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-rw-r--r--src/math.zig64
1 files changed, 64 insertions, 0 deletions
diff --git a/src/math.zig b/src/math.zig
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+++ b/src/math.zig
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+const std = @import("std");
+pub const tan = std.math.tan;
+pub const cos = std.math.cos;
+pub const sin = std.math.sin;
+pub const rad = std.math.degreesToRadians;
+
+pub const Matrix = struct {
+ rows: [4]@Vector(4, f32),
+
+ pub fn lookAt(eye: @Vector(3, f32), target: @Vector(3, f32), arbitrary_up: @Vector(3, f32)) Matrix {
+ const forward = normalize(eye - target);
+ const right = normalize(cross(arbitrary_up, forward));
+ const up = cross(forward, right);
+
+ const view = [_]@Vector(4, f32){
+ @Vector(4, f32){ right[0], right[1], right[2], 0.0 },
+ @Vector(4, f32){ up[0], up[1], up[2], 0.0 },
+ @Vector(4, f32){ forward[0], forward[1], forward[2], 0.0 },
+ @Vector(4, f32){ 0.0, 0.0, 1.0, eye[2] },
+ };
+
+ return Matrix{
+ .rows = view,
+ };
+ }
+
+ pub fn perspective(fov: f32, aspect: f32, near: f32, far: f32) Matrix {
+ const projection = [_]@Vector(4, f32){
+ @Vector(4, f32){ 1.0 / (aspect * tan(fov / 2.0)), 0.0, 0.0, 0.0 },
+ @Vector(4, f32){ 0.0, 1.0 / tan(fov / 2.0), 0.0, 0.0 },
+ @Vector(4, f32){ 0.0, 0.0, -((far + near) / (far - near)), -((2 * far * near) / (far - near)) },
+ @Vector(4, f32){ 0.0, 0.0, -1.0, 1.0 },
+ };
+
+ return Matrix{
+ .rows = projection,
+ };
+ }
+
+ pub fn identity() Matrix {
+ const view = [_]@Vector(4, f32){
+ @Vector(4, f32){ 1.0, 0.0, 0.0, 0.0 },
+ @Vector(4, f32){ 0.0, 1.0, 0.0, 0.0 },
+ @Vector(4, f32){ 0.0, 0.0, 1.0, 0.0 },
+ @Vector(4, f32){ 0.0, 0.0, 0.0, 1.0 },
+ };
+
+ return Matrix{
+ .rows = view,
+ };
+ }
+};
+
+pub fn dot(a: @Vector(3, f32), b: @Vector(3, f32)) f32 {
+ return @reduce(.Add, a * b);
+}
+
+pub fn cross(a: @Vector(3, f32), b: @Vector(3, f32)) @Vector(3, f32) {
+ return @Vector(3, f32){ a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0] };
+}
+
+pub fn normalize(a: @Vector(3, f32)) @Vector(3, f32) {
+ return a / @as(@Vector(3, f32), @splat(@sqrt(dot(a, a))));
+}