x), clamp(x.y, y.y, z.y), clamp(x.z, y.z, z.z)} }
|
|
|
|
+clamp_uint4 :: proc "c" (x, y, z: uint4) -> uint4 { return {clamp(x.x, y.x, z.x), clamp(x.y, y.y, z.y), clamp(x.z, y.z, z.z), clamp(x.w, y.w, z.w)} }
|
|
|
|
+
|
|
|
|
+saturate :: proc{
|
|
|
|
+ saturate_int,
|
|
|
|
+ saturate_uint,
|
|
|
|
+ saturate_float,
|
|
|
|
+ saturate_double,
|
|
|
|
+ saturate_float2,
|
|
|
|
+ saturate_float3,
|
|
|
|
+ saturate_float4,
|
|
|
|
+ saturate_double2,
|
|
|
|
+ saturate_double3,
|
|
|
|
+ saturate_double4,
|
|
|
|
+ saturate_int2,
|
|
|
|
+ saturate_int3,
|
|
|
|
+ saturate_int4,
|
|
|
|
+ saturate_uint2,
|
|
|
|
+ saturate_uint3,
|
|
|
|
+ saturate_uint4,
|
|
|
|
+}
|
|
|
|
+saturate_int :: proc "c" (x, y, z: int) -> int { return builtin.clamp(x, 0, 1) }
|
|
|
|
+saturate_uint :: proc "c" (x, y, z: uint) -> uint { return builtin.clamp(x, 0, 1) }
|
|
|
|
+saturate_float :: proc "c" (x, y, z: float) -> float { return builtin.clamp(x, 0, 1) }
|
|
|
|
+saturate_double :: proc "c" (x, y, z: double) -> double { return builtin.clamp(x, 0, 1) }
|
|
|
|
+saturate_float2 :: proc "c" (x, y, z: float2) -> float2 { return {builtin.clamp(x.x, 0, 1), builtin.clamp(x.y, 0, 1)} }
|
|
|
|
+saturate_float3 :: proc "c" (x, y, z: float3) -> float3 { return {builtin.clamp(x.x, 0, 1), builtin.clamp(x.y, 0, 1), builtin.clamp(x.z, 0, 1)} }
|
|
|
|
+saturate_float4 :: proc "c" (x, y, z: float4) -> float4 { return {builtin.clamp(x.x, 0, 1), builtin.clamp(x.y, 0, 1), builtin.clamp(x.z, 0, 1), builtin.clamp(x.w, 0, 1)} }
|
|
|
|
+saturate_double2 :: proc "c" (x, y, z: double2) -> double2 { return {builtin.clamp(x.x, 0, 1), builtin.clamp(x.y, 0, 1)} }
|
|
|
|
+saturate_double3 :: proc "c" (x, y, z: double3) -> double3 { return {builtin.clamp(x.x, 0, 1), builtin.clamp(x.y, 0, 1), builtin.clamp(x.z, 0, 1)} }
|
|
|
|
+saturate_double4 :: proc "c" (x, y, z: double4) -> double4 { return {builtin.clamp(x.x, 0, 1), builtin.clamp(x.y, 0, 1), builtin.clamp(x.z, 0, 1), builtin.clamp(x.w, 0, 1)} }
|
|
|
|
+saturate_int2 :: proc "c" (x, y, z: int2) -> int2 { return {builtin.clamp(x.x, 0, 1), builtin.clamp(x.y, 0, 1)} }
|
|
|
|
+saturate_int3 :: proc "c" (x, y, z: int3) -> int3 { return {builtin.clamp(x.x, 0, 1), builtin.clamp(x.y, 0, 1), builtin.clamp(x.z, 0, 1)} }
|
|
|
|
+saturate_int4 :: proc "c" (x, y, z: int4) -> int4 { return {builtin.clamp(x.x, 0, 1), builtin.clamp(x.y, 0, 1), builtin.clamp(x.z, 0, 1), builtin.clamp(x.w, 0, 1)} }
|
|
|
|
+saturate_uint2 :: proc "c" (x, y, z: uint2) -> uint2 { return {builtin.clamp(x.x, 0, 1), builtin.clamp(x.y, 0, 1)} }
|
|
|
|
+saturate_uint3 :: proc "c" (x, y, z: uint3) -> uint3 { return {builtin.clamp(x.x, 0, 1), builtin.clamp(x.y, 0, 1), builtin.clamp(x.z, 0, 1)} }
|
|
|
|
+saturate_uint4 :: proc "c" (x, y, z: uint4) -> uint4 { return {builtin.clamp(x.x, 0, 1), builtin.clamp(x.y, 0, 1), builtin.clamp(x.z, 0, 1), builtin.clamp(x.w, 0, 1)} }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+lerp :: proc{
|
|
|
|
+ lerp_float,
|
|
|
|
+ lerp_double,
|
|
|
|
+ lerp_float2,
|
|
|
|
+ lerp_float3,
|
|
|
|
+ lerp_float4,
|
|
|
|
+ lerp_double2,
|
|
|
|
+ lerp_double3,
|
|
|
|
+ lerp_double4,
|
|
|
|
+}
|
|
|
|
+lerp_float :: proc "c" (x, y, t: float) -> float { return x*(1-t) + y*t }
|
|
|
|
+lerp_double :: proc "c" (x, y, t: double) -> double { return x*(1-t) + y*t }
|
|
|
|
+lerp_float2 :: proc "c" (x, y, t: float2) -> float2 { return {lerp(x.x, y.x, t.x), lerp(x.y, y.y, t.y)} }
|
|
|
|
+lerp_float3 :: proc "c" (x, y, t: float3) -> float3 { return {lerp(x.x, y.x, t.x), lerp(x.y, y.y, t.y), lerp(x.z, y.z, t.z)} }
|
|
|
|
+lerp_float4 :: proc "c" (x, y, t: float4) -> float4 { return {lerp(x.x, y.x, t.x), lerp(x.y, y.y, y.y), lerp(x.z, y.z, t.z), lerp(x.w, y.w, t.w)} }
|
|
|
|
+lerp_double2 :: proc "c" (x, y, t: double2) -> double2 { return {lerp(x.x, y.x, t.x), lerp(x.y, y.y, t.y)} }
|
|
|
|
+lerp_double3 :: proc "c" (x, y, t: double3) -> double3 { return {lerp(x.x, y.x, t.x), lerp(x.y, y.y, t.y), lerp(x.z, y.z, t.z)} }
|
|
|
|
+lerp_double4 :: proc "c" (x, y, t: double4) -> double4 { return {lerp(x.x, y.x, t.x), lerp(x.y, y.y, y.y), lerp(x.z, y.z, t.z), lerp(x.w, y.w, t.w)} }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+step :: proc{
|
|
|
|
+ step_float,
|
|
|
|
+ step_double,
|
|
|
|
+ step_float2,
|
|
|
|
+ step_float3,
|
|
|
|
+ step_float4,
|
|
|
|
+ step_double2,
|
|
|
|
+ step_double3,
|
|
|
|
+ step_double4,
|
|
|
|
+}
|
|
|
|
+step_float :: proc "c" (edge, x: float) -> float { return 0 if x < edge else 1 }
|
|
|
|
+step_double :: proc "c" (edge, x: double) -> double { return 0 if x < edge else 1 }
|
|
|
|
+step_float2 :: proc "c" (edge, x: float2) -> float2 { return {step(edge.x, x.x), step(edge.y, x.y)} }
|
|
|
|
+step_float3 :: proc "c" (edge, x: float3) -> float3 { return {step(edge.x, x.x), step(edge.y, x.y), step(edge.z, x.z)} }
|
|
|
|
+step_float4 :: proc "c" (edge, x: float4) -> float4 { return {step(edge.x, x.x), step(edge.y, x.y), step(edge.z, x.z), step(edge.w, x.w)} }
|
|
|
|
+step_double2 :: proc "c" (edge, x: double2) -> double2 { return {step(edge.x, x.x), step(edge.y, x.y)} }
|
|
|
|
+step_double3 :: proc "c" (edge, x: double3) -> double3 { return {step(edge.x, x.x), step(edge.y, x.y), step(edge.z, x.z)} }
|
|
|
|
+step_double4 :: proc "c" (edge, x: double4) -> double4 { return {step(edge.x, x.x), step(edge.y, x.y), step(edge.z, x.z), step(edge.w, x.w)} }
|
|
|
|
+
|
|
|
|
+smoothstep :: proc{
|
|
|
|
+ smoothstep_float,
|
|
|
|
+ smoothstep_double,
|
|
|
|
+ smoothstep_float2,
|
|
|
|
+ smoothstep_float3,
|
|
|
|
+ smoothstep_float4,
|
|
|
|
+ smoothstep_double2,
|
|
|
|
+ smoothstep_double3,
|
|
|
|
+ smoothstep_double4,
|
|
|
|
+}
|
|
|
|
+smoothstep_float :: proc "c" (edge0, edge1, x: float) -> float {
|
|
|
|
+ y := clamp(((x-edge0) / (edge1 - edge0)), 0, 1)
|
|
|
|
+ return y * y * (3 - 2*y)
|
|
|
|
+}
|
|
|
|
+smoothstep_double :: proc "c" (edge0, edge1, x: double) -> double {
|
|
|
|
+ y := clamp(((x-edge0) / (edge1 - edge0)), 0, 1)
|
|
|
|
+ return y * y * (3 - 2*y)
|
|
|
|
+}
|
|
|
|
+smoothstep_float2 :: proc "c" (edge0, edge1, x: float2) -> float2 { return {smoothstep(edge0.x, edge1.x, x.x), smoothstep(edge0.y, edge1.y, x.y)} }
|
|
|
|
+smoothstep_float3 :: proc "c" (edge0, edge1, x: float3) -> float3 { return {smoothstep(edge0.x, edge1.x, x.x), smoothstep(edge0.y, edge1.y, x.y), smoothstep(edge0.z, edge1.z, x.z)} }
|
|
|
|
+smoothstep_float4 :: proc "c" (edge0, edge1, x: float4) -> float4 { return {smoothstep(edge0.x, edge1.x, x.x), smoothstep(edge0.y, edge1.y, x.y), smoothstep(edge0.z, edge1.z, x.z), smoothstep(edge0.w, edge1.w, x.w)} }
|
|
|
|
+smoothstep_double2 :: proc "c" (edge0, edge1, x: double2) -> double2 { return {smoothstep(edge0.x, edge1.x, x.x), smoothstep(edge0.y, edge1.y, x.y)} }
|
|
|
|
+smoothstep_double3 :: proc "c" (edge0, edge1, x: double3) -> double3 { return {smoothstep(edge0.x, edge1.x, x.x), smoothstep(edge0.y, edge1.y, x.y), smoothstep(edge0.z, edge1.z, x.z)} }
|
|
|
|
+smoothstep_double4 :: proc "c" (edge0, edge1, x: double4) -> double4 { return {smoothstep(edge0.x, edge1.x, x.x), smoothstep(edge0.y, edge1.y, x.y), smoothstep(edge0.z, edge1.z, x.z), smoothstep(edge0.w, edge1.w, x.w)} }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+abs :: proc{
|
|
|
|
+ abs_int,
|
|
|
|
+ abs_uint,
|
|
|
|
+ abs_float,
|
|
|
|
+ abs_double,
|
|
|
|
+ abs_float2,
|
|
|
|
+ abs_float3,
|
|
|
|
+ abs_float4,
|
|
|
|
+ abs_double2,
|
|
|
|
+ abs_double3,
|
|
|
|
+ abs_double4,
|
|
|
|
+ abs_int2,
|
|
|
|
+ abs_int3,
|
|
|
|
+ abs_int4,
|
|
|
|
+ abs_uint2,
|
|
|
|
+ abs_uint3,
|
|
|
|
+ abs_uint4,
|
|
|
|
+}
|
|
|
|
+abs_int :: proc "c" (x: int) -> int { return builtin.abs(x) }
|
|
|
|
+abs_uint :: proc "c" (x: uint) -> uint { return x }
|
|
|
|
+abs_float :: proc "c" (x: float) -> float { return builtin.abs(x) }
|
|
|
|
+abs_double :: proc "c" (x: double) -> double { return builtin.abs(x) }
|
|
|
|
+abs_float2 :: proc "c" (x: float2) -> float2 { return {abs(x.x), abs(x.y)} }
|
|
|
|
+abs_float3 :: proc "c" (x: float3) -> float3 { return {abs(x.x), abs(x.y), abs(x.z)} }
|
|
|
|
+abs_float4 :: proc "c" (x: float4) -> float4 { return {abs(x.x), abs(x.y), abs(x.z), abs(x.w)} }
|
|
|
|
+abs_double2 :: proc "c" (x: double2) -> double2 { return {abs(x.x), abs(x.y)} }
|
|
|
|
+abs_double3 :: proc "c" (x: double3) -> double3 { return {abs(x.x), abs(x.y), abs(x.z)} }
|
|
|
|
+abs_double4 :: proc "c" (x: double4) -> double4 { return {abs(x.x), abs(x.y), abs(x.z), abs(x.w)} }
|
|
|
|
+abs_int2 :: proc "c" (x: int2) -> int2 { return {abs(x.x), abs(x.y)} }
|
|
|
|
+abs_int3 :: proc "c" (x: int3) -> int3 { return {abs(x.x), abs(x.y), abs(x.z)} }
|
|
|
|
+abs_int4 :: proc "c" (x: int4) -> int4 { return {abs(x.x), abs(x.y), abs(x.z), abs(x.w)} }
|
|
|
|
+abs_uint2 :: proc "c" (x: uint2) -> uint2 { return x }
|
|
|
|
+abs_uint3 :: proc "c" (x: uint3) -> uint3 { return x }
|
|
|
|
+abs_uint4 :: proc "c" (x: uint4) -> uint4 { return x }
|
|
|
|
+
|
|
|
|
+dot :: proc{
|
|
|
|
+ dot_int,
|
|
|
|
+ dot_uint,
|
|
|
|
+ dot_float,
|
|
|
|
+ dot_double,
|
|
|
|
+ dot_float2,
|
|
|
|
+ dot_float3,
|
|
|
|
+ dot_float4,
|
|
|
|
+ dot_double2,
|
|
|
|
+ dot_double3,
|
|
|
|
+ dot_double4,
|
|
|
|
+ dot_int2,
|
|
|
|
+ dot_int3,
|
|
|
|
+ dot_int4,
|
|
|
|
+ dot_uint2,
|
|
|
|
+ dot_uint3,
|
|
|
|
+ dot_uint4,
|
|
|
|
+}
|
|
|
|
+dot_int :: proc "c" (a, b: int) -> int { return a*b }
|
|
|
|
+dot_uint :: proc "c" (a, b: uint) -> uint { return a*b }
|
|
|
|
+dot_float :: proc "c" (a, b: float) -> float { return a*b }
|
|
|
|
+dot_double :: proc "c" (a, b: double) -> double { return a*b }
|
|
|
|
+dot_float2 :: proc "c" (a, b: float2) -> float { return a.x*b.x + a.y*b.y }
|
|
|
|
+dot_float3 :: proc "c" (a, b: float3) -> float { return a.x*b.x + a.y*b.y + a.z*b.z }
|
|
|
|
+dot_float4 :: proc "c" (a, b: float4) -> float { return a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w }
|
|
|
|
+dot_double2 :: proc "c" (a, b: double2) -> double { return a.x*b.x + a.y*b.y }
|
|
|
|
+dot_double3 :: proc "c" (a, b: double3) -> double { return a.x*b.x + a.y*b.y + a.z*b.z }
|
|
|
|
+dot_double4 :: proc "c" (a, b: double4) -> double { return a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w }
|
|
|
|
+dot_int2 :: proc "c" (a, b: int2) -> int { return a.x*b.x + a.y*b.y }
|
|
|
|
+dot_int3 :: proc "c" (a, b: int3) -> int { return a.x*b.x + a.y*b.y + a.z*b.z }
|
|
|
|
+dot_int4 :: proc "c" (a, b: int4) -> int { return a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w }
|
|
|
|
+dot_uint2 :: proc "c" (a, b: uint2) -> uint { return a.x*b.x + a.y*b.y }
|
|
|
|
+dot_uint3 :: proc "c" (a, b: uint3) -> uint { return a.x*b.x + a.y*b.y + a.z*b.z }
|
|
|
|
+dot_uint4 :: proc "c" (a, b: uint4) -> uint { return a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w }
|
|
|
|
+
|
|
|
|
+length :: proc{
|
|
|
|
+ length_float,
|
|
|
|
+ length_double,
|
|
|
|
+ length_float2,
|
|
|
|
+ length_float3,
|
|
|
|
+ length_float4,
|
|
|
|
+ length_double2,
|
|
|
|
+ length_double3,
|
|
|
|
+ length_double4,
|
|
|
|
+}
|
|
|
|
+length_float :: proc "c" (x: float) -> float { return builtin.abs(x) }
|
|
|
|
+length_double :: proc "c" (x: double) -> double { return builtin.abs(x) }
|
|
|
|
+length_float2 :: proc "c" (x: float2) -> float { return sqrt(x.x*x.x + x.y*x.y) }
|
|
|
|
+length_float3 :: proc "c" (x: float3) -> float { return sqrt(x.x*x.x + x.y*x.y + x.z*x.z) }
|
|
|
|
+length_float4 :: proc "c" (x: float4) -> float { return sqrt(x.x*x.x + x.y*x.y + x.z*x.z + x.w*x.w) }
|
|
|
|
+length_double2 :: proc "c" (x: double2) -> double { return sqrt(x.x*x.x + x.y*x.y) }
|
|
|
|
+length_double3 :: proc "c" (x: double3) -> double { return sqrt(x.x*x.x + x.y*x.y + x.z*x.z) }
|
|
|
|
+length_double4 :: proc "c" (x: double4) -> double { return sqrt(x.x*x.x + x.y*x.y + x.z*x.z + x.w*x.w) }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+distance :: proc{
|
|
|
|
+ distance_float,
|
|
|
|
+ distance_double,
|
|
|
|
+ distance_float2,
|
|
|
|
+ distance_float3,
|
|
|
|
+ distance_float4,
|
|
|
|
+ distance_double2,
|
|
|
|
+ distance_double3,
|
|
|
|
+ distance_double4,
|
|
|
|
+}
|
|
|
|
+distance_float :: proc "c" (x, y: float) -> float { return length(y-x) }
|
|
|
|
+distance_double :: proc "c" (x, y: double) -> double { return length(y-x) }
|
|
|
|
+distance_float2 :: proc "c" (x, y: float2) -> float { return length(y-x) }
|
|
|
|
+distance_float3 :: proc "c" (x, y: float3) -> float { return length(y-x) }
|
|
|
|
+distance_float4 :: proc "c" (x, y: float4) -> float { return length(y-x) }
|
|
|
|
+distance_double2 :: proc "c" (x, y: double2) -> double { return length(y-x) }
|
|
|
|
+distance_double3 :: proc "c" (x, y: double3) -> double { return length(y-x) }
|
|
|
|
+distance_double4 :: proc "c" (x, y: double4) -> double { return length(y-x) }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+cross :: proc{
|
|
|
|
+ cross_float3,
|
|
|
|
+ cross_double3,
|
|
|
|
+ cross_int3,
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+cross_float3 :: proc "c" (a, b: float3) -> (c: float3) {
|
|
|
|
+ c.x = a.y*b.z - b.y*a.z
|
|
|
|
+ c.y = a.z*b.x - b.z*a.x
|
|
|
|
+ c.z = a.x*b.y - b.x*a.y
|
|
|
|
+ return
|
|
|
|
+}
|
|
|
|
+cross_double3 :: proc "c" (a, b: double3) -> (c: double3) {
|
|
|
|
+ c.x = a.y*b.z - b.y*a.z
|
|
|
|
+ c.y = a.z*b.x - b.z*a.x
|
|
|
|
+ c.z = a.x*b.y - b.x*a.y
|
|
|
|
+ return
|
|
|
|
+}
|
|
|
|
+cross_int3 :: proc "c" (a, b: int3) -> (c: int3) {
|
|
|
|
+ c.x = a.y*b.z - b.y*a.z
|
|
|
|
+ c.y = a.z*b.x - b.z*a.x
|
|
|
|
+ c.z = a.x*b.y - b.x*a.y
|
|
|
|
+ return
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+normalize :: proc{
|
|
|
|
+ normalize_float,
|
|
|
|
+ normalize_double,
|
|
|
|
+ normalize_float2,
|
|
|
|
+ normalize_float3,
|
|
|
|
+ normalize_float4,
|
|
|
|
+ normalize_double2,
|
|
|
|
+ normalize_double3,
|
|
|
|
+ normalize_double4,
|
|
|
|
+}
|
|
|
|
+normalize_float :: proc "c" (x: float) -> float { return 1.0 }
|
|
|
|
+normalize_double :: proc "c" (x: double) -> double { return 1.0 }
|
|
|
|
+normalize_float2 :: proc "c" (x: float2) -> float2 { return x / length(x) }
|
|
|
|
+normalize_float3 :: proc "c" (x: float3) -> float3 { return x / length(x) }
|
|
|
|
+normalize_float4 :: proc "c" (x: float4) -> float4 { return x / length(x) }
|
|
|
|
+normalize_double2 :: proc "c" (x: double2) -> double2 { return x / length(x) }
|
|
|
|
+normalize_double3 :: proc "c" (x: double3) -> double3 { return x / length(x) }
|
|
|
|
+normalize_double4 :: proc "c" (x: double4) -> double4 { return x / length(x) }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+faceforward :: proc{
|
|
|
|
+ faceforward_float,
|
|
|
|
+ faceforward_double,
|
|
|
|
+ faceforward_float2,
|
|
|
|
+ faceforward_float3,
|
|
|
|
+ faceforward_float4,
|
|
|
|
+ faceforward_double2,
|
|
|
|
+ faceforward_double3,
|
|
|
|
+ faceforward_double4,
|
|
|
|
+}
|
|
|
|
+faceforward_float :: proc "c" (N, I, Nref: float) -> float { return N if dot(I, Nref) < 0 else -N }
|
|
|
|
+faceforward_double :: proc "c" (N, I, Nref: double) -> double { return N if dot(I, Nref) < 0 else -N }
|
|
|
|
+faceforward_float2 :: proc "c" (N, I, Nref: float2) -> float2 { return N if dot(I, Nref) < 0 else -N }
|
|
|
|
+faceforward_float3 :: proc "c" (N, I, Nref: float3) -> float3 { return N if dot(I, Nref) < 0 else -N }
|
|
|
|
+faceforward_float4 :: proc "c" (N, I, Nref: float4) -> float4 { return N if dot(I, Nref) < 0 else -N }
|
|
|
|
+faceforward_double2 :: proc "c" (N, I, Nref: double2) -> double2 { return N if dot(I, Nref) < 0 else -N }
|
|
|
|
+faceforward_double3 :: proc "c" (N, I, Nref: double3) -> double3 { return N if dot(I, Nref) < 0 else -N }
|
|
|
|
+faceforward_double4 :: proc "c" (N, I, Nref: double4) -> double4 { return N if dot(I, Nref) < 0 else -N }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+reflect :: proc{
|
|
|
|
+ reflect_float,
|
|
|
|
+ reflect_double,
|
|
|
|
+ reflect_float2,
|
|
|
|
+ reflect_float3,
|
|
|
|
+ reflect_float4,
|
|
|
|
+ reflect_double2,
|
|
|
|
+ reflect_double3,
|
|
|
|
+ reflect_double4,
|
|
|
|
+}
|
|
|
|
+reflect_float :: proc "c" (I, N: float) -> float { return I - 2*N*dot(N, I) }
|
|
|
|
+reflect_double :: proc "c" (I, N: double) -> double { return I - 2*N*dot(N, I) }
|
|
|
|
+reflect_float2 :: proc "c" (I, N: float2) -> float2 { return I - 2*N*dot(N, I) }
|
|
|
|
+reflect_float3 :: proc "c" (I, N: float3) -> float3 { return I - 2*N*dot(N, I) }
|
|
|
|
+reflect_float4 :: proc "c" (I, N: float4) -> float4 { return I - 2*N*dot(N, I) }
|
|
|
|
+reflect_double2 :: proc "c" (I, N: double2) -> double2 { return I - 2*N*dot(N, I) }
|
|
|
|
+reflect_double3 :: proc "c" (I, N: double3) -> double3 { return I - 2*N*dot(N, I) }
|
|
|
|
+reflect_double4 :: proc "c" (I, N: double4) -> double4 { return I - 2*N*dot(N, I) }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+refract :: proc{
|
|
|
|
+ refract_float,
|
|
|
|
+ refract_double,
|
|
|
|
+ refract_float2,
|
|
|
|
+ refract_float3,
|
|
|
|
+ refract_float4,
|
|
|
|
+ refract_double2,
|
|
|
|
+ refract_double3,
|
|
|
|
+ refract_double4,
|
|
|
|
+}
|
|
|
|
+refract_float :: proc "c" (i, n, eta: float) -> float {
|
|
|
|
+ cosi := dot(-i, n)
|
|
|
|
+ cost2 := 1 - eta*eta*(1 - cosi*cosi)
|
|
|
|
+ t := eta*i + ((eta*cosi - sqrt(abs(cost2))) * n)
|
|
|
|
+ return t * float(int(cost2 > 0))
|
|
|
|
+}
|
|
|
|
+refract_double :: proc "c" (i, n, eta: double) -> double {
|
|
|
|
+ cosi := dot(-i, n)
|
|
|
|
+ cost2 := 1 - eta*eta*(1 - cosi*cosi)
|
|
|
|
+ t := eta*i + ((eta*cosi - sqrt(abs(cost2))) * n)
|
|
|
|
+ return t * double(int(cost2 > 0))
|
|
|
|
+}
|
|
|
|
+refract_float2 :: proc "c" (i, n, eta: float2) -> float2 {
|
|
|
|
+ cosi := dot(-i, n)
|
|
|
|
+ cost2 := 1 - eta*eta*(1 - cosi*cosi)
|
|
|
|
+ t := eta*i + ((eta*cosi - sqrt(abs(cost2))) * n)
|
|
|
|
+ return t * float2{float(int(cost2.x > 0)), float(int(cost2.y > 0))}
|
|
|
|
+}
|
|
|
|
+refract_float3 :: proc "c" (i, n, eta: float3) -> float3 {
|
|
|
|
+ cosi := dot(-i, n)
|
|
|
|
+ cost2 := 1 - eta*eta*(1 - cosi*cosi)
|
|
|
|
+ t := eta*i + ((eta*cosi - sqrt(abs(cost2))) * n)
|
|
|
|
+ return t * float3{float(int(cost2.x > 0)), float(int(cost2.y > 0)), float(int(cost2.z > 0))}
|
|
|
|
+}
|
|
|
|
+refract_float4 :: proc "c" (i, n, eta: float4) -> float4 {
|
|
|
|
+ cosi := dot(-i, n)
|
|
|
|
+ cost2 := 1 - eta*eta*(1 - cosi*cosi)
|
|
|
|
+ t := eta*i + ((eta*cosi - sqrt(abs(cost2))) * n)
|
|
|
|
+ return t * float4{float(int(cost2.x > 0)), float(int(cost2.y > 0)), float(int(cost2.z > 0)), float(int(cost2.w > 0))}
|
|
|
|
+}
|
|
|
|
+refract_double2 :: proc "c" (i, n, eta: double2) -> double2 {
|
|
|
|
+ cosi := dot(-i, n)
|
|
|
|
+ cost2 := 1 - eta*eta*(1 - cosi*cosi)
|
|
|
|
+ t := eta*i + ((eta*cosi - sqrt(abs(cost2))) * n)
|
|
|
|
+ return t * double2{double(int(cost2.x > 0)), double(int(cost2.y > 0))}
|
|
|
|
+}
|
|
|
|
+refract_double3 :: proc "c" (i, n, eta: double3) -> double3 {
|
|
|
|
+ cosi := dot(-i, n)
|
|
|
|
+ cost2 := 1 - eta*eta*(1 - cosi*cosi)
|
|
|
|
+ t := eta*i + ((eta*cosi - sqrt(abs(cost2))) * n)
|
|
|
|
+ return t * double3{double(int(cost2.x > 0)), double(int(cost2.y > 0)), double(int(cost2.z > 0))}
|
|
|
|
+}
|
|
|
|
+refract_double4 :: proc "c" (i, n, eta: double4) -> double4 {
|
|
|
|
+ cosi := dot(-i, n)
|
|
|
|
+ cost2 := 1 - eta*eta*(1 - cosi*cosi)
|
|
|
|
+ t := eta*i + ((eta*cosi - sqrt(abs(cost2))) * n)
|
|
|
|
+ return t * double4{double(int(cost2.x > 0)), double(int(cost2.y > 0)), double(int(cost2.z > 0)), double(int(cost2.w > 0))}
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+scalarTripleProduct :: proc{
|
|
|
|
+ scalarTripleProduct_float3,
|
|
|
|
+ scalarTripleProduct_double3,
|
|
|
|
+ scalarTripleProduct_int3,
|
|
|
|
+}
|
|
|
|
+scalarTripleProduct_float3 :: proc "c" (a, b, c: float3) -> float { return dot(a, cross(b, c)) }
|
|
|
|
+scalarTripleProduct_double3 :: proc "c" (a, b, c: double3) -> double { return dot(a, cross(b, c)) }
|
|
|
|
+scalarTripleProduct_int3 :: proc "c" (a, b, c: int3) -> int { return dot(a, cross(b, c)) }
|
|
|
|
+
|
|
|
|
+vectorTripleProduct :: proc {
|
|
|
|
+ vectorTripleProduct_float3,
|
|
|
|
+ vectorTripleProduct_double3,
|
|
|
|
+ vectorTripleProduct_int3,
|
|
|
|
+}
|
|
|
|
+vectorTripleProduct_float3 :: proc "c" (a, b, c: float3) -> float3 { return cross(a, cross(b, c)) }
|
|
|
|
+vectorTripleProduct_double3 :: proc "c" (a, b, c: double3) -> double3 { return cross(a, cross(b, c)) }
|
|
|
|
+vectorTripleProduct_int3 :: proc "c" (a, b, c: int3) -> int3 { return cross(a, cross(b, c)) }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+// Vector Relational Procedures
|
|
|
|
+
|
|
|
|
+lessThan :: proc{
|
|
|
|
+ lessThan_float,
|
|
|
|
+ lessThan_double,
|
|
|
|
+ lessThan_int,
|
|
|
|
+ lessThan_uint,
|
|
|
|
+ lessThan_float2,
|
|
|
|
+ lessThan_double2,
|
|
|
|
+ lessThan_int2,
|
|
|
|
+ lessThan_uint2,
|
|
|
|
+ lessThan_float3,
|
|
|
|
+ lessThan_double3,
|
|
|
|
+ lessThan_int3,
|
|
|
|
+ lessThan_uint3,
|
|
|
|
+ lessThan_float4,
|
|
|
|
+ lessThan_double4,
|
|
|
|
+ lessThan_int4,
|
|
|
|
+ lessThan_uint4,
|
|
|
|
+}
|
|
|
|
+lessThan_float :: proc "c" (a, b: float) -> bool { return a < b }
|
|
|
|
+lessThan_double :: proc "c" (a, b: double) -> bool { return a < b }
|
|
|
|
+lessThan_int :: proc "c" (a, b: int) -> bool { return a < b }
|
|
|
|
+lessThan_uint :: proc "c" (a, b: uint) -> bool { return a < b }
|
|
|
|
+lessThan_float2 :: proc "c" (a, b: float2) -> bool2 { return {a.x < b.x, a.y < b.y} }
|
|
|
|
+lessThan_double2 :: proc "c" (a, b: double2) -> bool2 { return {a.x < b.x, a.y < b.y} }
|
|
|
|
+lessThan_int2 :: proc "c" (a, b: int2) -> bool2 { return {a.x < b.x, a.y < b.y} }
|
|
|
|
+lessThan_uint2 :: proc "c" (a, b: uint2) -> bool2 { return {a.x < b.x, a.y < b.y} }
|
|
|
|
+lessThan_float3 :: proc "c" (a, b: float3) -> bool3 { return {a.x < b.x, a.y < b.y, a.z < b.z} }
|
|
|
|
+lessThan_double3 :: proc "c" (a, b: double3) -> bool3 { return {a.x < b.x, a.y < b.y, a.z < b.z} }
|
|
|
|
+lessThan_int3 :: proc "c" (a, b: int3) -> bool3 { return {a.x < b.x, a.y < b.y, a.z < b.z} }
|
|
|
|
+lessThan_uint3 :: proc "c" (a, b: uint3) -> bool3 { return {a.x < b.x, a.y < b.y, a.z < b.z} }
|
|
|
|
+lessThan_float4 :: proc "c" (a, b: float4) -> bool4 { return {a.x < b.x, a.y < b.y, a.z < b.z, a.w < b.w} }
|
|
|
|
+lessThan_double4 :: proc "c" (a, b: double4) -> bool4 { return {a.x < b.x, a.y < b.y, a.z < b.z, a.w < b.w} }
|
|
|
|
+lessThan_int4 :: proc "c" (a, b: int4) -> bool4 { return {a.x < b.x, a.y < b.y, a.z < b.z, a.w < b.w} }
|
|
|
|
+lessThan_uint4 :: proc "c" (a, b: uint4) -> bool4 { return {a.x < b.x, a.y < b.y, a.z < b.z, a.w < b.w} }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+lessThanEqual :: proc{
|
|
|
|
+ lessThanEqual_float,
|
|
|
|
+ lessThanEqual_double,
|
|
|
|
+ lessThanEqual_int,
|
|
|
|
+ lessThanEqual_uint,
|
|
|
|
+ lessThanEqual_float2,
|
|
|
|
+ lessThanEqual_double2,
|
|
|
|
+ lessThanEqual_int2,
|
|
|
|
+ lessThanEqual_uint2,
|
|
|
|
+ lessThanEqual_float3,
|
|
|
|
+ lessThanEqual_double3,
|
|
|
|
+ lessThanEqual_int3,
|
|
|
|
+ lessThanEqual_uint3,
|
|
|
|
+ lessThanEqual_float4,
|
|
|
|
+ lessThanEqual_double4,
|
|
|
|
+ lessThanEqual_int4,
|
|
|
|
+ lessThanEqual_uint4,
|
|
|
|
+}
|
|
|
|
+lessThanEqual_float :: proc "c" (a, b: float) -> bool { return a <= b }
|
|
|
|
+lessThanEqual_double :: proc "c" (a, b: double) -> bool { return a <= b }
|
|
|
|
+lessThanEqual_int :: proc "c" (a, b: int) -> bool { return a <= b }
|
|
|
|
+lessThanEqual_uint :: proc "c" (a, b: uint) -> bool { return a <= b }
|
|
|
|
+lessThanEqual_float2 :: proc "c" (a, b: float2) -> bool2 { return {a.x <= b.x, a.y <= b.y} }
|
|
|
|
+lessThanEqual_double2 :: proc "c" (a, b: double2) -> bool2 { return {a.x <= b.x, a.y <= b.y} }
|
|
|
|
+lessThanEqual_int2 :: proc "c" (a, b: int2) -> bool2 { return {a.x <= b.x, a.y <= b.y} }
|
|
|
|
+lessThanEqual_uint2 :: proc "c" (a, b: uint2) -> bool2 { return {a.x <= b.x, a.y <= b.y} }
|
|
|
|
+lessThanEqual_float3 :: proc "c" (a, b: float3) -> bool3 { return {a.x <= b.x, a.y <= b.y, a.z <= b.z} }
|
|
|
|
+lessThanEqual_double3 :: proc "c" (a, b: double3) -> bool3 { return {a.x <= b.x, a.y <= b.y, a.z <= b.z} }
|
|
|
|
+lessThanEqual_int3 :: proc "c" (a, b: int3) -> bool3 { return {a.x <= b.x, a.y <= b.y, a.z <= b.z} }
|
|
|
|
+lessThanEqual_uint3 :: proc "c" (a, b: uint3) -> bool3 { return {a.x <= b.x, a.y <= b.y, a.z <= b.z} }
|
|
|
|
+lessThanEqual_float4 :: proc "c" (a, b: float4) -> bool4 { return {a.x <= b.x, a.y <= b.y, a.z <= b.z, a.w <= b.w} }
|
|
|
|
+lessThanEqual_double4 :: proc "c" (a, b: double4) -> bool4 { return {a.x <= b.x, a.y <= b.y, a.z <= b.z, a.w <= b.w} }
|
|
|
|
+lessThanEqual_int4 :: proc "c" (a, b: int4) -> bool4 { return {a.x <= b.x, a.y <= b.y, a.z <= b.z, a.w <= b.w} }
|
|
|
|
+lessThanEqual_uint4 :: proc "c" (a, b: uint4) -> bool4 { return {a.x <= b.x, a.y <= b.y, a.z <= b.z, a.w <= b.w} }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+greaterThan :: proc{
|
|
|
|
+ greaterThan_float,
|
|
|
|
+ greaterThan_double,
|
|
|
|
+ greaterThan_int,
|
|
|
|
+ greaterThan_uint,
|
|
|
|
+ greaterThan_float2,
|
|
|
|
+ greaterThan_double2,
|
|
|
|
+ greaterThan_int2,
|
|
|
|
+ greaterThan_uint2,
|
|
|
|
+ greaterThan_float3,
|
|
|
|
+ greaterThan_double3,
|
|
|
|
+ greaterThan_int3,
|
|
|
|
+ greaterThan_uint3,
|
|
|
|
+ greaterThan_float4,
|
|
|
|
+ greaterThan_double4,
|
|
|
|
+ greaterThan_int4,
|
|
|
|
+ greaterThan_uint4,
|
|
|
|
+}
|
|
|
|
+greaterThan_float :: proc "c" (a, b: float) -> bool { return a > b }
|
|
|
|
+greaterThan_double :: proc "c" (a, b: double) -> bool { return a > b }
|
|
|
|
+greaterThan_int :: proc "c" (a, b: int) -> bool { return a > b }
|
|
|
|
+greaterThan_uint :: proc "c" (a, b: uint) -> bool { return a > b }
|
|
|
|
+greaterThan_float2 :: proc "c" (a, b: float2) -> bool2 { return {a.x > b.x, a.y > b.y} }
|
|
|
|
+greaterThan_double2 :: proc "c" (a, b: double2) -> bool2 { return {a.x > b.x, a.y > b.y} }
|
|
|
|
+greaterThan_int2 :: proc "c" (a, b: int2) -> bool2 { return {a.x > b.x, a.y > b.y} }
|
|
|
|
+greaterThan_uint2 :: proc "c" (a, b: uint2) -> bool2 { return {a.x > b.x, a.y > b.y} }
|
|
|
|
+greaterThan_float3 :: proc "c" (a, b: float3) -> bool3 { return {a.x > b.x, a.y > b.y, a.z > b.z} }
|
|
|
|
+greaterThan_double3 :: proc "c" (a, b: double3) -> bool3 { return {a.x > b.x, a.y > b.y, a.z > b.z} }
|
|
|
|
+greaterThan_int3 :: proc "c" (a, b: int3) -> bool3 { return {a.x > b.x, a.y > b.y, a.z > b.z} }
|
|
|
|
+greaterThan_uint3 :: proc "c" (a, b: uint3) -> bool3 { return {a.x > b.x, a.y > b.y, a.z > b.z} }
|
|
|
|
+greaterThan_float4 :: proc "c" (a, b: float4) -> bool4 { return {a.x > b.x, a.y > b.y, a.z > b.z, a.w > b.w} }
|
|
|
|
+greaterThan_double4 :: proc "c" (a, b: double4) -> bool4 { return {a.x > b.x, a.y > b.y, a.z > b.z, a.w > b.w} }
|
|
|
|
+greaterThan_int4 :: proc "c" (a, b: int4) -> bool4 { return {a.x > b.x, a.y > b.y, a.z > b.z, a.w > b.w} }
|
|
|
|
+greaterThan_uint4 :: proc "c" (a, b: uint4) -> bool4 { return {a.x > b.x, a.y > b.y, a.z > b.z, a.w > b.w} }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+greaterThanEqual :: proc{
|
|
|
|
+ greaterThanEqual_float,
|
|
|
|
+ greaterThanEqual_double,
|
|
|
|
+ greaterThanEqual_int,
|
|
|
|
+ greaterThanEqual_uint,
|
|
|
|
+ greaterThanEqual_float2,
|
|
|
|
+ greaterThanEqual_double2,
|
|
|
|
+ greaterThanEqual_int2,
|
|
|
|
+ greaterThanEqual_uint2,
|
|
|
|
+ greaterThanEqual_float3,
|
|
|
|
+ greaterThanEqual_double3,
|
|
|
|
+ greaterThanEqual_int3,
|
|
|
|
+ greaterThanEqual_uint3,
|
|
|
|
+ greaterThanEqual_float4,
|
|
|
|
+ greaterThanEqual_double4,
|
|
|
|
+ greaterThanEqual_int4,
|
|
|
|
+ greaterThanEqual_uint4,
|
|
|
|
+}
|
|
|
|
+greaterThanEqual_float :: proc "c" (a, b: float) -> bool { return a >= b }
|
|
|
|
+greaterThanEqual_double :: proc "c" (a, b: double) -> bool { return a >= b }
|
|
|
|
+greaterThanEqual_int :: proc "c" (a, b: int) -> bool { return a >= b }
|
|
|
|
+greaterThanEqual_uint :: proc "c" (a, b: uint) -> bool { return a >= b }
|
|
|
|
+greaterThanEqual_float2 :: proc "c" (a, b: float2) -> bool2 { return {a.x >= b.x, a.y >= b.y} }
|
|
|
|
+greaterThanEqual_double2 :: proc "c" (a, b: double2) -> bool2 { return {a.x >= b.x, a.y >= b.y} }
|
|
|
|
+greaterThanEqual_int2 :: proc "c" (a, b: int2) -> bool2 { return {a.x >= b.x, a.y >= b.y} }
|
|
|
|
+greaterThanEqual_uint2 :: proc "c" (a, b: uint2) -> bool2 { return {a.x >= b.x, a.y >= b.y} }
|
|
|
|
+greaterThanEqual_float3 :: proc "c" (a, b: float3) -> bool3 { return {a.x >= b.x, a.y >= b.y, a.z >= b.z} }
|
|
|
|
+greaterThanEqual_double3 :: proc "c" (a, b: double3) -> bool3 { return {a.x >= b.x, a.y >= b.y, a.z >= b.z} }
|
|
|
|
+greaterThanEqual_int3 :: proc "c" (a, b: int3) -> bool3 { return {a.x >= b.x, a.y >= b.y, a.z >= b.z} }
|
|
|
|
+greaterThanEqual_uint3 :: proc "c" (a, b: uint3) -> bool3 { return {a.x >= b.x, a.y >= b.y, a.z >= b.z} }
|
|
|
|
+greaterThanEqual_float4 :: proc "c" (a, b: float4) -> bool4 { return {a.x >= b.x, a.y >= b.y, a.z >= b.z, a.w >= b.w} }
|
|
|
|
+greaterThanEqual_double4 :: proc "c" (a, b: double4) -> bool4 { return {a.x >= b.x, a.y >= b.y, a.z >= b.z, a.w >= b.w} }
|
|
|
|
+greaterThanEqual_int4 :: proc "c" (a, b: int4) -> bool4 { return {a.x >= b.x, a.y >= b.y, a.z >= b.z, a.w >= b.w} }
|
|
|
|
+greaterThanEqual_uint4 :: proc "c" (a, b: uint4) -> bool4 { return {a.x >= b.x, a.y >= b.y, a.z >= b.z, a.w >= b.w} }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+equal :: proc{
|
|
|
|
+ equal_float,
|
|
|
|
+ equal_double,
|
|
|
|
+ equal_int,
|
|
|
|
+ equal_uint,
|
|
|
|
+ equal_float2,
|
|
|
|
+ equal_double2,
|
|
|
|
+ equal_int2,
|
|
|
|
+ equal_uint2,
|
|
|
|
+ equal_float3,
|
|
|
|
+ equal_double3,
|
|
|
|
+ equal_int3,
|
|
|
|
+ equal_uint3,
|
|
|
|
+ equal_float4,
|
|
|
|
+ equal_double4,
|
|
|
|
+ equal_int4,
|
|
|
|
+ equal_uint4,
|
|
|
|
+}
|
|
|
|
+equal_float :: proc "c" (a, b: float) -> bool { return a == b }
|
|
|
|
+equal_double :: proc "c" (a, b: double) -> bool { return a == b }
|
|
|
|
+equal_int :: proc "c" (a, b: int) -> bool { return a == b }
|
|
|
|
+equal_uint :: proc "c" (a, b: uint) -> bool { return a == b }
|
|
|
|
+equal_float2 :: proc "c" (a, b: float2) -> bool2 { return {a.x == b.x, a.y == b.y} }
|
|
|
|
+equal_double2 :: proc "c" (a, b: double2) -> bool2 { return {a.x == b.x, a.y == b.y} }
|
|
|
|
+equal_int2 :: proc "c" (a, b: int2) -> bool2 { return {a.x == b.x, a.y == b.y} }
|
|
|
|
+equal_uint2 :: proc "c" (a, b: uint2) -> bool2 { return {a.x == b.x, a.y == b.y} }
|
|
|
|
+equal_float3 :: proc "c" (a, b: float3) -> bool3 { return {a.x == b.x, a.y == b.y, a.z == b.z} }
|
|
|
|
+equal_double3 :: proc "c" (a, b: double3) -> bool3 { return {a.x == b.x, a.y == b.y, a.z == b.z} }
|
|
|
|
+equal_int3 :: proc "c" (a, b: int3) -> bool3 { return {a.x == b.x, a.y == b.y, a.z == b.z} }
|
|
|
|
+equal_uint3 :: proc "c" (a, b: uint3) -> bool3 { return {a.x == b.x, a.y == b.y, a.z == b.z} }
|
|
|
|
+equal_float4 :: proc "c" (a, b: float4) -> bool4 { return {a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w} }
|
|
|
|
+equal_double4 :: proc "c" (a, b: double4) -> bool4 { return {a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w} }
|
|
|
|
+equal_int4 :: proc "c" (a, b: int4) -> bool4 { return {a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w} }
|
|
|
|
+equal_uint4 :: proc "c" (a, b: uint4) -> bool4 { return {a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w} }
|
|
|
|
+
|
|
|
|
+notEqual :: proc{
|
|
|
|
+ notEqual_float,
|
|
|
|
+ notEqual_double,
|
|
|
|
+ notEqual_int,
|
|
|
|
+ notEqual_uint,
|
|
|
|
+ notEqual_float2,
|
|
|
|
+ notEqual_double2,
|
|
|
|
+ notEqual_int2,
|
|
|
|
+ notEqual_uint2,
|
|
|
|
+ notEqual_float3,
|
|
|
|
+ notEqual_double3,
|
|
|
|
+ notEqual_int3,
|
|
|
|
+ notEqual_uint3,
|
|
|
|
+ notEqual_float4,
|
|
|
|
+ notEqual_double4,
|
|
|
|
+ notEqual_int4,
|
|
|
|
+ notEqual_uint4,
|
|
|
|
+}
|
|
|
|
+notEqual_float :: proc "c" (a, b: float) -> bool { return a != b }
|
|
|
|
+notEqual_double :: proc "c" (a, b: double) -> bool { return a != b }
|
|
|
|
+notEqual_int :: proc "c" (a, b: int) -> bool { return a != b }
|
|
|
|
+notEqual_uint :: proc "c" (a, b: uint) -> bool { return a != b }
|
|
|
|
+notEqual_float2 :: proc "c" (a, b: float2) -> bool2 { return {a.x != b.x, a.y != b.y} }
|
|
|
|
+notEqual_double2 :: proc "c" (a, b: double2) -> bool2 { return {a.x != b.x, a.y != b.y} }
|
|
|
|
+notEqual_int2 :: proc "c" (a, b: int2) -> bool2 { return {a.x != b.x, a.y != b.y} }
|
|
|
|
+notEqual_uint2 :: proc "c" (a, b: uint2) -> bool2 { return {a.x != b.x, a.y != b.y} }
|
|
|
|
+notEqual_float3 :: proc "c" (a, b: float3) -> bool3 { return {a.x != b.x, a.y != b.y, a.z != b.z} }
|
|
|
|
+notEqual_double3 :: proc "c" (a, b: double3) -> bool3 { return {a.x != b.x, a.y != b.y, a.z != b.z} }
|
|
|
|
+notEqual_int3 :: proc "c" (a, b: int3) -> bool3 { return {a.x != b.x, a.y != b.y, a.z != b.z} }
|
|
|
|
+notEqual_uint3 :: proc "c" (a, b: uint3) -> bool3 { return {a.x != b.x, a.y != b.y, a.z != b.z} }
|
|
|
|
+notEqual_float4 :: proc "c" (a, b: float4) -> bool4 { return {a.x != b.x, a.y != b.y, a.z != b.z, a.w != b.w} }
|
|
|
|
+notEqual_double4 :: proc "c" (a, b: double4) -> bool4 { return {a.x != b.x, a.y != b.y, a.z != b.z, a.w != b.w} }
|
|
|
|
+notEqual_int4 :: proc "c" (a, b: int4) -> bool4 { return {a.x != b.x, a.y != b.y, a.z != b.z, a.w != b.w} }
|
|
|
|
+notEqual_uint4 :: proc "c" (a, b: uint4) -> bool4 { return {a.x != b.x, a.y != b.y, a.z != b.z, a.w != b.w} }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+any :: proc{
|
|
|
|
+ any_bool,
|
|
|
|
+ any_bool2,
|
|
|
|
+ any_bool3,
|
|
|
|
+ any_bool4,
|
|
|
|
+}
|
|
|
|
+any_bool :: proc "c" (v: bool) -> bool { return v }
|
|
|
|
+any_bool2 :: proc "c" (v: bool2) -> bool { return v.x || v.y }
|
|
|
|
+any_bool3 :: proc "c" (v: bool3) -> bool { return v.x || v.y || v.z }
|
|
|
|
+any_bool4 :: proc "c" (v: bool4) -> bool { return v.x || v.y || v.z || v.w }
|
|
|
|
+
|
|
|
|
+all :: proc{
|
|
|
|
+ all_bool,
|
|
|
|
+ all_bool2,
|
|
|
|
+ all_bool3,
|
|
|
|
+ all_bool4,
|
|
|
|
+}
|
|
|
|
+all_bool :: proc "c" (v: bool) -> bool { return v }
|
|
|
|
+all_bool2 :: proc "c" (v: bool2) -> bool { return v.x && v.y }
|
|
|
|
+all_bool3 :: proc "c" (v: bool3) -> bool { return v.x && v.y && v.z }
|
|
|
|
+all_bool4 :: proc "c" (v: bool4) -> bool { return v.x && v.y && v.z && v.w }
|
|
|
|
+
|
|
|
|
+not :: proc{
|
|
|
|
+ not_bool,
|
|
|
|
+ not_bool2,
|
|
|
|
+ not_bool3,
|
|
|
|
+ not_bool4,
|
|
|
|
+}
|
|
|
|
+not_bool :: proc "c" (v: bool) -> bool { return !v }
|
|
|
|
+not_bool2 :: proc "c" (v: bool2) -> bool2 { return {!v.x, !v.y} }
|
|
|
|
+not_bool3 :: proc "c" (v: bool3) -> bool3 { return {!v.x, !v.y, !v.z} }
|
|
|
|
+not_bool4 :: proc "c" (v: bool4) -> bool4 { return {!v.x, !v.y, !v.z, !v.w} }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+inverse_float1x1 :: proc "c" (m: float1x1) -> float1x1 { return builtin.inverse(m) }
|
|
|
|
+inverse_float2x2 :: proc "c" (m: float2x2) -> float2x2 { return builtin.inverse(m) }
|
|
|
|
+inverse_float3x3 :: proc "c" (m: float3x3) -> float3x3 { return builtin.inverse(m) }
|
|
|
|
+inverse_float4x4 :: proc "c" (m: float4x4) -> float4x4 { return builtin.inverse(m) }
|
|
|
|
+inverse_double1x1 :: proc "c" (m: double1x1) -> double1x1 { return builtin.inverse(m) }
|
|
|
|
+inverse_double2x2 :: proc "c" (m: double2x2) -> double2x2 { return builtin.inverse(m) }
|
|
|
|
+inverse_double3x3 :: proc "c" (m: double3x3) -> double3x3 { return builtin.inverse(m) }
|
|
|
|
+inverse_double4x4 :: proc "c" (m: double4x4) -> double4x4 { return builtin.inverse(m) }
|
|
|
|
+
|
|
|
|
+inverse :: proc{
|
|
|
|
+ inverse_float1x1,
|
|
|
|
+ inverse_float2x2,
|
|
|
|
+ inverse_float3x3,
|
|
|
|
+ inverse_float4x4,
|
|
|
|
+ inverse_double1x1,
|
|
|
|
+ inverse_double2x2,
|
|
|
|
+ inverse_double3x3,
|
|
|
|
+ inverse_double4x4,
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+transpose :: builtin.transpose
|
|
|
|
+inverse_transpose :: builtin.inverse_transpose
|
|
|
|
+adjugate :: builtin.adjugate
|
|
|
|
+hermitian_adjoint :: builtin.hermitian_adjoint
|
|
|
|
+minor :: builtin.matrix_minor
|
|
|
|
+determinant :: builtin.determinant
|
|
|
|
+trace :: builtin.matrix_trace
|
|
|
|
+
|
|
|
|
+asfloat :: proc{
|
|
|
|
+ asfloat_float,
|
|
|
|
+ asfloat_double,
|
|
|
|
+ asfloat_int,
|
|
|
|
+ asfloat_uint,
|
|
|
|
+ asfloat_float1x1,
|
|
|
|
+ asfloat_float2x2,
|
|
|
|
+ asfloat_float3x3,
|
|
|
|
+ asfloat_float4x4,
|
|
|
|
+ asfloat_float1x2,
|
|
|
|
+ asfloat_float1x3,
|
|
|
|
+ asfloat_float1x4,
|
|
|
|
+ asfloat_float2x1,
|
|
|
|
+ asfloat_float2x3,
|
|
|
|
+ asfloat_float2x4,
|
|
|
|
+ asfloat_float3x1,
|
|
|
|
+ asfloat_float3x2,
|
|
|
|
+ asfloat_float3x4,
|
|
|
|
+ asfloat_float4x1,
|
|
|
|
+ asfloat_float4x2,
|
|
|
|
+ asfloat_float4x3,
|
|
|
|
+ asfloat_float2,
|
|
|
|
+ asfloat_float3,
|
|
|
|
+ asfloat_float4,
|
|
|
|
+ asfloat_int2,
|
|
|
|
+ asfloat_int3,
|
|
|
|
+ asfloat_int4,
|
|
|
|
+ asfloat_uint2,
|
|
|
|
+ asfloat_uint3,
|
|
|
|
+ asfloat_uint4,
|
|
|
|
+ asfloat_bool2,
|
|
|
|
+ asfloat_bool3,
|
|
|
|
+ asfloat_bool4,
|
|
|
|
+ asfloat_double1x1,
|
|
|
|
+ asfloat_double2x2,
|
|
|
|
+ asfloat_double3x3,
|
|
|
|
+ asfloat_double4x4,
|
|
|
|
+ asfloat_double1x2,
|
|
|
|
+ asfloat_double1x3,
|
|
|
|
+ asfloat_double1x4,
|
|
|
|
+ asfloat_double2x1,
|
|
|
|
+ asfloat_double2x3,
|
|
|
|
+ asfloat_double2x4,
|
|
|
|
+ asfloat_double3x1,
|
|
|
|
+ asfloat_double3x2,
|
|
|
|
+ asfloat_double3x4,
|
|
|
|
+ asfloat_double4x1,
|
|
|
|
+ asfloat_double4x2,
|
|
|
|
+ asfloat_double4x3,
|
|
|
|
+ asfloat_double2,
|
|
|
|
+ asfloat_double3,
|
|
|
|
+ asfloat_double4,
|
|
|
|
+}
|
|
|
|
+asfloat_float :: proc "c" (v: float) -> float { return float(v) }
|
|
|
|
+asfloat_double :: proc "c" (v: double) -> float { return float(v) }
|
|
|
|
+asfloat_int :: proc "c" (v: int) -> float { return float(v) }
|
|
|
|
+asfloat_uint :: proc "c" (v: uint) -> float { return float(v) }
|
|
|
|
+asfloat_float1x1 :: proc "c" (v: float1x1) -> float1x1 { return float1x1(v) }
|
|
|
|
+asfloat_float2x2 :: proc "c" (v: float2x2) -> float2x2 { return float2x2(v) }
|
|
|
|
+asfloat_float3x3 :: proc "c" (v: float3x3) -> float3x3 { return float3x3(v) }
|
|
|
|
+asfloat_float4x4 :: proc "c" (v: float4x4) -> float4x4 { return float4x4(v) }
|
|
|
|
+asfloat_float1x2 :: proc "c" (v: float1x2) -> float1x2 { return float1x2(v) }
|
|
|
|
+asfloat_float1x3 :: proc "c" (v: float1x3) -> float1x3 { return float1x3(v) }
|
|
|
|
+asfloat_float1x4 :: proc "c" (v: float1x4) -> float1x4 { return float1x4(v) }
|
|
|
|
+asfloat_float2x1 :: proc "c" (v: float2x1) -> float2x1 { return float2x1(v) }
|
|
|
|
+asfloat_float2x3 :: proc "c" (v: float2x3) -> float2x3 { return float2x3(v) }
|
|
|
|
+asfloat_float2x4 :: proc "c" (v: float2x4) -> float2x4 { return float2x4(v) }
|
|
|
|
+asfloat_float3x1 :: proc "c" (v: float3x1) -> float3x1 { return float3x1(v) }
|
|
|
|
+asfloat_float3x2 :: proc "c" (v: float3x2) -> float3x2 { return float3x2(v) }
|
|
|
|
+asfloat_float3x4 :: proc "c" (v: float3x4) -> float3x4 { return float3x4(v) }
|
|
|
|
+asfloat_float4x1 :: proc "c" (v: float4x1) -> float4x1 { return float4x1(v) }
|
|
|
|
+asfloat_float4x2 :: proc "c" (v: float4x2) -> float4x2 { return float4x2(v) }
|
|
|
|
+asfloat_float4x3 :: proc "c" (v: float4x3) -> float4x3 { return float4x3(v) }
|
|
|
|
+asfloat_float2 :: proc "c" (v: float2) -> float2 { return float2(v) }
|
|
|
|
+asfloat_float3 :: proc "c" (v: float3) -> float3 { return float3(v) }
|
|
|
|
+asfloat_float4 :: proc "c" (v: float4) -> float4 { return float4(v) }
|
|
|
|
+asfloat_int2 :: proc "c" (v: int2) -> float2 { return float2{float(v.x), float(v.y)} }
|
|
|
|
+asfloat_int3 :: proc "c" (v: int3) -> float3 { return float3{float(v.x), float(v.y), float(v.z)} }
|
|
|
|
+asfloat_int4 :: proc "c" (v: int4) -> float4 { return float4{float(v.x), float(v.y), float(v.z), float(v.w)} }
|
|
|
|
+asfloat_uint2 :: proc "c" (v: uint2) -> float2 { return float2{float(v.x), float(v.y)} }
|
|
|
|
+asfloat_uint3 :: proc "c" (v: uint3) -> float3 { return float3{float(v.x), float(v.y), float(v.z)} }
|
|
|
|
+asfloat_uint4 :: proc "c" (v: uint4) -> float4 { return float4{float(v.x), float(v.y), float(v.z), float(v.w)} }
|
|
|
|
+asfloat_bool2 :: proc "c" (v: bool2) -> float2 { return float2{float(int(v.x)), float(int(v.y))} }
|
|
|
|
+asfloat_bool3 :: proc "c" (v: bool3) -> float3 { return float3{float(int(v.x)), float(int(v.y)), float(int(v.z))} }
|
|
|
|
+asfloat_bool4 :: proc "c" (v: bool4) -> float4 { return float4{float(int(v.x)), float(int(v.y)), float(int(v.z)), float(int(v.w))} }
|
|
|
|
+asfloat_double1x1 :: proc "c" (v: double1x1) -> float1x1 { return float1x1(v) }
|
|
|
|
+asfloat_double2x2 :: proc "c" (v: double2x2) -> float2x2 { return float2x2(v) }
|
|
|
|
+asfloat_double3x3 :: proc "c" (v: double3x3) -> float3x3 { return float3x3(v) }
|
|
|
|
+asfloat_double4x4 :: proc "c" (v: double4x4) -> float4x4 { return float4x4(v) }
|
|
|
|
+asfloat_double1x2 :: proc "c" (v: double1x2) -> float1x2 { return float1x2(v) }
|
|
|
|
+asfloat_double1x3 :: proc "c" (v: double1x3) -> float1x3 { return float1x3(v) }
|
|
|
|
+asfloat_double1x4 :: proc "c" (v: double1x4) -> float1x4 { return float1x4(v) }
|
|
|
|
+asfloat_double2x1 :: proc "c" (v: double2x1) -> float2x1 { return float2x1(v) }
|
|
|
|
+asfloat_double2x3 :: proc "c" (v: double2x3) -> float2x3 { return float2x3(v) }
|
|
|
|
+asfloat_double2x4 :: proc "c" (v: double2x4) -> float2x4 { return float2x4(v) }
|
|
|
|
+asfloat_double3x1 :: proc "c" (v: double3x1) -> float3x1 { return float3x1(v) }
|
|
|
|
+asfloat_double3x2 :: proc "c" (v: double3x2) -> float3x2 { return float3x2(v) }
|
|
|
|
+asfloat_double3x4 :: proc "c" (v: double3x4) -> float3x4 { return float3x4(v) }
|
|
|
|
+asfloat_double4x1 :: proc "c" (v: double4x1) -> float4x1 { return float4x1(v) }
|
|
|
|
+asfloat_double4x2 :: proc "c" (v: double4x2) -> float4x2 { return float4x2(v) }
|
|
|
|
+asfloat_double4x3 :: proc "c" (v: double4x3) -> float4x3 { return float4x3(v) }
|
|
|
|
+asfloat_double2 :: proc "c" (v: double2) -> float2 { return float2{float(v.x), float(v.y)} }
|
|
|
|
+asfloat_double3 :: proc "c" (v: double3) -> float3 { return float3{float(v.x), float(v.y), float(v.z)} }
|
|
|
|
+asfloat_double4 :: proc "c" (v: double4) -> float4 { return float4{float(v.x), float(v.y), float(v.z), float(v.w)} }
|
|
|
|
+
|
|
|
|
+asdouble :: proc{
|
|
|
|
+ asdouble_float,
|
|
|
|
+ asdouble_double,
|
|
|
|
+ asdouble_int,
|
|
|
|
+ asdouble_uint,
|
|
|
|
+ asdouble_float1x1,
|
|
|
|
+ asdouble_float2x2,
|
|
|
|
+ asdouble_float3x3,
|
|
|
|
+ asdouble_float4x4,
|
|
|
|
+ asdouble_float1x2,
|
|
|
|
+ asdouble_float1x3,
|
|
|
|
+ asdouble_float1x4,
|
|
|
|
+ asdouble_float2x1,
|
|
|
|
+ asdouble_float2x3,
|
|
|
|
+ asdouble_float2x4,
|
|
|
|
+ asdouble_float3x1,
|
|
|
|
+ asdouble_float3x2,
|
|
|
|
+ asdouble_float3x4,
|
|
|
|
+ asdouble_float4x1,
|
|
|
|
+ asdouble_float4x2,
|
|
|
|
+ asdouble_float4x3,
|
|
|
|
+ asdouble_float2,
|
|
|
|
+ asdouble_float3,
|
|
|
|
+ asdouble_float4,
|
|
|
|
+ asdouble_int2,
|
|
|
|
+ asdouble_int3,
|
|
|
|
+ asdouble_int4,
|
|
|
|
+ asdouble_uint2,
|
|
|
|
+ asdouble_uint3,
|
|
|
|
+ asdouble_uint4,
|
|
|
|
+ asdouble_bool2,
|
|
|
|
+ asdouble_bool3,
|
|
|
|
+ asdouble_bool4,
|
|
|
|
+ asdouble_double1x1,
|
|
|
|
+ asdouble_double2x2,
|
|
|
|
+ asdouble_double3x3,
|
|
|
|
+ asdouble_double4x4,
|
|
|
|
+ asdouble_double1x2,
|
|
|
|
+ asdouble_double1x3,
|
|
|
|
+ asdouble_double1x4,
|
|
|
|
+ asdouble_double2x1,
|
|
|
|
+ asdouble_double2x3,
|
|
|
|
+ asdouble_double2x4,
|
|
|
|
+ asdouble_double3x1,
|
|
|
|
+ asdouble_double3x2,
|
|
|
|
+ asdouble_double3x4,
|
|
|
|
+ asdouble_double4x1,
|
|
|
|
+ asdouble_double4x2,
|
|
|
|
+ asdouble_double4x3,
|
|
|
|
+ asdouble_double2,
|
|
|
|
+ asdouble_double3,
|
|
|
|
+ asdouble_double4,
|
|
|
|
+}
|
|
|
|
+asdouble_float :: proc "c" (v: float) -> double { return double(v) }
|
|
|
|
+asdouble_double :: proc "c" (v: double) -> double { return double(v) }
|
|
|
|
+asdouble_int :: proc "c" (v: int) -> double { return double(v) }
|
|
|
|
+asdouble_uint :: proc "c" (v: uint) -> double { return double(v) }
|
|
|
|
+asdouble_float1x1 :: proc "c" (v: float1x1) -> double1x1 { return double1x1(v) }
|
|
|
|
+asdouble_float2x2 :: proc "c" (v: float2x2) -> double2x2 { return double2x2(v) }
|
|
|
|
+asdouble_float3x3 :: proc "c" (v: float3x3) -> double3x3 { return double3x3(v) }
|
|
|
|
+asdouble_float4x4 :: proc "c" (v: float4x4) -> double4x4 { return double4x4(v) }
|
|
|
|
+asdouble_float1x2 :: proc "c" (v: float1x2) -> double1x2 { return double1x2(v) }
|
|
|
|
+asdouble_float1x3 :: proc "c" (v: float1x3) -> double1x3 { return double1x3(v) }
|
|
|
|
+asdouble_float1x4 :: proc "c" (v: float1x4) -> double1x4 { return double1x4(v) }
|
|
|
|
+asdouble_float2x1 :: proc "c" (v: float2x1) -> double2x1 { return double2x1(v) }
|
|
|
|
+asdouble_float2x3 :: proc "c" (v: float2x3) -> double2x3 { return double2x3(v) }
|
|
|
|
+asdouble_float2x4 :: proc "c" (v: float2x4) -> double2x4 { return double2x4(v) }
|
|
|
|
+asdouble_float3x1 :: proc "c" (v: float3x1) -> double3x1 { return double3x1(v) }
|
|
|
|
+asdouble_float3x2 :: proc "c" (v: float3x2) -> double3x2 { return double3x2(v) }
|
|
|
|
+asdouble_float3x4 :: proc "c" (v: float3x4) -> double3x4 { return double3x4(v) }
|
|
|
|
+asdouble_float4x1 :: proc "c" (v: float4x1) -> double4x1 { return double4x1(v) }
|
|
|
|
+asdouble_float4x2 :: proc "c" (v: float4x2) -> double4x2 { return double4x2(v) }
|
|
|
|
+asdouble_float4x3 :: proc "c" (v: float4x3) -> double4x3 { return double4x3(v) }
|
|
|
|
+asdouble_float2 :: proc "c" (v: float2) -> double2 { return double2{double(v.x), double(v.y)} }
|
|
|
|
+asdouble_float3 :: proc "c" (v: float3) -> double3 { return double3{double(v.x), double(v.y), double(v.z)} }
|
|
|
|
+asdouble_float4 :: proc "c" (v: float4) -> double4 { return double4{double(v.x), double(v.y), double(v.z), double(v.w)} }
|
|
|
|
+asdouble_int2 :: proc "c" (v: int2) -> double2 { return double2{double(v.x), double(v.y)} }
|
|
|
|
+asdouble_int3 :: proc "c" (v: int3) -> double3 { return double3{double(v.x), double(v.y), double(v.z)} }
|
|
|
|
+asdouble_int4 :: proc "c" (v: int4) -> double4 { return double4{double(v.x), double(v.y), double(v.z), double(v.w)} }
|
|
|
|
+asdouble_uint2 :: proc "c" (v: uint2) -> double2 { return double2{double(v.x), double(v.y)} }
|
|
|
|
+asdouble_uint3 :: proc "c" (v: uint3) -> double3 { return double3{double(v.x), double(v.y), double(v.z)} }
|
|
|
|
+asdouble_uint4 :: proc "c" (v: uint4) -> double4 { return double4{double(v.x), double(v.y), double(v.z), double(v.w)} }
|
|
|
|
+asdouble_bool2 :: proc "c" (v: bool2) -> double2 { return double2{double(int(v.x)), double(int(v.y))} }
|
|
|
|
+asdouble_bool3 :: proc "c" (v: bool3) -> double3 { return double3{double(int(v.x)), double(int(v.y)), double(int(v.z))} }
|
|
|
|
+asdouble_bool4 :: proc "c" (v: bool4) -> double4 { return double4{double(int(v.x)), double(int(v.y)), double(int(v.z)), double(int(v.w))} }
|
|
|
|
+asdouble_double1x1 :: proc "c" (v: double1x1) -> double1x1 { return double1x1(v) }
|
|
|
|
+asdouble_double2x2 :: proc "c" (v: double2x2) -> double2x2 { return double2x2(v) }
|
|
|
|
+asdouble_double3x3 :: proc "c" (v: double3x3) -> double3x3 { return double3x3(v) }
|
|
|
|
+asdouble_double4x4 :: proc "c" (v: double4x4) -> double4x4 { return double4x4(v) }
|
|
|
|
+asdouble_double1x2 :: proc "c" (v: double1x2) -> double1x2 { return double1x2(v) }
|
|
|
|
+asdouble_double1x3 :: proc "c" (v: double1x3) -> double1x3 { return double1x3(v) }
|
|
|
|
+asdouble_double1x4 :: proc "c" (v: double1x4) -> double1x4 { return double1x4(v) }
|
|
|
|
+asdouble_double2x1 :: proc "c" (v: double2x1) -> double2x1 { return double2x1(v) }
|
|
|
|
+asdouble_double2x3 :: proc "c" (v: double2x3) -> double2x3 { return double2x3(v) }
|
|
|
|
+asdouble_double2x4 :: proc "c" (v: double2x4) -> double2x4 { return double2x4(v) }
|
|
|
|
+asdouble_double3x1 :: proc "c" (v: double3x1) -> double3x1 { return double3x1(v) }
|
|
|
|
+asdouble_double3x2 :: proc "c" (v: double3x2) -> double3x2 { return double3x2(v) }
|
|
|
|
+asdouble_double3x4 :: proc "c" (v: double3x4) -> double3x4 { return double3x4(v) }
|
|
|
|
+asdouble_double4x1 :: proc "c" (v: double4x1) -> double4x1 { return double4x1(v) }
|
|
|
|
+asdouble_double4x2 :: proc "c" (v: double4x2) -> double4x2 { return double4x2(v) }
|
|
|
|
+asdouble_double4x3 :: proc "c" (v: double4x3) -> double4x3 { return double4x3(v) }
|
|
|
|
+asdouble_double2 :: proc "c" (v: double2) -> double2 { return double2{double(v.x), double(v.y)} }
|
|
|
|
+asdouble_double3 :: proc "c" (v: double3) -> double3 { return double3{double(v.x), double(v.y), double(v.z)} }
|
|
|
|
+asdouble_double4 :: proc "c" (v: double4) -> double4 { return double4{double(v.x), double(v.y), double(v.z), double(v.w)} }
|
|
|
|
+
|
|
|
|
+asint :: proc{
|
|
|
|
+ asint_float,
|
|
|
|
+ asint_double,
|
|
|
|
+ asint_int,
|
|
|
|
+ asint_uint,
|
|
|
|
+ asint_float1x1,
|
|
|
|
+ asint_float2x2,
|
|
|
|
+ asint_float3x3,
|
|
|
|
+ asint_float4x4,
|
|
|
|
+ asint_float1x2,
|
|
|
|
+ asint_float1x3,
|
|
|
|
+ asint_float1x4,
|
|
|
|
+ asint_float2x1,
|
|
|
|
+ asint_float2x3,
|
|
|
|
+ asint_float2x4,
|
|
|
|
+ asint_float3x1,
|
|
|
|
+ asint_float3x2,
|
|
|
|
+ asint_float3x4,
|
|
|
|
+ asint_float4x1,
|
|
|
|
+ asint_float4x2,
|
|
|
|
+ asint_float4x3,
|
|
|
|
+ asint_float2,
|
|
|
|
+ asint_float3,
|
|
|
|
+ asint_float4,
|
|
|
|
+ asint_int2,
|
|
|
|
+ asint_int3,
|
|
|
|
+ asint_int4,
|
|
|
|
+ asint_uint2,
|
|
|
|
+ asint_uint3,
|
|
|
|
+ asint_uint4,
|
|
|
|
+ asint_bool2,
|
|
|
|
+ asint_bool3,
|
|
|
|
+ asint_bool4,
|
|
|
|
+ asint_double1x1,
|
|
|
|
+ asint_double2x2,
|
|
|
|
+ asint_double3x3,
|
|
|
|
+ asint_double4x4,
|
|
|
|
+ asint_double1x2,
|
|
|
|
+ asint_double1x3,
|
|
|
|
+ asint_double1x4,
|
|
|
|
+ asint_double2x1,
|
|
|
|
+ asint_double2x3,
|
|
|
|
+ asint_double2x4,
|
|
|
|
+ asint_double3x1,
|
|
|
|
+ asint_double3x2,
|
|
|
|
+ asint_double3x4,
|
|
|
|
+ asint_double4x1,
|
|
|
|
+ asint_double4x2,
|
|
|
|
+ asint_double4x3,
|
|
|
|
+ asint_double2,
|
|
|
|
+ asint_double3,
|
|
|
|
+ asint_double4,
|
|
|
|
+}
|
|
|
|
+asint_float :: proc "c" (v: float) -> int { return int(v) }
|
|
|
|
+asint_double :: proc "c" (v: double) -> int { return int(v) }
|
|
|
|
+asint_int :: proc "c" (v: int) -> int { return int(v) }
|
|
|
|
+asint_uint :: proc "c" (v: uint) -> int { return int(v) }
|
|
|
|
+asint_float1x1 :: proc "c" (v: float1x1) -> int1x1 { return int1x1(v) }
|
|
|
|
+asint_float2x2 :: proc "c" (v: float2x2) -> int2x2 { return int2x2(v) }
|
|
|
|
+asint_float3x3 :: proc "c" (v: float3x3) -> int3x3 { return int3x3(v) }
|
|
|
|
+asint_float4x4 :: proc "c" (v: float4x4) -> int4x4 { return int4x4(v) }
|
|
|
|
+asint_float1x2 :: proc "c" (v: float1x2) -> int1x2 { return int1x2(v) }
|
|
|
|
+asint_float1x3 :: proc "c" (v: float1x3) -> int1x3 { return int1x3(v) }
|
|
|
|
+asint_float1x4 :: proc "c" (v: float1x4) -> int1x4 { return int1x4(v) }
|
|
|
|
+asint_float2x1 :: proc "c" (v: float2x1) -> int2x1 { return int2x1(v) }
|
|
|
|
+asint_float2x3 :: proc "c" (v: float2x3) -> int2x3 { return int2x3(v) }
|
|
|
|
+asint_float2x4 :: proc "c" (v: float2x4) -> int2x4 { return int2x4(v) }
|
|
|
|
+asint_float3x1 :: proc "c" (v: float3x1) -> int3x1 { return int3x1(v) }
|
|
|
|
+asint_float3x2 :: proc "c" (v: float3x2) -> int3x2 { return int3x2(v) }
|
|
|
|
+asint_float3x4 :: proc "c" (v: float3x4) -> int3x4 { return int3x4(v) }
|
|
|
|
+asint_float4x1 :: proc "c" (v: float4x1) -> int4x1 { return int4x1(v) }
|
|
|
|
+asint_float4x2 :: proc "c" (v: float4x2) -> int4x2 { return int4x2(v) }
|
|
|
|
+asint_float4x3 :: proc "c" (v: float4x3) -> int4x3 { return int4x3(v) }
|
|
|
|
+asint_float2 :: proc "c" (v: float2) -> int2 { return int2{int(v.x), int(v.y)} }
|
|
|
|
+asint_float3 :: proc "c" (v: float3) -> int3 { return int3{int(v.x), int(v.y), int(v.z)} }
|
|
|
|
+asint_float4 :: proc "c" (v: float4) -> int4 { return int4{int(v.x), int(v.y), int(v.z), int(v.w)} }
|
|
|
|
+asint_int2 :: proc "c" (v: int2) -> int2 { return int2{int(v.x), int(v.y)} }
|
|
|
|
+asint_int3 :: proc "c" (v: int3) -> int3 { return int3{int(v.x), int(v.y), int(v.z)} }
|
|
|
|
+asint_int4 :: proc "c" (v: int4) -> int4 { return int4{int(v.x), int(v.y), int(v.z), int(v.w)} }
|
|
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|
+asint_uint2 :: proc "c" (v: uint2) -> int2 { return int2{int(v.x), int(v.y)} }
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+asint_uint3 :: proc "c" (v: uint3) -> int3 { return int3{int(v.x), int(v.y), int(v.z)} }
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+asint_uint4 :: proc "c" (v: uint4) -> int4 { return int4{int(v.x), int(v.y), int(v.z), int(v.w)} }
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+asint_bool2 :: proc "c" (v: bool2) -> int2 { return int2{int(int(v.x)), int(int(v.y))} }
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+asint_bool3 :: proc "c" (v: bool3) -> int3 { return int3{int(int(v.x)), int(int(v.y)), int(int(v.z))} }
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+asint_bool4 :: proc "c" (v: bool4) -> int4 { return int4{int(int(v.x)), int(int(v.y)), int(int(v.z)), int(int(v.w))} }
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+asint_double1x1 :: proc "c" (v: double1x1) -> int1x1 { return int1x1(v) }
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+asint_double2x2 :: proc "c" (v: double2x2) -> int2x2 { return int2x2(v) }
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+asint_double3x3 :: proc "c" (v: double3x3) -> int3x3 { return int3x3(v) }
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+asint_double4x4 :: proc "c" (v: double4x4) -> int4x4 { return int4x4(v) }
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+asint_double1x2 :: proc "c" (v: double1x2) -> int1x2 { return int1x2(v) }
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+asint_double1x3 :: proc "c" (v: double1x3) -> int1x3 { return int1x3(v) }
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+asint_double1x4 :: proc "c" (v: double1x4) -> int1x4 { return int1x4(v) }
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+asint_double2x1 :: proc "c" (v: double2x1) -> int2x1 { return int2x1(v) }
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+asint_double2x3 :: proc "c" (v: double2x3) -> int2x3 { return int2x3(v) }
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+asint_double2x4 :: proc "c" (v: double2x4) -> int2x4 { return int2x4(v) }
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+asint_double3x1 :: proc "c" (v: double3x1) -> int3x1 { return int3x1(v) }
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+asint_double3x2 :: proc "c" (v: double3x2) -> int3x2 { return int3x2(v) }
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+asint_double3x4 :: proc "c" (v: double3x4) -> int3x4 { return int3x4(v) }
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+asint_double4x1 :: proc "c" (v: double4x1) -> int4x1 { return int4x1(v) }
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+asint_double4x2 :: proc "c" (v: double4x2) -> int4x2 { return int4x2(v) }
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+asint_double4x3 :: proc "c" (v: double4x3) -> int4x3 { return int4x3(v) }
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+asint_double2 :: proc "c" (v: double2) -> int2 { return int2{int(v.x), int(v.y)} }
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+asint_double3 :: proc "c" (v: double3) -> int3 { return int3{int(v.x), int(v.y), int(v.z)} }
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+asint_double4 :: proc "c" (v: double4) -> int4 { return int4{int(v.x), int(v.y), int(v.z), int(v.w)} }
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+
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+
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+asuint :: proc{
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+ asuint_float,
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+ asuint_double,
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+ asuint_int,
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+ asuint_uint,
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+ asuint_float2,
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+ asuint_float3,
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+ asuint_float4,
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+ asuint_int2,
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+ asuint_int3,
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+ asuint_int4,
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+ asuint_uint2,
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+ asuint_uint3,
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+ asuint_uint4,
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+ asuint_bool2,
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+ asuint_bool3,
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+ asuint_bool4,
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+ asuint_double2,
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+ asuint_double3,
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+ asuint_double4,
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+}
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+asuint_float :: proc "c" (v: float) -> uint { return uint(v) }
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+asuint_double :: proc "c" (v: double) -> uint { return uint(v) }
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+asuint_int :: proc "c" (v: int) -> uint { return uint(v) }
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+asuint_uint :: proc "c" (v: uint) -> uint { return uint(v) }
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+asuint_float2 :: proc "c" (v: float2) -> uint2 { return uint2{uint(v.x), uint(v.y)} }
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+asuint_float3 :: proc "c" (v: float3) -> uint3 { return uint3{uint(v.x), uint(v.y), uint(v.z)} }
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+asuint_float4 :: proc "c" (v: float4) -> uint4 { return uint4{uint(v.x), uint(v.y), uint(v.z), uint(v.w)} }
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+asuint_int2 :: proc "c" (v: int2) -> uint2 { return uint2{uint(v.x), uint(v.y)} }
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+asuint_int3 :: proc "c" (v: int3) -> uint3 { return uint3{uint(v.x), uint(v.y), uint(v.z)} }
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+asuint_int4 :: proc "c" (v: int4) -> uint4 { return uint4{uint(v.x), uint(v.y), uint(v.z), uint(v.w)} }
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+asuint_uint2 :: proc "c" (v: uint2) -> uint2 { return uint2{uint(v.x), uint(v.y)} }
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+asuint_uint3 :: proc "c" (v: uint3) -> uint3 { return uint3{uint(v.x), uint(v.y), uint(v.z)} }
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+asuint_uint4 :: proc "c" (v: uint4) -> uint4 { return uint4{uint(v.x), uint(v.y), uint(v.z), uint(v.w)} }
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+asuint_bool2 :: proc "c" (v: bool2) -> uint2 { return uint2{uint(uint(v.x)), uint(uint(v.y))} }
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+asuint_bool3 :: proc "c" (v: bool3) -> uint3 { return uint3{uint(uint(v.x)), uint(uint(v.y)), uint(uint(v.z))} }
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+asuint_bool4 :: proc "c" (v: bool4) -> uint4 { return uint4{uint(uint(v.x)), uint(uint(v.y)), uint(uint(v.z)), uint(uint(v.w))} }
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+asuint_double2 :: proc "c" (v: double2) -> uint2 { return uint2{uint(v.x), uint(v.y)} }
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+asuint_double3 :: proc "c" (v: double3) -> uint3 { return uint3{uint(v.x), uint(v.y), uint(v.z)} }
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+asuint_double4 :: proc "c" (v: double4) -> uint4 { return uint4{uint(v.x), uint(v.y), uint(v.z), uint(v.w)} }
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+
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+
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+// TODO(bill): All of the `mul` procedures
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