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https://github.com/Ed94/Odin.git
synced 2026-08-04 06:38:47 +00:00
Update default field value syntax; Use more declaration groupings
This commit is contained in:
+68
-57
@@ -22,7 +22,7 @@ type (
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Vec3 [vector 3]f32;
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Vec4 [vector 4]f32;
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// Column major
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// Column major
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Mat2 [2][2]f32;
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Mat3 [3][3]f32;
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Mat4 [4][4]f32;
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@@ -88,16 +88,18 @@ proc remainder(x, y: f32) -> f32 { return x - round(x/y) * y; }
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proc remainder(x, y: f64) -> f64 { return x - round(x/y) * y; }
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proc mod(x, y: f32) -> f32 {
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var result: f32;
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y = abs(y);
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var result = remainder(abs(x), y);
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result = remainder(abs(x), y);
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if sign(result) < 0 {
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result += y;
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}
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return copy_sign(result, x);
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}
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proc mod(x, y: f64) -> f64 {
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var result: f64;
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y = abs(y);
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var result = remainder(abs(x), y);
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result = remainder(abs(x), y);
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if sign(result) < 0 {
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result += y;
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}
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@@ -198,25 +200,27 @@ proc mul(m: Mat4, v: Vec4) -> Vec4 {
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proc inverse(m: Mat4) -> Mat4 {
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var o: Mat4;
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var sf00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];
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var sf01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];
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var sf02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];
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var sf03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];
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var sf04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];
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var sf05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];
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var sf06 = m[1][2] * m[3][3] - m[3][2] * m[1][3];
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var sf07 = m[1][1] * m[3][3] - m[3][1] * m[1][3];
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var sf08 = m[1][1] * m[3][2] - m[3][1] * m[1][2];
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var sf09 = m[1][0] * m[3][3] - m[3][0] * m[1][3];
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var sf10 = m[1][0] * m[3][2] - m[3][0] * m[1][2];
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var sf11 = m[1][1] * m[3][3] - m[3][1] * m[1][3];
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var sf12 = m[1][0] * m[3][1] - m[3][0] * m[1][1];
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var sf13 = m[1][2] * m[2][3] - m[2][2] * m[1][3];
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var sf14 = m[1][1] * m[2][3] - m[2][1] * m[1][3];
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var sf15 = m[1][1] * m[2][2] - m[2][1] * m[1][2];
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var sf16 = m[1][0] * m[2][3] - m[2][0] * m[1][3];
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var sf17 = m[1][0] * m[2][2] - m[2][0] * m[1][2];
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var sf18 = m[1][0] * m[2][1] - m[2][0] * m[1][1];
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var (
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sf00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];
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sf01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];
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sf02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];
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sf03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];
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sf04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];
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sf05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];
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sf06 = m[1][2] * m[3][3] - m[3][2] * m[1][3];
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sf07 = m[1][1] * m[3][3] - m[3][1] * m[1][3];
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sf08 = m[1][1] * m[3][2] - m[3][1] * m[1][2];
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sf09 = m[1][0] * m[3][3] - m[3][0] * m[1][3];
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sf10 = m[1][0] * m[3][2] - m[3][0] * m[1][2];
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sf11 = m[1][1] * m[3][3] - m[3][1] * m[1][3];
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sf12 = m[1][0] * m[3][1] - m[3][0] * m[1][1];
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sf13 = m[1][2] * m[2][3] - m[2][2] * m[1][3];
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sf14 = m[1][1] * m[2][3] - m[2][1] * m[1][3];
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sf15 = m[1][1] * m[2][2] - m[2][1] * m[1][2];
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sf16 = m[1][0] * m[2][3] - m[2][0] * m[1][3];
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sf17 = m[1][0] * m[2][2] - m[2][0] * m[1][2];
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sf18 = m[1][0] * m[2][1] - m[2][0] * m[1][1];
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)
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o[0][0] = +(m[1][1] * sf00 - m[1][2] * sf01 + m[1][3] * sf02);
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o[0][1] = -(m[1][0] * sf00 - m[1][2] * sf03 + m[1][3] * sf04);
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@@ -274,13 +278,15 @@ proc mat4_translate(v: Vec3) -> Mat4 {
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}
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proc mat4_rotate(v: Vec3, angle_radians: f32) -> Mat4 {
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var c = cos(angle_radians);
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var s = sin(angle_radians);
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var (
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c = cos(angle_radians);
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s = sin(angle_radians);
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var a = norm(v);
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var t = a * (1-c);
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a = norm(v);
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t = a * (1-c);
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var rot = mat4_identity();
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rot = mat4_identity();
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)
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rot[0][0] = c + t.x*a.x;
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rot[0][1] = 0 + t.x*a.y + s*a.z;
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@@ -316,9 +322,11 @@ proc scale(m: Mat4, s: f32) -> Mat4 {
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proc look_at(eye, centre, up: Vec3) -> Mat4 {
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var f = norm(centre - eye);
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var s = norm(cross(f, up));
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var u = cross(s, f);
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var (
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f = norm(centre - eye);
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s = norm(cross(f, up));
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u = cross(s, f);
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)
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return Mat4{
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{+s.x, +u.x, -f.x, 0},
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@@ -329,8 +337,10 @@ proc look_at(eye, centre, up: Vec3) -> Mat4 {
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}
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proc perspective(fovy, aspect, near, far: f32) -> Mat4 {
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var m: Mat4;
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var tan_half_fovy = tan(0.5 * fovy);
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var (
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m: Mat4;
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tan_half_fovy = tan(0.5 * fovy);
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)
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m[0][0] = 1.0 / (aspect*tan_half_fovy);
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m[1][1] = 1.0 / (tan_half_fovy);
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m[2][2] = -(far + near) / (far - near);
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@@ -354,29 +364,30 @@ proc ortho3d(left, right, bottom, top, near, far: f32) -> Mat4 {
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const (
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F32_DIG = 6;
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F32_EPSILON = 1.192092896e-07;
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F32_GUARD = 0;
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F32_MANT_DIG = 24;
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F32_MAX = 3.402823466e+38;
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F32_MAX_10_EXP = 38;
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F32_MAX_EXP = 128;
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F32_MIN = 1.175494351e-38;
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F32_MIN_10_EXP = -37;
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F32_MIN_EXP = -125;
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F32_NORMALIZE = 0;
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F32_RADIX = 2;
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F32_ROUNDS = 1;
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const F32_DIG = 6;
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const F32_EPSILON = 1.192092896e-07;
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const F32_GUARD = 0;
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const F32_MANT_DIG = 24;
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const F32_MAX = 3.402823466e+38;
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const F32_MAX_10_EXP = 38;
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const F32_MAX_EXP = 128;
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const F32_MIN = 1.175494351e-38;
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const F32_MIN_10_EXP = -37;
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const F32_MIN_EXP = -125;
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const F32_NORMALIZE = 0;
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const F32_RADIX = 2;
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const F32_ROUNDS = 1;
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const F64_DIG = 15; // # of decimal digits of precision
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const F64_EPSILON = 2.2204460492503131e-016; // smallest such that 1.0+F64_EPSILON != 1.0
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const F64_MANT_DIG = 53; // # of bits in mantissa
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const F64_MAX = 1.7976931348623158e+308; // max value
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const F64_MAX_10_EXP = 308; // max decimal exponent
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const F64_MAX_EXP = 1024; // max binary exponent
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const F64_MIN = 2.2250738585072014e-308; // min positive value
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const F64_MIN_10_EXP = -307; // min decimal exponent
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const F64_MIN_EXP = -1021; // min binary exponent
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const F64_RADIX = 2; // exponent radix
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const F64_ROUNDS = 1; // addition rounding: near
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F64_DIG = 15; // # of decimal digits of precision
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F64_EPSILON = 2.2204460492503131e-016; // smallest such that 1.0+F64_EPSILON != 1.0
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F64_MANT_DIG = 53; // # of bits in mantissa
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F64_MAX = 1.7976931348623158e+308; // max value
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F64_MAX_10_EXP = 308; // max decimal exponent
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F64_MAX_EXP = 1024; // max binary exponent
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F64_MIN = 2.2250738585072014e-308; // min positive value
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F64_MIN_10_EXP = -307; // min decimal exponent
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F64_MIN_EXP = -1021; // min binary exponent
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F64_RADIX = 2; // exponent radix
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F64_ROUNDS = 1; // addition rounding: near
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)
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