Nearly finished Jai-like declarations

This commit is contained in:
Ginger Bill
2017-01-01 20:41:10 +00:00
parent a48e0c7179
commit 9202bd1b06
18 changed files with 858 additions and 1074 deletions
+51 -53
View File
@@ -16,67 +16,65 @@ EPSILON :: 1.19209290e-7;
τ :: TAU;
π :: PI;
type {
Vec2 [vector 2]f32;
Vec3 [vector 3]f32;
Vec4 [vector 4]f32;
Vec2 :: [vector 2]f32;
Vec3 :: [vector 3]f32;
Vec4 :: [vector 4]f32;
Mat2 [2]Vec2;
Mat3 [3]Vec3;
Mat4 [4]Vec4;
}
Mat2 :: [2]Vec2;
Mat3 :: [3]Vec3;
Mat4 :: [4]Vec4;
proc sqrt32(x f32) -> f32 #foreign "llvm.sqrt.f32"
proc sqrt64(x f64) -> f64 #foreign "llvm.sqrt.f64"
sqrt32 :: proc(x f32) -> f32 #foreign "llvm.sqrt.f32"
sqrt64 :: proc(x f64) -> f64 #foreign "llvm.sqrt.f64"
proc sin32(x f32) -> f32 #foreign "llvm.sin.f32"
proc sin64(x f64) -> f64 #foreign "llvm.sin.f64"
sin32 :: proc(x f32) -> f32 #foreign "llvm.sin.f32"
sin64 :: proc(x f64) -> f64 #foreign "llvm.sin.f64"
proc cos32(x f32) -> f32 #foreign "llvm.cos.f32"
proc cos64(x f64) -> f64 #foreign "llvm.cos.f64"
cos32 :: proc(x f32) -> f32 #foreign "llvm.cos.f32"
cos64 :: proc(x f64) -> f64 #foreign "llvm.cos.f64"
proc tan32(x f32) -> f32 #inline { return sin32(x)/cos32(x); }
proc tan64(x f64) -> f64 #inline { return sin64(x)/cos64(x); }
tan32 :: proc(x f32) -> f32 #inline { return sin32(x)/cos32(x); }
tan64 :: proc(x f64) -> f64 #inline { return sin64(x)/cos64(x); }
proc lerp32(a, b, t f32) -> f32 { return a*(1-t) + b*t; }
proc lerp64(a, b, t f64) -> f64 { return a*(1-t) + b*t; }
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; }
proc sign32(x f32) -> f32 { if x >= 0 { return +1; } return -1; }
proc sign64(x f64) -> f64 { if x >= 0 { return +1; } return -1; }
sign32 :: proc(x f32) -> f32 { if x >= 0 { return +1; } return -1; }
sign64 :: proc(x f64) -> f64 { if x >= 0 { return +1; } return -1; }
proc copy_sign32(x, y f32) -> f32 {
copy_sign32 :: proc(x, y f32) -> f32 {
ix := x transmute u32;
iy := y transmute u32;
ix &= 0x7fffffff;
ix |= iy & 0x80000000;
return ix transmute f32;
}
proc round32(x f32) -> f32 {
round32 :: proc(x f32) -> f32 {
if x >= 0 {
return floor32(x + 0.5);
}
return ceil32(x - 0.5);
}
proc floor32(x f32) -> f32 {
floor32 :: proc(x f32) -> f32 {
if x >= 0 {
return x as int as f32;
}
return (x-0.5) as int as f32;
}
proc ceil32(x f32) -> f32 {
ceil32 :: proc(x f32) -> f32 {
if x < 0 {
return x as int as f32;
}
return ((x as int)+1) as f32;
}
proc remainder32(x, y f32) -> f32 {
remainder32 :: proc(x, y f32) -> f32 {
return x - round32(x/y) * y;
}
proc fmod32(x, y f32) -> f32 {
fmod32 :: proc(x, y f32) -> f32 {
y = abs(y);
result := remainder32(abs(x), y);
if sign32(result) < 0 {
@@ -86,32 +84,32 @@ proc fmod32(x, y f32) -> f32 {
}
proc to_radians(degrees f32) -> f32 { return degrees * TAU / 360; }
proc to_degrees(radians f32) -> f32 { return radians * 360 / TAU; }
to_radians :: proc(degrees f32) -> f32 { return degrees * TAU / 360; }
to_degrees :: proc(radians f32) -> f32 { return radians * 360 / TAU; }
proc dot2(a, b Vec2) -> f32 { c := a*b; return c.x + c.y; }
proc dot3(a, b Vec3) -> f32 { c := a*b; return c.x + c.y + c.z; }
proc dot4(a, b Vec4) -> f32 { c := a*b; return c.x + c.y + c.z + c.w; }
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; }
proc cross3(x, y Vec3) -> Vec3 {
cross3 :: 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;
}
proc vec2_mag(v Vec2) -> f32 { return sqrt32(dot2(v, v)); }
proc vec3_mag(v Vec3) -> f32 { return sqrt32(dot3(v, v)); }
proc vec4_mag(v Vec4) -> f32 { return sqrt32(dot4(v, v)); }
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)); }
proc vec2_norm(v Vec2) -> Vec2 { return v / Vec2{vec2_mag(v)}; }
proc vec3_norm(v Vec3) -> Vec3 { return v / Vec3{vec3_mag(v)}; }
proc vec4_norm(v Vec4) -> Vec4 { return v / Vec4{vec4_mag(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)}; }
proc vec2_norm0(v Vec2) -> Vec2 {
vec2_norm0 :: proc(v Vec2) -> Vec2 {
m := vec2_mag(v);
if m == 0 {
return Vec2{0};
@@ -119,7 +117,7 @@ proc vec2_norm0(v Vec2) -> Vec2 {
return v / Vec2{m};
}
proc vec3_norm0(v Vec3) -> Vec3 {
vec3_norm0 :: proc(v Vec3) -> Vec3 {
m := vec3_mag(v);
if m == 0 {
return Vec3{0};
@@ -127,7 +125,7 @@ proc vec3_norm0(v Vec3) -> Vec3 {
return v / Vec3{m};
}
proc vec4_norm0(v Vec4) -> Vec4 {
vec4_norm0 :: proc(v Vec4) -> Vec4 {
m := vec4_mag(v);
if m == 0 {
return Vec4{0};
@@ -137,7 +135,7 @@ proc vec4_norm0(v Vec4) -> Vec4 {
proc mat4_identity() -> Mat4 {
mat4_identity :: proc() -> Mat4 {
return Mat4{
{1, 0, 0, 0},
{0, 1, 0, 0},
@@ -146,7 +144,7 @@ proc mat4_identity() -> Mat4 {
};
}
proc mat4_transpose(m Mat4) -> Mat4 {
mat4_transpose :: proc(m Mat4) -> Mat4 {
for j := 0; j < 4; j++ {
for i := 0; i < 4; i++ {
m[i][j], m[j][i] = m[j][i], m[i][j];
@@ -155,7 +153,7 @@ proc mat4_transpose(m Mat4) -> Mat4 {
return m;
}
proc mat4_mul(a, b Mat4) -> Mat4 {
mat4_mul :: proc(a, b Mat4) -> Mat4 {
c: Mat4;
for j := 0; j < 4; j++ {
for i := 0; i < 4; i++ {
@@ -168,7 +166,7 @@ proc mat4_mul(a, b Mat4) -> Mat4 {
return c;
}
proc mat4_mul_vec4(m Mat4, v Vec4) -> Vec4 {
mat4_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,
@@ -177,7 +175,7 @@ proc mat4_mul_vec4(m Mat4, v Vec4) -> Vec4 {
};
}
proc mat4_inverse(m Mat4) -> Mat4 {
mat4_inverse :: proc(m Mat4) -> Mat4 {
o: Mat4;
sf00 := m[2][2] * m[3][3] - m[3][2] * m[2][3];
@@ -246,7 +244,7 @@ proc mat4_inverse(m Mat4) -> Mat4 {
}
proc mat4_translate(v Vec3) -> Mat4 {
mat4_translate :: proc(v Vec3) -> Mat4 {
m := mat4_identity();
m[3][0] = v.x;
m[3][1] = v.y;
@@ -255,7 +253,7 @@ proc mat4_translate(v Vec3) -> Mat4 {
return m;
}
proc mat4_rotate(v Vec3, angle_radians f32) -> Mat4 {
mat4_rotate :: proc(v Vec3, angle_radians f32) -> Mat4 {
c := cos32(angle_radians);
s := sin32(angle_radians);
@@ -282,14 +280,14 @@ proc mat4_rotate(v Vec3, angle_radians f32) -> Mat4 {
return rot;
}
proc mat4_scale(m Mat4, v Vec3) -> Mat4 {
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;
}
proc mat4_scalef(m Mat4, s f32) -> Mat4 {
mat4_scalef :: proc(m Mat4, s f32) -> Mat4 {
m[0][0] *= s;
m[1][1] *= s;
m[2][2] *= s;
@@ -297,7 +295,7 @@ proc mat4_scalef(m Mat4, s f32) -> Mat4 {
}
proc mat4_look_at(eye, centre, up Vec3) -> 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);
@@ -311,7 +309,7 @@ proc mat4_look_at(eye, centre, up Vec3) -> Mat4 {
return m;
}
proc mat4_perspective(fovy, aspect, near, far f32) -> Mat4 {
mat4_perspective :: proc(fovy, aspect, near, far f32) -> Mat4 {
m: Mat4;
tan_half_fovy := tan32(0.5 * fovy);
m[0][0] = 1.0 / (aspect*tan_half_fovy);
@@ -323,7 +321,7 @@ proc mat4_perspective(fovy, aspect, near, far f32) -> Mat4 {
}
proc mat4_ortho3d(left, right, bottom, top, near, far f32) -> Mat4 {
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);