mirror of
https://github.com/Ed94/Odin.git
synced 2026-08-01 04:10:07 +00:00
Make core library use procedure groupings rather than normal overloading
This commit is contained in:
+144
-50
@@ -25,51 +25,49 @@ Mat2 :: [2][2]f32;
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Mat3 :: [3][3]f32;
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Mat4 :: [4][4]f32;
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Complex :: complex64;
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Quat :: struct {x, y, z: f32, w: f32 = 1};
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@(default_calling_convention="c")
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foreign __llvm_core {
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@(link_name="llvm.sqrt.f32")
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sqrt :: proc(x: f32) -> f32 ---;
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sqrt_f32 :: proc(x: f32) -> f32 ---;
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@(link_name="llvm.sqrt.f64")
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sqrt :: proc(x: f64) -> f64 ---;
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sqrt_f64 :: proc(x: f64) -> f64 ---;
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@(link_name="llvm.sin.f32")
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sin :: proc(θ: f32) -> f32 ---;
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sin_f32 :: proc(θ: f32) -> f32 ---;
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@(link_name="llvm.sin.f64")
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sin :: proc(θ: f64) -> f64 ---;
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sin_f64 :: proc(θ: f64) -> f64 ---;
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@(link_name="llvm.cos.f32")
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cos :: proc(θ: f32) -> f32 ---;
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cos_f32 :: proc(θ: f32) -> f32 ---;
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@(link_name="llvm.cos.f64")
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cos :: proc(θ: f64) -> f64 ---;
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cos_f64 :: proc(θ: f64) -> f64 ---;
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@(link_name="llvm.pow.f32")
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pow :: proc(x, power: f32) -> f32 ---;
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pow_f32 :: proc(x, power: f32) -> f32 ---;
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@(link_name="llvm.pow.f64")
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pow :: proc(x, power: f64) -> f64 ---;
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pow_f64 :: proc(x, power: f64) -> f64 ---;
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@(link_name="llvm.fmuladd.f32")
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fmuladd :: proc(a, b, c: f32) -> f32 ---;
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fmuladd_f32 :: proc(a, b, c: f32) -> f32 ---;
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@(link_name="llvm.fmuladd.f64")
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fmuladd :: proc(a, b, c: f64) -> f64 ---;
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fmuladd_f64 :: proc(a, b, c: f64) -> f64 ---;
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}
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tan :: proc "c" (θ: f32) -> f32 { return sin(θ)/cos(θ); }
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tan :: proc "c" (θ: f64) -> f64 { return sin(θ)/cos(θ); }
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tan_f32 :: proc "c" (θ: f32) -> f32 { return sin(θ)/cos(θ); }
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tan_f64 :: proc "c" (θ: f64) -> f64 { return sin(θ)/cos(θ); }
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lerp :: proc(a, b: $T, t: $E) -> (x: T) { return a*(1-t) + b*t; }
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lerp :: proc(a, b: $T, t: $E) -> (x: T) { return a*(1-t) + b*t; }
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unlerp :: proc(a, b, x: f32) -> (t: f32) { return (x-a)/(b-a); }
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unlerp :: proc(a, b, x: f64) -> (t: f64) { return (x-a)/(b-a); }
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unlerp_f32 :: proc(a, b, x: f32) -> (t: f32) { return (x-a)/(b-a); }
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unlerp_f64 :: proc(a, b, x: f64) -> (t: f64) { return (x-a)/(b-a); }
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sign :: proc(x: f32) -> f32 { return x >= 0 ? +1 : -1; }
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sign :: proc(x: f64) -> f64 { return x >= 0 ? +1 : -1; }
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sign_f32 :: proc(x: f32) -> f32 { return x >= 0 ? +1 : -1; }
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sign_f64 :: proc(x: f64) -> f64 { return x >= 0 ? +1 : -1; }
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copy_sign :: proc(x, y: f32) -> f32 {
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copy_sign_f32 :: proc(x, y: f32) -> f32 {
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ix := transmute(u32)x;
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iy := transmute(u32)y;
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ix &= 0x7fff_ffff;
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@@ -77,7 +75,7 @@ copy_sign :: proc(x, y: f32) -> f32 {
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return transmute(f32)ix;
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}
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copy_sign :: proc(x, y: f64) -> f64 {
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copy_sign_f64 :: proc(x, y: f64) -> f64 {
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ix := transmute(u64)x;
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iy := transmute(u64)y;
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ix &= 0x7fff_ffff_ffff_ff;
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@@ -85,19 +83,34 @@ copy_sign :: proc(x, y: f64) -> f64 {
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return transmute(f64)ix;
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}
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round :: proc(x: f32) -> f32 { return x >= 0 ? floor(x + 0.5) : ceil(x - 0.5); }
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round :: proc(x: f64) -> f64 { return x >= 0 ? floor(x + 0.5) : ceil(x - 0.5); }
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floor :: proc(x: f32) -> f32 { return x >= 0 ? f32(i64(x)) : f32(i64(x-0.5)); } // TODO: Get accurate versions
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floor :: proc(x: f64) -> f64 { return x >= 0 ? f64(i64(x)) : f64(i64(x-0.5)); } // TODO: Get accurate versions
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sqrt :: proc[sqrt_f32, sqrt_f64];
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sin :: proc[sin_f32, sin_f64];
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cos :: proc[cos_f32, cos_f64];
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tan :: proc[tan_f32, tan_f64];
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pow :: proc[pow_f32, pow_f64];
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fmuladd :: proc[fmuladd_f32, fmuladd_f64];
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sign :: proc[sign_f32, sign_f64];
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copy_sign :: proc[copy_sign_f32, copy_sign_f64];
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ceil :: proc(x: f32) -> f32 { return x < 0 ? f32(i64(x)) : f32(i64(x+1)); }// TODO: Get accurate versions
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ceil :: proc(x: f64) -> f64 { return x < 0 ? f64(i64(x)) : f64(i64(x+1)); }// TODO: Get accurate versions
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remainder :: proc(x, y: f32) -> f32 { return x - round(x/y) * y; }
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remainder :: proc(x, y: f64) -> f64 { return x - round(x/y) * y; }
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round_f32 :: proc(x: f32) -> f32 { return x >= 0 ? floor(x + 0.5) : ceil(x - 0.5); }
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round_f64 :: proc(x: f64) -> f64 { return x >= 0 ? floor(x + 0.5) : ceil(x - 0.5); }
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round :: proc[round_f32, round_f64];
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mod :: proc(x, y: f32) -> f32 {
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floor_f32 :: proc(x: f32) -> f32 { return x >= 0 ? f32(i64(x)) : f32(i64(x-0.5)); } // TODO: Get accurate versions
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floor_f64 :: proc(x: f64) -> f64 { return x >= 0 ? f64(i64(x)) : f64(i64(x-0.5)); } // TODO: Get accurate versions
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floor :: proc[floor_f32, floor_f64];
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ceil_f32 :: proc(x: f32) -> f32 { return x < 0 ? f32(i64(x)) : f32(i64(x+1)); }// TODO: Get accurate versions
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ceil_f64 :: proc(x: f64) -> f64 { return x < 0 ? f64(i64(x)) : f64(i64(x+1)); }// TODO: Get accurate versions
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ceil :: proc[ceil_f32, ceil_f64];
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remainder_f32 :: proc(x, y: f32) -> f32 { return x - round(x/y) * y; }
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remainder_f64 :: proc(x, y: f64) -> f64 { return x - round(x/y) * y; }
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remainder :: proc[remainder_f32, remainder_f64];
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mod_f32 :: proc(x, y: f32) -> f32 {
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result: f32;
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y = abs(y);
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result = remainder(abs(x), y);
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@@ -106,7 +119,7 @@ mod :: proc(x, y: f32) -> f32 {
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}
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return copy_sign(result, x);
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}
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mod :: proc(x, y: f64) -> f64 {
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mod_f64 :: proc(x, y: f64) -> f64 {
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result: f64;
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y = abs(y);
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result = remainder(abs(x), y);
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@@ -115,6 +128,8 @@ mod :: proc(x, y: f64) -> f64 {
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}
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return copy_sign(result, x);
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}
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mod :: proc[mod_f32, mod_f64];
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to_radians :: proc(degrees: f32) -> f32 { return degrees * TAU / 360; }
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@@ -122,21 +137,37 @@ to_degrees :: proc(radians: f32) -> f32 { return radians * 360 / TAU; }
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mul :: proc[
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mat4_mul, mat4_mul_vec4,
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quat_mul, quat_mulf,
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];
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div :: proc[
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quat_div, quat_divf,
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];
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inverse :: proc[mat4_inverse, quat_inverse];
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dot :: proc(a, b: $T/[$N]$E) -> E {
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res: E;
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for i in 0..N { res += a[i] * b[i]; }
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for i in 0..N {
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res += a[i] * b[i];
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}
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return res;
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}
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cross :: proc(a, b: $T/[2]$E) -> E {
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cross2 :: proc(a, b: $T/[2]$E) -> E {
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return a[0]*b[1] - a[1]*b[0];
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}
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cross :: proc(a, b: $T/[3]$E) -> T {
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cross3 :: proc(a, b: $T/[3]$E) -> T {
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i := swizzle(a, 1, 2, 0) * swizzle(b, 2, 0, 1);
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j := swizzle(a, 2, 0, 1) * swizzle(b, 1, 2, 0);
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return T(i - j);
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}
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cross :: proc[cross2, cross3];
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length :: proc(v: $T/[$N]$E) -> E { return sqrt(dot(v, v)); }
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@@ -150,13 +181,10 @@ norm0 :: proc(v: $T/[$N]$E) -> T {
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mat4_identity :: proc() -> Mat4 {
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return Mat4{
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{1, 0, 0, 0},
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{0, 1, 0, 0},
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{0, 0, 1, 0},
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{0, 0, 0, 1},
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};
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identity :: proc(T: type/[$N][N]$E) -> T {
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m: T;
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for i in 0..N do m[i][i] = E(1);
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return m;
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}
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transpose :: proc(m: Mat4) -> Mat4 {
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@@ -168,7 +196,7 @@ transpose :: proc(m: Mat4) -> Mat4 {
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return m;
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}
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mul :: proc(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 in 0..4 {
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for i in 0..4 {
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@@ -181,7 +209,7 @@ mul :: proc(a, b: Mat4) -> Mat4 {
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return c;
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}
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mul :: proc(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[0] + m[1][0]*v[1] + m[2][0]*v[2] + m[3][0]*v[3],
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m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2] + m[3][1]*v[3],
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@@ -190,7 +218,8 @@ mul :: proc(m: Mat4, v: Vec4) -> Vec4 {
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};
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}
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inverse :: proc(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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@@ -261,7 +290,7 @@ inverse :: proc(m: Mat4) -> Mat4 {
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mat4_translate :: proc(v: Vec3) -> Mat4 {
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m := mat4_identity();
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m := identity(Mat4);
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m[3][0] = v[0];
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m[3][1] = v[1];
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m[3][2] = v[2];
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@@ -276,7 +305,7 @@ mat4_rotate :: proc(v: Vec3, angle_radians: f32) -> Mat4 {
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a := norm(v);
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t := a * (1-c);
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rot := mat4_identity();
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rot := identity(Mat4);
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rot[0][0] = c + t[0]*a[0];
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rot[0][1] = 0 + t[0]*a[1] + s*a[2];
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@@ -296,20 +325,22 @@ mat4_rotate :: proc(v: Vec3, angle_radians: f32) -> Mat4 {
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return rot;
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}
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scale :: proc(m: Mat4, v: Vec3) -> Mat4 {
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scale_vec3 :: proc(m: Mat4, v: Vec3) -> Mat4 {
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m[0][0] *= v[0];
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m[1][1] *= v[1];
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m[2][2] *= v[2];
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return m;
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}
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scale :: proc(m: Mat4, s: f32) -> Mat4 {
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scale_f32 :: 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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return m;
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}
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scale :: proc[scale_vec3, scale_f32];
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look_at :: proc(eye, centre, up: Vec3) -> Mat4 {
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f := norm(centre - eye);
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@@ -338,7 +369,7 @@ perspective :: proc(fovy, aspect, near, far: f32) -> Mat4 {
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ortho3d :: proc(left, right, bottom, top, near, far: f32) -> Mat4 {
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m := mat4_identity();
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m := identity(Mat4);
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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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m[2][2] = -2.0 / (far - near);
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@@ -349,6 +380,69 @@ ortho3d :: proc(left, right, bottom, top, near, far: f32) -> Mat4 {
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}
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// Quaternion operations
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conj :: proc(q: Quat) -> Quat {
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return Quat{-q.x, -q.y, -q.z, q.w};
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}
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quat_mul :: proc(q0, q1: Quat) -> Quat {
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d: Quat;
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d.x = q0.w * q1.x + q0.x * q1.w + q0.y * q1.z - q0.z * q1.y;
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d.y = q0.w * q1.y - q0.x * q1.z + q0.y * q1.w + q0.z * q1.x;
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d.z = q0.w * q1.z + q0.x * q1.y - q0.y * q1.x + q0.z * q1.w;
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d.w = q0.w * q1.w - q0.x * q1.x - q0.y * q1.y - q0.z * q1.z;
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return d;
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}
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quat_mulf :: proc(q: Quat, f: f32) -> Quat { return Quat{q.x*f, q.y*f, q.z*f, q.w*f}; }
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quat_divf :: proc(q: Quat, f: f32) -> Quat { return Quat{q.x/f, q.y/f, q.z/f, q.w/f}; }
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quat_div :: proc(q0, q1: Quat) -> Quat { return mul(q0, quat_inverse(q1)); }
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quat_inverse :: proc(q: Quat) -> Quat { return div(conj(q), quat_dot(q, q)); }
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quat_dot :: proc(q0, q1: Quat) -> f32 { return q0.x*q1.x + q0.y*q1.y + q0.z*q1.z + q0.w*q1.w; }
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quat_norm :: proc(q: Quat) -> Quat {
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m := sqrt(quat_dot(q, q));
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return div(q, m);
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}
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axis_angle :: proc(axis: Vec3, angle_radians: f32) -> Quat {
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v := norm(axis) * sin(0.5*angle_radians);
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w := cos(0.5*angle_radians);
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return Quat{v.x, v.y, v.z, w};
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}
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euler_angles :: proc(pitch, yaw, roll: f32) -> Quat {
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p := axis_angle(Vec3{1, 0, 0}, pitch);
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y := axis_angle(Vec3{0, 1, 0}, pitch);
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r := axis_angle(Vec3{0, 0, 1}, pitch);
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return mul(mul(y, p), r);
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}
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quat_to_mat4 :: proc(q: Quat) -> Mat4 {
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a := quat_norm(q);
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xx := a.x*a.x; yy := a.y*a.y; zz := a.z*a.z;
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xy := a.x*a.y; xz := a.x*a.z; yz := a.y*a.z;
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wx := a.w*a.x; wy := a.w*a.y; wz := a.w*a.z;
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m := identity(Mat4);
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m[0][0] = 1 - 2*(yy + zz);
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m[0][1] = 2*(xy + wz);
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m[0][2] = 2*(xz - wy);
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m[1][0] = 2*(xy - wz);
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m[1][1] = 1 - 2*(xx + zz);
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m[1][2] = 2*(yz + wx);
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m[2][0] = 2*(xz + wy);
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m[2][1] = 2*(yz - wx);
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m[2][2] = 1 - 2*(xx + yy);
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return m;
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}
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F32_DIG :: 6;
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