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@@ -1,102 +0,0 @@
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#ifndef SDL3CPP_CORE_MATH_HPP
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#define SDL3CPP_CORE_MATH_HPP
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#include <array>
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#include <cmath>
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#include <cstdint>
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namespace sdl3cpp::core {
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struct Vec3 {
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float x;
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float y;
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float z;
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};
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struct Vertex {
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std::array<float, 3> position;
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std::array<float, 3> color;
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};
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struct PushConstants {
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std::array<float, 16> model;
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std::array<float, 16> viewProj;
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};
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static_assert(sizeof(PushConstants) == sizeof(float) * 32, "push constant size mismatch");
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inline std::array<float, 16> MultiplyMatrix(const std::array<float, 16>& a,
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const std::array<float, 16>& b) {
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std::array<float, 16> result{};
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for (int row = 0; row < 4; ++row) {
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for (int col = 0; col < 4; ++col) {
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float sum = 0.0f;
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for (int idx = 0; idx < 4; ++idx) {
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sum += a[idx * 4 + row] * b[col * 4 + idx];
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}
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result[col * 4 + row] = sum;
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}
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}
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return result;
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}
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inline std::array<float, 16> IdentityMatrix() {
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return {1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f};
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}
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inline Vec3 Normalize(Vec3 v) {
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float len = std::sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
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if (len == 0.0f) {
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return v;
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}
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return {v.x / len, v.y / len, v.z / len};
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}
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inline Vec3 Cross(const Vec3& a, const Vec3& b) {
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return {a.y * b.z - a.z * b.y,
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a.z * b.x - a.x * b.z,
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a.x * b.y - a.y * b.x};
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}
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inline float Dot(const Vec3& a, const Vec3& b) {
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return a.x * b.x + a.y * b.y + a.z * b.z;
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}
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inline std::array<float, 16> LookAt(const Vec3& eye, const Vec3& center, const Vec3& up) {
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Vec3 f = Normalize({center.x - eye.x, center.y - eye.y, center.z - eye.z});
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Vec3 s = Normalize(Cross(f, up));
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Vec3 u = Cross(s, f);
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std::array<float, 16> result = IdentityMatrix();
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result[0] = s.x;
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result[1] = u.x;
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result[2] = -f.x;
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result[4] = s.y;
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result[5] = u.y;
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result[6] = -f.y;
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result[8] = s.z;
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result[9] = u.z;
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result[10] = -f.z;
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result[12] = -Dot(s, eye);
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result[13] = -Dot(u, eye);
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result[14] = Dot(f, eye);
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return result;
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}
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inline std::array<float, 16> Perspective(float fovRadians, float aspect, float zNear, float zFar) {
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float tanHalf = std::tan(fovRadians / 2.0f);
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std::array<float, 16> result{};
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result[0] = 1.0f / (aspect * tanHalf);
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result[5] = -1.0f / tanHalf;
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result[10] = zFar / (zNear - zFar);
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result[11] = -1.0f;
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result[14] = (zNear * zFar) / (zNear - zFar);
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return result;
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}
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} // namespace sdl3cpp::core
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#endif // SDL3CPP_CORE_MATH_HPP
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22
src/core/vertex.hpp
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22
src/core/vertex.hpp
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#ifndef SDL3CPP_CORE_VERTEX_HPP
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#define SDL3CPP_CORE_VERTEX_HPP
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#include <array>
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namespace sdl3cpp::core {
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struct Vertex {
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std::array<float, 3> position;
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std::array<float, 3> color;
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};
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struct PushConstants {
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std::array<float, 16> model;
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std::array<float, 16> viewProj;
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};
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static_assert(sizeof(PushConstants) == sizeof(float) * 32, "push constant size mismatch");
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} // namespace sdl3cpp::core
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#endif // SDL3CPP_CORE_VERTEX_HPP
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