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- TAU :: 6.28318530717958647692528676655900576;
- PI :: 3.14159265358979323846264338327950288;
- ONE_OVER_TAU :: 0.636619772367581343075535053490057448;
- ONE_OVER_PI :: 0.159154943091895335768883763372514362;
- E :: 2.71828182845904523536;
- SQRT_TWO :: 1.41421356237309504880168872420969808;
- SQRT_THREE :: 1.73205080756887729352744634150587236;
- SQRT_FIVE :: 2.23606797749978969640917366873127623;
- LOG_TWO :: 0.693147180559945309417232121458176568;
- LOG_TEN :: 2.30258509299404568401799145468436421;
- EPSILON :: 1.19209290e-7;
- τ :: TAU;
- π :: PI;
- Vec2 :: [2]f32;
- Vec3 :: [3]f32;
- Vec4 :: [4]f32;
- // Column major
- Mat2 :: [2][2]f32;
- Mat3 :: [3][3]f32;
- Mat4 :: [4][4]f32;
- Complex :: complex64;
- @(default_calling_convention="c")
- foreign __llvm_core {
- @(link_name="llvm.sqrt.f32")
- sqrt :: proc(x: f32) -> f32 ---;
- @(link_name="llvm.sqrt.f64")
- sqrt :: proc(x: f64) -> f64 ---;
- @(link_name="llvm.sin.f32")
- sin :: proc(θ: f32) -> f32 ---;
- @(link_name="llvm.sin.f64")
- sin :: proc(θ: f64) -> f64 ---;
- @(link_name="llvm.cos.f32")
- cos :: proc(θ: f32) -> f32 ---;
- @(link_name="llvm.cos.f64")
- cos :: proc(θ: f64) -> f64 ---;
- @(link_name="llvm.pow.f32")
- pow :: proc(x, power: f32) -> f32 ---;
- @(link_name="llvm.pow.f64")
- pow :: proc(x, power: f64) -> f64 ---;
- @(link_name="llvm.fmuladd.f32")
- fmuladd :: proc(a, b, c: f32) -> f32 ---;
- @(link_name="llvm.fmuladd.f64")
- fmuladd :: proc(a, b, c: f64) -> f64 ---;
- }
- tan :: proc "c" (θ: f32) -> f32 do return sin(θ)/cos(θ);
- tan :: proc "c" (θ: f64) -> f64 do return sin(θ)/cos(θ);
- lerp :: proc(a, b: $T, t: $E) -> (x: T) do return a*(1-t) + b*t;
- unlerp :: proc(a, b, x: f32) -> (t: f32) do return (x-a)/(b-a);
- unlerp :: proc(a, b, x: f64) -> (t: f64) do return (x-a)/(b-a);
- sign :: proc(x: f32) -> f32 { return x >= 0 ? +1 : -1; }
- sign :: proc(x: f64) -> f64 { return x >= 0 ? +1 : -1; }
- copy_sign :: proc(x, y: f32) -> f32 {
- ix := transmute(u32)x;
- iy := transmute(u32)y;
- ix &= 0x7fff_ffff;
- ix |= iy & 0x8000_0000;
- return transmute(f32)ix;
- }
- copy_sign :: proc(x, y: f64) -> f64 {
- ix := transmute(u64)x;
- iy := transmute(u64)y;
- ix &= 0x7fff_ffff_ffff_ff;
- ix |= iy & 0x8000_0000_0000_0000;
- return transmute(f64)ix;
- }
- round :: proc(x: f32) -> f32 { return x >= 0 ? floor(x + 0.5) : ceil(x - 0.5); }
- round :: proc(x: f64) -> f64 { return x >= 0 ? floor(x + 0.5) : ceil(x - 0.5); }
- floor :: proc(x: f32) -> f32 { return x >= 0 ? f32(i64(x)) : f32(i64(x-0.5)); } // TODO: Get accurate versions
- floor :: proc(x: f64) -> f64 { return x >= 0 ? f64(i64(x)) : f64(i64(x-0.5)); } // TODO: Get accurate versions
- ceil :: proc(x: f32) -> f32 { return x < 0 ? f32(i64(x)) : f32(i64(x+1)); }// TODO: Get accurate versions
- ceil :: proc(x: f64) -> f64 { return x < 0 ? f64(i64(x)) : f64(i64(x+1)); }// TODO: Get accurate versions
- remainder :: proc(x, y: f32) -> f32 do return x - round(x/y) * y;
- remainder :: proc(x, y: f64) -> f64 do return x - round(x/y) * y;
- mod :: proc(x, y: f32) -> f32 {
- result: f32;
- y = abs(y);
- result = remainder(abs(x), y);
- if sign(result) < 0 {
- result += y;
- }
- return copy_sign(result, x);
- }
- mod :: proc(x, y: f64) -> f64 {
- result: f64;
- y = abs(y);
- result = remainder(abs(x), y);
- if sign(result) < 0 {
- result += y;
- }
- return copy_sign(result, x);
- }
- to_radians :: proc(degrees: f32) -> f32 do return degrees * TAU / 360;
- to_degrees :: proc(radians: f32) -> f32 do return radians * 360 / TAU;
- dot :: proc(a, b: $T/[$N]$E) -> E {
- res: E;
- for i in 0..N do res += a[i] * b[i];
- return res;
- }
- cross :: proc(x, y: $T/[3]$E) -> T {
- a := swizzle(x, 1, 2, 0) * swizzle(y, 2, 0, 1);
- b := swizzle(x, 2, 0, 1) * swizzle(y, 1, 2, 0);
- return T(a - b);
- }
- mag :: proc(v: $T/[$N]$E) -> E do return sqrt(dot(v, v));
- norm :: proc(v: $T/[$N]$E) -> T do return v / mag(v);
- norm0 :: proc(v: $T/[$N]$E) -> T {
- m := mag(v);
- return m == 0 ? 0 : v/m;
- }
- mat4_identity :: proc() -> Mat4 {
- return Mat4{
- {1, 0, 0, 0},
- {0, 1, 0, 0},
- {0, 0, 1, 0},
- {0, 0, 0, 1},
- };
- }
- mat4_transpose :: proc(m: Mat4) -> Mat4 {
- for j in 0..4 {
- for i in 0..4 {
- m[i][j], m[j][i] = m[j][i], m[i][j];
- }
- }
- return m;
- }
- mul :: proc(a, b: Mat4) -> Mat4 {
- c: Mat4;
- for j in 0..4 {
- for i in 0..4 {
- c[j][i] = a[0][i]*b[j][0] +
- a[1][i]*b[j][1] +
- a[2][i]*b[j][2] +
- a[3][i]*b[j][3];
- }
- }
- return c;
- }
- mul :: proc(m: Mat4, v: Vec4) -> Vec4 {
- return Vec4{
- m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2] + m[3][0]*v[3],
- m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2] + m[3][1]*v[3],
- m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2] + m[3][2]*v[3],
- m[0][3]*v[0] + m[1][3]*v[1] + m[2][3]*v[2] + m[3][3]*v[3],
- };
- }
- inverse :: proc(m: Mat4) -> Mat4 {
- o: Mat4;
- sf00 := m[2][2] * m[3][3] - m[3][2] * m[2][3];
- sf01 := m[2][1] * m[3][3] - m[3][1] * m[2][3];
- sf02 := m[2][1] * m[3][2] - m[3][1] * m[2][2];
- sf03 := m[2][0] * m[3][3] - m[3][0] * m[2][3];
- sf04 := m[2][0] * m[3][2] - m[3][0] * m[2][2];
- sf05 := m[2][0] * m[3][1] - m[3][0] * m[2][1];
- sf06 := m[1][2] * m[3][3] - m[3][2] * m[1][3];
- sf07 := m[1][1] * m[3][3] - m[3][1] * m[1][3];
- sf08 := m[1][1] * m[3][2] - m[3][1] * m[1][2];
- sf09 := m[1][0] * m[3][3] - m[3][0] * m[1][3];
- sf10 := m[1][0] * m[3][2] - m[3][0] * m[1][2];
- sf11 := m[1][1] * m[3][3] - m[3][1] * m[1][3];
- sf12 := m[1][0] * m[3][1] - m[3][0] * m[1][1];
- sf13 := m[1][2] * m[2][3] - m[2][2] * m[1][3];
- sf14 := m[1][1] * m[2][3] - m[2][1] * m[1][3];
- sf15 := m[1][1] * m[2][2] - m[2][1] * m[1][2];
- sf16 := m[1][0] * m[2][3] - m[2][0] * m[1][3];
- sf17 := m[1][0] * m[2][2] - m[2][0] * m[1][2];
- sf18 := m[1][0] * m[2][1] - m[2][0] * m[1][1];
- o[0][0] = +(m[1][1] * sf00 - m[1][2] * sf01 + m[1][3] * sf02);
- o[0][1] = -(m[1][0] * sf00 - m[1][2] * sf03 + m[1][3] * sf04);
- o[0][2] = +(m[1][0] * sf01 - m[1][1] * sf03 + m[1][3] * sf05);
- o[0][3] = -(m[1][0] * sf02 - m[1][1] * sf04 + m[1][2] * sf05);
- o[1][0] = -(m[0][1] * sf00 - m[0][2] * sf01 + m[0][3] * sf02);
- o[1][1] = +(m[0][0] * sf00 - m[0][2] * sf03 + m[0][3] * sf04);
- o[1][2] = -(m[0][0] * sf01 - m[0][1] * sf03 + m[0][3] * sf05);
- o[1][3] = +(m[0][0] * sf02 - m[0][1] * sf04 + m[0][2] * sf05);
- o[2][0] = +(m[0][1] * sf06 - m[0][2] * sf07 + m[0][3] * sf08);
- o[2][1] = -(m[0][0] * sf06 - m[0][2] * sf09 + m[0][3] * sf10);
- o[2][2] = +(m[0][0] * sf11 - m[0][1] * sf09 + m[0][3] * sf12);
- o[2][3] = -(m[0][0] * sf08 - m[0][1] * sf10 + m[0][2] * sf12);
- o[3][0] = -(m[0][1] * sf13 - m[0][2] * sf14 + m[0][3] * sf15);
- o[3][1] = +(m[0][0] * sf13 - m[0][2] * sf16 + m[0][3] * sf17);
- o[3][2] = -(m[0][0] * sf14 - m[0][1] * sf16 + m[0][3] * sf18);
- o[3][3] = +(m[0][0] * sf15 - m[0][1] * sf17 + m[0][2] * sf18);
- ood := 1.0 / (m[0][0] * o[0][0] +
- m[0][1] * o[0][1] +
- m[0][2] * o[0][2] +
- m[0][3] * o[0][3]);
- o[0][0] *= ood;
- o[0][1] *= ood;
- o[0][2] *= ood;
- o[0][3] *= ood;
- o[1][0] *= ood;
- o[1][1] *= ood;
- o[1][2] *= ood;
- o[1][3] *= ood;
- o[2][0] *= ood;
- o[2][1] *= ood;
- o[2][2] *= ood;
- o[2][3] *= ood;
- o[3][0] *= ood;
- o[3][1] *= ood;
- o[3][2] *= ood;
- o[3][3] *= ood;
- return o;
- }
- mat4_translate :: proc(v: Vec3) -> Mat4 {
- m := mat4_identity();
- m[3][0] = v[0];
- m[3][1] = v[1];
- m[3][2] = v[2];
- m[3][3] = 1;
- return m;
- }
- mat4_rotate :: proc(v: Vec3, angle_radians: f32) -> Mat4 {
- c := cos(angle_radians);
- s := sin(angle_radians);
- a := norm(v);
- t := a * (1-c);
- rot := mat4_identity();
- rot[0][0] = c + t[0]*a[0];
- rot[0][1] = 0 + t[0]*a[1] + s*a[2];
- rot[0][2] = 0 + t[0]*a[2] - s*a[1];
- rot[0][3] = 0;
- rot[1][0] = 0 + t[1]*a[0] - s*a[2];
- rot[1][1] = c + t[1]*a[1];
- rot[1][2] = 0 + t[1]*a[2] + s*a[0];
- rot[1][3] = 0;
- rot[2][0] = 0 + t[2]*a[0] + s*a[1];
- rot[2][1] = 0 + t[2]*a[1] - s*a[0];
- rot[2][2] = c + t[2]*a[2];
- rot[2][3] = 0;
- return rot;
- }
- scale :: proc(m: Mat4, v: Vec3) -> Mat4 {
- m[0][0] *= v[0];
- m[1][1] *= v[1];
- m[2][2] *= v[2];
- return m;
- }
- scale :: proc(m: Mat4, s: f32) -> Mat4 {
- m[0][0] *= s;
- m[1][1] *= s;
- m[2][2] *= s;
- return m;
- }
- look_at :: proc(eye, centre, up: Vec3) -> Mat4 {
- f := norm(centre - eye);
- s := norm(cross(f, up));
- u := cross(s, f);
- return Mat4{
- {+s[0], +u[0], -f[0], 0},
- {+s[1], +u[1], -f[1], 0},
- {+s[2], +u[2], -f[2], 0},
- {-dot(s, eye), -dot(u, eye), dot(f, eye), 1},
- };
- }
- perspective :: proc(fovy, aspect, near, far: f32) -> Mat4 {
- m: Mat4;
- tan_half_fovy := tan(0.5 * fovy);
- m[0][0] = 1.0 / (aspect*tan_half_fovy);
- m[1][1] = 1.0 / (tan_half_fovy);
- m[2][2] = -(far + near) / (far - near);
- m[2][3] = -1.0;
- m[3][2] = -2.0*far*near / (far - near);
- return m;
- }
- ortho3d :: proc(left, right, bottom, top, near, far: f32) -> Mat4 {
- m := mat4_identity();
- m[0][0] = +2.0 / (right - left);
- m[1][1] = +2.0 / (top - bottom);
- m[2][2] = -2.0 / (far - near);
- m[3][0] = -(right + left) / (right - left);
- m[3][1] = -(top + bottom) / (top - bottom);
- m[3][2] = -(far + near) / (far - near);
- return m;
- }
- F32_DIG :: 6;
- F32_EPSILON :: 1.192092896e-07;
- F32_GUARD :: 0;
- F32_MANT_DIG :: 24;
- F32_MAX :: 3.402823466e+38;
- F32_MAX_10_EXP :: 38;
- F32_MAX_EXP :: 128;
- F32_MIN :: 1.175494351e-38;
- F32_MIN_10_EXP :: -37;
- F32_MIN_EXP :: -125;
- F32_NORMALIZE :: 0;
- F32_RADIX :: 2;
- F32_ROUNDS :: 1;
- F64_DIG :: 15; // # of decimal digits of precision
- F64_EPSILON :: 2.2204460492503131e-016; // smallest such that 1.0+F64_EPSILON != 1.0
- F64_MANT_DIG :: 53; // # of bits in mantissa
- F64_MAX :: 1.7976931348623158e+308; // max value
- F64_MAX_10_EXP :: 308; // max decimal exponent
- F64_MAX_EXP :: 1024; // max binary exponent
- F64_MIN :: 2.2250738585072014e-308; // min positive value
- F64_MIN_10_EXP :: -307; // min decimal exponent
- F64_MIN_EXP :: -1021; // min binary exponent
- F64_RADIX :: 2; // exponent radix
- F64_ROUNDS :: 1; // addition rounding: near
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