Remove := with var and :: with const

This commit is contained in:
Ginger Bill
2017-06-12 11:48:12 +01:00
parent c2c935ba81
commit 8fafdb185c
31 changed files with 3264 additions and 3502 deletions
+146 -146
View File
@@ -1,100 +1,100 @@
TAU :: 6.28318530717958647692528676655900576;
PI :: 3.14159265358979323846264338327950288;
ONE_OVER_TAU :: 0.636619772367581343075535053490057448;
ONE_OVER_PI :: 0.159154943091895335768883763372514362;
const TAU = 6.28318530717958647692528676655900576;
const PI = 3.14159265358979323846264338327950288;
const ONE_OVER_TAU = 0.636619772367581343075535053490057448;
const ONE_OVER_PI = 0.159154943091895335768883763372514362;
E :: 2.71828182845904523536;
SQRT_TWO :: 1.41421356237309504880168872420969808;
SQRT_THREE :: 1.73205080756887729352744634150587236;
SQRT_FIVE :: 2.23606797749978969640917366873127623;
const E = 2.71828182845904523536;
const SQRT_TWO = 1.41421356237309504880168872420969808;
const SQRT_THREE = 1.73205080756887729352744634150587236;
const SQRT_FIVE = 2.23606797749978969640917366873127623;
LOG_TWO :: 0.693147180559945309417232121458176568;
LOG_TEN :: 2.30258509299404568401799145468436421;
const LOG_TWO = 0.693147180559945309417232121458176568;
const LOG_TEN = 2.30258509299404568401799145468436421;
EPSILON :: 1.19209290e-7;
const EPSILON = 1.19209290e-7;
τ :: TAU;
π :: PI;
const τ = TAU;
const π = PI;
Vec2 :: [vector 2]f32;
Vec3 :: [vector 3]f32;
Vec4 :: [vector 4]f32;
const Vec2 = [vector 2]f32;
const Vec3 = [vector 3]f32;
const Vec4 = [vector 4]f32;
// Column major
Mat2 :: [2][2]f32;
Mat3 :: [3][3]f32;
Mat4 :: [4][4]f32;
const Mat2 = [2][2]f32;
const Mat3 = [3][3]f32;
const Mat4 = [4][4]f32;
Complex :: complex64;
const Complex = complex64;
sqrt :: proc(x: f32) -> f32 #foreign __llvm_core "llvm.sqrt.f32";
sqrt :: proc(x: f64) -> f64 #foreign __llvm_core "llvm.sqrt.f64";
const sqrt = proc(x: f32) -> f32 #foreign __llvm_core "llvm.sqrt.f32";
const sqrt = proc(x: f64) -> f64 #foreign __llvm_core "llvm.sqrt.f64";
sin :: proc(θ: f32) -> f32 #foreign __llvm_core "llvm.sin.f32";
sin :: proc(θ: f64) -> f64 #foreign __llvm_core "llvm.sin.f64";
const sin = proc(θ: f32) -> f32 #foreign __llvm_core "llvm.sin.f32";
const sin = proc(θ: f64) -> f64 #foreign __llvm_core "llvm.sin.f64";
cos :: proc(θ: f32) -> f32 #foreign __llvm_core "llvm.cos.f32";
cos :: proc(θ: f64) -> f64 #foreign __llvm_core "llvm.cos.f64";
const cos = proc(θ: f32) -> f32 #foreign __llvm_core "llvm.cos.f32";
const cos = proc(θ: f64) -> f64 #foreign __llvm_core "llvm.cos.f64";
tan :: proc(θ: f32) -> f32 #inline { return sin(θ)/cos(θ); }
tan :: proc(θ: f64) -> f64 #inline { return sin(θ)/cos(θ); }
const tan = proc(θ: f32) -> f32 #inline { return sin(θ)/cos(θ); }
const tan = proc(θ: f64) -> f64 #inline { return sin(θ)/cos(θ); }
pow :: proc(x, power: f32) -> f32 #foreign __llvm_core "llvm.pow.f32";
pow :: proc(x, power: f64) -> f64 #foreign __llvm_core "llvm.pow.f64";
const pow = proc(x, power: f32) -> f32 #foreign __llvm_core "llvm.pow.f32";
const pow = proc(x, power: f64) -> f64 #foreign __llvm_core "llvm.pow.f64";
lerp :: proc(a, b, t: f32) -> (x: f32) { return a*(1-t) + b*t; }
lerp :: proc(a, b, t: f64) -> (x: f64) { return a*(1-t) + b*t; }
unlerp :: proc(a, b, x: f32) -> (t: f32) { return (x-a)/(b-a); }
unlerp :: proc(a, b, x: f64) -> (t: f64) { return (x-a)/(b-a); }
const lerp = proc(a, b, t: f32) -> (x: f32) { return a*(1-t) + b*t; }
const lerp = proc(a, b, t: f64) -> (x: f64) { return a*(1-t) + b*t; }
const unlerp = proc(a, b, x: f32) -> (t: f32) { return (x-a)/(b-a); }
const unlerp = proc(a, b, x: f64) -> (t: f64) { 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; }
const sign = proc(x: f32) -> f32 { return x >= 0 ? +1 : -1; }
const sign = proc(x: f64) -> f64 { return x >= 0 ? +1 : -1; }
fmuladd :: proc(a, b, c: f32) -> f32 #foreign __llvm_core "llvm.fmuladd.f32";
fmuladd :: proc(a, b, c: f64) -> f64 #foreign __llvm_core "llvm.fmuladd.f64";
const fmuladd = proc(a, b, c: f32) -> f32 #foreign __llvm_core "llvm.fmuladd.f32";
const fmuladd = proc(a, b, c: f64) -> f64 #foreign __llvm_core "llvm.fmuladd.f64";
copy_sign :: proc(x, y: f32) -> f32 {
ix := transmute(u32, x);
iy := transmute(u32, y);
const copy_sign = proc(x, y: f32) -> f32 {
var ix = transmute(u32, x);
var 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);
const copy_sign = proc(x, y: f64) -> f64 {
var ix = transmute(u64, x);
var 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); }
const round = proc(x: f32) -> f32 { return x >= 0 ? floor(x + 0.5) : ceil(x - 0.5); }
const 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
const floor = proc(x: f32) -> f32 { return x >= 0 ? f32(i64(x)) : f32(i64(x-0.5)); } // TODO: Get accurate versions
const 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
const ceil = proc(x: f32) -> f32 { return x < 0 ? f32(i64(x)) : f32(i64(x+1)); } // TODO: Get accurate versions
const 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 { return x - round(x/y) * y; }
remainder :: proc(x, y: f64) -> f64 { return x - round(x/y) * y; }
const remainder = proc(x, y: f32) -> f32 { return x - round(x/y) * y; }
const remainder = proc(x, y: f64) -> f64 { return x - round(x/y) * y; }
mod :: proc(x, y: f32) -> f32 {
const mod = proc(x, y: f32) -> f32 {
y = abs(y);
result := remainder(abs(x), y);
var result = remainder(abs(x), y);
if sign(result) < 0 {
result += y;
}
return copy_sign(result, x);
}
mod :: proc(x, y: f64) -> f64 {
const mod = proc(x, y: f64) -> f64 {
y = abs(y);
result := remainder(abs(x), y);
var result = remainder(abs(x), y);
if sign(result) < 0 {
result += y;
}
@@ -102,48 +102,48 @@ mod :: proc(x, y: f64) -> f64 {
}
to_radians :: proc(degrees: f32) -> f32 { return degrees * TAU / 360; }
to_degrees :: proc(radians: f32) -> f32 { return radians * 360 / TAU; }
const to_radians = proc(degrees: f32) -> f32 { return degrees * TAU / 360; }
const to_degrees = proc(radians: f32) -> f32 { return radians * 360 / TAU; }
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; }
const dot = proc(a, b: Vec2) -> f32 { var c = a*b; return c.x + c.y; }
const dot = proc(a, b: Vec3) -> f32 { var c = a*b; return c.x + c.y + c.z; }
const dot = proc(a, b: Vec4) -> f32 { var c = a*b; return c.x + c.y + c.z + c.w; }
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);
const cross = proc(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);
return a - b;
}
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)); }
const mag = proc(v: Vec2) -> f32 { return sqrt(dot(v, v)); }
const mag = proc(v: Vec3) -> f32 { return sqrt(dot(v, v)); }
const mag = proc(v: Vec4) -> f32 { return sqrt(dot(v, v)); }
norm :: proc(v: Vec2) -> Vec2 { return v / mag(v); }
norm :: proc(v: Vec3) -> Vec3 { return v / mag(v); }
norm :: proc(v: Vec4) -> Vec4 { return v / mag(v); }
const norm = proc(v: Vec2) -> Vec2 { return v / mag(v); }
const norm = proc(v: Vec3) -> Vec3 { return v / mag(v); }
const norm = proc(v: Vec4) -> Vec4 { return v / mag(v); }
norm0 :: proc(v: Vec2) -> Vec2 {
m := mag(v);
const norm0 = proc(v: Vec2) -> Vec2 {
var m = mag(v);
if m == 0 {
return 0;
}
return v / m;
}
norm0 :: proc(v: Vec3) -> Vec3 {
m := mag(v);
const norm0 = proc(v: Vec3) -> Vec3 {
var m = mag(v);
if m == 0 {
return 0;
}
return v / m;
}
norm0 :: proc(v: Vec4) -> Vec4 {
m := mag(v);
const norm0 = proc(v: Vec4) -> Vec4 {
var m = mag(v);
if m == 0 {
return 0;
}
@@ -152,7 +152,7 @@ norm0 :: proc(v: Vec4) -> Vec4 {
mat4_identity :: proc() -> Mat4 {
const mat4_identity = proc() -> Mat4 {
return Mat4{
{1, 0, 0, 0},
{0, 1, 0, 0},
@@ -161,7 +161,7 @@ mat4_identity :: proc() -> Mat4 {
};
}
mat4_transpose :: proc(m: Mat4) -> Mat4 {
const 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];
@@ -170,8 +170,8 @@ mat4_transpose :: proc(m: Mat4) -> Mat4 {
return m;
}
mul :: proc(a, b: Mat4) -> Mat4 {
c: Mat4;
const mul = proc(a, b: Mat4) -> Mat4 {
var c: Mat4;
for j in 0..<4 {
for i in 0..<4 {
c[j][i] = a[0][i]*b[j][0] +
@@ -183,7 +183,7 @@ mul :: proc(a, b: Mat4) -> Mat4 {
return c;
}
mul :: proc(m: Mat4, v: Vec4) -> Vec4 {
const mul = 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,
@@ -192,28 +192,28 @@ mul :: proc(m: Mat4, v: Vec4) -> Vec4 {
};
}
inverse :: proc(m: Mat4) -> Mat4 {
o: Mat4;
const inverse = proc(m: Mat4) -> Mat4 {
var 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];
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];
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);
@@ -235,7 +235,7 @@ inverse :: proc(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);
ood := 1.0 / (m[0][0] * o[0][0] +
var 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]);
@@ -261,8 +261,8 @@ inverse :: proc(m: Mat4) -> Mat4 {
}
mat4_translate :: proc(v: Vec3) -> Mat4 {
m := mat4_identity();
const mat4_translate = proc(v: Vec3) -> Mat4 {
var m = mat4_identity();
m[3][0] = v.x;
m[3][1] = v.y;
m[3][2] = v.z;
@@ -270,14 +270,14 @@ mat4_translate :: proc(v: Vec3) -> Mat4 {
return m;
}
mat4_rotate :: proc(v: Vec3, angle_radians: f32) -> Mat4 {
c := cos(angle_radians);
s := sin(angle_radians);
const mat4_rotate = proc(v: Vec3, angle_radians: f32) -> Mat4 {
var c = cos(angle_radians);
var s = sin(angle_radians);
a := norm(v);
t := a * (1-c);
var a = norm(v);
var t = a * (1-c);
rot := mat4_identity();
var rot = mat4_identity();
rot[0][0] = c + t.x*a.x;
rot[0][1] = 0 + t.x*a.y + s*a.z;
@@ -297,14 +297,14 @@ mat4_rotate :: proc(v: Vec3, angle_radians: f32) -> Mat4 {
return rot;
}
scale :: proc(m: Mat4, v: Vec3) -> Mat4 {
const scale = proc(m: Mat4, v: Vec3) -> Mat4 {
m[0][0] *= v.x;
m[1][1] *= v.y;
m[2][2] *= v.z;
return m;
}
scale :: proc(m: Mat4, s: f32) -> Mat4 {
const scale = proc(m: Mat4, s: f32) -> Mat4 {
m[0][0] *= s;
m[1][1] *= s;
m[2][2] *= s;
@@ -312,10 +312,10 @@ scale :: proc(m: Mat4, s: f32) -> Mat4 {
}
look_at :: proc(eye, centre, up: Vec3) -> Mat4 {
f := norm(centre - eye);
s := norm(cross(f, up));
u := cross(s, f);
const look_at = proc(eye, centre, up: Vec3) -> Mat4 {
var f = norm(centre - eye);
var s = norm(cross(f, up));
var u = cross(s, f);
return Mat4{
{+s.x, +u.x, -f.x, 0},
@@ -325,9 +325,9 @@ look_at :: proc(eye, centre, up: Vec3) -> Mat4 {
};
}
perspective :: proc(fovy, aspect, near, far: f32) -> Mat4 {
m: Mat4;
tan_half_fovy := tan(0.5 * fovy);
const perspective = proc(fovy, aspect, near, far: f32) -> Mat4 {
var m: Mat4;
var 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);
@@ -337,8 +337,8 @@ perspective :: proc(fovy, aspect, near, far: f32) -> Mat4 {
}
ortho3d :: proc(left, right, bottom, top, near, far: f32) -> Mat4 {
m := mat4_identity();
const ortho3d = proc(left, right, bottom, top, near, far: f32) -> Mat4 {
var m = mat4_identity();
m[0][0] = +2.0 / (right - left);
m[1][1] = +2.0 / (top - bottom);
m[2][2] = -2.0 / (far - near);
@@ -352,28 +352,28 @@ ortho3d :: proc(left, right, bottom, top, near, far: f32) -> Mat4 {
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;
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
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