const ( TAU = 6.28318530717958647692528676655900576; PI = 3.14159265358979323846264338327950288; ONE_OVER_TAU = 0.636619772367581343075535053490057448; ONE_OVER_PI = 0.159154943091895335768883763372514362; E = 2.71828182845904523536; SQRT_TWO = 1.41421356237309504880168872420969808; SQRT_THREE = 1.73205080756887729352744634150587236; SQRT_FIVE = 2.23606797749978969640917366873127623; LOG_TWO = 0.693147180559945309417232121458176568; LOG_TEN = 2.30258509299404568401799145468436421; EPSILON = 1.19209290e-7; τ = TAU; π = PI; ); type Vec2 [vector 2]f32; type Vec3 [vector 3]f32; type Vec4 [vector 4]f32; type Mat2 [2]Vec2; type Mat3 [3]Vec3; type Mat4 [4]Vec4; proc sqrt32(x f32) -> f32 #foreign "llvm.sqrt.f32" proc sqrt64(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" proc cos32(x f32) -> f32 #foreign "llvm.cos.f32" proc cos64(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); } 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; } proc sign32(x f32) -> f32 { if x >= 0 { return +1; } return -1; } proc sign64(x f64) -> f64 { if x >= 0 { return +1; } return -1; } proc copy_sign32(x, y f32) -> f32 { var ix = x transmute u32; var iy = y transmute u32; ix &= 0x7fffffff; ix |= iy & 0x80000000; return ix transmute f32; } proc round32(x f32) -> f32 { if x >= 0 { return floor32(x + 0.5); } return ceil32(x - 0.5); } proc floor32(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 { if x < 0 { return x as int as f32; } return ((x as int)+1) as f32; } proc remainder32(x, y f32) -> f32 { return x - round32(x/y) * y; } proc fmod32(x, y f32) -> f32 { y = abs(y); var result = remainder32(abs(x), y); if sign32(result) < 0 { result += y; } return copy_sign32(result, x); } proc to_radians(degrees f32) -> f32 { return degrees * TAU / 360; } proc to_degrees(radians f32) -> f32 { return radians * 360 / TAU; } proc dot2(a, b Vec2) -> f32 { var c = a*b; return c.x + c.y; } proc dot3(a, b Vec3) -> f32 { var c = a*b; return c.x + c.y + c.z; } proc dot4(a, b Vec4) -> f32 { var c = a*b; return c.x + c.y + c.z + c.w; } proc cross3(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; } 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)); } 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)}; } proc vec2_norm0(v Vec2) -> Vec2 { var m = vec2_mag(v); if m == 0 { return Vec2{0}; } return v / Vec2{m}; } proc vec3_norm0(v Vec3) -> Vec3 { var m = vec3_mag(v); if m == 0 { return Vec3{0}; } return v / Vec3{m}; } proc vec4_norm0(v Vec4) -> Vec4 { var m = vec4_mag(v); if m == 0 { return Vec4{0}; } return v / Vec4{m}; } proc mat4_identity() -> Mat4 { return Mat4{ {1, 0, 0, 0}, {0, 1, 0, 0}, {0, 0, 1, 0}, {0, 0, 0, 1}, }; } proc mat4_transpose(m Mat4) -> Mat4 { for var j = 0; j < 4; j++ { for var i = 0; i < 4; i++ { m[i][j], m[j][i] = m[j][i], m[i][j]; } } return m; } proc mat4_mul(a, b Mat4) -> Mat4 { var c Mat4; for var j = 0; j < 4; j++ { for var i = 0; i < 4; i++ { c[j][i] = a[0][i]*b[j][0] + a[1][i]*b[j][1] + a[2][i]*b[j][2] + a[3][i]*b[j][3]; } } return c; } proc mat4_mul_vec4(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, m[0][2]*v.x + m[1][2]*v.y + m[2][2]*v.z + m[3][2]*v.w, m[0][3]*v.x + m[1][3]*v.y + m[2][3]*v.z + m[3][3]*v.w, }; } proc mat4_inverse(m Mat4) -> Mat4 { var o Mat4; 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); o[0][2] = +(m[1][0] * sf01 - m[1][1] * sf03 + m[1][3] * sf05); o[0][3] = -(m[1][0] * sf02 - m[1][1] * sf04 + m[1][2] * sf05); o[1][0] = -(m[0][1] * sf00 - m[0][2] * sf01 + m[0][3] * sf02); o[1][1] = +(m[0][0] * sf00 - m[0][2] * sf03 + m[0][3] * sf04); o[1][2] = -(m[0][0] * sf01 - m[0][1] * sf03 + m[0][3] * sf05); o[1][3] = +(m[0][0] * sf02 - m[0][1] * sf04 + m[0][2] * sf05); o[2][0] = +(m[0][1] * sf06 - m[0][2] * sf07 + m[0][3] * sf08); o[2][1] = -(m[0][0] * sf06 - m[0][2] * sf09 + m[0][3] * sf10); o[2][2] = +(m[0][0] * sf11 - m[0][1] * sf09 + m[0][3] * sf12); o[2][3] = -(m[0][0] * sf08 - m[0][1] * sf10 + m[0][2] * sf12); o[3][0] = -(m[0][1] * sf13 - m[0][2] * sf14 + m[0][3] * sf15); o[3][1] = +(m[0][0] * sf13 - m[0][2] * sf16 + m[0][3] * sf17); 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); 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]); o[0][0] *= ood; o[0][1] *= ood; o[0][2] *= ood; o[0][3] *= ood; o[1][0] *= ood; o[1][1] *= ood; o[1][2] *= ood; o[1][3] *= ood; o[2][0] *= ood; o[2][1] *= ood; o[2][2] *= ood; o[2][3] *= ood; o[3][0] *= ood; o[3][1] *= ood; o[3][2] *= ood; o[3][3] *= ood; return o; } proc mat4_translate(v Vec3) -> Mat4 { var m = mat4_identity(); m[3][0] = v.x; m[3][1] = v.y; m[3][2] = v.z; m[3][3] = 1; return m; } proc mat4_rotate(v Vec3, angle_radians f32) -> Mat4 { var c = cos32(angle_radians); var s = sin32(angle_radians); var a = vec3_norm(v); var t = a * Vec3{1-c}; var rot = mat4_identity(); rot[0][0] = c + t.x*a.x; rot[0][1] = 0 + t.x*a.y + s*a.z; rot[0][2] = 0 + t.x*a.z - s*a.y; rot[0][3] = 0; rot[1][0] = 0 + t.y*a.x - s*a.z; rot[1][1] = c + t.y*a.y; rot[1][2] = 0 + t.y*a.z + s*a.x; rot[1][3] = 0; rot[2][0] = 0 + t.z*a.x + s*a.y; rot[2][1] = 0 + t.z*a.y - s*a.x; rot[2][2] = c + t.z*a.z; rot[2][3] = 0; return rot; } proc mat4_scale(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 { m[0][0] *= s; m[1][1] *= s; m[2][2] *= s; return m; } proc mat4_look_at(eye, centre, up Vec3) -> Mat4 { var f = vec3_norm(centre - eye); var s = vec3_norm(cross3(f, up)); var u = cross3(s, f); var m Mat4; m[0] = Vec4{+s.x, +s.y, +s.z, 0}; m[1] = Vec4{+u.x, +u.y, +u.z, 0}; m[2] = Vec4{-f.x, -f.y, -f.z, 0}; m[3] = Vec4{dot3(s, eye), dot3(u, eye), dot3(f, eye), 1}; return m; } proc mat4_perspective(fovy, aspect, near, far f32) -> Mat4 { var m Mat4; var tan_half_fovy = tan32(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); m[2][3] = -1.0; m[3][2] = -2.0*far*near / (far - near); return m; } proc mat4_ortho3d(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); m[3][0] = -(right + left) / (right - left); m[3][1] = -(top + bottom) / (top - bottom); m[3][2] = -(far + near) / (far - near); return m; } 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; 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