src/gl/tinyrenderer/geometry.h

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    #include <math.h>
    #include <assert.h>
    
    typedef double real;
    
    typedef struct { real x, y; } vec2;
    
    static inline vec2 vec2_sub (vec2 v1, vec2 v2)
    {
      return (vec2){v1.x - v2.x, v1.y - v2.y};
    }
    
    static inline real vec2_cross (vec2 v1, vec2 v2)
    {
      return v1.x*v2.y - v1.y*v2.x;
    }
    
    static inline real vec2_norm2 (vec2 v)
    {
      return v.x*v.x + v.y*v.y;
    }
    
    static inline real vec2_norm  (vec2 v)
    {
      return sqrt (vec2_norm2 (v));
    }
    
    static inline vec2 vec2_normalized (vec2 v)
    {
      real norm = vec2_norm (v);
      if (norm)
        return (vec2){v.x/norm, v.y/norm};
      return v;
    }
    
    typedef struct { real x, y, z; } vec3;
    
    static inline real vec3_norm2 (vec3 v)
    {
      return v.x*v.x + v.y*v.y + v.z*v.z;
    }
    
    static inline real vec3_norm  (vec3 v)
    {
      return sqrt (vec3_norm2 (v));
    }
    
    static inline vec3 vec3_normalized (vec3 v)
    {
      real norm = vec3_norm (v);
      if (norm)
        return (vec3){v.x/norm, v.y/norm, v.z/norm};
      return v;
    }
    
    static inline vec3 vec3_embed (vec2 v)
    {
      return (vec3) { v.x, v.y, 1. };
    }
    
    static inline vec3 vec3_sub (vec3 v1, vec3 v2)
    {
      return (vec3){v1.x - v2.x, v1.y - v2.y, v1.z - v2.z};
    }
    
    static inline vec3 vec3_div (vec3 v, real a)
    {
      assert (a);
      return (vec3){v.x/a, v.y/a, v.z/a};
    }
    
    static inline vec3 vec3_mul (vec3 v, real a)
    {
      return (vec3){v.x*a, v.y*a, v.z*a};
    }
    
    static inline real vec3_scalar (vec3 v1, vec3 v2)
    {
      return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
    }
    
    typedef struct { real x, y, z, t; } vec4;
    
    static inline vec4 vec4_div (vec4 v, real a)
    {
      assert (a);
      return (vec4){v.x/a, v.y/a, v.z/a, v.t/a};  
    }
    
    static inline vec2 vec4_proj2 (vec4 v)
    {
      return (vec2) { v.x, v.y };
    }
    
    static inline vec3 vec4_proj3 (vec4 v)
    {
      return (vec3) { v.x, v.y, v.z };
    }
    
    static inline vec4 vec4_embed (vec3 v, real fill)
    {
      return (vec4) { v.x, v.y, v.z, fill };
    }
    
    typedef struct { vec3 x, y, z; } mat3;
    
    static inline mat3 mat3_transpose (mat3 m)
    {
      return (mat3) {
        { m.x.x, m.y.x, m.z.x },
        { m.x.y, m.y.y, m.z.y },
        { m.x.z, m.y.z, m.z.z }
      };
    }
    
    static inline real mat3_det (mat3 m)
    {
      return (m.x.x*(m.y.y*m.z.z - m.z.y*m.y.z) - 
    	  m.x.y*(m.y.x*m.z.z - m.z.x*m.y.z) + 
    	  m.x.z*(m.y.x*m.z.y - m.z.x*m.y.y));
    }
    
    static inline mat3 mat3_invert (mat3 m)
    {
      real det = mat3_det (m);
      assert (det);
    
      mat3 mi;
      mi.x.x = (m.y.y*m.z.z - m.y.z*m.z.y)/det; 
      mi.x.y = (m.z.y*m.x.z - m.x.y*m.z.z)/det;
      mi.x.z = (m.x.y*m.y.z - m.y.y*m.x.z)/det; 
      mi.y.x = (m.y.z*m.z.x - m.y.x*m.z.z)/det; 
      mi.y.y = (m.x.x*m.z.z - m.z.x*m.x.z)/det; 
      mi.y.z = (m.y.x*m.x.z - m.x.x*m.y.z)/det; 
      mi.z.x = (m.y.x*m.z.y - m.z.x*m.y.y)/det; 
      mi.z.y = (m.z.x*m.x.y - m.x.x*m.z.y)/det; 
      mi.z.z = (m.x.x*m.y.y - m.x.y*m.y.x)/det; 
      return mi;
    }
    
    static inline mat3 mat3_invert_transpose (const mat3 m)
    {
      return mat3_transpose (mat3_invert (m));
    }
    
    static inline vec3 mat3_mul (mat3 m, vec3 v)
    {
      return (vec3) {
        m.x.x*v.x + m.x.y*v.y + m.x.z*v.z,
        m.y.x*v.x + m.y.y*v.y + m.y.z*v.z,
        m.z.x*v.x + m.z.y*v.y + m.z.z*v.z
      };
    }
    
    static inline vec3 mat3_col (mat3 m, int idx)
    {
      assert (idx >= 0 && idx < 3);
      return (vec3) { *(&m.x.x + idx), *(&m.y.x + idx), *(&m.z.x + idx) };
    }
    
    static inline int set_col3 (mat3 * m, int idx, vec3 v)
    {
      assert (idx >= 0 && idx < 3);
      *(&m->x.x + idx) = v.x;
      *(&m->y.x + idx) = v.y;
      *(&m->z.x + idx) = v.z;
      return 0; // fixme
    }
    
    typedef struct { vec4 x, y, z, t; } mat4;
    
    static inline vec4 mat4_mul (mat4 m, vec4 v)
    {
      return (vec4) {
        m.x.x*v.x + m.x.y*v.y + m.x.z*v.z + m.x.t*v.t,
        m.y.x*v.x + m.y.y*v.y + m.y.z*v.z + m.y.t*v.t,
        m.z.x*v.x + m.z.y*v.y + m.z.z*v.z + m.z.t*v.t,
        m.t.x*v.x + m.t.y*v.y + m.t.z*v.z + m.t.t*v.t
      };
    }
    
    static inline mat4 mat4_mul4 (mat4 m1, mat4 m2)
    {
      mat4 ret;
      const real * p1 = &m1.x.x, * p2 = &m2.x.x;
      real * p = &ret.x.x;
      for (int i = 0; i < 4; i++, p1 += 4, p += 4)
        for (int j = 0; j < 4; j++) {
          real a = 0.;
          for (int k = 0; k < 4; k++)
    	a += p1[k]*(p2 + 4*k)[j];
          p[j] = a;
        }
      return ret;
    }
    
    static inline mat4 mat4_invert (mat4 M)
    {
      mat4 I;
      real * m = &M.x.x, * i = &I.x.x;
    
      i[0] = m[5]*m[10]*m[15] - m[5]*m[11]*m[14] - m[9]*m[6]*m[15] + m[9]*m[7]*m[14] + m[13]*m[6]*m[11] - m[13]*m[7]*m[10];
      i[4] = -m[4]*m[10]*m[15] + m[4]*m[11]*m[14] + m[8]*m[6]*m[15] - m[8]*m[7]*m[14] - m[12]*m[6]*m[11] + m[12]*m[7]*m[10];
      i[8] = m[4]*m[9]*m[15] - m[4]*m[11]*m[13] - m[8]*m[5]*m[15] + m[8]*m[7]*m[13] + m[12]*m[5]*m[11] - m[12]*m[7]*m[9];
      i[12] = -m[4]*m[9]*m[14] + m[4]*m[10]*m[13] +m[8]*m[5]*m[14] - m[8]*m[6]*m[13] - m[12]*m[5]*m[10] + m[12]*m[6]*m[9];
      i[1] = -m[1]*m[10]*m[15] + m[1]*m[11]*m[14] + m[9]*m[2]*m[15] - m[9]*m[3]*m[14] - m[13]*m[2]*m[11] + m[13]*m[3]*m[10];
      i[5] = m[0]*m[10]*m[15] - m[0]*m[11]*m[14] - m[8]*m[2]*m[15] + m[8]*m[3]*m[14] + m[12]*m[2]*m[11] - m[12]*m[3]*m[10];
      i[9] = -m[0]*m[9]*m[15] + m[0]*m[11]*m[13] + m[8]*m[1]*m[15] - m[8]*m[3]*m[13] - m[12]*m[1]*m[11] + m[12]*m[3]*m[9];
      i[13] = m[0]*m[9]*m[14] - m[0]*m[10]*m[13] - m[8]*m[1]*m[14] + m[8]*m[2]*m[13] + m[12]*m[1]*m[10] - m[12]*m[2]*m[9];
      i[2] = m[1]*m[6]*m[15] - m[1]*m[7]*m[14] - m[5]*m[2]*m[15] + m[5]*m[3]*m[14] + m[13]*m[2]*m[7] - m[13]*m[3]*m[6];
      i[6] = -m[0]*m[6]*m[15] + m[0]*m[7]*m[14] + m[4]*m[2]*m[15] - m[4]*m[3]*m[14] - m[12]*m[2]*m[7] + m[12]*m[3]*m[6];
      i[10] = m[0]*m[5]*m[15] - m[0]*m[7]*m[13] - m[4]*m[1]*m[15] + m[4]*m[3]*m[13] + m[12]*m[1]*m[7] - m[12]*m[3]*m[5];
      i[14] = -m[0]*m[5]*m[14] + m[0]*m[6]*m[13] + m[4]*m[1]*m[14] - m[4]*m[2]*m[13] - m[12]*m[1]*m[6] + m[12]*m[2]*m[5];
      i[3] = -m[1]*m[6]*m[11] + m[1]*m[7]*m[10] + m[5]*m[2]*m[11] - m[5]*m[3]*m[10] - m[9]*m[2]*m[7] + m[9]*m[3]*m[6];
      i[7] = m[0]*m[6]*m[11] - m[0]*m[7]*m[10] - m[4]*m[2]*m[11] + m[4]*m[3]*m[10] + m[8]*m[2]*m[7] - m[8]*m[3]*m[6];
      i[11] = -m[0]*m[5]*m[11] + m[0]*m[7]*m[9] + m[4]*m[1]*m[11] - m[4]*m[3]*m[9] - m[8]*m[1]*m[7] + m[8]*m[3]*m[5];
      i[15] = m[0]*m[5]*m[10] - m[0]*m[6]*m[9] - m[4]*m[1]*m[10] + m[4]*m[2]*m[9] + m[8]*m[1]*m[6] - m[8]*m[2]*m[5];
    
      real det = m[0]*i[0] + m[1]*i[4] + m[2]*i[8] + m[3]*i[12];
      if (det == 0)
        return M;
    
      for (int j = 0; j < 16; j++)
        i[j] /= det;
    
      return I;
    }
    
    static inline mat4 mat4_transpose (mat4 m)
    {
      return (mat4) {
        { m.x.x, m.y.x, m.z.x, m.t.x },
        { m.x.y, m.y.y, m.z.y, m.t.y },
        { m.x.z, m.y.z, m.z.z, m.t.z },
        { m.x.t, m.y.t, m.z.t, m.t.t }
      };
    }
    
    static inline mat4 mat4_invert_transpose (const mat4 m)
    {
      return mat4_transpose (mat4_invert (m));
    }
    
    typedef struct { vec3 x, y; } mat23;
    
    static inline int set_col23 (mat23 * m, int idx, vec2 v)
    {
      assert (idx >= 0 && idx < 3);
      *(&m->x.x + idx) = v.x;
      *(&m->y.x + idx) = v.y;
      return 0; // fixme  
    }
    
    static inline vec2 mat23_mul (mat23 m, vec3 v)
    {
      return (vec2) {
        m.x.x*v.x + m.x.y*v.y + m.x.z*v.z,
        m.y.x*v.x + m.y.y*v.y + m.y.z*v.z
      };
    }
    
    static inline vec3 cross(vec3 v1, vec3 v2)
    {
      return (vec3){
        v1.y*v2.z - v1.z*v2.y,
        v1.z*v2.x - v1.x*v2.z,
        v1.x*v2.y - v1.y*v2.x
      };
    }