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4 Commits
955a3e09aa
...
64d959ed81
| Author | SHA1 | Date | |
|---|---|---|---|
| 64d959ed81 | |||
| cf05436514 | |||
| 13d882d6df | |||
| 44a3c5b76e |
4
.gitignore
vendored
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4
.gitignore
vendored
Normal file
@ -0,0 +1,4 @@
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.~*
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.\#*
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\#*
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*~
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809
_math.lua
Normal file
809
_math.lua
Normal file
@ -0,0 +1,809 @@
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local ffi = require 'ffi'
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local sin = math.sin
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local cos = math.cos
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local sqrt = math.sqrt
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local abs = math.abs
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local mat4
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local vec3
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local vec4
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local scalar
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scalar = {
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near_equal = function(s1, s2, epsilon)
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local d = abs(s1 - s2)
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return d <= epsilon
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end,
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convert_to_radians = function(degrees)
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return degrees * (math.pi / 180.0)
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end,
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convert_to_degrees = function(radians)
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return radians * (180.0 / math.pi)
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end,
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}
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setmetatable(scalar, scalar)
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mat4 = {
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__call = function(_t)
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-- newByteData is zero-initialized
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local data = love.data.newByteData(16 * 4)
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local m = ffi.cast('float*', data:getFFIPointer())
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value = {
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data = data,
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m = m,
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}
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setmetatable(value, mat4)
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return value
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end,
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__mul = function(M1, M2)
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return mat4.multiply(M1, M2)
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end,
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load_table = function(t)
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assert(#t == 16)
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assert(t[1] ~= nil)
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assert(t[2] ~= nil)
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assert(t[3] ~= nil)
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assert(t[4] ~= nil)
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assert(t[5] ~= nil)
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assert(t[6] ~= nil)
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assert(t[7] ~= nil)
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assert(t[8] ~= nil)
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assert(t[9] ~= nil)
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assert(t[10] ~= nil)
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assert(t[11] ~= nil)
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assert(t[12] ~= nil)
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assert(t[13] ~= nil)
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assert(t[14] ~= nil)
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assert(t[15] ~= nil)
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assert(t[16] ~= nil)
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return mat4.set(t[1], t[2], t[3], t[4],
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t[5], t[6], t[7], t[8],
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t[9], t[10], t[11], t[12],
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t[13], t[14], t[15], t[16])
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end,
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set = function(m00, m01, m02, m03,
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m10, m11, m12, m13,
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m20, m21, m22, m23,
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m30, m31, m32, m33)
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local M = mat4()
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M.m[0 * 4 + 0] = m00
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M.m[0 * 4 + 1] = m01
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M.m[0 * 4 + 2] = m02
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M.m[0 * 4 + 3] = m03
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M.m[1 * 4 + 0] = m10
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M.m[1 * 4 + 1] = m11
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M.m[1 * 4 + 2] = m12
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M.m[1 * 4 + 3] = m13
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M.m[2 * 4 + 0] = m20
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M.m[2 * 4 + 1] = m21
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M.m[2 * 4 + 2] = m22
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M.m[2 * 4 + 3] = m23
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M.m[3 * 4 + 0] = m30
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M.m[3 * 4 + 1] = m31
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M.m[3 * 4 + 2] = m32
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M.m[3 * 4 + 3] = m33
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return M
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end,
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identity = function()
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local M = mat4()
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M.m[0 * 4 + 0] = 1.0
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--M.m[0 * 4 + 1] = 0.0
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--M.m[0 * 4 + 2] = 0.0
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--M.m[0 * 4 + 3] = 0.0
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--M.m[1 * 4 + 0] = 0.0
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M.m[1 * 4 + 1] = 1.0
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--M.m[1 * 4 + 2] = 0.0
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--M.m[1 * 4 + 3] = 0.0
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--M.m[2 * 4 + 0] = 0.0
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--M.m[2 * 4 + 1] = 0.0
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M.m[2 * 4 + 2] = 1.0
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--M.m[2 * 4 + 3] = 0.0
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--M.m[3 * 4 + 0] = 0.0
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--M.m[3 * 4 + 1] = 0.0
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--M.m[3 * 4 + 2] = 0.0
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M.m[3 * 4 + 3] = 1.0
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return M
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end,
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translation = function(x, y, z)
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local M = mat4()
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M.m[0 * 4 + 0] = 1.0
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--M.m[0 * 4 + 1] = 0.0
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--M.m[0 * 4 + 2] = 0.0
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--M.m[0 * 4 + 3] = 0.0
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--M.m[1 * 4 + 0] = 0.0
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M.m[1 * 4 + 1] = 1.0
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--M.m[1 * 4 + 2] = 0.0
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--M.m[1 * 4 + 3] = 0.0
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--M.m[2 * 4 + 0] = 0.0
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--M.m[2 * 4 + 1] = 0.0
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M.m[2 * 4 + 2] = 1.0
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--M.m[2 * 4 + 3] = 0.0
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M.m[3 * 4 + 0] = x
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M.m[3 * 4 + 1] = y
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M.m[3 * 4 + 2] = z
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M.m[3 * 4 + 3] = 1.0
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return M
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end,
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translation_from_vector = function(v)
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return translation(v.f[0], v.f[1], v.f[2])
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end,
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scaling = function(x, y, z)
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local M = mat4()
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M.m[0 * 4 + 0] = x
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--M.m[0 * 4 + 1] = 0.0
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--M.m[0 * 4 + 2] = 0.0
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--M.m[0 * 4 + 3] = 0.0
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--M.m[1 * 4 + 0] = 0.0
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M.m[1 * 4 + 1] = y
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--M.m[1 * 4 + 2] = 0.0
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--M.m[1 * 4 + 3] = 0.0
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--M.m[2 * 4 + 0] = 0.0
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--M.m[2 * 4 + 1] = 0.0
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M.m[2 * 4 + 2] = z
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--M.m[2 * 4 + 3] = 0.0
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--M.m[3 * 4 + 0] = 0.0
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--M.m[3 * 4 + 1] = 0.0
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--M.m[3 * 4 + 2] = 0.0
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M.m[3 * 4 + 3] = 1.0
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return M
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end,
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scaling_from_vector = function(v)
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return scaling(v.f[0], v.f[1], v.f[2])
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end,
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rotation_x = function(angle)
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local sin_angle = sin(angle)
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local cos_angle = cos(angle)
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local M = mat4()
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M.m[0 * 4 + 0] = 1.0
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--M.m[0 * 4 + 1] = 0.0
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--M.m[0 * 4 + 2] = 0.0
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--M.m[0 * 4 + 3] = 0.0
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--M.m[1 * 4 + 0] = 0.0
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M.m[1 * 4 + 1] = cos_angle
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M.m[1 * 4 + 2] = sin_angle
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--M.m[1 * 4 + 3] = 0.0
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--M.m[2 * 4 + 0] = 0.0
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M.m[2 * 4 + 1] = -sin_angle
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M.m[2 * 4 + 2] = cos_angle
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--M.m[2 * 4 + 3] = 0.0
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--M.m[3 * 4 + 0] = 0.0
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--M.m[3 * 4 + 1] = 0.0
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--M.m[3 * 4 + 2] = 0.0
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M.m[3 * 4 + 3] = 1.0
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return M
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end,
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rotation_y = function(angle)
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local sin_angle = sin(angle)
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local cos_angle = cos(angle)
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local M = mat4()
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M.m[0 * 4 + 0] = cos_angle
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--M.m[0 * 4 + 1] = 0.0
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M.m[0 * 4 + 2] = -sin_angle
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--M.m[0 * 4 + 3] = 0.0
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--M.m[1 * 4 + 0] = 0.0
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M.m[1 * 4 + 1] = 1.0
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--M.m[1 * 4 + 2] = 0.0
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--M.m[1 * 4 + 3] = 0.0
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M.m[2 * 4 + 0] = sin_angle
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--M.m[2 * 4 + 1] = 0.0
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M.m[2 * 4 + 2] = cos_angle
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--M.m[2 * 4 + 3] = 0.0
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--M.m[3 * 4 + 0] = 0.0
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--M.m[3 * 4 + 1] = 0.0
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--M.m[3 * 4 + 2] = 0.0
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M.m[3 * 4 + 3] = 1.0
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return M
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end,
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rotation_z = function(angle)
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local sin_angle = sin(angle)
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local cos_angle = cos(angle)
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local M = mat4()
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M.m[0 * 4 + 0] = cos_angle
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M.m[0 * 4 + 1] = sin_angle
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--M.m[0 * 4 + 2] = 0.0
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--M.m[0 * 4 + 3] = 0.0
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M.m[1 * 4 + 0] = -sin_angle
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M.m[1 * 4 + 1] = cos_angle
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--M.m[1 * 4 + 2] = 0.0
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--M.m[1 * 4 + 3] = 0.0
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--M.m[2 * 4 + 0] = 0.0
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--M.m[2 * 4 + 1] = 0.0
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M.m[2 * 4 + 2] = 1.0
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--M.m[2 * 4 + 3] = 0.0
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--M.m[3 * 4 + 0] = 0.0
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--M.m[3 * 4 + 1] = 0.0
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--M.m[3 * 4 + 2] = 0.0
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M.m[3 * 4 + 3] = 1.0
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return M
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end,
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transpose = function(M)
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local MT = mat4()
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--MT.m[0 * 4 + 0] = M.m[0 * 4 + 0]
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MT.m[0 * 4 + 1] = M.m[1 * 4 + 0]
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MT.m[0 * 4 + 2] = M.m[2 * 4 + 0]
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MT.m[0 * 4 + 3] = M.m[3 * 4 + 0]
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MT.m[1 * 4 + 0] = M.m[0 * 4 + 1]
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--MT.m[1 * 4 + 1] = M.m[1 * 4 + 1]
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MT.m[1 * 4 + 2] = M.m[2 * 4 + 1]
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MT.m[1 * 4 + 3] = M.m[3 * 4 + 1]
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MT.m[2 * 4 + 0] = M.m[0 * 4 + 2]
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MT.m[2 * 4 + 1] = M.m[1 * 4 + 2]
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--MT.m[2 * 4 + 2] = M.m[2 * 4 + 2]
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MT.m[2 * 4 + 3] = M.m[3 * 4 + 2]
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MT.m[3 * 4 + 0] = M.m[0 * 4 + 3]
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MT.m[3 * 4 + 1] = M.m[1 * 4 + 3]
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MT.m[3 * 4 + 2] = M.m[2 * 4 + 3]
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--MT.m[3 * 4 + 3] = M.m[3 * 4 + 3]
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return MT
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end,
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multiply = function(M1, M2)
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local M = mat4()
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local x = M1.m[0 * 4 + 0]
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local y = M1.m[0 * 4 + 1]
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local z = M1.m[0 * 4 + 2]
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local w = M1.m[0 * 4 + 3]
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M.m[0 * 4 + 0] = (M2.m[0 * 4 + 0] * x) + (M2.m[1 * 4 + 0] * y) + (M2.m[2 * 4 + 0] * z) + (M2.m[3 * 4 + 0] * w)
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M.m[0 * 4 + 1] = (M2.m[0 * 4 + 1] * x) + (M2.m[1 * 4 + 1] * y) + (M2.m[2 * 4 + 1] * z) + (M2.m[3 * 4 + 1] * w)
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M.m[0 * 4 + 2] = (M2.m[0 * 4 + 2] * x) + (M2.m[1 * 4 + 2] * y) + (M2.m[2 * 4 + 2] * z) + (M2.m[3 * 4 + 2] * w)
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M.m[0 * 4 + 3] = (M2.m[0 * 4 + 3] * x) + (M2.m[1 * 4 + 3] * y) + (M2.m[2 * 4 + 3] * z) + (M2.m[3 * 4 + 3] * w)
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x = M1.m[1 * 4 + 0]
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y = M1.m[1 * 4 + 1]
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z = M1.m[1 * 4 + 2]
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w = M1.m[1 * 4 + 3]
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M.m[1 * 4 + 0] = (M2.m[0 * 4 + 0] * x) + (M2.m[1 * 4 + 0] * y) + (M2.m[2 * 4 + 0] * z) + (M2.m[3 * 4 + 0] * w)
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M.m[1 * 4 + 1] = (M2.m[0 * 4 + 1] * x) + (M2.m[1 * 4 + 1] * y) + (M2.m[2 * 4 + 1] * z) + (M2.m[3 * 4 + 1] * w)
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M.m[1 * 4 + 2] = (M2.m[0 * 4 + 2] * x) + (M2.m[1 * 4 + 2] * y) + (M2.m[2 * 4 + 2] * z) + (M2.m[3 * 4 + 2] * w)
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M.m[1 * 4 + 3] = (M2.m[0 * 4 + 3] * x) + (M2.m[1 * 4 + 3] * y) + (M2.m[2 * 4 + 3] * z) + (M2.m[3 * 4 + 3] * w)
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x = M1.m[2 * 4 + 0]
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y = M1.m[2 * 4 + 1]
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z = M1.m[2 * 4 + 2]
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w = M1.m[2 * 4 + 3]
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M.m[2 * 4 + 0] = (M2.m[0 * 4 + 0] * x) + (M2.m[1 * 4 + 0] * y) + (M2.m[2 * 4 + 0] * z) + (M2.m[3 * 4 + 0] * w)
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M.m[2 * 4 + 1] = (M2.m[0 * 4 + 1] * x) + (M2.m[1 * 4 + 1] * y) + (M2.m[2 * 4 + 1] * z) + (M2.m[3 * 4 + 1] * w)
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M.m[2 * 4 + 2] = (M2.m[0 * 4 + 2] * x) + (M2.m[1 * 4 + 2] * y) + (M2.m[2 * 4 + 2] * z) + (M2.m[3 * 4 + 2] * w)
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M.m[2 * 4 + 3] = (M2.m[0 * 4 + 3] * x) + (M2.m[1 * 4 + 3] * y) + (M2.m[2 * 4 + 3] * z) + (M2.m[3 * 4 + 3] * w)
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x = M1.m[3 * 4 + 0]
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y = M1.m[3 * 4 + 1]
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z = M1.m[3 * 4 + 2]
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w = M1.m[3 * 4 + 3]
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M.m[3 * 4 + 0] = (M2.m[0 * 4 + 0] * x) + (M2.m[1 * 4 + 0] * y) + (M2.m[2 * 4 + 0] * z) + (M2.m[3 * 4 + 0] * w)
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M.m[3 * 4 + 1] = (M2.m[0 * 4 + 1] * x) + (M2.m[1 * 4 + 1] * y) + (M2.m[2 * 4 + 1] * z) + (M2.m[3 * 4 + 1] * w)
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M.m[3 * 4 + 2] = (M2.m[0 * 4 + 2] * x) + (M2.m[1 * 4 + 2] * y) + (M2.m[2 * 4 + 2] * z) + (M2.m[3 * 4 + 2] * w)
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M.m[3 * 4 + 3] = (M2.m[0 * 4 + 3] * x) + (M2.m[1 * 4 + 3] * y) + (M2.m[2 * 4 + 3] * z) + (M2.m[3 * 4 + 3] * w)
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return M
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end,
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rotation_normal = function(normal_axis, angle)
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local sin_angle = sin(angle)
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local cos_angle = cos(angle)
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local c2 = vec3.replicate(1.0 - cos_angle)
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local c1 = vec3.replicate(cos_angle)
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local c0 = vec3.replicate(sin_angle)
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local n0 = vec3(normal_axis.f[1], normal_axis.f[2], normal_axis.f[0])
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local n1 = vec3(normal_axis.f[2], normal_axis.f[0], normal_axis.f[1])
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local v0 = vec3.multiply(c2, n0)
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v0 = vec3.multiply(v0, n1)
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local r0 = vec3.multiply(c2, normal_axis)
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r0 = vec3.multiply_add(r0, normal_axis, c1)
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local r1 = vec3.multiply_add(c0, normal_axis, v0)
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local r2 = vec3.negative_multiply_subtract(c0, normal_axis, v0)
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local M = mat4()
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M.m[0 * 4 + 0] = r0.f[0]
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M.m[0 * 4 + 1] = r1.f[2]
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M.m[0 * 4 + 2] = r2.f[1]
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--M.m[0 * 4 + 3] = 0.0
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M.m[1 * 4 + 0] = r2.f[2]
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M.m[1 * 4 + 1] = r0.f[1]
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M.m[1 * 4 + 2] = r1.f[0]
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--M.m[1 * 4 + 3] = 0.0
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|
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M.m[2 * 4 + 0] = r1.f[1]
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M.m[2 * 4 + 1] = r2.f[0]
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M.m[2 * 4 + 2] = r0.f[2]
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--M.m[2 * 4 + 3] = 0.0
|
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|
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--M.m[3 * 4 + 0] = 0.0
|
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--M.m[3 * 4 + 1] = 0.0
|
||||
--M.m[3 * 4 + 2] = 0.0
|
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M.m[3 * 4 + 3] = 1.0
|
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return M
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end,
|
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|
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rotation_axis = function(axis, angle)
|
||||
local normal = vec3.normalize(axis)
|
||||
return mat4.rotation_normal(normal, angle)
|
||||
end,
|
||||
|
||||
look_to_lh = function(eye_position, eye_direction, up_direction)
|
||||
assert(not vec3.equal(eye_direction, vec3._zero))
|
||||
assert(not vec3.isinfinite(eye_direction))
|
||||
assert(not vec3.equal(up_direction, vec3._zero))
|
||||
assert(not vec3.isinfinite(up_direction))
|
||||
|
||||
local r2 = vec3.normalize(eye_direction)
|
||||
local r0 = vec3.cross(up_direction, r2)
|
||||
r0 = vec3.normalize(r0)
|
||||
|
||||
local r1 = vec3.cross(r2, r0)
|
||||
|
||||
local neg_eye_position = vec3.negate(eye_position)
|
||||
|
||||
local d0 = vec3.dot(r0, neg_eye_position)
|
||||
local d1 = vec3.dot(r1, neg_eye_position)
|
||||
local d2 = vec3.dot(r2, neg_eye_position)
|
||||
|
||||
local M = mat4()
|
||||
M.m[0 * 4 + 0] = r0.f[0]
|
||||
M.m[1 * 4 + 0] = r0.f[1]
|
||||
M.m[2 * 4 + 0] = r0.f[2]
|
||||
M.m[3 * 4 + 0] = d0
|
||||
|
||||
M.m[0 * 4 + 1] = r1.f[0]
|
||||
M.m[1 * 4 + 1] = r1.f[1]
|
||||
M.m[2 * 4 + 1] = r1.f[2]
|
||||
M.m[3 * 4 + 1] = d1
|
||||
|
||||
M.m[0 * 4 + 2] = r2.f[0]
|
||||
M.m[1 * 4 + 2] = r2.f[1]
|
||||
M.m[2 * 4 + 2] = r2.f[2]
|
||||
M.m[3 * 4 + 2] = d2
|
||||
|
||||
--M.m[0 * 4 + 3] = 0
|
||||
--M.m[1 * 4 + 3] = 0
|
||||
--M.m[2 * 4 + 3] = 0
|
||||
M.m[3 * 4 + 3] = 1
|
||||
return M
|
||||
end,
|
||||
|
||||
look_at_lh = function(eye_position, focus_position, up_direction)
|
||||
local eye_direction = vec3.subtract(focus_position, eye_position)
|
||||
return mat4.look_to_lh(eye_position, eye_direction, up_direction)
|
||||
end,
|
||||
|
||||
look_at_rh = function(eye_position, focus_position, up_direction)
|
||||
local neg_eye_direction = vec3.subtract(eye_position, focus_position)
|
||||
return mat4.look_to_lh(eye_position, neg_eye_direction, up_direction)
|
||||
end,
|
||||
|
||||
perspective_rh = function(view_width, view_height, near_z, far_z)
|
||||
assert(near_z > 0.0 and far_z > 0.0)
|
||||
assert(not scalar.near_equal(view_width, 0.0, 0.00001))
|
||||
assert(not scalar.near_equal(view_height, 0.0, 0.00001))
|
||||
assert(not scalar.near_equal(far_z, near_z, 0.00001))
|
||||
|
||||
local two_near_z = near_z + near_z;
|
||||
local f_range = far_z / (near_z - far_z);
|
||||
|
||||
local M = mat4()
|
||||
M.m[0 * 4 + 0] = two_near_z / view_width
|
||||
--M.m[0 * 4 + 1] = 0.0
|
||||
--M.m[0 * 4 + 2] = 0.0
|
||||
--M.m[0 * 4 + 3] = 0.0
|
||||
|
||||
--M.m[1 * 4 + 0] = 0.0
|
||||
M.m[1 * 4 + 1] = two_near_z / view_height
|
||||
--M.m[1 * 4 + 2] = 0.0
|
||||
--M.m[1 * 4 + 3] = 0.0
|
||||
|
||||
--M.m[2 * 4 + 0] = 0.0
|
||||
--M.m[2 * 4 + 1] = 0.0
|
||||
M.m[2 * 4 + 2] = f_range
|
||||
M.m[2 * 4 + 3] = -1.0
|
||||
|
||||
--M.m[3 * 4 + 0] = 0.0
|
||||
--M.m[3 * 4 + 1] = 0.0
|
||||
M.m[3 * 4 + 2] = f_range * near_z
|
||||
--M.m[3 * 4 + 3] = 0.0
|
||||
return M
|
||||
end,
|
||||
|
||||
near_equal = function(M1, M2, epsilon)
|
||||
local d00 = abs(M1.m[0 * 4 + 0] - M2.m[0 * 4 + 0])
|
||||
local d01 = abs(M1.m[0 * 4 + 1] - M2.m[0 * 4 + 1])
|
||||
local d02 = abs(M1.m[0 * 4 + 2] - M2.m[0 * 4 + 2])
|
||||
local d03 = abs(M1.m[0 * 4 + 3] - M2.m[0 * 4 + 3])
|
||||
|
||||
local d10 = abs(M1.m[1 * 4 + 0] - M2.m[1 * 4 + 0])
|
||||
local d11 = abs(M1.m[1 * 4 + 1] - M2.m[1 * 4 + 1])
|
||||
local d12 = abs(M1.m[1 * 4 + 2] - M2.m[1 * 4 + 2])
|
||||
local d13 = abs(M1.m[1 * 4 + 3] - M2.m[1 * 4 + 3])
|
||||
|
||||
local d20 = abs(M1.m[2 * 4 + 0] - M2.m[2 * 4 + 0])
|
||||
local d21 = abs(M1.m[2 * 4 + 1] - M2.m[2 * 4 + 1])
|
||||
local d22 = abs(M1.m[2 * 4 + 2] - M2.m[2 * 4 + 2])
|
||||
local d23 = abs(M1.m[2 * 4 + 3] - M2.m[2 * 4 + 3])
|
||||
|
||||
local d30 = abs(M1.m[3 * 4 + 0] - M2.m[3 * 4 + 0])
|
||||
local d31 = abs(M1.m[3 * 4 + 1] - M2.m[3 * 4 + 1])
|
||||
local d32 = abs(M1.m[3 * 4 + 2] - M2.m[3 * 4 + 2])
|
||||
local d33 = abs(M1.m[3 * 4 + 3] - M2.m[3 * 4 + 3])
|
||||
|
||||
return (
|
||||
(d00 <= epsilon) and (d01 <= epsilon) and (d02 <= epsilon) and (d03 <= epsilon) and
|
||||
(d10 <= epsilon) and (d11 <= epsilon) and (d12 <= epsilon) and (d13 <= epsilon) and
|
||||
(d20 <= epsilon) and (d21 <= epsilon) and (d22 <= epsilon) and (d23 <= epsilon) and
|
||||
(d30 <= epsilon) and (d31 <= epsilon) and (d32 <= epsilon) and (d33 <= epsilon)
|
||||
)
|
||||
end,
|
||||
|
||||
equal = function(M1, M2)
|
||||
return (
|
||||
M1.m[0 * 4 + 0] == M2.m[0 * 4 + 0] and
|
||||
M1.m[0 * 4 + 1] == M2.m[0 * 4 + 1] and
|
||||
M1.m[0 * 4 + 2] == M2.m[0 * 4 + 2] and
|
||||
M1.m[0 * 4 + 3] == M2.m[0 * 4 + 3] and
|
||||
|
||||
M1.m[1 * 4 + 0] == M2.m[1 * 4 + 0] and
|
||||
M1.m[1 * 4 + 1] == M2.m[1 * 4 + 1] and
|
||||
M1.m[1 * 4 + 2] == M2.m[1 * 4 + 2] and
|
||||
M1.m[1 * 4 + 3] == M2.m[1 * 4 + 3] and
|
||||
|
||||
M1.m[2 * 4 + 0] == M2.m[2 * 4 + 0] and
|
||||
M1.m[2 * 4 + 1] == M2.m[2 * 4 + 1] and
|
||||
M1.m[2 * 4 + 2] == M2.m[2 * 4 + 2] and
|
||||
M1.m[2 * 4 + 3] == M2.m[2 * 4 + 3] and
|
||||
|
||||
M1.m[3 * 4 + 0] == M2.m[3 * 4 + 0] and
|
||||
M1.m[3 * 4 + 1] == M2.m[3 * 4 + 1] and
|
||||
M1.m[3 * 4 + 2] == M2.m[3 * 4 + 2] and
|
||||
M1.m[3 * 4 + 3] == M2.m[3 * 4 + 3]
|
||||
)
|
||||
end,
|
||||
|
||||
print = function(M)
|
||||
for i = 0, 15 do
|
||||
io.write(tostring(M.m[i]))
|
||||
io.write(" ")
|
||||
if i % 4 == 3 then
|
||||
io.write("\n")
|
||||
end
|
||||
end
|
||||
end
|
||||
}
|
||||
|
||||
setmetatable(mat4, mat4)
|
||||
|
||||
vec3 = {
|
||||
__call = function(_t, x, y, z)
|
||||
-- newByteData is zero-initialized
|
||||
local data = love.data.newByteData(3 * 4)
|
||||
local f = ffi.cast('float*', data:getFFIPointer())
|
||||
value = {
|
||||
data = data,
|
||||
f = f,
|
||||
}
|
||||
f[0] = x or 0
|
||||
f[1] = y or 0
|
||||
f[2] = z or 0
|
||||
setmetatable(value, vec3)
|
||||
return value
|
||||
end,
|
||||
|
||||
load_table = function(t)
|
||||
assert(#t == 3)
|
||||
assert(t[1] ~= nil)
|
||||
assert(t[2] ~= nil)
|
||||
assert(t[3] ~= nil)
|
||||
return vec3(t[1], t[2], t[3])
|
||||
end,
|
||||
|
||||
replicate = function(value)
|
||||
return vec3(value, value, value)
|
||||
end,
|
||||
|
||||
dot = function(v1, v2)
|
||||
local value = (
|
||||
v1.f[0] * v2.f[0] +
|
||||
v1.f[1] * v2.f[1] +
|
||||
v1.f[2] * v2.f[2]
|
||||
)
|
||||
return value
|
||||
end,
|
||||
|
||||
length_sq = function(v)
|
||||
return vec3.dot(v, v)
|
||||
end,
|
||||
|
||||
reciprocal_length = function(v)
|
||||
local result
|
||||
result = vec3.length_sq(v)
|
||||
result = 1.0 / sqrt(result)
|
||||
return result
|
||||
end,
|
||||
|
||||
length = function(v)
|
||||
local result
|
||||
result = vec3.length_sq(v)
|
||||
result = sqrt(result)
|
||||
return result
|
||||
end,
|
||||
|
||||
add = function(v1, v2)
|
||||
local result = vec3(
|
||||
v1.f[0] + v2.f[0],
|
||||
v1.f[1] + v2.f[1],
|
||||
v1.f[2] + v2.f[2]
|
||||
)
|
||||
return result
|
||||
end,
|
||||
|
||||
subtract = function(v1, v2)
|
||||
local result = vec3(
|
||||
v1.f[0] - v2.f[0],
|
||||
v1.f[1] - v2.f[1],
|
||||
v1.f[2] - v2.f[2]
|
||||
)
|
||||
return result
|
||||
end,
|
||||
|
||||
multiply = function(v1, v2)
|
||||
local result = vec3(
|
||||
v1.f[0] * v2.f[0],
|
||||
v1.f[1] * v2.f[1],
|
||||
v1.f[2] * v2.f[2]
|
||||
)
|
||||
return result
|
||||
end,
|
||||
|
||||
multiply_add = function(v1, v2, v3)
|
||||
local result = vec3(
|
||||
v1.f[0] * v2.f[0] + v3.f[0],
|
||||
v1.f[1] * v2.f[1] + v3.f[1],
|
||||
v1.f[2] * v2.f[2] + v3.f[2]
|
||||
)
|
||||
return result
|
||||
end,
|
||||
|
||||
negative_multiply_subtract = function(v1, v2, v3)
|
||||
local result = vec3(
|
||||
v3.f[0] - (v1.f[0] * v2.f[0]),
|
||||
v3.f[1] - (v1.f[1] * v2.f[1]),
|
||||
v3.f[2] - (v1.f[2] * v2.f[2])
|
||||
)
|
||||
return result
|
||||
end,
|
||||
|
||||
normalize = function(v)
|
||||
local length = vec3.reciprocal_length(v)
|
||||
local result = vec3(
|
||||
v.f[0] * length,
|
||||
v.f[1] * length,
|
||||
v.f[2] * length
|
||||
)
|
||||
return result
|
||||
end,
|
||||
|
||||
cross = function(v1, v2)
|
||||
local result = vec3(
|
||||
(v1.f[1] * v2.f[2]) - (v1.f[2] * v2.f[1]),
|
||||
(v1.f[2] * v2.f[0]) - (v1.f[0] * v2.f[2]),
|
||||
(v1.f[0] * v2.f[1]) - (v1.f[1] * v2.f[0])
|
||||
)
|
||||
return result
|
||||
end,
|
||||
|
||||
negate = function(v)
|
||||
local result = vec3(
|
||||
-v.f[0],
|
||||
-v.f[1],
|
||||
-v.f[2]
|
||||
)
|
||||
return result
|
||||
end,
|
||||
|
||||
equal = function(v1, v2)
|
||||
return (
|
||||
(v1.f[0] == v2.f[0]) and
|
||||
(v1.f[1] == v2.f[1]) and
|
||||
(v1.f[2] == v2.f[2])
|
||||
)
|
||||
end,
|
||||
|
||||
near_equal = function(v1, v2, epsilon)
|
||||
local dx = abs(v1.f[0] - v2.f[0])
|
||||
local dy = abs(v1.f[1] - v2.f[1])
|
||||
local dz = abs(v1.f[2] - v2.f[2])
|
||||
return (dx <= epsilon) and (dy <= epsilon) and (dz <= epsilon)
|
||||
end,
|
||||
|
||||
isinfinite = function(v)
|
||||
return (
|
||||
(v.f[0] == -math.huge or v.f[0] == math.huge) or
|
||||
(v.f[1] == -math.huge or v.f[1] == math.huge) or
|
||||
(v.f[2] == -math.huge or v.f[2] == math.huge)
|
||||
)
|
||||
end,
|
||||
|
||||
print = function(v)
|
||||
print(tostring(v.f[0]) .. " " .. tostring(v.f[1]) .. " " .. tostring(v.f[2]))
|
||||
end,
|
||||
}
|
||||
|
||||
setmetatable(vec3, vec3)
|
||||
vec3._zero = vec3(0, 0, 0)
|
||||
|
||||
vec4 = {
|
||||
__call = function(_t, x, y, z, w)
|
||||
-- newByteData is zero-initialized
|
||||
local data = love.data.newByteData(4 * 4)
|
||||
local f = ffi.cast('float*', data:getFFIPointer())
|
||||
value = {
|
||||
data = data,
|
||||
f = f,
|
||||
}
|
||||
f[0] = x or 0
|
||||
f[1] = y or 0
|
||||
f[2] = z or 0
|
||||
f[3] = w or 0
|
||||
setmetatable(value, vec4)
|
||||
return value
|
||||
end,
|
||||
|
||||
load_table = function(t)
|
||||
assert(#t == 4)
|
||||
assert(t[1] ~= nil)
|
||||
assert(t[2] ~= nil)
|
||||
assert(t[3] ~= nil)
|
||||
assert(t[4] ~= nil)
|
||||
return vec4(t[1], t[2], t[3], t[4])
|
||||
end,
|
||||
|
||||
print = function(v)
|
||||
print(tostring(v.f[0]) .. " " .. tostring(v.f[1]) .. " " .. tostring(v.f[2]) .. " " .. tostring(v.f[3]))
|
||||
end,
|
||||
}
|
||||
|
||||
setmetatable(vec4, vec4)
|
||||
|
||||
----------------------------------------------------------------------
|
||||
-- tests
|
||||
----------------------------------------------------------------------
|
||||
|
||||
assert(vec3.dot(vec3(1, 3, -5), vec3(4, -2, -1)) == 3)
|
||||
assert(vec3.dot(vec3(1, 3, -5), vec3(1, 3, -5)) == 35)
|
||||
assert(vec3.length_sq(vec3(1, 3, -5)) == 35)
|
||||
assert(vec3.equal(vec3.multiply(vec3(1, 3, -5), vec3(2, 3, 4)), vec3(2, 9, -20)))
|
||||
assert(vec3.near_equal(vec3.normalize(vec3(1, 3, -5)), vec3(0.16903, 0.50709, -0.84515), 0.0001))
|
||||
assert(vec3.equal(vec3.cross(vec3(1, 2, 3), vec3(4, 5, 6)), vec3(-3, 6, -3)))
|
||||
|
||||
assert(vec3.equal(vec3.load_table({1, 2, 3}),
|
||||
vec3(1, 2, 3)))
|
||||
|
||||
assert(mat4.near_equal(mat4.look_to_lh(vec3(1, 2, 3),
|
||||
vec3(5, 6, 7),
|
||||
vec3(9, 10, 11)),
|
||||
mat4.set( 0.408249, 0.778499, 0.476731, 0.000000,
|
||||
-0.816496, 0.077850, 0.572078, 0.000000,
|
||||
0.408248, -0.622799, 0.667424, 0.000000,
|
||||
-0.000001, 0.934199, -3.623158, 1.000000),
|
||||
0.00001))
|
||||
|
||||
assert(mat4.near_equal(mat4.perspective_rh(2, 3, 4, 5),
|
||||
mat4.set(4.000000, 0.000000, 0.000000, 0.000000,
|
||||
0.000000, 2.666667, 0.000000, 0.000000,
|
||||
0.000000, 0.000000, -5.000000, -1.000000,
|
||||
0.000000, 0.000000, -20.000000, 0.000000),
|
||||
0.00001))
|
||||
|
||||
assert(mat4.equal(mat4.multiply(mat4.set(1, 2, 3, 4,
|
||||
5, 6, 7, 8,
|
||||
9, 10, 11, 12,
|
||||
13, 14, 15, 16),
|
||||
mat4.set(17, 18, 19, 20,
|
||||
21, 22, 23, 24,
|
||||
25, 26, 27, 29,
|
||||
30, 31, 32, 33)),
|
||||
mat4.set(254, 264, 274, 287,
|
||||
626, 652, 678, 711,
|
||||
998, 1040, 1082, 1135,
|
||||
1370, 1428, 1486, 1559)))
|
||||
|
||||
assert(mat4.equal(mat4.set(1, 2, 3, 4,
|
||||
5, 6, 7, 8,
|
||||
9, 10, 11, 12,
|
||||
13, 14, 15, 16)
|
||||
*
|
||||
mat4.set(17, 18, 19, 20,
|
||||
21, 22, 23, 24,
|
||||
25, 26, 27, 29,
|
||||
30, 31, 32, 33),
|
||||
mat4.set(254, 264, 274, 287,
|
||||
626, 652, 678, 711,
|
||||
998, 1040, 1082, 1135,
|
||||
1370, 1428, 1486, 1559)))
|
||||
|
||||
assert(mat4.equal(mat4.load_table({1, 2, 3, 4,
|
||||
5, 6, 7, 8,
|
||||
9, 10, 11, 12,
|
||||
13, 14, 15, 16}),
|
||||
mat4.set(1, 2, 3, 4,
|
||||
5, 6, 7, 8,
|
||||
9, 10, 11, 12,
|
||||
13, 14, 15, 16)))
|
||||
|
||||
assert(mat4.near_equal(mat4.rotation_normal(vec3(1, 0, 0), 33.0),
|
||||
mat4.set(1.000000, 0.000000, 0.000000, 0.000000,
|
||||
0.000000, -0.013275, 0.999912, 0.000000,
|
||||
0.000000, -0.999912, -0.013275, 0.000000,
|
||||
0.000000, 0.000000, 0.000000, 1.000000),
|
||||
0.00001))
|
||||
|
||||
assert(mat4.near_equal(mat4.rotation_normal(vec3(0, 1, 0), 78.0),
|
||||
mat4.set(-0.857803, 0.000000, -0.513979, 0.000000,
|
||||
0.000000, 1.000000, 0.000000, 0.000000,
|
||||
0.513979, 0.000000, -0.857803, 0.000000,
|
||||
0.000000, 0.000000, 0.000000, 1.000000),
|
||||
0.00001))
|
||||
|
||||
assert(mat4.near_equal(mat4.rotation_normal(vec3(0, 0, 1), 135.0),
|
||||
mat4.set(-0.996087, 0.088377, 0.000000, 0.000000,
|
||||
-0.088377, -0.996087, 0.000000, 0.000000,
|
||||
0.000000, 0.000000, 1.000000, 0.000000,
|
||||
0.000000, 0.000000, 0.000000, 1.000000),
|
||||
0.00001))
|
||||
|
||||
assert(mat4.near_equal(mat4.rotation_axis(vec3(1, 2, 3), 17.0),
|
||||
mat4.set(-0.184080, -0.588667, 0.787138, 0.000000,
|
||||
0.952999, 0.089169, 0.289554, 0.000000,
|
||||
-0.240639, 0.803443, 0.544584, 0.000000,
|
||||
0.000000, 0.000000, 0.000000, 1.000000),
|
||||
0.00001))
|
||||
|
||||
return {
|
||||
scalar = scalar,
|
||||
mat4 = mat4,
|
||||
vec3 = vec3,
|
||||
}
|
||||
126
main.lua
126
main.lua
@ -1,15 +1,28 @@
|
||||
local mesh
|
||||
local rotation
|
||||
local texture
|
||||
|
||||
local ffi = require 'ffi'
|
||||
local _math = require '_math'
|
||||
local mat4 = _math.mat4
|
||||
local vec3 = _math.vec3
|
||||
|
||||
local pixelcode = [[
|
||||
#pragma language glsl3
|
||||
|
||||
varying vec4 PixelColor;
|
||||
varying vec4 PixelNormal;
|
||||
varying vec4 PixelTexture;
|
||||
|
||||
uniform sampler2D texture_sampler;
|
||||
|
||||
out vec4 outData;
|
||||
|
||||
void pixelmain()
|
||||
{
|
||||
outData = PixelColor;
|
||||
vec4 texColor = texture(texture_sampler, PixelTexture.xy);
|
||||
|
||||
float intensity = min(max(dot(vec3(1, 1, 1), PixelNormal.xyz), 0), 1);
|
||||
outData = vec4(texColor.xyz * (0.1 + intensity * intensity), 1.0);
|
||||
}
|
||||
]]
|
||||
|
||||
@ -20,18 +33,16 @@ local vertexcode = [[
|
||||
layout (location = 1) in vec4 VertexNormal;
|
||||
layout (location = 2) in vec4 VertexTexture;
|
||||
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
uniform mat4 model;
|
||||
uniform mat4 model2;
|
||||
uniform mat4 transform;
|
||||
|
||||
varying vec4 PixelColor;
|
||||
varying vec4 PixelNormal;
|
||||
varying vec4 PixelTexture;
|
||||
|
||||
void vertexmain()
|
||||
{
|
||||
PixelColor = VertexNormal * 0.5 + 0.5;
|
||||
mat4 trans = projection * view * model * model2;
|
||||
love_Position = trans * vec4(VertexPosition.xyz, 1);
|
||||
PixelNormal = VertexNormal * 0.5 + 0.5;
|
||||
PixelTexture = VertexTexture;
|
||||
love_Position = transform * vec4(VertexPosition.xyz, 1);
|
||||
}
|
||||
]]
|
||||
|
||||
@ -43,31 +54,8 @@ local vertexformat = {
|
||||
{ name = 'VertexTexture', format = 'floatvec3', location = 2 },
|
||||
}
|
||||
|
||||
local rotation
|
||||
|
||||
function look_at()
|
||||
local m = {
|
||||
1.000000, 0.000000, 0.000000, 0.000000,
|
||||
0.000000, 1.000000, 0.000000, 0.000000,
|
||||
0.000000, 0.000000, 1.000000, -2.000000,
|
||||
0.000000, 0.000000, 0.000000, 1.000000,
|
||||
}
|
||||
|
||||
return m;
|
||||
end
|
||||
|
||||
function projection()
|
||||
local m = {
|
||||
1.000000, 0.000000, 0.000000, 0.000000,
|
||||
0.000000, 1.000000, 0.000000, 0.000000,
|
||||
0.000000, 0.000000, -1.002002, -0.200200,
|
||||
0.000000, 0.000000, -1.000000, 0.000000,
|
||||
}
|
||||
return m
|
||||
end
|
||||
|
||||
function love.load(args)
|
||||
love.window.setMode(600, 600, {depth=true})
|
||||
love.window.setMode(1024, 1024, {depth=true})
|
||||
|
||||
local vertexdata = love.filesystem.newFileData("position_normal_texture.vtx")
|
||||
local indexdata = love.filesystem.newFileData("index.idx")
|
||||
@ -105,52 +93,46 @@ function love.load(args)
|
||||
|
||||
mesh = love.graphics.newMesh(attributelist, drawmode)
|
||||
mesh:setIndexBuffer(indexbuffer)
|
||||
|
||||
local image_data = love.image.newCompressedData('bird.dds')
|
||||
texture = love.graphics.newTexture(image_data)
|
||||
end
|
||||
|
||||
local rotation = 0.0
|
||||
|
||||
function rotate_x(t)
|
||||
local cos = math.cos
|
||||
local sin = math.sin
|
||||
return {
|
||||
1, 0, 0, 0,
|
||||
0, cos(t), -sin(t), 0,
|
||||
0, sin(t), cos(t), 0,
|
||||
0, 0, 0, 1
|
||||
}
|
||||
end
|
||||
|
||||
function rotate_y(t)
|
||||
local cos = math.cos
|
||||
local sin = math.sin
|
||||
return {
|
||||
cos(t), 0, sin(t), 0,
|
||||
0, 1, 0, 0,
|
||||
-sin(t), 0, cos(t), 0,
|
||||
0, 0, 0, 1
|
||||
}
|
||||
end
|
||||
|
||||
function rotate_z(t)
|
||||
local cos = math.cos
|
||||
local sin = math.sin
|
||||
return {
|
||||
cos(t), -sin(t), 0, 0,
|
||||
sin(t), cos(t), 0, 0,
|
||||
0, 0, 1, 0,
|
||||
0, 0, 0, 1
|
||||
}
|
||||
end
|
||||
|
||||
|
||||
function love.draw()
|
||||
local radius = 100
|
||||
local mx, my = love.mouse.getPosition()
|
||||
|
||||
shader:send("projection", projection(1, 1))
|
||||
shader:send("view", look_at())
|
||||
shader:send("model", rotate_x(rotation))
|
||||
shader:send("model2", rotate_z(rotation * 0.5))
|
||||
width, height = love.graphics.getDimensions()
|
||||
-- shader:send("projection", "column", mat4.perspective_rh(width / width * 0.25,
|
||||
-- height / width * 0.25,
|
||||
-- 0.1,
|
||||
-- 1000.0).data)
|
||||
-- shader:send("view", "column", mat4.look_at_rh(vec3(0, -2, 0),
|
||||
-- vec3(0, 0, 0),
|
||||
-- vec3(0, 0, 1)).data)
|
||||
|
||||
-- shader:send("model", "column", mat4.rotation_x(rotation).data)
|
||||
-- shader:send("model2", "column", mat4.rotation_z(rotation * 0.5).data)
|
||||
|
||||
local projection = mat4.perspective_rh(width / width * 0.25,
|
||||
height / width * 0.25,
|
||||
0.1,
|
||||
1000.0)
|
||||
local view = mat4.look_at_rh(vec3(0, -2, 0),
|
||||
vec3(0, 0, 0),
|
||||
vec3(0, 0, 1))
|
||||
|
||||
local world1 = mat4.rotation_x(rotation)
|
||||
local world2 = mat4.rotation_z(rotation * 0.5)
|
||||
local world3 = mat4.translation(0, 0, -0.5)
|
||||
|
||||
local transform = world3 * world2 * world1 * view * projection
|
||||
|
||||
shader:send("transform", "column", transform.data)
|
||||
|
||||
shader:send("texture_sampler", texture)
|
||||
rotation = rotation + 0.01
|
||||
love.graphics.setShader(shader)
|
||||
love.graphics.setDepthMode("less", true)
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user