diff --git a/Makefile b/Makefile index ed5bac4..e29d2f9 100644 --- a/Makefile +++ b/Makefile @@ -19,6 +19,9 @@ objdir: run: $(BINARY) ./$(BINARY) +debug: $(BINARY) + gdb $(BINARY) + clean: rm -rf $(OBJ) $(BINARY) diff --git a/assets/quad.vert b/assets/quad.vert index d5f8f27..6d08481 100644 --- a/assets/quad.vert +++ b/assets/quad.vert @@ -1,8 +1,7 @@ #version 460 core layout(location = 0) in vec3 a_Position; -layout(location = 1) in mat4 a_Transform; -layout(location = 2) in vec4 a_Color; +layout(location = 1) in vec4 a_Color; struct VertexOutput { vec4 Color; @@ -10,8 +9,13 @@ struct VertexOutput { layout(location = 0) out VertexOutput Output; +layout(std140, binding = 0) uniform Camera { + mat4 view; + mat4 projection; +}; + void main() { Output.Color = a_Color; - gl_Position = vec4(a_Position, 1.0) * a_Transform; + gl_Position = projection * view * vec4(a_Position, 1.0); } diff --git a/assets/texture.vert b/assets/texture.vert index c20acd4..bbce0bb 100644 --- a/assets/texture.vert +++ b/assets/texture.vert @@ -13,10 +13,15 @@ struct VertexOutput { layout(location = 0) out VertexOutput Output; layout(location = 2) out flat float TexID; +layout(std140, binding = 0) uniform Camera { + mat4 view; + mat4 projection; +}; + void main() { Output.Tint = a_Tint; Output.TexCoord = a_TexCoord; TexID = a_TexID; - gl_Position = vec4(a_Position, 1.0); + gl_Position = projection * view * vec4(a_Position, 1.0); } diff --git a/implementations.o b/implementations.o new file mode 100644 index 0000000..222d6e1 Binary files /dev/null and b/implementations.o differ diff --git a/include/batch.h b/include/batch.h index 42c6fa3..34ae055 100644 --- a/include/batch.h +++ b/include/batch.h @@ -6,6 +6,7 @@ #include #include +#include typedef struct BatchStats { uint32_t draw_calls; @@ -13,9 +14,10 @@ typedef struct BatchStats { } BatchStats; typedef struct RenderBatch { - uint32_t vbo; - uint32_t vao; + uint32_t vbo, vao; + uint32_t shader; + void* vertices; void* vertex_ptr; size_t vertex_size; @@ -29,6 +31,10 @@ typedef struct RenderBatch { void (*flush_callback)(struct RenderBatch*); } RenderBatch; +typedef sl_vec(RenderBatch*) BatchList; + +extern BatchList batches; + RenderBatch* create_batch(size_t vert_size, uint32_t max_verts); void flush(); void flush_batch(RenderBatch* batch); diff --git a/include/camera.h b/include/camera.h new file mode 100644 index 0000000..fa5e8fa --- /dev/null +++ b/include/camera.h @@ -0,0 +1,11 @@ +#ifndef __CAMERA_H__ +#define __CAMERA_H__ + +typedef struct Camera { + mat4 view; + mat4 projection; +} Camera; + +void set_active_camera(Camera* camera); + +#endif diff --git a/include/colors.h b/include/colors.h new file mode 100644 index 0000000..f8a1569 --- /dev/null +++ b/include/colors.h @@ -0,0 +1,12 @@ +#ifndef __COLORS_H__ +#define __COLORS_H__ + +#define WHITE vec4(1.0f, 1.0f, 1.0f, 1.0f) +#define BLACK vec4(0.0f, 0.0f, 0.0f, 1.0f) +#define RED vec4(1.0f, 0.0f, 0.0f, 1.0f) +#define GREEN vec4(0.0f, 1.0f, 0.0f, 1.0f) +#define BLUE vec4(0.0f, 0.0f, 1.0f, 1.0f) + +#define BLANK vec4(0.0f, 0.0f, 0.0f, 0.0f) + +#endif diff --git a/include/gearlib.h b/include/gearlib.h index f9f1e76..056dac7 100644 --- a/include/gearlib.h +++ b/include/gearlib.h @@ -1,8 +1,9 @@ #ifndef __GEARLIB_H__ #define __GEARLIB_H__ -#define MAX_VERTICES 1000 +#define MAX_VERTICES 2500 +#include #include #include #include @@ -10,6 +11,7 @@ #include #include #include +#include #include #include #include diff --git a/include/oldmath.h b/include/oldmath.h new file mode 100644 index 0000000..0af6b69 --- /dev/null +++ b/include/oldmath.h @@ -0,0 +1,2554 @@ +/********************************************************************************************** +* +* raymath v1.5 - Math functions to work with vec2, vec3, mat4 and Quaternions +* +* CONVENTIONS: +* - mat4 structure is defined as row-major (memory layout) but parameters naming AND all +* math operations performed by the library consider the structure as it was column-major +* It is like transposed versions of the matrices are used for all the maths +* It benefits some functions making them cache-friendly and also avoids matrix +* transpositions sometimes required by OpenGL +* Example: In memory order, row0 is [m0 m4 m8 m12] but in semantic math row0 is [m0 m1 m2 m3] +* - Functions are always self-contained, no function use another raymath function inside, +* required code is directly re-implemented inside +* - Functions input parameters are always received by value (2 unavoidable exceptions) +* - Functions use always a "result" variable for return +* - Functions are always defined inline +* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience) +* - No compound literals used to make sure libray is compatible with C++ +* +* CONFIGURATION: +* #define RAYMATH_IMPLEMENTATION +* Generates the implementation of the library into the included file. +* If not defined, the library is in header only mode and can be included in other headers +* or source files without problems. But only ONE file should hold the implementation. +* +* #define RAYMATH_STATIC_INLINE +* Define static inline functions code, so #include header suffices for use. +* This may use up lots of memory. +* +* +* LICENSE: zlib/libpng +* +* Copyright (c) 2015-2024 Ramon Santamaria (@raysan5) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#ifndef RAYMATH_H +#define RAYMATH_H + +#if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_STATIC_INLINE) + #error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_STATIC_INLINE is contradictory" +#endif + +// Function specifiers definition +#if defined(RAYMATH_IMPLEMENTATION) + #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED) + #define RMAPI __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll) + #elif defined(BUILD_LIBTYPE_SHARED) + #define RMAPI __attribute__((visibility("default"))) // We are building raylib as a Unix shared library (.so/.dylib) + #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED) + #define RMAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll) + #else + #define RMAPI extern inline // Provide external definition + #endif +#elif defined(RAYMATH_STATIC_INLINE) + #define RMAPI static inline // Functions may be inlined, no external out-of-line definition +#else + #if defined(__TINYC__) + #define RMAPI static inline // plain inline not supported by tinycc (See issue #435) + #else + #define RMAPI inline // Functions may be inlined or external definition used + #endif +#endif + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +#ifndef PI + #define PI 3.14159265358979323846f +#endif + +#ifndef EPSILON + #define EPSILON 0.000001f +#endif + +#ifndef DEG2RAD + #define DEG2RAD (PI/180.0f) +#endif + +#ifndef RAD2DEG + #define RAD2DEG (180.0f/PI) +#endif + +// Get float vector for mat4 +#ifndef mat4ToFloat + #define mat4ToFloat(mat) (mat4ToFloatV(mat).v) +#endif + +// Get float vector for vec3 +#ifndef vec3ToFloat + #define vec3ToFloat(vec) (vec3ToFloatV(vec).v) +#endif + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +#if !defined(RL_VECTOR2_TYPE) +// vec2 type +typedef struct vec2 { + float x; + float y; +} vec2; + +#define vec2(...) (vec2){ __VA_ARGS__ } +#define RL_VECTOR2_TYPE +#endif + +#if !defined(RL_VECTOR3_TYPE) +// vec3 type +typedef struct vec3 { + float x; + float y; + float z; +} vec3; + +#define vec3_1(x) (vec3){ x, x, x } +#define vec3_2(v2, z) (vec3){ v2.x, v2.y, z } +#define vec3_3(x, y, z) (vec3){ x, y, z } + +#define vec3_MACRO(_1, _2, _3, NAME, ...) NAME +#define vec3(...) vec3_MACRO(__VA_ARGS__, vec3_3, vec3_2, vec3_1)(__VA_ARGS__) + +#define vec3_spread(v) v.x, v.y, v.z + +#define VEC3 "%f, %f, %f" + +#define RL_VECTOR3_TYPE +#endif + +#if !defined(RL_VECTOR4_TYPE) +// vec4 type +typedef struct vec4 { + float x; + float y; + float z; + float w; +} vec4; + +#define vec4_1(x) (vec4){ x, x, x, x } +#define vec4_2(v3, w) (vec4){ v3.x, v3.y, v3.z, w } +#define vec4_3(v2, z, w) (vec4){ v2.x, v2.y, z, w } +#define vec4_4(x, y, z, w) (vec4){ x, y, z, w } + +#define vec4_MACRO(_1, _2, _3, _4, NAME, ...) NAME +#define vec4(...) vec4_MACRO(__VA_ARGS__, vec4_4, vec4_3, vec4_2, vec4_1)(__VA_ARGS__) + +#define vec4_spread(v) v.x, v.y, v.z, v.w + +#define VEC4 "%f, %f, %f, %f" + +#define RL_VECTOR4_TYPE +#endif + +#if !defined(RL_QUATERNION_TYPE) +// Quaternion type +typedef vec4 Quaternion; +#define RL_QUATERNION_TYPE +#endif + +#if !defined(RL_MATRIX_TYPE) +// mat4 type (OpenGL style 4x4 - right handed, column major) +typedef struct mat4 { + float m0, m1, m2, m3; // mat4 first row (4 components) + float m4, m5, m6, m7; // mat4 second row (4 components) + float m8, m9, m10, m11; // mat4 third row (4 components) + float m12, m13, m14, m15; // mat4 fourth row (4 components) +} mat4; +#define RL_MATRIX_TYPE +#endif + +// NOTE: Helper types to be used instead of array return types for *ToFloat functions +typedef struct float3 { + float v[3]; +} float3; + +typedef struct float16 { + float v[16]; +} float16; + +#include // Required for: sinf(), cosf(), tan(), atan2f(), sqrtf(), floor(), fminf(), fmaxf(), fabsf() + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Utils math +//---------------------------------------------------------------------------------- + +// Clamp float value +RMAPI float Clamp(float value, float min, float max) +{ + float result = (value < min) ? min : value; + + if (result > max) result = max; + + return result; +} + +// Calculate linear interpolation between two floats +RMAPI float Lerp(float start, float end, float amount) +{ + float result = start + amount*(end - start); + + return result; +} + +// Normalize input value within input range +RMAPI float Normalize(float value, float start, float end) +{ + float result = (value - start)/(end - start); + + return result; +} + +// Remap input value within input range to output range +RMAPI float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd) +{ + float result = (value - inputStart)/(inputEnd - inputStart)*(outputEnd - outputStart) + outputStart; + + return result; +} + +// Wrap input value from min to max +RMAPI float Wrap(float value, float min, float max) +{ + float result = value - (max - min)*floorf((value - min)/(max - min)); + + return result; +} + +// Check whether two given floats are almost equal +RMAPI int FloatEquals(float x, float y) +{ +#if !defined(EPSILON) + #define EPSILON 0.000001f +#endif + + int result = (fabsf(x - y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(x), fabsf(y)))); + + return result; +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition - vec2 math +//---------------------------------------------------------------------------------- + +// Vector with components value 0.0f +RMAPI vec2 vec2Zero(void) +{ + vec2 result = { 0.0f, 0.0f }; + + return result; +} + +// Vector with components value 1.0f +RMAPI vec2 vec2One(void) +{ + vec2 result = { 1.0f, 1.0f }; + + return result; +} + +// Add two vectors (v1 + v2) +RMAPI vec2 vec2Add(vec2 v1, vec2 v2) +{ + vec2 result = { v1.x + v2.x, v1.y + v2.y }; + + return result; +} + +// Add vector and float value +RMAPI vec2 vec2AddValue(vec2 v, float add) +{ + vec2 result = { v.x + add, v.y + add }; + + return result; +} + +// Subtract two vectors (v1 - v2) +RMAPI vec2 vec2Subtract(vec2 v1, vec2 v2) +{ + vec2 result = { v1.x - v2.x, v1.y - v2.y }; + + return result; +} + +// Subtract vector by float value +RMAPI vec2 vec2SubtractValue(vec2 v, float sub) +{ + vec2 result = { v.x - sub, v.y - sub }; + + return result; +} + +// Calculate vector length +RMAPI float vec2Length(vec2 v) +{ + float result = sqrtf((v.x*v.x) + (v.y*v.y)); + + return result; +} + +// Calculate vector square length +RMAPI float vec2LengthSqr(vec2 v) +{ + float result = (v.x*v.x) + (v.y*v.y); + + return result; +} + +// Calculate two vectors dot product +RMAPI float vec2DotProduct(vec2 v1, vec2 v2) +{ + float result = (v1.x*v2.x + v1.y*v2.y); + + return result; +} + +// Calculate distance between two vectors +RMAPI float vec2Distance(vec2 v1, vec2 v2) +{ + float result = sqrtf((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y)); + + return result; +} + +// Calculate square distance between two vectors +RMAPI float vec2DistanceSqr(vec2 v1, vec2 v2) +{ + float result = ((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y)); + + return result; +} + +// Calculate angle between two vectors +// NOTE: Angle is calculated from origin point (0, 0) +RMAPI float vec2Angle(vec2 v1, vec2 v2) +{ + float result = 0.0f; + + float dot = v1.x*v2.x + v1.y*v2.y; + float det = v1.x*v2.y - v1.y*v2.x; + + result = atan2f(det, dot); + + return result; +} + +// Calculate angle defined by a two vectors line +// NOTE: Parameters need to be normalized +// Current implementation should be aligned with glm::angle +RMAPI float vec2LineAngle(vec2 start, vec2 end) +{ + float result = 0.0f; + + // TODO(10/9/2023): Currently angles move clockwise, determine if this is wanted behavior + result = -atan2f(end.y - start.y, end.x - start.x); + + return result; +} + +// Scale vector (multiply by value) +RMAPI vec2 vec2Scale(vec2 v, float scale) +{ + vec2 result = { v.x*scale, v.y*scale }; + + return result; +} + +// Multiply vector by vector +RMAPI vec2 vec2Multiply(vec2 v1, vec2 v2) +{ + vec2 result = { v1.x*v2.x, v1.y*v2.y }; + + return result; +} + +// Negate vector +RMAPI vec2 vec2Negate(vec2 v) +{ + vec2 result = { -v.x, -v.y }; + + return result; +} + +// Divide vector by vector +RMAPI vec2 vec2Divide(vec2 v1, vec2 v2) +{ + vec2 result = { v1.x/v2.x, v1.y/v2.y }; + + return result; +} + +// Normalize provided vector +RMAPI vec2 vec2Normalize(vec2 v) +{ + vec2 result = { 0 }; + float length = sqrtf((v.x*v.x) + (v.y*v.y)); + + if (length > 0) + { + float ilength = 1.0f/length; + result.x = v.x*ilength; + result.y = v.y*ilength; + } + + return result; +} + +// Transforms a vec2 by a given mat4 +RMAPI vec2 vec2Transform(vec2 v, mat4 mat) +{ + vec2 result = { 0 }; + + float x = v.x; + float y = v.y; + float z = 0; + + result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12; + result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13; + + return result; +} + +// Calculate linear interpolation between two vectors +RMAPI vec2 vec2Lerp(vec2 v1, vec2 v2, float amount) +{ + vec2 result = { 0 }; + + result.x = v1.x + amount*(v2.x - v1.x); + result.y = v1.y + amount*(v2.y - v1.y); + + return result; +} + +// Calculate reflected vector to normal +RMAPI vec2 vec2Reflect(vec2 v, vec2 normal) +{ + vec2 result = { 0 }; + + float dotProduct = (v.x*normal.x + v.y*normal.y); // Dot product + + result.x = v.x - (2.0f*normal.x)*dotProduct; + result.y = v.y - (2.0f*normal.y)*dotProduct; + + return result; +} + +// Get min value for each pair of components +RMAPI vec2 vec2Min(vec2 v1, vec2 v2) +{ + vec2 result = { 0 }; + + result.x = fminf(v1.x, v2.x); + result.y = fminf(v1.y, v2.y); + + return result; +} + +// Get max value for each pair of components +RMAPI vec2 vec2Max(vec2 v1, vec2 v2) +{ + vec2 result = { 0 }; + + result.x = fmaxf(v1.x, v2.x); + result.y = fmaxf(v1.y, v2.y); + + return result; +} + +// Rotate vector by angle +RMAPI vec2 vec2Rotate(vec2 v, float angle) +{ + vec2 result = { 0 }; + + float cosres = cosf(angle); + float sinres = sinf(angle); + + result.x = v.x*cosres - v.y*sinres; + result.y = v.x*sinres + v.y*cosres; + + return result; +} + +// Move Vector towards target +RMAPI vec2 vec2MoveTowards(vec2 v, vec2 target, float maxDistance) +{ + vec2 result = { 0 }; + + float dx = target.x - v.x; + float dy = target.y - v.y; + float value = (dx*dx) + (dy*dy); + + if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target; + + float dist = sqrtf(value); + + result.x = v.x + dx/dist*maxDistance; + result.y = v.y + dy/dist*maxDistance; + + return result; +} + +// Invert the given vector +RMAPI vec2 vec2Invert(vec2 v) +{ + vec2 result = { 1.0f/v.x, 1.0f/v.y }; + + return result; +} + +// Clamp the components of the vector between +// min and max values specified by the given vectors +RMAPI vec2 vec2Clamp(vec2 v, vec2 min, vec2 max) +{ + vec2 result = { 0 }; + + result.x = fminf(max.x, fmaxf(min.x, v.x)); + result.y = fminf(max.y, fmaxf(min.y, v.y)); + + return result; +} + +// Clamp the magnitude of the vector between two min and max values +RMAPI vec2 vec2ClampValue(vec2 v, float min, float max) +{ + vec2 result = v; + + float length = (v.x*v.x) + (v.y*v.y); + if (length > 0.0f) + { + length = sqrtf(length); + + float scale = 1; // By default, 1 as the neutral element. + if (length < min) + { + scale = min/length; + } + else if (length > max) + { + scale = max/length; + } + + result.x = v.x*scale; + result.y = v.y*scale; + } + + return result; +} + +// Check whether two given vectors are almost equal +RMAPI int vec2Equals(vec2 p, vec2 q) +{ +#if !defined(EPSILON) + #define EPSILON 0.000001f +#endif + + int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && + ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))); + + return result; +} + +// Compute the direction of a refracted ray +// v: normalized direction of the incoming ray +// n: normalized normal vector of the interface of two optical media +// r: ratio of the refractive index of the medium from where the ray comes +// to the refractive index of the medium on the other side of the surface +RMAPI vec2 vec2Refract(vec2 v, vec2 n, float r) +{ + vec2 result = { 0 }; + + float dot = v.x*n.x + v.y*n.y; + float d = 1.0f - r*r*(1.0f - dot*dot); + + if (d >= 0.0f) + { + d = sqrtf(d); + v.x = r*v.x - (r*dot + d)*n.x; + v.y = r*v.y - (r*dot + d)*n.y; + + result = v; + } + + return result; +} + + +//---------------------------------------------------------------------------------- +// Module Functions Definition - vec3 math +//---------------------------------------------------------------------------------- + +// Vector with components value 0.0f +RMAPI vec3 vec3Zero(void) +{ + vec3 result = { 0.0f, 0.0f, 0.0f }; + + return result; +} + +// Vector with components value 1.0f +RMAPI vec3 vec3One(void) +{ + vec3 result = { 1.0f, 1.0f, 1.0f }; + + return result; +} + +// Add two vectors +RMAPI vec3 vec3Add(vec3 v1, vec3 v2) +{ + vec3 result = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z }; + + return result; +} + +// Add vector and float value +RMAPI vec3 vec3AddValue(vec3 v, float add) +{ + vec3 result = { v.x + add, v.y + add, v.z + add }; + + return result; +} + +// Subtract two vectors +RMAPI vec3 vec3Subtract(vec3 v1, vec3 v2) +{ + vec3 result = { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z }; + + return result; +} + +// Subtract vector by float value +RMAPI vec3 vec3SubtractValue(vec3 v, float sub) +{ + vec3 result = { v.x - sub, v.y - sub, v.z - sub }; + + return result; +} + +// Multiply vector by scalar +RMAPI vec3 vec3Scale(vec3 v, float scalar) +{ + vec3 result = { v.x*scalar, v.y*scalar, v.z*scalar }; + + return result; +} + +// Multiply vector by vector +RMAPI vec3 vec3Multiply(vec3 v1, vec3 v2) +{ + vec3 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z }; + + return result; +} + +// Calculate two vectors cross product +RMAPI vec3 vec3CrossProduct(vec3 v1, vec3 v2) +{ + vec3 result = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x }; + + return result; +} + +// Calculate one vector perpendicular vector +RMAPI vec3 vec3Perpendicular(vec3 v) +{ + vec3 result = { 0 }; + + float min = fabsf(v.x); + vec3 cardinalAxis = {1.0f, 0.0f, 0.0f}; + + if (fabsf(v.y) < min) + { + min = fabsf(v.y); + vec3 tmp = {0.0f, 1.0f, 0.0f}; + cardinalAxis = tmp; + } + + if (fabsf(v.z) < min) + { + vec3 tmp = {0.0f, 0.0f, 1.0f}; + cardinalAxis = tmp; + } + + // Cross product between vectors + result.x = v.y*cardinalAxis.z - v.z*cardinalAxis.y; + result.y = v.z*cardinalAxis.x - v.x*cardinalAxis.z; + result.z = v.x*cardinalAxis.y - v.y*cardinalAxis.x; + + return result; +} + +// Calculate vector length +RMAPI float vec3Length(const vec3 v) +{ + float result = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); + + return result; +} + +// Calculate vector square length +RMAPI float vec3LengthSqr(const vec3 v) +{ + float result = v.x*v.x + v.y*v.y + v.z*v.z; + + return result; +} + +// Calculate two vectors dot product +RMAPI float vec3DotProduct(vec3 v1, vec3 v2) +{ + float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); + + return result; +} + +// Calculate distance between two vectors +RMAPI float vec3Distance(vec3 v1, vec3 v2) +{ + float result = 0.0f; + + float dx = v2.x - v1.x; + float dy = v2.y - v1.y; + float dz = v2.z - v1.z; + result = sqrtf(dx*dx + dy*dy + dz*dz); + + return result; +} + +// Calculate square distance between two vectors +RMAPI float vec3DistanceSqr(vec3 v1, vec3 v2) +{ + float result = 0.0f; + + float dx = v2.x - v1.x; + float dy = v2.y - v1.y; + float dz = v2.z - v1.z; + result = dx*dx + dy*dy + dz*dz; + + return result; +} + +// Calculate angle between two vectors +RMAPI float vec3Angle(vec3 v1, vec3 v2) +{ + float result = 0.0f; + + vec3 cross = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x }; + float len = sqrtf(cross.x*cross.x + cross.y*cross.y + cross.z*cross.z); + float dot = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); + result = atan2f(len, dot); + + return result; +} + +// Negate provided vector (invert direction) +RMAPI vec3 vec3Negate(vec3 v) +{ + vec3 result = { -v.x, -v.y, -v.z }; + + return result; +} + +// Divide vector by vector +RMAPI vec3 vec3Divide(vec3 v1, vec3 v2) +{ + vec3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z }; + + return result; +} + +// Normalize provided vector +RMAPI vec3 vec3Normalize(vec3 v) +{ + vec3 result = v; + + float length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); + if (length != 0.0f) + { + float ilength = 1.0f/length; + + result.x *= ilength; + result.y *= ilength; + result.z *= ilength; + } + + return result; +} + +//Calculate the projection of the vector v1 on to v2 +RMAPI vec3 vec3Project(vec3 v1, vec3 v2) +{ + vec3 result = { 0 }; + + float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); + float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z); + + float mag = v1dv2/v2dv2; + + result.x = v2.x*mag; + result.y = v2.y*mag; + result.z = v2.z*mag; + + return result; +} + +//Calculate the rejection of the vector v1 on to v2 +RMAPI vec3 vec3Reject(vec3 v1, vec3 v2) +{ + vec3 result = { 0 }; + + float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); + float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z); + + float mag = v1dv2/v2dv2; + + result.x = v1.x - (v2.x*mag); + result.y = v1.y - (v2.y*mag); + result.z = v1.z - (v2.z*mag); + + return result; +} + +// Orthonormalize provided vectors +// Makes vectors normalized and orthogonal to each other +// Gram-Schmidt function implementation +RMAPI void vec3OrthoNormalize(vec3 *v1, vec3 *v2) +{ + float length = 0.0f; + float ilength = 0.0f; + + // vec3Normalize(*v1); + vec3 v = *v1; + length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); + if (length == 0.0f) length = 1.0f; + ilength = 1.0f/length; + v1->x *= ilength; + v1->y *= ilength; + v1->z *= ilength; + + // vec3CrossProduct(*v1, *v2) + vec3 vn1 = { v1->y*v2->z - v1->z*v2->y, v1->z*v2->x - v1->x*v2->z, v1->x*v2->y - v1->y*v2->x }; + + // vec3Normalize(vn1); + v = vn1; + length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); + if (length == 0.0f) length = 1.0f; + ilength = 1.0f/length; + vn1.x *= ilength; + vn1.y *= ilength; + vn1.z *= ilength; + + // vec3CrossProduct(vn1, *v1) + vec3 vn2 = { vn1.y*v1->z - vn1.z*v1->y, vn1.z*v1->x - vn1.x*v1->z, vn1.x*v1->y - vn1.y*v1->x }; + + *v2 = vn2; +} + +// Transforms a vec3 by a given mat4 +RMAPI vec3 vec3Transform(vec3 v, mat4 mat) +{ + vec3 result = { 0 }; + + float x = v.x; + float y = v.y; + float z = v.z; + + result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12; + result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13; + result.z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14; + + return result; +} + +// Transform a vector by quaternion rotation +RMAPI vec3 vec3RotateByQuaternion(vec3 v, Quaternion q) +{ + vec3 result = { 0 }; + + result.x = v.x*(q.x*q.x + q.w*q.w - q.y*q.y - q.z*q.z) + v.y*(2*q.x*q.y - 2*q.w*q.z) + v.z*(2*q.x*q.z + 2*q.w*q.y); + result.y = v.x*(2*q.w*q.z + 2*q.x*q.y) + v.y*(q.w*q.w - q.x*q.x + q.y*q.y - q.z*q.z) + v.z*(-2*q.w*q.x + 2*q.y*q.z); + result.z = v.x*(-2*q.w*q.y + 2*q.x*q.z) + v.y*(2*q.w*q.x + 2*q.y*q.z)+ v.z*(q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z); + + return result; +} + +// Rotates a vector around an axis +RMAPI vec3 vec3RotateByAxisAngle(vec3 v, vec3 axis, float angle) +{ + // Using Euler-Rodrigues Formula + // Ref.: https://en.wikipedia.org/w/index.php?title=Euler%E2%80%93Rodrigues_formula + + vec3 result = v; + + // vec3Normalize(axis); + float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z); + if (length == 0.0f) length = 1.0f; + float ilength = 1.0f/length; + axis.x *= ilength; + axis.y *= ilength; + axis.z *= ilength; + + angle /= 2.0f; + float a = sinf(angle); + float b = axis.x*a; + float c = axis.y*a; + float d = axis.z*a; + a = cosf(angle); + vec3 w = { b, c, d }; + + // vec3CrossProduct(w, v) + vec3 wv = { w.y*v.z - w.z*v.y, w.z*v.x - w.x*v.z, w.x*v.y - w.y*v.x }; + + // vec3CrossProduct(w, wv) + vec3 wwv = { w.y*wv.z - w.z*wv.y, w.z*wv.x - w.x*wv.z, w.x*wv.y - w.y*wv.x }; + + // vec3Scale(wv, 2*a) + a *= 2; + wv.x *= a; + wv.y *= a; + wv.z *= a; + + // vec3Scale(wwv, 2) + wwv.x *= 2; + wwv.y *= 2; + wwv.z *= 2; + + result.x += wv.x; + result.y += wv.y; + result.z += wv.z; + + result.x += wwv.x; + result.y += wwv.y; + result.z += wwv.z; + + return result; +} + +// Move Vector towards target +RMAPI vec3 vec3MoveTowards(vec3 v, vec3 target, float maxDistance) +{ + vec3 result = { 0 }; + + float dx = target.x - v.x; + float dy = target.y - v.y; + float dz = target.z - v.z; + float value = (dx*dx) + (dy*dy) + (dz*dz); + + if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target; + + float dist = sqrtf(value); + + result.x = v.x + dx/dist*maxDistance; + result.y = v.y + dy/dist*maxDistance; + result.z = v.z + dz/dist*maxDistance; + + return result; +} + +// Calculate linear interpolation between two vectors +RMAPI vec3 vec3Lerp(vec3 v1, vec3 v2, float amount) +{ + vec3 result = { 0 }; + + result.x = v1.x + amount*(v2.x - v1.x); + result.y = v1.y + amount*(v2.y - v1.y); + result.z = v1.z + amount*(v2.z - v1.z); + + return result; +} + +// Calculate cubic hermite interpolation between two vectors and their tangents +// as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic +RMAPI vec3 vec3CubicHermite(vec3 v1, vec3 tangent1, vec3 v2, vec3 tangent2, float amount) +{ + vec3 result = { 0 }; + + float amountPow2 = amount * amount; + float amountPow3 = amount * amount * amount; + + result.x = (2 * amountPow3 - 3 * amountPow2 + 1) * v1.x + (amountPow3 - 2 * amountPow2 + amount) * tangent1.x + (-2 * amountPow3 + 3 * amountPow2) * v2.x + (amountPow3 - amountPow2) * tangent2.x; + result.y = (2 * amountPow3 - 3 * amountPow2 + 1) * v1.y + (amountPow3 - 2 * amountPow2 + amount) * tangent1.y + (-2 * amountPow3 + 3 * amountPow2) * v2.y + (amountPow3 - amountPow2) * tangent2.y; + result.z = (2 * amountPow3 - 3 * amountPow2 + 1) * v1.z + (amountPow3 - 2 * amountPow2 + amount) * tangent1.z + (-2 * amountPow3 + 3 * amountPow2) * v2.z + (amountPow3 - amountPow2) * tangent2.z; + + return result; +} + +// Calculate reflected vector to normal +RMAPI vec3 vec3Reflect(vec3 v, vec3 normal) +{ + vec3 result = { 0 }; + + // I is the original vector + // N is the normal of the incident plane + // R = I - (2*N*(DotProduct[I, N])) + + float dotProduct = (v.x*normal.x + v.y*normal.y + v.z*normal.z); + + result.x = v.x - (2.0f*normal.x)*dotProduct; + result.y = v.y - (2.0f*normal.y)*dotProduct; + result.z = v.z - (2.0f*normal.z)*dotProduct; + + return result; +} + +// Get min value for each pair of components +RMAPI vec3 vec3Min(vec3 v1, vec3 v2) +{ + vec3 result = { 0 }; + + result.x = fminf(v1.x, v2.x); + result.y = fminf(v1.y, v2.y); + result.z = fminf(v1.z, v2.z); + + return result; +} + +// Get max value for each pair of components +RMAPI vec3 vec3Max(vec3 v1, vec3 v2) +{ + vec3 result = { 0 }; + + result.x = fmaxf(v1.x, v2.x); + result.y = fmaxf(v1.y, v2.y); + result.z = fmaxf(v1.z, v2.z); + + return result; +} + +// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c) +// NOTE: Assumes P is on the plane of the triangle +RMAPI vec3 vec3Barycenter(vec3 p, vec3 a, vec3 b, vec3 c) +{ + vec3 result = { 0 }; + + vec3 v0 = { b.x - a.x, b.y - a.y, b.z - a.z }; // vec3Subtract(b, a) + vec3 v1 = { c.x - a.x, c.y - a.y, c.z - a.z }; // vec3Subtract(c, a) + vec3 v2 = { p.x - a.x, p.y - a.y, p.z - a.z }; // vec3Subtract(p, a) + float d00 = (v0.x*v0.x + v0.y*v0.y + v0.z*v0.z); // vec3DotProduct(v0, v0) + float d01 = (v0.x*v1.x + v0.y*v1.y + v0.z*v1.z); // vec3DotProduct(v0, v1) + float d11 = (v1.x*v1.x + v1.y*v1.y + v1.z*v1.z); // vec3DotProduct(v1, v1) + float d20 = (v2.x*v0.x + v2.y*v0.y + v2.z*v0.z); // vec3DotProduct(v2, v0) + float d21 = (v2.x*v1.x + v2.y*v1.y + v2.z*v1.z); // vec3DotProduct(v2, v1) + + float denom = d00*d11 - d01*d01; + + result.y = (d11*d20 - d01*d21)/denom; + result.z = (d00*d21 - d01*d20)/denom; + result.x = 1.0f - (result.z + result.y); + + return result; +} + +// Projects a vec3 from screen space into object space +// NOTE: We are avoiding calling other raymath functions despite available +RMAPI vec3 vec3Unproject(vec3 source, mat4 projection, mat4 view) +{ + vec3 result = { 0 }; + + // Calculate unprojected matrix (multiply view matrix by projection matrix) and invert it + mat4 matViewProj = { // mat4Multiply(view, projection); + view.m0*projection.m0 + view.m1*projection.m4 + view.m2*projection.m8 + view.m3*projection.m12, + view.m0*projection.m1 + view.m1*projection.m5 + view.m2*projection.m9 + view.m3*projection.m13, + view.m0*projection.m2 + view.m1*projection.m6 + view.m2*projection.m10 + view.m3*projection.m14, + view.m0*projection.m3 + view.m1*projection.m7 + view.m2*projection.m11 + view.m3*projection.m15, + view.m4*projection.m0 + view.m5*projection.m4 + view.m6*projection.m8 + view.m7*projection.m12, + view.m4*projection.m1 + view.m5*projection.m5 + view.m6*projection.m9 + view.m7*projection.m13, + view.m4*projection.m2 + view.m5*projection.m6 + view.m6*projection.m10 + view.m7*projection.m14, + view.m4*projection.m3 + view.m5*projection.m7 + view.m6*projection.m11 + view.m7*projection.m15, + view.m8*projection.m0 + view.m9*projection.m4 + view.m10*projection.m8 + view.m11*projection.m12, + view.m8*projection.m1 + view.m9*projection.m5 + view.m10*projection.m9 + view.m11*projection.m13, + view.m8*projection.m2 + view.m9*projection.m6 + view.m10*projection.m10 + view.m11*projection.m14, + view.m8*projection.m3 + view.m9*projection.m7 + view.m10*projection.m11 + view.m11*projection.m15, + view.m12*projection.m0 + view.m13*projection.m4 + view.m14*projection.m8 + view.m15*projection.m12, + view.m12*projection.m1 + view.m13*projection.m5 + view.m14*projection.m9 + view.m15*projection.m13, + view.m12*projection.m2 + view.m13*projection.m6 + view.m14*projection.m10 + view.m15*projection.m14, + view.m12*projection.m3 + view.m13*projection.m7 + view.m14*projection.m11 + view.m15*projection.m15 }; + + // Calculate inverted matrix -> mat4Invert(matViewProj); + // Cache the matrix values (speed optimization) + float a00 = matViewProj.m0, a01 = matViewProj.m1, a02 = matViewProj.m2, a03 = matViewProj.m3; + float a10 = matViewProj.m4, a11 = matViewProj.m5, a12 = matViewProj.m6, a13 = matViewProj.m7; + float a20 = matViewProj.m8, a21 = matViewProj.m9, a22 = matViewProj.m10, a23 = matViewProj.m11; + float a30 = matViewProj.m12, a31 = matViewProj.m13, a32 = matViewProj.m14, a33 = matViewProj.m15; + + float b00 = a00*a11 - a01*a10; + float b01 = a00*a12 - a02*a10; + float b02 = a00*a13 - a03*a10; + float b03 = a01*a12 - a02*a11; + float b04 = a01*a13 - a03*a11; + float b05 = a02*a13 - a03*a12; + float b06 = a20*a31 - a21*a30; + float b07 = a20*a32 - a22*a30; + float b08 = a20*a33 - a23*a30; + float b09 = a21*a32 - a22*a31; + float b10 = a21*a33 - a23*a31; + float b11 = a22*a33 - a23*a32; + + // Calculate the invert determinant (inlined to avoid double-caching) + float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06); + + mat4 matViewProjInv = { + (a11*b11 - a12*b10 + a13*b09)*invDet, + (-a01*b11 + a02*b10 - a03*b09)*invDet, + (a31*b05 - a32*b04 + a33*b03)*invDet, + (-a21*b05 + a22*b04 - a23*b03)*invDet, + (-a10*b11 + a12*b08 - a13*b07)*invDet, + (a00*b11 - a02*b08 + a03*b07)*invDet, + (-a30*b05 + a32*b02 - a33*b01)*invDet, + (a20*b05 - a22*b02 + a23*b01)*invDet, + (a10*b10 - a11*b08 + a13*b06)*invDet, + (-a00*b10 + a01*b08 - a03*b06)*invDet, + (a30*b04 - a31*b02 + a33*b00)*invDet, + (-a20*b04 + a21*b02 - a23*b00)*invDet, + (-a10*b09 + a11*b07 - a12*b06)*invDet, + (a00*b09 - a01*b07 + a02*b06)*invDet, + (-a30*b03 + a31*b01 - a32*b00)*invDet, + (a20*b03 - a21*b01 + a22*b00)*invDet }; + + // Create quaternion from source point + Quaternion quat = { source.x, source.y, source.z, 1.0f }; + + // Multiply quat point by unprojecte matrix + Quaternion qtransformed = { // QuaternionTransform(quat, matViewProjInv) + matViewProjInv.m0*quat.x + matViewProjInv.m4*quat.y + matViewProjInv.m8*quat.z + matViewProjInv.m12*quat.w, + matViewProjInv.m1*quat.x + matViewProjInv.m5*quat.y + matViewProjInv.m9*quat.z + matViewProjInv.m13*quat.w, + matViewProjInv.m2*quat.x + matViewProjInv.m6*quat.y + matViewProjInv.m10*quat.z + matViewProjInv.m14*quat.w, + matViewProjInv.m3*quat.x + matViewProjInv.m7*quat.y + matViewProjInv.m11*quat.z + matViewProjInv.m15*quat.w }; + + // Normalized world points in vectors + result.x = qtransformed.x/qtransformed.w; + result.y = qtransformed.y/qtransformed.w; + result.z = qtransformed.z/qtransformed.w; + + return result; +} + +// Get vec3 as float array +RMAPI float3 vec3ToFloatV(vec3 v) +{ + float3 buffer = { 0 }; + + buffer.v[0] = v.x; + buffer.v[1] = v.y; + buffer.v[2] = v.z; + + return buffer; +} + +// Invert the given vector +RMAPI vec3 vec3Invert(vec3 v) +{ + vec3 result = { 1.0f/v.x, 1.0f/v.y, 1.0f/v.z }; + + return result; +} + +// Clamp the components of the vector between +// min and max values specified by the given vectors +RMAPI vec3 vec3Clamp(vec3 v, vec3 min, vec3 max) +{ + vec3 result = { 0 }; + + result.x = fminf(max.x, fmaxf(min.x, v.x)); + result.y = fminf(max.y, fmaxf(min.y, v.y)); + result.z = fminf(max.z, fmaxf(min.z, v.z)); + + return result; +} + +// Clamp the magnitude of the vector between two values +RMAPI vec3 vec3ClampValue(vec3 v, float min, float max) +{ + vec3 result = v; + + float length = (v.x*v.x) + (v.y*v.y) + (v.z*v.z); + if (length > 0.0f) + { + length = sqrtf(length); + + float scale = 1; // By default, 1 as the neutral element. + if (length < min) + { + scale = min/length; + } + else if (length > max) + { + scale = max/length; + } + + result.x = v.x*scale; + result.y = v.y*scale; + result.z = v.z*scale; + } + + return result; +} + +// Check whether two given vectors are almost equal +RMAPI int vec3Equals(vec3 p, vec3 q) +{ +#if !defined(EPSILON) + #define EPSILON 0.000001f +#endif + + int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && + ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) && + ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))); + + return result; +} + +// Compute the direction of a refracted ray +// v: normalized direction of the incoming ray +// n: normalized normal vector of the interface of two optical media +// r: ratio of the refractive index of the medium from where the ray comes +// to the refractive index of the medium on the other side of the surface +RMAPI vec3 vec3Refract(vec3 v, vec3 n, float r) +{ + vec3 result = { 0 }; + + float dot = v.x*n.x + v.y*n.y + v.z*n.z; + float d = 1.0f - r*r*(1.0f - dot*dot); + + if (d >= 0.0f) + { + d = sqrtf(d); + v.x = r*v.x - (r*dot + d)*n.x; + v.y = r*v.y - (r*dot + d)*n.y; + v.z = r*v.z - (r*dot + d)*n.z; + + result = v; + } + + return result; +} + + +//---------------------------------------------------------------------------------- +// Module Functions Definition - vec4 math +//---------------------------------------------------------------------------------- + +RMAPI vec4 vec4Zero(void) +{ + vec4 result = { 0.0f, 0.0f, 0.0f, 0.0f }; + return result; +} + +RMAPI vec4 vec4One(void) +{ + vec4 result = { 1.0f, 1.0f, 1.0f, 1.0f }; + return result; +} + +RMAPI vec4 vec4Add(vec4 v1, vec4 v2) +{ + vec4 result = { + v1.x + v2.x, + v1.y + v2.y, + v1.z + v2.z, + v1.w + v2.w + }; + return result; +} + +RMAPI vec4 vec4AddValue(vec4 v, float add) +{ + vec4 result = { + v.x + add, + v.y + add, + v.z + add, + v.w + add + }; + return result; +} + +RMAPI vec4 vec4Subtract(vec4 v1, vec4 v2) +{ + vec4 result = { + v1.x - v2.x, + v1.y - v2.y, + v1.z - v2.z, + v1.w - v2.w + }; + return result; +} + +RMAPI vec4 vec4SubtractValue(vec4 v, float add) +{ + vec4 result = { + v.x - add, + v.y - add, + v.z - add, + v.w - add + }; + return result; +} + +RMAPI float vec4Length(vec4 v) +{ + float result = sqrtf((v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w)); + return result; +} + +RMAPI float vec4LengthSqr(vec4 v) +{ + float result = (v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w); + return result; +} + +RMAPI float vec4DotProduct(vec4 v1, vec4 v2) +{ + float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z + v1.w*v2.w); + return result; +} + +// Calculate distance between two vectors +RMAPI float vec4Distance(vec4 v1, vec4 v2) +{ + float result = sqrtf( + (v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y) + + (v1.z - v2.z)*(v1.z - v2.z) + (v1.w - v2.w)*(v1.w - v2.w)); + return result; +} + +// Calculate square distance between two vectors +RMAPI float vec4DistanceSqr(vec4 v1, vec4 v2) +{ + float result = + (v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y) + + (v1.z - v2.z)*(v1.z - v2.z) + (v1.w - v2.w)*(v1.w - v2.w); + + return result; +} + +RMAPI vec4 vec4Scale(vec4 v, float scale) +{ + vec4 result = { v.x*scale, v.y*scale, v.z*scale, v.w*scale }; + return result; +} + +// Multiply vector by vector +RMAPI vec4 vec4Multiply(vec4 v1, vec4 v2) +{ + vec4 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z, v1.w*v2.w }; + return result; +} + +// Negate vector +RMAPI vec4 vec4Negate(vec4 v) +{ + vec4 result = { -v.x, -v.y, -v.z, -v.w }; + return result; +} + +// Divide vector by vector +RMAPI vec4 vec4Divide(vec4 v1, vec4 v2) +{ + vec4 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z, v1.w/v2.w }; + return result; +} + +// Normalize provided vector +RMAPI vec4 vec4Normalize(vec4 v) +{ + vec4 result = { 0 }; + float length = sqrtf((v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w)); + + if (length > 0) + { + float ilength = 1.0f/length; + result.x = v.x*ilength; + result.y = v.y*ilength; + result.z = v.z*ilength; + result.w = v.w*ilength; + } + + return result; +} + +// Get min value for each pair of components +RMAPI vec4 vec4Min(vec4 v1, vec4 v2) +{ + vec4 result = { 0 }; + + result.x = fminf(v1.x, v2.x); + result.y = fminf(v1.y, v2.y); + result.z = fminf(v1.z, v2.z); + result.w = fminf(v1.w, v2.w); + + return result; +} + +// Get max value for each pair of components +RMAPI vec4 vec4Max(vec4 v1, vec4 v2) +{ + vec4 result = { 0 }; + + result.x = fmaxf(v1.x, v2.x); + result.y = fmaxf(v1.y, v2.y); + result.z = fmaxf(v1.z, v2.z); + result.w = fmaxf(v1.w, v2.w); + + return result; +} + +// Calculate linear interpolation between two vectors +RMAPI vec4 vec4Lerp(vec4 v1, vec4 v2, float amount) +{ + vec4 result = { 0 }; + + result.x = v1.x + amount*(v2.x - v1.x); + result.y = v1.y + amount*(v2.y - v1.y); + result.z = v1.z + amount*(v2.z - v1.z); + result.w = v1.w + amount*(v2.w - v1.w); + + return result; +} + +// Move Vector towards target +RMAPI vec4 vec4MoveTowards(vec4 v, vec4 target, float maxDistance) +{ + vec4 result = { 0 }; + + float dx = target.x - v.x; + float dy = target.y - v.y; + float dz = target.z - v.z; + float dw = target.w - v.w; + float value = (dx*dx) + (dy*dy) + (dz*dz) + (dw*dw); + + if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target; + + float dist = sqrtf(value); + + result.x = v.x + dx/dist*maxDistance; + result.y = v.y + dy/dist*maxDistance; + result.z = v.z + dz/dist*maxDistance; + result.w = v.w + dw/dist*maxDistance; + + return result; +} + +// Invert the given vector +RMAPI vec4 vec4Invert(vec4 v) +{ + vec4 result = { 1.0f/v.x, 1.0f/v.y, 1.0f/v.z, 1.0f/v.w }; + return result; +} + +// Check whether two given vectors are almost equal +RMAPI int vec4Equals(vec4 p, vec4 q) +{ +#if !defined(EPSILON) + #define EPSILON 0.000001f +#endif + + int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && + ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) && + ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) && + ((fabsf(p.w - q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w))))); + return result; +} + + +//---------------------------------------------------------------------------------- +// Module Functions Definition - mat4 math +//---------------------------------------------------------------------------------- + +// Compute matrix determinant +RMAPI float mat4Determinant(mat4 mat) +{ + float result = 0.0f; + + // Cache the matrix values (speed optimization) + float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; + float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; + float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; + float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; + + result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 + + a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 + + a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 + + a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 + + a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 + + a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33; + + return result; +} + +// Get the trace of the matrix (sum of the values along the diagonal) +RMAPI float mat4Trace(mat4 mat) +{ + float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15); + + return result; +} + +// Transposes provided matrix +RMAPI mat4 mat4Transpose(mat4 mat) +{ + mat4 result = { 0 }; + + result.m0 = mat.m0; + result.m1 = mat.m4; + result.m2 = mat.m8; + result.m3 = mat.m12; + result.m4 = mat.m1; + result.m5 = mat.m5; + result.m6 = mat.m9; + result.m7 = mat.m13; + result.m8 = mat.m2; + result.m9 = mat.m6; + result.m10 = mat.m10; + result.m11 = mat.m14; + result.m12 = mat.m3; + result.m13 = mat.m7; + result.m14 = mat.m11; + result.m15 = mat.m15; + + return result; +} + +// Invert provided matrix +RMAPI mat4 mat4Invert(mat4 mat) +{ + mat4 result = { 0 }; + + // Cache the matrix values (speed optimization) + float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; + float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; + float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; + float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; + + float b00 = a00*a11 - a01*a10; + float b01 = a00*a12 - a02*a10; + float b02 = a00*a13 - a03*a10; + float b03 = a01*a12 - a02*a11; + float b04 = a01*a13 - a03*a11; + float b05 = a02*a13 - a03*a12; + float b06 = a20*a31 - a21*a30; + float b07 = a20*a32 - a22*a30; + float b08 = a20*a33 - a23*a30; + float b09 = a21*a32 - a22*a31; + float b10 = a21*a33 - a23*a31; + float b11 = a22*a33 - a23*a32; + + // Calculate the invert determinant (inlined to avoid double-caching) + float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06); + + result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet; + result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet; + result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet; + result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet; + result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet; + result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet; + result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet; + result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet; + result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet; + result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet; + result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet; + result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet; + result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet; + result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet; + result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet; + result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet; + + return result; +} + +// Get identity matrix +RMAPI mat4 mat4Identity(void) +{ + mat4 result = { 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f }; + + return result; +} + +// Add two matrices +RMAPI mat4 mat4Add(mat4 left, mat4 right) +{ + mat4 result = { 0 }; + + result.m0 = left.m0 + right.m0; + result.m1 = left.m1 + right.m1; + result.m2 = left.m2 + right.m2; + result.m3 = left.m3 + right.m3; + result.m4 = left.m4 + right.m4; + result.m5 = left.m5 + right.m5; + result.m6 = left.m6 + right.m6; + result.m7 = left.m7 + right.m7; + result.m8 = left.m8 + right.m8; + result.m9 = left.m9 + right.m9; + result.m10 = left.m10 + right.m10; + result.m11 = left.m11 + right.m11; + result.m12 = left.m12 + right.m12; + result.m13 = left.m13 + right.m13; + result.m14 = left.m14 + right.m14; + result.m15 = left.m15 + right.m15; + + return result; +} + +// Subtract two matrices (left - right) +RMAPI mat4 mat4Subtract(mat4 left, mat4 right) +{ + mat4 result = { 0 }; + + result.m0 = left.m0 - right.m0; + result.m1 = left.m1 - right.m1; + result.m2 = left.m2 - right.m2; + result.m3 = left.m3 - right.m3; + result.m4 = left.m4 - right.m4; + result.m5 = left.m5 - right.m5; + result.m6 = left.m6 - right.m6; + result.m7 = left.m7 - right.m7; + result.m8 = left.m8 - right.m8; + result.m9 = left.m9 - right.m9; + result.m10 = left.m10 - right.m10; + result.m11 = left.m11 - right.m11; + result.m12 = left.m12 - right.m12; + result.m13 = left.m13 - right.m13; + result.m14 = left.m14 - right.m14; + result.m15 = left.m15 - right.m15; + + return result; +} + +RMAPI mat4 mat4Multiply(mat4 left, mat4 right) +{ + mat4 result = { 0 }; + + result.m0 = left.m0*right.m0 + left.m4*right.m1 + left.m8*right.m2 + left.m12*right.m3; + result.m1 = left.m0*right.m4 + left.m4*right.m5 + left.m8*right.m6 + left.m12*right.m7; + result.m2 = left.m0*right.m8 + left.m4*right.m9 + left.m8*right.m10 + left.m12*right.m11; + result.m3 = left.m0*right.m12 + left.m4*right.m13 + left.m8*right.m14 + left.m12*right.m15; + result.m4 = left.m1*right.m0 + left.m5*right.m1 + left.m9*right.m2 + left.m13*right.m3; + result.m5 = left.m1*right.m4 + left.m5*right.m5 + left.m9*right.m6 + left.m13*right.m7; + result.m6 = left.m1*right.m8 + left.m5*right.m9 + left.m9*right.m10 + left.m13*right.m11; + result.m7 = left.m1*right.m12 + left.m5*right.m13 + left.m9*right.m14 + left.m13*right.m15; + result.m8 = left.m2*right.m0 + left.m6*right.m1 + left.m10*right.m2 + left.m14*right.m3; + result.m9 = left.m2*right.m4 + left.m6*right.m5 + left.m10*right.m6 + left.m14*right.m7; + result.m10 = left.m2*right.m8 + left.m6*right.m9 + left.m10*right.m10 + left.m14*right.m11; + result.m11 = left.m2*right.m12 + left.m6*right.m13 + left.m10*right.m14 + left.m14*right.m15; + result.m12 = left.m3*right.m0 + left.m7*right.m1 + left.m11*right.m2 + left.m15*right.m3; + result.m13 = left.m3*right.m4 + left.m7*right.m5 + left.m11*right.m6 + left.m15*right.m7; + result.m14 = left.m3*right.m8 + left.m7*right.m9 + left.m11*right.m10 + left.m15*right.m11; + result.m15 = left.m3*right.m12 + left.m7*right.m13 + left.m11*right.m14 + left.m15*right.m15; + + return result; +} + + +// Get translation matrix +RMAPI mat4 mat4Translate(float x, float y, float z) +{ + mat4 result = { 1.0f, 0.0f, 0.0f, x, + 0.0f, 1.0f, 0.0f, y, + 0.0f, 0.0f, 1.0f, z, + 0.0f, 0.0f, 0.0f, 1.0f }; + + return result; +} + +// Create rotation matrix from axis and angle +// NOTE: Angle should be provided in radians +RMAPI mat4 mat4Rotate(vec3 axis, float angle) +{ + mat4 result = { 0 }; + + float x = axis.x, y = axis.y, z = axis.z; + + float lengthSquared = x*x + y*y + z*z; + + if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f)) + { + float ilength = 1.0f/sqrtf(lengthSquared); + x *= ilength; + y *= ilength; + z *= ilength; + } + + float sinres = sinf(angle); + float cosres = cosf(angle); + float t = 1.0f - cosres; + + result.m0 = x*x*t + cosres; + result.m1 = y*x*t + z*sinres; + result.m2 = z*x*t - y*sinres; + result.m3 = 0.0f; + + result.m4 = x*y*t - z*sinres; + result.m5 = y*y*t + cosres; + result.m6 = z*y*t + x*sinres; + result.m7 = 0.0f; + + result.m8 = x*z*t + y*sinres; + result.m9 = y*z*t - x*sinres; + result.m10 = z*z*t + cosres; + result.m11 = 0.0f; + + result.m12 = 0.0f; + result.m13 = 0.0f; + result.m14 = 0.0f; + result.m15 = 1.0f; + + return result; +} + +// Get x-rotation matrix +// NOTE: Angle must be provided in radians +RMAPI mat4 mat4RotateX(float angle) +{ + mat4 result = { 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f }; // mat4Identity() + + float cosres = cosf(angle); + float sinres = sinf(angle); + + result.m5 = cosres; + result.m6 = sinres; + result.m9 = -sinres; + result.m10 = cosres; + + return result; +} + +// Get y-rotation matrix +// NOTE: Angle must be provided in radians +RMAPI mat4 mat4RotateY(float angle) +{ + mat4 result = { 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f }; // mat4Identity() + + float cosres = cosf(angle); + float sinres = sinf(angle); + + result.m0 = cosres; + result.m2 = -sinres; + result.m8 = sinres; + result.m10 = cosres; + + return result; +} + +// Get z-rotation matrix +// NOTE: Angle must be provided in radians +RMAPI mat4 mat4RotateZ(float angle) +{ + mat4 result = { 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f }; // mat4Identity() + + float cosres = cosf(angle); + float sinres = sinf(angle); + + result.m0 = cosres; + result.m1 = sinres; + result.m4 = -sinres; + result.m5 = cosres; + + return result; +} + + +// Get xyz-rotation matrix +// NOTE: Angle must be provided in radians +RMAPI mat4 mat4RotateXYZ(vec3 angle) +{ + mat4 result = { 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f }; // mat4Identity() + + float cosz = cosf(-angle.z); + float sinz = sinf(-angle.z); + float cosy = cosf(-angle.y); + float siny = sinf(-angle.y); + float cosx = cosf(-angle.x); + float sinx = sinf(-angle.x); + + result.m0 = cosz*cosy; + result.m1 = (cosz*siny*sinx) - (sinz*cosx); + result.m2 = (cosz*siny*cosx) + (sinz*sinx); + + result.m4 = sinz*cosy; + result.m5 = (sinz*siny*sinx) + (cosz*cosx); + result.m6 = (sinz*siny*cosx) - (cosz*sinx); + + result.m8 = -siny; + result.m9 = cosy*sinx; + result.m10= cosy*cosx; + + return result; +} + +// Get zyx-rotation matrix +// NOTE: Angle must be provided in radians +RMAPI mat4 mat4RotateZYX(vec3 angle) +{ + mat4 result = { 0 }; + + float cz = cosf(angle.z); + float sz = sinf(angle.z); + float cy = cosf(angle.y); + float sy = sinf(angle.y); + float cx = cosf(angle.x); + float sx = sinf(angle.x); + + result.m0 = cz*cy; + result.m4 = cz*sy*sx - cx*sz; + result.m8 = sz*sx + cz*cx*sy; + result.m12 = 0; + + result.m1 = cy*sz; + result.m5 = cz*cx + sz*sy*sx; + result.m9 = cx*sz*sy - cz*sx; + result.m13 = 0; + + result.m2 = -sy; + result.m6 = cy*sx; + result.m10 = cy*cx; + result.m14 = 0; + + result.m3 = 0; + result.m7 = 0; + result.m11 = 0; + result.m15 = 1; + + return result; +} + +// Get scaling matrix +RMAPI mat4 mat4Scale(float x, float y, float z) +{ + mat4 result = { x, 0.0f, 0.0f, 0.0f, + 0.0f, y, 0.0f, 0.0f, + 0.0f, 0.0f, z, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f }; + + return result; +} + +// Get perspective projection matrix +RMAPI mat4 mat4Frustum(double left, double right, double bottom, double top, double near, double far) +{ + mat4 result = { 0 }; + + float rl = (float)(right - left); + float tb = (float)(top - bottom); + float fn = (float)(far - near); + + result.m0 = ((float)near*2.0f)/rl; + result.m1 = 0.0f; + result.m2 = 0.0f; + result.m3 = 0.0f; + + result.m4 = 0.0f; + result.m5 = ((float)near*2.0f)/tb; + result.m6 = 0.0f; + result.m7 = 0.0f; + + result.m8 = ((float)right + (float)left)/rl; + result.m9 = ((float)top + (float)bottom)/tb; + result.m10 = -((float)far + (float)near)/fn; + result.m11 = -1.0f; + + result.m12 = 0.0f; + result.m13 = 0.0f; + result.m14 = -((float)far*(float)near*2.0f)/fn; + result.m15 = 0.0f; + + return result; +} + +// Get perspective projection matrix +// NOTE: Fovy angle must be provided in radians +RMAPI mat4 mat4Perspective(double fovY, double aspect, double nearPlane, double farPlane) +{ + mat4 result = { 0 }; + + double top = nearPlane*tan(fovY*0.5); + double bottom = -top; + double right = top*aspect; + double left = -right; + + // mat4Frustum(-right, right, -top, top, near, far); + float rl = (float)(right - left); + float tb = (float)(top - bottom); + float fn = (float)(farPlane - nearPlane); + + result.m0 = ((float)nearPlane*2.0f)/rl; + result.m5 = ((float)nearPlane*2.0f)/tb; + result.m8 = ((float)right + (float)left)/rl; + result.m9 = ((float)top + (float)bottom)/tb; + result.m10 = -((float)farPlane + (float)nearPlane)/fn; + result.m11 = -1.0f; + result.m14 = -((float)farPlane*(float)nearPlane*2.0f)/fn; + + return result; +} + + +// Get orthographic projection matrix +/*RMAPI mat4 mat4Ortho(double left, double right, double bottom, double top, double nearPlane, double farPlane) +{ + mat4 result = { 0 }; + + float rl = (float)(right - left); + float tb = (float)(top - bottom); + float fn = (float)(farPlane - nearPlane); + + result.m0 = 2.0f/rl; + result.m1 = 0.0f; + result.m2 = 0.0f; + result.m3 = 0.0f; + result.m4 = 0.0f; + result.m5 = 2.0f/tb; + result.m6 = 0.0f; + result.m7 = 0.0f; + result.m8 = 0.0f; + result.m9 = 0.0f; + result.m10 = -2.0f/fn; + result.m11 = 0.0f; + result.m12 = -((float)left + (float)right)/rl; + result.m13 = -((float)top + (float)bottom)/tb; + result.m14 = -((float)farPlane + (float)nearPlane)/fn; + result.m15 = 1.0f; + + return result; +}*/ + +// Get camera look-at matrix (view matrix) +RMAPI mat4 mat4LookAt(vec3 eye, vec3 target, vec3 up) +{ + mat4 result = { 0 }; + + float length = 0.0f; + float ilength = 0.0f; + + // vec3Subtract(eye, target) + vec3 vz = { eye.x - target.x, eye.y - target.y, eye.z - target.z }; + + // vec3Normalize(vz) + vec3 v = vz; + length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); + if (length == 0.0f) length = 1.0f; + ilength = 1.0f/length; + vz.x *= ilength; + vz.y *= ilength; + vz.z *= ilength; + + // vec3CrossProduct(up, vz) + vec3 vx = { up.y*vz.z - up.z*vz.y, up.z*vz.x - up.x*vz.z, up.x*vz.y - up.y*vz.x }; + + // vec3Normalize(x) + v = vx; + length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); + if (length == 0.0f) length = 1.0f; + ilength = 1.0f/length; + vx.x *= ilength; + vx.y *= ilength; + vx.z *= ilength; + + // vec3CrossProduct(vz, vx) + vec3 vy = { vz.y*vx.z - vz.z*vx.y, vz.z*vx.x - vz.x*vx.z, vz.x*vx.y - vz.y*vx.x }; + + result.m0 = vx.x; + result.m1 = vy.x; + result.m2 = vz.x; + result.m3 = 0.0f; + result.m4 = vx.y; + result.m5 = vy.y; + result.m6 = vz.y; + result.m7 = 0.0f; + result.m8 = vx.z; + result.m9 = vy.z; + result.m10 = vz.z; + result.m11 = 0.0f; + result.m12 = -(vx.x*eye.x + vx.y*eye.y + vx.z*eye.z); // vec3DotProduct(vx, eye) + result.m13 = -(vy.x*eye.x + vy.y*eye.y + vy.z*eye.z); // vec3DotProduct(vy, eye) + result.m14 = -(vz.x*eye.x + vz.y*eye.y + vz.z*eye.z); // vec3DotProduct(vz, eye) + result.m15 = 1.0f; + + return result; +} + +// Get float array of matrix data +RMAPI float16 mat4ToFloatV(mat4 mat) +{ + float16 result = { 0 }; + + result.v[0] = mat.m0; + result.v[1] = mat.m1; + result.v[2] = mat.m2; + result.v[3] = mat.m3; + result.v[4] = mat.m4; + result.v[5] = mat.m5; + result.v[6] = mat.m6; + result.v[7] = mat.m7; + result.v[8] = mat.m8; + result.v[9] = mat.m9; + result.v[10] = mat.m10; + result.v[11] = mat.m11; + result.v[12] = mat.m12; + result.v[13] = mat.m13; + result.v[14] = mat.m14; + result.v[15] = mat.m15; + + return result; +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Quaternion math +//---------------------------------------------------------------------------------- + +// Add two quaternions +RMAPI Quaternion QuaternionAdd(Quaternion q1, Quaternion q2) +{ + Quaternion result = {q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w}; + + return result; +} + +// Add quaternion and float value +RMAPI Quaternion QuaternionAddValue(Quaternion q, float add) +{ + Quaternion result = {q.x + add, q.y + add, q.z + add, q.w + add}; + + return result; +} + +// Subtract two quaternions +RMAPI Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2) +{ + Quaternion result = {q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w}; + + return result; +} + +// Subtract quaternion and float value +RMAPI Quaternion QuaternionSubtractValue(Quaternion q, float sub) +{ + Quaternion result = {q.x - sub, q.y - sub, q.z - sub, q.w - sub}; + + return result; +} + +// Get identity quaternion +RMAPI Quaternion QuaternionIdentity(void) +{ + Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; + + return result; +} + +// Computes the length of a quaternion +RMAPI float QuaternionLength(Quaternion q) +{ + float result = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); + + return result; +} + +// Normalize provided quaternion +RMAPI Quaternion QuaternionNormalize(Quaternion q) +{ + Quaternion result = { 0 }; + + float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); + if (length == 0.0f) length = 1.0f; + float ilength = 1.0f/length; + + result.x = q.x*ilength; + result.y = q.y*ilength; + result.z = q.z*ilength; + result.w = q.w*ilength; + + return result; +} + +// Invert provided quaternion +RMAPI Quaternion QuaternionInvert(Quaternion q) +{ + Quaternion result = q; + + float lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w; + + if (lengthSq != 0.0f) + { + float invLength = 1.0f/lengthSq; + + result.x *= -invLength; + result.y *= -invLength; + result.z *= -invLength; + result.w *= invLength; + } + + return result; +} + +// Calculate two quaternion multiplication +RMAPI Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2) +{ + Quaternion result = { 0 }; + + float qax = q1.x, qay = q1.y, qaz = q1.z, qaw = q1.w; + float qbx = q2.x, qby = q2.y, qbz = q2.z, qbw = q2.w; + + result.x = qax*qbw + qaw*qbx + qay*qbz - qaz*qby; + result.y = qay*qbw + qaw*qby + qaz*qbx - qax*qbz; + result.z = qaz*qbw + qaw*qbz + qax*qby - qay*qbx; + result.w = qaw*qbw - qax*qbx - qay*qby - qaz*qbz; + + return result; +} + +// Scale quaternion by float value +RMAPI Quaternion QuaternionScale(Quaternion q, float mul) +{ + Quaternion result = { 0 }; + + result.x = q.x*mul; + result.y = q.y*mul; + result.z = q.z*mul; + result.w = q.w*mul; + + return result; +} + +// Divide two quaternions +RMAPI Quaternion QuaternionDivide(Quaternion q1, Quaternion q2) +{ + Quaternion result = { q1.x/q2.x, q1.y/q2.y, q1.z/q2.z, q1.w/q2.w }; + + return result; +} + +// Calculate linear interpolation between two quaternions +RMAPI Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount) +{ + Quaternion result = { 0 }; + + result.x = q1.x + amount*(q2.x - q1.x); + result.y = q1.y + amount*(q2.y - q1.y); + result.z = q1.z + amount*(q2.z - q1.z); + result.w = q1.w + amount*(q2.w - q1.w); + + return result; +} + +// Calculate slerp-optimized interpolation between two quaternions +RMAPI Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount) +{ + Quaternion result = { 0 }; + + // QuaternionLerp(q1, q2, amount) + result.x = q1.x + amount*(q2.x - q1.x); + result.y = q1.y + amount*(q2.y - q1.y); + result.z = q1.z + amount*(q2.z - q1.z); + result.w = q1.w + amount*(q2.w - q1.w); + + // QuaternionNormalize(q); + Quaternion q = result; + float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); + if (length == 0.0f) length = 1.0f; + float ilength = 1.0f/length; + + result.x = q.x*ilength; + result.y = q.y*ilength; + result.z = q.z*ilength; + result.w = q.w*ilength; + + return result; +} + +// Calculates spherical linear interpolation between two quaternions +RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount) +{ + Quaternion result = { 0 }; + +#if !defined(EPSILON) + #define EPSILON 0.000001f +#endif + + float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w; + + if (cosHalfTheta < 0) + { + q2.x = -q2.x; q2.y = -q2.y; q2.z = -q2.z; q2.w = -q2.w; + cosHalfTheta = -cosHalfTheta; + } + + if (fabsf(cosHalfTheta) >= 1.0f) result = q1; + else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount); + else + { + float halfTheta = acosf(cosHalfTheta); + float sinHalfTheta = sqrtf(1.0f - cosHalfTheta*cosHalfTheta); + + if (fabsf(sinHalfTheta) < EPSILON) + { + result.x = (q1.x*0.5f + q2.x*0.5f); + result.y = (q1.y*0.5f + q2.y*0.5f); + result.z = (q1.z*0.5f + q2.z*0.5f); + result.w = (q1.w*0.5f + q2.w*0.5f); + } + else + { + float ratioA = sinf((1 - amount)*halfTheta)/sinHalfTheta; + float ratioB = sinf(amount*halfTheta)/sinHalfTheta; + + result.x = (q1.x*ratioA + q2.x*ratioB); + result.y = (q1.y*ratioA + q2.y*ratioB); + result.z = (q1.z*ratioA + q2.z*ratioB); + result.w = (q1.w*ratioA + q2.w*ratioB); + } + } + + return result; +} + +// Calculate quaternion cubic spline interpolation using Cubic Hermite Spline algorithm +// as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic +RMAPI Quaternion QuaternionCubicHermiteSpline(Quaternion q1, Quaternion outTangent1, Quaternion q2, Quaternion inTangent2, float t) +{ + float t2 = t * t; + float t3 = t2 * t; + float h00 = 2 * t3 - 3 * t2 + 1; + float h10 = t3 - 2 * t2 + t; + float h01 = -2 * t3 + 3 * t2; + float h11 = t3 - t2; + + Quaternion p0 = QuaternionScale(q1, h00); + Quaternion m0 = QuaternionScale(outTangent1, h10); + Quaternion p1 = QuaternionScale(q2, h01); + Quaternion m1 = QuaternionScale(inTangent2, h11); + + Quaternion result = { 0 }; + + result = QuaternionAdd(p0, m0); + result = QuaternionAdd(result, p1); + result = QuaternionAdd(result, m1); + result = QuaternionNormalize(result); + + return result; +} + +// Calculate quaternion based on the rotation from one vector to another +RMAPI Quaternion QuaternionFromvec3Tovec3(vec3 from, vec3 to) +{ + Quaternion result = { 0 }; + + float cos2Theta = (from.x*to.x + from.y*to.y + from.z*to.z); // vec3DotProduct(from, to) + vec3 cross = { from.y*to.z - from.z*to.y, from.z*to.x - from.x*to.z, from.x*to.y - from.y*to.x }; // vec3CrossProduct(from, to) + + result.x = cross.x; + result.y = cross.y; + result.z = cross.z; + result.w = 1.0f + cos2Theta; + + // QuaternionNormalize(q); + // NOTE: Normalize to essentially nlerp the original and identity to 0.5 + Quaternion q = result; + float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); + if (length == 0.0f) length = 1.0f; + float ilength = 1.0f/length; + + result.x = q.x*ilength; + result.y = q.y*ilength; + result.z = q.z*ilength; + result.w = q.w*ilength; + + return result; +} + +// Get a quaternion for a given rotation matrix +RMAPI Quaternion QuaternionFrommat4(mat4 mat) +{ + Quaternion result = { 0 }; + + float fourWSquaredMinus1 = mat.m0 + mat.m5 + mat.m10; + float fourXSquaredMinus1 = mat.m0 - mat.m5 - mat.m10; + float fourYSquaredMinus1 = mat.m5 - mat.m0 - mat.m10; + float fourZSquaredMinus1 = mat.m10 - mat.m0 - mat.m5; + + int biggestIndex = 0; + float fourBiggestSquaredMinus1 = fourWSquaredMinus1; + if (fourXSquaredMinus1 > fourBiggestSquaredMinus1) + { + fourBiggestSquaredMinus1 = fourXSquaredMinus1; + biggestIndex = 1; + } + + if (fourYSquaredMinus1 > fourBiggestSquaredMinus1) + { + fourBiggestSquaredMinus1 = fourYSquaredMinus1; + biggestIndex = 2; + } + + if (fourZSquaredMinus1 > fourBiggestSquaredMinus1) + { + fourBiggestSquaredMinus1 = fourZSquaredMinus1; + biggestIndex = 3; + } + + float biggestVal = sqrtf(fourBiggestSquaredMinus1 + 1.0f)*0.5f; + float mult = 0.25f/biggestVal; + + switch (biggestIndex) + { + case 0: + result.w = biggestVal; + result.x = (mat.m6 - mat.m9)*mult; + result.y = (mat.m8 - mat.m2)*mult; + result.z = (mat.m1 - mat.m4)*mult; + break; + case 1: + result.x = biggestVal; + result.w = (mat.m6 - mat.m9)*mult; + result.y = (mat.m1 + mat.m4)*mult; + result.z = (mat.m8 + mat.m2)*mult; + break; + case 2: + result.y = biggestVal; + result.w = (mat.m8 - mat.m2)*mult; + result.x = (mat.m1 + mat.m4)*mult; + result.z = (mat.m6 + mat.m9)*mult; + break; + case 3: + result.z = biggestVal; + result.w = (mat.m1 - mat.m4)*mult; + result.x = (mat.m8 + mat.m2)*mult; + result.y = (mat.m6 + mat.m9)*mult; + break; + } + + return result; +} + +// Get a matrix for a given quaternion +RMAPI mat4 QuaternionTomat4(Quaternion q) +{ + mat4 result = { 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f }; // mat4Identity() + + float a2 = q.x*q.x; + float b2 = q.y*q.y; + float c2 = q.z*q.z; + float ac = q.x*q.z; + float ab = q.x*q.y; + float bc = q.y*q.z; + float ad = q.w*q.x; + float bd = q.w*q.y; + float cd = q.w*q.z; + + result.m0 = 1 - 2*(b2 + c2); + result.m1 = 2*(ab + cd); + result.m2 = 2*(ac - bd); + + result.m4 = 2*(ab - cd); + result.m5 = 1 - 2*(a2 + c2); + result.m6 = 2*(bc + ad); + + result.m8 = 2*(ac + bd); + result.m9 = 2*(bc - ad); + result.m10 = 1 - 2*(a2 + b2); + + return result; +} + +// Get rotation quaternion for an angle and axis +// NOTE: Angle must be provided in radians +RMAPI Quaternion QuaternionFromAxisAngle(vec3 axis, float angle) +{ + Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; + + float axisLength = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z); + + if (axisLength != 0.0f) + { + angle *= 0.5f; + + float length = 0.0f; + float ilength = 0.0f; + + // vec3Normalize(axis) + length = axisLength; + if (length == 0.0f) length = 1.0f; + ilength = 1.0f/length; + axis.x *= ilength; + axis.y *= ilength; + axis.z *= ilength; + + float sinres = sinf(angle); + float cosres = cosf(angle); + + result.x = axis.x*sinres; + result.y = axis.y*sinres; + result.z = axis.z*sinres; + result.w = cosres; + + // QuaternionNormalize(q); + Quaternion q = result; + length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); + if (length == 0.0f) length = 1.0f; + ilength = 1.0f/length; + result.x = q.x*ilength; + result.y = q.y*ilength; + result.z = q.z*ilength; + result.w = q.w*ilength; + } + + return result; +} + +// Get the rotation angle and axis for a given quaternion +RMAPI void QuaternionToAxisAngle(Quaternion q, vec3 *outAxis, float *outAngle) +{ + if (fabsf(q.w) > 1.0f) + { + // QuaternionNormalize(q); + float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); + if (length == 0.0f) length = 1.0f; + float ilength = 1.0f/length; + + q.x = q.x*ilength; + q.y = q.y*ilength; + q.z = q.z*ilength; + q.w = q.w*ilength; + } + + vec3 resAxis = { 0.0f, 0.0f, 0.0f }; + float resAngle = 2.0f*acosf(q.w); + float den = sqrtf(1.0f - q.w*q.w); + + if (den > EPSILON) + { + resAxis.x = q.x/den; + resAxis.y = q.y/den; + resAxis.z = q.z/den; + } + else + { + // This occurs when the angle is zero. + // Not a problem: just set an arbitrary normalized axis. + resAxis.x = 1.0f; + } + + *outAxis = resAxis; + *outAngle = resAngle; +} + +// Get the quaternion equivalent to Euler angles +// NOTE: Rotation order is ZYX +RMAPI Quaternion QuaternionFromEuler(float pitch, float yaw, float roll) +{ + Quaternion result = { 0 }; + + float x0 = cosf(pitch*0.5f); + float x1 = sinf(pitch*0.5f); + float y0 = cosf(yaw*0.5f); + float y1 = sinf(yaw*0.5f); + float z0 = cosf(roll*0.5f); + float z1 = sinf(roll*0.5f); + + result.x = x1*y0*z0 - x0*y1*z1; + result.y = x0*y1*z0 + x1*y0*z1; + result.z = x0*y0*z1 - x1*y1*z0; + result.w = x0*y0*z0 + x1*y1*z1; + + return result; +} + +// Get the Euler angles equivalent to quaternion (roll, pitch, yaw) +// NOTE: Angles are returned in a vec3 struct in radians +RMAPI vec3 QuaternionToEuler(Quaternion q) +{ + vec3 result = { 0 }; + + // Roll (x-axis rotation) + float x0 = 2.0f*(q.w*q.x + q.y*q.z); + float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y); + result.x = atan2f(x0, x1); + + // Pitch (y-axis rotation) + float y0 = 2.0f*(q.w*q.y - q.z*q.x); + y0 = y0 > 1.0f ? 1.0f : y0; + y0 = y0 < -1.0f ? -1.0f : y0; + result.y = asinf(y0); + + // Yaw (z-axis rotation) + float z0 = 2.0f*(q.w*q.z + q.x*q.y); + float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z); + result.z = atan2f(z0, z1); + + return result; +} + +// Transform a quaternion given a transformation matrix +RMAPI Quaternion QuaternionTransform(Quaternion q, mat4 mat) +{ + Quaternion result = { 0 }; + + result.x = mat.m0*q.x + mat.m4*q.y + mat.m8*q.z + mat.m12*q.w; + result.y = mat.m1*q.x + mat.m5*q.y + mat.m9*q.z + mat.m13*q.w; + result.z = mat.m2*q.x + mat.m6*q.y + mat.m10*q.z + mat.m14*q.w; + result.w = mat.m3*q.x + mat.m7*q.y + mat.m11*q.z + mat.m15*q.w; + + return result; +} + +// Check whether two given quaternions are almost equal +RMAPI int QuaternionEquals(Quaternion p, Quaternion q) +{ +#if !defined(EPSILON) + #define EPSILON 0.000001f +#endif + + int result = (((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && + ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) && + ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) && + ((fabsf(p.w - q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w)))))) || + (((fabsf(p.x + q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && + ((fabsf(p.y + q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) && + ((fabsf(p.z + q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) && + ((fabsf(p.w + q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w)))))); + + return result; +} + +#endif // RAYMATH_H diff --git a/include/quad.h b/include/quad.h index c98dd2d..b01c0ea 100644 --- a/include/quad.h +++ b/include/quad.h @@ -3,9 +3,16 @@ #include +void setup_quads(); +void draw_quad(vec2 pos, vec2 size, vec4 color); +void draw_quad_trans(mat4 transform, vec4 color); +void batch_draw_quad(RenderBatch* batch, mat4 transform, vec4 color); +RenderBatch* create_quad_batch(); + +extern RenderBatch* quad_batch; + typedef struct { vec3 Position; - mat4 Transform; vec4 Color; } QuadVertex; diff --git a/include/raymath.h b/include/raymath.h index 08cbae4..410aac5 100644 --- a/include/raymath.h +++ b/include/raymath.h @@ -115,6 +115,11 @@ typedef struct vec2 { float x; float y; } vec2; + +#define vec2(...) (vec2){ __VA_ARGS__ } + +#define VEC2 "%f, %f" + #define RL_VECTOR2_TYPE #endif @@ -125,6 +130,18 @@ typedef struct vec3 { float y; float z; } vec3; + +#define vec3_1(x) (vec3){ x, x, x } +#define vec3_2(v2, z) (vec3){ v2.x, v2.y, z } +#define vec3_3(x, y, z) (vec3){ x, y, z } + +#define vec3_MACRO(_1, _2, _3, NAME, ...) NAME +#define vec3(...) vec3_MACRO(__VA_ARGS__, vec3_3, vec3_2, vec3_1)(__VA_ARGS__) + +#define vec3_spread(v) v.x, v.y, v.z + +#define VEC3 "%f, %f, %f" + #define RL_VECTOR3_TYPE #endif @@ -136,6 +153,19 @@ typedef struct vec4 { float z; float w; } vec4; + +#define vec4_1(x) (vec4){ x, x, x, x } +#define vec4_2(v3, w) (vec4){ v3.x, v3.y, v3.z, w } +#define vec4_3(v2, z, w) (vec4){ v2.x, v2.y, z, w } +#define vec4_4(x, y, z, w) (vec4){ x, y, z, w } + +#define vec4_MACRO(_1, _2, _3, _4, NAME, ...) NAME +#define vec4(...) vec4_MACRO(__VA_ARGS__, vec4_4, vec4_3, vec4_2, vec4_1)(__VA_ARGS__) + +#define vec4_spread(v) v.x, v.y, v.z, v.w + +#define VEC4 "%f, %f, %f, %f" + #define RL_VECTOR4_TYPE #endif diff --git a/include/textures.h b/include/textures.h index acc6515..060b1db 100644 --- a/include/textures.h +++ b/include/textures.h @@ -4,10 +4,13 @@ #include #include +typedef uint32_t Texture; + void setup_textures(); -uint32_t load_texture(const char* path); -void draw_texture(uint32_t id, vec3 pos, vec4 color); -void batch_draw_texture(RenderBatch* batch, uint32_t id, vec3 pos, vec4 color); +Texture load_texture(const char* path); +void draw_texture(Texture id, vec2 pos, vec2 size, vec4 tint); +void draw_texture_trans(Texture id, mat4 transform, vec4 tint); +void batch_draw_texture(RenderBatch* batch, Texture id, mat4 transform, vec4 tint); RenderBatch* create_texture_quad_batch(); extern RenderBatch* texture_quad_batch; diff --git a/src/batch.c b/src/batch.c index df4be67..ab2556d 100644 --- a/src/batch.c +++ b/src/batch.c @@ -2,7 +2,7 @@ #include #include -sl_vec(RenderBatch*) batches = { 0 }; +BatchList batches = { 0 }; RenderBatch* create_batch(size_t vert_size, uint32_t max_verts) { RenderBatch* batch = calloc(sizeof(RenderBatch), 1); @@ -15,8 +15,8 @@ RenderBatch* create_batch(size_t vert_size, uint32_t max_verts) { batch->max_vertices = max_verts; batch->vertices = calloc(vert_size, max_verts); batch->vertex_ptr = batch->vertices; - glNamedBufferStorage(batch->vbo, vert_size * max_verts, NULL, GL_DYNAMIC_STORAGE_BIT); - + glNamedBufferStorage(batch->vbo, vert_size * max_verts, NULL, GL_DYNAMIC_STORAGE_BIT); + return batch; } @@ -36,6 +36,13 @@ void flush_batch(RenderBatch* batch) { glUseProgram(batch->shader); + /*glUniformMatrix4fv(0, 1, GL_FALSE, + mat4ToFloat(mat4Multiply(batch->camera->view, batch->camera->projection)));*/ + + + //glUniformMatrix4fv(1, 1, GL_FALSE, mat4ToFloat(batch->camera->view)); + //glUniformMatrix4fv(2, 1, GL_FALSE, mat4ToFloat(batch->camera->projection)); + if(batch->flush_callback != NULL) batch->flush_callback(batch); @@ -69,6 +76,5 @@ void batch_bind_attribs(RenderBatch* batch) { } bool batch_needs_flush(RenderBatch* batch, uint32_t vertex_add) { - //return true; return batch->vertex_size * (batch->vertex_count + vertex_add) >= batch->vertex_size * batch->max_vertices; } diff --git a/src/camera.c b/src/camera.c new file mode 100644 index 0000000..a14e657 --- /dev/null +++ b/src/camera.c @@ -0,0 +1,7 @@ +#include + +void set_active_camera(Camera* camera) { + /*for(int i = 0; i < batches.size; i++) { + batches.data[i]->camera = camera; + }*/ +} diff --git a/src/init.c b/src/init.c index 8af302e..f35066d 100644 --- a/src/init.c +++ b/src/init.c @@ -3,6 +3,8 @@ #include #include +bool gl_initialized = false; + void init_gl(int major, int minor) { if(!glfwInit()) { printf("[GLFW] Failed to initialize\n"); @@ -13,10 +15,16 @@ void init_gl(int major, int minor) { glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, major); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, minor); - glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + + printf("[OPENGL] Using OpenGL %d.%d\n", major, minor); + + gl_initialized = true; } Window create_window(int width, int height, const char* title) { + if(!gl_initialized) init_gl(4, 6); + Window window = glfwCreateWindow(width, height, title, NULL, NULL); if(!window) { printf("[GLFW] Failed to create window\n"); diff --git a/src/main.c b/src/main.c index 7c5a049..b259723 100644 --- a/src/main.c +++ b/src/main.c @@ -1,45 +1,127 @@ #include -#include -#include + +Camera* create_camera(vec2 pos) { + Camera* camera = calloc(sizeof(Camera), 1); + camera->view = mat4Transpose(mat4Translate(pos.x, pos.y, -3.0f)); + + return camera; +} + +void update_camera(Camera* camera, Window window) { + int width, height; + glfwGetWindowSize(window, &width, &height); + + assert(camera != NULL); + camera->projection = mat4Transpose(mat4Ortho(0.0f, width, height, 0.0f, 0.0f, 1000.0f)); + //camera->projection = mat4Transpose(mat4Perspective(45.0f * DEG2RAD, ((double)width / (double)height), 0.1f, 100.0f)); +} + +typedef struct CameraData { + mat4 view_projection; +} CameraData; int main() { - init_gl(4, 6); Window window = create_window(800, 600, "gearlib"); glfwSwapInterval(0); - enable_debugging(); + setup_quads(); setup_textures(); - - uint32_t cat = load_texture("assets/cat.png"); + + Camera* camera = create_camera(vec2(0.0f, 0.0f)); + set_active_camera(camera); + + Texture cat = load_texture("assets/cat.png"); + + /*uint32_t cat = load_texture("assets/cat.png"); uint32_t cuddle = load_texture("assets/cuddle.png"); - uint32_t parrots = load_texture("assets/parrots.png"); + uint32_t parrots = load_texture("assets/parrots.png");*/ double time = glfwGetTime(); + /*double total_time = 0; + int frames = 0; + int fps = 0;*/ + + uint32_t ubo; + glCreateBuffers(1, &ubo); + glNamedBufferStorage(ubo, sizeof(Camera), NULL, GL_DYNAMIC_STORAGE_BIT); + glBindBufferBase(GL_UNIFORM_BUFFER, 0, ubo); + + float angle = 0; while (!glfwWindowShouldClose(window)) { process_input(window); + update_camera(camera, window); + + glNamedBufferSubData(ubo, 0, sizeof(Camera), camera); glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); + + /*for(int i = 0; i < 33; i++) { + draw_texture(parrots, vec3(-0.4f, 0.4f, 0.0f), WHITE); + draw_texture(cat, vec3(0.0f, 0.0f, 0.0f), WHITE); + draw_texture(cuddle, vec3(0.0f, -0.4f, 0.0f), WHITE); + }*/ - draw_texture(parrots, (vec3){ -0.4f, 0.4f, 0.0f }, (vec4){ 1.0f, 1.0f, 1.0f, 1.0f }); - draw_texture(cat, (vec3){ 0.0f, 0.0f, 0.0f }, (vec4){ 1.0f, 1.0f, 1.0f, 1.0f }); - draw_texture(cuddle, (vec3){ 0.0f, -0.4f, 0.0f }, (vec4){ 1.0f, 1.0f, 1.0f, 1.0f }); + //draw_texture(cat, vec2(300, 400), vec2(700, 700), WHITE); + + //for(int i = 0; i < 255; i++) + //draw_quad(vec2(i, i), vec2(10, 10), vec4(i / 255.0f, i / 255.0f, i / 255.0f, 1.0f)); - flush(); + mat4 transform = mat4Multiply( + mat4Multiply( + mat4Scale(100, 100, 1), + mat4Identity()), + /*mat4Rotate(vec3(1.0f, 0.5f, 0.0f), angle)),*/ + mat4Translate(0, 0, 1)); + transform = mat4Multiply(mat4Translate(0.5, 0.5f, 0.0f), transform); + + draw_texture_trans(cat, transform, WHITE); + + flush(); double end_time = glfwGetTime(); double frame_time = end_time - time; + //total_time += frame_time; double fps = 1 / frame_time; + + angle += frame_time; + time = end_time; - //printf("%lf, %lf" /*", %d, %d"*/ "\n", frame_time, fps/*, stats.draw_calls, stats.total_verts*/); + /*frames++; + if(total_time > 1.0) { + fps = frames; + frames = 0; + total_time = 0; + }*/ + + //printf("%lf, %lf\n", frame_time, fps); glfwSwapBuffers(window); glfwPollEvents(); } + glfwDestroyWindow(window); glfwTerminate(); return 0; } + + + + + + + + +/* +double time = glfwGetTime(); +... +double end_time = glfwGetTime(); +double frame_time = end_time - time; +double fps = 1 / frame_time; +time = end_time; + +printf("%lf, %lf, %d, %d\n", frame_time, fps, 0, 0); +*/ diff --git a/src/quad.c b/src/quad.c index dd7d314..4c5ce9e 100644 --- a/src/quad.c +++ b/src/quad.c @@ -1,4 +1,5 @@ #include +#include vec3 quad_vertex_positions[6] = { { -0.5f, 0.5f, 0.0f }, @@ -10,14 +11,36 @@ vec3 quad_vertex_positions[6] = { { 0.5f, 0.5f, 0.0f }, }; -void draw_rectangle(RenderBatch* batch, mat4 transform, vec4 color) { - if(batch_needs_flush(batch, 6)) +RenderBatch* quad_batch = NULL; + +void setup_quads() { + quad_batch = create_quad_batch(); +} + +void draw_quad(vec2 pos, vec2 size, vec4 color) { + mat4 transform = mat4Multiply( + mat4Scale(size.x, size.y, 1.0f), + mat4Translate(pos.x, pos.y, 0.0f)); + + draw_quad_trans(transform, color); +} + +void draw_quad_trans(mat4 transform, vec4 color) { + assert(quad_batch != NULL && "quad_batch is null, was setup_quads() called?"); + + batch_draw_quad(quad_batch, transform, color); +} + +void batch_draw_quad(RenderBatch* batch, mat4 transform, vec4 color) { + uint32_t vertex_add = 6; + + if(batch_needs_flush(batch, vertex_add)) flush_batch(batch); - for(int i = 0; i < 6; i++) { + for(int i = 0; i < vertex_add; i++) { QuadVertex* vertex = batch->vertex_ptr; - vertex->Position = quad_vertex_positions[i]; + vertex->Position = vec3Transform(quad_vertex_positions[i], transform); vertex->Color = color; batch->vertex_ptr += batch->vertex_size; @@ -25,11 +48,11 @@ void draw_rectangle(RenderBatch* batch, mat4 transform, vec4 color) { } } -void setup_quad() { +RenderBatch* create_quad_batch() { RenderBatch* quad_batch = create_batch(sizeof(QuadVertex), MAX_VERTICES); quad_batch->shader = load_shader_program( compile_shader("assets/quad.vert", GL_VERTEX_SHADER), - compile_shader("assets/quad.frag", GL_FRAGMENT_SHADER), 0);; + compile_shader("assets/quad.frag", GL_FRAGMENT_SHADER), 0); batch_add_attrib(quad_batch, (VertexAttrib){ .type = GL_FLOAT, .size = sizeof(float), .count = 3 @@ -40,4 +63,6 @@ void setup_quad() { }); // color batch_bind_attribs(quad_batch); + + return quad_batch; } diff --git a/src/textures.c b/src/textures.c index 4be1114..215ddce 100644 --- a/src/textures.c +++ b/src/textures.c @@ -15,8 +15,6 @@ void setup_textures() { } uint32_t load_texture(const char* path) { - stbi_set_flip_vertically_on_load(1); - uint32_t id; glCreateTextures(GL_TEXTURE_2D, 1, &id); @@ -39,11 +37,6 @@ uint32_t load_texture(const char* path) { return id; } -void draw_texture(uint32_t id, vec3 pos, vec4 color) { - assert(texture_quad_batch != NULL && "texture_quad_batch is null, was setup_textures() called?"); - batch_draw_texture(texture_quad_batch, id, pos, color); -} - vec2 texture_quad_texcoords[] = { { 0.0f, 1.0f }, { 0.0f, 0.0f }, @@ -54,11 +47,24 @@ vec2 texture_quad_texcoords[] = { { 1.0f, 1.0f } }; -void batch_draw_texture(RenderBatch* batch, uint32_t texture, vec3 pos, vec4 color) { - TextureQuadBatchData* batch_data = batch->data; - uint32_t vertex_add = 6; +void draw_texture(Texture id, vec2 pos, vec2 size, vec4 tint) { + mat4 transform = mat4Multiply( + mat4Scale(size.x, size.y, 1.0f), + mat4Translate(pos.x, pos.y, 0.0f)); - if(batch_needs_flush(batch, vertex_add) || batch_data->texture_index > max_textures) + draw_texture_trans(id, transform, tint); +} + +void draw_texture_trans(Texture id, mat4 transform, vec4 tint) { + assert(texture_quad_batch != NULL && "texture_quad_batch is null, was setup_textures() called?"); + batch_draw_texture(texture_quad_batch, id, transform, tint); +} + +void batch_draw_texture(RenderBatch* batch, Texture texture, mat4 transform, vec4 color) { + TextureQuadBatchData* batch_data = batch->data; + uint32_t vertex_add = 6; + + if(batch_needs_flush(batch, vertex_add) || batch_data->texture_index >= max_textures) flush_batch(batch); uint32_t tex_id = batch_data->texture_index++; @@ -67,7 +73,7 @@ void batch_draw_texture(RenderBatch* batch, uint32_t texture, vec3 pos, vec4 col for(int i = 0; i < vertex_add; i++) { TextureQuadVertex* vertex = batch->vertex_ptr; - vertex->Position = vec3Add(quad_vertex_positions[i], pos); + vertex->Position = vec3Transform(quad_vertex_positions[i], transform); vertex->Tint = color; vertex->TexCoord = texture_quad_texcoords[i]; vertex->TexID = tex_id; @@ -77,7 +83,7 @@ void batch_draw_texture(RenderBatch* batch, uint32_t texture, vec3 pos, vec4 col } } -void texture_quad_batch_flush_callback(RenderBatch* batch) { +void texture_flush_callback(RenderBatch* batch) { TextureQuadBatchData* data = batch->data; data->texture_index = 0; } @@ -87,8 +93,9 @@ RenderBatch* create_texture_quad_batch() { texture_quad_batch->shader = load_shader_program( compile_shader("assets/texture.vert", GL_VERTEX_SHADER), compile_shader("assets/texture.frag", GL_FRAGMENT_SHADER), 0); + texture_quad_batch->data = calloc(sizeof(TextureQuadBatchData), 1); - texture_quad_batch->flush_callback = &texture_quad_batch_flush_callback; + texture_quad_batch->flush_callback = &texture_flush_callback; batch_add_attrib(texture_quad_batch, (VertexAttrib){ .type = GL_FLOAT, .size = sizeof(float), .count = 3