Update default field value syntax; Use more declaration groupings

This commit is contained in:
Ginger Bill
2017-06-12 18:38:27 +01:00
parent e6a206a430
commit 83bad13e9e
9 changed files with 259 additions and 222 deletions
+68 -57
View File
@@ -22,7 +22,7 @@ type (
Vec3 [vector 3]f32;
Vec4 [vector 4]f32;
// Column major
// Column major
Mat2 [2][2]f32;
Mat3 [3][3]f32;
Mat4 [4][4]f32;
@@ -88,16 +88,18 @@ 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;
y = abs(y);
var result = remainder(abs(x), y);
result = remainder(abs(x), y);
if sign(result) < 0 {
result += y;
}
return copy_sign(result, x);
}
proc mod(x, y: f64) -> f64 {
var result: f64;
y = abs(y);
var result = remainder(abs(x), y);
result = remainder(abs(x), y);
if sign(result) < 0 {
result += y;
}
@@ -198,25 +200,27 @@ proc mul(m: Mat4, v: Vec4) -> Vec4 {
proc inverse(m: Mat4) -> Mat4 {
var o: Mat4;
var sf00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];
var sf01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];
var sf02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];
var sf03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];
var sf04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];
var sf05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];
var sf06 = m[1][2] * m[3][3] - m[3][2] * m[1][3];
var sf07 = m[1][1] * m[3][3] - m[3][1] * m[1][3];
var sf08 = m[1][1] * m[3][2] - m[3][1] * m[1][2];
var sf09 = m[1][0] * m[3][3] - m[3][0] * m[1][3];
var sf10 = m[1][0] * m[3][2] - m[3][0] * m[1][2];
var sf11 = m[1][1] * m[3][3] - m[3][1] * m[1][3];
var sf12 = m[1][0] * m[3][1] - m[3][0] * m[1][1];
var sf13 = m[1][2] * m[2][3] - m[2][2] * m[1][3];
var sf14 = m[1][1] * m[2][3] - m[2][1] * m[1][3];
var sf15 = m[1][1] * m[2][2] - m[2][1] * m[1][2];
var sf16 = m[1][0] * m[2][3] - m[2][0] * m[1][3];
var sf17 = m[1][0] * m[2][2] - m[2][0] * m[1][2];
var 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);
@@ -274,13 +278,15 @@ proc mat4_translate(v: Vec3) -> Mat4 {
}
proc mat4_rotate(v: Vec3, angle_radians: f32) -> Mat4 {
var c = cos(angle_radians);
var s = sin(angle_radians);
var (
c = cos(angle_radians);
s = sin(angle_radians);
var a = norm(v);
var t = a * (1-c);
a = norm(v);
t = a * (1-c);
var 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;
@@ -316,9 +322,11 @@ proc scale(m: Mat4, s: f32) -> Mat4 {
proc look_at(eye, centre, up: Vec3) -> Mat4 {
var f = norm(centre - eye);
var s = norm(cross(f, up));
var u = cross(s, f);
var (
f = norm(centre - eye);
s = norm(cross(f, up));
u = cross(s, f);
)
return Mat4{
{+s.x, +u.x, -f.x, 0},
@@ -329,8 +337,10 @@ proc look_at(eye, centre, up: Vec3) -> Mat4 {
}
proc perspective(fovy, aspect, near, far: f32) -> Mat4 {
var m: Mat4;
var tan_half_fovy = tan(0.5 * fovy);
var (
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);
@@ -354,29 +364,30 @@ 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;
const F32_DIG = 6;
const F32_EPSILON = 1.192092896e-07;
const F32_GUARD = 0;
const F32_MANT_DIG = 24;
const F32_MAX = 3.402823466e+38;
const F32_MAX_10_EXP = 38;
const F32_MAX_EXP = 128;
const F32_MIN = 1.175494351e-38;
const F32_MIN_10_EXP = -37;
const F32_MIN_EXP = -125;
const F32_NORMALIZE = 0;
const F32_RADIX = 2;
const F32_ROUNDS = 1;
const F64_DIG = 15; // # of decimal digits of precision
const F64_EPSILON = 2.2204460492503131e-016; // smallest such that 1.0+F64_EPSILON != 1.0
const F64_MANT_DIG = 53; // # of bits in mantissa
const F64_MAX = 1.7976931348623158e+308; // max value
const F64_MAX_10_EXP = 308; // max decimal exponent
const F64_MAX_EXP = 1024; // max binary exponent
const F64_MIN = 2.2250738585072014e-308; // min positive value
const F64_MIN_10_EXP = -307; // min decimal exponent
const F64_MIN_EXP = -1021; // min binary exponent
const F64_RADIX = 2; // exponent radix
const 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
)