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+/*
+ Copyright 2012-2019 David Robillard <http://drobilla.net>
+
+ Permission to use, copy, modify, and/or distribute this software for any
+ purpose with or without fee is hereby granted, provided that the above
+ copyright notice and this permission notice appear in all copies.
+
+ THIS SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
+ WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
+ MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
+ ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
+ WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
+ ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
+ OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
+*/
+
+#include "pugl/pugl.h"
+
+#include <math.h>
+#include <stdint.h>
+#include <stdio.h>
+#include <string.h>
+
+typedef struct {
+ double lastReportTime;
+} PuglFpsPrinter;
+
+typedef float vec4[4];
+typedef vec4 mat4[4];
+
+// clang-format off
+
+static const float cubeStripVertices[] = {
+ -1.0f, 1.0f, 1.0f, // Front top left
+ 1.0f, 1.0f, 1.0f, // Front top right
+ -1.0f, -1.0f, 1.0f, // Front bottom left
+ 1.0f, -1.0f, 1.0f, // Front bottom right
+ 1.0f, -1.0f, -1.0f, // Back bottom right
+ 1.0f, 1.0f, 1.0f, // Front top right
+ 1.0f, 1.0f, -1.0f, // Back top right
+ -1.0f, 1.0f, 1.0f, // Front top left
+ -1.0f, 1.0f, -1.0f, // Back top left
+ -1.0f, -1.0f, 1.0f, // Front bottom left
+ -1.0f, -1.0f, -1.0f, // Back bottom left
+ 1.0f, -1.0f, -1.0f, // Back bottom right
+ -1.0f, 1.0f, -1.0f, // Back top left
+ 1.0f, 1.0f, -1.0f // Back top right
+};
+
+static const float cubeFrontLineLoop[] = {
+ -1.0f, 1.0f, 1.0f, // Front top left
+ 1.0f, 1.0f, 1.0f, // Front top right
+ 1.0f, -1.0f, 1.0f, // Front bottom right
+ -1.0f, -1.0f, 1.0f, // Front bottom left
+};
+
+static const float cubeBackLineLoop[] = {
+ -1.0f, 1.0f, -1.0f, // Back top left
+ 1.0f, 1.0f, -1.0f, // Back top right
+ 1.0f, -1.0f, -1.0f, // Back bottom right
+ -1.0f, -1.0f, -1.0f, // Back bottom left
+};
+
+static const float cubeSideLines[] = {
+ -1.0f, 1.0f, 1.0f, // Front top left
+ -1.0f, 1.0f, -1.0f, // Back top left
+
+ -1.0f, -1.0f, 1.0f, // Front bottom left
+ -1.0f, -1.0f, -1.0f, // Back bottom left
+
+ 1.0f, 1.0f, 1.0f, // Front top right
+ 1.0f, 1.0f, -1.0f, // Back top right
+
+ 1.0f, -1.0f, 1.0f, // Front bottom right
+ 1.0f, -1.0f, -1.0f, // Back bottom right
+};
+
+// clang-format on
+
+static inline void
+mat4Identity(mat4 m)
+{
+ for (int c = 0; c < 4; ++c) {
+ for (int r = 0; r < 4; ++r) {
+ m[c][r] = c == r ? 1.0f : 0.0f;
+ }
+ }
+}
+
+static inline void
+mat4Translate(mat4 m, const float x, const float y, const float z)
+{
+ m[3][0] = x;
+ m[3][1] = y;
+ m[3][2] = z;
+}
+
+static inline void
+mat4Mul(mat4 m, mat4 a, mat4 b)
+{
+ for (int c = 0; c < 4; ++c) {
+ for (int r = 0; r < 4; ++r) {
+ m[c][r] = 0.0f;
+ for (int k = 0; k < 4; ++k) {
+ m[c][r] += a[k][r] * b[c][k];
+ }
+ }
+ }
+}
+
+static inline void
+mat4Ortho(mat4 m,
+ const float l,
+ const float r,
+ const float b,
+ const float t,
+ const float n,
+ const float f)
+{
+ m[0][0] = 2.0f / (r - l);
+ m[0][1] = m[0][2] = m[0][3] = 0.0f;
+
+ m[1][1] = 2.0f / (t - b);
+ m[1][0] = m[1][2] = m[1][3] = 0.0f;
+
+ m[2][2] = -2.0f / (f - n);
+ m[2][0] = m[2][1] = m[2][3] = 0.0f;
+
+ m[3][0] = -(r + l) / (r - l);
+ m[3][1] = -(t + b) / (t - b);
+ m[3][2] = -(f + n) / (f - n);
+ m[3][3] = 1.0f;
+}
+
+/** Calculate a projection matrix for a given perspective. */
+static inline void
+perspective(float* m, float fov, float aspect, float zNear, float zFar)
+{
+ const float h = tanf(fov);
+ const float w = h / aspect;
+ const float depth = zNear - zFar;
+ const float q = (zFar + zNear) / depth;
+ const float qn = 2 * zFar * zNear / depth;
+
+ // clang-format off
+ m[0] = w; m[1] = 0; m[2] = 0; m[3] = 0;
+ m[4] = 0; m[5] = h; m[6] = 0; m[7] = 0;
+ m[8] = 0; m[9] = 0; m[10] = q; m[11] = -1;
+ m[12] = 0; m[13] = 0; m[14] = qn; m[15] = 0;
+ // clang-format on
+}
+
+static inline void
+puglPrintFps(const PuglWorld* world,
+ PuglFpsPrinter* printer,
+ unsigned* const framesDrawn)
+{
+ const double thisTime = puglGetTime(world);
+ if (thisTime > printer->lastReportTime + 5) {
+ const double fps = *framesDrawn / (thisTime - printer->lastReportTime);
+ fprintf(stderr,
+ "%u frames in %.0f seconds = %.3f FPS\n",
+ *framesDrawn,
+ thisTime - printer->lastReportTime,
+ fps);
+
+ printer->lastReportTime = thisTime;
+ *framesDrawn = 0;
+ }
+}