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@@ -10,79 +10,60 @@ vec4 :: (x: f32, y: f32, z: f32, w: f32) -> Vector(4, f32) {
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// ---- Matrix44: column-major 4×4 matrix ----
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Matrix44 :: struct {
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Matrix44 :: union {
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data: [16]f32;
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struct { c0, c1, c2, c3: Vector(4, f32); };
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}
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mat4_zero :: (m: *Matrix44) {
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memset(xx @m.data[0], 0, 16 * size_of(f32));
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mat4_multiply :: (a: *Matrix44, b: *Matrix44) -> Matrix44 {
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out : Matrix44 = ---;
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out.c0 = a.c0 * b.c0.x + a.c1 * b.c0.y + a.c2 * b.c0.z + a.c3 * b.c0.w;
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out.c1 = a.c0 * b.c1.x + a.c1 * b.c1.y + a.c2 * b.c1.z + a.c3 * b.c1.w;
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out.c2 = a.c0 * b.c2.x + a.c1 * b.c2.y + a.c2 * b.c2.z + a.c3 * b.c2.w;
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out.c3 = a.c0 * b.c3.x + a.c1 * b.c3.y + a.c2 * b.c3.z + a.c3 * b.c3.w;
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out;
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}
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mat4_identity :: (m: *Matrix44) {
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mat4_zero(m);
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m.data[0] = 1.0; m.data[5] = 1.0; m.data[10] = 1.0; m.data[15] = 1.0;
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}
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mat4_multiply :: (out: *Matrix44, a: *Matrix44, b: *Matrix44) {
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tmp : [16]f32 = ---;
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j := 0;
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while j < 4 {
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i := 0;
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while i < 4 {
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sum : f32 = 0.0;
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k := 0;
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while k < 4 {
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sum = sum + a.data[k * 4 + i] * b.data[j * 4 + k];
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k += 1;
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}
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tmp[j * 4 + i] = sum;
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i += 1;
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}
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j += 1;
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}
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out.data = tmp;
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}
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mat4_perspective :: (m: *Matrix44, fov: f32, aspect: f32, near: f32, far: f32) {
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mat4_zero(m);
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mat4_perspective :: (fov: f32, aspect: f32, near: f32, far: f32) -> Matrix44 {
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half := fov / 2.0;
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f := cos(half) / sin(half);
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m.data[0] = f / aspect;
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m.data[5] = f;
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m.data[10] = (far + near) / (near - far);
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m.data[11] = -1.0;
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m.data[14] = (2.0 * far * near) / (near - far);
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m : Matrix44 = ---;
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m.c0 = vec4(f / aspect, 0.0, 0.0, 0.0);
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m.c1 = vec4(0.0, f, 0.0, 0.0);
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m.c2 = vec4(0.0, 0.0, (far + near) / (near - far), -1.0);
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m.c3 = vec4(0.0, 0.0, (2.0 * far * near) / (near - far), 0.0);
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m;
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}
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mat4_rotate_y :: (m: *Matrix44, angle: f32) {
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mat4_zero(m);
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mat4_rotate_y :: (angle: f32) -> Matrix44 {
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c := cos(angle);
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s := sin(angle);
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m.data[0] = c;
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m.data[2] = 0.0 - s;
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m.data[5] = 1.0;
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m.data[8] = s;
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m.data[10] = c;
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m.data[15] = 1.0;
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m : Matrix44 = ---;
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m.c0 = vec4(c, 0.0, 0.0 - s, 0.0);
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m.c1 = vec4(0.0, 1.0, 0.0, 0.0);
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m.c2 = vec4(s, 0.0, c, 0.0);
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m.c3 = vec4(0.0, 0.0, 0.0, 1.0);
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m;
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}
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mat4_rotate_x :: (m: *Matrix44, angle: f32) {
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mat4_zero(m);
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mat4_rotate_x :: (angle: f32) -> Matrix44 {
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c := cos(angle);
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s := sin(angle);
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m.data[0] = 1.0;
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m.data[5] = c;
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m.data[6] = s;
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m.data[9] = 0.0 - s;
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m.data[10] = c;
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m.data[15] = 1.0;
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m : Matrix44 = ---;
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m.c0 = vec4(1.0, 0.0, 0.0, 0.0);
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m.c1 = vec4(0.0, c, s, 0.0);
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m.c2 = vec4(0.0, 0.0 - s, c, 0.0);
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m.c3 = vec4(0.0, 0.0, 0.0, 1.0);
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m;
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}
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mat4_translate :: (m: *Matrix44, tx: f32, ty: f32, tz: f32) {
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mat4_identity(m);
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m.data[12] = tx;
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m.data[13] = ty;
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m.data[14] = tz;
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mat4_translate :: (tx: f32, ty: f32, tz: f32) -> Matrix44 {
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m : Matrix44 = ---;
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m.c0 = vec4(1.0, 0.0, 0.0, 0.0);
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m.c1 = vec4(0.0, 1.0, 0.0, 0.0);
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m.c2 = vec4(0.0, 0.0, 1.0, 0.0);
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m.c3 = vec4(tx, ty, tz, 1.0);
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m;
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}
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// ---- Shader helpers ----
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@@ -295,26 +276,13 @@ GLSL;
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angle := ms * 0.001;
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// Build matrices
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proj : Matrix44 = ---;
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mat4_perspective(proj, PI / 4.0, 800.0 / 600.0, 0.1, 100.0);
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view : Matrix44 = ---;
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mat4_translate(view, 0.0, 0.0, -3.0);
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rot_y : Matrix44 = ---;
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mat4_rotate_y(rot_y, angle);
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rot_x : Matrix44 = ---;
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mat4_rotate_x(rot_x, angle * 0.7);
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model : Matrix44 = ---;
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mat4_multiply(model, rot_y, rot_x);
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vm : Matrix44 = ---;
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mat4_multiply(vm, view, model);
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mvp : Matrix44 = ---;
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mat4_multiply(mvp, proj, vm);
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proj := mat4_perspective(PI / 4.0, 800.0 / 600.0, 0.1, 100.0);
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view := mat4_translate(0.0, 0.0, -3.0);
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rot_y := mat4_rotate_y(angle);
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rot_x := mat4_rotate_x(angle * 0.7);
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model := mat4_multiply(rot_y, rot_x);
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vm := mat4_multiply(view, model);
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mvp := mat4_multiply(proj, vm);
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glUniformMatrix4fv(mvp_loc, 1, 0, mvp.data);
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