Make core library use procedure groupings rather than normal overloading

This commit is contained in:
gingerBill
2017-12-04 22:01:51 +00:00
parent ebb2a9812c
commit f0de994059
16 changed files with 423 additions and 375 deletions
+144 -50
View File
@@ -25,51 +25,49 @@ Mat2 :: [2][2]f32;
Mat3 :: [3][3]f32;
Mat4 :: [4][4]f32;
Complex :: complex64;
Quat :: struct {x, y, z: f32, w: f32 = 1};
@(default_calling_convention="c")
foreign __llvm_core {
@(link_name="llvm.sqrt.f32")
sqrt :: proc(x: f32) -> f32 ---;
sqrt_f32 :: proc(x: f32) -> f32 ---;
@(link_name="llvm.sqrt.f64")
sqrt :: proc(x: f64) -> f64 ---;
sqrt_f64 :: proc(x: f64) -> f64 ---;
@(link_name="llvm.sin.f32")
sin :: proc(θ: f32) -> f32 ---;
sin_f32 :: proc(θ: f32) -> f32 ---;
@(link_name="llvm.sin.f64")
sin :: proc(θ: f64) -> f64 ---;
sin_f64 :: proc(θ: f64) -> f64 ---;
@(link_name="llvm.cos.f32")
cos :: proc(θ: f32) -> f32 ---;
cos_f32 :: proc(θ: f32) -> f32 ---;
@(link_name="llvm.cos.f64")
cos :: proc(θ: f64) -> f64 ---;
cos_f64 :: proc(θ: f64) -> f64 ---;
@(link_name="llvm.pow.f32")
pow :: proc(x, power: f32) -> f32 ---;
pow_f32 :: proc(x, power: f32) -> f32 ---;
@(link_name="llvm.pow.f64")
pow :: proc(x, power: f64) -> f64 ---;
pow_f64 :: proc(x, power: f64) -> f64 ---;
@(link_name="llvm.fmuladd.f32")
fmuladd :: proc(a, b, c: f32) -> f32 ---;
fmuladd_f32 :: proc(a, b, c: f32) -> f32 ---;
@(link_name="llvm.fmuladd.f64")
fmuladd :: proc(a, b, c: f64) -> f64 ---;
fmuladd_f64 :: proc(a, b, c: f64) -> f64 ---;
}
tan :: proc "c" (θ: f32) -> f32 { return sin(θ)/cos(θ); }
tan :: proc "c" (θ: f64) -> f64 { return sin(θ)/cos(θ); }
tan_f32 :: proc "c" (θ: f32) -> f32 { return sin(θ)/cos(θ); }
tan_f64 :: proc "c" (θ: f64) -> f64 { return sin(θ)/cos(θ); }
lerp :: proc(a, b: $T, t: $E) -> (x: T) { return a*(1-t) + b*t; }
lerp :: proc(a, b: $T, t: $E) -> (x: T) { 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); }
unlerp_f32 :: proc(a, b, x: f32) -> (t: f32) { return (x-a)/(b-a); }
unlerp_f64 :: 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; }
sign_f32 :: proc(x: f32) -> f32 { return x >= 0 ? +1 : -1; }
sign_f64 :: proc(x: f64) -> f64 { return x >= 0 ? +1 : -1; }
copy_sign :: proc(x, y: f32) -> f32 {
copy_sign_f32 :: proc(x, y: f32) -> f32 {
ix := transmute(u32)x;
iy := transmute(u32)y;
ix &= 0x7fff_ffff;
@@ -77,7 +75,7 @@ copy_sign :: proc(x, y: f32) -> f32 {
return transmute(f32)ix;
}
copy_sign :: proc(x, y: f64) -> f64 {
copy_sign_f64 :: proc(x, y: f64) -> f64 {
ix := transmute(u64)x;
iy := transmute(u64)y;
ix &= 0x7fff_ffff_ffff_ff;
@@ -85,19 +83,34 @@ copy_sign :: proc(x, y: f64) -> f64 {
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); }
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
sqrt :: proc[sqrt_f32, sqrt_f64];
sin :: proc[sin_f32, sin_f64];
cos :: proc[cos_f32, cos_f64];
tan :: proc[tan_f32, tan_f64];
pow :: proc[pow_f32, pow_f64];
fmuladd :: proc[fmuladd_f32, fmuladd_f64];
sign :: proc[sign_f32, sign_f64];
copy_sign :: proc[copy_sign_f32, copy_sign_f64];
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
remainder :: proc(x, y: f32) -> f32 { return x - round(x/y) * y; }
remainder :: proc(x, y: f64) -> f64 { return x - round(x/y) * y; }
round_f32 :: proc(x: f32) -> f32 { return x >= 0 ? floor(x + 0.5) : ceil(x - 0.5); }
round_f64 :: proc(x: f64) -> f64 { return x >= 0 ? floor(x + 0.5) : ceil(x - 0.5); }
round :: proc[round_f32, round_f64];
mod :: proc(x, y: f32) -> f32 {
floor_f32 :: proc(x: f32) -> f32 { return x >= 0 ? f32(i64(x)) : f32(i64(x-0.5)); } // TODO: Get accurate versions
floor_f64 :: proc(x: f64) -> f64 { return x >= 0 ? f64(i64(x)) : f64(i64(x-0.5)); } // TODO: Get accurate versions
floor :: proc[floor_f32, floor_f64];
ceil_f32 :: proc(x: f32) -> f32 { return x < 0 ? f32(i64(x)) : f32(i64(x+1)); }// TODO: Get accurate versions
ceil_f64 :: proc(x: f64) -> f64 { return x < 0 ? f64(i64(x)) : f64(i64(x+1)); }// TODO: Get accurate versions
ceil :: proc[ceil_f32, ceil_f64];
remainder_f32 :: proc(x, y: f32) -> f32 { return x - round(x/y) * y; }
remainder_f64 :: proc(x, y: f64) -> f64 { return x - round(x/y) * y; }
remainder :: proc[remainder_f32, remainder_f64];
mod_f32 :: proc(x, y: f32) -> f32 {
result: f32;
y = abs(y);
result = remainder(abs(x), y);
@@ -106,7 +119,7 @@ mod :: proc(x, y: f32) -> f32 {
}
return copy_sign(result, x);
}
mod :: proc(x, y: f64) -> f64 {
mod_f64 :: proc(x, y: f64) -> f64 {
result: f64;
y = abs(y);
result = remainder(abs(x), y);
@@ -115,6 +128,8 @@ mod :: proc(x, y: f64) -> f64 {
}
return copy_sign(result, x);
}
mod :: proc[mod_f32, mod_f64];
to_radians :: proc(degrees: f32) -> f32 { return degrees * TAU / 360; }
@@ -122,21 +137,37 @@ to_degrees :: proc(radians: f32) -> f32 { return radians * 360 / TAU; }
mul :: proc[
mat4_mul, mat4_mul_vec4,
quat_mul, quat_mulf,
];
div :: proc[
quat_div, quat_divf,
];
inverse :: proc[mat4_inverse, quat_inverse];
dot :: proc(a, b: $T/[$N]$E) -> E {
res: E;
for i in 0..N { res += a[i] * b[i]; }
for i in 0..N {
res += a[i] * b[i];
}
return res;
}
cross :: proc(a, b: $T/[2]$E) -> E {
cross2 :: proc(a, b: $T/[2]$E) -> E {
return a[0]*b[1] - a[1]*b[0];
}
cross :: proc(a, b: $T/[3]$E) -> T {
cross3 :: proc(a, b: $T/[3]$E) -> T {
i := swizzle(a, 1, 2, 0) * swizzle(b, 2, 0, 1);
j := swizzle(a, 2, 0, 1) * swizzle(b, 1, 2, 0);
return T(i - j);
}
cross :: proc[cross2, cross3];
length :: proc(v: $T/[$N]$E) -> E { return sqrt(dot(v, v)); }
@@ -150,13 +181,10 @@ norm0 :: proc(v: $T/[$N]$E) -> T {
mat4_identity :: proc() -> Mat4 {
return Mat4{
{1, 0, 0, 0},
{0, 1, 0, 0},
{0, 0, 1, 0},
{0, 0, 0, 1},
};
identity :: proc(T: type/[$N][N]$E) -> T {
m: T;
for i in 0..N do m[i][i] = E(1);
return m;
}
transpose :: proc(m: Mat4) -> Mat4 {
@@ -168,7 +196,7 @@ transpose :: proc(m: Mat4) -> Mat4 {
return m;
}
mul :: proc(a, b: Mat4) -> Mat4 {
mat4_mul :: proc(a, b: Mat4) -> Mat4 {
c: Mat4;
for j in 0..4 {
for i in 0..4 {
@@ -181,7 +209,7 @@ mul :: proc(a, b: Mat4) -> Mat4 {
return c;
}
mul :: proc(m: Mat4, v: Vec4) -> Vec4 {
mat4_mul_vec4 :: proc(m: Mat4, v: Vec4) -> Vec4 {
return Vec4{
m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2] + m[3][0]*v[3],
m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2] + m[3][1]*v[3],
@@ -190,7 +218,8 @@ mul :: proc(m: Mat4, v: Vec4) -> Vec4 {
};
}
inverse :: proc(m: Mat4) -> Mat4 {
mat4_inverse :: proc(m: Mat4) -> Mat4 {
o: Mat4;
sf00 := m[2][2] * m[3][3] - m[3][2] * m[2][3];
@@ -261,7 +290,7 @@ inverse :: proc(m: Mat4) -> Mat4 {
mat4_translate :: proc(v: Vec3) -> Mat4 {
m := mat4_identity();
m := identity(Mat4);
m[3][0] = v[0];
m[3][1] = v[1];
m[3][2] = v[2];
@@ -276,7 +305,7 @@ mat4_rotate :: proc(v: Vec3, angle_radians: f32) -> Mat4 {
a := norm(v);
t := a * (1-c);
rot := mat4_identity();
rot := identity(Mat4);
rot[0][0] = c + t[0]*a[0];
rot[0][1] = 0 + t[0]*a[1] + s*a[2];
@@ -296,20 +325,22 @@ mat4_rotate :: proc(v: Vec3, angle_radians: f32) -> Mat4 {
return rot;
}
scale :: proc(m: Mat4, v: Vec3) -> Mat4 {
scale_vec3 :: proc(m: Mat4, v: Vec3) -> Mat4 {
m[0][0] *= v[0];
m[1][1] *= v[1];
m[2][2] *= v[2];
return m;
}
scale :: proc(m: Mat4, s: f32) -> Mat4 {
scale_f32 :: proc(m: Mat4, s: f32) -> Mat4 {
m[0][0] *= s;
m[1][1] *= s;
m[2][2] *= s;
return m;
}
scale :: proc[scale_vec3, scale_f32];
look_at :: proc(eye, centre, up: Vec3) -> Mat4 {
f := norm(centre - eye);
@@ -338,7 +369,7 @@ perspective :: proc(fovy, aspect, near, far: f32) -> Mat4 {
ortho3d :: proc(left, right, bottom, top, near, far: f32) -> Mat4 {
m := mat4_identity();
m := identity(Mat4);
m[0][0] = +2.0 / (right - left);
m[1][1] = +2.0 / (top - bottom);
m[2][2] = -2.0 / (far - near);
@@ -349,6 +380,69 @@ ortho3d :: proc(left, right, bottom, top, near, far: f32) -> Mat4 {
}
// Quaternion operations
conj :: proc(q: Quat) -> Quat {
return Quat{-q.x, -q.y, -q.z, q.w};
}
quat_mul :: proc(q0, q1: Quat) -> Quat {
d: Quat;
d.x = q0.w * q1.x + q0.x * q1.w + q0.y * q1.z - q0.z * q1.y;
d.y = q0.w * q1.y - q0.x * q1.z + q0.y * q1.w + q0.z * q1.x;
d.z = q0.w * q1.z + q0.x * q1.y - q0.y * q1.x + q0.z * q1.w;
d.w = q0.w * q1.w - q0.x * q1.x - q0.y * q1.y - q0.z * q1.z;
return d;
}
quat_mulf :: proc(q: Quat, f: f32) -> Quat { return Quat{q.x*f, q.y*f, q.z*f, q.w*f}; }
quat_divf :: proc(q: Quat, f: f32) -> Quat { return Quat{q.x/f, q.y/f, q.z/f, q.w/f}; }
quat_div :: proc(q0, q1: Quat) -> Quat { return mul(q0, quat_inverse(q1)); }
quat_inverse :: proc(q: Quat) -> Quat { return div(conj(q), quat_dot(q, q)); }
quat_dot :: proc(q0, q1: Quat) -> f32 { return q0.x*q1.x + q0.y*q1.y + q0.z*q1.z + q0.w*q1.w; }
quat_norm :: proc(q: Quat) -> Quat {
m := sqrt(quat_dot(q, q));
return div(q, m);
}
axis_angle :: proc(axis: Vec3, angle_radians: f32) -> Quat {
v := norm(axis) * sin(0.5*angle_radians);
w := cos(0.5*angle_radians);
return Quat{v.x, v.y, v.z, w};
}
euler_angles :: proc(pitch, yaw, roll: f32) -> Quat {
p := axis_angle(Vec3{1, 0, 0}, pitch);
y := axis_angle(Vec3{0, 1, 0}, pitch);
r := axis_angle(Vec3{0, 0, 1}, pitch);
return mul(mul(y, p), r);
}
quat_to_mat4 :: proc(q: Quat) -> Mat4 {
a := quat_norm(q);
xx := a.x*a.x; yy := a.y*a.y; zz := a.z*a.z;
xy := a.x*a.y; xz := a.x*a.z; yz := a.y*a.z;
wx := a.w*a.x; wy := a.w*a.y; wz := a.w*a.z;
m := identity(Mat4);
m[0][0] = 1 - 2*(yy + zz);
m[0][1] = 2*(xy + wz);
m[0][2] = 2*(xz - wy);
m[1][0] = 2*(xy - wz);
m[1][1] = 1 - 2*(xx + zz);
m[1][2] = 2*(yz + wx);
m[2][0] = 2*(xz + wy);
m[2][1] = 2*(yz - wx);
m[2][2] = 1 - 2*(xx + yy);
return m;
}
F32_DIG :: 6;