Disable var and const declarations

This commit is contained in:
Ginger Bill
2017-06-28 23:17:20 +01:00
parent 9ca2246bac
commit 0622509807
27 changed files with 2508 additions and 2537 deletions
+88 -97
View File
@@ -1,22 +1,21 @@
const (
TAU = 6.28318530717958647692528676655900576;
PI = 3.14159265358979323846264338327950288;
ONE_OVER_TAU = 0.636619772367581343075535053490057448;
ONE_OVER_PI = 0.159154943091895335768883763372514362;
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;
E :: 2.71828182845904523536;
SQRT_TWO :: 1.41421356237309504880168872420969808;
SQRT_THREE :: 1.73205080756887729352744634150587236;
SQRT_FIVE :: 2.23606797749978969640917366873127623;
LOG_TWO = 0.693147180559945309417232121458176568;
LOG_TEN = 2.30258509299404568401799145468436421;
LOG_TWO :: 0.693147180559945309417232121458176568;
LOG_TEN :: 2.30258509299404568401799145468436421;
EPSILON = 1.19209290e-7;
EPSILON :: 1.19209290e-7;
τ :: TAU;
π :: PI;
τ = TAU;
π = PI;
)
type (
Vec2 [vector 2]f32;
Vec3 [vector 3]f32;
@@ -63,16 +62,16 @@ proc sign(x: f64) -> f64 { return x >= 0 ? +1 : -1; }
proc copy_sign(x, y: f32) -> f32 {
var ix = transmute(u32, x);
var iy = transmute(u32, y);
ix := transmute(u32, x);
iy := transmute(u32, y);
ix &= 0x7fff_ffff;
ix |= iy & 0x8000_0000;
return transmute(f32, ix);
}
proc copy_sign(x, y: f64) -> f64 {
var ix = transmute(u64, x);
var iy = transmute(u64, y);
ix := transmute(u64, x);
iy := transmute(u64, y);
ix &= 0x7fff_ffff_ffff_ff;
ix |= iy & 0x8000_0000_0000_0000;
return transmute(f64, ix);
@@ -91,7 +90,7 @@ proc remainder(x, y: f32) -> f32 { return x - round(x/y) * y; }
proc remainder(x, y: f64) -> f64 { return x - round(x/y) * y; }
proc mod(x, y: f32) -> f32 {
var result: f32;
result: f32;
y = abs(y);
result = remainder(abs(x), y);
if sign(result) < 0 {
@@ -100,7 +99,7 @@ proc mod(x, y: f32) -> f32 {
return copy_sign(result, x);
}
proc mod(x, y: f64) -> f64 {
var result: f64;
result: f64;
y = abs(y);
result = remainder(abs(x), y);
if sign(result) < 0 {
@@ -115,13 +114,13 @@ proc to_degrees(radians: f32) -> f32 { return radians * 360 / TAU; }
proc dot(a, b: Vec2) -> f32 { var c = a*b; return c.x + c.y; }
proc dot(a, b: Vec3) -> f32 { var c = a*b; return c.x + c.y + c.z; }
proc dot(a, b: Vec4) -> f32 { var c = a*b; return c.x + c.y + c.z + c.w; }
proc dot(a, b: Vec2) -> f32 { c := a*b; return c.x + c.y; }
proc dot(a, b: Vec3) -> f32 { c := a*b; return c.x + c.y + c.z; }
proc dot(a, b: Vec4) -> f32 { c := a*b; return c.x + c.y + c.z + c.w; }
proc cross(x, y: Vec3) -> Vec3 {
var a = swizzle(x, 1, 2, 0) * swizzle(y, 2, 0, 1);
var b = swizzle(x, 2, 0, 1) * swizzle(y, 1, 2, 0);
a := swizzle(x, 1, 2, 0) * swizzle(y, 2, 0, 1);
b := swizzle(x, 2, 0, 1) * swizzle(y, 1, 2, 0);
return a - b;
}
@@ -135,7 +134,7 @@ proc norm(v: Vec3) -> Vec3 { return v / mag(v); }
proc norm(v: Vec4) -> Vec4 { return v / mag(v); }
proc norm0(v: Vec2) -> Vec2 {
var m = mag(v);
m := mag(v);
if m == 0 {
return 0;
}
@@ -143,7 +142,7 @@ proc norm0(v: Vec2) -> Vec2 {
}
proc norm0(v: Vec3) -> Vec3 {
var m = mag(v);
m := mag(v);
if m == 0 {
return 0;
}
@@ -151,7 +150,7 @@ proc norm0(v: Vec3) -> Vec3 {
}
proc norm0(v: Vec4) -> Vec4 {
var m = mag(v);
m := mag(v);
if m == 0 {
return 0;
}
@@ -179,7 +178,7 @@ proc mat4_transpose(m: Mat4) -> Mat4 {
}
proc mul(a, b: Mat4) -> Mat4 {
var c: Mat4;
c: Mat4;
for j in 0..<4 {
for i in 0..<4 {
c[j][i] = a[0][i]*b[j][0] +
@@ -201,29 +200,28 @@ proc mul(m: Mat4, v: Vec4) -> Vec4 {
}
proc inverse(m: Mat4) -> Mat4 {
var o: 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];
var (
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);
@@ -245,7 +243,7 @@ proc inverse(m: Mat4) -> Mat4 {
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);
var ood = 1.0 / (m[0][0] * o[0][0] +
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]);
@@ -272,7 +270,7 @@ proc inverse(m: Mat4) -> Mat4 {
proc mat4_translate(v: Vec3) -> Mat4 {
var m = mat4_identity();
m := mat4_identity();
m[3][0] = v.x;
m[3][1] = v.y;
m[3][2] = v.z;
@@ -281,15 +279,13 @@ proc mat4_translate(v: Vec3) -> Mat4 {
}
proc mat4_rotate(v: Vec3, angle_radians: f32) -> Mat4 {
var (
c = cos(angle_radians);
s = sin(angle_radians);
c := cos(angle_radians);
s := sin(angle_radians);
a = norm(v);
t = a * (1-c);
a := norm(v);
t := a * (1-c);
rot = mat4_identity();
)
rot := mat4_identity();
rot[0][0] = c + t.x*a.x;
rot[0][1] = 0 + t.x*a.y + s*a.z;
@@ -325,11 +321,9 @@ proc scale(m: Mat4, s: f32) -> Mat4 {
proc look_at(eye, centre, up: Vec3) -> Mat4 {
var (
f = norm(centre - eye);
s = norm(cross(f, up));
u = cross(s, f);
)
f := norm(centre - eye);
s := norm(cross(f, up));
u := cross(s, f);
return Mat4{
{+s.x, +u.x, -f.x, 0},
@@ -340,10 +334,9 @@ proc look_at(eye, centre, up: Vec3) -> Mat4 {
}
proc perspective(fovy, aspect, near, far: f32) -> Mat4 {
var (
m: Mat4;
tan_half_fovy = tan(0.5 * fovy);
)
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);
@@ -354,7 +347,7 @@ proc perspective(fovy, aspect, near, far: f32) -> Mat4 {
proc ortho3d(left, right, bottom, top, near, far: f32) -> Mat4 {
var m = mat4_identity();
m := mat4_identity();
m[0][0] = +2.0 / (right - left);
m[1][1] = +2.0 / (top - bottom);
m[2][2] = -2.0 / (far - near);
@@ -367,30 +360,28 @@ proc ortho3d(left, right, bottom, top, near, far: f32) -> Mat4 {
const (
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;
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
)
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