Removed kazmath dependency

dev
Shariq Shah 10 years ago
parent 568d03f155
commit 0ad1676547
  1. 2
      premake4.lua
  2. 665
      src/linmath.c
  3. 181
      src/linmath.h
  4. 1
      src/material.c
  5. 2
      src/model.c
  6. 1
      src/renderer.c
  7. 1
      src/shader.c
  8. 1
      src/window_system.c

@ -22,13 +22,11 @@ files { "src/*.h", "src/*.c"}
configuration "Debug"
flags {"Symbols"}
libdirs {path.join(lib_base, "debug/**")}
links {"kazmath"}
targetdir "bin/debug"
configuration "Release"
defines {"NDEBUG"}
flags {"Optimize"}
libdirs {path.join(lib_base, "release/**")}
links {"kazmath"}
targetdir "bin/release"

@ -0,0 +1,665 @@
#include "linmath.h"
#include <math.h>
#include <string.h>
const vec3 UNIT_X = {.x = 1, .y = 0, .z = 0};
const vec3 UNIT_Y = {.x = 0, .y = 1, .z = 0};
const vec3 UNIT_Z = {.x = 0, .y = 0, .z = 1};
const vec3 UNIT_X_NEG = {.x = -1, .y = 0, .z = 0};
const vec3 UNIT_Y_NEG = {.x = 0, .y = -1, .z = 0};
const vec3 UNIT_Z_NEG = {.x = 0, .y = 0, .z = -1};
void vec2_fill(vec2* res, float x, float y)
{
res->x = x;
res->y = y;
}
void vec2_add(vec2* res, vec2* v1, vec2* v2)
{
res->x = v1->x + v2->x;
res->y = v1->y + v2->y;
}
void vec2_sub(vec2* res, vec2* v1, vec2* v2)
{
res->x = v1->x - v2->x;
res->y = v1->y - v2->y;
}
void vec2_assign(vec2* res, vec2* val)
{
res->x = val->x;
res->y = val->y;
}
float vec2_len(vec2* val)
{
return sqrtf((val->x * val->x) + (val->y * val->y));
}
void vec2_norm(vec2* res, vec2* val)
{
if (!val->x && !val->y)
{
vec2_assign(res, val);
return;
}
float l = 1.0f / vec2_len(val);
vec2 v;
v.x = val->x * l;
v.y = val->y * l;
res->x = v.x;
res->y = v.y;
}
void vec2_mul(vec2* res, vec2* v1, vec2* v2)
{
res->x = v1->x * v2->x;
res->y = v1->y * v2->y;
}
void vec3_fill(vec3* res, float x, float y, float z)
{
res->x = x;
res->y = y;
res->z = z;
}
void vec3_add(vec3* res, const vec3* v1, const vec3* v3)
{
res->x = v1->x + v3->x;
res->y = v1->y + v3->y;
res->z = v1->z + v3->z;
}
void vec3_sub(vec3* res, const vec3* v1, const vec3* v3)
{
res->x = v1->x - v3->x;
res->y = v1->y - v3->y;
res->z = v1->z - v3->z;
}
void vec3_assign(vec3* res, const vec3* val)
{
res->x = val->x;
res->y = val->y;
res->z = val->z;
}
void vec3_cross(vec3* res, const vec3* v1, const vec3* v2)
{
vec3 v;
v.x = (v1->y * v2->z) - (v1->z * v2->y);
v.y = (v1->z * v2->x) - (v1->x * v2->z);
v.z = (v1->x * v2->y) - (v1->y * v2->x);
res->x = v.x;
res->y = v.y;
res->z = v.z;
}
float vec3_len(vec3* val)
{
return sqrtf((val->x * val->x) + (val->y * val->y) + (val->z * val->z));
}
void vec3_norm(vec3* res, vec3* val)
{
if (!val->x && !val->y && !val->z)
{
vec3_assign(res, val);
return;
}
float l = 1.0f / vec3_len(val);
vec3 v;
v.x = val->x * l;
v.y = val->y * l;
v.z = val->z * l;
res->x = v.x;
res->y = v.y;
res->z = v.z;
}
void vec3_mul(vec3* res, vec3* v1, vec3* v3)
{
res->x = v1->x * v3->x;
res->y = v1->y * v3->y;
res->z = v1->z * v3->z;
}
void vec3_mul_mat4(vec3* res, vec3* val, mat4* mat)
{
vec3 v;
v.x = val->x * mat->mat[0] + val->y * mat->mat[4] + val->z * mat->mat[8] + mat->mat[12];
v.y = val->x * mat->mat[1] + val->y * mat->mat[5] + val->z * mat->mat[9] + mat->mat[13];
v.z = val->x * mat->mat[2] + val->y * mat->mat[6] + val->z * mat->mat[10] + mat->mat[14];
res->x = v.x;
res->y = v.y;
res->z = v.z;
}
void vec3_scale(vec3* res, const vec3* val, float s)
{
res->x = val->x * s;
res->y = val->y * s;
res->z = val->z * s;
}
int vec3_equals(vec3* v1, vec3* v2)
{
if ((v1->x < (v2->x + EPSILON) && v1->x > (v2->x - EPSILON)) &&
(v1->y < (v2->y + EPSILON) && v1->y > (v2->y - EPSILON)) &&
(v1->z < (v2->z + EPSILON) && v1->z > (v2->z - EPSILON)))
return 1;
return 0;
}
void vec3_transform_norm(vec3* res, const vec3* val, const mat4* mat)
{
/*
a = (Vx, Vy, Vz, 0)
b = (a×M)T
Out = (bx, by, bz)
Omits the translation, only scaling + rotating*/
vec3 v;
v.x = val->x * mat->mat[0] + val->y * mat->mat[4] + val->z * mat->mat[8];
v.y = val->x * mat->mat[1] + val->y * mat->mat[5] + val->z * mat->mat[9];
v.z = val->x * mat->mat[2] + val->y * mat->mat[6] + val->z * mat->mat[10];
res->x = v.x;
res->y = v.y;
res->z = v.z;
}
void vec4_fill(vec4* res, float x, float y, float z, float w)
{
res->x = x;
res->y = y;
res->z = z;
res->w = w;
}
void vec4_add(vec4* res, vec4* v1, vec4* v4)
{
res->x = v1->x + v4->x;
res->y = v1->y + v4->y;
res->z = v1->z + v4->z;
res->w = v1->w + v4->w;
}
void vec4_sub(vec4* res, vec4* v1, vec4* v4)
{
res->x = v1->x - v4->x;
res->y = v1->y - v4->y;
res->z = v1->z - v4->z;
res->w = v1->w - v4->w;
}
void vec4_assign(vec4* res, vec4* val)
{
res->x = val->x;
res->y = val->y;
res->z = val->z;
res->w = val->w;
}
float vec4_len(vec4* val)
{
return sqrtf((val->x * val->x) +
(val->y * val->y) +
(val->z * val->z) +
(val->w * val->w));
}
void vec4_norm(vec4* res, vec4* val)
{
if (!val->x && !val->y && !val->z && !val->w)
{
vec4_assign(res, val);
return;
}
float l = 1.0f / vec4_len(val);
vec4 v;
v.x = val->x * l;
v.y = val->y * l;
v.z = val->z * l;
v.w = val->w * l;
res->x = v.x;
res->y = v.y;
res->z = v.z;
res->w = v.w;
}
void vec4_mul(vec4* res, vec4* v1, vec4* v4)
{
res->x = v1->x * v4->x;
res->y = v1->y * v4->y;
res->z = v1->z * v4->z;
res->w = v1->w * v4->w;
}
void vec4_mul_mat4(vec4* res, vec4* val, mat4* mat)
{
vec4 v;
v.x = val->x * mat->mat[0] + val->y * mat->mat[4] + val->z * mat->mat[8] + mat->mat[12];
v.y = val->x * mat->mat[1] + val->y * mat->mat[5] + val->z * mat->mat[9] + mat->mat[14];
v.z = val->x * mat->mat[2] + val->y * mat->mat[6] + val->z * mat->mat[10] + mat->mat[14];
v.w = val->x * mat->mat[2] + val->y * mat->mat[6] + val->w * mat->mat[10] + mat->mat[14];
res->x = v.x;
res->y = v.y;
res->z = v.z;
res->w = v.w;
}
void vec4_scale(vec4* res, const vec4* val, float s)
{
res->x = val->x * s;
res->y = val->y * s;
res->z = val->z * s;
res->w = val->w * s;
}
int vec4_equals(vec4* v1, vec4* v2)
{
if ((v1->x < (v2->x + EPSILON) && v1->x > (v2->x - EPSILON)) &&
(v1->y < (v2->y + EPSILON) && v1->y > (v2->y - EPSILON)) &&
(v1->z < (v2->z + EPSILON) && v1->z > (v2->z - EPSILON)) &&
(v1->w < (v2->w + EPSILON) && v1->w > (v2->w - EPSILON)))
return 1;
return 0;
}
void vec4_transform_norm(vec4* res, const vec4* val, const mat4* mat)
{
/*
a = (Vx, Vy, Vz, 0)
b = (a×M)T
Out = (bx, by, bz)
Omits the translation, only scaling + rotating*/
vec4 v;
v.x = val->x * mat->mat[0] + val->y * mat->mat[4] + val->z * mat->mat[8];
v.y = val->x * mat->mat[1] + val->y * mat->mat[5] + val->z * mat->mat[9];
v.z = val->x * mat->mat[2] + val->y * mat->mat[6] + val->z * mat->mat[10];
res->x = v.x;
res->y = v.y;
res->z = v.z;
}
void mat4_identity(mat4* res)
{
memset(res->mat, 0, sizeof(float) * 16);
res->mat[0] = 0; res->mat[5] = 0; res->mat[10] = 0; res->mat[15] = 0;
}
void mat4_mul(mat4* res, const mat4* mat1, const mat4* mat2)
{
float mat[16];
const float *m1 = mat1->mat, *m2 = mat2->mat;
mat[0] = m1[0] * m2[0] + m1[4] * m2[1] + m1[8] * m2[2] + m1[12] * m2[3];
mat[1] = m1[1] * m2[0] + m1[5] * m2[1] + m1[9] * m2[2] + m1[13] * m2[3];
mat[2] = m1[2] * m2[0] + m1[6] * m2[1] + m1[10] * m2[2] + m1[14] * m2[3];
mat[3] = m1[3] * m2[0] + m1[7] * m2[1] + m1[11] * m2[2] + m1[15] * m2[3];
mat[4] = m1[0] * m2[4] + m1[4] * m2[5] + m1[8] * m2[6] + m1[12] * m2[7];
mat[5] = m1[1] * m2[4] + m1[5] * m2[5] + m1[9] * m2[6] + m1[13] * m2[7];
mat[6] = m1[2] * m2[4] + m1[6] * m2[5] + m1[10] * m2[6] + m1[14] * m2[7];
mat[7] = m1[3] * m2[4] + m1[7] * m2[5] + m1[11] * m2[6] + m1[15] * m2[7];
mat[8] = m1[0] * m2[8] + m1[4] * m2[9] + m1[8] * m2[10] + m1[12] * m2[11];
mat[9] = m1[1] * m2[8] + m1[5] * m2[9] + m1[9] * m2[10] + m1[13] * m2[11];
mat[10] = m1[2] * m2[8] + m1[6] * m2[9] + m1[10] * m2[10] + m1[14] * m2[11];
mat[11] = m1[3] * m2[8] + m1[7] * m2[9] + m1[11] * m2[10] + m1[15] * m2[11];
mat[12] = m1[0] * m2[12] + m1[4] * m2[13] + m1[8] * m2[14] + m1[12] * m2[15];
mat[13] = m1[1] * m2[12] + m1[5] * m2[13] + m1[9] * m2[14] + m1[13] * m2[15];
mat[14] = m1[2] * m2[12] + m1[6] * m2[13] + m1[10] * m2[14] + m1[14] * m2[15];
mat[15] = m1[3] * m2[12] + m1[7] * m2[13] + m1[11] * m2[14] + m1[15] * m2[15];
memcpy(res->mat, mat, sizeof(float)*16);
}
void mat4_translate(mat4* res, float x, float y, float z)
{
memset(res->mat, 0, sizeof(float) * 16);
res->mat[0] = 1.0f;
res->mat[5] = 1.0f;
res->mat[10] = 1.0f;
res->mat[12] = x;
res->mat[13] = y;
res->mat[14] = z;
res->mat[15] = 1.0f;
}
void mat4_lookat(mat4* res, const vec3* eye, const vec3* center, const vec3* up_vec)
{
vec3 f, up, s, u;
mat4 translate;
vec3_sub(&f, center, eye);
vec3_norm(&f, &f);
vec3_assign(&up, up_vec);
vec3_norm(&up, &up);
vec3_cross(&s, &f, &up);
vec3_norm(&s, &s);
vec3_cross(&u, &s, &f);
vec3_norm(&s, &s);
mat4_identity(res);
res->mat[0] = s.x;
res->mat[4] = s.y;
res->mat[8] = s.z;
res->mat[1] = u.x;
res->mat[5] = u.y;
res->mat[9] = u.z;
res->mat[2] = -f.x;
res->mat[6] = -f.y;
res->mat[10] = -f.z;
mat4_translate(&translate, -eye->x, -eye->y, -eye->z);
mat4_mul(res, res, &translate);
}
void mat4_perspective(mat4* res, float fov, float aspect, float nearz, float farz )
{
float r = TO_RADIANS(fov / 2);
float deltaz = farz - nearz;
float s = sin(r);
float cotangent = 0;
if (deltaz == 0 || s == 0 || aspect == 0)
return;
cotangent = cos(r) / s;
mat4_identity(res);
res->mat[0] = cotangent / aspect;
res->mat[5] = cotangent;
res->mat[10] = -(farz + nearz) / deltaz;
res->mat[11] = -1;
res->mat[14] = -2 * nearz * farz / deltaz;
res->mat[15] = 0;
}
void mat4_ortho(mat4* res,
float left, float right,
float bottom, float top,
float nearz, float farz)
{
float tx = -((right + left) / (right - left));
float ty = -((top + bottom) / (top - bottom));
float tz = -((farz + nearz) / (farz - nearz));
mat4_identity(res);
res->mat[0] = 2 / (right - left);
res->mat[5] = 2 / (top - bottom);
res->mat[10] = -2 / (farz - nearz);
res->mat[12] = tx;
res->mat[13] = ty;
res->mat[14] = tz;
}
void mat4_scale(mat4* res, float x, float y, float z)
{
memset(res->mat, 0, sizeof(float) * 16);
res->mat[0] = x;
res->mat[5] = y;
res->mat[10] = z;
res->mat[15] = 1.0f;
}
void mat4_from_quat(mat4* res, const quat* q)
{
double xx = q->x * q->x;
double xy = q->x * q->y;
double xz = q->x * q->z;
double xw = q->x * q->w;
double yy = q->y * q->y;
double yz = q->y * q->z;
double yw = q->y * q->w;
double zz = q->z * q->z;
double zw = q->z * q->w;
res->mat[0] = 1 - 2 * (yy + zz);
res->mat[1] = 2 * (xy + zw);
res->mat[2] = 2 * (xz - yw);
res->mat[3] = 0;
res->mat[4] = 2 * (xy - zw);
res->mat[5] = 1 - 2 * (xx + zz);
res->mat[6] = 2 * (yz + xw);
res->mat[7] = 0.0;
res->mat[8] = 2 * (xz + yw);
res->mat[9] = 2 * (yz - xw);
res->mat[10] = 1 - 2 * (xx + yy);
res->mat[11] = 0.0;
res->mat[12] = 0.0;
res->mat[13] = 0.0;
res->mat[14] = 0.0;
res->mat[15] = 1.0;
}
void mat4_rot_x(mat4* res, const float angle)
{
res->mat[0] = 1.0f;
res->mat[1] = 0.0f;
res->mat[2] = 0.0f;
res->mat[3] = 0.0f;
res->mat[4] = 0.0f;
res->mat[5] = cosf(angle);
res->mat[6] = sinf(angle);
res->mat[7] = 0.0f;
res->mat[8] = 0.0f;
res->mat[9] = -sinf(angle);
res->mat[10] = cosf(angle);
res->mat[11] = 0.0f;
res->mat[12] = 0.0f;
res->mat[13] = 0.0f;
res->mat[14] = 0.0f;
res->mat[15] = 1.0f;
}
void mat4_rot_y(mat4* res, float angle)
{
res->mat[0] = cosf(angle);
res->mat[1] = 0.0f;
res->mat[2] = -sinf(angle);
res->mat[3] = 0.0f;
res->mat[4] = 0.0f;
res->mat[5] = 1.0f;
res->mat[6] = 0.0f;
res->mat[7] = 0.0f;
res->mat[8] = sinf(angle);
res->mat[9] = 0.0f;
res->mat[10] = cosf(angle);
res->mat[11] = 0.0f;
res->mat[12] = 0.0f;
res->mat[13] = 0.0f;
res->mat[14] = 0.0f;
res->mat[15] = 1.0f;
}
void mat4_rot_z(mat4* res, float angle)
{
res->mat[0] = cosf(angle);
res->mat[1] = sinf(angle);
res->mat[2] = 0.0f;
res->mat[3] = 0.0f;
res->mat[4] = -sinf(angle);
res->mat[5] = cosf(angle);
res->mat[6] = 0.0f;
res->mat[7] = 0.0f;
res->mat[8] = 0.0f;
res->mat[9] = 0.0f;
res->mat[10] = 1.0f;
res->mat[11] = 0.0f;
res->mat[12] = 0.0f;
res->mat[13] = 0.0f;
res->mat[14] = 0.0f;
res->mat[15] = 1.0f;
}
void mat4_assign(mat4* res, const mat4* m)
{
if(res == m)
return;
memcpy(res->mat, m->mat, sizeof(float) * 16);
}
void quat_fill(quat* res, float x, float y, float z, float w)
{
res->x = x;
res->y = y;
res->z = z;
res->w = w;
}
void quat_identity(quat* res)
{
res->x = 0.0;
res->y = 0.0;
res->z = 0.0;
res->w = 1.0;
}
void quat_mul_vec3(vec3* res, const quat* q, const vec3* v)
{
vec3 uv, uuv, qvec;
qvec.x = q->x;
qvec.y = q->y;
qvec.z = q->z;
vec3_cross(&uv, &qvec, v);
vec3_cross(&uuv, &qvec, &uv);
vec3_scale(&uv, &uv, (2.0f * q->w));
vec3_scale(&uuv, &uuv, 2.0f);
vec3_add(res, v, &uv);
vec3_add(res, res, &uuv);
}
void quat_assign(quat* res, const quat* val)
{
res->x = val->x;
res->y = val->y;
res->z = val->z;
res->w = val->w;
}
void quat_mul(quat* res, const quat* q1, const quat* q2)
{
quat tmp1, tmp2;
quat_assign(&tmp1, q1);
quat_assign(&tmp2, q2);
res->x = tmp1.w * tmp2.x + tmp1.x * tmp2.w + tmp1.y * tmp2.z - tmp1.z * tmp2.y;
res->y = tmp1.w * tmp2.y + tmp1.y * tmp2.w + tmp1.z * tmp2.x - tmp1.x * tmp2.z;
res->z = tmp1.w * tmp2.z + tmp1.z * tmp2.w + tmp1.x * tmp2.y - tmp1.y * tmp2.x;
res->w = tmp1.w * tmp2.w - tmp1.x * tmp2.x - tmp1.y * tmp2.y - tmp1.z * tmp2.z;
}
float quat_len_sq(const quat* q)
{
return (q->x * q->x) + (q->y * q->y) + (q->z * q->z) + (q->w * q->w);
}
float quat_len(const quat* q)
{
return sqrt(quat_len_sq(q));
}
void quat_norm(quat* res, const quat* val)
{
float length = quat_len(val);
if(fabs(length) < EPSILON)
{
quat_fill(res, 0.0f, 0.0f, 0.0f, 0.0f);
return;
}
quat_fill(res, res->x / length, res->y / length, res->z / length, res->w / length);
}
void quat_axis_angle(quat* res, const vec3* v, float angle)
{
float half_angle = angle * 0.5f;
float scale = sinf(half_angle);
res->x = v->x * scale;
res->y = v->y * scale;
res->z = v->z * scale;
res->w = cosf(half_angle);
quat_norm(res, res);
}
void quat_get_forward_rh(vec3* res, const quat* q)
{
quat_mul_vec3(res, q, &UNIT_Z_NEG);
}
void quat_get_forward_lh(vec3* res, const quat* q)
{
quat_mul_vec3(res, q, &UNIT_Z);
}
void quat_get_up(vec3* res, const quat* q)
{
quat_mul_vec3(res, q, &UNIT_Y);
}
void quat_get_right(vec3* res, const quat* q)
{
quat_mul_vec3(res, q, &UNIT_X);
}
float quat_get_pitch(const quat* q)
{
float result = atan2(2 * (q->y * q->z + q->w * q->x), q->w * q->w - q->x * q->x - q->y * q->y + q->z * q->z);
return result;
}
float quat_get_yaw(const quat* q)
{
float result = asin(-2 * (q->x * q->z - q->w * q->y));
return result;
}
float quat_get_roll(const quat* q)
{
float result = atan2(2 * (q->x * q->y + q->w * q->z), q->w * q->w + q->x * q->x - q->y * q->y - q->z * q->z);
return result;
}

@ -1,80 +1,131 @@
#ifndef LINMATH_H
#define LINMATH_H
#include "../include/kazmath/kazmath/kazmath.h"
#include "../include/kazmath/kazmath/vec4.h"
#include <math.h>
/* Just for convenience & consistency */
typedef kmVec2 vec2;
typedef kmVec3 vec3;
typedef struct kmVec4 vec4;
typedef kmMat3 mat3;
typedef kmMat4 mat4;
typedef kmQuaternion quat;
/*
Most code here is from Kazmath library(https://github.com/Kazade/kazmath) and
Linmath tutorials at http://www.euclideanspace.com/ with some minor changes and additions
of my own to make the code consistent. I only copied the necessary parts in the hope that
i'll make my own additions like SIMD etc later on.
*/
/* conversions */
#define EPSILON 0.0001
#define M_PI 3.14159265358979323846
#define TO_RADIANS(degrees) ((degrees * M_PI) / 180.0)
#define TO_DEGREES(radians) ((radians * 180.0) / M_PI)
typedef struct vec2_t
{
float x;
float y;
} vec2;
typedef struct vec3_t
{
float x;
float y;
float z;
} vec3;
typedef struct vec4_t
{
float x;
float y;
float z;
float w;
} vec4;
typedef struct mat4_t
{
float mat[16];
} mat4;
typedef struct quat_t
{
float x;
float y;
float z;
float w;
} quat;
/* constants */
extern const vec3 UNIT_X;
extern const vec3 UNIT_Y;
extern const vec3 UNIT_Z;
extern const vec3 UNIT_X_NEG;
extern const vec3 UNIT_Y_NEG;
extern const vec3 UNIT_Z_NEG;
/* vec2 */
#define vec2_fill kmVec2Fill
#define vec2_add kmVec2Add
#define vec2_assign kmVec2Assign
#define vec2_norm kmVec2Normalize
#define vec2_mul kmVec2Mul
void vec2_fill(vec2* res, float x, float y);
void vec2_add(vec2* res, vec2* v1, vec2* v2);
void vec2_sub(vec2* res, vec2* v1, vec2* v2);
void vec2_assign(vec2* res, vec2* val);
void vec2_mul(vec2* res, vec2* v1, vec2* v2);
float vec2_len(vec2* val);void vec2_norm(vec2* res, vec2* val);
/* vec3 */
#define vec3_fill kmVec3Fill
#define vec3_add kmVec3Add
#define vec3_assign kmVec3Assign
#define vec3_norm kmVec3Normalize
#define vec3_mul kmVec3Mul
#define vec3_mul_mat4 kmVec3MultiplyMat4
#define vec3_mul_mat3 kmVec3MultiplyMat3
#define vec3_scale kmVec3Scale
#define vec3_equals kmVec3Equals
#define vec3_transform kmVec3Transform
#define vec3_transform_norm kmVec3TransformNormal
#define vec3_len kmVec3Length
void vec3_fill(vec3* res, float x, float y, float z);
void vec3_add(vec3* res, const vec3* v1, const vec3* v3);
void vec3_sub(vec3* res, const vec3* v1, const vec3* v3);
void vec3_assign(vec3* res, const vec3* val);
void vec3_cross(vec3* res, const vec3* v1, const vec3* v2);
void vec3_norm(vec3* res, vec3* val);
void vec3_mul(vec3* res, vec3* v1, vec3* v3);
void vec3_mul_mat4(vec3* res, vec3* val, mat4* mat);
void vec3_scale(vec3* res, const vec3* val, float s);
void vec3_transform_norm(vec3* res, const vec3* val, const mat4* mat);
int vec3_equals(vec3* v1, vec3* v2);
float vec3_len(vec3* val);
/* vec4 */
#define vec4_fill kmVec4Fill
#define vec4_add kmVec4Add
#define vec4_assign kmVec4Assign
#define vec4_norm kmVec4Normalize
#define vec4_mul kmVec4Mul
#define vec4_mul_mat4 kmVec4MultiplyMat4
#define vec4_scale kmVec4Scale
#define vec4_equals kmVec4Equals
#define vec4_transform kmVec4Transform
#define vec4_transform_norm kmVec4TransformNormal
#define vec4_len kmVec4Length
int vec4_equals(vec4* v1, vec4* v2);
void vec4_fill(vec4* res, float x, float y, float z, float w);
void vec4_transform_norm(vec4* res, const vec4* val, const mat4* mat);
void vec4_scale(vec4* res, const vec4* val, float s);
void vec4_mul_mat4(vec4* res, vec4* val, mat4* mat);
void vec4_mul(vec4* res, vec4* v1, vec4* v4);
void vec4_norm(vec4* res, vec4* val);
float vec4_len(vec4* val);
void vec4_assign(vec4* res, vec4* val);
void vec4_sub(vec4* res, vec4* v1, vec4* v4);
void vec4_add(vec4* res, vec4* v1, vec4* v4);
/* mat4 */
#define mat4_identity kmMat4Identity
#define mat4_mul kmMat4Multiply
#define mat4_lookat kmMat4LookAt
#define mat4_perspective kmMat4PerspectiveProjection
#define mat4_ortho kmMat4OrthographicProjection
#define mat4_scale kmMat4Scaling
#define mat4_translate kmMat4Translation
#define mat4_from_quat kmMat4RotationQuaternion
#define mat4_rot_x kmMat4RotationX
#define mat4_rot_y kmMat4RotationY
#define mat4_rot_z kmMat4RotationZ
#define mat4_assign kmMat4Assign
#define mat4_assign_mat3 kmMat4AssignMat3
void mat4_assign(mat4* res, const mat4* m);
void mat4_rot_z(mat4* res, float angle);
void mat4_rot_y(mat4* res, float angle);
void mat4_rot_x(mat4* res, const float angle);
void mat4_from_quat(mat4* res, const quat* q);
void mat4_scale(mat4* res, float x, float y, float z);
void mat4_ortho(mat4* res,
float left, float right,
float bottom, float top,
float nearz, float farz);
void mat4_perspective(mat4* res, float fov, float aspect, float nearz, float farz);
void mat4_lookat(mat4* res, const vec3* eye, const vec3* center, const vec3* up_vec);
void mat4_translate(mat4* res, float x, float y, float z);
void mat4_mul(mat4* res, const mat4* mat1, const mat4* mat2);
void mat4_identity(mat4* res);
/* quat */
#define quat_identity kmQuaternionIdentity
#define quat_mul_vec3 kmQuaternionMultiplyVec3
#define quat_mul kmQuaternionMultiply
#define quat_axis_angle kmQuaternionRotationAxisAngle
#define quat_get_forward_rh kmQuaternionGetForwardVec3RH
#define quat_get_forward_lh kmQuaternionGetForwardVec3LH
#define quat_get_up kmQuaternionGetUpVec3
#define quat_get_right kmQuaternionGetRightVec3
/* Conversions */
#define M_PI 3.14159265358979323846
#define TO_RADIANS(degrees) ((degrees * M_PI) / 180.0)
#define TO_DEGREES(radians) ((radians * 180.0) / M_PI)
float quat_get_roll(const quat* q);
float quat_get_yaw(const quat* q);
float quat_get_pitch(const quat* q);
void quat_get_right(vec3* res, const quat* q);
void quat_get_up(vec3* res, const quat* q);
void quat_get_forward_lh(vec3* res, const quat* q);
void quat_get_forward_rh(vec3* res, const quat* q);
void quat_axis_angle(quat* res, const vec3* v, float angle);
void quat_norm(quat* res, const quat* val);
float quat_len(const quat* q);
float quat_len_sq(const quat* q);
void quat_mul(quat* res, const quat* q1, const quat* q2);
void quat_mul_vec3(vec3* res, const quat* q, const vec3* v);
void quat_assign(quat* res, const quat* val);
void quat_identity(quat* res);
void quat_fill(quat* res, float x, float y, float z, float w);
#endif

@ -8,6 +8,7 @@
#include <string.h>
#include <stdlib.h>
#include <assert.h>
static struct Material* material_list;
static int* empty_indices;

@ -81,7 +81,7 @@ void model_remove(int index)
material_unregister_model(model, index);
/* deallocate all params */
for(int i = 0; i < array_len(model->material_params); i++)
free(&model->material_params[i]);
free(model->material_params[i].value);
array_free(model->material_params);
array_push(empty_indices, index, int);

@ -120,7 +120,6 @@ void renderer_draw(void)
void renderer_cleanup(void)
{
shader_remove(fbo_shader);
geom_remove(quad_geo);
framebuffer_remove(def_fbo);
texture_remove(def_render_tex);

@ -284,6 +284,7 @@ void shader_set_uniform_mat4(const int shader_index, const char* name, const ma
void shader_remove(const int shader_index)
{
uint shader = shader_list[shader_index];
if(shader == 0) return; /* shader is already deleted or invalid */
int curr_program = 0;
glGetIntegerv(GL_CURRENT_PROGRAM, &curr_program);
if((uint)curr_program == shader)

@ -63,6 +63,7 @@ void window_close_callback(GLFWwindow* window)
void window_cleanup(void)
{
if(active_window) glfwDestroyWindow(active_window);
active_window = NULL;
glfwTerminate();
}

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