refactor & vg_m
authorhgn <hgodden00@gmail.com>
Mon, 6 Sep 2021 20:12:09 +0000 (21:12 +0100)
committerhgn <hgodden00@gmail.com>
Mon, 6 Sep 2021 20:12:09 +0000 (21:12 +0100)
.gitmodules
cglm [deleted submodule]
fishladder.c
vg/vg.h
vg/vg_lines.h
vg/vg_m.h [new file with mode: 0644]
vg/vg_platform.h

index 40f448a6f4a5792860bdbacb34522710917e97bc..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 100644 (file)
@@ -1,3 +0,0 @@
-[submodule "cglm"]
-       path = cglm
-       url = https://github.com/recp/cglm.git
diff --git a/cglm b/cglm
deleted file mode 160000 (submodule)
index d0d1e46..0000000
--- a/cglm
+++ /dev/null
@@ -1 +0,0 @@
-Subproject commit d0d1e4653399a5d7b3a72c01903275590adf935e
index 89bc1d8432c2b63eaaf7fa205244ec91d0d486e8..5ad95d6844efef42a71a8c8d2e0e4ec6fb54732e 100644 (file)
@@ -10,13 +10,12 @@ SHADER_DEFINE( colour_shader,
 
        // VERTEX
        "layout (location=0) in vec2 a_co;"
-       "uniform mat4 uPv;"
-       "uniform mat4 uMdl;"
+       "uniform mat3 uPv;"
+       "uniform mat3 uMdl;"
        ""
        "void main()"
        "{"
-       "  vec4 vert_pos = uPv * uMdl * vec4( a_co.x, 0.0, a_co.y, 1.0 );"
-       "  gl_Position = vert_pos;"
+       "  gl_Position = vec4( uPv * uMdl * vec3( a_co, 1.0 ), 1.0 );"
        "}",
        
        // FRAGMENT
@@ -37,7 +36,7 @@ SHADER_DEFINE( tilemap_shader,
        "layout (location=0) in vec2 a_co;"                     // XY 
        "layout (location=1) in vec2 a_offset;" // XY offset
        "layout (location=2) in vec4 a_data;"           // atlas-uv, amt, other
-       "uniform mat4 uPv;"
+       "uniform mat3 uPv;"
        "uniform vec2 uOrigin;"
        ""
        "out vec4 aCoords;"
@@ -45,8 +44,8 @@ SHADER_DEFINE( tilemap_shader,
        "void main()"
        "{"
                "vec2 world_coord = a_co+a_offset+uOrigin;"
-          "gl_Position = uPv * vec4( world_coord.x, 0.0, world_coord.y, 1.0 );"
-          "aCoords = vec4((a_co*0.98+0.01 + vec2(a_data.x,0.0)) * 0.0625, a_data.zw);"
+          "gl_Position = vec4( uPv * vec3( world_coord, 1.0 ), 1.0 );"
+          "aCoords = vec4( (a_co*0.98+0.01 + vec2(a_data.x,0.0)) * 0.0625, a_data.zw );"
        "}",
        
        // FRAGMENT
@@ -63,7 +62,10 @@ SHADER_DEFINE( tilemap_shader,
                "vec4 ripple = texture( uTexRipples, vec2( glyph.x - uTime, glyph.y ));"
                "float wstatus = -((aCoords.z/128.0)-1.0);"     // -1 := None in, 0.0 := Hold middle, 1.0 := All out
                "float dev = step( 0.0, glyph.x+wstatus ) * step( glyph.x+wstatus, 1.0 );" //+ abs(glyph.y-0.5) );"
-               "vec3 composite = mix( vec3(0.5,0.5,0.5), vec3(0.3,0.6,1.0) + ripple.xyz * 0.05, step( 0.75, glyph.a )*dev ) * glyph.z;"
+               
+               // TODO: Fix texture instead of doing this..
+               "float shadow = mix( 1.0, glyph.z, step(0.25, glyph.w) );"
+               "vec3 composite = mix( vec3(0.5,0.5,0.5), vec3(0.3,0.6,1.0) + ripple.xyz * 0.05, step( 0.75, glyph.a )*dev ) * shadow;"
           "FragColor = vec4( composite, 1.0 );"
        "}"
        ,
@@ -74,7 +76,7 @@ SHADER_DEFINE( fish_shader,
        // VERTEX
        "layout (location=0) in vec2 a_co;"     // XY UV
 
-       "uniform mat4 uPv;"
+       "uniform mat3 uPv;"
        "uniform vec3 uPosition;"
        
        "out vec2 aTexCoords;"
@@ -82,7 +84,7 @@ SHADER_DEFINE( fish_shader,
        "void main()"
        "{"
                "vec2 world_coord = a_co + uPosition.xy;"
-               "gl_Position = uPv * vec4( world_coord.x, 0.0, world_coord.y, 1.0 );"
+               "gl_Position = vec4( uPv * vec3( world_coord, 1.0 ), 1.0 );"
                "aTexCoords = vec2( (a_co.x + uPosition.z) * 0.125, a_co.y );"
        "}",
        // FRAGMENT
@@ -101,9 +103,9 @@ SHADER_DEFINE( fish_shader,
        UNIFORMS({ "uPv", "uTexMain", "uColour", "uPosition" })
 )
 
-mat4 m_projection;
-mat4 m_view;
-mat4 m_mdl;
+m3x3f m_projection;
+m3x3f m_view;
+m3x3f m_mdl;
 
 int main( int argc, char *argv[] )
 {
@@ -151,7 +153,7 @@ static struct
        fishes[ 20 ];
        int num_fishes;
        
-       vec3 origin;
+       v2f origin;
        struct cell *selected;
        int select_valid;
        int playing;
@@ -196,21 +198,21 @@ static void map_free(void)
        map.io = NULL;
 }
 
-static struct cell *map_tile( int pos[2] )
+static struct cell *ptile( int pos[2] )
 {
        return map.cells + pos[1]*map.x + pos[0];
 }
 
-static struct cell *map_tile_at( int pos[2] )
+static struct cell *gettile( int pos[2] )
 {
        if( pos[0] >= 0 && pos[0] < map.x && pos[1] >= 0 && pos[1] < map.y )
                return map.cells + pos[1]*map.x + pos[0];
        return NULL;
 }
 
-static struct cell *map_tile_at_cond( int pos[2], u32 flags )
+static struct cell *getiftile( int pos[2], u32 flags )
 {
-       struct cell *cell = map_tile_at( pos );
+       struct cell *cell = gettile( pos );
        if( cell && (cell->flags & flags) )
                return cell;
                
@@ -250,7 +252,7 @@ static struct cell *map_stack_next(void)
                if( frame->i < 3 )
                {
                        int *dir = output_dirs[ frame->i ];
-                       tile = map_tile_at_cond( (int[2]){frame->x+dir[0], frame->y+dir[1]}, CELL_FLAG_WALKABLE );
+                       tile = getiftile( (int[2]){frame->x+dir[0], frame->y+dir[1]}, CELL_FLAG_WALKABLE );
 
                        if( tile && !(tile->flags & CELL_FLAG_VISITED) )
                        {
@@ -318,10 +320,10 @@ static void map_update_visual(void)
                        {
                                struct cell *a, *b, *c, *d;
                                
-                               a = map_tile_at_cond( (int[2]){ x,y+1 }, CELL_FLAG_WALKABLE );
-                               b = map_tile_at_cond( (int[2]){ x+1,y }, CELL_FLAG_WALKABLE );
-                               c = map_tile_at_cond( (int[2]){ x,y-1 }, CELL_FLAG_WALKABLE );
-                               d = map_tile_at_cond( (int[2]){ x-1,y }, CELL_FLAG_WALKABLE );
+                               a = getiftile( (int[2]){ x,y+1 }, CELL_FLAG_WALKABLE );
+                               b = getiftile( (int[2]){ x+1,y }, CELL_FLAG_WALKABLE );
+                               c = getiftile( (int[2]){ x,y-1 }, CELL_FLAG_WALKABLE );
+                               d = getiftile( (int[2]){ x-1,y }, CELL_FLAG_WALKABLE );
                                
                                u32 config = (a?0x1:0x0) | (b?0x2:0x0) | (c?0x4:0x0) | (d?0x8:0x0);
                                cellbytes[ 0 ] = config;
@@ -347,7 +349,7 @@ static void map_update_visual(void)
                {
                        map_tile_coords_from_index( map.io[i], inputcoord );
                        map_stack_init( inputcoord );
-                       struct cell *cell = map_tile_at( inputcoord );
+                       struct cell *cell = gettile( inputcoord );
                        
                        int cr[2];
                        
@@ -362,9 +364,9 @@ static void map_update_visual(void)
                                int outrate = outflow == 128? k_rate_flow: 0;
                                
                                struct cell *a, *b, *d;
-                               a = map_tile( (int[2]){ cr[0], cr[1]+1 } );
-                               b = map_tile( (int[2]){ cr[0]+1, cr[1] } );
-                               d = map_tile( (int[2]){ cr[0]-1, cr[1] } );
+                               a = gettile( (int[2]){ cr[0], cr[1]+1 } );
+                               b = gettile( (int[2]){ cr[0]+1, cr[1] } );
+                               d = gettile( (int[2]){ cr[0]-1, cr[1] } );
                        
                                int compute_l = 0, compute_r = 0;
                        
@@ -423,7 +425,7 @@ static int map_load( const char *str )
 {
        map_free();
 
-       char *c = str;
+       char const *c = str;
        
        // Scan for width
        for(;; map.x ++)
@@ -538,7 +540,7 @@ static int map_load( const char *str )
        
        // Origin top left corner
        map.origin[0] = -((float)map.x) * 0.5f;
-       map.origin[2] = -((float)map.y) * 0.5f;
+       map.origin[1] = -((float)map.y) * 0.5f;
        
        float *offset_array = (float *)malloc( map.x*map.y*2*sizeof(float) );
        
@@ -560,34 +562,24 @@ static int map_load( const char *str )
        return 1;
 }
 
+// Determines if tile at position co is contentious
 static int map_tile_availible( int co[2] )
 {
-       // Extract 5x5 grid surrounding tile
+       // Extract tiles area of influence as a 5x5 grid in bitfield format
        u32 blob = 0x1000;
        for( int y = vg_max( co[1]-2, 0 ); y < vg_min( map.y, co[1]+3 ); y ++ )
                for( int x = vg_max( co[0]-2, 0 ); x < vg_min( map.x, co[0]+3 ); x ++ )
-               {                               
-                       struct cell *cell = map_tile( (int[2]){ x, y } );
-                       
-                       if( cell && (cell->flags & CELL_FLAG_WALKABLE) )
+                       if( getiftile( (int[2]){ x, y }, CELL_FLAG_WALKABLE ) )
                                blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2));
-               }
        
        // Run filter over center 3x3 grid to check for invalid configurations
+       // The kernel codes both the offsets for reaching each tile inside it, as well as the offsets
+       // to move the kernel as a whole.
        int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
        for( int i = 0; i < vg_list_size(kernel); i ++ )
-       {
                if( blob & (0x1 << (6+kernel[i])) )
                {
-                       // (reference window: 0x1CE7) Illegal moves
-                       //  0100011100010 ;
-                       //  0000001100011 ;
-                       //  0000011000110 ;
-                       //  0110001100000 ;
-                       //  1100011000000 ;
-                       //  0100001100010 ;
-                       //  0100011000010 ;
-               
+                       // Illegal moves list in bitfield format
                        u32 invalid[] = { 0x8E2, 0x63, 0xC6, 0xC60, 0x18C0, 0x862, 0x8C2 };
                        u32 window = blob >> kernel[i];
                        
@@ -595,7 +587,6 @@ static int map_tile_availible( int co[2] )
                                if((window & invalid[j]) == invalid[j])
                                        return 0;
                }
-       }
        
        return 1;
 }
@@ -605,13 +596,11 @@ void vg_update(void)
        // Update camera
        float ratio = (float)vg_window_y / (float)vg_window_x;
        float const size = 7.5f;
-       glm_ortho( -size, size, -size*ratio, size*ratio, 0.01f, 150.f, m_projection );
-
-       glm_mat4_identity( m_view );
-       glm_translate_z( m_view, -10.f );
-       glm_rotate_x( m_view, 1.5708f, m_view );
        
-       glm_mat4_mul( m_projection, m_view, vg_pv );
+       m3x3_projection( m_projection, -size, size, size*ratio, -size*ratio );
+       m3x3_identity( m_view );
+       m3x3_mul( m_projection, m_view, vg_pv );
+       vg_projection_update();
        
        // Compute map update
        for( int y = 0; y < map.y; y ++ )
@@ -619,18 +608,18 @@ void vg_update(void)
                for( int x = 0; x < map.x; x ++ )
                {
                        struct cell *tile, *upper, *lower, *l, *r;      
-                       tile = map_tile_at( (int [2]){ x, y } );
+                       tile = gettile( (int [2]){ x, y } );
                        tile->flags &= ~(CELL_FLAG_SPLIT|CELL_FLAG_MERGE|CELL_FLAG_UPLVL);
                        
                        if( tile->flags & CELL_FLAG_WALKABLE )
                        {
-                               r = map_tile_at_cond( (int[2]){ x+1, y }, CELL_FLAG_WALKABLE );
-                               l = map_tile_at_cond( (int[2]){ x-1, y }, CELL_FLAG_WALKABLE );
+                               r = getiftile( (int[2]){ x+1, y }, CELL_FLAG_WALKABLE );
+                               l = getiftile( (int[2]){ x-1, y }, CELL_FLAG_WALKABLE );
 
                                if( r && l )
                                {
-                                       upper = map_tile_at_cond( (int[2]){ x, y-1 }, CELL_FLAG_WALKABLE );
-                                       lower = map_tile_at_cond( (int[2]){ x, y+1 }, CELL_FLAG_WALKABLE );
+                                       upper = getiftile( (int[2]){ x, y-1 }, CELL_FLAG_WALKABLE );
+                                       lower = getiftile( (int[2]){ x, y+1 }, CELL_FLAG_WALKABLE );
                                        
                                        if( upper )
                                        {
@@ -647,170 +636,21 @@ void vg_update(void)
                        }
                }
        }
-       
-       // Compute classification
-       /*
-       map_stack_refresh();
-       
-       for( int i = 0; i < arrlen( map.io ); i ++ )
-       {
-               struct *cell cell = &map.cells[ map.io ];
-               int coords[2];
                
-               if( cell->flags & CELL_FLAG_INPUT )
-               {
-                       map_tile_coords_from_index( map.io, coords );
-                       map_stack_init( coords );
-                       
-                       do
-                       {
-                               if( cell->flags & CELL_FLAG_CONNECTOR )
-                               {
-                                       
-                               }
-                       }
-                       while( (cell = map_stack_next()) );
-               }
-       }*/
-       
-       // Get mouse ray
-       vec3 ray_origin;
-       vec3 ray_dir;
-       
-       mat4 pv_inverse;
-       vec4 vp = { 0.f, 0.f, vg_window_x, vg_window_y };
-       glm_mat4_inv( vg_pv, pv_inverse );
-       glm_unprojecti( (vec3){ vg_mouse_x, vg_window_y-vg_mouse_y, -1.f }, pv_inverse, vp, ray_dir );
-       glm_unprojecti( (vec3){ vg_mouse_x, vg_window_y-vg_mouse_y, 0.f }, pv_inverse, vp, ray_origin );
-       glm_vec3_sub( ray_dir, ray_origin, ray_dir );
-
-       // Get floor tile intersection  
-       float ray_t = -ray_origin[1] / ray_dir[1];
-
-       vec3 tile_pos;
-       glm_vec3_copy( ray_origin, tile_pos );
-       glm_vec3_muladds( ray_dir, ray_t, tile_pos );
-       glm_vec3_sub( tile_pos, map.origin, tile_pos );
+       v2f tile_pos;
+       v2_copy( vg_mouse_ws, tile_pos );
+       v2_sub( tile_pos, map.origin, tile_pos );
        
        int tile_x = floorf( tile_pos[0] );
-       int tile_y = floorf( tile_pos[2] );
+       int tile_y = floorf( tile_pos[1] );
        
-       map.selected = map_tile_at( (int [2]){tile_x, tile_y} );
+       map.selected = ptile( (int [2]){tile_x, tile_y} );
        
        if( map.playing )
        {
-               static int fish_counter = 0;
-               fish_counter ++;
-       
-               if( fish_counter > 20 )
-               {
-                       fish_counter = 0;
-                                               
-                       // Advance characters
-                       for( int i = 0; i < map.num_fishes; i ++ )
-                       {
-                               struct fish *fish = map.fishes + i;
-                               
-                               if( !fish->alive )
-                                       continue;
-                               
-                               struct cell *tile, *next;
-                               tile = map_tile_at( fish->co );
-                               
-                               if( tile->flags & CELL_FLAG_OUTPUT )
-                               {
-                                       vg_info( "Fish got zucced (%d)\n", i );
-                                       fish->alive = 0;
-                                       continue;
-                               }
-                               
-                               int die = 0;
-                               if( tile->flags & CELL_FLAG_SPLIT )
-                               {
-                                       die = 1;
-                                       int new_dir[][2] = { {0,-1},{1,0},{-1,0} };
-                                       int *test_dir;
-                                       
-                                       for( int j = 0; j < 3; j ++ )
-                                       {
-                                               test_dir = new_dir[ tile->state ];
-                                               tile->state = (tile->state+1)%3;
-                                               
-                                               next = map_tile_at( (int[2]){ fish->co[0]+test_dir[0], fish->co[1]+test_dir[1] } );
-                                               if( next && (next->flags & (CELL_FLAG_WALKABLE)) )
-                                               {
-                                                       fish->dir[0] = test_dir[0];
-                                                       fish->dir[1] = test_dir[1];
-                                                       die = 0;
-                                                       break;
-                                               }
-                                       }
-                               }
-                               
-                               next = map_tile_at( (int[2]){ fish->co[0]+fish->dir[0], fish->co[1]+fish->dir[1] } );
-                               if( !next || (next && !(next->flags & CELL_FLAG_WALKABLE)) )
-                               {
-                                       // Try UP
-                                       die = 1;
-                               }
-                               
-                               if( die )
-                               {
-                                       vg_info( "Fish died! (%d)\n", i );
-                                       fish->alive = 0;
-                                       continue;
-                               }
-                               
-                               
-                               fish->co[0] += fish->dir[0];
-                               fish->co[1] += fish->dir[1];
-                       }
-                       
-                       // Try spawn fish
-                       for( int i = 0; i < arrlen( map.io ); i ++ )
-                       {
-                               struct cell *input = &map.cells[ map.io[i] ];
-                               
-                               if( input->flags & CELL_FLAG_INPUT )
-                               {
-                                       if( input->state < arrlen( input->conditions ) )
-                                       {
-                                               struct fish *fish = &map.fishes[ map.num_fishes ];
-                                               map_tile_coords_from_index( map.io[i], fish->co );
-                                               
-                                               int output_dirs[][2] = { {0,-1}, {-1,0}, {1,0} };
-                                               int can_spawn = 0;
-                                               
-                                               for( int i = 0; i < vg_list_size( output_dirs ); i ++ )
-                                               {
-                                                       int *dir = output_dirs[i];
-                                                       struct cell *next = map_tile_at( (int[2]){ fish->co[0]+dir[0], fish->co[1]+dir[1] } );
-                                                       if( next && next->flags & CELL_FLAG_CANAL )
-                                                       {
-                                                               fish->dir[0] = dir[0];
-                                                               fish->dir[1] = dir[1];
-                                                               can_spawn = 1;
-                                                       }
-                                               }
-                                               
-                                               if( can_spawn )
-                                               {
-                                                       fish->alive = 1;
-                                                       input->state ++;
-                                                       map.num_fishes ++;
-                                               }
-                                       }
-                               }
-                       }
-                       
-                       vg_info( "There are now %u active fish\n", map.num_fishes );
-               }
-               
                if( vg_get_button_down( "go" ) )
                {
                        map.playing = 0;
-                       map.num_fishes = 0;
-                       
                        vg_info( "Ending!\n" );
                }
        }
@@ -819,11 +659,6 @@ void vg_update(void)
                if( vg_get_button_down( "go" ) )
                {
                        map.playing = 1;
-                       
-                       // Reset everything
-                       for( int i = 0; i < map.x*map.y; i ++ )
-                               map.cells[ i ].state = 0;
-                       
                        vg_info( "Starting!\n" );
                }
        
@@ -866,7 +701,7 @@ void vg_render(void)
        map_update_visual();
        
        SHADER_USE( tilemap_shader );
-       glUniformMatrix4fv( SHADER_UNIFORM( tilemap_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       glUniformMatrix3fv( SHADER_UNIFORM( tilemap_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
        
        glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexTiles" ), 0 );
        glActiveTexture( GL_TEXTURE0 );
@@ -876,13 +711,14 @@ void vg_render(void)
        glActiveTexture( GL_TEXTURE1 );
        glBindTexture( GL_TEXTURE_2D, map.flow_texture );
        
-       glUniform2f( SHADER_UNIFORM( tilemap_shader, "uOrigin" ), map.origin[0], map.origin[2] );
+       glUniform2fv( SHADER_UNIFORM( tilemap_shader, "uOrigin" ), 1, map.origin );
        glUniform1f( SHADER_UNIFORM( tilemap_shader, "uTime" ), vg_time * 0.5f );
        
        glDrawArraysInstanced( GL_TRIANGLES, 0, 6, map.x*map.y );
        
+       /*
        SHADER_USE( fish_shader );
-       glUniformMatrix4fv( SHADER_UNIFORM( fish_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       glUniformMatrix3fv( SHADER_UNIFORM( fish_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
        glUniform1i( SHADER_UNIFORM( fish_shader, "uTexMain" ), 0 );
        glActiveTexture( GL_TEXTURE0 );
        glBindTexture( GL_TEXTURE_2D, fish_texture );
@@ -896,6 +732,7 @@ void vg_render(void)
        glDrawArrays( GL_TRIANGLES, 0, 6 );
        
        glDisable( GL_BLEND );
+       */
 }
 
 void vg_register(void)
diff --git a/vg/vg.h b/vg/vg.h
index c6b8fb9d21af30ad17914dca6bb19244da0affe5..b35091b5aa5e2779e39c64ccf76bdad1dee225ee 100644 (file)
--- a/vg/vg.h
+++ b/vg/vg.h
 #include "stb/stb_ds.h"
 #include "stb/stb_image.h"
 
-#include "cglm/include/cglm/cglm.h"
+#include "vg/vg_platform.h"
 
 void vg_register_exit( void( *funcptr )(void), const char *name );
 void vg_exiterr( const char *strErr );
 
-mat4 vg_pv;
+m3x3f vg_pv;
 
-#include "vg/vg_platform.h"
+#include "vg/vg_m.h"
 #include "vg/vg_io.h"
 #include "vg/vg_audio.h"
 #include "vg/vg_shader.h"
@@ -41,8 +41,8 @@ GLFWwindow* vg_window;
 int vg_window_x = 1280;
 int vg_window_y = 720;
 
-float vg_mouse_x;
-float vg_mouse_y;
+v2f vg_mouse;
+v3f vg_mouse_ws;
 
 float  vg_time;
 float  vg_time_last;
@@ -240,8 +240,8 @@ void vg_exiterr( const char *strErr )
 
 void vg_mouse_callback( GLFWwindow* ptrW, double xpos, double ypos )
 {
-       vg_mouse_x = xpos;
-       vg_mouse_y = ypos;
+       vg_mouse[0] = xpos;
+       vg_mouse[1] = ypos;
 }
 
 void vg_scroll_callback( GLFWwindow* ptrW, double xoffset, double yoffset )
@@ -380,5 +380,23 @@ static void vg_init( int argc, char *argv[], const char *window_name )
        vg_exit();
 }
 
+// Screen projections
+// ============================================================================================
+
+void vg_projection_update(void)
+{
+       // Do transform local->world
+       vg_mouse_ws[0] = vg_mouse[0];
+       vg_mouse_ws[1] = vg_mouse[1];
+       vg_mouse_ws[2] = 1.0f;
+       
+       vg_mouse_ws[0] =   (2.0f * vg_mouse_ws[0]) / ((float)vg_window_x) - 1.0f;
+       vg_mouse_ws[1] = -((2.0f * vg_mouse_ws[1]) / ((float)vg_window_y) - 1.0f);
+       
+       m3x3f inverse;
+       m3x3_inv( vg_pv, inverse ); 
+       m3x3_mulv( inverse, vg_mouse_ws, vg_mouse_ws );
+}
+
 u32 NvOptimusEnablement = 0x00000001;
 int AmdPowerXpressRequestHighPerformance = 1;
index 81b009150b4791518087ad5cb130965229d6dc8f..18a0a7c320950e80d0b13f51372b1a408958627a 100644 (file)
@@ -3,15 +3,15 @@
 SHADER_DEFINE( vg_line_shader, 
 
        // VERTEX
-       "layout (location=0) in vec3 a_co;"
+       "layout (location=0) in vec2 a_co;"
        "layout (location=1) in vec4 a_colour;"
-       "uniform mat4 uPv;"
+       "uniform mat3 uPv;"
        ""
        "out vec4 s_colour;"
        ""
        "void main()"
        "{"
-       "       vec4 vert_pos = uPv * vec4( a_co, 1.0 );"
+       "       vec4 vert_pos = vec4( uPv * vec3( a_co, 1.0 ), 1.0 );"
        "  s_colour = a_colour;"
        "       gl_Position = vert_pos;"
        "}",
@@ -33,14 +33,13 @@ struct
 {
        struct vg_lines_vert
        {
-               vec3 co;
+               v2f co;
                u32 colour;
        }
        *buffer;
        
        GLuint vao, vbo;
        u32 draw_idx, cap, buffer_size;
-       
 }
 vg_lines;
 
@@ -93,7 +92,7 @@ static void vg_lines_free(void)
 static void vg_lines_drawall(void)
 {
        SHADER_USE( vg_line_shader );
-       glUniformMatrix4fv( SHADER_UNIFORM( vg_line_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       glUniformMatrix3fv( SHADER_UNIFORM( vg_line_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
        
        glBindVertexArray( vg_lines.vao );
        glBindBuffer( GL_ARRAY_BUFFER, vg_lines.vbo );
@@ -109,18 +108,18 @@ static void vg_lines_drawall(void)
        vg_lines.draw_idx = 0;
 }
 
-static void vg_line2( vec3 from, vec3 to, u32 fc, u32 tc )
+static void vg_line2( v2f from, v2f to, u32 fc, u32 tc )
 {
        struct vg_lines_vert *v = vg_lines.buffer + vg_lines.draw_idx;
-       glm_vec3_copy( from, v[0].co );
-       glm_vec3_copy( to, v[1].co );
+       v2_copy( from, v[0].co );
+       v2_copy( to, v[1].co );
        v[0].colour = fc;
        v[1].colour = tc;
        
        vg_lines.draw_idx += 2;
 }
 
-static void vg_line( vec3 from, vec3 to, u32 colour )
+static void vg_line( v2f from, v2f to, u32 colour )
 {
        vg_line2( from, to, colour, colour );
 }
diff --git a/vg/vg_m.h b/vg/vg_m.h
new file mode 100644 (file)
index 0000000..de9cb6d
--- /dev/null
+++ b/vg/vg_m.h
@@ -0,0 +1,622 @@
+// Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
+
+// Util
+// ==================================================================================================================
+
+#define VG_PIf 3.14159265358979323846264338327950288f
+
+// Simple min/max replacements
+static inline float vg_minf( float a, float b )
+{
+       return a < b? a: b;
+}
+
+static inline float vg_maxf( float a, float b )
+{
+       return a > b? a: b;
+}
+
+static inline int vg_min( int a, int b )
+{
+       return a < b? a: b;
+}
+
+static inline int vg_max( int a, int b )
+{
+       return a > b? a: b;
+}
+
+// Convert degrees to radians
+static inline float vg_rad( float deg )
+{
+       return deg * VG_PIf / 180.0f;
+}
+
+// Vector 2
+// ==================================================================================================================
+
+static inline void v2_copy( v2f a, v2f b )
+{
+       b[0] = a[0]; b[1] = a[1];
+}
+
+static inline void v2_minv( v2f a, v2f b, v2f dest ) 
+{
+       dest[0] = vg_minf(a[0], b[0]);
+       dest[1] = vg_minf(a[1], b[1]);
+}
+
+static inline void v2_maxv( v2f a, v2f b, v2f dest ) 
+{
+       dest[0] = vg_maxf(a[0], b[0]);
+       dest[1] = vg_maxf(a[1], b[1]);
+}
+
+static inline void v2_sub( v2f a, v2f b, v2f d )
+{
+       d[0] = a[0]-b[0]; d[1] = a[1]-b[1];
+}
+
+static inline float v2_cross( v2f a, v2f b )
+{
+       return a[0] * b[1] - a[1] * b[0];
+}
+
+static inline void v2_add( v2f a, v2f b, v2f d )
+{
+       d[0] = a[0]+b[0]; d[1] = a[1]+b[1];
+}
+
+static inline void v2_muls( v2f a, float s, v2f d )
+{
+       d[0] = a[0]*s; d[1] = a[1]*s;
+}
+
+static inline void v2_mul( v2f a, v2f b, v2f d )
+{
+       d[0] = a[0]*b[0]; d[1] = a[1]*b[1];
+}
+
+static inline void v2_div( v2f a, v2f b, v2f d )
+{
+       d[0] = a[0]/b[0]; d[1] = a[1]/b[1];
+}
+
+// Vector 3
+// ==================================================================================================================
+
+static inline void v3_zero( v3f a )
+{
+       a[0] = 0.f; a[1] = 0.f; a[2] = 0.f;
+}
+
+static inline void v3_copy( v3f a, v3f b )
+{
+       b[0] = a[0]; b[1] = a[1]; b[2] = a[2];
+}
+
+static inline void v3_add( v3f a, v3f b, v3f d )
+{
+       d[0] = a[0]+b[0]; d[1] = a[1]+b[1]; d[2] = a[2]+b[2];
+}
+
+static inline void v3_sub( v3f a, v3f b, v3f d )
+{
+       d[0] = a[0]-b[0]; d[1] = a[1]-b[1]; d[2] = a[2]-b[2];
+}
+
+static inline void v3_mul( v3f a, v3f b, v3f d )
+{
+       d[0] = a[0]*b[0]; d[1] = a[1]*b[1]; d[2] = a[2]*b[2];
+}
+
+static inline void v3_div( v3f a, v3f b, v3f d )
+{
+       d[0] = a[0]/b[0]; d[1] = a[1]/b[1];     d[2] = a[2]/b[2];
+}
+
+static inline void v3_muls( v3f a, float s, v3f d )
+{
+       d[0] = a[0]*s; d[1] = a[1]*s; d[2] = a[2]*s;
+}
+
+static inline void v3_divs( v3f a, float s, v3f d )
+{
+       d[0] = a[0]/s; d[1] = a[1]/s; d[2] = a[2]/s;
+}
+
+static inline void v3_muladds( v3f a, v3f b, float s, v3f d )
+{
+       d[0] = a[0]+b[0]*s; d[1] = a[1]+b[1]*s; d[2] = a[2]+b[2]*s;
+}
+
+static inline float v3_dot( v3f a, v3f b )
+{
+       return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
+}
+
+static inline void v3_cross( v3f a, v3f b, v3f d )
+{
+  d[0] = a[1] * b[2] - a[2] * b[1];
+  d[1] = a[2] * b[0] - a[0] * b[2];
+  d[2] = a[0] * b[1] - a[1] * b[0];
+}
+
+static inline float v3_length2( v3f a )
+{
+       return v3_dot( a, a );
+}
+
+static inline float v3_length( v3f a )
+{
+       return sqrtf( v3_length2( a ) );
+}
+
+static inline float v3_dist2( v3f a, v3f b )
+{
+       v3f delta;
+       v3_sub( a, b, delta );
+       return v3_length2( delta );
+}
+
+static inline float v3_dist( v3f a, v3f b )
+{
+       return sqrtf( v3_dist2( a, b ) );
+}
+
+static inline void v3_normalize( v3f a )
+{
+       v3_muls( a, 1.f / v3_length( a ), a );
+}
+
+static inline float csr_lerpf( float a, float b, float t )
+{
+       return a + t*(b-a);
+}
+
+static inline void v3_lerp( v3f a, v3f b, float t, v3f d )
+{
+       d[0] = a[0] + t*(b[0]-a[0]);
+       d[1] = a[1] + t*(b[1]-a[1]);
+       d[2] = a[2] + t*(b[2]-a[2]);
+}
+
+static inline void v3_minv( v3f a, v3f b, v3f dest ) 
+{
+       dest[0] = vg_minf(a[0], b[0]);
+       dest[1] = vg_minf(a[1], b[1]);
+       dest[2] = vg_minf(a[2], b[2]);
+}
+
+static inline void v3_maxv( v3f a, v3f b, v3f dest ) 
+{
+       dest[0] = vg_maxf(a[0], b[0]);
+       dest[1] = vg_maxf(a[1], b[1]);
+       dest[2] = vg_maxf(a[2], b[2]);
+}
+
+static inline float v3_minf( v3f a )
+{
+       return vg_minf( vg_minf( a[0], a[1] ), a[2] );
+}
+
+static inline float v3_maxf( v3f a )
+{
+       return vg_maxf( vg_maxf( a[0], a[1] ), a[2] );
+}
+
+static inline void v3_fill( v3f a, float v )
+{
+       a[0] = v;
+       a[1] = v;
+       a[2] = v;
+}
+
+// Vector 4
+// ==================================================================================================================
+
+static inline void v4_copy( v4f a, v4f b )
+{
+       b[0] = a[0]; b[1] = a[1]; b[2] = a[2]; b[3] = a[3];
+}
+
+static inline void v4_zero( v4f a )
+{
+       a[0] = 0.f; a[1] = 0.f; a[2] = 0.f; a[3] = 0.f;
+}
+
+// Matrix 3x3
+//======================================================================================================
+
+#define M3X3_IDENTITY  {{1.0f, 0.0f, 0.0f, },\
+                                                               { 0.0f, 1.0f, 0.0f, },\
+                                                               { 0.0f, 0.0f, 1.0f, }}
+                                                               
+#define M3X3_ZERO                      {{0.0f, 0.0f, 0.0f, },\
+                                                               { 0.0f, 0.0f, 0.0f, },\
+                                                               { 0.0f, 0.0f, 0.0f, }}
+
+
+static inline void m3x3_copy( m3x3f a, m3x3f b )
+{
+       v3_copy( a[0], b[0] );
+       v3_copy( a[1], b[1] );
+       v3_copy( a[2], b[2] );
+}
+
+static inline void m3x3_identity( m3x3f a )
+{
+       m3x3f id = M3X3_IDENTITY;
+       m3x3_copy( id, a );
+}
+
+static inline void m3x3_zero( m3x3f a )
+{
+       m3x3f z = M3X3_ZERO;
+       m3x3_copy( z, a );
+}
+
+static inline void m3x3_inv( m3x3f src, m3x3f dest )
+{
+       float a = src[0][0], b = src[0][1], c = src[0][2],
+                       d = src[1][0], e = src[1][1], f = src[1][2],
+                       g = src[2][0], h = src[2][1], i = src[2][2];
+
+       float det =    1.f / 
+                                       (+a*(e*i-h*f)
+                -b*(d*i-f*g)
+                +c*(d*h-e*g));
+                
+       dest[0][0] =  (e*i-h*f)*det;
+       dest[0][1] = -(b*i-c*h)*det;
+       dest[0][2] =  (b*f-c*e)*det;
+       dest[1][0] = -(d*i-f*g)*det;
+       dest[1][1] =  (a*i-c*g)*det;
+       dest[1][2] = -(a*f-d*c)*det;
+       dest[2][0] =  (d*h-g*e)*det;
+       dest[2][1] = -(a*h-g*b)*det;
+       dest[2][2] =  (a*e-d*b)*det;
+}
+
+static inline void m3x3_transpose( m3x3f src, m3x3f dest )
+{
+       float a = src[0][0], b = src[0][1], c = src[0][2],
+                       d = src[1][0], e = src[1][1], f = src[1][2],
+                       g = src[2][0], h = src[2][1], i = src[2][2];
+                       
+       dest[0][0] = a;
+       dest[0][1] = d;
+       dest[0][2] = g;
+       dest[1][0] = b;
+       dest[1][1] = e;
+       dest[1][2] = h;
+       dest[2][0] = c;
+       dest[2][1] = f;
+       dest[2][2] = i;
+}
+
+static inline void m3x3_mul( m3x3f a, m3x3f b, m3x3f d )
+{
+       float a00 = a[0][0], a01 = a[0][1], a02 = a[0][2],
+                       a10 = a[1][0], a11 = a[1][1], a12 = a[1][2],
+                       a20 = a[2][0], a21 = a[2][1], a22 = a[2][2],
+
+                       b00 = b[0][0], b01 = b[0][1], b02 = b[0][2],
+                       b10 = b[1][0], b11 = b[1][1], b12 = b[1][2],
+                       b20 = b[2][0], b21 = b[2][1], b22 = b[2][2];
+
+       d[0][0] = a00*b00 + a10*b01 + a20*b02;
+       d[0][1] = a01*b00 + a11*b01 + a21*b02;
+       d[0][2] = a02*b00 + a12*b01 + a22*b02;
+       d[1][0] = a00*b10 + a10*b11 + a20*b12;
+       d[1][1] = a01*b10 + a11*b11 + a21*b12;
+       d[1][2] = a02*b10 + a12*b11 + a22*b12;
+       d[2][0] = a00*b20 + a10*b21 + a20*b22;
+       d[2][1] = a01*b20 + a11*b21 + a21*b22;
+       d[2][2] = a02*b20 + a12*b21 + a22*b22;
+}
+
+static inline void m3x3_mulv( m3x3f m, v3f v, v3f d )
+{
+       v3f res;
+       
+       res[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2];
+       res[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2];
+       res[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2];
+       
+       v3_copy( res, d );
+}
+
+static inline void m3x3_projection( m3x3f dst, float const left, float const right, float const bottom, float const top )
+{
+       float rl, tb;
+       
+       m3x3_zero( dst );
+
+       rl = 1.0f / (right - left);
+       tb = 1.0f / (top   - bottom);
+
+       dst[0][0] = 2.0f * rl;
+       dst[1][1] = 2.0f * tb;
+       dst[2][2] = 1.0f;
+}
+
+static inline void m3x3_translate( m3x3f m, v3f v )
+{
+       m[2][0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0];
+       m[2][1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1];
+       m[2][2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2];
+}
+
+static inline void m3x3_scale( m3x3f m, v3f v )
+{
+       m[0][0] = m[0][0] * v[0];
+       m[0][1] = m[0][1] * v[0];
+       m[0][2] = m[0][2] * v[0];
+
+       m[1][0] = m[1][0] * v[1];
+       m[1][1] = m[1][1] * v[1];
+       m[1][2] = m[1][2] * v[1];
+}
+
+static inline void m3x3_rotate( m3x3f m, float angle )
+{
+       float m00 = m[0][0], m10 = m[1][0],
+                       m01 = m[0][1], m11 = m[1][1],
+                       m02 = m[0][2], m12 = m[1][2];
+       float c, s;
+
+       s = sinf( angle );
+       c = cosf( angle );
+
+       m[0][0] = m00 * c + m10 * s;
+       m[0][1] = m01 * c + m11 * s;
+       m[0][2] = m02 * c + m12 * s;
+
+       m[1][0] = m00 * -s + m10 * c;
+       m[1][1] = m01 * -s + m11 * c;
+       m[1][2] = m02 * -s + m12 * c;
+}
+
+// Matrix 4x3
+// ==================================================================================================================
+
+#define M4X3_IDENTITY  {{1.0f, 0.0f, 0.0f, },\
+                                                               { 0.0f, 1.0f, 0.0f, },\
+                                                               { 0.0f, 0.0f, 1.0f, },\
+                                                               { 0.0f, 0.0f, 0.0f }}
+
+static inline void m4x3_to_3x3( m4x3f a, m3x3f b )
+{
+       v3_copy( a[0], b[0] );
+       v3_copy( a[1], b[1] );
+       v3_copy( a[2], b[2] );
+}
+
+static inline void m4x3_copy( m4x3f a, m4x3f b )
+{
+       v3_copy( a[0], b[0] );
+       v3_copy( a[1], b[1] );
+       v3_copy( a[2], b[2] );
+       v3_copy( a[3], b[3] );
+}
+
+static inline void m4x3_identity( m4x3f a )
+{
+       m4x3f id = M4X3_IDENTITY;
+       m4x3_copy( id, a );
+}
+
+static inline void m4x3_mul( m4x3f a, m4x3f b, m4x3f d ) 
+{
+       float 
+       a00 = a[0][0], a01 = a[0][1], a02 = a[0][2],
+       a10 = a[1][0], a11 = a[1][1], a12 = a[1][2],
+       a20 = a[2][0], a21 = a[2][1], a22 = a[2][2],
+       a30 = a[3][0], a31 = a[3][1], a32 = a[3][2],
+       b00 = b[0][0], b01 = b[0][1], b02 = b[0][2],
+       b10 = b[1][0], b11 = b[1][1], b12 = b[1][2],
+       b20 = b[2][0], b21 = b[2][1], b22 = b[2][2],
+       b30 = b[3][0], b31 = b[3][1], b32 = b[3][2];
+       
+       d[0][0] = a00*b00 + a10*b01 + a20*b02;
+       d[0][1] = a01*b00 + a11*b01 + a21*b02;
+       d[0][2] = a02*b00 + a12*b01 + a22*b02;
+       d[1][0] = a00*b10 + a10*b11 + a20*b12;
+       d[1][1] = a01*b10 + a11*b11 + a21*b12;
+       d[1][2] = a02*b10 + a12*b11 + a22*b12;
+       d[2][0] = a00*b20 + a10*b21 + a20*b22;
+       d[2][1] = a01*b20 + a11*b21 + a21*b22;
+       d[2][2] = a02*b20 + a12*b21 + a22*b22;
+       d[3][0] = a00*b30 + a10*b31 + a20*b32 + a30;
+       d[3][1] = a01*b30 + a11*b31 + a21*b32 + a31;
+       d[3][2] = a02*b30 + a12*b31 + a22*b32 + a32;
+}
+
+static inline void m4x3_mulv( m4x3f m, v3f v, v3f d ) 
+{
+       v3f res;
+  
+       res[0] = m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2] + m[3][0];
+       res[1] = m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2] + m[3][1];
+       res[2] = m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2] + m[3][2];
+
+       v3_copy( res, d );
+}
+
+// Affine transforms
+// ====================================================================================================================
+
+static inline void m4x3_translate( m4x3f m, v3f v )
+{
+       v3_muladds( m[3], m[0], v[0], m[3] );
+       v3_muladds( m[3], m[1], v[1], m[3] );
+       v3_muladds( m[3], m[2], v[2], m[3] );
+}
+
+static inline void m4x3_scale( m4x3f m, float s )
+{
+       v3_muls( m[0], s, m[0] );
+       v3_muls( m[1], s, m[1] );
+       v3_muls( m[2], s, m[2] );
+}
+
+static inline void m4x3_rotate_x( m4x3f m, float angle )
+{
+       m4x3f t = M4X3_IDENTITY;
+       float c, s;
+
+       c = cosf( angle );
+       s = sinf( angle );
+
+       t[1][1] =  c;
+       t[1][2] =  s;
+       t[2][1] = -s;
+       t[2][2] =  c;
+
+       m4x3_mul( m, t, m );
+}
+
+static inline void m4x3_rotate_y( m4x3f m, float angle )
+{
+       m4x3f t = M4X3_IDENTITY;
+       float c, s;
+
+       c = cosf( angle );
+       s = sinf( angle );
+
+       t[0][0] =  c;
+       t[0][2] = -s;
+       t[2][0] =  s;
+       t[2][2] =  c;
+
+       m4x3_mul( m, t, m );
+}
+
+static inline void m4x3_rotate_z( m4x3f m, float angle )
+{
+       m4x3f t = M4X3_IDENTITY;
+       float c, s;
+
+       c = cosf( angle );
+       s = sinf( angle );
+
+       t[0][0] =  c;
+       t[0][1] =  s;
+       t[1][0] = -s;
+       t[1][1] =  c;
+
+       m4x3_mul( m, t, m );
+}
+
+// Warning: These functions are unoptimized..
+static inline void m4x3_expand_aabb_point( m4x3f m, boxf box, v3f point )
+{
+       v3f v;
+       m4x3_mulv( m, point, v );
+
+       v3_minv( box[0], v, box[0] );
+       v3_maxv( box[1], v, box[1] );
+}
+
+static inline void box_concat( boxf a, boxf b )
+{
+       v3_minv( a[0], b[0], a[0] );
+       v3_maxv( a[1], b[1], a[1] );
+}
+
+static inline void box_copy( boxf a, boxf b )
+{
+       v3_copy( a[0], b[0] );
+       v3_copy( a[1], b[1] );
+}
+
+static inline void m4x3_transform_aabb( m4x3f m, boxf box )
+{
+       v3f a; v3f b;
+       
+       v3_copy( box[0], a );
+       v3_copy( box[1], b );
+       v3_fill( box[0],  INFINITY );
+       v3_fill( box[1], -INFINITY );
+
+       m4x3_expand_aabb_point( m, box, a );
+       m4x3_expand_aabb_point( m, box, (v3f){ a[0], b[1], a[2] } );
+       m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], a[2] } );
+       m4x3_expand_aabb_point( m, box, (v3f){ b[0], b[1], a[2] } );
+       m4x3_expand_aabb_point( m, box, b );
+       m4x3_expand_aabb_point( m, box, (v3f){ a[0], b[1], b[2] } );
+       m4x3_expand_aabb_point( m, box, (v3f){ b[0], a[1], b[2] } );
+       m4x3_expand_aabb_point( m, box, (v3f){ b[0], b[1], b[2] } );
+}
+
+// Planes (double precision)
+// ==================================================================================================================
+
+static inline void tri_to_plane( double a[3], double b[3], double c[3], double p[4] )
+{
+       double edge0[3];
+       double edge1[3];
+       double l;
+       
+       edge0[0] = b[0] - a[0];
+       edge0[1] = b[1] - a[1];
+       edge0[2] = b[2] - a[2];
+       
+       edge1[0] = c[0] - a[0];
+       edge1[1] = c[1] - a[1];
+       edge1[2] = c[2] - a[2];
+       
+       p[0] = edge0[1] * edge1[2] - edge0[2] * edge1[1];
+       p[1] = edge0[2] * edge1[0] - edge0[0] * edge1[2];
+       p[2] = edge0[0] * edge1[1] - edge0[1] * edge1[0];
+       
+       l = sqrt(p[0] * p[0] + p[1] * p[1] + p[2] * p[2]);
+       p[3] = (p[0] * a[0] + p[1] * a[1] + p[2] * a[2]) / l;
+       
+       p[0] = p[0] / l;
+       p[1] = p[1] / l;
+       p[2] = p[2] / l;
+}
+
+static inline int plane_intersect( double a[4], double b[4], double c[4], double p[4] )
+{
+       double const epsilon = 1e-8f;
+       
+       double x[3];
+       double d;
+       
+       x[0] = a[1] * b[2] - a[2] * b[1];
+       x[1] = a[2] * b[0] - a[0] * b[2];
+       x[2] = a[0] * b[1] - a[1] * b[0];
+       
+       d = x[0] * c[0] + x[1] * c[1] + x[2] * c[2];
+       
+       if( d < epsilon && d > -epsilon ) return 0;
+       
+       p[0] = (b[1] * c[2] - b[2] * c[1]) * -a[3];
+       p[1] = (b[2] * c[0] - b[0] * c[2]) * -a[3];
+       p[2] = (b[0] * c[1] - b[1] * c[0]) * -a[3];
+       
+       p[0] += (c[1] * a[2] - c[2] * a[1]) * -b[3];
+       p[1] += (c[2] * a[0] - c[0] * a[2]) * -b[3];
+       p[2] += (c[0] * a[1] - c[1] * a[0]) * -b[3];
+       
+       p[0] += (a[1] * b[2] - a[2] * b[1]) * -c[3];
+       p[1] += (a[2] * b[0] - a[0] * b[2]) * -c[3];
+       p[2] += (a[0] * b[1] - a[1] * b[0]) * -c[3];
+       
+       p[0] = -p[0] / d;
+       p[1] = -p[1] / d;
+       p[2] = -p[2] / d;
+       
+       return 1;
+}
+
+static inline double plane_polarity( double p[4], double a[3] )
+{
+       return 
+       (a[0] * p[0] + a[1] * p[1] + a[2] * p[2])
+       -(p[0]*p[3] * p[0] + p[1]*p[3] * p[1] + p[2]*p[3] * p[2])
+       ;
+}
index da9a6adf3def39d5519c202a2f21733f5c752c86..280051942ee6cadf1f27e5b89fb83116f5c9b864 100644 (file)
@@ -11,8 +11,16 @@ typedef int64_t i64;
 
 typedef unsigned int uint;
 
-#define vg_min( A, B ) ((A)<(B)?(A):(B))
-#define vg_max( A, B ) ((A)>(B)?(A):(B))
+typedef int            v2i[2];
+typedef int            v3i[3];
+typedef int            v4i[4];
+typedef float          v2f[2];
+typedef float          v3f[3];
+typedef float          v4f[4];
+typedef v3f                    m3x3f[3];
+typedef v3f                    m4x3f[4];
+typedef v3f                    boxf[2];
+
 #define vg_list_size( A ) (sizeof(A)/sizeof(A[0]))
 
 // THREADING