fixing stuff
This commit is contained in:
@@ -1,98 +0,0 @@
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cmake_minimum_required(VERSION 3.24)
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project(somaesque)
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set(VENDOR_DIR "${CMAKE_CURRENT_SOURCE_DIR}/vendor")
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set(SRC_DIR "${CMAKE_CURRENT_SOURCE_DIR}/src")
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set(CMAKE_EXPORT_COMPILE_COMMANDS true)
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set(CMAKE_BUILD_TYPE Release)
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set(CMAKE_CXX_FLAGS_RELEASE "-O2")
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set(CMAKE_CXX_STANDARD 20)
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option(GLFW_BUILD_DOCS OFF)
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option(GLFW_BUILD_EXAMPLES OFF)
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option(GLFW_BUILD_TESTS OFF)
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option(GLFW_INSTALL OFF)
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find_package(glfw3 3.3 REQUIRED)
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find_package(glm REQUIRED)
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# Glad
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add_library(glad
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STATIC
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${VENDOR_DIR}/glad/glad.c
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)
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target_include_directories(glad
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PUBLIC
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${VENDOR_DIR}
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)
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# STB
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add_library(loaders
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STATIC
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${VENDOR_DIR}/loaders/tinyobj.cpp
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${VENDOR_DIR}/loaders/stb_image.cpp
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)
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target_include_directories(loaders
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PUBLIC
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${VENDOR_DIR}
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)
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# somaesque
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add_executable(${PROJECT_NAME})
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target_sources(${PROJECT_NAME}
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PRIVATE
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${SRC_DIR}/main.cpp
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${SRC_DIR}/VoxelSpace.cpp
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${SRC_DIR}/VoxelSpace.h
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${SRC_DIR}/SomaSolve.cpp
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${SRC_DIR}/SomaSolve.h
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${SRC_DIR}/gfx/Texture.h
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${SRC_DIR}/gfx/Texture.cpp
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${SRC_DIR}/gfx/Mesh.h
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${SRC_DIR}/gfx/Mesh.cpp
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${SRC_DIR}/gfx/Shader.h
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${SRC_DIR}/gfx/Shader.cpp
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${SRC_DIR}/gfx/Color.h
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${SRC_DIR}/gfx/Color.cpp
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${SRC_DIR}/gfx/geometry.h
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${SRC_DIR}/gfx/geometry.cpp
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)
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target_link_libraries(${PROJECT_NAME}
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PRIVATE
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glfw
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GL
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X11
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pthread
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Xrandr
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dl
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glm::glm
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glad
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loaders
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)
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target_include_directories(somaesque
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PUBLIC
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${VENDOR_DIR}/KHR
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)
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# TESTING
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include(FetchContent)
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FetchContent_Declare(
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googletest
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URL https://github.com/google/googletest/archive/03597a01ee50ed33e9dfd640b249b4be3799d395.zip
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)
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FetchContent_MakeAvailable(googletest)
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enable_testing()
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add_executable(tests
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${SRC_DIR}/tests.cpp
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${SRC_DIR}/VoxelSpace.cpp
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${SRC_DIR}/VoxelSpace.h
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)
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target_link_libraries(tests
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GTest::gtest_main
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)
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include(GoogleTest)
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gtest_discover_tests(tests)
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3
build
Normal file
3
build
Normal file
@@ -0,0 +1,3 @@
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#!/bin/bash
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g++ -I ./ -g -g3 -lglfw -lGLU -lGL -lXrandr -lXxf86vm -lXi -lXinerama -lX11 -lrt -ldl -DOS_LINUX=1 -DENABLE_ASSERT=1 ./app.cpp -o ./target/app
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27
build.bat
Normal file
27
build.bat
Normal file
@@ -0,0 +1,27 @@
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@echo off
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if NOT EXIST .\target mkdir .\target
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set commonLinkerFlags=-opt:ref
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set commonCompilerFlags=^
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-MT %= Make sure the C runtime library is statically linked =%^
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-Gm- %= Turns off incremental building =%^
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-nologo %= No one cares you made the compiler Microsoft =%^
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-Oi %= Always use intrinsics =%^
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-EHa- %= Disable exception handling =%^
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-GR- %= Never use runtime type info from C++ =%^
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-WX -W4 -wd4201 -wd4100 -wd4189 -wd4505 %= Compiler warnings, -WX warnings as errors, -W4 warning level 4, -wdXXXX disable warning XXXX =%^
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-DAPP_DEBUG=0 -DENABLE_ASSERT=1 -DOS_WINDOWS=1 %= Custom #defines =%^
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-D_CRT_SECURE_NO_WARNINGS=1^
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-FC %= Full path of source code file in diagnostics =%^
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-Zi %= Generate debugger info =%
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pushd .\target
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cl %commonCompilerFlags% -Fe:.\app.exe ..\app.cpp /link -incremental:no %commonLinkerFlags%
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popd
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exit /b
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:error
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echo Failed with error #%errorlevel%.
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exit /b %errorlevel%
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55
build.zig
55
build.zig
@@ -1,55 +0,0 @@
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const std = @import("std");
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const zmath = @import("lib/zmath/build.zig");
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pub fn build(b: *std.Build) void {
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// Standard target options allows the person running `zig build` to choose
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// what target to build for. Here we do not override the defaults, which
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// means any target is allowed, and the default is native. Other options
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// for restricting supported target set are available.
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const target = b.standardTargetOptions(.{});
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// Standard release options allow the person running `zig build` to select
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// between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall.
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const mode = b.standardOptimizeOption(.{});
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const exe = b.addExecutable(.{
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.name = "somaesque-native-zig",
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.root_source_file = .{ .path = "src/main.zig" },
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.target = target,
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.optimize = mode,
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});
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exe.addIncludePath("/usr/local/include");
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exe.linkLibC();
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exe.linkSystemLibrary("glfw3");
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exe.linkSystemLibrary("glm");
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exe.linkSystemLibrary("GL");
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exe.addIncludePath("lib/c");
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exe.addCSourceFile("lib/c/glad/glad.c", &[_][]const u8{"-std=c11"});
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exe.install();
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// zmath
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const zmath_pkg = zmath.package(b, target, mode, .{
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.options = .{ .enable_cross_platform_determinism = true },
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});
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zmath_pkg.link(exe);
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const run_cmd = exe.run();
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run_cmd.step.dependOn(b.getInstallStep());
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if (b.args) |args| {
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run_cmd.addArgs(args);
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}
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const run_step = b.step("run", "Run the app");
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run_step.dependOn(&run_cmd.step);
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//const exe_tests = b.addTest("src/main.zig");
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//exe_tests.setTarget(target);
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//exe_tests.setBuildMode(mode);
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//const test_step = b.step("test", "Run unit tests");
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//test_step.dependOn(&exe_tests.step);
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}
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@@ -1,138 +0,0 @@
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# zmath v0.9.6 - SIMD math library for game developers
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Tested on x86_64 and AArch64.
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Provides ~140 optimized routines and ~70 extensive tests.
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Can be used with any graphics API.
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Documentation can be found [here](https://github.com/michal-z/zig-gamedev/blob/main/libs/zmath/src/zmath.zig).
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Benchamrks can be found [here](https://github.com/michal-z/zig-gamedev/blob/main/libs/zmath/src/benchmark.zig).
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An intro article can be found [here](https://zig.news/michalz/fast-multi-platform-simd-math-library-in-zig-2adn).
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## Getting started
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Copy `zmath` folder to a `libs` subdirectory of the root of your project.
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Then in your `build.zig` add:
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```zig
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const std = @import("std");
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const zmath = @import("libs/zmath/build.zig");
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pub fn build(b: *std.Build) void {
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...
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const optimize = b.standardOptimizeOption(.{});
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const target = b.standardTargetOptions(.{});
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zmath_pkg = zmath.package(b, target, optimize, .{
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.options = .{ .enable_cross_platform_determinism = true },
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});
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zmath_pkg.link(exe);
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}
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```
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Now in your code you may import and use zmath:
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```zig
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const zm = @import("zmath");
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pub fn main() !void {
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//
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// OpenGL/Vulkan example
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//
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const object_to_world = zm.rotationY(..);
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const world_to_view = zm.lookAtRh(
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zm.f32x4(3.0, 3.0, 3.0, 1.0), // eye position
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zm.f32x4(0.0, 0.0, 0.0, 1.0), // focus point
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zm.f32x4(0.0, 1.0, 0.0, 0.0), // up direction ('w' coord is zero because this is a vector not a point)
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);
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// `perspectiveFovRhGl` produces Z values in [-1.0, 1.0] range (Vulkan app should use `perspectiveFovRh`)
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const view_to_clip = zm.perspectiveFovRhGl(0.25 * math.pi, aspect_ratio, 0.1, 20.0);
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const object_to_view = zm.mul(object_to_world, world_to_view);
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const object_to_clip = zm.mul(object_to_view, view_to_clip);
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// Transposition is needed because GLSL uses column-major matrices by default
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gl.uniformMatrix4fv(0, 1, gl.TRUE, zm.arrNPtr(&object_to_clip));
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// In GLSL: gl_Position = vec4(in_position, 1.0) * object_to_clip;
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//
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// DirectX example
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//
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const object_to_world = zm.rotationY(..);
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const world_to_view = zm.lookAtLh(
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zm.f32x4(3.0, 3.0, -3.0, 1.0), // eye position
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zm.f32x4(0.0, 0.0, 0.0, 1.0), // focus point
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zm.f32x4(0.0, 1.0, 0.0, 0.0), // up direction ('w' coord is zero because this is a vector not a point)
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);
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const view_to_clip = zm.perspectiveFovLh(0.25 * math.pi, aspect_ratio, 0.1, 20.0);
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const object_to_view = zm.mul(object_to_world, world_to_view);
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const object_to_clip = zm.mul(object_to_view, view_to_clip);
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// Transposition is needed because HLSL uses column-major matrices by default
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const mem = allocateUploadMemory(...);
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zm.storeMat(mem, zm.transpose(object_to_clip));
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// In HLSL: out_position_sv = mul(float4(in_position, 1.0), object_to_clip);
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//
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// 'WASD' camera movement example
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//
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{
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const speed = zm.f32x4s(10.0);
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const delta_time = zm.f32x4s(demo.frame_stats.delta_time);
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const transform = zm.mul(zm.rotationX(demo.camera.pitch), zm.rotationY(demo.camera.yaw));
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var forward = zm.normalize3(zm.mul(zm.f32x4(0.0, 0.0, 1.0, 0.0), transform));
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zm.storeArr3(&demo.camera.forward, forward);
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const right = speed * delta_time * zm.normalize3(zm.cross3(zm.f32x4(0.0, 1.0, 0.0, 0.0), forward));
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forward = speed * delta_time * forward;
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var cam_pos = zm.loadArr3(demo.camera.position);
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if (keyDown('W')) {
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cam_pos += forward;
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} else if (keyDown('S')) {
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cam_pos -= forward;
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}
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if (keyDown('D')) {
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cam_pos += right;
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} else if (keyDown('A')) {
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cam_pos -= right;
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}
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zm.storeArr3(&demo.camera.position, cam_pos);
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}
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//
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// SIMD wave equation solver example (works with vector width 4, 8 and 16)
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// 'T' can be F32x4, F32x8 or F32x16
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//
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var z_index: i32 = 0;
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while (z_index < grid_size) : (z_index += 1) {
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const z = scale * @intToFloat(f32, z_index - grid_size / 2);
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const vz = zm.splat(T, z);
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var x_index: i32 = 0;
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while (x_index < grid_size) : (x_index += zm.veclen(T)) {
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const x = scale * @intToFloat(f32, x_index - grid_size / 2);
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const vx = zm.splat(T, x) + voffset * zm.splat(T, scale);
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const d = zm.sqrt(vx * vx + vz * vz);
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const vy = zm.sin(d - vtime);
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const index = @intCast(usize, x_index + z_index * grid_size);
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zm.store(xslice[index..], vx, 0);
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zm.store(yslice[index..], vy, 0);
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zm.store(zslice[index..], vz, 0);
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}
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}
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}
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```
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@@ -1,97 +0,0 @@
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const std = @import("std");
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pub const Options = struct {
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enable_cross_platform_determinism: bool = true,
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};
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pub const Package = struct {
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options: Options,
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zmath: *std.Build.Module,
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zmath_options: *std.Build.Module,
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pub fn link(pkg: Package, exe: *std.Build.CompileStep) void {
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exe.addModule("zmath", pkg.zmath);
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exe.addModule("zmath_options", pkg.zmath_options);
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}
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};
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pub fn package(
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b: *std.Build,
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_: std.zig.CrossTarget,
|
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_: std.builtin.Mode,
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args: struct {
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options: Options = .{},
|
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},
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) Package {
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const step = b.addOptions();
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step.addOption(
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bool,
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"enable_cross_platform_determinism",
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args.options.enable_cross_platform_determinism,
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);
|
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const zmath_options = step.createModule();
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const zmath = b.createModule(.{
|
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.source_file = .{ .path = thisDir() ++ "/src/main.zig" },
|
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.dependencies = &.{
|
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.{ .name = "zmath_options", .module = zmath_options },
|
||||
},
|
||||
});
|
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|
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return .{
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.options = args.options,
|
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.zmath = zmath,
|
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.zmath_options = zmath_options,
|
||||
};
|
||||
}
|
||||
|
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pub fn build(b: *std.Build) void {
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const optimize = b.standardOptimizeOption(.{});
|
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const target = b.standardTargetOptions(.{});
|
||||
|
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const test_step = b.step("test", "Run zmath tests");
|
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test_step.dependOn(runTests(b, optimize, target));
|
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|
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const benchmark_step = b.step("benchmark", "Run zmath benchmarks");
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benchmark_step.dependOn(runBenchmarks(b, target));
|
||||
}
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||||
|
||||
pub fn runTests(
|
||||
b: *std.Build,
|
||||
optimize: std.builtin.Mode,
|
||||
target: std.zig.CrossTarget,
|
||||
) *std.Build.Step {
|
||||
const tests = b.addTest(.{
|
||||
.name = "zmath-tests",
|
||||
.root_source_file = .{ .path = thisDir() ++ "/src/main.zig" },
|
||||
.target = target,
|
||||
.optimize = optimize,
|
||||
});
|
||||
|
||||
const zmath_pkg = package(b, target, optimize, .{});
|
||||
tests.addModule("zmath_options", zmath_pkg.zmath_options);
|
||||
|
||||
return &tests.run().step;
|
||||
}
|
||||
|
||||
pub fn runBenchmarks(
|
||||
b: *std.Build,
|
||||
target: std.zig.CrossTarget,
|
||||
) *std.Build.Step {
|
||||
const exe = b.addExecutable(.{
|
||||
.name = "zmath-benchmarks",
|
||||
.root_source_file = .{ .path = thisDir() ++ "/src/benchmark.zig" },
|
||||
.target = target,
|
||||
.optimize = .ReleaseFast,
|
||||
});
|
||||
|
||||
const zmath_pkg = package(b, target, .ReleaseFast, .{});
|
||||
exe.addModule("zmath", zmath_pkg.zmath);
|
||||
|
||||
return &exe.run().step;
|
||||
}
|
||||
|
||||
inline fn thisDir() []const u8 {
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||||
return comptime std.fs.path.dirname(@src().file) orelse ".";
|
||||
}
|
||||
@@ -1,469 +0,0 @@
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||||
// -------------------------------------------------------------------------------------------------
|
||||
// zmath - benchmarks
|
||||
// -------------------------------------------------------------------------------------------------
|
||||
// 'zig build benchmark' in the root project directory will build and run 'ReleaseFast' configuration.
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||||
//
|
||||
// -------------------------------------------------------------------------------------------------
|
||||
// 'AMD Ryzen 9 3950X 16-Core Processor', Windows 11, Zig 0.10.0-dev.2620+0e9458a3f
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||||
// -------------------------------------------------------------------------------------------------
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||||
// matrix mul benchmark (AOS) - scalar version: 1.5880s, zmath version: 1.0642s
|
||||
// cross3, scale, bias benchmark (AOS) - scalar version: 0.9318s, zmath version: 0.6888s
|
||||
// cross3, dot3, scale, bias benchmark (AOS) - scalar version: 1.2258s, zmath version: 1.1095s
|
||||
// quaternion mul benchmark (AOS) - scalar version: 1.4123s, zmath version: 0.6958s
|
||||
// wave benchmark (SOA) - scalar version: 4.8165s, zmath version: 0.7338s
|
||||
//
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||||
// -------------------------------------------------------------------------------------------------
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||||
// 'AMD Ryzen 7 5800X 8-Core Processer', Linux 5.17.14, Zig 0.10.0-dev.2624+d506275a0
|
||||
// -------------------------------------------------------------------------------------------------
|
||||
// matrix mul benchmark (AOS) - scalar version: 1.3672s, zmath version: 0.8617s
|
||||
// cross3, scale, bias benchmark (AOS) - scalar version: 0.6586s, zmath version: 0.4803s
|
||||
// cross3, dot3, scale, bias benchmark (AOS) - scalar version: 1.0620s, zmath version: 0.8942s
|
||||
// quaternion mul benchmark (AOS) - scalar version: 1.1324s, zmath version: 0.6064s
|
||||
// wave benchmark (SOA) - scalar version: 3.6598s, zmath version: 0.4231s
|
||||
//
|
||||
// -------------------------------------------------------------------------------------------------
|
||||
// 'Apple M1 Max', macOS Version 12.4, Zig 0.10.0-dev.2657+74442f350
|
||||
// -------------------------------------------------------------------------------------------------
|
||||
// matrix mul benchmark (AOS) - scalar version: 1.0297s, zmath version: 1.0538s
|
||||
// cross3, scale, bias benchmark (AOS) - scalar version: 0.6294s, zmath version: 0.6532s
|
||||
// cross3, dot3, scale, bias benchmark (AOS) - scalar version: 0.9807s, zmath version: 1.0988s
|
||||
// quaternion mul benchmark (AOS) - scalar version: 1.5413s, zmath version: 0.7800s
|
||||
// wave benchmark (SOA) - scalar version: 3.4220s, zmath version: 1.0255s
|
||||
//
|
||||
// -------------------------------------------------------------------------------------------------
|
||||
// '11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz', Windows 11, Zig 0.10.0-dev.2620+0e9458a3f
|
||||
// -------------------------------------------------------------------------------------------------
|
||||
// matrix mul benchmark (AOS) - scalar version: 2.2308s, zmath version: 0.9376s
|
||||
// cross3, scale, bias benchmark (AOS) - scalar version: 1.0821s, zmath version: 0.5110s
|
||||
// cross3, dot3, scale, bias benchmark (AOS) - scalar version: 1.6580s, zmath version: 0.9167s
|
||||
// quaternion mul benchmark (AOS) - scalar version: 2.0139s, zmath version: 0.5856s
|
||||
// wave benchmark (SOA) - scalar version: 3.7832s, zmath version: 0.3642s
|
||||
//
|
||||
// -------------------------------------------------------------------------------------------------
|
||||
|
||||
pub fn main() !void {
|
||||
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
|
||||
defer _ = gpa.deinit();
|
||||
const allocator = gpa.allocator();
|
||||
|
||||
// m = mul(ma, mb); data set fits in L1 cache; AOS data layout.
|
||||
try mat4MulBenchmark(allocator, 100_000);
|
||||
|
||||
// v = 0.01 * cross3(va, vb) + vec3(1.0); data set fits in L1 cache; AOS data layout.
|
||||
try cross3ScaleBiasBenchmark(allocator, 10_000);
|
||||
|
||||
// v = dot3(va, vb) * (0.1 * cross3(va, vb) + vec3(1.0)); data set fits in L1 cache; AOS data layout.
|
||||
try cross3Dot3ScaleBiasBenchmark(allocator, 10_000);
|
||||
|
||||
// q = qmul(qa, qb); data set fits in L1 cache; AOS data layout.
|
||||
try quatBenchmark(allocator, 10_000);
|
||||
|
||||
// d = sqrt(x * x + z * z); y = sin(d - t); SOA layout.
|
||||
try waveBenchmark(allocator, 1_000);
|
||||
}
|
||||
|
||||
const std = @import("std");
|
||||
const time = std.time;
|
||||
const Timer = time.Timer;
|
||||
const zm = @import("zmath");
|
||||
|
||||
var prng = std.rand.DefaultPrng.init(0);
|
||||
const random = prng.random();
|
||||
|
||||
noinline fn mat4MulBenchmark(allocator: std.mem.Allocator, comptime count: comptime_int) !void {
|
||||
std.debug.print("\n", .{});
|
||||
std.debug.print("{s:>42} - ", .{"matrix mul benchmark (AOS)"});
|
||||
|
||||
var data0 = std.ArrayList([16]f32).init(allocator);
|
||||
defer data0.deinit();
|
||||
var data1 = std.ArrayList([16]f32).init(allocator);
|
||||
defer data1.deinit();
|
||||
|
||||
var i: usize = 0;
|
||||
while (i < 64) : (i += 1) {
|
||||
try data0.append([16]f32{
|
||||
random.float(f32), random.float(f32), random.float(f32), random.float(f32),
|
||||
random.float(f32), random.float(f32), random.float(f32), random.float(f32),
|
||||
random.float(f32), random.float(f32), random.float(f32), random.float(f32),
|
||||
random.float(f32), random.float(f32), random.float(f32), random.float(f32),
|
||||
});
|
||||
try data1.append([16]f32{
|
||||
random.float(f32), random.float(f32), random.float(f32), random.float(f32),
|
||||
random.float(f32), random.float(f32), random.float(f32), random.float(f32),
|
||||
random.float(f32), random.float(f32), random.float(f32), random.float(f32),
|
||||
random.float(f32), random.float(f32), random.float(f32), random.float(f32),
|
||||
});
|
||||
}
|
||||
|
||||
// Warmup, fills L1 cache.
|
||||
i = 0;
|
||||
while (i < 100) : (i += 1) {
|
||||
for (data1.items) |b| {
|
||||
for (data0.items) |a| {
|
||||
const ma = zm.loadMat(a[0..]);
|
||||
const mb = zm.loadMat(b[0..]);
|
||||
const r = zm.mul(ma, mb);
|
||||
std.mem.doNotOptimizeAway(&r);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
i = 0;
|
||||
var timer = try Timer.start();
|
||||
const start = timer.lap();
|
||||
while (i < count) : (i += 1) {
|
||||
for (data1.items) |b| {
|
||||
for (data0.items) |a| {
|
||||
const r = [16]f32{
|
||||
a[0] * b[0] + a[1] * b[4] + a[2] * b[8] + a[3] * b[12],
|
||||
a[0] * b[1] + a[1] * b[5] + a[2] * b[9] + a[3] * b[13],
|
||||
a[0] * b[2] + a[1] * b[6] + a[2] * b[10] + a[3] * b[14],
|
||||
a[0] * b[3] + a[1] * b[7] + a[2] * b[11] + a[3] * b[15],
|
||||
a[4] * b[0] + a[5] * b[4] + a[6] * b[8] + a[7] * b[12],
|
||||
a[4] * b[1] + a[5] * b[5] + a[6] * b[9] + a[7] * b[13],
|
||||
a[4] * b[2] + a[5] * b[6] + a[6] * b[10] + a[7] * b[14],
|
||||
a[4] * b[3] + a[5] * b[7] + a[6] * b[11] + a[7] * b[15],
|
||||
a[8] * b[0] + a[9] * b[4] + a[10] * b[8] + a[11] * b[12],
|
||||
a[8] * b[1] + a[9] * b[5] + a[10] * b[9] + a[11] * b[13],
|
||||
a[8] * b[2] + a[9] * b[6] + a[10] * b[10] + a[11] * b[14],
|
||||
a[8] * b[3] + a[9] * b[7] + a[10] * b[11] + a[11] * b[15],
|
||||
a[12] * b[0] + a[13] * b[4] + a[14] * b[8] + a[15] * b[12],
|
||||
a[12] * b[1] + a[13] * b[5] + a[14] * b[9] + a[15] * b[13],
|
||||
a[12] * b[2] + a[13] * b[6] + a[14] * b[10] + a[15] * b[14],
|
||||
a[12] * b[3] + a[13] * b[7] + a[14] * b[11] + a[15] * b[15],
|
||||
};
|
||||
std.mem.doNotOptimizeAway(&r);
|
||||
}
|
||||
}
|
||||
}
|
||||
const end = timer.read();
|
||||
const elapsed_s = @intToFloat(f64, end - start) / time.ns_per_s;
|
||||
|
||||
std.debug.print("scalar version: {d:.4}s, ", .{elapsed_s});
|
||||
}
|
||||
|
||||
{
|
||||
i = 0;
|
||||
var timer = try Timer.start();
|
||||
const start = timer.lap();
|
||||
while (i < count) : (i += 1) {
|
||||
for (data1.items) |b| {
|
||||
for (data0.items) |a| {
|
||||
const ma = zm.loadMat(a[0..]);
|
||||
const mb = zm.loadMat(b[0..]);
|
||||
const r = zm.mul(ma, mb);
|
||||
std.mem.doNotOptimizeAway(&r);
|
||||
}
|
||||
}
|
||||
}
|
||||
const end = timer.read();
|
||||
const elapsed_s = @intToFloat(f64, end - start) / time.ns_per_s;
|
||||
|
||||
std.debug.print("zmath version: {d:.4}s\n", .{elapsed_s});
|
||||
}
|
||||
}
|
||||
|
||||
noinline fn cross3ScaleBiasBenchmark(allocator: std.mem.Allocator, comptime count: comptime_int) !void {
|
||||
std.debug.print("{s:>42} - ", .{"cross3, scale, bias benchmark (AOS)"});
|
||||
|
||||
var data0 = std.ArrayList([3]f32).init(allocator);
|
||||
defer data0.deinit();
|
||||
var data1 = std.ArrayList([3]f32).init(allocator);
|
||||
defer data1.deinit();
|
||||
|
||||
var i: usize = 0;
|
||||
while (i < 256) : (i += 1) {
|
||||
try data0.append([3]f32{ random.float(f32), random.float(f32), random.float(f32) });
|
||||
try data1.append([3]f32{ random.float(f32), random.float(f32), random.float(f32) });
|
||||
}
|
||||
|
||||
// Warmup, fills L1 cache.
|
||||
i = 0;
|
||||
while (i < 100) : (i += 1) {
|
||||
for (data1.items) |b| {
|
||||
for (data0.items) |a| {
|
||||
const va = zm.loadArr3(a);
|
||||
const vb = zm.loadArr3(b);
|
||||
const cp = zm.f32x4s(0.01) * zm.cross3(va, vb) + zm.f32x4s(1.0);
|
||||
std.mem.doNotOptimizeAway(&cp);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
i = 0;
|
||||
var timer = try Timer.start();
|
||||
const start = timer.lap();
|
||||
while (i < count) : (i += 1) {
|
||||
for (data1.items) |b| {
|
||||
for (data0.items) |a| {
|
||||
const r = [3]f32{
|
||||
0.01 * (a[1] * b[2] - a[2] * b[1]) + 1.0,
|
||||
0.01 * (a[2] * b[0] - a[0] * b[2]) + 1.0,
|
||||
0.01 * (a[0] * b[1] - a[1] * b[0]) + 1.0,
|
||||
};
|
||||
std.mem.doNotOptimizeAway(&r);
|
||||
}
|
||||
}
|
||||
}
|
||||
const end = timer.read();
|
||||
const elapsed_s = @intToFloat(f64, end - start) / time.ns_per_s;
|
||||
|
||||
std.debug.print("scalar version: {d:.4}s, ", .{elapsed_s});
|
||||
}
|
||||
|
||||
{
|
||||
i = 0;
|
||||
var timer = try Timer.start();
|
||||
const start = timer.lap();
|
||||
while (i < count) : (i += 1) {
|
||||
for (data1.items) |b| {
|
||||
for (data0.items) |a| {
|
||||
const va = zm.loadArr3(a);
|
||||
const vb = zm.loadArr3(b);
|
||||
const cp = zm.f32x4s(0.01) * zm.cross3(va, vb) + zm.f32x4s(1.0);
|
||||
std.mem.doNotOptimizeAway(&cp);
|
||||
}
|
||||
}
|
||||
}
|
||||
const end = timer.read();
|
||||
const elapsed_s = @intToFloat(f64, end - start) / time.ns_per_s;
|
||||
|
||||
std.debug.print("zmath version: {d:.4}s\n", .{elapsed_s});
|
||||
}
|
||||
}
|
||||
|
||||
noinline fn cross3Dot3ScaleBiasBenchmark(allocator: std.mem.Allocator, comptime count: comptime_int) !void {
|
||||
std.debug.print("{s:>42} - ", .{"cross3, dot3, scale, bias benchmark (AOS)"});
|
||||
|
||||
var data0 = std.ArrayList([3]f32).init(allocator);
|
||||
defer data0.deinit();
|
||||
var data1 = std.ArrayList([3]f32).init(allocator);
|
||||
defer data1.deinit();
|
||||
|
||||
var i: usize = 0;
|
||||
while (i < 256) : (i += 1) {
|
||||
try data0.append([3]f32{ random.float(f32), random.float(f32), random.float(f32) });
|
||||
try data1.append([3]f32{ random.float(f32), random.float(f32), random.float(f32) });
|
||||
}
|
||||
|
||||
// Warmup, fills L1 cache.
|
||||
i = 0;
|
||||
while (i < 100) : (i += 1) {
|
||||
for (data1.items) |b| {
|
||||
for (data0.items) |a| {
|
||||
const va = zm.loadArr3(a);
|
||||
const vb = zm.loadArr3(b);
|
||||
const r = (zm.dot3(va, vb) * (zm.f32x4s(0.1) * zm.cross3(va, vb) + zm.f32x4s(1.0)))[0];
|
||||
std.mem.doNotOptimizeAway(&r);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
i = 0;
|
||||
var timer = try Timer.start();
|
||||
const start = timer.lap();
|
||||
while (i < count) : (i += 1) {
|
||||
for (data1.items) |b| {
|
||||
for (data0.items) |a| {
|
||||
const d = a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
|
||||
const r = [3]f32{
|
||||
d * (0.1 * (a[1] * b[2] - a[2] * b[1]) + 1.0),
|
||||
d * (0.1 * (a[2] * b[0] - a[0] * b[2]) + 1.0),
|
||||
d * (0.1 * (a[0] * b[1] - a[1] * b[0]) + 1.0),
|
||||
};
|
||||
std.mem.doNotOptimizeAway(&r);
|
||||
}
|
||||
}
|
||||
}
|
||||
const end = timer.read();
|
||||
const elapsed_s = @intToFloat(f64, end - start) / time.ns_per_s;
|
||||
|
||||
std.debug.print("scalar version: {d:.4}s, ", .{elapsed_s});
|
||||
}
|
||||
|
||||
{
|
||||
i = 0;
|
||||
var timer = try Timer.start();
|
||||
const start = timer.lap();
|
||||
while (i < count) : (i += 1) {
|
||||
for (data1.items) |b| {
|
||||
for (data0.items) |a| {
|
||||
const va = zm.loadArr3(a);
|
||||
const vb = zm.loadArr3(b);
|
||||
const r = zm.dot3(va, vb) * (zm.f32x4s(0.1) * zm.cross3(va, vb) + zm.f32x4s(1.0));
|
||||
std.mem.doNotOptimizeAway(&r);
|
||||
}
|
||||
}
|
||||
}
|
||||
const end = timer.read();
|
||||
const elapsed_s = @intToFloat(f64, end - start) / time.ns_per_s;
|
||||
|
||||
std.debug.print("zmath version: {d:.4}s\n", .{elapsed_s});
|
||||
}
|
||||
}
|
||||
|
||||
noinline fn quatBenchmark(allocator: std.mem.Allocator, comptime count: comptime_int) !void {
|
||||
std.debug.print("{s:>42} - ", .{"quaternion mul benchmark (AOS)"});
|
||||
|
||||
var data0 = std.ArrayList([4]f32).init(allocator);
|
||||
defer data0.deinit();
|
||||
var data1 = std.ArrayList([4]f32).init(allocator);
|
||||
defer data1.deinit();
|
||||
|
||||
var i: usize = 0;
|
||||
while (i < 256) : (i += 1) {
|
||||
try data0.append([4]f32{ random.float(f32), random.float(f32), random.float(f32), random.float(f32) });
|
||||
try data1.append([4]f32{ random.float(f32), random.float(f32), random.float(f32), random.float(f32) });
|
||||
}
|
||||
|
||||
// Warmup, fills L1 cache.
|
||||
i = 0;
|
||||
while (i < 100) : (i += 1) {
|
||||
for (data1.items) |b| {
|
||||
for (data0.items) |a| {
|
||||
const va = zm.loadArr4(a);
|
||||
const vb = zm.loadArr4(b);
|
||||
const r = zm.qmul(va, vb);
|
||||
std.mem.doNotOptimizeAway(&r);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
i = 0;
|
||||
var timer = try Timer.start();
|
||||
const start = timer.lap();
|
||||
while (i < count) : (i += 1) {
|
||||
for (data1.items) |b| {
|
||||
for (data0.items) |a| {
|
||||
const r = [4]f32{
|
||||
(b[3] * a[0]) + (b[0] * a[3]) + (b[1] * a[2]) - (b[2] * a[1]),
|
||||
(b[3] * a[1]) - (b[0] * a[2]) + (b[1] * a[3]) + (b[2] * a[0]),
|
||||
(b[3] * a[2]) + (b[0] * a[1]) - (b[1] * a[0]) + (b[2] * a[3]),
|
||||
(b[3] * a[3]) - (b[0] * a[0]) - (b[1] * a[1]) - (b[2] * a[2]),
|
||||
};
|
||||
std.mem.doNotOptimizeAway(&r);
|
||||
}
|
||||
}
|
||||
}
|
||||
const end = timer.read();
|
||||
const elapsed_s = @intToFloat(f64, end - start) / time.ns_per_s;
|
||||
|
||||
std.debug.print("scalar version: {d:.4}s, ", .{elapsed_s});
|
||||
}
|
||||
|
||||
{
|
||||
i = 0;
|
||||
var timer = try Timer.start();
|
||||
const start = timer.lap();
|
||||
while (i < count) : (i += 1) {
|
||||
for (data1.items) |b| {
|
||||
for (data0.items) |a| {
|
||||
const va = zm.loadArr4(a);
|
||||
const vb = zm.loadArr4(b);
|
||||
const r = zm.qmul(va, vb);
|
||||
std.mem.doNotOptimizeAway(&r);
|
||||
}
|
||||
}
|
||||
}
|
||||
const end = timer.read();
|
||||
const elapsed_s = @intToFloat(f64, end - start) / time.ns_per_s;
|
||||
|
||||
std.debug.print("zmath version: {d:.4}s\n", .{elapsed_s});
|
||||
}
|
||||
}
|
||||
|
||||
noinline fn waveBenchmark(allocator: std.mem.Allocator, comptime count: comptime_int) !void {
|
||||
_ = allocator;
|
||||
std.debug.print("{s:>42} - ", .{"wave benchmark (SOA)"});
|
||||
|
||||
const grid_size = 1024;
|
||||
{
|
||||
var t: f32 = 0.0;
|
||||
|
||||
const scale: f32 = 0.05;
|
||||
|
||||
var timer = try Timer.start();
|
||||
const start = timer.lap();
|
||||
|
||||
var iter: usize = 0;
|
||||
while (iter < count) : (iter += 1) {
|
||||
var z_index: i32 = 0;
|
||||
while (z_index < grid_size) : (z_index += 1) {
|
||||
const z = scale * @intToFloat(f32, z_index - grid_size / 2);
|
||||
|
||||
var x_index: i32 = 0;
|
||||
while (x_index < grid_size) : (x_index += 4) {
|
||||
const x0 = scale * @intToFloat(f32, x_index + 0 - grid_size / 2);
|
||||
const x1 = scale * @intToFloat(f32, x_index + 1 - grid_size / 2);
|
||||
const x2 = scale * @intToFloat(f32, x_index + 2 - grid_size / 2);
|
||||
const x3 = scale * @intToFloat(f32, x_index + 3 - grid_size / 2);
|
||||
|
||||
const d0 = zm.sqrt(x0 * x0 + z * z);
|
||||
const d1 = zm.sqrt(x1 * x1 + z * z);
|
||||
const d2 = zm.sqrt(x2 * x2 + z * z);
|
||||
const d3 = zm.sqrt(x3 * x3 + z * z);
|
||||
|
||||
const y0 = zm.sin(d0 - t);
|
||||
const y1 = zm.sin(d1 - t);
|
||||
const y2 = zm.sin(d2 - t);
|
||||
const y3 = zm.sin(d3 - t);
|
||||
|
||||
std.mem.doNotOptimizeAway(&y0);
|
||||
std.mem.doNotOptimizeAway(&y1);
|
||||
std.mem.doNotOptimizeAway(&y2);
|
||||
std.mem.doNotOptimizeAway(&y3);
|
||||
}
|
||||
}
|
||||
t += 0.001;
|
||||
}
|
||||
const end = timer.read();
|
||||
const elapsed_s = @intToFloat(f64, end - start) / time.ns_per_s;
|
||||
|
||||
std.debug.print("scalar version: {d:.4}s, ", .{elapsed_s});
|
||||
}
|
||||
|
||||
{
|
||||
const T = zm.F32x16;
|
||||
|
||||
const static = struct {
|
||||
const offsets = [16]f32{ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 };
|
||||
};
|
||||
const voffset = zm.load(static.offsets[0..], T, 0);
|
||||
var vt = zm.splat(T, 0.0);
|
||||
|
||||
const scale: f32 = 0.05;
|
||||
|
||||
var timer = try Timer.start();
|
||||
const start = timer.lap();
|
||||
|
||||
var iter: usize = 0;
|
||||
while (iter < count) : (iter += 1) {
|
||||
var z_index: i32 = 0;
|
||||
while (z_index < grid_size) : (z_index += 1) {
|
||||
const z = scale * @intToFloat(f32, z_index - grid_size / 2);
|
||||
const vz = zm.splat(T, z);
|
||||
|
||||
var x_index: i32 = 0;
|
||||
while (x_index < grid_size) : (x_index += zm.veclen(T)) {
|
||||
const x = scale * @intToFloat(f32, x_index - grid_size / 2);
|
||||
const vx = zm.splat(T, x) + voffset * zm.splat(T, scale);
|
||||
|
||||
const d = zm.sqrt(vx * vx + vz * vz);
|
||||
|
||||
const vy = zm.sin(d - vt);
|
||||
|
||||
std.mem.doNotOptimizeAway(&vy);
|
||||
}
|
||||
}
|
||||
vt += zm.splat(T, 0.001);
|
||||
}
|
||||
const end = timer.read();
|
||||
const elapsed_s = @intToFloat(f64, end - start) / time.ns_per_s;
|
||||
|
||||
std.debug.print("zmath version: {d:.4}s\n", .{elapsed_s});
|
||||
}
|
||||
}
|
||||
@@ -1,18 +0,0 @@
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
//
|
||||
// SIMD math library for game developers
|
||||
// https://github.com/michal-z/zig-gamedev/tree/main/libs/zmath
|
||||
//
|
||||
// See zmath.zig for more details.
|
||||
// See util.zig for additional functionality.
|
||||
//
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
pub const version = @import("std").SemanticVersion{ .major = 0, .minor = 9, .patch = 6 };
|
||||
|
||||
pub usingnamespace @import("zmath.zig");
|
||||
pub const util = @import("util.zig");
|
||||
|
||||
// ensure transitive closure of test coverage
|
||||
comptime {
|
||||
_ = util;
|
||||
}
|
||||
@@ -1,182 +0,0 @@
|
||||
// ==============================================================================
|
||||
//
|
||||
// Collection of useful functions building on top of, and extending, core zmath.
|
||||
// https://github.com/michal-z/zig-gamedev/tree/main/libs/zmath
|
||||
//
|
||||
// ------------------------------------------------------------------------------
|
||||
// 1. Matrix functions
|
||||
// ------------------------------------------------------------------------------
|
||||
//
|
||||
// As an example, in a left handed Y-up system:
|
||||
// getAxisX is equivalent to the right vector
|
||||
// getAxisY is equivalent to the up vector
|
||||
// getAxisZ is equivalent to the forward vector
|
||||
//
|
||||
// getTranslationVec(m: Mat) Vec
|
||||
// getAxisX(m: Mat) Vec
|
||||
// getAxisY(m: Mat) Vec
|
||||
// getAxisZ(m: Mat) Vec
|
||||
//
|
||||
// ==============================================================================
|
||||
|
||||
const zm = @import("zmath.zig");
|
||||
const std = @import("std");
|
||||
const math = std.math;
|
||||
const expect = std.testing.expect;
|
||||
|
||||
pub fn getTranslationVec(m: zm.Mat) zm.Vec {
|
||||
var translation = m[3];
|
||||
translation[3] = 0;
|
||||
return translation;
|
||||
}
|
||||
|
||||
pub fn getScaleVec(m: zm.Mat) zm.Vec {
|
||||
const scale_x = zm.length3(zm.f32x4(m[0][0], m[1][0], m[2][0], 0))[0];
|
||||
const scale_y = zm.length3(zm.f32x4(m[0][1], m[1][1], m[2][1], 0))[0];
|
||||
const scale_z = zm.length3(zm.f32x4(m[0][2], m[1][2], m[2][2], 0))[0];
|
||||
return zm.f32x4(scale_x, scale_y, scale_z, 0);
|
||||
}
|
||||
|
||||
pub fn getRotationQuat(_m: zm.Mat) zm.Quat {
|
||||
// Ortho normalize given matrix.
|
||||
const c1 = zm.normalize3(zm.f32x4(_m[0][0], _m[1][0], _m[2][0], 0));
|
||||
const c2 = zm.normalize3(zm.f32x4(_m[0][1], _m[1][1], _m[2][1], 0));
|
||||
const c3 = zm.normalize3(zm.f32x4(_m[0][2], _m[1][2], _m[2][2], 0));
|
||||
var m = _m;
|
||||
m[0][0] = c1[0];
|
||||
m[1][0] = c1[1];
|
||||
m[2][0] = c1[2];
|
||||
m[0][1] = c2[0];
|
||||
m[1][1] = c2[1];
|
||||
m[2][1] = c2[2];
|
||||
m[0][2] = c3[0];
|
||||
m[1][2] = c3[1];
|
||||
m[2][2] = c3[2];
|
||||
|
||||
// Extract rotation
|
||||
return zm.quatFromMat(m);
|
||||
}
|
||||
|
||||
pub fn getAxisX(m: zm.Mat) zm.Vec {
|
||||
return zm.normalize3(zm.f32x4(m[0][0], m[0][1], m[0][2], 0.0));
|
||||
}
|
||||
|
||||
pub fn getAxisY(m: zm.Mat) zm.Vec {
|
||||
return zm.normalize3(zm.f32x4(m[1][0], m[1][1], m[1][2], 0.0));
|
||||
}
|
||||
|
||||
pub fn getAxisZ(m: zm.Mat) zm.Vec {
|
||||
return zm.normalize3(zm.f32x4(m[2][0], m[2][1], m[2][2], 0.0));
|
||||
}
|
||||
|
||||
test "zmath.util.mat.translation" {
|
||||
// zig fmt: off
|
||||
const mat_data = [18]f32{
|
||||
1.0,
|
||||
2.0, 3.0, 4.0, 5.0,
|
||||
6.0, 7.0, 8.0, 9.0,
|
||||
10.0,11.0, 12.0,13.0,
|
||||
14.0, 15.0, 16.0, 17.0,
|
||||
18.0,
|
||||
};
|
||||
// zig fmt: on
|
||||
const mat = zm.loadMat(mat_data[1..]);
|
||||
const translation = getTranslationVec(mat);
|
||||
try expect(zm.approxEqAbs(translation, zm.f32x4(14.0, 15.0, 16.0, 0.0), 0.0001));
|
||||
}
|
||||
|
||||
test "zmath.util.mat.scale" {
|
||||
const mat = zm.mul(zm.scaling(3, 4, 5), zm.translation(6, 7, 8));
|
||||
const scale = getScaleVec(mat);
|
||||
try expect(zm.approxEqAbs(scale, zm.f32x4(3.0, 4.0, 5.0, 0.0), 0.0001));
|
||||
}
|
||||
|
||||
test "zmath.util.mat.rotation" {
|
||||
const rotate_origin = zm.matFromRollPitchYaw(0.1, 1.2, 2.3);
|
||||
const mat = zm.mul(zm.mul(rotate_origin, zm.scaling(3, 4, 5)), zm.translation(6, 7, 8));
|
||||
const rotate_get = getRotationQuat(mat);
|
||||
const v0 = zm.mul(zm.f32x4s(1), rotate_origin);
|
||||
const v1 = zm.mul(zm.f32x4s(1), zm.quatToMat(rotate_get));
|
||||
try expect(zm.approxEqAbs(v0, v1, 0.0001));
|
||||
}
|
||||
|
||||
test "zmath.util.mat.z_vec" {
|
||||
const degToRad = std.math.degreesToRadians;
|
||||
var identity = zm.identity();
|
||||
var z_vec = getAxisZ(identity);
|
||||
try expect(zm.approxEqAbs(z_vec, zm.f32x4(0.0, 0.0, 1.0, 0), 0.0001));
|
||||
const rot_yaw = zm.rotationY(degToRad(f32, 90));
|
||||
identity = zm.mul(identity, rot_yaw);
|
||||
z_vec = getAxisZ(identity);
|
||||
try expect(zm.approxEqAbs(z_vec, zm.f32x4(1.0, 0.0, 0.0, 0), 0.0001));
|
||||
}
|
||||
|
||||
test "zmath.util.mat.y_vec" {
|
||||
const degToRad = std.math.degreesToRadians;
|
||||
var identity = zm.identity();
|
||||
var y_vec = getAxisY(identity);
|
||||
try expect(zm.approxEqAbs(y_vec, zm.f32x4(0.0, 1.0, 0.0, 0), 0.01));
|
||||
const rot_yaw = zm.rotationY(degToRad(f32, 90));
|
||||
identity = zm.mul(identity, rot_yaw);
|
||||
y_vec = getAxisY(identity);
|
||||
try expect(zm.approxEqAbs(y_vec, zm.f32x4(0.0, 1.0, 0.0, 0), 0.01));
|
||||
const rot_pitch = zm.rotationX(degToRad(f32, 90));
|
||||
identity = zm.mul(identity, rot_pitch);
|
||||
y_vec = getAxisY(identity);
|
||||
try expect(zm.approxEqAbs(y_vec, zm.f32x4(0.0, 0.0, 1.0, 0), 0.01));
|
||||
}
|
||||
|
||||
test "zmath.util.mat.right" {
|
||||
const degToRad = std.math.degreesToRadians;
|
||||
var identity = zm.identity();
|
||||
var right = getAxisX(identity);
|
||||
try expect(zm.approxEqAbs(right, zm.f32x4(1.0, 0.0, 0.0, 0), 0.01));
|
||||
const rot_yaw = zm.rotationY(degToRad(f32, 90));
|
||||
identity = zm.mul(identity, rot_yaw);
|
||||
right = getAxisX(identity);
|
||||
try expect(zm.approxEqAbs(right, zm.f32x4(0.0, 0.0, -1.0, 0), 0.01));
|
||||
const rot_pitch = zm.rotationX(degToRad(f32, 90));
|
||||
identity = zm.mul(identity, rot_pitch);
|
||||
right = getAxisX(identity);
|
||||
try expect(zm.approxEqAbs(right, zm.f32x4(0.0, 1.0, 0.0, 0), 0.01));
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------
|
||||
// This software is available under 2 licenses -- choose whichever you prefer.
|
||||
// ------------------------------------------------------------------------------
|
||||
// ALTERNATIVE A - MIT License
|
||||
// Copyright (c) 2022 Michal Ziulek and Contributors
|
||||
// Permission is hereby granted, free of charge, to any person obtaining identity copy of
|
||||
// this software and associated documentation files (the "Software"), to deal in
|
||||
// the Software without restriction, including without limitation the rights to
|
||||
// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
||||
// of the Software, and to permit persons to whom the Software is furnished to do
|
||||
// so, subject to the following conditions:
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
// ------------------------------------------------------------------------------
|
||||
// ALTERNATIVE B - Public Domain (www.unlicense.org)
|
||||
// This is free and unencumbered software released into the public domain.
|
||||
// Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
|
||||
// software, either in source code form or as identity compiled binary, for any purpose,
|
||||
// commercial or non-commercial, and by any means.
|
||||
// In jurisdictions that recognize copyright laws, the author or authors of this
|
||||
// software dedicate any and all copyright interest in the software to the public
|
||||
// domain. We make this dedication for the benefit of the public at large and to
|
||||
// the detriment of our heirs and successors. We intend this dedication to be an
|
||||
// overt act of relinquishment in perpetuity of all present and future rights to
|
||||
// this software under copyright law.
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
|
||||
// ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
// ------------------------------------------------------------------------------
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,15 +1,11 @@
|
||||
#include <bitset>
|
||||
#include <span>
|
||||
#include <cstdint>
|
||||
#include <iostream>
|
||||
#include <string>
|
||||
#include <algorithm>
|
||||
#include <vector>
|
||||
#include "VoxelSpace.h"
|
||||
|
||||
auto get_dims_input(int dims[3]) -> void {
|
||||
void get_dims_input(int dims[3]) {
|
||||
std::cout << "Enter dimensions separated by newlines. (x*y*z must not exceed 64)\n";
|
||||
auto success = false;
|
||||
bool success = false;
|
||||
while (!success) {
|
||||
std::cout << "x: ";
|
||||
std::cin >> dims[0];
|
||||
@@ -18,7 +14,7 @@ auto get_dims_input(int dims[3]) -> void {
|
||||
std::cout << "z: ";
|
||||
std::cin >> dims[2];
|
||||
|
||||
auto size = dims[0]*dims[1]*dims[2];
|
||||
int size = dims[0]*dims[1]*dims[2];
|
||||
if (size <= 64) {
|
||||
success = true;
|
||||
} else {
|
||||
@@ -28,12 +24,12 @@ auto get_dims_input(int dims[3]) -> void {
|
||||
}
|
||||
}
|
||||
|
||||
auto get_reprs_input(int units_required) -> std::vector<uint64_t> {
|
||||
std::vector<uint64> get_reprs_input(int units_required) {
|
||||
std::cout << "Enter bit-representations (big endian, max 64 bits, total 1s must add up to " << units_required << "). press ENTER twice to finish input.\n";
|
||||
auto reprs = std::vector<uint64_t>();
|
||||
auto total_units = 0;
|
||||
std::vector<uint64> reprs = std::vector<uint64>();
|
||||
int total_units = 0;
|
||||
while (true) {
|
||||
auto input = std::string();
|
||||
std::string input = std::string();
|
||||
std::getline(std::cin, input);
|
||||
if (input.size() == 0) {
|
||||
if (total_units == units_required) {
|
||||
@@ -44,12 +40,12 @@ auto get_reprs_input(int units_required) -> std::vector<uint64_t> {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
auto bit_repr = 0ul;
|
||||
auto i = 0;
|
||||
auto good_repr = true;
|
||||
uint64 bit_repr = 0;
|
||||
int i = 0;
|
||||
bool good_repr = true;
|
||||
for (auto it = input.rbegin(); it < input.rend(); it++, i++) {
|
||||
if (*it == '1') {
|
||||
bit_repr |= 1ul << i;
|
||||
bit_repr |= 1 << i;
|
||||
total_units++;
|
||||
} else if (*it != '0' || i >= 64) {
|
||||
std::cout << "Input invalid. Enter a binary string only with max 64 bits." << '\n';
|
||||
@@ -64,191 +60,189 @@ auto get_reprs_input(int units_required) -> std::vector<uint64_t> {
|
||||
return reprs;
|
||||
}
|
||||
|
||||
namespace SomaSolve {
|
||||
using SomaSolution = std::vector<uint64_t>;
|
||||
typedef std::vector<uint64> SomaSolution;
|
||||
|
||||
struct Solver {
|
||||
std::vector<uint64_t>* input;
|
||||
std::vector<int>* offsets;
|
||||
std::vector<SomaSolution>* solutions;
|
||||
};
|
||||
struct Solver {
|
||||
std::vector<uint64>* input;
|
||||
std::vector<int>* offsets;
|
||||
std::vector<SomaSolution>* solutions;
|
||||
};
|
||||
|
||||
auto STD_SOMA = std::vector<uint64_t>{ 23ul, 30ul, 15ul, 1043ul, 24594ul, 12306ul, 11ul };
|
||||
std::vector<uint64> STD_SOMA = { 23ul, 30ul, 15ul, 1043ul, 24594ul, 12306ul, 11ul };
|
||||
|
||||
auto backtrack_solve_iter(std::vector<uint64_t> *polycube_input, std::vector<int> *offsets)-> void {
|
||||
auto num_inputs = offsets->size() - 1;
|
||||
void backtrack_solve_iter(std::vector<uint64> *polycube_input, std::vector<int> *offsets) {
|
||||
int num_inputs = offsets->size() - 1;
|
||||
|
||||
auto solns = std::vector<int>();
|
||||
std::vector<int> solns = std::vector<int>();
|
||||
|
||||
auto iter_stack = std::vector<int>();
|
||||
auto curr_soln_stack = std::vector<int>();
|
||||
auto soln_spaces_stack = std::vector<uint64_t>();
|
||||
soln_spaces_stack.push_back(0ul);
|
||||
std::vector<int> iter_stack = std::vector<int>();
|
||||
std::vector<int> curr_soln_stack = std::vector<int>();
|
||||
std::vector<uint64> soln_spaces_stack = std::vector<uint64>();
|
||||
soln_spaces_stack.push_back(0ul);
|
||||
|
||||
auto depth = 0;
|
||||
int depth = 0;
|
||||
|
||||
while (depth >= 0) {
|
||||
if (depth >= iter_stack.size()) {
|
||||
iter_stack.push_back(offsets->at(depth));
|
||||
}
|
||||
auto end = offsets->at(depth + 1);
|
||||
auto broke = false;
|
||||
for (; iter_stack[depth] < end; iter_stack[depth]++) {
|
||||
auto next_space = polycube_input->at(iter_stack[depth]);
|
||||
auto soln_space = soln_spaces_stack[depth];
|
||||
std::cout << next_space << " " << soln_space << std::endl;
|
||||
auto successful_fuse = (soln_space | next_space) == (soln_space ^ next_space);
|
||||
if (successful_fuse) {
|
||||
soln_spaces_stack.push_back(soln_space |= next_space);
|
||||
curr_soln_stack.push_back(iter_stack[depth]);
|
||||
depth++;
|
||||
if (curr_soln_stack.size() == num_inputs) {
|
||||
solns.push_back(1);
|
||||
curr_soln_stack.pop_back();
|
||||
soln_spaces_stack.pop_back();
|
||||
depth--;
|
||||
} else {
|
||||
depth++;
|
||||
auto broke = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!broke) {
|
||||
curr_soln_stack.pop_back();
|
||||
soln_spaces_stack.pop_back();
|
||||
depth--;
|
||||
}
|
||||
while (depth >= 0) {
|
||||
if (depth >= iter_stack.size()) {
|
||||
iter_stack.push_back(offsets->at(depth));
|
||||
}
|
||||
std::cout << "Done. Found " << solns.size() << " solutions." << std::endl;
|
||||
}
|
||||
|
||||
auto backtrack_solve(Solver *solver, uint64_t working_solution = 0ul, int curr_piece = 0) -> void {
|
||||
auto input = solver->input;
|
||||
auto offsets = solver->offsets;
|
||||
auto solutions = solver->solutions;
|
||||
auto start = offsets->at(curr_piece);
|
||||
auto end = offsets->at(curr_piece + 1);
|
||||
auto num_pieces = offsets->size() - 1;
|
||||
for (int i = start; i < end; i++) {
|
||||
auto successful_fuse = !Voxel::collides(working_solution, input->at(i));
|
||||
int end = offsets->at(depth + 1);
|
||||
bool broke = false;
|
||||
for (; iter_stack[depth] < end; iter_stack[depth]++) {
|
||||
uint64 next_space = polycube_input->at(iter_stack[depth]);
|
||||
uint64 soln_space = soln_spaces_stack[depth];
|
||||
std::cout << next_space << " " << soln_space << std::endl;
|
||||
bool successful_fuse = (soln_space | next_space) == (soln_space ^ next_space);
|
||||
if (successful_fuse) {
|
||||
auto new_working_solution = working_solution | input->at(i);
|
||||
solutions->back().at(curr_piece) = input->at(i);
|
||||
if (curr_piece == num_pieces - 1) {
|
||||
auto last_soln = solutions->back();
|
||||
solutions->push_back(SomaSolution(last_soln.begin(), last_soln.end()));
|
||||
return;
|
||||
soln_spaces_stack.push_back(soln_space |= next_space);
|
||||
curr_soln_stack.push_back(iter_stack[depth]);
|
||||
depth++;
|
||||
if (curr_soln_stack.size() == num_inputs) {
|
||||
solns.push_back(1);
|
||||
curr_soln_stack.pop_back();
|
||||
soln_spaces_stack.pop_back();
|
||||
depth--;
|
||||
} else {
|
||||
backtrack_solve(solver, new_working_solution, curr_piece + 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (curr_piece == 0) {
|
||||
solutions->pop_back();
|
||||
}
|
||||
}
|
||||
|
||||
auto get_solution_rotations(SomaSolution *solution, int dims[3]) -> std::vector<SomaSolution> {
|
||||
auto result = std::vector<SomaSolution>(Voxel::NUM_ROTS_3D);
|
||||
for (int piece_i = 0; piece_i < solution->size(); piece_i++) {
|
||||
auto space = Voxel::Space{
|
||||
.space=solution->at(piece_i),
|
||||
.dim_x=dims[0],
|
||||
.dim_y=dims[1],
|
||||
.dim_z=dims[2],
|
||||
};
|
||||
auto piece_rotations = Voxel::getAllRotations(&space);
|
||||
for (int rot_i = 0; rot_i < piece_rotations.size(); rot_i++) {
|
||||
result[rot_i].push_back(piece_rotations[rot_i].space);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
auto filter_unique(std::vector<SomaSolution> *solutions, int dims[3]) -> std::vector<SomaSolution> {
|
||||
if (solutions->size() == 0) {
|
||||
return std::vector<SomaSolution>();
|
||||
}
|
||||
auto unique_solns = std::vector<SomaSolution>{};
|
||||
for (auto &solution : *solutions) {
|
||||
auto found_match = false;
|
||||
for (auto &rotation : get_solution_rotations(&solution, dims)) {
|
||||
for (auto &unique_soln : unique_solns) {
|
||||
auto is_match = true;
|
||||
for (int piece_i = 0; piece_i < unique_soln.size(); piece_i++) {
|
||||
if (rotation[piece_i] != unique_soln[piece_i]) {
|
||||
is_match = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (is_match) {
|
||||
found_match = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (found_match) {
|
||||
depth++;
|
||||
broke = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!found_match) {
|
||||
unique_solns.push_back(SomaSolution(solution));
|
||||
}
|
||||
if (!broke) {
|
||||
curr_soln_stack.pop_back();
|
||||
soln_spaces_stack.pop_back();
|
||||
depth--;
|
||||
}
|
||||
}
|
||||
std::cout << "Done. Found " << solns.size() << " solutions." << std::endl;
|
||||
}
|
||||
|
||||
void backtrack_solve(Solver *solver, uint64 working_solution = 0, int curr_piece = 0) {
|
||||
std::vector<uint64> *input = solver->input;
|
||||
std::vector<int> *offsets = solver->offsets;
|
||||
std::vector<SomaSolution> *solutions = solver->solutions;
|
||||
int start = offsets->at(curr_piece);
|
||||
int end = offsets->at(curr_piece + 1);
|
||||
size_t num_pieces = offsets->size() - 1;
|
||||
for (int i = start; i < end; i++) {
|
||||
bool successful_fuse = !collides(working_solution, input->at(i));
|
||||
if (successful_fuse) {
|
||||
uint64 new_working_solution = working_solution | input->at(i);
|
||||
solutions->back().at(curr_piece) = input->at(i);
|
||||
if (curr_piece == num_pieces - 1) {
|
||||
std::vector<uint64> last_soln = solutions->back();
|
||||
solutions->push_back(SomaSolution(last_soln.begin(), last_soln.end()));
|
||||
return;
|
||||
} else {
|
||||
backtrack_solve(solver, new_working_solution, curr_piece + 1);
|
||||
}
|
||||
}
|
||||
return unique_solns;
|
||||
}
|
||||
|
||||
auto solve(std::vector<uint64_t> *reprs_in, int dims[3]) -> std::vector<SomaSolution> {
|
||||
auto reprs = *reprs_in;
|
||||
auto offsets = std::vector<int>();
|
||||
auto polycubes = std::vector<uint64_t>();
|
||||
polycubes.reserve(reprs.size() * 10);
|
||||
|
||||
auto model_space = Voxel::Space{
|
||||
.space={},
|
||||
.dim_x=dims[0],
|
||||
.dim_y=dims[1],
|
||||
.dim_z=dims[2],
|
||||
};
|
||||
|
||||
offsets.push_back(0);
|
||||
auto space = model_space;
|
||||
space.space = reprs[0];
|
||||
Voxel::cullEmptySpace(&space);
|
||||
auto positions = Voxel::getAllPositionsInPrism(&space, dims);
|
||||
polycubes.insert(polycubes.end(), positions.begin(), positions.end());
|
||||
|
||||
for (int i = 1; i < reprs.size(); i++) {
|
||||
offsets.push_back(polycubes.size());
|
||||
auto space = model_space;
|
||||
space.space = reprs[i];
|
||||
Voxel::cullEmptySpace(&space);
|
||||
auto perms = Voxel::getAllPermutationsInPrism(&space, dims);
|
||||
polycubes.insert(polycubes.end(), perms.begin(), perms.end());
|
||||
}
|
||||
|
||||
offsets.push_back(polycubes.size());
|
||||
|
||||
auto solutions = std::vector<SomaSolution>{std::vector<uint64_t>(reprs.size())};
|
||||
auto solver = Solver{
|
||||
.input=&polycubes,
|
||||
.offsets=&offsets,
|
||||
.solutions=&solutions,
|
||||
};
|
||||
|
||||
backtrack_solve(&solver);
|
||||
|
||||
return filter_unique(solver.solutions, dims);
|
||||
}
|
||||
|
||||
|
||||
auto interactive_cmd_line_solve_soma() -> void {
|
||||
int dims[3] = { 3, 3, 3 };
|
||||
//get_dims_input(dims);
|
||||
//std::cout << '\n';
|
||||
//auto reprs = get_reprs_input(dims[0]*dims[1]*dims[2]);
|
||||
std::cout << "Great. Calculating solutions...\n";
|
||||
auto solutions = SomaSolve::solve(&SomaSolve::STD_SOMA, std::array<int, 3>{ 3, 3, 3 }.data());
|
||||
std::cout << solutions.size() << " solutions found." << std::endl;
|
||||
}
|
||||
if (curr_piece == 0) {
|
||||
solutions->pop_back();
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<SomaSolution> get_solution_rotations(SomaSolution *solution, int dims[3]) {
|
||||
std::vector<SomaSolution> result = std::vector<SomaSolution>(NUM_ROTS_3D);
|
||||
for (int piece_i = 0; piece_i < solution->size(); piece_i++) {
|
||||
Space space = {
|
||||
solution->at(piece_i),
|
||||
dims[0],
|
||||
dims[1],
|
||||
dims[2],
|
||||
};
|
||||
std::vector<Space> piece_rotations = getAllRotations(&space);
|
||||
for (int rot_i = 0; rot_i < piece_rotations.size(); rot_i++) {
|
||||
result[rot_i].push_back(piece_rotations[rot_i].space);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
std::vector<SomaSolution> filter_unique(std::vector<SomaSolution> *solutions, int dims[3]) {
|
||||
if (solutions->size() == 0) {
|
||||
return std::vector<SomaSolution>();
|
||||
}
|
||||
std::vector<SomaSolution> unique_solns = std::vector<SomaSolution>{};
|
||||
for (std::vector<uint64> &solution : *solutions) {
|
||||
bool found_match = false;
|
||||
for (SomaSolution &rotation : get_solution_rotations(&solution, dims)) {
|
||||
for (auto &unique_soln : unique_solns) {
|
||||
bool is_match = true;
|
||||
for (int piece_i = 0; piece_i < unique_soln.size(); piece_i++) {
|
||||
if (rotation[piece_i] != unique_soln[piece_i]) {
|
||||
is_match = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (is_match) {
|
||||
found_match = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (found_match) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!found_match) {
|
||||
unique_solns.push_back(SomaSolution(solution));
|
||||
}
|
||||
}
|
||||
return unique_solns;
|
||||
}
|
||||
|
||||
std::vector<SomaSolution> solve(std::vector<uint64> *reprs_in, int dims[3]) {
|
||||
std::vector<uint64> reprs = *reprs_in;
|
||||
std::vector<int> offsets = std::vector<int>();
|
||||
std::vector<uint64> polycubes = std::vector<uint64>();
|
||||
polycubes.reserve(reprs.size() * 10);
|
||||
|
||||
Space model_space = {
|
||||
{},
|
||||
dims[0],
|
||||
dims[1],
|
||||
dims[2],
|
||||
};
|
||||
|
||||
offsets.push_back(0);
|
||||
Space space = model_space;
|
||||
space.space = reprs[0];
|
||||
cullEmptySpace(&space);
|
||||
std::vector<uint64> positions = getAllPositionsInPrism(&space, dims);
|
||||
polycubes.insert(polycubes.end(), positions.begin(), positions.end());
|
||||
|
||||
for (int i = 1; i < reprs.size(); i++) {
|
||||
offsets.push_back(polycubes.size());
|
||||
Space space = model_space;
|
||||
space.space = reprs[i];
|
||||
cullEmptySpace(&space);
|
||||
std::vector<uint64> perms = getAllPermutationsInPrism(&space, dims);
|
||||
polycubes.insert(polycubes.end(), perms.begin(), perms.end());
|
||||
}
|
||||
|
||||
offsets.push_back(polycubes.size());
|
||||
|
||||
std::vector<SomaSolution> solutions = {std::vector<uint64>(reprs.size())};
|
||||
Solver solver = {
|
||||
&polycubes,
|
||||
&offsets,
|
||||
&solutions,
|
||||
};
|
||||
|
||||
backtrack_solve(&solver);
|
||||
|
||||
return filter_unique(solver.solutions, dims);
|
||||
}
|
||||
|
||||
|
||||
void interactive_cmd_line_solve_soma() {
|
||||
int dims[3] = { 3, 3, 3 };
|
||||
//get_dims_input(dims);
|
||||
//std::cout << '\n';
|
||||
//auto reprs = get_reprs_input(dims[0]*dims[1]*dims[2]);
|
||||
std::cout << "Great. Calculating solutions...\n";
|
||||
std::vector<SomaSolution> solutions = solve(&STD_SOMA, dims);
|
||||
std::cout << solutions.size() << " solutions found." << std::endl;
|
||||
}
|
||||
|
||||
@@ -1,10 +1,7 @@
|
||||
#include <cstdint>
|
||||
#include <vector>
|
||||
|
||||
namespace SomaSolve {
|
||||
extern std::vector<uint64_t> STD_SOMA;
|
||||
using SomaSolution = std::vector<uint64_t>;
|
||||
auto solve(std::vector<uint64_t> *reprs_in, int dims[3]) -> std::vector<SomaSolution>;
|
||||
auto interactive_cmd_line_solve_soma() -> void;
|
||||
}
|
||||
|
||||
extern std::vector<uint64_t> STD_SOMA;
|
||||
typedef std::vector<uint64_t> SomaSolution;
|
||||
std::vector<SomaSolution> solve(std::vector<uint64_t> *reprs_in, int dims[3]);
|
||||
void interactive_cmd_line_solve_soma();
|
||||
|
||||
@@ -5,284 +5,282 @@
|
||||
#include <cstdint>
|
||||
#include "VoxelSpace.h"
|
||||
|
||||
namespace Voxel {
|
||||
auto index(int dim_y, int dim_z, int x, int y, int z) -> int {
|
||||
return dim_y * dim_z * x + dim_z * y + z;
|
||||
}
|
||||
|
||||
// ┌ ┐ ┌ ┐ ┌ ┐
|
||||
// │ 1, 0, 0 │ │ x │ │ x │
|
||||
// │ 0, 0, -1 │ * │ y │ = │-z │
|
||||
// │ 0, 1, 0 │ │ z │ │ y │
|
||||
// └ ┘ └ ┘ └ ┘
|
||||
auto newIndexRotX(Space *space, int x, int y, int z) -> int {
|
||||
return space->dim_z * space->dim_y * x + space->dim_y * (space->dim_z - 1 - z) + y;
|
||||
}
|
||||
int index(int dim_y, int dim_z, int x, int y, int z) {
|
||||
return dim_y * dim_z * x + dim_z * y + z;
|
||||
}
|
||||
|
||||
// ┌ ┐ ┌ ┐ ┌ ┐
|
||||
// │ 0, 0, 1 │ │ x │ │ z │
|
||||
// │ 0, 1, 0 │ * │ y │ = │-y │
|
||||
// │ -1, 0, 0 │ │ z │ │ x │
|
||||
// └ ┘ └ ┘ └ ┘
|
||||
auto newIndexRotY(Space *space, int x, int y, int z) -> int {
|
||||
return space->dim_y * space->dim_x * z + space->dim_x * y + (space->dim_x - 1 - x);
|
||||
// ┌ ┐ ┌ ┐ ┌ ┐
|
||||
// │ 1, 0, 0 │ │ x │ │ x │
|
||||
// │ 0, 0, -1 │ * │ y │ = │-z │
|
||||
// │ 0, 1, 0 │ │ z │ │ y │
|
||||
// └ ┘ └ ┘ └ ┘
|
||||
int newIndexRotX(Space *space, int x, int y, int z) {
|
||||
return space->dim_z * space->dim_y * x + space->dim_y * (space->dim_z - 1 - z) + y;
|
||||
}
|
||||
|
||||
// ┌ ┐ ┌ ┐ ┌ ┐
|
||||
// │ 0, 0, 1 │ │ x │ │ z │
|
||||
// │ 0, 1, 0 │ * │ y │ = │-y │
|
||||
// │ -1, 0, 0 │ │ z │ │ x │
|
||||
// └ ┘ └ ┘ └ ┘
|
||||
int newIndexRotY(Space *space, int x, int y, int z) {
|
||||
return space->dim_y * space->dim_x * z + space->dim_x * y + (space->dim_x - 1 - x);
|
||||
}
|
||||
|
||||
// ┌ ┐ ┌ ┐ ┌ ┐
|
||||
// │ 0, -1, 0 │ │ x │ │-y │
|
||||
// │ 1, 0, 0 │ * │ y │ = │ x │
|
||||
// │ 0, 0, 1 │ │ z │ │ z │
|
||||
// └ ┘ └ ┘ └ ┘
|
||||
int newIndexRotZ(Space *space, int x, int y, int z) {
|
||||
return space->dim_x * space->dim_z * (space->dim_y - 1 - y) + space->dim_z * x + z;
|
||||
}
|
||||
|
||||
uint64 toggle(uint64_t space, int index) {
|
||||
space ^= 1ul << index;
|
||||
return space;
|
||||
}
|
||||
|
||||
uint64 set(uint64_t space, int index, bool val) {
|
||||
if (val) {
|
||||
space |= 1ul << index;
|
||||
} else {
|
||||
space &= ~(1ul << index);
|
||||
}
|
||||
return space;
|
||||
}
|
||||
|
||||
// ┌ ┐ ┌ ┐ ┌ ┐
|
||||
// │ 0, -1, 0 │ │ x │ │-y │
|
||||
// │ 1, 0, 0 │ * │ y │ = │ x │
|
||||
// │ 0, 0, 1 │ │ z │ │ z │
|
||||
// └ ┘ └ ┘ └ ┘
|
||||
auto newIndexRotZ(Space *space, int x, int y, int z) -> int {
|
||||
return space->dim_x * space->dim_z * (space->dim_y - 1 - y) + space->dim_z * x + z;
|
||||
}
|
||||
bool collides(uint64_t a, uint64_t b) {
|
||||
return (a | b) != (a ^ b);
|
||||
}
|
||||
|
||||
auto toggle(uint64_t space, int index) -> uint64_t {
|
||||
space ^= 1ul << index;
|
||||
return space;
|
||||
}
|
||||
bool collides(Space *a, Space *b) {
|
||||
return (a->space | b->space) != (a->space ^ b->space);
|
||||
}
|
||||
|
||||
auto set(uint64_t space, int index, bool val) -> uint64_t {
|
||||
if (val) {
|
||||
space |= 1ul << index;
|
||||
} else {
|
||||
space &= ~(1ul << index);
|
||||
}
|
||||
return space;
|
||||
}
|
||||
bool filledAt(Space *space, int x, int y, int z) {
|
||||
uint64 mask = 1ul << (space->dim_y * space->dim_z * x + space->dim_z * y + z);
|
||||
return (space->space & mask) != 0ul;
|
||||
}
|
||||
|
||||
auto collides(uint64_t a, uint64_t b) -> bool {
|
||||
return (a | b) != (a ^ b);
|
||||
}
|
||||
Extrema getExtrema(Space *space) {
|
||||
Extrema extrema = {
|
||||
0,
|
||||
space->dim_x,
|
||||
0,
|
||||
space->dim_y,
|
||||
0,
|
||||
space->dim_z,
|
||||
};
|
||||
|
||||
auto collides(Space *a, Space *b) -> bool {
|
||||
return (a->space | b->space) != (a->space ^ b->space);
|
||||
}
|
||||
|
||||
auto filledAt(Space *space, int x, int y, int z) -> bool {
|
||||
auto mask = 1ul << (space->dim_y * space->dim_z * x + space->dim_z * y + z);
|
||||
return (space->space & mask) != 0ul;
|
||||
}
|
||||
|
||||
auto getExtrema(Space *space) -> Extrema {
|
||||
auto extrema = Extrema{
|
||||
.xMax=0,
|
||||
.xMin=space->dim_x,
|
||||
.yMax=0,
|
||||
.yMin=space->dim_y,
|
||||
.zMax=0,
|
||||
.zMin=space->dim_z,
|
||||
};
|
||||
|
||||
for (int x = 0; x < space->dim_x; x++) {
|
||||
for (int y = 0; y < space->dim_y; y++) {
|
||||
for (int z = 0; z < space->dim_z; z++) {
|
||||
if (filledAt(space, x, y, z)) {
|
||||
if (x > extrema.xMax) extrema.xMax = x;
|
||||
if (x < extrema.xMin) extrema.xMin = x;
|
||||
if (y > extrema.yMax) extrema.yMax = y;
|
||||
if (y < extrema.yMin) extrema.yMin = y;
|
||||
if (z > extrema.zMax) extrema.zMax = z;
|
||||
if (z < extrema.zMin) extrema.zMin = z;
|
||||
}
|
||||
for (int x = 0; x < space->dim_x; x++) {
|
||||
for (int y = 0; y < space->dim_y; y++) {
|
||||
for (int z = 0; z < space->dim_z; z++) {
|
||||
if (filledAt(space, x, y, z)) {
|
||||
if (x > extrema.xMax) extrema.xMax = x;
|
||||
if (x < extrema.xMin) extrema.xMin = x;
|
||||
if (y > extrema.yMax) extrema.yMax = y;
|
||||
if (y < extrema.yMin) extrema.yMin = y;
|
||||
if (z > extrema.zMax) extrema.zMax = z;
|
||||
if (z < extrema.zMin) extrema.zMin = z;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return extrema;
|
||||
}
|
||||
|
||||
auto cullEmptySpace(Space *space) -> void {
|
||||
auto extrema = getExtrema(space);
|
||||
auto space_index = 0;
|
||||
auto newSpace = 0ul;
|
||||
for (int x = extrema.xMin; x <= extrema.xMax; x++) {
|
||||
for (int y = extrema.yMin; y <= extrema.yMax; y++) {
|
||||
for (int z = extrema.zMin; z <= extrema.zMax; z++) {
|
||||
if (filledAt(space, x, y, z)) {
|
||||
newSpace |= 1ul << space_index;
|
||||
}
|
||||
space_index++;
|
||||
return extrema;
|
||||
}
|
||||
|
||||
void cullEmptySpace(Space *space) {
|
||||
Extrema extrema = getExtrema(space);
|
||||
int space_index = 0;
|
||||
uint64 newSpace = 0ul;
|
||||
for (int x = extrema.xMin; x <= extrema.xMax; x++) {
|
||||
for (int y = extrema.yMin; y <= extrema.yMax; y++) {
|
||||
for (int z = extrema.zMin; z <= extrema.zMax; z++) {
|
||||
if (filledAt(space, x, y, z)) {
|
||||
newSpace |= 1ul << space_index;
|
||||
}
|
||||
space_index++;
|
||||
}
|
||||
}
|
||||
}
|
||||
space->dim_x = extrema.xMax - extrema.xMin + 1;
|
||||
space->dim_y = extrema.yMax - extrema.yMin + 1;
|
||||
space->dim_z = extrema.zMax - extrema.zMin + 1;
|
||||
space->space = newSpace;
|
||||
}
|
||||
|
||||
void rotate90X(Space *space) {
|
||||
uint64 new_space = 0;
|
||||
for (int x = 0; x < space->dim_x; x++) {
|
||||
for (int y = 0; y < space->dim_y; y++) {
|
||||
for (int z = 0; z < space->dim_z; z++) {
|
||||
if (filledAt(space, x, y, z)) {
|
||||
new_space |= 1 << newIndexRotX(space, x, y, z);
|
||||
}
|
||||
}
|
||||
}
|
||||
space->dim_x = extrema.xMax - extrema.xMin + 1;
|
||||
space->dim_y = extrema.yMax - extrema.yMin + 1;
|
||||
space->dim_z = extrema.zMax - extrema.zMin + 1;
|
||||
space->space = newSpace;
|
||||
}
|
||||
int temp = space->dim_y;
|
||||
space->dim_y = space->dim_z;
|
||||
space->dim_z = temp;
|
||||
space->space = new_space;
|
||||
}
|
||||
|
||||
auto rotate90X(Space *space) -> void {
|
||||
auto new_space = 0ul;
|
||||
for (int x = 0; x < space->dim_x; x++) {
|
||||
for (int y = 0; y < space->dim_y; y++) {
|
||||
for (int z = 0; z < space->dim_z; z++) {
|
||||
if (filledAt(space, x, y, z)) {
|
||||
new_space |= 1 << newIndexRotX(space, x, y, z);
|
||||
}
|
||||
void rotate90Y(Space *space) {
|
||||
uint64 new_space = 0;
|
||||
for (int x = 0; x < space->dim_x; x++) {
|
||||
for (int y = 0; y < space->dim_y; y++) {
|
||||
for (int z = 0; z < space->dim_z; z++) {
|
||||
if (filledAt(space, x, y, z)) {
|
||||
new_space |= 1 << newIndexRotY(space, x, y, z);
|
||||
}
|
||||
}
|
||||
}
|
||||
auto temp = space->dim_y;
|
||||
space->dim_y = space->dim_z;
|
||||
space->dim_z = temp;
|
||||
space->space = new_space;
|
||||
}
|
||||
int temp = space->dim_x;
|
||||
space->dim_x = space->dim_z;
|
||||
space->dim_z = temp;
|
||||
space->space = new_space;
|
||||
}
|
||||
|
||||
auto rotate90Y(Space *space) -> void {
|
||||
auto new_space = 0ul;
|
||||
for (int x = 0; x < space->dim_x; x++) {
|
||||
for (int y = 0; y < space->dim_y; y++) {
|
||||
for (int z = 0; z < space->dim_z; z++) {
|
||||
if (filledAt(space, x, y, z)) {
|
||||
new_space |= 1 << newIndexRotY(space, x, y, z);
|
||||
}
|
||||
void rotate90Z(Space *space) {
|
||||
uint64 new_space = 0;
|
||||
for (int x = 0; x < space->dim_x; x++) {
|
||||
for (int y = 0; y < space->dim_y; y++) {
|
||||
for (int z = 0; z < space->dim_z; z++) {
|
||||
if (filledAt(space, x, y, z)) {
|
||||
new_space |= 1 << newIndexRotZ(space, x, y, z);
|
||||
}
|
||||
}
|
||||
}
|
||||
auto temp = space->dim_x;
|
||||
space->dim_x = space->dim_z;
|
||||
space->dim_z = temp;
|
||||
space->space = new_space;
|
||||
}
|
||||
int temp = space->dim_x;
|
||||
space->dim_x = space->dim_y;
|
||||
space->dim_y = temp;
|
||||
space->space = new_space;
|
||||
}
|
||||
|
||||
auto rotate90Z(Space *space) -> void {
|
||||
auto new_space = 0ul;
|
||||
for (int x = 0; x < space->dim_x; x++) {
|
||||
for (int y = 0; y < space->dim_y; y++) {
|
||||
for (int z = 0; z < space->dim_z; z++) {
|
||||
if (filledAt(space, x, y, z)) {
|
||||
new_space |= 1 << newIndexRotZ(space, x, y, z);
|
||||
}
|
||||
}
|
||||
bool isMatch(Space *a, Space *b) {
|
||||
return a->space == b->space
|
||||
&& a->dim_x == b->dim_x
|
||||
&& a->dim_y == b->dim_y
|
||||
&& a->dim_z == b->dim_z;
|
||||
}
|
||||
|
||||
void pushNewUniqueSpins(std::vector<Space> *existingSpaces, Space* spaceToSpin) {
|
||||
Space spins[4] = {};
|
||||
spins[0] = *spaceToSpin;
|
||||
for (int i = 0; i < 3; i++) {
|
||||
spins[i + 1] = spins[i];
|
||||
rotate90X(&spins[i + 1]);
|
||||
}
|
||||
for (int i = 0; i < 4; i++) {
|
||||
bool matchFound = false;
|
||||
for (Space &existingSpace : *existingSpaces) {
|
||||
if (isMatch(&existingSpace, &spins[i])) {
|
||||
matchFound = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
auto temp = space->dim_x;
|
||||
space->dim_x = space->dim_y;
|
||||
space->dim_y = temp;
|
||||
space->space = new_space;
|
||||
}
|
||||
|
||||
auto isMatch(Space *a, Space *b) -> bool {
|
||||
return a->space == b->space
|
||||
&& a->dim_x == b->dim_x
|
||||
&& a->dim_y == b->dim_y
|
||||
&& a->dim_z == b->dim_z;
|
||||
}
|
||||
|
||||
auto pushNewUniqueSpins(std::vector<Space> *existingSpaces, Space* spaceToSpin) -> void {
|
||||
Space spins[4] = {};
|
||||
spins[0] = *spaceToSpin;
|
||||
for (int i = 0; i < 3; i++) {
|
||||
spins[i + 1] = spins[i];
|
||||
rotate90X(&spins[i + 1]);
|
||||
if (!matchFound) {
|
||||
existingSpaces->push_back(spins[i]);
|
||||
}
|
||||
for (int i = 0; i < 4; i++) {
|
||||
auto matchFound = false;
|
||||
for (auto &existingSpace : *existingSpaces) {
|
||||
if (isMatch(&existingSpace, &spins[i])) {
|
||||
matchFound = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!matchFound) {
|
||||
existingSpaces->push_back(spins[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto pushXAxisSpins(std::vector<Space> *existingSpaces, Space* spaceToSpin) -> void {
|
||||
auto refSpace = *spaceToSpin;
|
||||
for (int i = 0; i < 4; i++) {
|
||||
rotate90X(&refSpace);
|
||||
existingSpaces->push_back(refSpace);
|
||||
}
|
||||
}
|
||||
|
||||
auto getUniqueRotations(Space *space) -> std::vector<Space> {
|
||||
auto rotations = std::vector<Space>();
|
||||
rotations.reserve(24);
|
||||
auto refSpace = *space;
|
||||
cullEmptySpace(&refSpace);
|
||||
pushNewUniqueSpins(&rotations, &refSpace);
|
||||
rotate90Y(&refSpace);
|
||||
pushNewUniqueSpins(&rotations, &refSpace);
|
||||
rotate90Y(&refSpace);
|
||||
pushNewUniqueSpins(&rotations, &refSpace);
|
||||
rotate90Y(&refSpace);
|
||||
pushNewUniqueSpins(&rotations, &refSpace);
|
||||
rotate90Z(&refSpace);
|
||||
pushNewUniqueSpins(&rotations, &refSpace);
|
||||
rotate90Z(&refSpace);
|
||||
rotate90Z(&refSpace);
|
||||
pushNewUniqueSpins(&rotations, &refSpace);
|
||||
return rotations;
|
||||
}
|
||||
|
||||
auto getAllRotations(Space *space) -> std::vector<Space> {
|
||||
auto rotations = std::vector<Space>();
|
||||
rotations.reserve(24);
|
||||
auto refSpace = *space;
|
||||
pushXAxisSpins(&rotations, &refSpace);
|
||||
rotate90Y(&refSpace);
|
||||
pushXAxisSpins(&rotations, &refSpace);
|
||||
rotate90Y(&refSpace);
|
||||
pushXAxisSpins(&rotations, &refSpace);
|
||||
rotate90Y(&refSpace);
|
||||
pushXAxisSpins(&rotations, &refSpace);
|
||||
rotate90Z(&refSpace);
|
||||
pushXAxisSpins(&rotations, &refSpace);
|
||||
rotate90Z(&refSpace);
|
||||
rotate90Z(&refSpace);
|
||||
pushXAxisSpins(&rotations, &refSpace);
|
||||
return rotations;
|
||||
}
|
||||
|
||||
auto getAllPositionsInPrism(Space *space, int prism_dims[3]) -> std::vector<uint64_t> {
|
||||
auto cubePositions = std::vector<uint64_t>();
|
||||
if (space->dim_x > prism_dims[0] || space->dim_y > prism_dims[1] || space->dim_z > prism_dims[2]) {
|
||||
return cubePositions;
|
||||
}
|
||||
auto xPositionCount = prism_dims[0] - space->dim_x + 1;
|
||||
auto yPositionCount = prism_dims[1] - space->dim_y + 1;
|
||||
auto zPositionCount = prism_dims[2] - space->dim_z + 1;
|
||||
for (int x = 0; x < xPositionCount; x++) {
|
||||
for (int y = 0; y < yPositionCount; y++) {
|
||||
for (int z = 0; z < zPositionCount; z++) {
|
||||
auto new_space = 0ul;
|
||||
for (int posX = 0; posX < space->dim_x; posX++) {
|
||||
for (int posY = 0; posY < space->dim_y; posY++) {
|
||||
for (int posZ = 0; posZ < space->dim_z; posZ++) {
|
||||
auto set_val = filledAt(space, posX, posY, posZ);
|
||||
auto index_to_set = index(prism_dims[1], prism_dims[2], x + posX, y + posY, z + posZ);
|
||||
new_space = set(new_space, index_to_set, set_val);
|
||||
}
|
||||
}
|
||||
}
|
||||
cubePositions.push_back(new_space);
|
||||
}
|
||||
}
|
||||
}
|
||||
return cubePositions;
|
||||
}
|
||||
|
||||
auto getAllPermutationsInPrism(Space *space, int prism_dims[3]) -> std::vector<uint64_t> {
|
||||
auto rotations = getUniqueRotations(space);
|
||||
auto result = std::vector<uint64_t>();
|
||||
for (auto &rotation : rotations) {
|
||||
auto positions = getAllPositionsInPrism(&rotation, prism_dims);
|
||||
result.insert(result.end(), positions.begin(), positions.end());
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
auto size(uint64_t space) -> int {
|
||||
auto size = 0;
|
||||
for (int i = 0; i < 64; i++) {
|
||||
if ((space & (1ul << i)) != 0) {
|
||||
size++;
|
||||
}
|
||||
}
|
||||
return size;
|
||||
}
|
||||
}
|
||||
|
||||
void pushXAxisSpins(std::vector<Space> *existingSpaces, Space* spaceToSpin) {
|
||||
Space refSpace = *spaceToSpin;
|
||||
for (int i = 0; i < 4; i++) {
|
||||
rotate90X(&refSpace);
|
||||
existingSpaces->push_back(refSpace);
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<Space> getUniqueRotations(Space *space) {
|
||||
std::vector<Space> rotations = std::vector<Space>();
|
||||
rotations.reserve(24);
|
||||
auto refSpace = *space;
|
||||
cullEmptySpace(&refSpace);
|
||||
pushNewUniqueSpins(&rotations, &refSpace);
|
||||
rotate90Y(&refSpace);
|
||||
pushNewUniqueSpins(&rotations, &refSpace);
|
||||
rotate90Y(&refSpace);
|
||||
pushNewUniqueSpins(&rotations, &refSpace);
|
||||
rotate90Y(&refSpace);
|
||||
pushNewUniqueSpins(&rotations, &refSpace);
|
||||
rotate90Z(&refSpace);
|
||||
pushNewUniqueSpins(&rotations, &refSpace);
|
||||
rotate90Z(&refSpace);
|
||||
rotate90Z(&refSpace);
|
||||
pushNewUniqueSpins(&rotations, &refSpace);
|
||||
return rotations;
|
||||
}
|
||||
|
||||
std::vector<Space> getAllRotations(Space *space) {
|
||||
std::vector<Space> rotations = {};
|
||||
rotations.reserve(24);
|
||||
Space refSpace = *space;
|
||||
pushXAxisSpins(&rotations, &refSpace);
|
||||
rotate90Y(&refSpace);
|
||||
pushXAxisSpins(&rotations, &refSpace);
|
||||
rotate90Y(&refSpace);
|
||||
pushXAxisSpins(&rotations, &refSpace);
|
||||
rotate90Y(&refSpace);
|
||||
pushXAxisSpins(&rotations, &refSpace);
|
||||
rotate90Z(&refSpace);
|
||||
pushXAxisSpins(&rotations, &refSpace);
|
||||
rotate90Z(&refSpace);
|
||||
rotate90Z(&refSpace);
|
||||
pushXAxisSpins(&rotations, &refSpace);
|
||||
return rotations;
|
||||
}
|
||||
|
||||
std::vector<uint64> getAllPositionsInPrism(Space *space, int prism_dims[3]) {
|
||||
std::vector<uint64> cubePositions = {};
|
||||
if (space->dim_x > prism_dims[0] || space->dim_y > prism_dims[1] || space->dim_z > prism_dims[2]) {
|
||||
return cubePositions;
|
||||
}
|
||||
int xPositionCount = prism_dims[0] - space->dim_x + 1;
|
||||
int yPositionCount = prism_dims[1] - space->dim_y + 1;
|
||||
int zPositionCount = prism_dims[2] - space->dim_z + 1;
|
||||
for (int x = 0; x < xPositionCount; x++) {
|
||||
for (int y = 0; y < yPositionCount; y++) {
|
||||
for (int z = 0; z < zPositionCount; z++) {
|
||||
uint64 new_space = 0;
|
||||
for (int posX = 0; posX < space->dim_x; posX++) {
|
||||
for (int posY = 0; posY < space->dim_y; posY++) {
|
||||
for (int posZ = 0; posZ < space->dim_z; posZ++) {
|
||||
bool set_val = filledAt(space, posX, posY, posZ);
|
||||
int index_to_set = index(prism_dims[1], prism_dims[2], x + posX, y + posY, z + posZ);
|
||||
new_space = set(new_space, index_to_set, set_val);
|
||||
}
|
||||
}
|
||||
}
|
||||
cubePositions.push_back(new_space);
|
||||
}
|
||||
}
|
||||
}
|
||||
return cubePositions;
|
||||
}
|
||||
|
||||
std::vector<uint64> getAllPermutationsInPrism(Space *space, int prism_dims[3]) {
|
||||
std::vector<Space> rotations = getUniqueRotations(space);
|
||||
std::vector<uint64> result = std::vector();
|
||||
for (auto &rotation : rotations) {
|
||||
auto positions = getAllPositionsInPrism(&rotation, prism_dims);
|
||||
result.insert(result.end(), positions.begin(), positions.end());
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
int size(uint64_t space) {
|
||||
int size = 0;
|
||||
for (int i = 0; i < 64; i++) {
|
||||
if ((space & (1ul << i)) != 0) {
|
||||
size++;
|
||||
}
|
||||
}
|
||||
return size;
|
||||
}
|
||||
|
||||
@@ -2,67 +2,65 @@
|
||||
#define VOXELSPACE_H
|
||||
|
||||
#include <vector>
|
||||
#include <cstdint>
|
||||
#include "lib/djstdlib/core.h"
|
||||
|
||||
namespace Voxel {
|
||||
constexpr int NUM_ROTS_3D = 24;
|
||||
constexpr int NUM_ROTS_3D = 24;
|
||||
|
||||
struct Extrema {
|
||||
int xMax;
|
||||
int xMin;
|
||||
int yMax;
|
||||
int yMin;
|
||||
int zMax;
|
||||
int zMin;
|
||||
};
|
||||
struct Extrema {
|
||||
int xMax;
|
||||
int xMin;
|
||||
int yMax;
|
||||
int yMin;
|
||||
int zMax;
|
||||
int zMin;
|
||||
};
|
||||
|
||||
struct Space {
|
||||
uint64_t space;
|
||||
int dim_x;
|
||||
int dim_y;
|
||||
int dim_z;
|
||||
};
|
||||
struct Space {
|
||||
uint64 space;
|
||||
int dim_x;
|
||||
int dim_y;
|
||||
int dim_z;
|
||||
};
|
||||
|
||||
auto newIndexRotX(Space *space, int x, int y, int z) -> int;
|
||||
int newIndexRotX(Space *space, int x, int y, int z);
|
||||
|
||||
auto newIndexRotY(Space *space, int x, int y, int z) -> int;
|
||||
int newIndexRotY(Space *space, int x, int y, int z);
|
||||
|
||||
auto newIndexRotZ(Space *space, int x, int y, int z) -> int;
|
||||
int newIndexRotZ(Space *space, int x, int y, int z);
|
||||
|
||||
auto toggle(uint64_t space, int index) -> uint64_t;
|
||||
uint64 toggle(uint64 space, int index);
|
||||
|
||||
auto set(uint64_t space, int index, bool val) -> uint64_t;
|
||||
uint64 set(uint64 space, int index, bool val);
|
||||
|
||||
auto collides(Space *a, Space *b) -> bool;
|
||||
auto collides(uint64_t a, uint64_t b) -> bool;
|
||||
bool collides(Space *a, Space *b);
|
||||
bool collides(uint64 a, uint64 b);
|
||||
|
||||
auto add(Space *a, Space *b) -> Space;
|
||||
Space add(Space *a, Space *b);
|
||||
|
||||
auto filledAt(Space *space, int x, int y, int z) -> bool;
|
||||
bool filledAt(Space *space, int x, int y, int z);
|
||||
|
||||
auto getExtrema(Space *space) -> Extrema;
|
||||
Extrema getExtrema(Space *space);
|
||||
|
||||
auto cullEmptySpace(Space *space) -> void;
|
||||
void cullEmptySpace(Space *space);
|
||||
|
||||
auto isMatch(Space *a, Space *b) -> bool;
|
||||
bool isMatch(Space *a, Space *b);
|
||||
|
||||
auto rotate90X(Space *space) -> void;
|
||||
void rotate90X(Space *space);
|
||||
|
||||
auto rotate90Y(Space *space) -> void;
|
||||
void rotate90Y(Space *space);
|
||||
|
||||
auto rotate90Z(Space *space) -> void;
|
||||
void rotate90Z(Space *space);
|
||||
|
||||
auto pushNewUniqueSpins(std::vector<Space> *existingSpaces, Space* spaceToSpin) -> void;
|
||||
void pushNewUniqueSpins(std::vector<Space> *existingSpaces, Space* spaceToSpin);
|
||||
|
||||
auto getUniqueRotations(Space *space) -> std::vector<Space>;
|
||||
std::vector<Space> getUniqueRotations(Space *space);
|
||||
|
||||
auto getAllRotations(Space *space) -> std::vector<Space>;
|
||||
std::vector<Space> getAllRotations(Space *space);
|
||||
|
||||
auto getAllPositionsInPrism(Space *space, int prism_dims[3]) -> std::vector<uint64_t>;
|
||||
std::vector<uint64> getAllPositionsInPrism(Space *space, int prism_dims[3]);
|
||||
|
||||
auto getAllPermutationsInPrism(Space *space, int prism_dims[3]) -> std::vector<uint64_t>;
|
||||
std::vector<uint64> getAllPermutationsInPrism(Space *space, int prism_dims[3]);
|
||||
|
||||
auto size(uint64_t space) -> int;
|
||||
}
|
||||
int size(uint64 space);
|
||||
|
||||
#endif
|
||||
|
||||
@@ -1,9 +0,0 @@
|
||||
pub usingnamespace @cImport({
|
||||
@cInclude("glad/glad.h");
|
||||
@cInclude("GLFW/glfw3.h");
|
||||
|
||||
@cDefine("STB_IMAGE_IMPLEMENTATION", "");
|
||||
@cDefine("TINYOBJ_LOADER_C_IMPLEMENTATION", "");
|
||||
@cInclude("loaders/stb_image.h");
|
||||
@cInclude("loaders/tinyobj.h");
|
||||
});
|
||||
@@ -1,11 +1,8 @@
|
||||
#include <cstdint>
|
||||
#include <glm/ext/vector_float3.hpp>
|
||||
#include <string>
|
||||
#include <math.h>
|
||||
#include <iostream>
|
||||
#include "Color.h"
|
||||
#include "../lib/djstdlib/core.h"
|
||||
|
||||
auto hue_to_rgb(float p, float q, float t) -> float {
|
||||
real32 hue_to_rgb(float p, float q, float t) {
|
||||
if (t < 0) {
|
||||
t += 1;
|
||||
} else if (t > 1) {
|
||||
@@ -17,7 +14,7 @@ auto hue_to_rgb(float p, float q, float t) -> float {
|
||||
return p;
|
||||
};
|
||||
|
||||
auto hsl_to_hex(float h, float s, float l) -> glm::vec3 {
|
||||
glm::vec3 hsl_to_hex(real32 h, real32 s, real32 l) {
|
||||
h /= 360;
|
||||
s /= 100;
|
||||
l /= 100;
|
||||
@@ -34,7 +31,7 @@ auto hsl_to_hex(float h, float s, float l) -> glm::vec3 {
|
||||
return glm::vec3(r, g, b);
|
||||
}
|
||||
|
||||
auto Color::color_from_index(int index) -> glm::vec3 {
|
||||
glm::vec3 color_from_index(int index) {
|
||||
auto color_wheel_cycle = floorf(index / 6.0f);
|
||||
auto darkness_cycle = floorf(index / 12.0f);
|
||||
auto spacing = (360.0f / 6.0f);
|
||||
|
||||
@@ -1,5 +1,3 @@
|
||||
#include <glm/ext/vector_float3.hpp>
|
||||
|
||||
namespace Color {
|
||||
auto color_from_index(int index) -> glm::vec3;
|
||||
};
|
||||
glm::vec3 color_from_index(int index);
|
||||
|
||||
@@ -1,43 +0,0 @@
|
||||
fn hue_to_rgb(p: f32, q: f32, t: f32) f32 {
|
||||
if (t < 0) {
|
||||
t += 1;
|
||||
} else if (t > 1) {
|
||||
t -= 1;
|
||||
}
|
||||
if (t < 1.0 / 6) return p + (q - p) * 6 * t;
|
||||
if (t < 1.0 / 2) return q;
|
||||
if (t < 2.0 / 3) return p + (q - p) * (2.0 / 3 - t) * 6;
|
||||
return p;
|
||||
}
|
||||
|
||||
fn hsl_to_hex(h: f32, s: f32, l: f32) @Vector(3, f32) {
|
||||
h /= 360;
|
||||
s /= 100;
|
||||
l /= 100;
|
||||
const r: f32;
|
||||
const g: f32;
|
||||
const b: f32;
|
||||
if (s == 0) {
|
||||
r = l;
|
||||
g = l;
|
||||
b = l;
|
||||
} else {
|
||||
const q = if (l < 0.5) l * (1 + s) else l + s - l * s;
|
||||
const p = 2 * l - q;
|
||||
r = hue_to_rgb(p, q, h + 1.0 / 3);
|
||||
g = hue_to_rgb(p, q, h);
|
||||
b = hue_to_rgb(p, q, h - 1.0 / 3);
|
||||
}
|
||||
return @Vector(3, f32){ r, g, b };
|
||||
}
|
||||
|
||||
pub fn color_from_index(index: i32) @Vector(3, f32) {
|
||||
const color_wheel_cycle = @floor(index / 6.0);
|
||||
const darkness_cycle = @floor(index / 12.0);
|
||||
const spacing = (360.0 / 6.0);
|
||||
const offset = if (color_wheel_cycle == 0) 0 else spacing / (color_wheel_cycle + 2);
|
||||
const hue = spacing * (index % 6) + offset;
|
||||
const saturation = 100.0f;
|
||||
const lightness = 1.0f / (2 + darkness_cycle) * 100;
|
||||
return hsl_to_hex(hue, saturation, lightness);
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
#include <iostream>
|
||||
#include "Mesh.h"
|
||||
#include "loaders/tinyobj.h"
|
||||
#include "../lib/loaders/tinyobj.h"
|
||||
|
||||
auto Mesh::init(const char* obj_file) -> void {
|
||||
auto reader = tinyobj::ObjReader();
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#ifndef LEDDA_MESH_H
|
||||
#define LEDDA_MESH_H
|
||||
|
||||
#include "glad/glad.h"
|
||||
#include "../lib/glad/glad.h"
|
||||
#include "geometry.h"
|
||||
|
||||
struct Mesh {
|
||||
@@ -11,8 +11,8 @@ struct Mesh {
|
||||
unsigned int vbo_norm;
|
||||
unsigned int ebo;
|
||||
unsigned int num_indices;
|
||||
auto init(const char* obj_file) -> void;
|
||||
auto init(const LeddaGeometry::Shape* shape) -> void;
|
||||
void init(const char* obj_file);
|
||||
void init(const Shape* shape);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -1,94 +0,0 @@
|
||||
const std = @import("std");
|
||||
const c = @import("../c.zig");
|
||||
const djleddaGeom = @import("djleddaGeom.zig");
|
||||
|
||||
pub const Mesh = struct {
|
||||
vao: c_uint,
|
||||
vbo_xyz: c_uint,
|
||||
vbo_uv: c_uint,
|
||||
vbo_norm: c_uint,
|
||||
ebo: c_uint,
|
||||
num_indices: c_uint,
|
||||
|
||||
pub fn from_shape(shape: *const djleddaGeom.Shape) void {
|
||||
const mesh = Mesh{};
|
||||
mesh.num_indices = shape.indices.len;
|
||||
c.glGenVertexArrays(1, &mesh.vao);
|
||||
c.glGenBuffers(1, &mesh.vbo_xyz);
|
||||
c.glGenBuffers(1, &mesh.vbo_uv);
|
||||
c.glGenBuffers(1, &mesh.ebo);
|
||||
|
||||
c.glBindVertexArray(mesh.vao);
|
||||
|
||||
c.glBindBuffer(c.GL_ARRAY_BUFFER, mesh.vbo_xyz);
|
||||
c.glBufferData(c.GL_ARRAY_BUFFER, shape.xyz.ptr * @sizeOf(float), shape.xyz, c.GL_STATIC_DRAW);
|
||||
c.glVertexAttribPointer(0, 3, c.GL_FLOAT, c.GL_FALSE, 3 * @sizeOf(f32), @as(*void, 0));
|
||||
c.glEnableVertexAttribArray(0);
|
||||
|
||||
c.glBindBuffer(c.GL_ARRAY_BUFFER, mesh.vbo_uv);
|
||||
c.glBufferData(c.GL_ARRAY_BUFFER, shape.uv.ptr * @sizeOf(f32), shape.uv, c.GL_STATIC_DRAW);
|
||||
c.glVertexAttribPointer(1, 2, c.GL_FLOAT, c.GL_FALSE, 2 * @sizeOf(f32), @as(*void, 0));
|
||||
c.glEnableVertexAttribArray(1);
|
||||
|
||||
c.glBindBuffer(c.GL_ELEMENT_ARRAY_BUFFER, mesh.ebo);
|
||||
c.glBufferData(c.GL_ELEMENT_ARRAY_BUFFER, shape.indices.len * @sizeOf(c_uint), shape.indices.ptr, c.GL_STATIC_DRAW);
|
||||
}
|
||||
|
||||
// pub fn init(obj_file: *[]const u8) void {
|
||||
// const reader = c.tinyobj.ObjReader();
|
||||
// const success = reader.ParseFromFile(obj_file);
|
||||
// std.debug.print("{}\n", .{reader.Error()});
|
||||
//
|
||||
// const attrib = reader.GetAttrib();
|
||||
//
|
||||
// const indices_t = reader.GetShapes().at(0).mesh.indices;
|
||||
// const indices = ArrayList(c_uint)(indices_t.size());
|
||||
//
|
||||
// const vertices = ArrayList()(3*indices_t.size());
|
||||
// const normals = ArrayList()(3*indices_t.size());
|
||||
// const texcoords = ArrayList()(2*indices_t.size());
|
||||
//
|
||||
// for (int i = 0; i < indices_t.size(); i++) {
|
||||
// const vertex_data = indices_t[i];
|
||||
// vertices[3*i] = attrib.vertices[3*vertex_data.vertex_index];
|
||||
// vertices[3*i+1] = attrib.vertices[3*vertex_data.vertex_index + 1];
|
||||
// vertices[3*i+2] = attrib.vertices[3*vertex_data.vertex_index + 2];
|
||||
//
|
||||
// normals[3*i] = attrib.normals[3*vertex_data.normal_index];
|
||||
// normals[3*i+1] = attrib.normals[3*vertex_data.normal_index + 1];
|
||||
// normals[3*i+2] = attrib.normals[3*vertex_data.normal_index + 2];
|
||||
//
|
||||
// texcoords[2*i] = attrib.texcoords[2*vertex_data.texcoord_index];
|
||||
// texcoords[2*i+1] = attrib.texcoords[2*vertex_data.texcoord_index + 1];
|
||||
//
|
||||
// indices[i] = i;
|
||||
// }
|
||||
//
|
||||
// num_indices = indices_t.size();
|
||||
// glGenVertexArrays(1, &vao);
|
||||
// glGenBuffers(1, &vbo_xyz);
|
||||
// glGenBuffers(1, &vbo_uv);
|
||||
// glGenBuffers(1, &vbo_norm);
|
||||
// //glGenBuffers(1, &ebo);
|
||||
//
|
||||
// glBindVertexArray(vao);
|
||||
//
|
||||
// glBindBuffer(GL_ARRAY_BUFFER, vbo_xyz);
|
||||
// glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), vertices.data(), GL_STATIC_DRAW);
|
||||
// glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
|
||||
// glEnableVertexAttribArray(0);
|
||||
//
|
||||
// glBindBuffer(GL_ARRAY_BUFFER, vbo_uv);
|
||||
// glBufferData(GL_ARRAY_BUFFER, texcoords.size() * sizeof(float), texcoords.data(), GL_STATIC_DRAW);
|
||||
// glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
|
||||
// glEnableVertexAttribArray(1);
|
||||
//
|
||||
// glBindBuffer(GL_ARRAY_BUFFER, vbo_norm);
|
||||
// glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(float), normals.data(), GL_STATIC_DRAW);
|
||||
// glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
|
||||
// glEnableVertexAttribArray(2);
|
||||
//
|
||||
// //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
|
||||
// //glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW);
|
||||
// }
|
||||
};
|
||||
@@ -1,81 +0,0 @@
|
||||
#ifndef ORBIT_CONTROLS_H
|
||||
#define ORBIT_CONTROLS_H
|
||||
|
||||
#include "glad/glad.h"
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include "loaders/stb_image.h"
|
||||
|
||||
constexpr auto ROTATION_FACTOR = 1.0f / 200.0f;
|
||||
|
||||
struct Point {
|
||||
float x;
|
||||
float y;
|
||||
};
|
||||
|
||||
class OrbitControls {
|
||||
private:
|
||||
bool dragging;
|
||||
bool hovered;
|
||||
bool scrolling;
|
||||
bool flyingEnabled;
|
||||
float lastX;
|
||||
float lastY;
|
||||
Point lastScroll1;
|
||||
Point lastScroll2;
|
||||
glm::vec3 y_axis;
|
||||
glm::vec3 x_axis;
|
||||
glm::vec3 start;
|
||||
Entity* orbited_object;
|
||||
|
||||
OrbitControls(Entity* orbited, Camera* camera) {
|
||||
camera = camera;
|
||||
orbited_object = orbited;
|
||||
y_axis = orbited_object.worldToLocal(camera.up);
|
||||
x_axis = orbited_object.position.sub(camera.position);
|
||||
x_axis /= sqrt(pow(x_axis.x) + pow(x_axis.y, 2) + pow(x_axis.z, 2));
|
||||
x_axis = glm::cross(x_axis, y_axis);
|
||||
start = orbited_object.rotation;
|
||||
|
||||
this.element.addEventListener('wheel', (ev) => this.handleScroll(ev));
|
||||
this.element.addEventListener('mouseover', () => this.hovered = true);
|
||||
this.element.addEventListener('mouseout', () => this.hovered = false);
|
||||
this.element.addEventListener('mousedown', (ev) => this.handleMouseDown(ev));
|
||||
window.addEventListener('mousemove', (ev) => this.handleMove(ev));
|
||||
window.addEventListener('mouseup', () => this.dragging = false);
|
||||
}
|
||||
|
||||
on_mouse_down(event) {
|
||||
if (event.button === 1) {
|
||||
this.object.setRotationFromEuler(this.start);
|
||||
}
|
||||
if (!this.dragging) {
|
||||
this.lastX = event.x;
|
||||
this.lastY = event.y;
|
||||
this.dragging = true;
|
||||
}
|
||||
}
|
||||
|
||||
on_mouse_move(event) {
|
||||
if (dragging) {
|
||||
auto x_diff = event.movementX * ROTATION_FACTOR;
|
||||
auto y_diff = event.movementY * ROTATION_FACTOR;
|
||||
glm::rotate(&orbited_object, x_diff, &y_axis);
|
||||
//rotate on world axis ???
|
||||
glm::rotate(&orbited_object, y_diff &x_axis);
|
||||
}
|
||||
}
|
||||
|
||||
on_scroll(event) {
|
||||
if (this.flyingEnabled && this.hovered) {
|
||||
for (const fliable of this.fliables) {
|
||||
const direction = event.deltaY / Math.abs(event.deltaY);
|
||||
fliable.flyBy(direction / 10);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,43 +1,42 @@
|
||||
#include "glad/glad.h"
|
||||
#include <array>
|
||||
#include <string>
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
#include <iostream>
|
||||
#include "Shader.h"
|
||||
#include "../lib/djstdlib/core.h"
|
||||
#include "../lib/glad/glad.h"
|
||||
|
||||
enum ShaderType {
|
||||
fragment=GL_FRAGMENT_SHADER,
|
||||
vertex=GL_VERTEX_SHADER,
|
||||
};
|
||||
|
||||
auto create_shader(const char* file_path, ShaderType shader_type, char* info_log) -> unsigned int {
|
||||
uint32 create_shader(const char* file_path, ShaderType shader_type, char* info_log) {
|
||||
std::stringstream shader_stream;
|
||||
std::ifstream shader_file;
|
||||
shader_file.open(file_path);
|
||||
shader_stream << shader_file.rdbuf();
|
||||
shader_file.close();
|
||||
auto shader_string = shader_stream.str();
|
||||
const auto shader_code = shader_string.c_str();
|
||||
std::string string = shader_stream.str();
|
||||
const char *shader_code = string.c_str();
|
||||
|
||||
auto vertex_shader = glCreateShader(shader_type);
|
||||
GLuint vertex_shader = glCreateShader(shader_type);
|
||||
glShaderSource(vertex_shader, 1, &shader_code, NULL);
|
||||
glCompileShader(vertex_shader);
|
||||
int success;
|
||||
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetShaderInfoLog(vertex_shader, 512, NULL, info_log);
|
||||
auto shader_type_name = shader_type == ShaderType::fragment ? "FRAGMENT" : "VERTEX";
|
||||
const char* shader_type_name = shader_type == ShaderType::fragment ? "FRAGMENT" : "VERTEX";
|
||||
std::cout << "ERROR::SHADER::" << shader_type_name << "::COMPILATION_FAILED\n" << info_log << std::endl;
|
||||
}
|
||||
|
||||
return vertex_shader;
|
||||
}
|
||||
|
||||
auto Shader::init(const char* vertex_path, const char* fragment_path) -> void {
|
||||
auto info_log = std::array<char, 512>();
|
||||
auto vertex_shader = create_shader(vertex_path, ShaderType::vertex, info_log.data());
|
||||
auto fragment_shader = create_shader(fragment_path, ShaderType::fragment, info_log.data());
|
||||
void Shader::init(const char* vertex_path, const char* fragment_path) {
|
||||
char info_log[512] = {0};
|
||||
uint32 vertex_shader = create_shader(vertex_path, ShaderType::vertex, info_log);
|
||||
uint32 fragment_shader = create_shader(fragment_path, ShaderType::fragment, info_log);
|
||||
|
||||
prog_id = glCreateProgram();
|
||||
glAttachShader(prog_id, vertex_shader);
|
||||
@@ -47,8 +46,8 @@ auto Shader::init(const char* vertex_path, const char* fragment_path) -> void {
|
||||
int success;
|
||||
glGetProgramiv(prog_id, GL_LINK_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetProgramInfoLog(prog_id, 512, NULL, info_log.data());
|
||||
std::cout << "ERROR::SHADER::PROGRAM::LINK_FAILED\n" << info_log.data() << std::endl;
|
||||
glGetProgramInfoLog(prog_id, 512, NULL, info_log);
|
||||
std::cout << "ERROR::SHADER::PROGRAM::LINK_FAILED\n" << info_log << std::endl;
|
||||
}
|
||||
|
||||
glDeleteShader(vertex_shader);
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
|
||||
struct Shader {
|
||||
unsigned int prog_id;
|
||||
auto init(const char* vertex_path, const char* fragment_path) -> void;
|
||||
void init(const char* vertex_path, const char* fragment_path);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -1,56 +0,0 @@
|
||||
const c = @import("../c.zig");
|
||||
const std = @import("std");
|
||||
|
||||
const ShaderType = enum(u32) {
|
||||
fragment = c.GL_FRAGMENT_SHADER,
|
||||
vertex = c.GL_VERTEX_SHADER,
|
||||
};
|
||||
|
||||
fn create_shader(file_path: []const u8, shader_type: ShaderType, info_log: *[]const u8, allocator: *std.mem.Allocator) c_uint {
|
||||
const file = try std.fs.openFileAbsolute(file_path);
|
||||
|
||||
const file_reader = file.reader(file);
|
||||
const shader_code = std.ArrayList(u8);
|
||||
shader_code.initCapacity(allocator, 1024);
|
||||
defer allocator.free(shader_code);
|
||||
|
||||
file_reader.readAllArrayList(shader_code, 1024 * 1024);
|
||||
|
||||
const vertex_shader = c.glCreateShader(shader_type);
|
||||
c.glShaderSource(vertex_shader, 1, &shader_code.items, c.NULL);
|
||||
c.glCompileShader(vertex_shader);
|
||||
const success: i32 = undefined;
|
||||
c.glGetShaderiv(vertex_shader, c.GL_COMPILE_STATUS, &success);
|
||||
if (success != 0) {
|
||||
c.glGetShaderInfoLog(vertex_shader, 512, c.NULL, info_log);
|
||||
const shader_type_name = if (shader_type == ShaderType.fragment) "FRAGMENT" else "VERTEX";
|
||||
std.debug.print("ERROR::SHADER::{}::COMPILATION_FAILED\n{}\n", .{ shader_type_name, info_log });
|
||||
}
|
||||
|
||||
return vertex_shader;
|
||||
}
|
||||
|
||||
const Shader = struct {
|
||||
prog_id: c_uint,
|
||||
|
||||
pub fn init(self: Shader, vertex_path: *[]const u8, fragment_path: *[]const u8, allocator: *std.mem.Allocator) void {
|
||||
const info_log = [512]u8{};
|
||||
const vertex_shader = create_shader(vertex_path, ShaderType.vertex, &info_log, allocator);
|
||||
const fragment_shader = create_shader(fragment_path, ShaderType.fragment, &info_log, allocator);
|
||||
|
||||
self.prog_id = c.glCreateProgram();
|
||||
c.glAttachShader(self.prog_id, vertex_shader);
|
||||
c.glAttachShader(self.prog_id, fragment_shader);
|
||||
c.glLinkProgram(self.prog_id);
|
||||
|
||||
const success: c_uint = undefined;
|
||||
c.glGetProgramiv(self.prog_id, c.GL_LINK_STATUS, &success);
|
||||
if (!success) {
|
||||
c.glGetProgramInfoLog(self.prog_id, 512, c.NULL, &info_log);
|
||||
std.debug.print("ERROR::SHADER::PROGRAM::LINK_FAILED\n{}\n", .{info_log});
|
||||
}
|
||||
|
||||
c.glDeleteShader(vertex_shader);
|
||||
c.glDeleteShader(fragment_shader);
|
||||
}
|
||||
};
|
||||
@@ -1,9 +1,9 @@
|
||||
#include "Texture.h"
|
||||
#include <iostream>
|
||||
#include "loaders/stb_image.h"
|
||||
#include "glad/glad.h"
|
||||
#include "../lib/loaders/stb_image.h"
|
||||
#include "../lib/glad/glad.h"
|
||||
|
||||
auto Texture::init(const char* source_path) -> void {
|
||||
void Texture::init(const char* source_path) {
|
||||
glGenTextures(1, &tex_id);
|
||||
glBindTexture(GL_TEXTURE_2D, tex_id);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
@@ -12,7 +12,7 @@ auto Texture::init(const char* source_path) -> void {
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
int nr_channels;
|
||||
auto data = stbi_load(source_path, &width, &height, &nr_channels, 0);
|
||||
stbi_uc *data = stbi_load(source_path, &width, &height, &nr_channels, 0);
|
||||
if (data) {
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
@@ -5,7 +5,7 @@ struct Texture {
|
||||
unsigned int tex_id;
|
||||
int width;
|
||||
int height;
|
||||
auto init(const char* source_path) -> void;
|
||||
void init(const char* source_path);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -1,57 +0,0 @@
|
||||
// Buffer layout:
|
||||
// X, Y, Z, U, V
|
||||
|
||||
pub const Shape = struct {
|
||||
indices: []c_uint,
|
||||
uv: []f32,
|
||||
xyz: []f32,
|
||||
};
|
||||
|
||||
const triangle_vertices = []f32{
|
||||
-0.5, -0.5, 0.0, 1.0, 1.0,
|
||||
0.5, -0.5, 0.0, 0.5, 0.5,
|
||||
0.0, 0.5, 0.0, 0.0, 0.0,
|
||||
};
|
||||
|
||||
const triangle_indices = []c_uint{ 0, 1, 2 };
|
||||
|
||||
const cube_vertices = []f32{ -0.5, -0.5, -0.5, 0.0, 0.0, 0.5, -0.5, -0.5, 1.0, 0.0, 0.5, 0.5, -0.5, 1.0, 1.0, 0.5, 0.5, -0.5, 1.0, 1.0, -0.5, 0.5, -0.5, 0.0, 1.0, -0.5, -0.5, -0.5, 0.0, 0.0, -0.5, -0.5, 0.5, 0.0, 0.0, 0.5, -0.5, 0.5, 1.0, 0.0, 0.5, 0.5, 0.5, 1.0, 1.0, 0.5, 0.5, 0.5, 1.0, 1.0, -0.5, 0.5, 0.5, 0.0, 1.0, -0.5, -0.5, 0.5, 0.0, 0.0, -0.5, 0.5, 0.5, 1.0, 0.0, -0.5, 0.5, -0.5, 1.0, 1.0, -0.5, -0.5, -0.5, 0.0, 1.0, -0.5, -0.5, -0.5, 0.0, 1.0, -0.5, -0.5, 0.5, 0.0, 0.0, -0.5, 0.5, 0.5, 1.0, 0.0, 0.5, 0.5, 0.5, 1.0, 0.0, 0.5, 0.5, -0.5, 1.0, 1.0, 0.5, -0.5, -0.5, 0.0, 1.0, 0.5, -0.5, -0.5, 0.0, 1.0, 0.5, -0.5, 0.5, 0.0, 0.0, 0.5, 0.5, 0.5, 1.0, 0.0, -0.5, -0.5, -0.5, 0.0, 1.0, 0.5, -0.5, -0.5, 1.0, 1.0, 0.5, -0.5, 0.5, 1.0, 0.0, 0.5, -0.5, 0.5, 1.0, 0.0, -0.5, -0.5, 0.5, 0.0, 0.0, -0.5, -0.5, -0.5, 0.0, 1.0, -0.5, 0.5, -0.5, 0.0, 1.0, 0.5, 0.5, -0.5, 1.0, 1.0, 0.5, 0.5, 0.5, 1.0, 0.0, 0.5, 0.5, 0.5, 1.0, 0.0, -0.5, 0.5, 0.5, 0.0, 0.0, -0.5, 0.5, -0.5, 0.0, 1.0 };
|
||||
|
||||
const cube_indices = []c_uint{ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31 };
|
||||
|
||||
const square_xyz = []f32{
|
||||
0.5, 0.5, 0.0,
|
||||
0.5, -0.5, 0.0,
|
||||
-0.5, -0.5, 0.0,
|
||||
-0.5, 0.5, 0.0,
|
||||
};
|
||||
|
||||
const square_uv = []f32{
|
||||
1.0, 1.0,
|
||||
1.0, 0.0,
|
||||
0.0, 0.0,
|
||||
0.0, 1.0,
|
||||
};
|
||||
|
||||
const square_indices = []c_uint{
|
||||
0, 1, 3,
|
||||
1, 2, 3,
|
||||
};
|
||||
|
||||
pub const TRIANGLE = Shape{
|
||||
.indices = triangle_indices,
|
||||
.uv = triangle_vertices,
|
||||
.xyz = triangle_vertices,
|
||||
};
|
||||
|
||||
pub const SQUARE = Shape{
|
||||
.indices = square_indices,
|
||||
.uv = square_uv,
|
||||
.xyz = square_xyz,
|
||||
};
|
||||
|
||||
pub const CUBE = Shape{
|
||||
.indices = cube_indices,
|
||||
.uv = triangle_vertices,
|
||||
.xyz = triangle_vertices,
|
||||
};
|
||||
@@ -1,20 +1,20 @@
|
||||
#include <array>
|
||||
#include "geometry.h"
|
||||
#include "../lib/djstdlib/core.h"
|
||||
|
||||
// Buffer layout:
|
||||
// X, Y, Z, U, V
|
||||
|
||||
auto triangle_vertices = std::to_array<float>({
|
||||
real32 triangle_vertices[] = {
|
||||
-0.5f, -0.5f, 0.0f, 1.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.0f, 0.5f, 0.5f,
|
||||
0.0f, 0.5f, 0.0f, 0.0f, 0.0f,
|
||||
});
|
||||
};
|
||||
|
||||
auto triangle_indices = std::to_array<unsigned int>({
|
||||
uint32 triangle_indices[] = {
|
||||
0, 1, 2
|
||||
});
|
||||
};
|
||||
|
||||
auto cube_vertices = std::to_array<float>({
|
||||
real32 cube_vertices[] = {
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
@@ -56,57 +56,55 @@ auto cube_vertices = std::to_array<float>({
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
||||
});
|
||||
};
|
||||
|
||||
auto cube_indices = std::to_array<unsigned int>({
|
||||
uint32 cube_indices[] = {
|
||||
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16,
|
||||
17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31
|
||||
});
|
||||
};
|
||||
|
||||
auto square_xyz = std::to_array<float>({
|
||||
real32 square_xyz[] = {
|
||||
0.5f, 0.5f, 0.0f,
|
||||
0.5f, -0.5f, 0.0f,
|
||||
-0.5f, -0.5f, 0.0f,
|
||||
-0.5f, 0.5f, 0.0f,
|
||||
});
|
||||
};
|
||||
|
||||
auto square_uv = std::to_array<float>({
|
||||
real32 square_uv[] = {
|
||||
1.0f, 1.0f,
|
||||
1.0f, 0.0f,
|
||||
0.0f, 0.0f,
|
||||
0.0f, 1.0f,
|
||||
});
|
||||
};
|
||||
|
||||
auto square_indices = std::to_array<unsigned int>({
|
||||
uint32 square_indices[] = {
|
||||
0, 1, 3,
|
||||
1, 2, 3,
|
||||
});
|
||||
};
|
||||
|
||||
namespace LeddaGeometry {
|
||||
const Shape TRIANGLE = {
|
||||
.indices = triangle_indices.data(),
|
||||
.indices_size = sizeof(triangle_indices),
|
||||
.uv = triangle_vertices.data(),
|
||||
.uv_size = sizeof(triangle_vertices),
|
||||
.xyz = triangle_vertices.data(),
|
||||
.xyz_size = sizeof(triangle_vertices),
|
||||
};
|
||||
const Shape TRIANGLE = {
|
||||
.indices = triangle_indices,
|
||||
.indices_size = ArrayCount(triangle_indices),
|
||||
.uv = triangle_vertices,
|
||||
.uv_size = ArrayCount(triangle_vertices),
|
||||
.xyz = triangle_vertices,
|
||||
.xyz_size = ArrayCount(triangle_vertices),
|
||||
};
|
||||
|
||||
const Shape SQUARE = {
|
||||
.indices = square_indices.data(),
|
||||
.indices_size = square_indices.size(),
|
||||
.uv = square_uv.data(),
|
||||
.uv_size = square_uv.size(),
|
||||
.xyz = square_xyz.data(),
|
||||
.xyz_size = square_xyz.size(),
|
||||
};
|
||||
const Shape SQUARE = {
|
||||
.indices = square_indices,
|
||||
.indices_size = ArrayCount(square_indices),
|
||||
.uv = square_uv,
|
||||
.uv_size = ArrayCount(square_uv),
|
||||
.xyz = square_xyz,
|
||||
.xyz_size = ArrayCount(square_xyz),
|
||||
};
|
||||
|
||||
const Shape CUBE = {
|
||||
.indices = cube_indices.data(),
|
||||
.indices_size = cube_indices.size(),
|
||||
.uv = triangle_vertices.data(),
|
||||
.uv_size = triangle_vertices.size(),
|
||||
.xyz = triangle_vertices.data(),
|
||||
.xyz_size = triangle_vertices.size(),
|
||||
};
|
||||
}
|
||||
const Shape CUBE = {
|
||||
.indices = cube_indices,
|
||||
.indices_size = ArrayCount(cube_indices),
|
||||
.uv = triangle_vertices,
|
||||
.uv_size = ArrayCount(triangle_vertices),
|
||||
.xyz = triangle_vertices,
|
||||
.xyz_size = ArrayCount(triangle_vertices),
|
||||
};
|
||||
|
||||
@@ -1,20 +1,18 @@
|
||||
#ifndef LEDDA_GEOMETRY_H
|
||||
#define LEDDA_GEOMETRY_H
|
||||
|
||||
#include <cstddef>
|
||||
#include <stddef.h>
|
||||
|
||||
namespace LeddaGeometry {
|
||||
struct Shape {
|
||||
unsigned int* indices;
|
||||
size_t indices_size;
|
||||
float* uv;
|
||||
size_t uv_size;
|
||||
float* xyz;
|
||||
size_t xyz_size;
|
||||
};
|
||||
extern const Shape TRIANGLE;
|
||||
extern const Shape SQUARE;
|
||||
extern const Shape CUBE;
|
||||
}
|
||||
struct Shape {
|
||||
unsigned int* indices;
|
||||
size_t indices_size;
|
||||
float* uv;
|
||||
size_t uv_size;
|
||||
float* xyz;
|
||||
size_t xyz_size;
|
||||
};
|
||||
extern const Shape TRIANGLE;
|
||||
extern const Shape SQUARE;
|
||||
extern const Shape CUBE;
|
||||
|
||||
#endif
|
||||
|
||||
14
src/lib/djstdlib/app.cpp
Normal file
14
src/lib/djstdlib/app.cpp
Normal file
@@ -0,0 +1,14 @@
|
||||
#include <stdio.h>
|
||||
#include "core.cpp"
|
||||
#include "core.h"
|
||||
|
||||
int main(int argc, char **argv) {
|
||||
int statusCode = 0;
|
||||
initialiseCore();
|
||||
Arena *arena = arenaAlloc(Megabytes(64));
|
||||
list<string> args = getArgs(arena, argc, argv);
|
||||
|
||||
prinft("%S", strSplit(arena, "-"_s, "hallo-world"_s));
|
||||
|
||||
return statusCode;
|
||||
}
|
||||
511
src/lib/djstdlib/core.cpp
Normal file
511
src/lib/djstdlib/core.cpp
Normal file
@@ -0,0 +1,511 @@
|
||||
#include <unistd.h> // TODO(djledda): get outta here
|
||||
#include <math.h>
|
||||
#include <string.h>
|
||||
#define STB_SPRINTF_IMPLEMENTATION
|
||||
#include "core.h"
|
||||
#include "os.cpp"
|
||||
|
||||
void *pushSize(Arena *arena, size_t bytes) {
|
||||
if (arena->capacity - arena->head >= bytes) {
|
||||
void *ptr = (char *)arena->memory + arena->head;
|
||||
arena->head += bytes;
|
||||
return ptr;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
Arena *arenaAlloc(size_t capacity) {
|
||||
Arena *result = (Arena *)os_alloc(sizeof(Arena) + capacity);
|
||||
result->memory = result + sizeof(Arena);
|
||||
result->capacity = capacity;
|
||||
result->head = 0;
|
||||
return result;
|
||||
}
|
||||
|
||||
void arenaFree(Arena *arena) {
|
||||
os_free(arena, arena->capacity);
|
||||
}
|
||||
|
||||
void arenaFreeFrom(Arena *arena, size_t position) {
|
||||
arena->head = position;
|
||||
}
|
||||
|
||||
Arena *scratchArenas[2];
|
||||
|
||||
void initialiseCore() {
|
||||
for (EachInArray(scratchArenas, i)) {
|
||||
scratchArenas[i] = arenaAlloc(Megabytes(64));
|
||||
}
|
||||
}
|
||||
|
||||
Scratch scratchStart(Arena **conflicts, size_t conflictCount) {
|
||||
Scratch scratch = {0};
|
||||
for (size_t i = 0; i < ArrayCount(scratchArenas); i += 1) {
|
||||
bool conflicted = false;
|
||||
for (Arena **conflict = conflicts; conflict < conflicts + conflictCount; conflict += 1) {
|
||||
if (*conflict == scratchArenas[i]) {
|
||||
conflicted = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (conflicted == false) {
|
||||
scratch.arena = scratchArenas[i];
|
||||
scratch.start = scratch.arena->head;
|
||||
break;
|
||||
}
|
||||
}
|
||||
return scratch;
|
||||
}
|
||||
|
||||
#define DeferLoop(begin_stmnt, end_stmnt) for(int __defer_i = ((begin_stmnt), 0); __defer_i < 1; (++__defer_i, (end_stmnt)))
|
||||
#define WithScratch(scratchName) Scratch scratchName; DeferLoop(scratchName = scratchStart(0, 0), scratchEnd(scratchName))
|
||||
|
||||
void scratchEnd(Scratch scratch) {
|
||||
arenaFreeFrom(scratch.arena, scratch.start);
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
T *appendList(list<T> *list, T element) {
|
||||
if (list->head < list->length) {
|
||||
list->data[list->head] = element;
|
||||
list->head++;
|
||||
return &(list->data[list->head - 1]);
|
||||
} else {
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
void zeroListFull(list<T> *list) {
|
||||
memset(list->data, 0, list->head * sizeof(T));
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
void zeroList(list<T> *list) {
|
||||
list->head = 0;
|
||||
memset(list->data, 0, list->head * sizeof(T));
|
||||
}
|
||||
|
||||
inline string operator""_s(const char *cstrLiteral, unsigned long length) {
|
||||
return {
|
||||
(char *)cstrLiteral,
|
||||
length,
|
||||
};
|
||||
}
|
||||
|
||||
const char *cstring(Arena *arena, list<char> buf) {
|
||||
char *arr = PushArray(arena, char, buf.length + 1);
|
||||
memmove(arr, buf.data, buf.length);
|
||||
arr[buf.length] = '\0';
|
||||
return arr;
|
||||
}
|
||||
|
||||
const char *cstring(Arena *arena, string str) {
|
||||
char *arr = PushArray(arena, char, str.length + 1);
|
||||
memmove(arr, str.str, str.length);
|
||||
arr[str.length] = '\0';
|
||||
return arr;
|
||||
}
|
||||
|
||||
bool strEql(string s1, string s2) {
|
||||
if (s1.length != s2.length) {
|
||||
return false;
|
||||
}
|
||||
for (size_t i = 0; i < s1.length; i++) {
|
||||
if (s1.str[i] != s2.str[i]) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
size_t calcStringLen(const char *str) {
|
||||
size_t size = 0;
|
||||
if (str == NULL) {
|
||||
return size;
|
||||
}
|
||||
while (str[size] != '\0') {
|
||||
size++;
|
||||
}
|
||||
return size;
|
||||
}
|
||||
|
||||
string strFromCString(Arena *arena, const char *str) {
|
||||
string result = PushString(arena, calcStringLen(str));
|
||||
memcpy(result.str, str, result.length);
|
||||
return result;
|
||||
}
|
||||
|
||||
string strReverse(Arena *arena, string str) {
|
||||
string reversed = PushString(arena, str.length);
|
||||
for (
|
||||
size_t mainIndex = str.length - 1, reversedIndex = 0;
|
||||
mainIndex < str.length;
|
||||
mainIndex--, reversedIndex++
|
||||
) {
|
||||
reversed.str[reversedIndex] = str.str[mainIndex];
|
||||
}
|
||||
return reversed;
|
||||
}
|
||||
|
||||
string strPrintfv(Arena *arena, const char *fmt, va_list args) {
|
||||
string result = {0};
|
||||
va_list argsCopy;
|
||||
va_copy(argsCopy, args);
|
||||
uint64 bufSize = stb_vsnprintf(0, 0, fmt, args) + 1;
|
||||
result.str = PushArray(arena, char, bufSize);
|
||||
result.length = bufSize - 1;
|
||||
stb_vsnprintf((char *)result.str, (int)bufSize, fmt, argsCopy);
|
||||
return result;
|
||||
}
|
||||
|
||||
string strPrintf(Arena *arena, const char *fmt, ...) {
|
||||
string result = {0};
|
||||
va_list args;
|
||||
va_start(args, fmt);
|
||||
result = strPrintfv(arena, fmt, args);
|
||||
va_end(args);
|
||||
return result;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
list<T> listSlice(list<T> l, size_t start, size_t stop) {
|
||||
if (stop == 0) {
|
||||
stop = l.head;
|
||||
}
|
||||
// TODO(djledda): maybe assert instead
|
||||
if (stop > l.head || start > stop) {
|
||||
return {0};
|
||||
}
|
||||
return {
|
||||
l.data + start,
|
||||
stop - start,
|
||||
stop - start,
|
||||
};
|
||||
}
|
||||
|
||||
string strSlice(string str, size_t start, size_t stop) {
|
||||
if (stop == 0) {
|
||||
stop = str.length;
|
||||
}
|
||||
// TODO(djledda): maybe assert instead
|
||||
if (stop > str.length || start > stop) {
|
||||
return {0};
|
||||
}
|
||||
return {
|
||||
str.str + start,
|
||||
stop - start,
|
||||
};
|
||||
}
|
||||
|
||||
string strSlice(char *data, size_t start, size_t stop) {
|
||||
return {
|
||||
data + start,
|
||||
stop - start,
|
||||
};
|
||||
}
|
||||
|
||||
bool stringContains(string str, char c) {
|
||||
for (size_t i = 0; i < str.length; i++) {
|
||||
if (str.str[i] == c) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
string NUMERIC_CHARS = "0123456789"_s;
|
||||
inline bool isNumeric(char c) {
|
||||
return stringContains(NUMERIC_CHARS, c);
|
||||
}
|
||||
|
||||
list<string> strSplit(Arena *arena, string splitStr, string inputStr) {
|
||||
list<string> result = {0};
|
||||
if (inputStr.length > 0) {
|
||||
size_t splitCount = 0;
|
||||
size_t c = 0;
|
||||
size_t start = 0;
|
||||
void *beginning = (char *)arena->memory + arena->head;
|
||||
while (c < inputStr.length - splitStr.length) {
|
||||
if (strEql(strSlice(inputStr, c, c + splitStr.length), splitStr)) {
|
||||
string *splitString = PushStruct(arena, string);
|
||||
splitString->str = inputStr.str + start;
|
||||
splitString->length = c - start;
|
||||
splitCount++;
|
||||
start = c + 1;
|
||||
}
|
||||
c++;
|
||||
}
|
||||
|
||||
string *splitString = PushStruct(arena, string);
|
||||
splitString->str = inputStr.str + start;
|
||||
splitString->length = inputStr.length - start;
|
||||
splitCount++;
|
||||
result.data = (string *)beginning,
|
||||
result.head = splitCount,
|
||||
result.length = splitCount;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
int8 parsePositiveInt(string str, size_t *lengthPointer) {
|
||||
size_t numEnd = 0;
|
||||
char currChar = str.str[numEnd];
|
||||
while (numEnd < str.length && isNumeric(currChar)) {
|
||||
currChar = str.str[++numEnd];
|
||||
*lengthPointer += 1;
|
||||
}
|
||||
*lengthPointer -= 1;
|
||||
if (numEnd > 0) {
|
||||
uint8 result = 0;
|
||||
for (size_t i = 0; i < numEnd; i++) {
|
||||
result *= 10;
|
||||
result += str.str[i] - '0';
|
||||
}
|
||||
return result;
|
||||
} else {
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
real32 parsePositiveReal32(string str, size_t *lengthPointer) {
|
||||
real32 result = NAN;
|
||||
|
||||
string wholePartStr = string{0};
|
||||
string fractionalPartStr = string{0};
|
||||
|
||||
bool split = false;
|
||||
size_t c = 0;
|
||||
while (c < str.length) {
|
||||
if (str.str[c] == '.') {
|
||||
wholePartStr.str = str.str;
|
||||
wholePartStr.length = c;
|
||||
fractionalPartStr.str = str.str + c + 1;
|
||||
fractionalPartStr.length = str.length - c - 1;
|
||||
split = true;
|
||||
break;
|
||||
}
|
||||
c++;
|
||||
}
|
||||
if (split) {
|
||||
int wholePart = parsePositiveInt(wholePartStr, lengthPointer);
|
||||
*lengthPointer += 1;
|
||||
int fractionalPart = parsePositiveInt(fractionalPartStr, lengthPointer);
|
||||
if (wholePart >= 0 && fractionalPart >= 0) {
|
||||
real32 fractionalPartMultiplier = 1.0f / powf(10.0f, (real32)fractionalPartStr.length);
|
||||
result = (real32)wholePart + (real32)fractionalPart * (real32)fractionalPartMultiplier;
|
||||
}
|
||||
} else if (c > 0) {
|
||||
result = (real32)parsePositiveInt(str, lengthPointer);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
string readEntireFile(Arena *arena, string filename) {
|
||||
#if OS_WINDOWS
|
||||
string result = {0};
|
||||
HANDLE fileHandle = CreateFileA(cstring(arena, filename), GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, NULL, NULL);
|
||||
if (fileHandle != INVALID_HANDLE_VALUE) {
|
||||
LARGE_INTEGER fileSize;
|
||||
if (GetFileSizeEx(fileHandle, &fileSize)) {
|
||||
string readfile = PushString(arena, (size_t)fileSize.QuadPart);
|
||||
if (readfile.str) {
|
||||
DWORD bytesRead;
|
||||
if (ReadFile(fileHandle, readfile.str, (DWORD)fileSize.QuadPart, &bytesRead, NULL) && (fileSize.QuadPart == bytesRead)) {
|
||||
result = readfile;
|
||||
}
|
||||
}
|
||||
}
|
||||
CloseHandle(fileHandle);
|
||||
}
|
||||
return result;
|
||||
#elif OS_LINUX
|
||||
FILE *input = fopen((char *)filename.str, "r");
|
||||
struct stat st;
|
||||
stat((char *)filename.str, &st);
|
||||
size_t fsize = st.st_size;
|
||||
string readBuffer = PushString(arena, fsize);
|
||||
fread(readBuffer.str, sizeof(byte), readBuffer.length, input);
|
||||
fclose(input);
|
||||
return readBuffer;
|
||||
#endif
|
||||
}
|
||||
|
||||
bool writeEntireFile(Arena *arena, string filename, const byte *contents, size_t contentsLength) {
|
||||
bool result = false;
|
||||
#if OS_WINDOWS
|
||||
HANDLE fileHandle = CreateFileA(cstring(arena, filename), GENERIC_WRITE, FILE_SHARE_READ, NULL, CREATE_ALWAYS, NULL, NULL);
|
||||
if (fileHandle != INVALID_HANDLE_VALUE) {
|
||||
DWORD bytesWritten;
|
||||
if (WriteFile(fileHandle, contents, (DWORD)contentsLength, &bytesWritten, NULL)) {
|
||||
// file written successfully
|
||||
result = bytesWritten == contentsLength;
|
||||
}
|
||||
CloseHandle(fileHandle);
|
||||
}
|
||||
#elif OS_LINUX
|
||||
Assert(false);
|
||||
#endif
|
||||
return result;
|
||||
}
|
||||
|
||||
bool fileAppend(Arena *arena, string filename, const byte *contents, size_t contentsLength) {
|
||||
bool result = false;
|
||||
#if OS_WINDOWS
|
||||
HANDLE fileHandle = CreateFileA(cstring(arena, filename), FILE_APPEND_DATA | FILE_GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL);
|
||||
if (fileHandle != INVALID_HANDLE_VALUE) {
|
||||
DWORD bytesWritten;
|
||||
DWORD position = SetFilePointer(fileHandle, 0, NULL, FILE_END);
|
||||
if (WriteFile(fileHandle, contents, (DWORD)contentsLength, &bytesWritten, NULL)) {
|
||||
// file written successfully
|
||||
result = bytesWritten == contentsLength;
|
||||
}
|
||||
CloseHandle(fileHandle);
|
||||
}
|
||||
#elif OS_LINUX
|
||||
Assert(false);
|
||||
#endif
|
||||
return result;
|
||||
}
|
||||
|
||||
list<string> getArgs(Arena *arena, int argc, char **argv) {
|
||||
list<string> args = PushList(arena, string, (size_t)argc);
|
||||
for (int i = 1; i < argc; i++) {
|
||||
appendList(&args, strFromCString(arena, argv[i]));
|
||||
}
|
||||
return args;
|
||||
}
|
||||
|
||||
UnixTimestamp getSystemUnixTime() {
|
||||
time_t now;
|
||||
time(&now);
|
||||
return (UnixTimestamp)now;
|
||||
}
|
||||
|
||||
Timestamp timestampFromUnixTime(UnixTimestamp *unixTimestamp) {
|
||||
tm *timestamp = gmtime((time_t *)&time);
|
||||
return *timestamp;
|
||||
}
|
||||
|
||||
string formatTimeHms(Arena *arena, UnixTimestamp time) {
|
||||
local_persist const string format = "HH-MM-SS"_s;
|
||||
string buf = PushString(arena, format.length);
|
||||
tm *timestamp = gmtime((time_t *)&time);
|
||||
strftime(buf.str, buf.length + 1, "%T", timestamp);
|
||||
return buf;
|
||||
}
|
||||
|
||||
string formatTimeHms(Arena *arena, Timestamp *time) {
|
||||
local_persist const string format = "HH-MM-SS"_s;
|
||||
string buf = PushString(arena, format.length);
|
||||
strftime(buf.str, buf.length + 1, "%T", (tm *)time);
|
||||
return buf;
|
||||
}
|
||||
|
||||
string formatTimeYmd(Arena *arena, UnixTimestamp time) {
|
||||
local_persist const string format = "YYYY-mm-dd"_s;
|
||||
string buf = PushString(arena, format.length);
|
||||
tm *timestamp = gmtime((time_t *)&time);
|
||||
strftime(buf.str, buf.length + 1, "%Y-%m-%d", timestamp);
|
||||
return buf;
|
||||
}
|
||||
|
||||
string formatTimeYmd(Arena *arena, Timestamp *time) {
|
||||
local_persist const string format = "YYYY-mm-dd"_s;
|
||||
string buf = PushString(arena, format.length);
|
||||
strftime(buf.str, buf.length + 1, "%Y-%m-%d", (tm *)time);
|
||||
return buf;
|
||||
}
|
||||
|
||||
function void __core_log(LogTarget target, const char *fmt, va_list argList) {
|
||||
Scratch scratch = scratchStart(0, 0);
|
||||
string result = strPrintfv(scratch.arena, fmt, argList);
|
||||
#if OS_WINDOWS
|
||||
DWORD done;
|
||||
HANDLE stdHandle;
|
||||
switch (target) {
|
||||
case LogTarget_stdin:
|
||||
stdHandle = GetStdHandle(STD_INPUT_HANDLE);
|
||||
break;
|
||||
case LogTarget_stdout:
|
||||
stdHandle = GetStdHandle(STD_ERROR_HANDLE);
|
||||
break;
|
||||
case LogTarget_stderr:
|
||||
stdHandle = GetStdHandle(STD_OUTPUT_HANDLE);
|
||||
break;
|
||||
default:
|
||||
stdHandle = GetStdHandle(STD_OUTPUT_HANDLE);
|
||||
break;
|
||||
}
|
||||
WriteFile(stdHandle, result.str, (DWORD)result.length, &done, 0);
|
||||
#elif OS_LINUX
|
||||
// TODO(djledda): finish implementation without cstdlib
|
||||
switch (target) {
|
||||
case LogTarget_stdin:
|
||||
write(0, (const void *)result.str, result.length);
|
||||
break;
|
||||
case LogTarget_stderr:
|
||||
fflush(stderr);
|
||||
write(2, (const void *)result.str, result.length);
|
||||
break;
|
||||
case LogTarget_stdout:
|
||||
default:
|
||||
fflush(stdout);
|
||||
write(1, (const void *)result.str, result.length);
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
scratchEnd(scratch);
|
||||
}
|
||||
|
||||
void logErr(const char *fmt, ...) {
|
||||
va_list argList;
|
||||
va_start(argList, fmt);
|
||||
__core_log(LogTarget_stdout, fmt, argList);
|
||||
va_end(argList);
|
||||
}
|
||||
|
||||
function void logStdout(const char *fmt, ...) {
|
||||
va_list argList;
|
||||
va_start(argList, fmt);
|
||||
__core_log(LogTarget_stdout, fmt, argList);
|
||||
va_end(argList);
|
||||
}
|
||||
|
||||
void log(const char *fmt, ...) {
|
||||
va_list argList;
|
||||
va_start(argList, fmt);
|
||||
__core_log(LogTarget_stdout, fmt, argList);
|
||||
va_end(argList);
|
||||
}
|
||||
|
||||
void log(list<int> l, LogTarget target) {
|
||||
void (*logFn)(const char *fmt, ...) = target == LogTarget_stdout ? &logStdout : &logErr;
|
||||
logFn("{ ");
|
||||
for (size_t i = 0; i < l.length; i++) {
|
||||
if (i != 0) {
|
||||
logFn(", ");
|
||||
}
|
||||
logFn("%i", l.data[i]);
|
||||
}
|
||||
logFn(" } length: %zu, head: %zu\n", l.length, l.head);
|
||||
}
|
||||
|
||||
void log(list<string> l, LogTarget target) {
|
||||
void (*logFn)(const char *fmt, ...) = target == LogTarget_stdout ? &logStdout : &logErr;
|
||||
logFn("{ ");
|
||||
for (size_t i = 0; i < l.length; i++) {
|
||||
if (i != 0) {
|
||||
logFn(", ");
|
||||
}
|
||||
logFn("\"%S\"", l.data[i]);
|
||||
}
|
||||
logFn(" } length: %zu, head: %zu\n", l.length, l.head);
|
||||
}
|
||||
|
||||
int intCompare(const void *a, const void *b) {
|
||||
int *x = (int *)a;
|
||||
int *y = (int *)b;
|
||||
return (*x > *y) - (*x < *y);
|
||||
}
|
||||
|
||||
219
src/lib/djstdlib/core.h
Normal file
219
src/lib/djstdlib/core.h
Normal file
@@ -0,0 +1,219 @@
|
||||
#ifndef CORE_H
|
||||
#define CORE_H
|
||||
|
||||
// cstdlib includes
|
||||
#include <math.h>
|
||||
#include <stdint.h> // necessary for int type sizes
|
||||
#include <stdio.h>
|
||||
#include <time.h> // TODO(djledda): try not to depend on this one
|
||||
|
||||
// ### Misc macros ###
|
||||
#if ENABLE_ASSERT
|
||||
#define Assert(expression) if (!(expression)) {*(volatile int *)0 = 0;}
|
||||
#else
|
||||
#define Assert(expression)
|
||||
#endif
|
||||
|
||||
#define function static
|
||||
#define global static
|
||||
#define local_persist static
|
||||
|
||||
// ### Types ###
|
||||
typedef int8_t int8;
|
||||
typedef int16_t int16;
|
||||
typedef int32_t int32;
|
||||
typedef int64_t int64;
|
||||
typedef uint8_t uint8;
|
||||
typedef uint16_t uint16;
|
||||
typedef uint32_t uint32;
|
||||
typedef uint64_t uint64;
|
||||
typedef uint8_t byte;
|
||||
typedef float real32;
|
||||
typedef double real64;
|
||||
|
||||
// ### Sizes and Numbers ###
|
||||
#define Bytes(n) (n)
|
||||
#define Kilobytes(n) (n << 10)
|
||||
#define Megabytes(n) (n << 20)
|
||||
#define Gigabytes(n) (((uint64)n) << 30)
|
||||
#define Terabytes(n) (((uint64)n) << 40)
|
||||
|
||||
#define Thousand(n) ((n)*1000)
|
||||
#define Million(n) ((n)*1000000)
|
||||
#define Billion(n) ((n)*1000000000LL)
|
||||
|
||||
#define ArrayCount(arr) (sizeof(arr) / sizeof((arr)[0]))
|
||||
|
||||
// ### Arenas ###
|
||||
struct Arena {
|
||||
void *memory;
|
||||
size_t capacity;
|
||||
size_t head;
|
||||
};
|
||||
|
||||
struct Scratch {
|
||||
Arena *arena;
|
||||
size_t start;
|
||||
};
|
||||
|
||||
void *pushSize(Arena *arena, size_t bytes);
|
||||
Arena *arenaAlloc(size_t capacity);
|
||||
void arenaFree(Arena *arena);
|
||||
void arenaFreeFrom(Arena *arena, size_t pos);
|
||||
|
||||
void initialiseCore();
|
||||
|
||||
Scratch scratchStart(Arena **conflicts, size_t conflictCount);
|
||||
void scratchEnd(Scratch scratch);
|
||||
|
||||
#define PushArray(arena, type, size) (type *)pushSize(arena, sizeof(type) * (size))
|
||||
#define PushStruct(arena, type) (type *)pushSize(arena, sizeof(type))
|
||||
|
||||
// ### Vectors ###
|
||||
template <typename T>
|
||||
union Vector2 {
|
||||
struct {
|
||||
T x;
|
||||
T y;
|
||||
};
|
||||
T vec[2];
|
||||
};
|
||||
template <typename T>
|
||||
inline function Vector2<T> vec2(T x, T y) {
|
||||
Vector2<T> result = {0};
|
||||
result.x = x;
|
||||
result.y = y;
|
||||
return result;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
union Vector3 {
|
||||
struct {
|
||||
T x;
|
||||
T y;
|
||||
T z;
|
||||
};
|
||||
T vec[3];
|
||||
};
|
||||
template <typename T>
|
||||
inline function Vector3<T> vec3(T x, T y, T z) {
|
||||
Vector3<T> result = {0};
|
||||
result.x = x;
|
||||
result.y = y;
|
||||
result.z = z;
|
||||
return result;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
union Vector4 {
|
||||
struct {
|
||||
T x;
|
||||
T y;
|
||||
T z;
|
||||
T w;
|
||||
};
|
||||
T vec[4];
|
||||
};
|
||||
template <typename T>
|
||||
inline function Vector4<T> vec4(T x, T y, T z, T w) {
|
||||
Vector4<T> result = {0};
|
||||
result.x = x;
|
||||
result.y = y;
|
||||
result.z = z;
|
||||
result.w = w;
|
||||
return result;
|
||||
}
|
||||
|
||||
// ### Lists ###
|
||||
template <typename T>
|
||||
struct list {
|
||||
T* data;
|
||||
size_t length;
|
||||
size_t head;
|
||||
};
|
||||
|
||||
#define PushList(arena, type, size) (list<type>{ PushArray(arena, type, size), size, 0 })
|
||||
#define PushFullList(arena, type, size) (list<type>{ PushArray(arena, type, size), size, size })
|
||||
|
||||
template <typename T> T *appendList(list<T> *list, T element);
|
||||
template <typename T> void zeroList(list<T> *list);
|
||||
template <typename T> void zeroListFull(list<T> *list);
|
||||
template <typename T> list<T> listSlice(list<T> l, size_t start, size_t stop = 0);
|
||||
|
||||
// ### Strings ###
|
||||
struct string {
|
||||
char *str;
|
||||
size_t length;
|
||||
};
|
||||
#define STB_SPRINTF_DECORATE(name) stb_##name // define this before including if you want to change the names
|
||||
#include "vendor/stb_sprintf.h"
|
||||
|
||||
#define strlit(lit) (string{(char *)(lit), sizeof(lit) - 1})
|
||||
#define PushString(arena, length) (string{ (char *)pushSize(arena, length), (length) })
|
||||
string operator""_s(const char *cstrLiteral, unsigned long length);
|
||||
|
||||
// C Strings
|
||||
const char *cstring(Arena *arena, list<char> buf);
|
||||
const char *cstring(Arena *arena, string str);
|
||||
size_t calcStringLen(const char *str);
|
||||
string strFromCString(Arena *arena, const char *str);
|
||||
|
||||
bool strEql(string s1, string s2);
|
||||
bool stringContains(string str, char c);
|
||||
|
||||
string strReverse(Arena *arena, string str);
|
||||
string strSlice(string str, size_t start, size_t stop = 0);
|
||||
string strSlice(char *data, size_t start, size_t stop = 0);
|
||||
list<string> strSplit(Arena *arena, string splitStr, string inputStr);
|
||||
string strPrintfv(Arena *arena, const char *fmt, va_list args);
|
||||
string strPrintf(Arena *arena, const char *fmt, ...);
|
||||
|
||||
int8 parsePositiveInt(string str, size_t *lengthPointer);
|
||||
real32 parsePositiveReal32(Arena *arena, string str, size_t *lengthPointer);
|
||||
|
||||
inline function bool isNumeric(char c);
|
||||
|
||||
// ### File IO ###
|
||||
string readEntireFile(Arena *arena, string filename);
|
||||
bool writeEntireFile(Arena *arena, string filename, const byte *contents, size_t contentsLength);
|
||||
bool fileAppend(Arena *arena, string filename, const byte *contents, size_t contentsLength);
|
||||
|
||||
// ### Cmdline ###
|
||||
list<string> getArgs(Arena *arena, int argc, char **argv);
|
||||
|
||||
// ### Time ###
|
||||
typedef uint64 UnixTimestamp;
|
||||
typedef tm Timestamp;
|
||||
|
||||
UnixTimestamp getSystemUnixTime();
|
||||
Timestamp timestampFromUnixTime(UnixTimestamp *unixTimestamp);
|
||||
string formatTimeHms(Arena *arena, UnixTimestamp time);
|
||||
string formatTimeHms(Arena *arena, Timestamp *time);
|
||||
string formatTimeYmd(Arena *arena, UnixTimestamp time);
|
||||
string formatTimeYmd(Arena *arena, Timestamp *time);
|
||||
|
||||
// ### Linked Lists ###
|
||||
// TODO(djledda): implement basic linked lists (based on arenas?)
|
||||
|
||||
// ### Logging ###
|
||||
enum LogTarget {
|
||||
LogTarget_stdout,
|
||||
LogTarget_stdin,
|
||||
LogTarget_stderr,
|
||||
LogTarget_count,
|
||||
};
|
||||
|
||||
void log(list<int> l, LogTarget target = LogTarget_stdout);
|
||||
void log(list<string> l, LogTarget target = LogTarget_stdout);
|
||||
void log(const char *fmt, ...);
|
||||
void logError(const char *fmt, ...);
|
||||
|
||||
// ### Loops ###
|
||||
#define EachIn(list, it) size_t it = 0; it < list.length; it++
|
||||
#define EachInReversed(list, it) size_t it = list.length - 1; it >= 0 && it < list.length; it--
|
||||
#define EachInArray(arr, it) size_t it = 0; it < ArrayCount(arr); ++it
|
||||
|
||||
// ### Misc ###
|
||||
int intCompare(const void *a, const void *b);
|
||||
|
||||
#endif
|
||||
12
src/lib/djstdlib/os.cpp
Normal file
12
src/lib/djstdlib/os.cpp
Normal file
@@ -0,0 +1,12 @@
|
||||
#ifndef OS_CPP
|
||||
#define OS_CPP
|
||||
|
||||
#if OS_WINDOWS
|
||||
#include "os_win32.cpp"
|
||||
#elif OS_LINUX
|
||||
#include "os_linux.cpp"
|
||||
#else
|
||||
#error Development environment not supported.
|
||||
#endif
|
||||
|
||||
#endif
|
||||
12
src/lib/djstdlib/os.h
Normal file
12
src/lib/djstdlib/os.h
Normal file
@@ -0,0 +1,12 @@
|
||||
#ifndef OS_H
|
||||
#define OS_H
|
||||
|
||||
#include "core.h"
|
||||
|
||||
// ### Memory ###
|
||||
void *os_alloc(size_t capacity);
|
||||
void os_reserve(void *ptr);
|
||||
void os_decommit(void *ptr);
|
||||
void os_free(void *ptr, size_t freeSize);
|
||||
|
||||
#endif
|
||||
24
src/lib/djstdlib/os_linux.cpp
Normal file
24
src/lib/djstdlib/os_linux.cpp
Normal file
@@ -0,0 +1,24 @@
|
||||
#ifndef OS_IMPL_LINUX_CPP
|
||||
#define OS_IMPL_LINUX_CPP
|
||||
|
||||
#include "os.h"
|
||||
|
||||
#include <sys/mman.h>
|
||||
#include <sys/stat.h>
|
||||
|
||||
void *os_alloc(size_t capacity) {
|
||||
return mmap(0, capacity, PROT_READ | PROT_WRITE, MAP_PRIVATE | MAP_ANONYMOUS, -1, 0);
|
||||
}
|
||||
|
||||
void os_commit(void *ptr) {
|
||||
}
|
||||
|
||||
void os_decommit(void *ptr) {
|
||||
}
|
||||
|
||||
void os_free(void *ptr, size_t size) {
|
||||
int err = munmap(ptr, size);
|
||||
Assert(err != -1);
|
||||
}
|
||||
|
||||
#endif
|
||||
21
src/lib/djstdlib/os_win32.cpp
Normal file
21
src/lib/djstdlib/os_win32.cpp
Normal file
@@ -0,0 +1,21 @@
|
||||
#ifndef OS_IMPL_WIN32_CPP
|
||||
#define OS_IMPL_WIN32_CPP
|
||||
|
||||
#include "os.h"
|
||||
#include "Windows.h"
|
||||
|
||||
void *os_alloc(size_t commitSize) {
|
||||
return VirtualAlloc(NULL, commitSize, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE);
|
||||
}
|
||||
|
||||
void os_reserve(void *ptr) {
|
||||
}
|
||||
|
||||
void os_decommit(void *ptr) {
|
||||
}
|
||||
|
||||
void os_free(void *ptr, size_t size) {
|
||||
VirtualFree(ptr, NULL, MEM_RELEASE);
|
||||
}
|
||||
|
||||
#endif
|
||||
1923
src/lib/djstdlib/vendor/stb_sprintf.h
vendored
Normal file
1923
src/lib/djstdlib/vendor/stb_sprintf.h
vendored
Normal file
File diff suppressed because it is too large
Load Diff
174
src/main.cpp
174
src/main.cpp
@@ -1,39 +1,33 @@
|
||||
#include <bitset>
|
||||
#include <array>
|
||||
#include <span>
|
||||
#include <cstdint>
|
||||
#include <iostream>
|
||||
#include <string>
|
||||
#include <algorithm>
|
||||
#include <vector>
|
||||
#include <optional>
|
||||
|
||||
#include "glad/glad.h"
|
||||
#include "lib/glad/glad.h"
|
||||
#include <glm/ext/matrix_transform.hpp>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include "loaders/stb_image.h"
|
||||
#include "lib/loaders/stb_image.h"
|
||||
|
||||
#include "gfx/geometry.h"
|
||||
#include "gfx/Texture.h"
|
||||
#include "gfx/Mesh.h"
|
||||
#include "gfx/Shader.h"
|
||||
#include "gfx/Color.h"
|
||||
#include "VoxelSpace.h"
|
||||
#include "SomaSolve.h"
|
||||
#include "lib/djstdlib/core.cpp"
|
||||
|
||||
struct Entity;
|
||||
struct Polycube;
|
||||
struct SceneGraphNode;
|
||||
auto new_entity() -> int;
|
||||
auto get_entity(int id) -> Entity*;
|
||||
auto get_scene_graph_node(int id) -> SceneGraphNode*;
|
||||
auto new_graph_node() -> int;
|
||||
int new_entity();
|
||||
Entity *get_entity(int id);
|
||||
SceneGraphNode *get_scene_graph_node(int id);
|
||||
int new_graph_node();
|
||||
|
||||
auto print_mat(glm::mat4* matrix) -> void {
|
||||
void print_mat(glm::mat4* matrix) {
|
||||
auto mat = *matrix;
|
||||
std::cout << mat[0][0] << mat[0][1] << mat[0][2] << mat[0][3] << std::endl;
|
||||
std::cout << mat[1][0] << mat[1][1] << mat[1][2] << mat[1][3] << std::endl;
|
||||
@@ -49,19 +43,19 @@ struct Camera {
|
||||
glm::vec3 up;
|
||||
glm::vec3 target;
|
||||
|
||||
auto init(float aspect_ratio = 800.0f / 600.0f) -> void {
|
||||
void init(float aspect_ratio = 800.0f / 600.0f) {
|
||||
view = glm::mat4();
|
||||
proj = glm::perspective(glm::radians(45.0f), aspect_ratio, 0.1f, 100.0f);
|
||||
pos = glm::vec3(0.0f);
|
||||
up = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||
}
|
||||
|
||||
auto look_at(float x, float y, float z) -> void {
|
||||
void look_at(float x, float y, float z) {
|
||||
target = glm::vec3(x, y, z);
|
||||
view = glm::lookAt(pos, target, up);
|
||||
}
|
||||
|
||||
auto set_up(float up_x, float up_y, float up_z) -> void {
|
||||
void set_up(float up_x, float up_y, float up_z) {
|
||||
up = glm::vec3(up_x, up_y, up_z);
|
||||
}
|
||||
};
|
||||
@@ -69,7 +63,7 @@ struct Camera {
|
||||
struct GlobalAppState {
|
||||
int current_polycube;
|
||||
int last_polycube_visible;
|
||||
Shader* active_shader;
|
||||
Shader *active_shader;
|
||||
std::vector<Polycube> polycubes;
|
||||
};
|
||||
GlobalAppState app_state;
|
||||
@@ -80,8 +74,8 @@ struct WindowDims {
|
||||
};
|
||||
|
||||
struct Entity {
|
||||
Mesh* mesh;
|
||||
Texture* tex;
|
||||
Mesh *mesh;
|
||||
Texture *tex;
|
||||
bool visible;
|
||||
int scene_graph_node;
|
||||
};
|
||||
@@ -95,19 +89,19 @@ struct SceneGraphNode {
|
||||
std::vector<int> children;
|
||||
std::optional<int> entity;
|
||||
|
||||
auto reset() -> void {
|
||||
void reset() {
|
||||
scale = glm::vec3(1.0f, 1.0f, 1.0f);
|
||||
translation = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
rotation = glm::quat(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
auto init() -> void {
|
||||
void init() {
|
||||
reset();
|
||||
local = glm::mat4(1.0f);
|
||||
world = local;
|
||||
}
|
||||
|
||||
auto update_local() -> void {
|
||||
void update_local() {
|
||||
local = glm::scale(
|
||||
glm::translate(
|
||||
glm::mat4(1.0f),
|
||||
@@ -122,8 +116,8 @@ struct Polycube {
|
||||
int graph_node;
|
||||
glm::vec3 color;
|
||||
|
||||
auto show() -> void {
|
||||
auto node = get_scene_graph_node(graph_node);
|
||||
void show() {
|
||||
SceneGraphNode *node = get_scene_graph_node(graph_node);
|
||||
for (auto &child : node->children) {
|
||||
auto node = get_scene_graph_node(child);
|
||||
if (node->entity) {
|
||||
@@ -132,19 +126,19 @@ struct Polycube {
|
||||
}
|
||||
}
|
||||
|
||||
auto hide() -> void {
|
||||
auto node = get_scene_graph_node(graph_node);
|
||||
for (auto &child : node->children) {
|
||||
auto node = get_scene_graph_node(child);
|
||||
void hide() {
|
||||
SceneGraphNode *node = get_scene_graph_node(graph_node);
|
||||
for (int &child : node->children) {
|
||||
SceneGraphNode *node = get_scene_graph_node(child);
|
||||
if (node->entity) {
|
||||
get_entity(*node->entity)->visible = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto get_centre() -> glm::vec3 {
|
||||
auto centre = glm::vec3(0.0f);
|
||||
for (auto &child : get_scene_graph_node(graph_node)->children) {
|
||||
glm::vec3 get_centre() {
|
||||
glm::vec3 centre = glm::vec3(0.0f);
|
||||
for (int &child : get_scene_graph_node(graph_node)->children) {
|
||||
centre += get_scene_graph_node(child)->translation;
|
||||
}
|
||||
centre /= get_scene_graph_node(graph_node)->children.size();
|
||||
@@ -159,17 +153,17 @@ struct Frame {
|
||||
int y;
|
||||
Camera* cam;
|
||||
|
||||
auto init(Camera* camera) -> void {
|
||||
void init(Camera* camera) {
|
||||
camera->init((float)width / (float)height);
|
||||
cam = camera;
|
||||
}
|
||||
};
|
||||
|
||||
auto framebuffer_size_callback(GLFWwindow* window, int width, int height) -> void {
|
||||
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
auto init_window_and_gl(WindowDims* window_dims) -> GLFWwindow* {
|
||||
GLFWwindow *init_window_and_gl(WindowDims *window_dims) {
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
|
||||
@@ -193,19 +187,19 @@ auto init_window_and_gl(WindowDims* window_dims) -> GLFWwindow* {
|
||||
return window;
|
||||
}
|
||||
|
||||
auto gl_update_viewport(WindowDims* window_dims, Frame* frame) -> void {
|
||||
void gl_update_viewport(WindowDims* window_dims, Frame* frame) {
|
||||
glViewport(frame->x, window_dims->height - frame->y - frame->height, frame->width, frame->height);
|
||||
}
|
||||
|
||||
auto cube_mesh = Mesh{};
|
||||
auto wall_tex = Texture{};
|
||||
auto entities = std::vector<Entity>();
|
||||
auto scene_graph_nodes = std::vector<SceneGraphNode>();
|
||||
Mesh cube_mesh = {0};
|
||||
Texture wall_tex = {0};
|
||||
std::vector<Entity> entities = std::vector<Entity>();
|
||||
std::vector<SceneGraphNode> scene_graph_nodes = std::vector<SceneGraphNode>();
|
||||
|
||||
auto process_input(GLFWwindow *window) -> void {
|
||||
static auto wireframe = false;
|
||||
static auto last_frame_state_press_enter = false;
|
||||
static auto last_frame_state_press = false;
|
||||
void process_input(GLFWwindow *window) {
|
||||
static bool wireframe = false;
|
||||
static bool last_frame_state_press_enter = false;
|
||||
static bool last_frame_state_press = false;
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
@@ -232,7 +226,7 @@ auto process_input(GLFWwindow *window) -> void {
|
||||
}
|
||||
|
||||
|
||||
auto new_entity() -> int {
|
||||
int new_entity() {
|
||||
entities.emplace_back();
|
||||
scene_graph_nodes.emplace_back();
|
||||
entities.back().scene_graph_node = scene_graph_nodes.size();
|
||||
@@ -240,21 +234,21 @@ auto new_entity() -> int {
|
||||
return entities.size();
|
||||
}
|
||||
|
||||
auto get_entity(int id) -> Entity* {
|
||||
Entity *get_entity(int id) {
|
||||
return &entities[id - 1];
|
||||
}
|
||||
|
||||
auto get_scene_graph_node(int id) -> SceneGraphNode* {
|
||||
SceneGraphNode *get_scene_graph_node(int id) {
|
||||
return &scene_graph_nodes[id - 1];
|
||||
}
|
||||
|
||||
auto new_graph_node() -> int {
|
||||
int new_graph_node() {
|
||||
scene_graph_nodes.emplace_back();
|
||||
return scene_graph_nodes.size();
|
||||
}
|
||||
|
||||
auto draw_entity(Entity* entity) -> void {
|
||||
auto modelUniformLoc = glGetUniformLocation(app_state.active_shader->prog_id, "model");
|
||||
void draw_entity(Entity *entity) {
|
||||
GLint modelUniformLoc = glGetUniformLocation(app_state.active_shader->prog_id, "model");
|
||||
glUniformMatrix4fv(modelUniformLoc, 1, GL_FALSE, glm::value_ptr(get_scene_graph_node(entity->scene_graph_node)->world));
|
||||
glBindTexture(GL_TEXTURE_2D, entity->tex->tex_id);
|
||||
glBindVertexArray(entity->mesh->vao);
|
||||
@@ -262,17 +256,17 @@ auto draw_entity(Entity* entity) -> void {
|
||||
//glDrawElements(GL_TRIANGLES, entity->mesh->num_indices, GL_UNSIGNED_INT, 0);
|
||||
}
|
||||
|
||||
auto create_polycube_from_repr(Voxel::Space* repr) -> Polycube {
|
||||
auto polycube_id = new_graph_node();
|
||||
Polycube create_polycube_from_repr(Space *repr) {
|
||||
int polycube_id = new_graph_node();
|
||||
get_scene_graph_node(polycube_id)->init();
|
||||
for (int x = 0; x < repr->dim_x; x++) {
|
||||
for (int y = 0; y < repr->dim_y; y++) {
|
||||
for (int z = 0; z < repr->dim_z; z++) {
|
||||
if (Voxel::filledAt(repr, x, y, z)) {
|
||||
auto polycube_segment = get_entity(new_entity());
|
||||
if (filledAt(repr, x, y, z)) {
|
||||
Entity *polycube_segment = get_entity(new_entity());
|
||||
polycube_segment->mesh=&cube_mesh,
|
||||
polycube_segment->tex=&wall_tex;
|
||||
auto graph_node = get_scene_graph_node(polycube_segment->scene_graph_node);
|
||||
SceneGraphNode *graph_node = get_scene_graph_node(polycube_segment->scene_graph_node);
|
||||
graph_node->init();
|
||||
graph_node->translation = glm::vec3(
|
||||
-((repr->dim_z - 1)/2.0f) + z,
|
||||
@@ -285,67 +279,67 @@ auto create_polycube_from_repr(Voxel::Space* repr) -> Polycube {
|
||||
}
|
||||
}
|
||||
}
|
||||
auto result = Polycube{
|
||||
Polycube result = {
|
||||
.graph_node=polycube_id,
|
||||
.color=glm::vec3(1.0f),
|
||||
};
|
||||
return result;
|
||||
}
|
||||
|
||||
auto recalculate_scene_graph(SceneGraphNode* top) -> void {
|
||||
void recalculate_scene_graph(SceneGraphNode *top) {
|
||||
if (top->children.size() == 0) {
|
||||
return;
|
||||
}
|
||||
for (auto &node_id : top->children) {
|
||||
auto graph_node = get_scene_graph_node(node_id);
|
||||
for (int &node_id : top->children) {
|
||||
SceneGraphNode *graph_node = get_scene_graph_node(node_id);
|
||||
graph_node->update_local();
|
||||
graph_node->world = top->world * graph_node->local;
|
||||
recalculate_scene_graph(graph_node);
|
||||
}
|
||||
}
|
||||
|
||||
auto main_cmd() -> int {
|
||||
SomaSolve::interactive_cmd_line_solve_soma();
|
||||
int main_cmd() {
|
||||
interactive_cmd_line_solve_soma();
|
||||
return 0;
|
||||
}
|
||||
|
||||
auto main_gfx() -> int {
|
||||
auto window_dims = WindowDims{ 800, 600 };
|
||||
auto window = init_window_and_gl(&window_dims);
|
||||
if (window == nullptr) {
|
||||
int main_gfx() {
|
||||
WindowDims window_dims = { 800, 600 };
|
||||
GLFWwindow *window = init_window_and_gl(&window_dims);
|
||||
if (!window) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
app_state = GlobalAppState{
|
||||
app_state = {
|
||||
.current_polycube=0,
|
||||
.last_polycube_visible=6,
|
||||
.active_shader=nullptr,
|
||||
.active_shader=0,
|
||||
.polycubes={},
|
||||
};
|
||||
|
||||
auto phong_shader = Shader{};
|
||||
Shader phong_shader = {0};
|
||||
phong_shader.init("../assets/shaders/phong-solid.vertex.glsl", "../assets/shaders/phong-solid.fragment.glsl");
|
||||
app_state.active_shader = &phong_shader;
|
||||
|
||||
cube_mesh.init("../assets/models/c000000.obj");
|
||||
wall_tex.init("../assets/textures/brick-wall.jpg");
|
||||
|
||||
auto little_frame = Frame{ .width=80, .height=60, .x=20, .y=20 };
|
||||
auto big_frame = Frame{ .width=800, .height=600, .x=0, .y=0 };
|
||||
auto main_cam = Camera{};
|
||||
auto other_cam = Camera{};
|
||||
Frame little_frame = { .width=80, .height=60, .x=20, .y=20 };
|
||||
Frame big_frame = { .width=800, .height=600, .x=0, .y=0 };
|
||||
Camera main_cam = {};
|
||||
Camera other_cam = {};
|
||||
little_frame.init(&other_cam);
|
||||
big_frame.init(&main_cam);
|
||||
auto frames = std::vector{ &big_frame, &little_frame };
|
||||
std::vector<Frame> frames = { &big_frame, &little_frame };
|
||||
|
||||
auto root_node = SceneGraphNode{};
|
||||
SceneGraphNode root_node = {};
|
||||
root_node.init();
|
||||
|
||||
for (int i = 0; i < SomaSolve::STD_SOMA.size(); i++) {
|
||||
auto voxel_space = Voxel::Space{ SomaSolve::STD_SOMA[i], 3, 3, 3 };
|
||||
Voxel::cullEmptySpace(&voxel_space);
|
||||
auto polycube = create_polycube_from_repr(&voxel_space);
|
||||
polycube.color = Color::color_from_index(i);
|
||||
for (int i = 0; i < STD_SOMA.size(); i++) {
|
||||
auto voxel_space = Space{ STD_SOMA[i], 3, 3, 3 };
|
||||
cullEmptySpace(&voxel_space);
|
||||
Polycube polycube = create_polycube_from_repr(&voxel_space);
|
||||
polycube.color = color_from_index(i);
|
||||
app_state.polycubes.push_back(polycube);
|
||||
root_node.children.push_back(app_state.polycubes.back().graph_node);
|
||||
}
|
||||
@@ -353,18 +347,18 @@ auto main_gfx() -> int {
|
||||
main_cam.pos = glm::vec3(4.0f, 4.0f, 4.0f);
|
||||
main_cam.look_at(0.0f, 0.0f, 0.0f);
|
||||
|
||||
auto light_pos = glm::vec3(6.0f);
|
||||
glm::vec3 light_pos = glm::vec3(6.0f);
|
||||
|
||||
glUseProgram(app_state.active_shader->prog_id);
|
||||
auto view_loc = glGetUniformLocation(app_state.active_shader->prog_id, "view");
|
||||
auto proj_loc = glGetUniformLocation(app_state.active_shader->prog_id, "projection");
|
||||
auto light_pos_loc = glGetUniformLocation(app_state.active_shader->prog_id, "light_pos");
|
||||
GLint view_loc = glGetUniformLocation(app_state.active_shader->prog_id, "view");
|
||||
GLint proj_loc = glGetUniformLocation(app_state.active_shader->prog_id, "projection");
|
||||
GLint light_pos_loc = glGetUniformLocation(app_state.active_shader->prog_id, "light_pos");
|
||||
glUniform3fv(light_pos_loc, 1, glm::value_ptr(light_pos));
|
||||
glUniformMatrix4fv(proj_loc, 1, GL_FALSE, glm::value_ptr(main_cam.proj));
|
||||
glUniformMatrix4fv(view_loc, 1, GL_FALSE, glm::value_ptr(main_cam.view));
|
||||
|
||||
auto last_frame = glfwGetTime();
|
||||
auto time_delta = 1.0f/60.0f;
|
||||
real32 last_frame = glfwGetTime();
|
||||
real32 time_delta = 1.0f/60.0f;
|
||||
while (!glfwWindowShouldClose(window)) {
|
||||
time_delta = glfwGetTime() - last_frame;
|
||||
process_input(window);
|
||||
@@ -379,16 +373,16 @@ auto main_gfx() -> int {
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
|
||||
gl_update_viewport(&window_dims, &big_frame);
|
||||
auto current_polycube = &app_state.polycubes[app_state.current_polycube];
|
||||
Polycube *current_polycube = &app_state.polycubes[app_state.current_polycube];
|
||||
get_scene_graph_node(current_polycube->graph_node)->rotation = glm::quat(glm::vec3(0, glfwGetTime() / 2, 0));
|
||||
|
||||
glBindVertexArray(cube_mesh.vao);
|
||||
//glBindTexture(GL_TEXTURE_2D, entity.tex->tex_id);
|
||||
recalculate_scene_graph(&root_node);
|
||||
auto model_uniform_loc = glGetUniformLocation(app_state.active_shader->prog_id, "model");
|
||||
auto solid_color_loc = glGetUniformLocation(app_state.active_shader->prog_id, "solid_color");
|
||||
GLint model_uniform_loc = glGetUniformLocation(app_state.active_shader->prog_id, "model");
|
||||
GLint solid_color_loc = glGetUniformLocation(app_state.active_shader->prog_id, "solid_color");
|
||||
glUniform3fv(solid_color_loc, 1, glm::value_ptr(current_polycube->color));
|
||||
for (auto &entity : entities) {
|
||||
for (Entity &entity : entities) {
|
||||
if (entity.visible) {
|
||||
glUniformMatrix4fv(model_uniform_loc, 1, GL_FALSE, glm::value_ptr(get_scene_graph_node(entity.scene_graph_node)->world));
|
||||
glDrawArrays(GL_TRIANGLES, 0, entity.mesh->num_indices);
|
||||
@@ -404,7 +398,7 @@ auto main_gfx() -> int {
|
||||
return 0;
|
||||
}
|
||||
|
||||
auto main() -> int {
|
||||
int main() {
|
||||
return main_cmd();
|
||||
}
|
||||
|
||||
|
||||
402
src/main.zig
402
src/main.zig
@@ -1,402 +0,0 @@
|
||||
const std = @import("std");
|
||||
const c = @import("c.zig");
|
||||
const zm = @import("zm");
|
||||
|
||||
const Mesh = @import("gfx/Mesh.zig").Mesh;
|
||||
|
||||
const ArrayList = std.ArrayList;
|
||||
|
||||
fn print_mat(matrix: *const zm.Mat) void {
|
||||
std.debug.print("{}, {}, {}, {}\n", .{ matrix[0][0], matrix[0][1], matrix[0][2], matrix[0][3] });
|
||||
std.debug.print("{}, {}, {}, {}\n", .{ matrix[1][0], matrix[1][1], matrix[1][2], matrix[1][3] });
|
||||
std.debug.print("{}, {}, {}, {}\n", .{ matrix[2][0], matrix[2][1], matrix[2][2], matrix[2][3] });
|
||||
std.debug.print("{}, {}, {}, {}\n", .{ matrix[3][0], matrix[3][1], matrix[3][2], matrix[3][3] });
|
||||
}
|
||||
|
||||
const Camera = struct {
|
||||
view: zm.Mat = .{ zm.f32x4s(0.0), zm.f32x4s(0.0), zm.f32x4s(0.0), zm.f32x4s(0.0) },
|
||||
proj: zm.Mat,
|
||||
pos: zm.Vec = zm.f32x4s(0.0),
|
||||
up: zm.Vec = zm.f32x4s(0.0),
|
||||
target: zm.Vec,
|
||||
|
||||
pub fn init(self: Camera, aspect_ratio: f32) void {
|
||||
self.proj = zm.perspectiveFovRh(std.math.degreesToRadians(45.0), aspect_ratio, 0.1, 100.0);
|
||||
}
|
||||
|
||||
pub fn new(aspect_ratio: f32) Camera {
|
||||
const cam = Camera{};
|
||||
init(cam, aspect_ratio);
|
||||
return cam;
|
||||
}
|
||||
|
||||
pub fn look_at(self: Camera, x: f32, y: f32, z: f32) void {
|
||||
self.target = zm.f32x4(x, y, z, 0.0);
|
||||
self.view = zm.lookAtRh(self.pos, self.target, self.up);
|
||||
}
|
||||
|
||||
pub fn set_up(self: Camera, up_x: f32, up_y: f32, up_z: f32) void {
|
||||
self.up = zm.f32x4(up_x, up_y, up_z, 0.0);
|
||||
}
|
||||
};
|
||||
|
||||
const GlobalAppState = struct {
|
||||
current_polycube: i32,
|
||||
last_polycube_visible: i32,
|
||||
active_shader: ?*Shader,
|
||||
polycubes: ArrayList(Polycube),
|
||||
};
|
||||
|
||||
const app_state: GlobalAppState = .{};
|
||||
|
||||
const WindowDims = struct {
|
||||
width: u32,
|
||||
height: u32,
|
||||
};
|
||||
|
||||
const Entity = struct {
|
||||
mesh: *Mesh,
|
||||
tex: *Texture,
|
||||
visible: bool,
|
||||
scene_graph_node: i32,
|
||||
};
|
||||
|
||||
const SceneGraphNode = struct {
|
||||
local: zm.Mat,
|
||||
world: zm.Mat,
|
||||
translation: zm.Vec,
|
||||
rotation: zm.Quat,
|
||||
scale: zm.Vec,
|
||||
children: ArrayList(i32),
|
||||
entity: ?i32,
|
||||
|
||||
pub fn reset(self: SceneGraphNode) void {
|
||||
self.scale = zm.f32x4(1.0, 1.0, 1.0, 0.0);
|
||||
self.translation = zm.f32x4s(0.0);
|
||||
self.rotation = zm.f32x4s(0.0);
|
||||
}
|
||||
|
||||
pub fn init(self: SceneGraphNode) void {
|
||||
self.reset();
|
||||
self.local = zm.identity();
|
||||
self.world = self.local;
|
||||
}
|
||||
|
||||
pub fn update_local(self: SceneGraphNode) void {
|
||||
const scaling = zm.scaling(self.scale);
|
||||
const translation = zm.translation(self.translation);
|
||||
const rotation = zm.quatToMat(self.rotation);
|
||||
self.local = zm.mul(zm.mul(translation, rotation), scaling);
|
||||
self.local = scaling(
|
||||
zm.translate(
|
||||
zm.identity(),
|
||||
self.translation
|
||||
) * toMat4(self.rotation),
|
||||
self.scale
|
||||
);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
const Polycube = struct {
|
||||
graph_node: i32,
|
||||
color: zm.Vec,
|
||||
|
||||
pub fn show(self: Polycube) void {
|
||||
const node = get_scene_graph_node(self.graph_node);
|
||||
for (node.children.items) |child_id| {
|
||||
const child_node = get_scene_graph_node(child_id);
|
||||
if (child_node.entity) |entity_id| {
|
||||
get_entity(entity_id).visible = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn hide(self: Polycube) void {
|
||||
const node = get_scene_graph_node(self.graph_node);
|
||||
for (node.children.items) |child_id| {
|
||||
const child_node = get_scene_graph_node(child_id);
|
||||
if (child_node.entity) |entity_id| {
|
||||
get_entity(entity_id).visible = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_centre(self: Polycube) zm.Vec {
|
||||
const centre = zm.Vec(0.0);
|
||||
for (get_scene_graph_node(self.graph_node).children.items) |child_id| {
|
||||
centre += get_scene_graph_node(child_id).translation;
|
||||
}
|
||||
centre /= get_scene_graph_node(self.graph_node).children.size();
|
||||
return centre;
|
||||
}
|
||||
};
|
||||
|
||||
const Frame = struct {
|
||||
width: i32,
|
||||
height: i32,
|
||||
x: i32,
|
||||
y: i32,
|
||||
cam: *Camera,
|
||||
|
||||
pub fn new(camera: *Camera, width: i32, height: i32) Frame {
|
||||
const frame = Frame{};
|
||||
camera.init(@as(f32, width) / @as(f32, height));
|
||||
frame.cam = camera;
|
||||
return frame;
|
||||
}
|
||||
};
|
||||
|
||||
fn framebuffer_size_callback(width: i32, height: i32) void {
|
||||
c.glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
fn init_window_and_gl(window_dims: *WindowDims) ?*c.GLFWwindow {
|
||||
c.glfwInit();
|
||||
c.glfwWindowHint(c.GLFW_CONTEXT_VERSION_MAJOR, 4);
|
||||
c.glfwWindowHint(c.GLFW_CONTEXT_VERSION_MINOR, 6);
|
||||
c.glfwWindowHint(c.GLFW_OPENGL_PROFILE, c.GLFW_OPENGL_CORE_PROFILE);
|
||||
const window = c.glfwCreateWindow(window_dims.width, window_dims.height, "Somaesque", c.NULL, c.NULL);
|
||||
if (window == c.NULL) {
|
||||
std.debug.print("Failed to create GLFW window");
|
||||
c.glfwTerminate();
|
||||
return null;
|
||||
}
|
||||
c.glfwMakeContextCurrent(window);
|
||||
|
||||
if (!c.gladLoadGLLoader(@as(c.GLADloadproc, c.glfwGetProcAddress))) {
|
||||
std.debug.print("Failed to initialize GLAD");
|
||||
return null;
|
||||
}
|
||||
|
||||
c.glViewport(0, 0, 800, 600);
|
||||
c.glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
c.glEnable(c.GL_DEPTH_TEST);
|
||||
return window;
|
||||
}
|
||||
|
||||
fn gl_update_viewport(window_dims: *WindowDims, frame: *Frame) void {
|
||||
c.glViewport(frame.x, window_dims.height - frame.y - frame.height, frame.width, frame.height);
|
||||
}
|
||||
|
||||
const cube_mesh = Mesh{};
|
||||
const wall_tex = Texture{};
|
||||
const entities = ArrayList(Entity);
|
||||
const scene_graph_nodes = ArrayList(SceneGraphNode);
|
||||
|
||||
fn process_input(window: *c.GLFWwindow) void {
|
||||
const static = struct {
|
||||
wireframe: bool = false,
|
||||
last_frame_state_press_enter: bool = false,
|
||||
last_frame_state_press: bool = false,
|
||||
};
|
||||
|
||||
if (c.glfwGetKey(window, c.GLFW_KEY_ESCAPE) == c.GLFW_PRESS) {
|
||||
c.glfwSetWindowShouldClose(window, true);
|
||||
}
|
||||
|
||||
if (c.glfwGetKey(window, c.GLFW_KEY_SPACE) == c.GLFW_PRESS and !static.last_frame_state_press) {
|
||||
c.glPolygonMode(c.GL_FRONT_AND_BACK, if (!static.wireframe) c.GL_LINE else c.GL_FILL);
|
||||
static.wireframe = !static.wireframe;
|
||||
static.last_frame_state_press = true;
|
||||
} else if (c.glfwGetKey(window, c.GLFW_KEY_SPACE) == c.GLFW_RELEASE) {
|
||||
static.last_frame_state_press = false;
|
||||
}
|
||||
|
||||
if (c.glfwGetKey(window, c.GLFW_KEY_ENTER) == c.GLFW_PRESS and !static.last_frame_state_press_enter) {
|
||||
if (app_state.current_polycube == 6) {
|
||||
app_state.current_polycube = 0;
|
||||
} else {
|
||||
app_state.current_polycube += 1;
|
||||
}
|
||||
static.last_frame_state_press_enter = true;
|
||||
} else if (c.glfwGetKey(window, c.GLFW_KEY_ENTER) == c.GLFW_RELEASE) {
|
||||
static.last_frame_state_press_enter = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
fn new_entity() i32 {
|
||||
entities.append(.{});
|
||||
scene_graph_nodes.append(.{});
|
||||
entities.items[entities.items.len - 1].scene_graph_node = scene_graph_nodes.items.len;
|
||||
scene_graph_nodes.items[scene_graph_nodes.items.len - 1].entity = entities.items.len;
|
||||
return entities.items.len;
|
||||
}
|
||||
|
||||
fn get_entity(id: i32) ?*Entity {
|
||||
if (entities.items[id - 1]) {
|
||||
return &entities.items[id - 1];
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
fn get_scene_graph_node(id: i32) *SceneGraphNode {
|
||||
if (scene_graph_nodes.items[id - 1]) {
|
||||
return &scene_graph_nodes.items[id - 1];
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
fn new_graph_node() i32 {
|
||||
scene_graph_nodes.append(.{});
|
||||
return scene_graph_nodes.items.len;
|
||||
}
|
||||
|
||||
fn draw_entity(entity: *Entity) void {
|
||||
const modelUniformLoc = c.glGetUniformLocation(app_state.active_shader.prog_id, "model");
|
||||
c.glUniformMatrix4fv(modelUniformLoc, 1, c.GL_FALSE, &get_scene_graph_node(entity.scene_graph_node).world);
|
||||
c.glBindTexture(c.GL_TEXTURE_2D, entity.tex.tex_id);
|
||||
c.glBindVertexArray(entity.mesh.vao);
|
||||
c.glDrawArrays(c.GL_TRIANGLES, 0, entity.mesh.num_indices);
|
||||
//c.glDrawElements(c.GL_TRIANGLES, entity.mesh.num_indices, c.GL_UNSIGNED_INT, 0);
|
||||
}
|
||||
|
||||
fn create_polycube_from_repr(repr: *Voxel.Space) Polycube {
|
||||
const polycube_id = new_graph_node();
|
||||
get_scene_graph_node(polycube_id).init();
|
||||
var x: usize = 1;
|
||||
var y: usize = 1;
|
||||
var z: usize = 1;
|
||||
while (x < repr.dim_x) : (x += 1) {
|
||||
while (y < repr.dim_y) : (y += 1) {
|
||||
while (z < repr.dim_z) : (z += 1) {
|
||||
if (Voxel.filledAt(repr, x, y, z)) {
|
||||
const polycube_segment = get_entity(new_entity());
|
||||
polycube_segment.mesh = &cube_mesh;
|
||||
polycube_segment.tex = &wall_tex;
|
||||
const graph_node = get_scene_graph_node(polycube_segment.scene_graph_node);
|
||||
graph_node.init();
|
||||
graph_node.translation = zm.f32x4(
|
||||
-((repr.dim_z - 1)/2.0) + z,
|
||||
((repr.dim_x - 1)/2.0) - x,
|
||||
-((repr.dim_y - 1)/2.0) + y,
|
||||
0.0,
|
||||
);
|
||||
graph_node.update_local();
|
||||
get_scene_graph_node(polycube_id).children.append(polycube_segment.scene_graph_node);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
const result = Polycube{
|
||||
.graph_node = polycube_id,
|
||||
.color = zm.f32x4s(1.0),
|
||||
};
|
||||
return result;
|
||||
}
|
||||
|
||||
fn recalculate_scene_graph(top: *SceneGraphNode) void {
|
||||
if (top.children.size() == 0) {
|
||||
return;
|
||||
}
|
||||
for (top.children.items) |child_id| {
|
||||
const graph_node = get_scene_graph_node(child_id);
|
||||
graph_node.update_local();
|
||||
graph_node.world = zm.mul(top.world, graph_node.local);
|
||||
recalculate_scene_graph(graph_node);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn main() void {
|
||||
const window_dims = WindowDims{ 800, 600 };
|
||||
const window = init_window_and_gl(&window_dims);
|
||||
if (window == null) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
app_state = GlobalAppState{
|
||||
.current_polycube=0,
|
||||
.last_polycube_visible=6,
|
||||
.active_shader=null,
|
||||
.polycubes={},
|
||||
};
|
||||
|
||||
const phong_shader = Shader{};
|
||||
phong_shader.init("../assets/shaders/phong-solid.vertex.glsl", "../assets/shaders/phong-solid.fragment.glsl");
|
||||
app_state.active_shader = &phong_shader;
|
||||
|
||||
cube_mesh.init("../assets/models/c000000.obj");
|
||||
wall_tex.init("../assets/textures/brick-wall.jpg");
|
||||
|
||||
const little_frame = Frame{ .width=80, .height=60, .x=20, .y=20 };
|
||||
const big_frame = Frame{ .width=800, .height=600, .x=0, .y=0 };
|
||||
const main_cam = Camera{};
|
||||
const other_cam = Camera{};
|
||||
little_frame.init(&other_cam);
|
||||
big_frame.init(&main_cam);
|
||||
const frames = [_]*Frame{ &big_frame, &little_frame };
|
||||
|
||||
const root_node = SceneGraphNode{};
|
||||
root_node.init();
|
||||
|
||||
var i: usize = 0;
|
||||
while (i < SomaSolve.STD_SOMA.items.len) : (i += 1) {
|
||||
const voxel_space = voxel.Space{ SomaSolve.STD_SOMA[i], 3, 3, 3 };
|
||||
voxel.cullEmptySpace(&voxel_space);
|
||||
const polycube = create_polycube_from_repr(&voxel_space);
|
||||
polycube.color = color.color_from_index(i);
|
||||
app_state.polycubes.append(polycube);
|
||||
root_node.children.append(app_state.polycubes.items[app_state.polycubes.items.len - 1].graph_node);
|
||||
}
|
||||
|
||||
main_cam.pos = zm.f32x4(4.0, 4.0, 4.0, 0.0);
|
||||
main_cam.look_at(0.0, 0.0, 0.0);
|
||||
|
||||
const light_pos = zm.f32x4(6.0, 6.0, 6.0, 0.0);
|
||||
|
||||
c.glUseProgram(app_state.active_shader.prog_id);
|
||||
const view_loc = c.glGetUniformLocation(app_state.active_shader.prog_id, "view");
|
||||
const proj_loc = c.glGetUniformLocation(app_state.active_shader.prog_id, "projection");
|
||||
const light_pos_loc = c.glGetUniformLocation(app_state.active_shader.prog_id, "light_pos");
|
||||
c.glUniform3fv(light_pos_loc, 1, &light_pos);
|
||||
c.glUniformMatrix4fv(proj_loc, 1, GL_FALSE, &main_cam.proj);
|
||||
c.glUniformMatrix4fv(view_loc, 1, GL_FALSE, &main_cam.view);
|
||||
|
||||
var last_frame = c.glfwGetTime();
|
||||
var time_delta = 1.0/60.0;
|
||||
while (!c.glfwWindowShouldClose(window)) {
|
||||
time_delta = c.glfwGetTime() - last_frame;
|
||||
process_input(window);
|
||||
|
||||
if (app_state.last_polycube_visible != app_state.current_polycube) {
|
||||
app_state.polycubes[app_state.last_polycube_visible].hide();
|
||||
app_state.polycubes[app_state.current_polycube].show();
|
||||
app_state.last_polycube_visible = app_state.current_polycube;
|
||||
}
|
||||
|
||||
c.glClearColor(0.0, 0.0, 0.0, 1.0);
|
||||
c.glClear(c.GL_DEPTH_BUFFER_BIT | c.GL_COLOR_BUFFER_BIT);
|
||||
|
||||
c.gl_update_viewport(&window_dims, &big_frame);
|
||||
const current_polycube = &app_state.polycubes[app_state.current_polycube];
|
||||
c.get_scene_graph_node(current_polycube.graph_node).rotation = zm.quatFromRollPitchYaw(0.0, c.glfwGetTime() / 2.0, 0.0);
|
||||
|
||||
c.glBindVertexArray(cube_mesh.vao);
|
||||
//glBindTexture(GL_TEXTURE_2D, entity.tex->tex_id);
|
||||
recalculate_scene_graph(&root_node);
|
||||
const model_uniform_loc = c.glGetUniformLocation(app_state.active_shader.prog_id, "model");
|
||||
const solid_color_loc = c.glGetUniformLocation(app_state.active_shader.prog_id, "solid_color");
|
||||
c.glUniform3fv(solid_color_loc, 1, ¤t_polycube.color);
|
||||
while (entities.items) |entity| {
|
||||
if (entity.visible) {
|
||||
c.glUniformMatrix4fv(model_uniform_loc, 1, c.GL_FALSE, &get_scene_graph_node(entity.scene_graph_node).world);
|
||||
c.glDrawArrays(c.GL_TRIANGLES, 0, entity.mesh.num_indices);
|
||||
//glDrawElements(GL_TRIANGLES, entity->mesh->num_indices, GL_UNSIGNED_INT, 0);
|
||||
}
|
||||
}
|
||||
|
||||
c.glfwSwapBuffers(window);
|
||||
c.glfwPollEvents();
|
||||
}
|
||||
|
||||
c.glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
//test "simple test" {
|
||||
// var list = std.ArrayList(i32).init(std.testing.allocator);
|
||||
// defer list.deinit(); // try commenting this out and see if zig detects the memory leak!
|
||||
// try list.append(42);
|
||||
// try std.testing.expectEqual(@as(i32, 42), list.pop());
|
||||
//}
|
||||
Reference in New Issue
Block a user