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https://github.com/Ed94/Odin.git
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Nearly finished Jai-like declarations
This commit is contained in:
+51
-53
@@ -16,67 +16,65 @@ EPSILON :: 1.19209290e-7;
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τ :: TAU;
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π :: PI;
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type {
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Vec2 [vector 2]f32;
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Vec3 [vector 3]f32;
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Vec4 [vector 4]f32;
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Vec2 :: [vector 2]f32;
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Vec3 :: [vector 3]f32;
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Vec4 :: [vector 4]f32;
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Mat2 [2]Vec2;
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Mat3 [3]Vec3;
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Mat4 [4]Vec4;
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}
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Mat2 :: [2]Vec2;
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Mat3 :: [3]Vec3;
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Mat4 :: [4]Vec4;
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proc sqrt32(x f32) -> f32 #foreign "llvm.sqrt.f32"
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proc sqrt64(x f64) -> f64 #foreign "llvm.sqrt.f64"
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sqrt32 :: proc(x f32) -> f32 #foreign "llvm.sqrt.f32"
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sqrt64 :: proc(x f64) -> f64 #foreign "llvm.sqrt.f64"
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proc sin32(x f32) -> f32 #foreign "llvm.sin.f32"
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proc sin64(x f64) -> f64 #foreign "llvm.sin.f64"
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sin32 :: proc(x f32) -> f32 #foreign "llvm.sin.f32"
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sin64 :: proc(x f64) -> f64 #foreign "llvm.sin.f64"
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proc cos32(x f32) -> f32 #foreign "llvm.cos.f32"
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proc cos64(x f64) -> f64 #foreign "llvm.cos.f64"
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cos32 :: proc(x f32) -> f32 #foreign "llvm.cos.f32"
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cos64 :: proc(x f64) -> f64 #foreign "llvm.cos.f64"
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proc tan32(x f32) -> f32 #inline { return sin32(x)/cos32(x); }
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proc tan64(x f64) -> f64 #inline { return sin64(x)/cos64(x); }
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tan32 :: proc(x f32) -> f32 #inline { return sin32(x)/cos32(x); }
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tan64 :: proc(x f64) -> f64 #inline { return sin64(x)/cos64(x); }
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proc lerp32(a, b, t f32) -> f32 { return a*(1-t) + b*t; }
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proc lerp64(a, b, t f64) -> f64 { return a*(1-t) + b*t; }
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lerp32 :: proc(a, b, t f32) -> f32 { return a*(1-t) + b*t; }
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lerp64 :: proc(a, b, t f64) -> f64 { return a*(1-t) + b*t; }
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proc sign32(x f32) -> f32 { if x >= 0 { return +1; } return -1; }
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proc sign64(x f64) -> f64 { if x >= 0 { return +1; } return -1; }
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sign32 :: proc(x f32) -> f32 { if x >= 0 { return +1; } return -1; }
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sign64 :: proc(x f64) -> f64 { if x >= 0 { return +1; } return -1; }
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proc copy_sign32(x, y f32) -> f32 {
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copy_sign32 :: proc(x, y f32) -> f32 {
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ix := x transmute u32;
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iy := y transmute u32;
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ix &= 0x7fffffff;
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ix |= iy & 0x80000000;
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return ix transmute f32;
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}
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proc round32(x f32) -> f32 {
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round32 :: proc(x f32) -> f32 {
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if x >= 0 {
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return floor32(x + 0.5);
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}
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return ceil32(x - 0.5);
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}
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proc floor32(x f32) -> f32 {
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floor32 :: proc(x f32) -> f32 {
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if x >= 0 {
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return x as int as f32;
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}
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return (x-0.5) as int as f32;
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}
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proc ceil32(x f32) -> f32 {
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ceil32 :: proc(x f32) -> f32 {
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if x < 0 {
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return x as int as f32;
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}
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return ((x as int)+1) as f32;
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}
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proc remainder32(x, y f32) -> f32 {
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remainder32 :: proc(x, y f32) -> f32 {
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return x - round32(x/y) * y;
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}
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proc fmod32(x, y f32) -> f32 {
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fmod32 :: proc(x, y f32) -> f32 {
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y = abs(y);
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result := remainder32(abs(x), y);
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if sign32(result) < 0 {
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@@ -86,32 +84,32 @@ proc fmod32(x, y f32) -> f32 {
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}
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proc to_radians(degrees f32) -> f32 { return degrees * TAU / 360; }
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proc to_degrees(radians f32) -> f32 { return radians * 360 / TAU; }
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to_radians :: proc(degrees f32) -> f32 { return degrees * TAU / 360; }
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to_degrees :: proc(radians f32) -> f32 { return radians * 360 / TAU; }
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proc dot2(a, b Vec2) -> f32 { c := a*b; return c.x + c.y; }
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proc dot3(a, b Vec3) -> f32 { c := a*b; return c.x + c.y + c.z; }
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proc dot4(a, b Vec4) -> f32 { c := a*b; return c.x + c.y + c.z + c.w; }
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dot2 :: proc(a, b Vec2) -> f32 { c := a*b; return c.x + c.y; }
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dot3 :: proc(a, b Vec3) -> f32 { c := a*b; return c.x + c.y + c.z; }
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dot4 :: proc(a, b Vec4) -> f32 { c := a*b; return c.x + c.y + c.z + c.w; }
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proc cross3(x, y Vec3) -> Vec3 {
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cross3 :: proc(x, y Vec3) -> Vec3 {
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a := swizzle(x, 1, 2, 0) * swizzle(y, 2, 0, 1);
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b := swizzle(x, 2, 0, 1) * swizzle(y, 1, 2, 0);
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return a - b;
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}
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proc vec2_mag(v Vec2) -> f32 { return sqrt32(dot2(v, v)); }
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proc vec3_mag(v Vec3) -> f32 { return sqrt32(dot3(v, v)); }
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proc vec4_mag(v Vec4) -> f32 { return sqrt32(dot4(v, v)); }
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vec2_mag :: proc(v Vec2) -> f32 { return sqrt32(dot2(v, v)); }
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vec3_mag :: proc(v Vec3) -> f32 { return sqrt32(dot3(v, v)); }
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vec4_mag :: proc(v Vec4) -> f32 { return sqrt32(dot4(v, v)); }
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proc vec2_norm(v Vec2) -> Vec2 { return v / Vec2{vec2_mag(v)}; }
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proc vec3_norm(v Vec3) -> Vec3 { return v / Vec3{vec3_mag(v)}; }
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proc vec4_norm(v Vec4) -> Vec4 { return v / Vec4{vec4_mag(v)}; }
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vec2_norm :: proc(v Vec2) -> Vec2 { return v / Vec2{vec2_mag(v)}; }
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vec3_norm :: proc(v Vec3) -> Vec3 { return v / Vec3{vec3_mag(v)}; }
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vec4_norm :: proc(v Vec4) -> Vec4 { return v / Vec4{vec4_mag(v)}; }
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proc vec2_norm0(v Vec2) -> Vec2 {
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vec2_norm0 :: proc(v Vec2) -> Vec2 {
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m := vec2_mag(v);
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if m == 0 {
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return Vec2{0};
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@@ -119,7 +117,7 @@ proc vec2_norm0(v Vec2) -> Vec2 {
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return v / Vec2{m};
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}
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proc vec3_norm0(v Vec3) -> Vec3 {
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vec3_norm0 :: proc(v Vec3) -> Vec3 {
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m := vec3_mag(v);
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if m == 0 {
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return Vec3{0};
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@@ -127,7 +125,7 @@ proc vec3_norm0(v Vec3) -> Vec3 {
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return v / Vec3{m};
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}
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proc vec4_norm0(v Vec4) -> Vec4 {
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vec4_norm0 :: proc(v Vec4) -> Vec4 {
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m := vec4_mag(v);
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if m == 0 {
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return Vec4{0};
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@@ -137,7 +135,7 @@ proc vec4_norm0(v Vec4) -> Vec4 {
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proc mat4_identity() -> Mat4 {
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mat4_identity :: proc() -> Mat4 {
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return Mat4{
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{1, 0, 0, 0},
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{0, 1, 0, 0},
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@@ -146,7 +144,7 @@ proc mat4_identity() -> Mat4 {
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};
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}
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proc mat4_transpose(m Mat4) -> Mat4 {
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mat4_transpose :: proc(m Mat4) -> Mat4 {
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for j := 0; j < 4; j++ {
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for i := 0; i < 4; i++ {
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m[i][j], m[j][i] = m[j][i], m[i][j];
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@@ -155,7 +153,7 @@ proc mat4_transpose(m Mat4) -> Mat4 {
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return m;
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}
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proc mat4_mul(a, b Mat4) -> Mat4 {
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mat4_mul :: proc(a, b Mat4) -> Mat4 {
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c: Mat4;
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for j := 0; j < 4; j++ {
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for i := 0; i < 4; i++ {
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@@ -168,7 +166,7 @@ proc mat4_mul(a, b Mat4) -> Mat4 {
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return c;
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}
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proc mat4_mul_vec4(m Mat4, v Vec4) -> Vec4 {
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mat4_mul_vec4 :: proc(m Mat4, v Vec4) -> Vec4 {
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return Vec4{
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m[0][0]*v.x + m[1][0]*v.y + m[2][0]*v.z + m[3][0]*v.w,
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m[0][1]*v.x + m[1][1]*v.y + m[2][1]*v.z + m[3][1]*v.w,
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@@ -177,7 +175,7 @@ proc mat4_mul_vec4(m Mat4, v Vec4) -> Vec4 {
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};
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}
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proc mat4_inverse(m Mat4) -> Mat4 {
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mat4_inverse :: proc(m Mat4) -> Mat4 {
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o: Mat4;
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sf00 := m[2][2] * m[3][3] - m[3][2] * m[2][3];
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@@ -246,7 +244,7 @@ proc mat4_inverse(m Mat4) -> Mat4 {
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}
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proc mat4_translate(v Vec3) -> Mat4 {
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mat4_translate :: proc(v Vec3) -> Mat4 {
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m := mat4_identity();
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m[3][0] = v.x;
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m[3][1] = v.y;
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@@ -255,7 +253,7 @@ proc mat4_translate(v Vec3) -> Mat4 {
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return m;
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}
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proc mat4_rotate(v Vec3, angle_radians f32) -> Mat4 {
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mat4_rotate :: proc(v Vec3, angle_radians f32) -> Mat4 {
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c := cos32(angle_radians);
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s := sin32(angle_radians);
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@@ -282,14 +280,14 @@ proc mat4_rotate(v Vec3, angle_radians f32) -> Mat4 {
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return rot;
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}
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proc mat4_scale(m Mat4, v Vec3) -> Mat4 {
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mat4_scale :: proc(m Mat4, v Vec3) -> Mat4 {
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m[0][0] *= v.x;
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m[1][1] *= v.y;
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m[2][2] *= v.z;
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return m;
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}
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proc mat4_scalef(m Mat4, s f32) -> Mat4 {
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mat4_scalef :: proc(m Mat4, s f32) -> Mat4 {
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m[0][0] *= s;
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m[1][1] *= s;
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m[2][2] *= s;
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@@ -297,7 +295,7 @@ proc mat4_scalef(m Mat4, s f32) -> Mat4 {
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}
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proc mat4_look_at(eye, centre, up Vec3) -> Mat4 {
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mat4_look_at :: proc(eye, centre, up Vec3) -> Mat4 {
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f := vec3_norm(centre - eye);
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s := vec3_norm(cross3(f, up));
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u := cross3(s, f);
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@@ -311,7 +309,7 @@ proc mat4_look_at(eye, centre, up Vec3) -> Mat4 {
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return m;
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}
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proc mat4_perspective(fovy, aspect, near, far f32) -> Mat4 {
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mat4_perspective :: proc(fovy, aspect, near, far f32) -> Mat4 {
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m: Mat4;
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tan_half_fovy := tan32(0.5 * fovy);
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m[0][0] = 1.0 / (aspect*tan_half_fovy);
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@@ -323,7 +321,7 @@ proc mat4_perspective(fovy, aspect, near, far f32) -> Mat4 {
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}
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proc mat4_ortho3d(left, right, bottom, top, near, far f32) -> Mat4 {
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mat4_ortho3d :: proc(left, right, bottom, top, near, far f32) -> Mat4 {
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m := mat4_identity();
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m[0][0] = +2.0 / (right - left);
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m[1][1] = +2.0 / (top - bottom);
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