implemented a (working) camera
This commit is contained in:
parent
e2c6bf1b24
commit
516d6f9f3e
@ -123,39 +123,37 @@ void
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Update(Game* g, Camera* cam)
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{
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Mat4 rotation = RotationMatrix(cam);
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//cam.pos += (rotation * Vec4(cam.velocity * 0.5, 0.0)).xyz * g.delta;
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cam.pos += (rotation * Vec4(cam.velocity * 0.5, 0.0)).xyz * g.delta;
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Extent ext = GetExtent(&g.rd);
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g.globals.view_matrix = ViewMatrix(cam);
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g.globals.projection_matrix = Mat4Identity();
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//g.globals.projection_matrix.perspective(Radians(70.0), cast(f32)(ext.x) / cast(f32)(ext.y), 10000.0, 0.1);
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//g.globals.projection_matrix.rows[1][1] *= -1.0;
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Mat4Identity(&g.globals.projection_matrix);
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Perspective(&g.globals.projection_matrix, Radians(70.0), cast(f32)(ext.x), cast(f32)(ext.y), 10000.0, 0.1);
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g.globals.projection_matrix[1, 1] *= -1.0;
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//g.globals.view_projection = g.globals.projection_matrix * g.globals.view_matrix;
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g.globals.view_projection = g.globals.projection_matrix * g.globals.view_matrix;
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g.globals.res.x = cast(f32)ext.x;
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g.globals.res.y = cast(f32)ext.y;
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//g.globals.projection_matrix = g.globals.projection_matrix.transposed();
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//g.globals.view_matrix = g.globals.view_matrix.transposed();
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//g.globals.view_projection = g.globals.view_projection.transposed();
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}
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pragma(inline): Mat4
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RotationMatrix(Camera* cam)
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{
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//Quat pitch_rotation = Quat.fromAxis(Vec3(1.0, 0.0, 0.0), cam.pitch);
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//Quat yaw_rotation = Quat.fromAxis(Vec3(0.0, -1.0, 0.0), cam.yaw);
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return Mat4Identity(); //cast(Mat4)(yaw_rotation) * cast(Mat4)(pitch_rotation);
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Quat pitch_rotation, yaw_rotation;
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QuatFromAxis(&pitch_rotation, cam.pitch, Vec3(1.0, 0.0, 0.0));
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QuatFromAxis(&yaw_rotation, cam.yaw, Vec3(0.0, -1.0, 0.0));
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return Inverse(cast(Mat4)(yaw_rotation) * cast(Mat4)(pitch_rotation));
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}
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pragma(inline): Mat4
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ViewMatrix(Camera* cam)
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{
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//Mat4 translation = Mat4.translation(cam.pos);
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//Mat4 rotation = RotationMatrix(cam);
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return Mat4Identity(); //(translation * rotation).inverse();
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Mat4 translation;
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Translate(&translation, cam.pos);
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Mat4 rotation = RotationMatrix(cam);
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return translation * rotation;
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}
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void
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@ -14,26 +14,6 @@ import math;
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void main()
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{
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Mat4 mat1 = Mat4Identity();
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Mat4 mat2 = Mat4Identity();
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mat1.v[0] = 2.0;
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mat1.v[4] = 3.0;
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mat1.v[7] = 25.0;
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mat1.v[11] = 55.0;
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mat2.v[2] = 13.0;
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mat2.v[5] = 2.0;
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mat2.v[9] = 23.0;
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mat2.v[10] = 15.0;
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mat2.v[11] = 34.0;
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mat2 = mat1 * mat2;
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Logf("%s", mat2.vec[0].v);
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Logf("%s", mat2.vec[1].v);
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Logf("%s", mat2.vec[2].v);
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Logf("%s", mat2.vec[3].v);
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PlatformWindow window = CreateWindow("Video Game", 1920, 1080);
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Game g = InitGame(&window);
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@ -496,6 +496,8 @@ LoadModel(Renderer* rd, string name)
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indices[vi+2] = vi+2;
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}
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assert(vertices.length > 0 && indices.length > 0, "Error loading model");
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CreateBuffer(&rd.vk, &model.vertex_buffer, BT.Vertex, vertices.length * Vertex.sizeof, false);
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CreateBuffer(&rd.vk, &model.index_buffer, BT.Index, indices.length * u32.sizeof, false);
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@ -1,6 +1,7 @@
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import aliases;
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import util;
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import std.math;
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import core.stdc.math : tanf, cosf, sinf, sqrtf;
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import std.traits;
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import inteli;
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import std.meta;
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@ -17,6 +18,8 @@ f32 Radians(f32 deg)
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return deg * (PI / 180.0);
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}
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// TODO: Clean this mess up
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enum IsVector(T) = is(T : Vector!U, U...);
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struct Vector(T, int N)
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@ -56,6 +59,14 @@ struct Vector(T, int N)
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nothrow @nogc pure:
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this(Vec3, f32)(Vec3 v3, f32 f)
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{
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x = v3.x;
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y = v3.y;
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z = v3.z;
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w = f;
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}
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this(Args...)(Args args)
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{
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static if (args.length == 1)
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@ -186,33 +197,88 @@ struct Vector(T, int N)
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}
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}
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Vector opBinary(string op, U)(U operand) if (is(U: Vector) || (IsConvertible!(U)))
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static if (N == 4)
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{
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Vector result;
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Vector opBinary(string op, U)(U operand) if ((is(U: Vector!(f32, 4)) && is(T: f32)) && (op == "*" || op == "+" || op == "-" || op == "/"))
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{
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Vector result;
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f32* l = &x;
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f32* r = &operand.x;
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f32* res = &result.x;
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asm pure @nogc nothrow
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{
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mov R8, l;
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mov R9, r;
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mov R10, res;
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movups XMM0, x.offsetof[R8];
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movups XMM1, operand.x.offsetof[R9];
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}
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static if (op == "*") asm pure @nogc nothrow { mulps XMM0, XMM1; }
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else static if (op == "-") asm pure @nogc nothrow { subps XMM0, XMM1; }
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else static if (op == "+") asm pure @nogc nothrow { addps XMM0, XMM1; }
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else static if (op == "/") asm pure @nogc nothrow { divps XMM0, XMM1; }
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asm pure @nogc nothrow
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{
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movups result.x.offsetof[R10], XMM0;
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}
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static if (is(U: T))
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{
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mixin(GenerateLoop!("result.v[@] = cast(T)(v[@] " ~ op ~ " operand);", N)());
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return result;
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}
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else
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Vector opBinary(string op, U)(U operand) if (IsConvertible!(U) && (op == "*" || op == "+" || op == "-" || op == "/"))
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{
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Vector result;
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Vector other = operand;
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mixin(GenerateLoop!("result.v[@] = cast(T)(v[@] " ~ op ~ " other.v[@]);", N)());
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f32* l = &x;
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f32* r = &other.x;
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f32* res = &result.x;
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asm pure @nogc nothrow
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{
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mov R8, l;
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mov R9, r;
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mov R10, res;
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movups XMM0, x.offsetof[R8];
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movups XMM1, other.x.offsetof[R9];
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}
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static if (op == "*") asm pure @nogc nothrow { mulps XMM0, XMM1; }
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else static if (op == "-") asm pure @nogc nothrow { subps XMM0, XMM1; }
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else static if (op == "+") asm pure @nogc nothrow { addps XMM0, XMM1; }
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else static if (op == "/") asm pure @nogc nothrow { divps XMM0, XMM1; }
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asm pure @nogc nothrow
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{
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movups result.x.offsetof[R8], XMM0;
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}
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return result;
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}
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}
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else
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{
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Vector opBinary(string op, U)(U operand) if (is(U: Vector) && U._N == N && (op == "*" || op == "+" || op == "-" || op == "/"))
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{
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Vector res;
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mixin(GenerateLoop!("res.v[@] = v[@] " ~ op ~ " operand.v[@];", N)());
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return res;
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}
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return result;
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Vector opBinary(string op, U)(U operand) if (IsConvertible!(U) && (op == "*" || op == "+" || op == "-" || op == "/"))
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{
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Vector res;
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Vector other = operand;
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mixin(GenerateLoop!("res.v[@] = v[@] " ~ op ~ " other.v[@];", N)());
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return res;
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}
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}
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ref T opIndex(size_t i)
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{
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return v[i];
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}
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ref const(T) opIndex(size_t i) const
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{
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return v[i];
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}
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T opIndexAssign(U : T)(U x, size_t i)
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{
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return v[i] = x;
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@ -325,6 +391,7 @@ struct Matrix(T, int D)
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alias T _T;
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enum N = D*D;
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enum _D = D;
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union
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{
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@ -393,6 +460,16 @@ struct Matrix(T, int D)
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return this;
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}
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ref T opIndex(size_t i, size_t j)
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{
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return v[(i * D) + j];
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}
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T opIndexAssign(U: T)(U x, size_t i, size_t j)
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{
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return v[(i * D) + j] = x;
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}
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Matrix opBinary(string op)(T scalar) if (op == "*")
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{
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Matrix result;
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@ -414,7 +491,50 @@ struct Matrix(T, int D)
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static if (D == 4)
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{
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Matrix opBinary(string op, U)(U x) if (is(U: Matrix!(T, D)) && is(T: f32))
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Vec4 opBinary(string op, U)(U x) if (is(U: Vec4) && is(T: f32) && (op == "*"))
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{
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Vec4 result;
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auto res = &result;
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auto m = &this;
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auto v = &x;
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asm pure @trusted @nogc nothrow
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{
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mov R8, m;
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mov R9, v;
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mov R10, res;
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movups XMM0, vec.offsetof[R8]+00;
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movups XMM1, vec.offsetof[R8]+16;
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movups XMM2, vec.offsetof[R8]+32;
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movups XMM3, vec.offsetof[R8]+48;
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movups XMM4, x.x.offsetof[R9];
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movups XMM5, XMM4;
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shufps XMM5, XMM5, 0;
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movups XMM6, XMM4;
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shufps XMM6, XMM6, 85;
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movups XMM7, XMM4;
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shufps XMM7, XMM7, 170;
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movups XMM8, XMM4;
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shufps XMM8, XMM8, 255;
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mulps XMM3, XMM8;
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mulps XMM2, XMM7;
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addps XMM3, XMM2;
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mulps XMM1, XMM6;
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addps XMM3, XMM1;
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mulps XMM0, XMM5;
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addps XMM3, XMM0;
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movups result.x.offsetof[R10], XMM3;
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}
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return result;
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}
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Matrix opBinary(string op, U)(U x) if (is(U: Matrix!(T, D)) && is(T: f32) && (op == "*"))
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{
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Matrix result;
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@ -555,6 +675,69 @@ struct Matrix(T, int D)
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}
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}
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struct Quat
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{
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union
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{
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f32[4] v;
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Vec4 vec;
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struct
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{
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f32 x;
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f32 y;
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f32 z;
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f32 w;
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};
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};
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this(f32 w, f32 x, f32 y, f32 z)
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{
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vec.x = x;
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vec.y = y;
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vec.z = z;
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vec.w = w;
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}
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U opCast(U)() if (is(U: Mat4))
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{
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f32 norm = Normalize(&vec);
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f32 s = norm > 0.0 ? 2.0 / norm : 0.0;
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f32 _x = x;
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f32 _y = y;
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f32 _z = z;
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f32 _w = w;
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f32 xx = s * x * x; f32 xy = s * x * y; f32 wx = s * w * x;
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f32 yy = s * y * y; f32 yz = s * y * z; f32 wy = s * w * y;
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f32 zz = s * z * z; f32 xz = s * x * z; f32 wz = s * w * z;
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U mat;
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mat[0, 0] = 1.0 - yy - zz;
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mat[1, 1] = 1.0 - xx - zz;
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mat[2, 2] = 1.0 - xx - yy;
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mat[0, 1] = xy + wz;
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mat[1, 2] = yz + wx;
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mat[2, 0] = xz + wy;
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mat[1, 0] = xy - wz;
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mat[2, 1] = yz - wx;
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mat[0, 2] = xz - wy;
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mat[0, 3] = 0.0;
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mat[1, 3] = 0.0;
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mat[2, 3] = 0.0;
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mat[3, 0] = 0.0;
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mat[3, 1] = 0.0;
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mat[3, 2] = 0.0;
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mat[3, 3] = 1.0;
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return mat;
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}
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}
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nothrow @nogc pragma(inline): Mat4
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Mat4Identity()
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{
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@ -566,6 +749,17 @@ Mat4Identity()
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);
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}
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pragma(inline): void
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Mat4Identity(Mat4* mat)
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{
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MatZero(mat);
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(*mat)[0, 0] = 1.0;
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(*mat)[1, 1] = 1.0;
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(*mat)[2, 2] = 1.0;
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(*mat)[3, 3] = 1.0;
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}
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nothrow @nogc pragma(inline): Mat3
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Mat3Identity()
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{
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@ -585,14 +779,160 @@ Mat2Identity()
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);
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}
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T SquaredMagnitude(T)(T v) if (IsVector!(T))
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pragma(inline): void
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QuatFromAxis(Quat* q, f32 angle, Vec3 axis)
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{
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Vec3 k;
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f32 a = angle * 0.5f;
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f32 c = cosf(a);
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f32 s = sinf(a);
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NormalizeTo(&axis, &k);
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q.x = s * k.x;
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q.y = s * k.y;
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q.z = s * k.z;
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q.w = c;
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}
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pragma(inline): f32
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Dot(Vec2* l, Vec2* r)
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{
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return l.x * r.x + l.y * r.y;
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}
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pragma(inline): f32
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Dot(Vec3* l, Vec3* r)
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{
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return l.x * r.x + l.y * r.y + l.z * r.z;
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}
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pragma(inline): f32
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Dot(Vec4* l, Vec4* r)
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{
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// TODO: SIMD this
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return l.x * r.x + l.y * r.y + l.z * r.z + l.w * r.w;
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}
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pragma(inline): f32
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Normalize(Vec3* v)
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{
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return sqrtf(Dot(v, v));
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}
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pragma(inline): f32
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Normalize(Vec4* v)
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{
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// TODO: SIMD this
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return sqrtf(Dot(v, v));
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}
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pragma(inline): void
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NormalizeTo(Vec3* v, Vec3* dst)
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{
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f32 norm = Normalize(v);
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if (norm < f32.epsilon)
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{
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dst.x = dst.y = dst.z = 0.0;
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}
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else
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{
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*dst = (*v) * (1.0 / norm);
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}
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}
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pragma(inline): void
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Perspective(Mat4* mat, f32 fov, f32 width, f32 height, f32 near, f32 far)
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{
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MatZero(mat);
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f32 f = 1.0 / tanf(fov * 0.5);
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f32 fn = 1.0 / (near - far);
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(*mat)[0, 0] = f / (width / height);
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(*mat)[1, 1] = f;
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(*mat)[2, 2] = far * fn;
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(*mat)[2, 3] = -1.0;
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(*mat)[3, 2] = near * far * fn;
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}
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pragma(inline): void
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MatZero(Mat4* mat)
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{
|
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auto v = &mat.vec;
|
||||
asm @nogc nothrow
|
||||
{
|
||||
mov R8, v;
|
||||
xorps XMM0, XMM0;
|
||||
movups mat.vec.offsetof[R8]+00, XMM0;
|
||||
movups mat.vec.offsetof[R8]+16, XMM0;
|
||||
movups mat.vec.offsetof[R8]+32, XMM0;
|
||||
movups mat.vec.offsetof[R8]+48, XMM0;
|
||||
}
|
||||
}
|
||||
|
||||
pragma(inline): void
|
||||
Translate(Mat4* mat, Vec3 vec)
|
||||
{
|
||||
Mat4Identity(mat);
|
||||
(*mat)[3, 0] = vec[0];
|
||||
(*mat)[3, 1] = vec[1];
|
||||
(*mat)[3, 2] = vec[2];
|
||||
}
|
||||
|
||||
pragma(inline): Mat4
|
||||
Inverse(Mat4 mat)
|
||||
{
|
||||
// TODO: SIMD this
|
||||
f32 a = mat[0, 0], b = mat[0, 1], c = mat[0, 2], d = mat[0, 3],
|
||||
e = mat[1, 0], f = mat[1, 1], g = mat[1, 2], h = mat[1, 3],
|
||||
i = mat[2, 0], j = mat[2, 1], k = mat[2, 2], l = mat[2, 3],
|
||||
m = mat[3, 0], n = mat[3, 1], o = mat[3, 2], p = mat[3, 3];
|
||||
|
||||
f32 c1 = k * p - l * o, c2 = c * h - d * g, c3 = i * p - l * m,
|
||||
c4 = a * h - d * e, c5 = j * p - l * n, c6 = b * h - d * f,
|
||||
c7 = i * n - j * m, c8 = a * f - b * e, c9 = j * o - k * n,
|
||||
c10 = b * g - c * f, c11 = i * o - k * m, c12 = a * g - c * e;
|
||||
|
||||
f32 idt = 1.0/(c8*c1+c4*c9+c10*c3+c2*c7-c12*c5-c6*c11), ndt = -idt;
|
||||
|
||||
Mat4 res;
|
||||
|
||||
res[0, 0] = (f * c1 - g * c5 + h * c9) * idt;
|
||||
res[0, 1] = (b * c1 - c * c5 + d * c9) * ndt;
|
||||
res[0, 2] = (n * c2 - o * c6 + p * c10) * idt;
|
||||
res[0, 3] = (j * c2 - k * c6 + l * c10) * ndt;
|
||||
|
||||
res[1, 0] = (e * c1 - g * c3 + h * c11) * ndt;
|
||||
res[1, 1] = (a * c1 - c * c3 + d * c11) * idt;
|
||||
res[1, 2] = (m * c2 - o * c4 + p * c12) * ndt;
|
||||
res[1, 3] = (i * c2 - k * c4 + l * c12) * idt;
|
||||
|
||||
res[2, 0] = (e * c5 - f * c3 + h * c7) * idt;
|
||||
res[2, 1] = (a * c5 - b * c3 + d * c7) * ndt;
|
||||
res[2, 2] = (m * c6 - n * c4 + p * c8) * idt;
|
||||
res[2, 3] = (i * c6 - j * c4 + l * c8) * ndt;
|
||||
|
||||
res[3, 0] = (e * c9 - f * c11 + g * c7) * ndt;
|
||||
res[3, 1] = (a * c9 - b * c11 + c * c7) * idt;
|
||||
res[3, 2] = (m * c10 - n * c12 + o * c8) * ndt;
|
||||
res[3, 3] = (i * c10 - j * c12 + k * c8) * idt;
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
pragma(inline): T
|
||||
SquaredMagnitude(T)(T v) if (IsVector!(T))
|
||||
{
|
||||
T sum_squares = 0;
|
||||
mixin(GenerateLoop!("sum_squares += v.v[@] * v.v[@];", v._N)());
|
||||
return sum_squares;
|
||||
}
|
||||
|
||||
T SquaredDistTo(T)(T l, T r) if (IsVector!(T))
|
||||
pragma(inline): T
|
||||
SquaredDistTo(T)(T l, T r) if (IsVector!(T))
|
||||
{
|
||||
return SquaredMagnitude(r - l);
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user