Err on ambiguous overloaded calls

This commit is contained in:
Ginger Bill
2017-01-15 20:43:28 +00:00
parent ac736aa4ec
commit 6dc6b6f8aa
6 changed files with 168 additions and 169 deletions
+53 -53
View File
@@ -24,46 +24,46 @@ Mat2 :: [2]Vec2;
Mat3 :: [3]Vec3;
Mat4 :: [4]Vec4;
sqrt32 :: proc(x: f32) -> f32 #foreign "llvm.sqrt.f32"
sqrt64 :: proc(x: f64) -> f64 #foreign "llvm.sqrt.f64"
sqrt :: proc(x: f32) -> f32 #foreign "llvm.sqrt.f32"
sqrt :: proc(x: f64) -> f64 #foreign "llvm.sqrt.f64"
sin32 :: proc(x: f32) -> f32 #foreign "llvm.sin.f32"
sin64 :: proc(x: f64) -> f64 #foreign "llvm.sin.f64"
sin :: proc(x: f32) -> f32 #foreign "llvm.sin.f32"
sin :: proc(x: f64) -> f64 #foreign "llvm.sin.f64"
cos32 :: proc(x: f32) -> f32 #foreign "llvm.cos.f32"
cos64 :: proc(x: f64) -> f64 #foreign "llvm.cos.f64"
cos :: proc(x: f32) -> f32 #foreign "llvm.cos.f32"
cos :: proc(x: f64) -> f64 #foreign "llvm.cos.f64"
tan32 :: proc(x: f32) -> f32 #inline { return sin32(x)/cos32(x); }
tan64 :: proc(x: f64) -> f64 #inline { return sin64(x)/cos64(x); }
tan :: proc(x: f32) -> f32 #inline { return sin(x)/cos(x); }
tan :: proc(x: f64) -> f64 #inline { return sin(x)/cos(x); }
lerp32 :: proc(a, b, t: f32) -> f32 { return a*(1-t) + b*t; }
lerp64 :: proc(a, b, t: f64) -> f64 { return a*(1-t) + b*t; }
lerp :: proc(a, b, t: f32) -> f32 { return a*(1-t) + b*t; }
lerp :: proc(a, b, t: f64) -> f64 { return a*(1-t) + b*t; }
sign32 :: proc(x: f32) -> f32 { if x >= 0 { return +1; } return -1; }
sign64 :: proc(x: f64) -> f64 { if x >= 0 { return +1; } return -1; }
sign :: proc(x: f32) -> f32 { if x >= 0 { return +1; } return -1; }
sign :: proc(x: f64) -> f64 { if x >= 0 { return +1; } return -1; }
copy_sign32 :: proc(x, y: f32) -> f32 {
copy_sign :: proc(x, y: f32) -> f32 {
ix := x transmute u32;
iy := y transmute u32;
ix &= 0x7fffffff;
ix |= iy & 0x80000000;
return ix transmute f32;
}
round32 :: proc(x: f32) -> f32 {
round :: proc(x: f32) -> f32 {
if x >= 0 {
return floor32(x + 0.5);
return floor(x + 0.5);
}
return ceil32(x - 0.5);
return ceil(x - 0.5);
}
floor32 :: proc(x: f32) -> f32 {
floor :: proc(x: f32) -> f32 {
if x >= 0 {
return x as int as f32;
}
return (x-0.5) as int as f32;
}
ceil32 :: proc(x: f32) -> f32 {
ceil :: proc(x: f32) -> f32 {
if x < 0 {
return x as int as f32;
}
@@ -71,16 +71,16 @@ ceil32 :: proc(x: f32) -> f32 {
}
remainder32 :: proc(x, y: f32) -> f32 {
return x - round32(x/y) * y;
return x - round(x/y) * y;
}
fmod32 :: proc(x, y: f32) -> f32 {
y = abs(y);
result := remainder32(abs(x), y);
if sign32(result) < 0 {
if sign(result) < 0 {
result += y;
}
return copy_sign32(result, x);
return copy_sign(result, x);
}
@@ -90,43 +90,43 @@ to_degrees :: proc(radians: f32) -> f32 { return radians * 360 / TAU; }
dot2 :: proc(a, b: Vec2) -> f32 { c := a*b; return c.x + c.y; }
dot3 :: proc(a, b: Vec3) -> f32 { c := a*b; return c.x + c.y + c.z; }
dot4 :: proc(a, b: Vec4) -> f32 { c := a*b; return c.x + c.y + c.z + c.w; }
dot :: proc(a, b: Vec2) -> f32 { c := a*b; return c.x + c.y; }
dot :: proc(a, b: Vec3) -> f32 { c := a*b; return c.x + c.y + c.z; }
dot :: proc(a, b: Vec4) -> f32 { c := a*b; return c.x + c.y + c.z + c.w; }
cross3 :: proc(x, y: Vec3) -> Vec3 {
cross :: proc(x, y: Vec3) -> Vec3 {
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;
}
vec2_mag :: proc(v: Vec2) -> f32 { return sqrt32(dot2(v, v)); }
vec3_mag :: proc(v: Vec3) -> f32 { return sqrt32(dot3(v, v)); }
vec4_mag :: proc(v: Vec4) -> f32 { return sqrt32(dot4(v, v)); }
mag :: proc(v: Vec2) -> f32 { return sqrt(dot(v, v)); }
mag :: proc(v: Vec3) -> f32 { return sqrt(dot(v, v)); }
mag :: proc(v: Vec4) -> f32 { return sqrt(dot(v, v)); }
vec2_norm :: proc(v: Vec2) -> Vec2 { return v / Vec2{vec2_mag(v)}; }
vec3_norm :: proc(v: Vec3) -> Vec3 { return v / Vec3{vec3_mag(v)}; }
vec4_norm :: proc(v: Vec4) -> Vec4 { return v / Vec4{vec4_mag(v)}; }
norm :: proc(v: Vec2) -> Vec2 { return v / Vec2{mag(v)}; }
norm :: proc(v: Vec3) -> Vec3 { return v / Vec3{mag(v)}; }
norm :: proc(v: Vec4) -> Vec4 { return v / Vec4{mag(v)}; }
vec2_norm0 :: proc(v: Vec2) -> Vec2 {
m := vec2_mag(v);
norm0 :: proc(v: Vec2) -> Vec2 {
m := mag(v);
if m == 0 {
return Vec2{0};
}
return v / Vec2{m};
}
vec3_norm0 :: proc(v: Vec3) -> Vec3 {
m := vec3_mag(v);
norm0 :: proc(v: Vec3) -> Vec3 {
m := mag(v);
if m == 0 {
return Vec3{0};
}
return v / Vec3{m};
}
vec4_norm0 :: proc(v: Vec4) -> Vec4 {
m := vec4_mag(v);
norm0 :: proc(v: Vec4) -> Vec4 {
m := mag(v);
if m == 0 {
return Vec4{0};
}
@@ -153,7 +153,7 @@ mat4_transpose :: proc(m: Mat4) -> Mat4 {
return m;
}
mat4_mul :: proc(a, b: Mat4) -> Mat4 {
mul :: proc(a, b: Mat4) -> Mat4 {
c: Mat4;
for j : 0..<4 {
for i : 0..<4 {
@@ -166,7 +166,7 @@ mat4_mul :: proc(a, b: Mat4) -> Mat4 {
return c;
}
mat4_mul_vec4 :: proc(m: Mat4, v: Vec4) -> Vec4 {
mul_vec4 :: proc(m: Mat4, v: Vec4) -> Vec4 {
return Vec4{
m[0][0]*v.x + m[1][0]*v.y + m[2][0]*v.z + m[3][0]*v.w,
m[0][1]*v.x + m[1][1]*v.y + m[2][1]*v.z + m[3][1]*v.w,
@@ -175,7 +175,7 @@ mat4_mul_vec4 :: proc(m: Mat4, v: Vec4) -> Vec4 {
};
}
mat4_inverse :: proc(m: Mat4) -> Mat4 {
inverse :: proc(m: Mat4) -> Mat4 {
o: Mat4;
sf00 := m[2][2] * m[3][3] - m[3][2] * m[2][3];
@@ -254,10 +254,10 @@ mat4_translate :: proc(v: Vec3) -> Mat4 {
}
mat4_rotate :: proc(v: Vec3, angle_radians: f32) -> Mat4 {
c := cos32(angle_radians);
s := sin32(angle_radians);
c := cos(angle_radians);
s := sin(angle_radians);
a := vec3_norm(v);
a := norm(v);
t := a * Vec3{1-c};
rot := mat4_identity();
@@ -280,14 +280,14 @@ mat4_rotate :: proc(v: Vec3, angle_radians: f32) -> Mat4 {
return rot;
}
mat4_scale :: proc(m: Mat4, v: Vec3) -> Mat4 {
scale :: proc(m: Mat4, v: Vec3) -> Mat4 {
m[0][0] *= v.x;
m[1][1] *= v.y;
m[2][2] *= v.z;
return m;
}
mat4_scalef :: proc(m: Mat4, s: f32) -> Mat4 {
scale :: proc(m: Mat4, s: f32) -> Mat4 {
m[0][0] *= s;
m[1][1] *= s;
m[2][2] *= s;
@@ -295,23 +295,23 @@ mat4_scalef :: proc(m: Mat4, s: f32) -> Mat4 {
}
mat4_look_at :: proc(eye, centre, up: Vec3) -> Mat4 {
f := vec3_norm(centre - eye);
s := vec3_norm(cross3(f, up));
u := cross3(s, f);
look_at :: proc(eye, centre, up: Vec3) -> Mat4 {
f := norm(centre - eye);
s := norm(cross(f, up));
u := cross(s, f);
m: Mat4;
m[0] = Vec4{+s.x, +s.y, +s.z, 0};
m[1] = Vec4{+u.x, +u.y, +u.z, 0};
m[2] = Vec4{-f.x, -f.y, -f.z, 0};
m[3] = Vec4{dot3(s, eye), dot3(u, eye), dot3(f, eye), 1};
m[3] = Vec4{dot(s, eye), dot(u, eye), dot(f, eye), 1};
return m;
}
mat4_perspective :: proc(fovy, aspect, near, far: f32) -> Mat4 {
perspective :: proc(fovy, aspect, near, far: f32) -> Mat4 {
m: Mat4;
tan_half_fovy := tan32(0.5 * fovy);
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);
@@ -321,7 +321,7 @@ mat4_perspective :: proc(fovy, aspect, near, far: f32) -> Mat4 {
}
mat4_ortho3d :: proc(left, right, bottom, top, near, far: f32) -> Mat4 {
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);