# Copyright (C) 2022 RozK # # This program is free software: you can redistribute it and/or modify # it under the terms of the GNU Affero General Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU Affero General Public License for more details. # # You should have received a copy of the GNU Affero General Public License # along with this program. If not, see . from math import hypot vec3_right = (1.0, 0.0, 0.0) vec3_forward = (0.0, 1.0, 0.0) vec3_up = (0.0, 0.0, 1.0) def vec3_add(a, b): return (a[0] + b[0], a[1] + b[1], a[2] + b[2]) def vec3_sub(a, b): return (a[0] - b[0], a[1] - b[1], a[2] - b[2]) def vec3_normalize(v): l = hypot(*v) return (v[0] / l, v[1] / l, v[2] / l) def vec3_direction(a, b): v = (b[0] - a[0], b[1] - a[1], b[2] - a[2]) l = hypot(*v) return (v[0] / l, v[1] / l, v[2] / l) def vec3_scale(v, s): return (v[0] * s, v[1] * s, v[2] * s) def vec3_mul(a, b): return (a[0] * b[0], a[1] * b[1], a[2] * b[2]) def vec3_dot(a, b): return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] def vec3_cross(a, b): return (a[1] * b[2] - a[2] * b[1], -(a[0] * b[2] - a[2] * b[0]), a[0] * b[1] - a[1] * b[0]) # Texture formats def float_s8(f): return round((f ** (1.0 / 2.2)) * 255.0) #TODO: more accurate def vec3_srgb8a8(v): p = 1.0 / 2.2 #TODO: more accurate return (round((v[0] ** p) * 255.0), round((v[1] ** p) * 255.0), round((v[2] ** p) * 255.0), 255) def vec3_rgba8(v): return (round(v[0] * 255.0), round(v[1] * 255.0), round(v[2] * 255.0), 255) def vec3_normal_rgba8(n): l = max(abs(n[0]), abs(n[1]), abs(n[2])) return ( round((0.5 + (n[0] / l) * 0.5) * 255.0), round((0.5 + (n[1] / l) * 0.5) * 255.0), round((n[2] / l) * 255.0), 0) def vec3_normal_rgb10a2(n): l = max(abs(n[0]), abs(n[1]), abs(n[2])) return \ round((0.5 + (n[0] / l) * 0.5) * 1023.0) | \ round((0.5 + (n[1] / l) * 0.5) * 1023.0) << 10 | \ round((n[2] / l) * 1023.0) << 20 # Vertex formats