#ifdef INTELLISENSE_DIRECTIVES # pragma once # include "context_cracking.h" # include "linkage.h" # include "macros.h" # include "base_types.h" # include "memory.h" # include "memory_substrate.h" # include "arena.h" #endif // Copyright (c) 2024 Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) //////////////////////////////// //~ rjf: Vector Types //- rjf: 2-vectors typedef union Vec2F32 Vec2F32; union Vec2F32 { struct { F32 x; F32 y; }; F32 v[2]; }; typedef union Vec2S64 Vec2S64; union Vec2S64 { struct { S64 x; S64 y; }; S64 v[2]; }; typedef union Vec2S32 Vec2S32; union Vec2S32 { struct { S32 x; S32 y; }; S32 v[2]; }; typedef union Vec2S16 Vec2S16; union Vec2S16 { struct { S16 x; S16 y; }; S16 v[2]; }; //- rjf: 3-vectors typedef union Vec3F32 Vec3F32; union Vec3F32 { struct { F32 x; F32 y; F32 z; }; struct { Vec2F32 xy; F32 _z0; }; struct { F32 _x0; Vec2F32 yz; }; F32 v[3]; }; typedef union Vec3S32 Vec3S32; union Vec3S32 { struct { S32 x; S32 y; S32 z; }; struct { Vec2S32 xy; S32 _z0; }; struct { S32 _x0; Vec2S32 yz; }; S32 v[3]; }; //- rjf: 4-vectors typedef union Vec4F32 Vec4F32; union Vec4F32 { struct { F32 x; F32 y; F32 z; F32 w; }; struct { Vec2F32 xy; Vec2F32 zw; }; struct { Vec3F32 xyz; F32 _z0; }; struct { F32 _x0; Vec3F32 yzw; }; F32 v[4]; }; typedef union Vec4S32 Vec4S32; union Vec4S32 { struct { S32 x; S32 y; S32 z; S32 w; }; struct { Vec2S32 xy; Vec2S32 zw; }; struct { Vec3S32 xyz; S32 _z0; }; struct { S32 _x0; Vec3S32 yzw; }; S32 v[4]; }; //////////////////////////////// //~ rjf: Matrix Types typedef struct Mat3x3F32 Mat3x3F32; struct Mat3x3F32 { F32 v[3][3]; }; typedef struct Mat4x4F32 Mat4x4F32; struct Mat4x4F32 { F32 v[4][4]; }; //////////////////////////////// //~ rjf: Range Types //- rjf: 1-range typedef union Rng1U32 Rng1U32; union Rng1U32 { struct { U32 min; U32 max; }; U32 v[2]; }; typedef union Rng1S32 Rng1S32; union Rng1S32 { struct { S32 min; S32 max; }; S32 v[2]; }; typedef union Rng1U64 Rng1U64; union Rng1U64 { struct { U64 min; U64 max; }; U64 v[2]; }; typedef union Rng1S64 Rng1S64; union Rng1S64 { struct { S64 min; S64 max; }; S64 v[2]; }; typedef union Rng1F32 Rng1F32; union Rng1F32 { struct { F32 min; F32 max; }; F32 v[2]; }; //- rjf: 2-range (rectangles) typedef union Rng2S16 Rng2S16; union Rng2S16 { struct { Vec2S16 min; Vec2S16 max; }; struct { Vec2S16 p0; Vec2S16 p1; }; struct { S16 x0; S16 y0; S16 x1; S16 y1; }; Vec2S16 v[2]; }; typedef union Rng2S32 Rng2S32; union Rng2S32 { struct { Vec2S32 min; Vec2S32 max; }; struct { Vec2S32 p0; Vec2S32 p1; }; struct { S32 x0; S32 y0; S32 x1; S32 y1; }; Vec2S32 v[2]; }; typedef union Rng2F32 Rng2F32; union Rng2F32 { struct { Vec2F32 min; Vec2F32 max; }; struct { Vec2F32 p0; Vec2F32 p1; }; struct { F32 x0; F32 y0; F32 x1; F32 y1; }; Vec2F32 v[2]; }; typedef union Rng2S64 Rng2S64; union Rng2S64 { struct { Vec2S64 min; Vec2S64 max; }; struct { Vec2S64 p0; Vec2S64 p1; }; struct { S64 x0; S64 y0; S64 x1; S64 y1; }; Vec2S64 v[2]; }; //////////////////////////////// //~ rjf: List Types typedef struct Rng1S64Node Rng1S64Node; struct Rng1S64Node { Rng1S64Node* next; Rng1S64 v; }; typedef struct Rng1S64List Rng1S64List; struct Rng1S64List { Rng1S64Node* first; Rng1S64Node* last; U64 count; }; typedef struct Rng1S64Array Rng1S64Array; struct Rng1S64Array { Rng1S64* v; U64 count; }; //////////////////////////////// //~ rjf: Clamps, Mins, Maxes #ifndef md_min #define md_min(A, B) (((A) < (B)) ? (A) : (B)) #endif #ifndef md_max #define md_max(A, B) (((A) > (B)) ? (A) : (B)) #endif #ifndef clamp_top #define clamp_top(A, X) md_min(A, X) #endif #ifndef clamp_bot #define clamp_bot(X, B) md_max(X, B) #endif #define clamp(A, X, B) (((X) < (A)) ? (A) : ((X) > (B)) ? (B) : (X)) //////////////////////////////// //~ rjf: Scalar Ops #define abs_s64(v) (S64)llabs(v) #define sqrt_f32(v) sqrtf(v) #define mod_f32(a, b) fmodf((a), (b)) #define pow_f32(b, e) powf((b), (e)) #define ceil_f32(v) ceilf(v) #define floor_f32(v) floorf(v) #define round_f32(v) roundf(v) #define abs_f32(v) fabsf(v) #define radians_from_turns_f32(v) ((v) * 2 * 3.1415926535897f) #define turns_from_radians_f32(v) ((v) / 2 * 3.1415926535897f) #define degrees_from_turns_f32(v) ((v) * 360.f) #define turns_from_degrees_f32(v) ((v) / 360.f) #define degrees_from_radians_f32(v) (degrees_from_turns_f32(turns_from_radians_f32(v))) #define radians_from_degrees_f32(v) (radians_from_turns_f32(turns_from_degrees_f32(v))) #define sin_f32(v) sinf( radians_from_turns_f32(v) ) #define cos_f32(v) cosf( radians_from_turns_f32(v) ) #define tan_f32(v) tanf( radians_from_turns_f32(v) ) #define sqrt_f64(v) sqrt(v) #define mod_f64(a, b) fmod((a), (b)) #define pow_f64(b, e) pow((b), (e)) #define ceil_f64(v) ceil(v) #define floor_f64(v) floor(v) #define round_f64(v) round(v) #define abs_f64(v) fabs(v) #define radians_from_turns_f64(v) ((v) * 2 * 3.1415926535897) #define turns_from_radians_f64(v) ((v) / 2 * 3.1415926535897) #define degrees_from_turns_f64(v) ((v) * 360.0) #define turns_from_degrees_f64(v) ((v) / 360.0) #define degrees_from_radians_f64(v) (degrees_from_turns_f64(turns_from_radians_f64(v))) #define radians_from_degrees_f64(v) (radians_from_turns_f64(turns_from_degrees_f64(v))) #define sin_f64(v) sin(radians_from_turns_f64(v)) #define cos_f64(v) cos(radians_from_turns_f64(v)) #define tan_f64(v) tan(radians_from_turns_f64(v)) inline F32 mix_1f32(F32 a, F32 b, F32 t) { F32 c = (a + (b - a) * clamp(0.f, t, 1.f)); return c; } inline F64 mix_1f64(F64 a, F64 b, F64 t) { F64 c = (a + (b - a) * clamp(0.0, t, 1.0)); return c; } //////////////////////////////// //~ rjf: Vector Ops // ==================== 2D Vectors ==================== #define v2f32(x, y) vec_2f32((x), (y)) inline Vec2F32 vec_2f32 (F32 x, F32 y) { Vec2F32 v = { x, y }; return v; } inline Vec2F32 add_2f32 (Vec2F32 a, Vec2F32 b) { Vec2F32 c = {a.x + b.x, a.y + b.y}; return c; } inline Vec2F32 sub_2f32 (Vec2F32 a, Vec2F32 b) { Vec2F32 c = {a.x - b.x, a.y - b.y}; return c; } inline Vec2F32 mul_2f32 (Vec2F32 a, Vec2F32 b) { Vec2F32 c = {a.x * b.x, a.y * b.y}; return c; } inline Vec2F32 div_2f32 (Vec2F32 a, Vec2F32 b) { Vec2F32 c = {a.x / b.x, a.y / b.y}; return c; } inline Vec2F32 scale_2f32 (Vec2F32 v, F32 s) { Vec2F32 c = {v.x * s, v.y * s }; return c; } inline F32 dot_2f32 (Vec2F32 a, Vec2F32 b) { F32 c = a.x * b.x + a.y * b.y; return c; } inline F32 length_squared_2f32(Vec2F32 v) { F32 c = v.x * v.x + v.y * v.y; return c; } inline F32 length_2f32 (Vec2F32 v) { F32 c = sqrt_f32(v.x*v.x + v.y*v.y); return c; } inline Vec2F32 normalize_2f32 (Vec2F32 v) { v = scale_2f32(v, 1.f / length_2f32(v)); return v; } inline Vec2F32 mix_2f32 (Vec2F32 a, Vec2F32 b, F32 t) { Vec2F32 c = {mix_1f32(a.x, b.x, t), mix_1f32(a.y, b.y, t)}; return c; } #define v2s64(x, y) vec_2s64((x), (y)) inline Vec2S64 vec_2s64 (S64 x, S64 y) { Vec2S64 v = { x, y }; return v; } inline Vec2S64 add_2s64 (Vec2S64 a, Vec2S64 b) { Vec2S64 c = {a.x + b.x, a.y + b.y}; return c; } inline Vec2S64 sub_2s64 (Vec2S64 a, Vec2S64 b) { Vec2S64 c = {a.x - b.x, a.y - b.y}; return c; } inline Vec2S64 mul_2s64 (Vec2S64 a, Vec2S64 b) { Vec2S64 c = {a.x * b.x, a.y * b.y}; return c; } inline Vec2S64 div_2s64 (Vec2S64 a, Vec2S64 b) { Vec2S64 c = {a.x / b.x, a.y / b.y}; return c; } inline Vec2S64 scale_2s64 (Vec2S64 v, S64 s) { Vec2S64 c = {v.x * s, v.y * s }; return c; } inline S64 dot_2s64 (Vec2S64 a, Vec2S64 b) { S64 c = a.x * b.x + a.y * b.y; return c; } inline S64 length_squared_2s64(Vec2S64 v) { S64 c = v.x * v.x + v.y * v.y; return c; } inline S64 length_2s64 (Vec2S64 v) { S64 c = (S64)sqrt_f64((F64)(v.x*v.x + v.y*v.y)); return c; } inline Vec2S64 normalize_2s64 (Vec2S64 v) { v = scale_2s64(v, (S64)(1.f / length_2s64(v))); return v; } inline Vec2S64 mix_2s64 (Vec2S64 a, Vec2S64 b, F32 t) { Vec2S64 c = {(S64)mix_1f32((F32)a.x, (F32)b.x, t), (S64)mix_1f32((F32)a.y, (F32)b.y, t)}; return c; } #define v2s32(x, y) vec_2s32((x), (y)) inline Vec2S32 vec_2s32 (S32 x, S32 y) { Vec2S32 v = { x, y }; return v; } inline Vec2S32 add_2s32 (Vec2S32 a, Vec2S32 b) { Vec2S32 c = {a.x + b.x, a.y + b.y}; return c; } inline Vec2S32 sub_2s32 (Vec2S32 a, Vec2S32 b) { Vec2S32 c = {a.x - b.x, a.y - b.y}; return c; } inline Vec2S32 mul_2s32 (Vec2S32 a, Vec2S32 b) { Vec2S32 c = {a.x * b.x, a.y * b.y}; return c; } inline Vec2S32 div_2s32 (Vec2S32 a, Vec2S32 b) { Vec2S32 c = {a.x / b.x, a.y / b.y}; return c; } inline Vec2S32 scale_2s32 (Vec2S32 v, S32 s) { Vec2S32 c = {v.x * s, v.y * s }; return c; } inline S32 dot_2s32 (Vec2S32 a, Vec2S32 b) { S32 c = a.x * b.x + a.y * b.y; return c; } inline S32 length_squared_2s32(Vec2S32 v) { S32 c = v.x * v.x + v.y * v.y; return c; } inline S32 length_2s32 (Vec2S32 v) { S32 c = (S32)sqrt_f32((F32)v.x*(F32)v.x + (F32)v.y*(F32)v.y); return c; } inline Vec2S32 normalize_2s32 (Vec2S32 v) { v = scale_2s32(v, (S32)(1.f / length_2s32(v))); return v; } inline Vec2S32 mix_2s32 (Vec2S32 a, Vec2S32 b, F32 t) { Vec2S32 c = {(S32)mix_1f32((F32)a.x, (F32)b.x, t), (S32)mix_1f32((F32)a.y, (F32)b.y, t)}; return c; } #define v2s16(x, y) vec_2s16((x), (y)) inline Vec2S16 vec_2s16 (S16 x, S16 y) { Vec2S16 v = { x, y }; return v; } inline Vec2S16 add_2s16 (Vec2S16 a, Vec2S16 b) { Vec2S16 c = {(S16)(a.x + b.x), (S16)(a.y + b.y)}; return c; } inline Vec2S16 sub_2s16 (Vec2S16 a, Vec2S16 b) { Vec2S16 c = {(S16)(a.x - b.x), (S16)(a.y - b.y)}; return c; } inline Vec2S16 mul_2s16 (Vec2S16 a, Vec2S16 b) { Vec2S16 c = {(S16)(a.x * b.x), (S16)(a.y * b.y)}; return c; } inline Vec2S16 div_2s16 (Vec2S16 a, Vec2S16 b) { Vec2S16 c = {(S16)(a.x / b.x), (S16)(a.y / b.y)}; return c; } inline Vec2S16 scale_2s16 (Vec2S16 v, S16 s) { Vec2S16 c = {(S16)(v.x * s ), (S16)(v.y * s )}; return c; } inline S16 dot_2s16 (Vec2S16 a, Vec2S16 b) { S16 c = a.x * b.x + a.y * b.y; return c; } inline S16 length_squared_2s16(Vec2S16 v) { S16 c = v.x * v.x + v.y * v.y; return c; } inline S16 length_2s16 (Vec2S16 v) { S16 c = (S16)sqrt_f32((F32)(v.x*v.x + v.y*v.y)); return c; } inline Vec2S16 normalize_2s16 (Vec2S16 v) { v = scale_2s16(v, (S16)(1.f / length_2s16(v))); return v; } inline Vec2S16 mix_2s16 (Vec2S16 a, Vec2S16 b, F32 t) { Vec2S16 c = {(S16)mix_1f32((F32)a.x, (F32)b.x, t), (S16)mix_1f32((F32)a.y, (F32)b.y, t)}; return c; } #define vec2(a, b) _Generic(a, S16: vec_2s16, S32: vec_2s32, S64: vec_2s64, F32: vec_2f32 )((a), (b)) #define add_vec2(a, b) _Generic(a, S16: add_2s16, S32: add_2s32, S64: add_2s64, F32: add_2f32 )((a), (b)) #define sub_vec2(a, b) _Generic(a, S16: sub_2s16, S32: sub_2s32, S64: sub_2s64, F32: sub_2f32 )((a), (b)) #define mul_vec2(a, b) _Generic(a, S16: mul_2s16, S32: mul_2s32, S64: mul_2s64, F32: mul_2f32 )((a), (b)) #define div_vec2(a, b) _Generic(a, S16: div_2s16, S32: div_2s32, S64: div_2s64, F32: div_2f32 )((a), (b)) #define scale_vec2(v, s) _Generic(v, S16: scale_2s16, S32: scale_2s32, S64: scale_2s64, F32: scale_2f32 )((v), (s)) #define dot_vec2(a, b) _Generic(a, S16: dot_2s16, S32: dot_2s32, S64: dot_2s64, F32: dot_2f32 )((a), (b)) #define length_squared_vec2(v) _Generic(v, S16: length_squared_2s16, S32: length_squared_2s32, S64: length_squared_2s64, F32: length_squared_2f32)((v)) #define length_vec2(v) _Generic(v, S16: length_2s16, S32: length_2s32, S64: length_2s64, F32: length_2f32 )((v)) #define normalize_vec2(v) _Generic(v, S16: normalize_2s16, S32: normalize_2s32, S64: normalize_2s64, F32: normalize_2f32 )((v)) #define mix_vec2(a, b, t) _Generic(a, S16: mix_2s16, S32: mix_2s32, S64: mix_2s64, F32: mix_2f32 )((a), (b), (t)) // ==================== 3D Vectors ==================== #define v3f32(x, y, z) vec_3f32((x), (y), (z)) inline Vec3F32 vec_3f32 (F32 x, F32 y, F32 z) { Vec3F32 v = {x, y, z}; return v; } inline Vec3F32 add_3f32 (Vec3F32 a, Vec3F32 b) { Vec3F32 c = {a.x + b.x, a.y + b.y, a.z + b.z}; return c; } inline Vec3F32 sub_3f32 (Vec3F32 a, Vec3F32 b) { Vec3F32 c = {a.x - b.x, a.y - b.y, a.z - b.z}; return c; } inline Vec3F32 mul_3f32 (Vec3F32 a, Vec3F32 b) { Vec3F32 c = {a.x * b.x, a.y * b.y, a.z * b.z}; return c; } inline Vec3F32 div_3f32 (Vec3F32 a, Vec3F32 b) { Vec3F32 c = {a.x / b.x, a.y / b.y, a.z / b.z}; return c; } inline Vec3F32 scale_3f32 (Vec3F32 v, F32 s) { Vec3F32 c = {v.x * s, v.y * s, v.z * s}; return c; } inline F32 dot_3f32 (Vec3F32 a, Vec3F32 b) { F32 c = a.x * b.x + a.y * b.y + a.z * b.z; return c; } inline F32 length_squared_3f32(Vec3F32 v) { F32 c = v.x * v.x + v.y * v.y + v.z * v.z; return c; } inline F32 length_3f32 (Vec3F32 v) { F32 c = sqrt_f32(v.x * v.x + v.y * v.y + v.z * v.z); return c; } inline Vec3F32 normalize_3f32 (Vec3F32 v) { v = scale_3f32(v, 1.f / length_3f32(v)); return v; } inline Vec3F32 mix_3f32 (Vec3F32 a, Vec3F32 b, F32 t) { Vec3F32 c = {mix_1f32(a.x, b.x, t), mix_1f32(a.y, b.y, t), mix_1f32(a.z, b.z, t)}; return c; } inline Vec3F32 cross_3f32 (Vec3F32 a, Vec3F32 b) { Vec3F32 c = {a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x}; return c; } #define v3s32(x, y, z) vec_3s32((x), (y), (z)) inline Vec3S32 vec_3s32 (S32 x, S32 y, S32 z) { Vec3S32 v = {x, y, z}; return v; } inline Vec3S32 add_3s32 (Vec3S32 a, Vec3S32 b) { Vec3S32 c = {a.x + b.x, a.y + b.y, a.z + b.z}; return c; } inline Vec3S32 sub_3s32 (Vec3S32 a, Vec3S32 b) { Vec3S32 c = {a.x - b.x, a.y - b.y, a.z - b.z}; return c; } inline Vec3S32 mul_3s32 (Vec3S32 a, Vec3S32 b) { Vec3S32 c = {a.x * b.x, a.y * b.y, a.z * b.z}; return c; } inline Vec3S32 div_3s32 (Vec3S32 a, Vec3S32 b) { Vec3S32 c = {a.x / b.x, a.y / b.y, a.z / b.z}; return c; } inline Vec3S32 scale_3s32 (Vec3S32 v, S32 s) { Vec3S32 c = {v.x * s, v.y * s, v.z * s }; return c; } inline S32 dot_3s32 (Vec3S32 a, Vec3S32 b) { S32 c = a.x * b.x + a.y * b.y + a.z * b.z; return c; } inline S32 length_squared_3s32(Vec3S32 v) { S32 c = v.x * v.x + v.y * v.y + v.z * v.z; return c; } inline S32 length_3s32 (Vec3S32 v) { S32 c = (S32)sqrt_f32((F32)(v.x * v.x + v.y * v.y + v.z * v.z)); return c; } inline Vec3S32 normalize_3s32 (Vec3S32 v) { v = scale_3s32(v, (S32)(1.f / length_3s32(v))); return v; } inline Vec3S32 mix_3s32 (Vec3S32 a, Vec3S32 b, F32 t) { Vec3S32 c = {(S32)mix_1f32((F32)a.x, (F32)b.x, t), (S32)mix_1f32((F32)a.y, (F32)b.y, t), (S32)mix_1f32((F32)a.z, (F32)b.z, t)}; return c; } inline Vec3S32 cross_3s32 (Vec3S32 a, Vec3S32 b) { Vec3S32 c = {a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x}; return c; } #define vec3(a, b, c) _Generic(a, S32: vec_3s32, F32: vec_3f32 )((a), (b), (c)) #define add_vec3(a, b) _Generic(a, S32: add_3s32, F32: add_3f32 )((a), (b)) #define sub_vec3(a, b) _Generic(a, S32: sub_3s32, F32: sub_3f32 )((a), (b)) #define mul_vec3(a, b) _Generic(a, S32: mul_3s32, F32: mul_3f32 )((a), (b)) #define div_vec3(a, b) _Generic(a, S32: div_3s32, F32: div_3f32 )((a), (b)) #define scale_vec3(v, s) _Generic(v, S32: scale_3s32, F32: scale_3f32 )((v), (s)) #define dot_vec3(a, b) _Generic(a, S32: dot_3s32, F32: dot_3f32 )((a), (b)) #define length_squared_vec3(v) _Generic(v, S32: length_squared_3s32, F32: length_squared_3f32)((v)) #define length_vec3(v) _Generic(v, S32: length_3s32, F32: length_3f32 )((v)) #define normalize_vec3(v) _Generic(v, S32: normalize_3s32, F32: normalize_3f32 )((v)) #define mix_vec3(a, b, t) _Generic(a, S32: mix_3s32, F32: mix_3f32 )((a), (b), (t)) #define cross_vec3(a, b) _Generic(a, S32: cross_3s32, F32: cross_3f32 )((a), (b)) // ==================== 4D Vectors ==================== #define v4f32(x, y, z, w) vec_4f32((x), (y), (z), (w)) inline Vec4F32 vec_4f32 (F32 x, F32 y, F32 z, F32 w) { Vec4F32 v = {x, y, z, w}; return v; } inline Vec4F32 add_4f32 (Vec4F32 a, Vec4F32 b) { Vec4F32 c = {a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w}; return c; } inline Vec4F32 sub_4f32 (Vec4F32 a, Vec4F32 b) { Vec4F32 c = {a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w}; return c; } inline Vec4F32 mul_4f32 (Vec4F32 a, Vec4F32 b) { Vec4F32 c = {a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w}; return c; } inline Vec4F32 div_4f32 (Vec4F32 a, Vec4F32 b) { Vec4F32 c = {a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w}; return c; } inline Vec4F32 scale_4f32 (Vec4F32 v, F32 s) { Vec4F32 c = {v.x * s, v.y * s, v.z * s, v.w * s }; return c; } inline F32 dot_4f32 (Vec4F32 a, Vec4F32 b) { F32 c = a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w; return c; } inline F32 length_squared_4f32(Vec4F32 v) { F32 c = v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w; return c; } inline F32 length_4f32 (Vec4F32 v) { F32 c = sqrt_f32(v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w); return c; } inline Vec4F32 normalize_4f32 (Vec4F32 v) { v = scale_4f32(v, 1.f / length_4f32(v)); return v; } inline Vec4F32 mix_4f32 (Vec4F32 a, Vec4F32 b, F32 t) { Vec4F32 c = {mix_1f32(a.x, b.x, t), mix_1f32(a.y, b.y, t), mix_1f32(a.z, b.z, t), mix_1f32(a.w, b.w, t)}; return c; } #define v4s32(x, y, z, w) vec_4s32((x), (y), (z), (w)) inline Vec4S32 vec_4s32 (S32 x, S32 y, S32 z, S32 w) { Vec4S32 v = {x, y, z, w}; return v; } inline Vec4S32 add_4s32 (Vec4S32 a, Vec4S32 b) { Vec4S32 c = {a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w}; return c; } inline Vec4S32 sub_4s32 (Vec4S32 a, Vec4S32 b) { Vec4S32 c = {a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w}; return c; } inline Vec4S32 mul_4s32 (Vec4S32 a, Vec4S32 b) { Vec4S32 c = {a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w}; return c; } inline Vec4S32 div_4s32 (Vec4S32 a, Vec4S32 b) { Vec4S32 c = {a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w}; return c; } inline Vec4S32 scale_4s32 (Vec4S32 v, S32 s) { Vec4S32 c = {v.x * s, v.y * s, v.z * s, v.w * s }; return c; } inline S32 dot_4s32 (Vec4S32 a, Vec4S32 b) { S32 c = a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w; return c; } inline S32 length_squared_4s32(Vec4S32 v) { S32 c = v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w; return c; } inline S32 length_4s32 (Vec4S32 v) { S32 c = (S32)sqrt_f32((F32)(v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w)); return c; } inline Vec4S32 normalize_4s32 (Vec4S32 v) { v = scale_4s32(v, (S32)(1.f / length_4s32(v))); return v; } inline Vec4S32 mix_4s32 (Vec4S32 a, Vec4S32 b, F32 t) { Vec4S32 c = {(S32)mix_1f32((F32)a.x, (F32)b.x, t), (S32)mix_1f32((F32)a.y, (F32)b.y, t), (S32)mix_1f32((F32)a.z, (F32)b.z, t), (S32)mix_1f32((F32)a.w, (F32)b.w, t)}; return c; } #define vec4(a, b, c, d) _Generic(a, S32: vec_4s32, F32: vec_4f32 )((a), (b), (c), (d)) #define add_vec4(a, b) _Generic(a, S32: add_4s32, F32: add_4f32 )((a), (b)) #define sub_vec4(a, b) _Generic(a, S32: sub_4s32, F32: sub_4f32 )((a), (b)) #define mul_vec4(a, b) _Generic(a, S32: mul_4s32, F32: mul_4f32 )((a), (b)) #define div_vec4(a, b) _Generic(a, S32: div_4s32, F32: div_4f32 )((a), (b)) #define scale_vec4(v, s) _Generic(v, S32: scale_4s32, F32: scale_4f32 )((v), (s)) #define dot_vec4(a, b) _Generic(a, S32: dot_4s32, F32: dot_4f32 )((a), (b)) #define length_squared_vec4(v) _Generic(v, S32: length_squared_4s32, F32: length_squared_4f32)((v)) #define length_vec4(v) _Generic(v, S32: length_4s32, F32: length_4f32 )((v)) #define normalize_vec4(v) _Generic(v, S32: normalize_4s32, F32: normalize_4f32 )((v)) #define mix_vec4(a, b, t) _Generic(a, S32: mix_4s32, F32: mix_4f32 )((a), (b), (t)) //////////////////////////////// //~ rjf: Matrix Ops // ==================== 3x3 Matrix ==================== inline Mat3x3F32 mat_3x3f32 (F32 diag) { Mat3x3F32 res = {0}; res.v[0][0] = diag; res.v[1][1] = diag; res.v[2][2] = diag; return res; } inline Mat3x3F32 make_translate_3x3f32(Vec2F32 delta) { Mat3x3F32 mat = mat_3x3f32(1.f); mat.v[2][0] = delta.x; mat.v[2][1] = delta.y; return mat; } inline Mat3x3F32 make_scale_3x3f32 (Vec2F32 scale) { Mat3x3F32 mat = mat_3x3f32(1.f); mat.v[0][0] = scale.x; mat.v[1][1] = scale.y; return mat; } inline Mat3x3F32 mul_3x3f32 (Mat3x3F32 a, Mat3x3F32 b) { Mat3x3F32 c = {0}; for(int j = 0; j < 3; j += 1) for(int i = 0; i < 3; i += 1) { c.v[i][j] = (a.v[0][j]*b.v[i][0] + a.v[1][j] * b.v[i][1] + a.v[2][j] * b.v[i][2]); } return c; } inline Mat4x4F32 mat_4x4f32 (F32 diag) { Mat4x4F32 res = {0}; res.v[0][0] = diag; res.v[1][1] = diag; res.v[2][2] = diag; res.v[3][3] = diag; return res; } inline Mat4x4F32 make_translate_4x4f32(Vec3F32 delta) { Mat4x4F32 res = mat_4x4f32(1.f); res.v[3][0] = delta.x; res.v[3][1] = delta.y; res.v[3][2] = delta.z; return res; } inline Mat4x4F32 make_scale_4x4f32 (Vec3F32 scale) { Mat4x4F32 res = mat_4x4f32(1.f); res.v[0][0] = scale.x; res.v[1][1] = scale.y; res.v[2][2] = scale.z; return res; } // ==================== 4x4 Matrix ==================== Mat4x4F32 make_perspective_4x4f32 (F32 fov, F32 aspect_ratio, F32 near_z, F32 far_z); Mat4x4F32 make_orthographic_4x4f32(F32 left, F32 right, F32 bottom, F32 top, F32 near_z, F32 far_z); Mat4x4F32 make_look_at_4x4f32 (Vec3F32 eye, Vec3F32 center, Vec3F32 up); Mat4x4F32 make_rotate_4x4f32 (Vec3F32 axis, F32 turns); Mat4x4F32 mul_4x4f32 (Mat4x4F32 a, Mat4x4F32 b); Mat4x4F32 scale_4x4f32 (Mat4x4F32 m, F32 scale); Mat4x4F32 inverse_4x4f32 (Mat4x4F32 m); Mat4x4F32 derotate_4x4f32(Mat4x4F32 mat); inline Mat4x4F32 make_perspective_4x4f32(F32 fov, F32 aspect_ratio, F32 near_z, F32 far_z) { F32 tan_theta_over_2 = tan_f32(fov / 2); F32 q_tan_theta_over_2 = 1 / tan_theta_over_2; F32 q_near_far_z = 1 / (near_z - far_z); Mat4x4F32 result = mat_4x4f32(1.f); result.v[0][0] = q_tan_theta_over_2; result.v[1][1] = aspect_ratio * q_tan_theta_over_2; result.v[2][3] = 1.f; result.v[2][2] = -( near_z + far_z) * q_near_far_z; result.v[3][2] = (2.f * near_z * far_z) * q_near_far_z; result.v[3][3] = 0.f; return result; } inline Mat4x4F32 make_orthographic_4x4f32(F32 left, F32 right, F32 bottom, F32 top, F32 near_z, F32 far_z) { Mat4x4F32 result = mat_4x4f32(1.f); result.v[0][0] = 2.f / (right - left); result.v[1][1] = 2.f / (top - bottom); result.v[2][2] = 2.f / (far_z - near_z); result.v[3][3] = 1.f; result.v[3][0] = (left + right) / (left - right); result.v[3][1] = (bottom + top ) / (bottom - top ); result.v[3][2] = (near_z + far_z) / (near_z - far_z); return result; } inline Mat4x4F32 make_look_at_4x4f32(Vec3F32 eye, Vec3F32 center, Vec3F32 up) { Mat4x4F32 result; Vec3F32 f = normalize_3f32(sub_3f32(eye, center)); Vec3F32 s = normalize_3f32(cross_3f32(f, up)); Vec3F32 u = cross_3f32(s, f); result.v[0][0] = s.x; result.v[0][1] = u.x; result.v[0][2] = -f.x; result.v[0][3] = 0.0f; result.v[1][0] = s.y; result.v[1][1] = u.y; result.v[1][2] = -f.y; result.v[1][3] = 0.0f; result.v[2][0] = s.z; result.v[2][1] = u.z; result.v[2][2] = -f.z; result.v[2][3] = 0.0f; result.v[3][0] = -dot_3f32(s, eye); result.v[3][1] = -dot_3f32(u, eye); result.v[3][2] = dot_3f32(f, eye); result.v[3][3] = 1.0f; return result; } inline Mat4x4F32 make_rotate_4x4f32(Vec3F32 axis, F32 turns) { axis = normalize_3f32(axis); F32 sin_theta = sin_f32(turns); F32 cos_theta = cos_f32(turns); F32 cos_value = 1.f - cos_theta; F32 mul_x_sint = axis.x * sin_theta; F32 mul_y_sint = axis.y * sin_theta; F32 mul_z_sint = axis.z * sin_theta; F32 mul_xx_cos = axis.x * axis.x * cos_value; F32 mul_yy_cos = axis.y * axis.y * cos_value; F32 mul_zz_cos = axis.z * axis.z * cos_value; F32 mul_xy_cos = axis.x * axis.y * cos_value; F32 mul_xz_cos = axis.x * axis.z * cos_value; F32 mul_yz_cos = axis.y * axis.z * cos_value; Mat4x4F32 result = mat_4x4f32(1.f); result.v[0][0] = mul_xx_cos + cos_theta; result.v[0][1] = mul_xy_cos + mul_z_sint; result.v[0][2] = mul_xz_cos - mul_y_sint; result.v[1][0] = mul_xy_cos - mul_z_sint; result.v[1][1] = mul_yy_cos + cos_theta; result.v[1][2] = mul_yz_cos + mul_x_sint; result.v[2][0] = mul_xz_cos + mul_y_sint; result.v[2][1] = mul_yz_cos - mul_x_sint; result.v[2][2] = mul_zz_cos + cos_theta; return result; } inline Mat4x4F32 mul_4x4f32(Mat4x4F32 a, Mat4x4F32 b) { Mat4x4F32 c = {0}; for(int j = 0; j < 4; j += 1) for(int i = 0; i < 4; i += 1) { c.v[i][j] = (a.v[0][j] * b.v[i][0] + a.v[1][j] * b.v[i][1] + a.v[2][j] * b.v[i][2] + a.v[3][j] * b.v[i][3]); } return c; } inline Mat4x4F32 scale_4x4f32(Mat4x4F32 m, F32 scale) { for(int j = 0; j < 4; j += 1) for(int i = 0; i < 4; i += 1) { m.v[i][j] *= scale; } return m; } inline Mat4x4F32 inverse_4x4f32(Mat4x4F32 m) { F32 coef00 = m.v[2][2] * m.v[3][3] - m.v[3][2] * m.v[2][3]; F32 coef02 = m.v[1][2] * m.v[3][3] - m.v[3][2] * m.v[1][3]; F32 coef03 = m.v[1][2] * m.v[2][3] - m.v[2][2] * m.v[1][3]; F32 coef04 = m.v[2][1] * m.v[3][3] - m.v[3][1] * m.v[2][3]; F32 coef06 = m.v[1][1] * m.v[3][3] - m.v[3][1] * m.v[1][3]; F32 coef07 = m.v[1][1] * m.v[2][3] - m.v[2][1] * m.v[1][3]; F32 coef08 = m.v[2][1] * m.v[3][2] - m.v[3][1] * m.v[2][2]; F32 coef10 = m.v[1][1] * m.v[3][2] - m.v[3][1] * m.v[1][2]; F32 coef11 = m.v[1][1] * m.v[2][2] - m.v[2][1] * m.v[1][2]; F32 coef12 = m.v[2][0] * m.v[3][3] - m.v[3][0] * m.v[2][3]; F32 coef14 = m.v[1][0] * m.v[3][3] - m.v[3][0] * m.v[1][3]; F32 coef15 = m.v[1][0] * m.v[2][3] - m.v[2][0] * m.v[1][3]; F32 coef16 = m.v[2][0] * m.v[3][2] - m.v[3][0] * m.v[2][2]; F32 coef18 = m.v[1][0] * m.v[3][2] - m.v[3][0] * m.v[1][2]; F32 coef19 = m.v[1][0] * m.v[2][2] - m.v[2][0] * m.v[1][2]; F32 coef20 = m.v[2][0] * m.v[3][1] - m.v[3][0] * m.v[2][1]; F32 coef22 = m.v[1][0] * m.v[3][1] - m.v[3][0] * m.v[1][1]; F32 coef23 = m.v[1][0] * m.v[2][1] - m.v[2][0] * m.v[1][1]; Vec4F32 fac0 = { coef00, coef00, coef02, coef03 }; Vec4F32 fac1 = { coef04, coef04, coef06, coef07 }; Vec4F32 fac2 = { coef08, coef08, coef10, coef11 }; Vec4F32 fac3 = { coef12, coef12, coef14, coef15 }; Vec4F32 fac4 = { coef16, coef16, coef18, coef19 }; Vec4F32 fac5 = { coef20, coef20, coef22, coef23 }; Vec4F32 vec0 = { m.v[1][0], m.v[0][0], m.v[0][0], m.v[0][0] }; Vec4F32 vec1 = { m.v[1][1], m.v[0][1], m.v[0][1], m.v[0][1] }; Vec4F32 vec2 = { m.v[1][2], m.v[0][2], m.v[0][2], m.v[0][2] }; Vec4F32 vec3 = { m.v[1][3], m.v[0][3], m.v[0][3], m.v[0][3] }; Vec4F32 inv0 = add_4f32(sub_4f32(mul_4f32(vec1, fac0), mul_4f32(vec2, fac1)), mul_4f32(vec3, fac2)); Vec4F32 inv1 = add_4f32(sub_4f32(mul_4f32(vec0, fac0), mul_4f32(vec2, fac3)), mul_4f32(vec3, fac4)); Vec4F32 inv2 = add_4f32(sub_4f32(mul_4f32(vec0, fac1), mul_4f32(vec1, fac3)), mul_4f32(vec3, fac5)); Vec4F32 inv3 = add_4f32(sub_4f32(mul_4f32(vec0, fac2), mul_4f32(vec1, fac4)), mul_4f32(vec2, fac5)); Vec4F32 sign_a = { +1, -1, +1, -1 }; Vec4F32 sign_b = { -1, +1, -1, +1 }; Mat4x4F32 inverse; for(U32 i = 0; i < 4; i += 1) { inverse.v[0][i] = inv0.v[i] * sign_a.v[i]; inverse.v[1][i] = inv1.v[i] * sign_b.v[i]; inverse.v[2][i] = inv2.v[i] * sign_a.v[i]; inverse.v[3][i] = inv3.v[i] * sign_b.v[i]; } Vec4F32 row0 = { inverse.v[0][0], inverse.v[1][0], inverse.v[2][0], inverse.v[3][0] }; Vec4F32 m0 = { m.v[0][0], m.v[0][1], m.v[0][2], m.v[0][3] }; Vec4F32 dot0 = mul_4f32(m0, row0); F32 dot1 = (dot0.x + dot0.y) + (dot0.z + dot0.w); F32 one_over_det = 1 / dot1; return scale_4x4f32(inverse, one_over_det); } inline Mat4x4F32 derotate_4x4f32(Mat4x4F32 mat) { Vec3F32 scale = { length_3f32(v3f32(mat.v[0][0], mat.v[0][1], mat.v[0][2])), length_3f32(v3f32(mat.v[1][0], mat.v[1][1], mat.v[1][2])), length_3f32(v3f32(mat.v[2][0], mat.v[2][1], mat.v[2][2])), }; mat.v[0][0] = scale.x; mat.v[1][0] = 0.f; mat.v[2][0] = 0.f; mat.v[0][1] = 0.f; mat.v[1][1] = scale.y; mat.v[2][1] = 0.f; mat.v[0][2] = 0.f; mat.v[1][2] = 0.f; mat.v[2][2] = scale.z; return mat; } //////////////////////////////// //~ rjf: Range Ops // ==================== 1D Ranges ==================== #define r1u32(min, max) rng_1u32((min), (max)) inline Rng1U32 rng_1u32 (U32 min, U32 max) { Rng1U32 r = {min, max}; if(r.min > r.max) { swap(U32, r.min, r.max); } return r; } inline Rng1U32 shift_1u32 (Rng1U32 r, U32 x) { r.min += x; r.max += x; return r; } inline Rng1U32 pad_1u32 (Rng1U32 r, U32 x) { r.min -= x; r.max += x; return r; } inline U32 center_1u32 (Rng1U32 r) { U32 c = (r.min + r.max) / 2; return c; } inline B32 contains_1u32 (Rng1U32 r, U32 x) { B32 c = (r.min <= x && x < r.max); return c; } inline U32 dim_1u32 (Rng1U32 r) { U32 c = r.max - r.min; return c; } inline Rng1U32 union_1u32 (Rng1U32 a, Rng1U32 b) { Rng1U32 c = {md_min(a.min, b.min), md_min(a.max, b.max)}; return c; } inline Rng1U32 intersect_1u32(Rng1U32 a, Rng1U32 b) { Rng1U32 c = {md_max(a.min, b.min), md_min(a.max, b.max)}; return c; } inline U32 clamp_1u32 (Rng1U32 r, U32 v) { v = clamp(r.min, v, r.max); return v; } #define r1s32(min, max) rng_1s32((min), (max)) inline Rng1S32 rng_1s32 (S32 min, S32 max) { Rng1S32 r = {min, max}; if(r.min > r.max) { swap(S32, r.min, r.max); } return r; } inline Rng1S32 shift_1s32 (Rng1S32 r, S32 x) { r.min += x; r.max += x; return r; } inline Rng1S32 pad_1s32 (Rng1S32 r, S32 x) { r.min -= x; r.max += x; return r; } inline S32 center_1s32 (Rng1S32 r) { S32 c = (r.min+r.max) / 2; return c; } inline B32 contains_1s32 (Rng1S32 r, S32 x) { B32 c = (r.min <= x && x < r.max); return c; } inline S32 dim_1s32 (Rng1S32 r) { S32 c = r.max-r.min; return c; } inline Rng1S32 union_1s32 (Rng1S32 a, Rng1S32 b) { Rng1S32 c = {md_min(a.min, b.min), md_max(a.max, b.max)}; return c; } inline Rng1S32 intersect_1s32(Rng1S32 a, Rng1S32 b) { Rng1S32 c = {md_max(a.min, b.min), md_min(a.max, b.max)}; return c; } inline S32 clamp_1s32 (Rng1S32 r, S32 v) { v = clamp(r.min, v, r.max); return v; } #define r1u64(min, max) rng_1u64((min), (max)) inline Rng1U64 rng_1u64 (U64 min, U64 max) { Rng1U64 r = {min, max}; if(r.min > r.max) { swap(U64, r.min, r.max); } return r; } inline Rng1U64 shift_1u64 (Rng1U64 r, U64 x) { r.min += x; r.max += x; return r; } inline Rng1U64 pad_1u64 (Rng1U64 r, U64 x) { r.min -= x; r.max += x; return r; } inline U64 center_1u64 (Rng1U64 r) { U64 c = (r.min + r.max)/2; return c; } inline B32 contains_1u64 (Rng1U64 r, U64 x) { B32 c = (r.min <= x && x < r.max); return c; } inline U64 dim_1u64 (Rng1U64 r) { U64 c = r.max-r.min; return c; } inline Rng1U64 union_1u64 (Rng1U64 a, Rng1U64 b) { Rng1U64 c = {md_min(a.min, b.min), md_max(a.max, b.max)}; return c; } inline Rng1U64 intersect_1u64(Rng1U64 a, Rng1U64 b) { Rng1U64 c = {md_max(a.min, b.min), md_min(a.max, b.max)}; return c; } inline U64 clamp_1u64 (Rng1U64 r, U64 v) { v = clamp(r.min, v, r.max); return v; } #define r1s64(min, max) rng_1s64((min), (max)) inline Rng1S64 rng_1s64 (S64 min, S64 max) { Rng1S64 r = {min, max}; if(r.min > r.max) { swap(S64, r.min, r.max); } return r; } inline Rng1S64 shift_1s64 (Rng1S64 r, S64 x) { r.min += x; r.max += x; return r; } inline Rng1S64 pad_1s64 (Rng1S64 r, S64 x) { r.min -= x; r.max += x; return r; } inline S64 center_1s64 (Rng1S64 r) { S64 c = (r.min + r.max) / 2; return c; } inline B32 contains_1s64 (Rng1S64 r, S64 x) { B32 c = (r.min <= x && x < r.max); return c; } inline S64 dim_1s64 (Rng1S64 r) { S64 c = r.max - r.min; return c; } inline Rng1S64 union_1s64 (Rng1S64 a, Rng1S64 b) { Rng1S64 c = {md_min(a.min, b.min), md_max(a.max, b.max)}; return c; } inline Rng1S64 intersect_1s64(Rng1S64 a, Rng1S64 b) { Rng1S64 c = {md_max(a.min, b.min), md_min(a.max, b.max)}; return c; } inline S64 clamp_1s64 (Rng1S64 r, S64 v) { v = clamp(r.min, v, r.max); return v;} #define r1f32(min, max) rng_1f32((min), (max)) inline Rng1F32 rng_1f32 (F32 min, F32 max) { Rng1F32 r = {min, max}; if(r.min > r.max) { swap(F32, r.min, r.max); } return r; } inline Rng1F32 shift_1f32 (Rng1F32 r, F32 x) { r.min += x; r.max += x; return r; } inline Rng1F32 pad_1f32 (Rng1F32 r, F32 x) { r.min -= x; r.max += x; return r; } inline F32 center_1f32 (Rng1F32 r) { F32 c = (r.min + r.max) / 2; return c; } inline B32 contains_1f32 (Rng1F32 r, F32 x) { B32 c = (r.min <= x && x < r.max); return c; } inline F32 dim_1f32 (Rng1F32 r) { F32 c = r.max - r.min; return c; } inline Rng1F32 union_1f32 (Rng1F32 a, Rng1F32 b) { Rng1F32 c = {md_min(a.min, b.min), md_max(a.max, b.max)}; return c; } inline Rng1F32 intersect_1f32(Rng1F32 a, Rng1F32 b) { Rng1F32 c = {md_max(a.min, b.min), md_min(a.max, b.max)}; return c; } inline F32 clamp_1f32 (Rng1F32 r, F32 v) { v = clamp(r.min, v, r.max); return v; } // ==================== 2D Ranges ==================== #define r2s16(min, max) rng_2s16((min), (max)) #define r2s16p(x, y, z, w) r2s16(v2s16((x), (y)), v2s16((z), (w))) inline Rng2S16 rng_2s16 (Vec2S16 min, Vec2S16 max) { Rng2S16 r = {min, max}; return r; } inline Rng2S16 shift_2s16 (Rng2S16 r, Vec2S16 x) { r.min = add_2s16(r.min, x); r.max = add_2s16(r.max, x); return r; } inline Rng2S16 pad_2s16 (Rng2S16 r, S16 x) { Vec2S16 xv = {x, x}; r.min = sub_2s16(r.min, xv); r.max = add_2s16(r.max, xv); return r; } inline Vec2S16 center_2s16 (Rng2S16 r) { Vec2S16 c = {(S16)((r.min.x + r.max.x) / 2), (S16)((r.min.y + r.max.y) / 2)}; return c; } inline B32 contains_2s16 (Rng2S16 r, Vec2S16 x) { B32 c = (r.min.x <= x.x && x.x < r.max.x && r.min.y <= x.y && x.y < r.max.y); return c; } inline Vec2S16 dim_2s16 (Rng2S16 r) { Vec2S16 dim = {(S16)(r.max.x - r.min.x), (S16)(r.max.y - r.min.y)}; return dim; } inline Rng2S16 union_2s16 (Rng2S16 a, Rng2S16 b) { Rng2S16 c; c.p0.x = md_min(a.min.x, b.min.x); c.p0.y = md_min(a.min.y, b.min.y); c.p1.x = md_max(a.max.x, b.max.x); c.p1.y = md_max(a.max.y, b.max.y); return c; } inline Rng2S16 intersect_2s16(Rng2S16 a, Rng2S16 b) { Rng2S16 c; c.p0.x = md_max(a.min.x, b.min.x); c.p0.y = md_max(a.min.y, b.min.y); c.p1.x = md_min(a.max.x, b.max.x); c.p1.y = md_min(a.max.y, b.max.y); return c; } inline Vec2S16 clamp_2s16 (Rng2S16 r, Vec2S16 v) { v.x = clamp(r.min.x, v.x, r.max.x); v.y = clamp(r.min.y, v.y, r.max.y); return v; } #define r2s32(min, max) rng_2s32((min), (max)) #define r2s32p(x, y, z, w) r2s32(v2s32((x), (y)), v2s32((z), (w))) inline Rng2S32 rng_2s32 (Vec2S32 min, Vec2S32 max) { Rng2S32 r = {min, max}; return r; } inline Rng2S32 shift_2s32 (Rng2S32 r, Vec2S32 x) { r.min = add_2s32(r.min, x); r.max = add_2s32(r.max, x); return r; } inline Rng2S32 pad_2s32 (Rng2S32 r, S32 x) { Vec2S32 xv = {x, x}; r.min = sub_2s32(r.min, xv); r.max = add_2s32(r.max, xv); return r; } inline Vec2S32 center_2s32 (Rng2S32 r) { Vec2S32 c = {(r.min.x + r.max.x) / 2, (r.min.y + r.max.y) / 2}; return c; } inline B32 contains_2s32 (Rng2S32 r, Vec2S32 x) { B32 c = (r.min.x <= x.x && x.x < r.max.x && r.min.y <= x.y && x.y < r.max.y); return c; } inline Vec2S32 dim_2s32 (Rng2S32 r) { Vec2S32 dim = {r.max.x - r.min.x, r.max.y - r.min.y}; return dim; } inline Rng2S32 union_2s32 (Rng2S32 a, Rng2S32 b) { Rng2S32 c; c.p0.x = md_min(a.min.x, b.min.x); c.p0.y = md_min(a.min.y, b.min.y); c.p1.x = md_max(a.max.x, b.max.x); c.p1.y = md_max(a.max.y, b.max.y); return c; } inline Rng2S32 intersect_2s32(Rng2S32 a, Rng2S32 b) { Rng2S32 c; c.p0.x = md_max(a.min.x, b.min.x); c.p0.y = md_max(a.min.y, b.min.y); c.p1.x = md_min(a.max.x, b.max.x); c.p1.y = md_min(a.max.y, b.max.y); return c; } inline Vec2S32 clamp_2s32 (Rng2S32 r, Vec2S32 v) { v.x = clamp(r.min.x, v.x, r.max.x); v.y = clamp(r.min.y, v.y, r.max.y); return v; } #define r2s64(min, max) rng_2s64((min), (max)) #define r2s64p(x, y, z, w) r2s64(v2s64((x), (y)), v2s64((z), (w))) inline Rng2S64 rng_2s64 (Vec2S64 min, Vec2S64 max) { Rng2S64 r = {min, max}; return r; } inline Rng2S64 shift_2s64 (Rng2S64 r, Vec2S64 x) { r.min = add_2s64(r.min, x); r.max = add_2s64(r.max, x); return r; } inline Rng2S64 pad_2s64 (Rng2S64 r, S64 x) { Vec2S64 xv = {x, x}; r.min = sub_2s64(r.min, xv); r.max = add_2s64(r.max, xv); return r; } inline Vec2S64 center_2s64 (Rng2S64 r) { Vec2S64 c = {(r.min.x + r.max.x) / 2, (r.min.y + r.max.y) / 2}; return c; } inline B32 contains_2s64 (Rng2S64 r, Vec2S64 x) { B32 c = (r.min.x <= x.x && x.x < r.max.x && r.min.y <= x.y && x.y < r.max.y); return c; } inline Vec2S64 dim_2s64 (Rng2S64 r) { Vec2S64 dim = {r.max.x - r.min.x, r.max.y - r.min.y}; return dim; } inline Rng2S64 union_2s64 (Rng2S64 a, Rng2S64 b) { Rng2S64 c; c.p0.x = md_min(a.min.x, b.min.x); c.p0.y = md_min(a.min.y, b.min.y); c.p1.x = md_max(a.max.x, b.max.x); c.p1.y = md_max(a.max.y, b.max.y); return c; } inline Rng2S64 intersect_2s64(Rng2S64 a, Rng2S64 b) { Rng2S64 c; c.p0.x = md_max(a.min.x, b.min.x); c.p0.y = md_max(a.min.y, b.min.y); c.p1.x = md_min(a.max.x, b.max.x); c.p1.y = md_min(a.max.y, b.max.y); return c; } inline Vec2S64 clamp_2s64 (Rng2S64 r, Vec2S64 v) { v.x = clamp(r.min.x, v.x, r.max.x); v.y = clamp(r.min.y, v.y, r.max.y); return v; } //////////////////////////////// //~ rjf: Miscellaneous Ops Vec3F32 hsv_from_rgb (Vec3F32 rgb); Vec3F32 rgb_from_hsv (Vec3F32 hsv); Vec4F32 hsva_from_rgba(Vec4F32 rgba); Vec4F32 rgba_from_hsva(Vec4F32 hsva); Vec4F32 rgba_from_u32 (U32 hex); U32 u32_from_rgba (Vec4F32 rgba); inline Vec3F32 hsv_from_rgb(Vec3F32 rgb) { F32 c_max = md_max(rgb.x, md_max(rgb.y, rgb.z)); F32 c_min = md_min(rgb.x, md_min(rgb.y, rgb.z)); F32 delta = c_max - c_min; F32 q_delta = 1.0f / delta; F32 h = ( (delta == 0.f) ? 0.f : (c_max == rgb.x) ? mod_f32((rgb.y - rgb.z) * q_delta + 6.f, 6.f) : (c_max == rgb.y) ? (rgb.z - rgb.x) * q_delta + 2.f : (c_max == rgb.z) ? (rgb.x - rgb.y) * q_delta + 4.f : 0.f ); F32 s = (c_max == 0.f) ? 0.f : (delta / c_max); F32 v = c_max; Vec3F32 hsv = {h * (1.0f / 6.f), s, v}; return hsv; } inline Vec3F32 rgb_from_hsv(Vec3F32 hsv) { F32 h = mod_f32(hsv.x * 360.f, 360.f); F32 s = hsv.y; F32 v = hsv.z; F32 c = v * s; F32 x = c * (1.f - abs_f32(mod_f32(h / 60.f, 2.f) - 1.f)); F32 m = v - c; F32 r = 0; F32 g = 0; F32 b = 0; if ((h >= 0.f && h < 60.f ) || (h >= 360.f && h < 420.f)) { r = c; g = x; b = 0; } else if ( h >= 60.f && h < 120.f) { r = x; g = c; b = 0; } else if ( h >= 120.f && h < 180.f) { r = 0; g = c; b = x; } else if ( h >= 180.f && h < 240.f ) { r = 0; g = x; b = c; } else if ( h >= 240.f && h < 300.f ) { r = x; g = 0; b = c; } else if ((h >= 300.f && h <= 360.f) || (h >= -60.f && h <= 0.f)) { r = c; g = 0; b = x; } Vec3F32 rgb = {r + m, g + m, b + m}; return(rgb); } inline Vec4F32 hsva_from_rgba(Vec4F32 rgba) { Vec3F32 rgb = v3f32(rgba.x, rgba.y, rgba.z); Vec3F32 hsv = hsv_from_rgb(rgb); Vec4F32 hsva = v4f32(hsv.x, hsv.y, hsv.z, rgba.w); return hsva; } inline Vec4F32 rgba_from_hsva(Vec4F32 hsva) { Vec3F32 hsv = v3f32(hsva.x, hsva.y, hsva.z); Vec3F32 rgb = rgb_from_hsv(hsv); Vec4F32 rgba = v4f32(rgb.x, rgb.y, rgb.z, hsva.w); return rgba; } inline Vec4F32 rgba_from_u32(U32 hex) { Vec4F32 result = v4f32( ((hex&0xff000000) >> 24) / 255.f, ((hex&0x00ff0000) >> 16) / 255.f, ((hex&0x0000ff00) >> 8) / 255.f, ((hex&0x000000ff) >> 0) / 255.f); return result; } inline U32 u32_from_rgba(Vec4F32 rgba) { U32 result = 0; result |= ((U32)((U8)(rgba.x * 255.f))) << 24; result |= ((U32)((U8)(rgba.y * 255.f))) << 16; result |= ((U32)((U8)(rgba.z * 255.f))) << 8; result |= ((U32)((U8)(rgba.w * 255.f))) << 0; return result; } #define rgba_from_u32_lit_comp(h) \ { \ (((h) & 0xff000000) >> 24) / 255.f, \ (((h) & 0x00ff0000) >> 16) / 255.f, \ (((h) & 0x0000ff00) >> 8 ) / 255.f, \ (((h) & 0x000000ff) >> 0 ) / 255.f \ } //////////////////////////////// //~ rjf: List Type Functions void rng1s64_list_push__arena (Arena* arena, Rng1S64List* list, Rng1S64 rng); void rng1s64_list_push__ainfo (AllocatorInfo ainfo, Rng1S64List* list, Rng1S64 rng); Rng1S64Array rng1s64_array_from_list_push__arena(Arena* arena, Rng1S64List* list); Rng1S64Array rng1s64_array_from_list_push__ainfo(AllocatorInfo ainfo, Rng1S64List* list); #define rng1s64_list_push(allocator, list, rng) _Generic(allocator, Arena*: rng1s64_list_push__arena, AllocatorInfo: rng1s64_list_push__ainfo, default: assert_generic_selection_fail) resolved_function_call(allocator, list, rng) #define rng1s64_array_from_list_push(allocator, list) _Generic(allocator, Arena*: rng1s64_array_from_list_push__arena, AllocatorInfo: rng1s64_array_from_list_push__ainfo, default: assert_generic_selection_fail) resolved_function_call(allocator, list) force_inline void rng1s64_list_push__arena (Arena* arena, Rng1S64List* list, Rng1S64 rng) { rng1s64_list_push__ainfo (arena_allocator(arena), list, rng); } force_inline Rng1S64Array rng1s64_array_from_list_push__arena(Arena* arena, Rng1S64List* list) { return rng1s64_array_from_list_push__ainfo(arena_allocator(arena), list); } inline void rng1s64_list_alloc(AllocatorInfo ainfo, Rng1S64List* list, Rng1S64 rng) { Rng1S64Node* n = alloc_array(ainfo, Rng1S64Node, 1); memory_copy_struct(&n->v, &rng); sll_queue_push(list->first, list->last, n); list->count += 1; } inline Rng1S64Array rng1s64_array_from_list_alloc(AllocatorInfo ainfo, Rng1S64List* list) { Rng1S64Array arr = {0}; arr.count = list->count; arr.v = alloc_array_no_zero(ainfo, Rng1S64, arr.count); U64 idx = 0; for (Rng1S64Node* n = list->first; n != 0; n = n->next) { arr.v[idx] = n->v; idx += 1; } return arr; }