package tiny_libs
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From-scratch libraries for teaching: graphics, audio, compression, crypto, networking and more
Install
dune-project
Dependency
Authors
Maintainers
Sources
0.3.6.tar.gz
md5=7c636383d146d30ac6f2fa234a6253c8
sha512=c79f3823c5f8f57e5038eb640d487c61168b84aa07c61999d6622ef9fd0c890e2b03b4c6a7cdbbe9352a49e25dda00ac7bb14693cee8e3d7beeed251351a2af0
doc/src/tiny_libs.graphics_3d_geometry/Mat4.ml.html
Source file Mat4.ml
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 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89(* Claude Code * * Copyright (C) 2026 Yoann Padioleau * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public License * (LGPL) as published by the Free Software Foundation; either version * 2 of the License, or (at your option) any later version. *) (*****************************************************************************) (* Mat4: the one genuinely new piece of math a GPU backend needs that * the software rasterizer doesn't -- see plan_opengl.md's comparison * table. The rasterizer projects one point at a time with a few plain * scalar formulas (view_space + project_vertex); a GPU vertex shader * instead expects a single 4x4 "model-view-projection" matrix per * draw call, uploaded once, that it then applies to every vertex * itself, in parallel. A row-major float array of 16 elements -- * uniform_matrix4fv's [transpose] argument (set to true in the OpenGL * backend) tells OpenGL to transpose it into the column-major layout * it actually wants internally, so this code never has to think in * column-major. * claude: WebGL 1 requires [transpose] = false, so the WebGL backend * transposes on the CPU itself, with [transpose] below. *) (*****************************************************************************) type t = float array (* [look_at eye target] builds a view matrix using the exact same * right/up/forward basis as Camera.view (Camera.basis) -- * V * point = (dot (point - eye) right, dot (point - eye) up, * dot (point - eye) forward), i.e. the same view-space coordinates * Camera.view computes, just packaged as a matrix a GPU can apply. *) let look_at ?up ~(eye : Vec3.t) ~(target : Vec3.t) () : t = let right, up, forward = Camera.basis ?up ~eye ~target () in let (rx, ry, rz) = right and (ux, uy, uz) = up and (fx, fy, fz) = forward in [| rx; ry; rz; -.(Vec3.dot right eye); ux; uy; uz; -.(Vec3.dot up eye); fx; fy; fz; -.(Vec3.dot forward eye); 0.; 0.; 0.; 1.; |] (* [perspective ~fov_degrees ~aspect ~near ~far]: the exact same * f = 1/tan(fov/2), x scaled by f/aspect, y scaled by f formulas as * project_vertex's ndc_x/ndc_y (see that function's comment) -- same * fov/near/far camera field, same on-screen framing, on both * backends. The z row (derived from "NDC z must be -1 at [near] and * +1 at [far], for a view-space z that's positive in front of the * camera, matching look_at's convention above") is new: the software * rasterizer never needs to remap depth into any particular range, it * only ever directly compares raw view-space z values against each * other in its own hand-rolled zbuffer; a GPU's hardware depth test * expects normalized device coordinates instead. *) let perspective ~(fov_degrees : float) ~(aspect : float) ~(near : float) ~(far : float) : t = let fov_rad = fov_degrees *. Float.pi /. 180. in let f = 1. /. tan (fov_rad /. 2.) in let a = (far +. near) /. (far -. near) in let b = -2. *. far *. near /. (far -. near) in [| f /. aspect; 0.; 0.; 0.; 0.; f; 0.; 0.; 0.; 0.; a; b; 0.; 0.; 1.; 0. |] (* the same box without the pyramid: x and y scaled by how much of the * world fits on the screen, z mapped linearly into -1..1, and w left * at 1 -- which is the whole difference, since it is the divide by w * that makes far things small *) let orthographic ~(height : float) ~(aspect : float) ~(near : float) ~(far : float) : t = let h = height /. 2. in [| 1. /. (aspect *. h); 0.; 0.; 0.; 0.; 1. /. h; 0.; 0.; 0.; 0.; 2. /. (far -. near); -.(far +. near) /. (far -. near); 0.; 0.; 0.; 1. |] (* row-major 4x4 * 4x4 -- [mul a b] then applied to a point means * "apply b first, then a" (standard matrix composition), so * [mul projection view] is the usual "view, then project" order. *) let mul (a : t) (b : t) : t = Array.init 16 (fun idx -> let r = idx / 4 and c = idx mod 4 in let sum = ref 0. in for k = 0 to 3 do sum := !sum +. (a.((r * 4) + k) *. b.((k * 4) + c)) done; !sum) (* element (r, c) of the result is element (c, r) of [m] *) let transpose (m : t) : t = Array.init 16 (fun idx -> let r = idx / 4 and c = idx mod 4 in m.((c * 4) + r))
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