// Copyright (c) 2024 Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) //////////////////////////////// //~ rjf: Scalar Ops internal F32 mix_1f32(F32 a, F32 b, F32 t) { F32 c = (a + (b-a) * Clamp(0.f, t, 1.f)); return c; } internal 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 internal Vec2F32 vec_2f32(F32 x, F32 y) {Vec2F32 v = {x, y}; return v;} internal Vec2F32 add_2f32(Vec2F32 a, Vec2F32 b) {Vec2F32 c = {a.x+b.x, a.y+b.y}; return c;} internal Vec2F32 sub_2f32(Vec2F32 a, Vec2F32 b) {Vec2F32 c = {a.x-b.x, a.y-b.y}; return c;} internal Vec2F32 mul_2f32(Vec2F32 a, Vec2F32 b) {Vec2F32 c = {a.x*b.x, a.y*b.y}; return c;} internal Vec2F32 div_2f32(Vec2F32 a, Vec2F32 b) {Vec2F32 c = {a.x/b.x, a.y/b.y}; return c;} internal Vec2F32 scale_2f32(Vec2F32 v, F32 s) {Vec2F32 c = {v.x*s, v.y*s}; return c;} internal F32 dot_2f32(Vec2F32 a, Vec2F32 b) {F32 c = a.x*b.x + a.y*b.y; return c;} internal F32 length_squared_2f32(Vec2F32 v) {F32 c = v.x*v.x + v.y*v.y; return c;} internal F32 length_2f32(Vec2F32 v) {F32 c = sqrt_f32(v.x*v.x + v.y*v.y); return c;} internal Vec2F32 normalize_2f32(Vec2F32 v) {v = scale_2f32(v, 1.f/length_2f32(v)); return v;} internal 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;} internal Vec2S64 vec_2s64(S64 x, S64 y) {Vec2S64 v = {x, y}; return v;} internal Vec2S64 add_2s64(Vec2S64 a, Vec2S64 b) {Vec2S64 c = {a.x+b.x, a.y+b.y}; return c;} internal Vec2S64 sub_2s64(Vec2S64 a, Vec2S64 b) {Vec2S64 c = {a.x-b.x, a.y-b.y}; return c;} internal Vec2S64 mul_2s64(Vec2S64 a, Vec2S64 b) {Vec2S64 c = {a.x*b.x, a.y*b.y}; return c;} internal Vec2S64 div_2s64(Vec2S64 a, Vec2S64 b) {Vec2S64 c = {a.x/b.x, a.y/b.y}; return c;} internal Vec2S64 scale_2s64(Vec2S64 v, S64 s) {Vec2S64 c = {v.x*s, v.y*s}; return c;} internal S64 dot_2s64(Vec2S64 a, Vec2S64 b) {S64 c = a.x*b.x + a.y*b.y; return c;} internal S64 length_squared_2s64(Vec2S64 v) {S64 c = v.x*v.x + v.y*v.y; return c;} internal S64 length_2s64(Vec2S64 v) {S64 c = (S64)sqrt_f64((F64)(v.x*v.x + v.y*v.y)); return c;} internal Vec2S64 normalize_2s64(Vec2S64 v) {v = scale_2s64(v, (S64)(1.f/length_2s64(v))); return v;} internal 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;} internal Vec2S32 vec_2s32(S32 x, S32 y) {Vec2S32 v = {x, y}; return v;} internal Vec2S32 add_2s32(Vec2S32 a, Vec2S32 b) {Vec2S32 c = {a.x+b.x, a.y+b.y}; return c;} internal Vec2S32 sub_2s32(Vec2S32 a, Vec2S32 b) {Vec2S32 c = {a.x-b.x, a.y-b.y}; return c;} internal Vec2S32 mul_2s32(Vec2S32 a, Vec2S32 b) {Vec2S32 c = {a.x*b.x, a.y*b.y}; return c;} internal Vec2S32 div_2s32(Vec2S32 a, Vec2S32 b) {Vec2S32 c = {a.x/b.x, a.y/b.y}; return c;} internal Vec2S32 scale_2s32(Vec2S32 v, S32 s) {Vec2S32 c = {v.x*s, v.y*s}; return c;} internal S32 dot_2s32(Vec2S32 a, Vec2S32 b) {S32 c = a.x*b.x + a.y*b.y; return c;} internal S32 length_squared_2s32(Vec2S32 v) {S32 c = v.x*v.x + v.y*v.y; return c;} internal S32 length_2s32(Vec2S32 v) {S32 c = (S32)sqrt_f32((F32)v.x*(F32)v.x + (F32)v.y*(F32)v.y); return c;} internal Vec2S32 normalize_2s32(Vec2S32 v) {v = scale_2s32(v, (S32)(1.f/length_2s32(v))); return v;} internal 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;} internal Vec2S16 vec_2s16(S16 x, S16 y) {Vec2S16 v = {x, y}; return v;} internal Vec2S16 add_2s16(Vec2S16 a, Vec2S16 b) {Vec2S16 c = {(S16)(a.x+b.x), (S16)(a.y+b.y)}; return c;} internal Vec2S16 sub_2s16(Vec2S16 a, Vec2S16 b) {Vec2S16 c = {(S16)(a.x-b.x), (S16)(a.y-b.y)}; return c;} internal Vec2S16 mul_2s16(Vec2S16 a, Vec2S16 b) {Vec2S16 c = {(S16)(a.x*b.x), (S16)(a.y*b.y)}; return c;} internal Vec2S16 div_2s16(Vec2S16 a, Vec2S16 b) {Vec2S16 c = {(S16)(a.x/b.x), (S16)(a.y/b.y)}; return c;} internal Vec2S16 scale_2s16(Vec2S16 v, S16 s) {Vec2S16 c = {(S16)(v.x*s), (S16)(v.y*s)}; return c;} internal S16 dot_2s16(Vec2S16 a, Vec2S16 b) {S16 c = a.x*b.x + a.y*b.y; return c;} internal S16 length_squared_2s16(Vec2S16 v) {S16 c = v.x*v.x + v.y*v.y; return c;} internal S16 length_2s16(Vec2S16 v) {S16 c = (S16)sqrt_f32((F32)(v.x*v.x + v.y*v.y)); return c;} internal Vec2S16 normalize_2s16(Vec2S16 v) {v = scale_2s16(v, (S16)(1.f/length_2s16(v))); return v;} internal 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;} internal Vec3F32 vec_3f32(F32 x, F32 y, F32 z) {Vec3F32 v = {x, y, z}; return v;} internal Vec3F32 add_3f32(Vec3F32 a, Vec3F32 b) {Vec3F32 c = {a.x+b.x, a.y+b.y, a.z+b.z}; return c;} internal Vec3F32 sub_3f32(Vec3F32 a, Vec3F32 b) {Vec3F32 c = {a.x-b.x, a.y-b.y, a.z-b.z}; return c;} internal Vec3F32 mul_3f32(Vec3F32 a, Vec3F32 b) {Vec3F32 c = {a.x*b.x, a.y*b.y, a.z*b.z}; return c;} internal Vec3F32 div_3f32(Vec3F32 a, Vec3F32 b) {Vec3F32 c = {a.x/b.x, a.y/b.y, a.z/b.z}; return c;} internal Vec3F32 scale_3f32(Vec3F32 v, F32 s) {Vec3F32 c = {v.x*s, v.y*s, v.z*s}; return c;} internal F32 dot_3f32(Vec3F32 a, Vec3F32 b) {F32 c = a.x*b.x + a.y*b.y + a.z*b.z; return c;} internal F32 length_squared_3f32(Vec3F32 v) {F32 c = v.x*v.x + v.y*v.y + v.z*v.z; return c;} internal F32 length_3f32(Vec3F32 v) {F32 c = sqrt_f32(v.x*v.x + v.y*v.y + v.z*v.z); return c;} internal Vec3F32 normalize_3f32(Vec3F32 v) {v = scale_3f32(v, 1.f/length_3f32(v)); return v;} internal 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;} internal 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;} internal Vec3S32 vec_3s32(S32 x, S32 y, S32 z) {Vec3S32 v = {x, y, z}; return v;} internal Vec3S32 add_3s32(Vec3S32 a, Vec3S32 b) {Vec3S32 c = {a.x+b.x, a.y+b.y, a.z+b.z}; return c;} internal Vec3S32 sub_3s32(Vec3S32 a, Vec3S32 b) {Vec3S32 c = {a.x-b.x, a.y-b.y, a.z-b.z}; return c;} internal Vec3S32 mul_3s32(Vec3S32 a, Vec3S32 b) {Vec3S32 c = {a.x*b.x, a.y*b.y, a.z*b.z}; return c;} internal Vec3S32 div_3s32(Vec3S32 a, Vec3S32 b) {Vec3S32 c = {a.x/b.x, a.y/b.y, a.z/b.z}; return c;} internal Vec3S32 scale_3s32(Vec3S32 v, S32 s) {Vec3S32 c = {v.x*s, v.y*s, v.z*s}; return c;} internal S32 dot_3s32(Vec3S32 a, Vec3S32 b) {S32 c = a.x*b.x + a.y*b.y + a.z*b.z; return c;} internal S32 length_squared_3s32(Vec3S32 v) {S32 c = v.x*v.x + v.y*v.y + v.z*v.z; return c;} internal 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;} internal Vec3S32 normalize_3s32(Vec3S32 v) {v = scale_3s32(v, (S32)(1.f/length_3s32(v))); return v;} internal 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;} internal 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;} internal Vec4F32 vec_4f32(F32 x, F32 y, F32 z, F32 w) {Vec4F32 v = {x, y, z, w}; return v;} internal 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;} internal 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;} internal 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;} internal 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;} internal Vec4F32 scale_4f32(Vec4F32 v, F32 s) {Vec4F32 c = {v.x*s, v.y*s, v.z*s, v.w*s}; return c;} internal 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;} internal 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;} internal 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;} internal Vec4F32 normalize_4f32(Vec4F32 v) {v = scale_4f32(v, 1.f/length_4f32(v)); return v;} internal 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;} internal Vec4S32 vec_4s32(S32 x, S32 y, S32 z, S32 w) {Vec4S32 v = {x, y, z, w}; return v;} internal 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;} internal 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;} internal 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;} internal 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;} internal Vec4S32 scale_4s32(Vec4S32 v, S32 s) {Vec4S32 c = {v.x*s, v.y*s, v.z*s, v.w*s}; return c;} internal 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;} internal 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;} internal 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;} internal Vec4S32 normalize_4s32(Vec4S32 v) {v = scale_4s32(v, (S32)(1.f/length_4s32(v))); return v;} internal 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;} //////////////////////////////// //~ rjf: Matrix Ops internal Mat3x3F32 mat_3x3f32(F32 diagonal) { Mat3x3F32 result = {0}; result.v[0][0] = diagonal; result.v[1][1] = diagonal; result.v[2][2] = diagonal; return result; } internal 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; } internal 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; } internal 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; } internal Mat4x4F32 mat_4x4f32(F32 diagonal) { Mat4x4F32 result = {0}; result.v[0][0] = diagonal; result.v[1][1] = diagonal; result.v[2][2] = diagonal; result.v[3][3] = diagonal; return result; } internal Mat4x4F32 make_translate_4x4f32(Vec3F32 delta) { Mat4x4F32 result = mat_4x4f32(1.f); result.v[3][0] = delta.x; result.v[3][1] = delta.y; result.v[3][2] = delta.z; return result; } internal Mat4x4F32 make_scale_4x4f32(Vec3F32 scale) { Mat4x4F32 result = mat_4x4f32(1.f); result.v[0][0] = scale.x; result.v[1][1] = scale.y; result.v[2][2] = scale.z; return result; } internal Mat4x4F32 make_perspective_4x4f32(F32 fov, F32 aspect_ratio, F32 near_z, F32 far_z) { Mat4x4F32 result = mat_4x4f32(1.f); F32 tan_theta_over_2 = tan_f32(fov / 2); result.v[0][0] = 1.f / tan_theta_over_2; result.v[1][1] = aspect_ratio / tan_theta_over_2; result.v[2][3] = 1.f; result.v[2][2] = -(near_z + far_z) / (near_z - far_z); result.v[3][2] = (2.f * near_z * far_z) / (near_z - far_z); result.v[3][3] = 0.f; return result; } internal 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; } internal 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; } internal Mat4x4F32 make_rotate_4x4f32(Vec3F32 axis, F32 turns) { Mat4x4F32 result = mat_4x4f32(1.f); axis = normalize_3f32(axis); F32 sin_theta = sin_f32(turns); F32 cos_theta = cos_f32(turns); F32 cos_value = 1.f - cos_theta; result.v[0][0] = (axis.x * axis.x * cos_value) + cos_theta; result.v[0][1] = (axis.x * axis.y * cos_value) + (axis.z * sin_theta); result.v[0][2] = (axis.x * axis.z * cos_value) - (axis.y * sin_theta); result.v[1][0] = (axis.y * axis.x * cos_value) - (axis.z * sin_theta); result.v[1][1] = (axis.y * axis.y * cos_value) + cos_theta; result.v[1][2] = (axis.y * axis.z * cos_value) + (axis.x * sin_theta); result.v[2][0] = (axis.z * axis.x * cos_value) + (axis.y * sin_theta); result.v[2][1] = (axis.z * axis.y * cos_value) - (axis.x * sin_theta); result.v[2][2] = (axis.z * axis.z * cos_value) + cos_theta; return result; } internal 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; } internal 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; } internal 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); } internal 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 internal Rng1U32 rng_1u32(U32 min, U32 max) {Rng1U32 r = {min, max}; if(r.min > r.max) { Swap(U32, r.min, r.max); } return r;} internal Rng1U32 shift_1u32(Rng1U32 r, U32 x) {r.min += x; r.max += x; return r;} internal Rng1U32 pad_1u32(Rng1U32 r, U32 x) {r.min -= x; r.max += x; return r;} internal U32 center_1u32(Rng1U32 r) {U32 c = (r.min+r.max)/2; return c;} internal B32 contains_1u32(Rng1U32 r, U32 x) {B32 c = (r.min <= x && x < r.max); return c;} internal U32 dim_1u32(Rng1U32 r) {U32 c = r.max-r.min; return c;} internal Rng1U32 union_1u32(Rng1U32 a, Rng1U32 b) {Rng1U32 c = {Min(a.min, b.min), Max(a.max, b.max)}; return c;} internal Rng1U32 intersect_1u32(Rng1U32 a, Rng1U32 b) {Rng1U32 c = {Max(a.min, b.min), Min(a.max, b.max)}; return c;} internal U32 clamp_1u32(Rng1U32 r, U32 v) {v = Clamp(r.min, v, r.max); return v;} internal Rng1S32 rng_1s32(S32 min, S32 max) {Rng1S32 r = {min, max}; if(r.min > r.max) { Swap(S32, r.min, r.max); } return r;} internal Rng1S32 shift_1s32(Rng1S32 r, S32 x) {r.min += x; r.max += x; return r;} internal Rng1S32 pad_1s32(Rng1S32 r, S32 x) {r.min -= x; r.max += x; return r;} internal S32 center_1s32(Rng1S32 r) {S32 c = (r.min+r.max)/2; return c;} internal B32 contains_1s32(Rng1S32 r, S32 x) {B32 c = (r.min <= x && x < r.max); return c;} internal S32 dim_1s32(Rng1S32 r) {S32 c = r.max-r.min; return c;} internal Rng1S32 union_1s32(Rng1S32 a, Rng1S32 b) {Rng1S32 c = {Min(a.min, b.min), Max(a.max, b.max)}; return c;} internal Rng1S32 intersect_1s32(Rng1S32 a, Rng1S32 b) {Rng1S32 c = {Max(a.min, b.min), Min(a.max, b.max)}; return c;} internal S32 clamp_1s32(Rng1S32 r, S32 v) {v = Clamp(r.min, v, r.max); return v;} internal Rng1U64 rng_1u64(U64 min, U64 max) {Rng1U64 r = {min, max}; if(r.min > r.max) { Swap(U64, r.min, r.max); } return r;} internal Rng1U64 shift_1u64(Rng1U64 r, U64 x) {r.min += x; r.max += x; return r;} internal Rng1U64 pad_1u64(Rng1U64 r, U64 x) {r.min -= x; r.max += x; return r;} internal U64 center_1u64(Rng1U64 r) {U64 c = (r.min+r.max)/2; return c;} internal B32 contains_1u64(Rng1U64 r, U64 x) {B32 c = (r.min <= x && x < r.max); return c;} internal U64 dim_1u64(Rng1U64 r) {U64 c = r.max-r.min; return c;} internal Rng1U64 union_1u64(Rng1U64 a, Rng1U64 b) {Rng1U64 c = {Min(a.min, b.min), Max(a.max, b.max)}; return c;} internal Rng1U64 intersect_1u64(Rng1U64 a, Rng1U64 b) {Rng1U64 c = {Max(a.min, b.min), Min(a.max, b.max)}; return c;} internal U64 clamp_1u64(Rng1U64 r, U64 v) {v = Clamp(r.min, v, r.max); return v;} internal Rng1S64 rng_1s64(S64 min, S64 max) {Rng1S64 r = {min, max}; if(r.min > r.max) { Swap(S64, r.min, r.max); } return r;} internal Rng1S64 shift_1s64(Rng1S64 r, S64 x) {r.min += x; r.max += x; return r;} internal Rng1S64 pad_1s64(Rng1S64 r, S64 x) {r.min -= x; r.max += x; return r;} internal S64 center_1s64(Rng1S64 r) {S64 c = (r.min+r.max)/2; return c;} internal B32 contains_1s64(Rng1S64 r, S64 x) {B32 c = (r.min <= x && x < r.max); return c;} internal S64 dim_1s64(Rng1S64 r) {S64 c = r.max-r.min; return c;} internal Rng1S64 union_1s64(Rng1S64 a, Rng1S64 b) {Rng1S64 c = {Min(a.min, b.min), Max(a.max, b.max)}; return c;} internal Rng1S64 intersect_1s64(Rng1S64 a, Rng1S64 b) {Rng1S64 c = {Max(a.min, b.min), Min(a.max, b.max)}; return c;} internal S64 clamp_1s64(Rng1S64 r, S64 v) {v = Clamp(r.min, v, r.max); return v;} internal Rng1F32 rng_1f32(F32 min, F32 max) {Rng1F32 r = {min, max}; if(r.min > r.max) { Swap(F32, r.min, r.max); } return r;} internal Rng1F32 shift_1f32(Rng1F32 r, F32 x) {r.min += x; r.max += x; return r;} internal Rng1F32 pad_1f32(Rng1F32 r, F32 x) {r.min -= x; r.max += x; return r;} internal F32 center_1f32(Rng1F32 r) {F32 c = (r.min+r.max)/2; return c;} internal B32 contains_1f32(Rng1F32 r, F32 x) {B32 c = (r.min <= x && x < r.max); return c;} internal F32 dim_1f32(Rng1F32 r) {F32 c = r.max-r.min; return c;} internal Rng1F32 union_1f32(Rng1F32 a, Rng1F32 b) {Rng1F32 c = {Min(a.min, b.min), Max(a.max, b.max)}; return c;} internal Rng1F32 intersect_1f32(Rng1F32 a, Rng1F32 b) {Rng1F32 c = {Max(a.min, b.min), Min(a.max, b.max)}; return c;} internal F32 clamp_1f32(Rng1F32 r, F32 v) {v = Clamp(r.min, v, r.max); return v;} internal Rng2S16 rng_2s16(Vec2S16 min, Vec2S16 max) {Rng2S16 r = {min, max}; return r;} internal Rng2S16 shift_2s16(Rng2S16 r, Vec2S16 x) {r.min = add_2s16(r.min, x); r.max = add_2s16(r.max, x); return r;} internal 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;} internal 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;} internal 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;} internal Vec2S16 dim_2s16(Rng2S16 r) {Vec2S16 dim = {(S16)(r.max.x-r.min.x), (S16)(r.max.y-r.min.y)}; return dim;} internal Rng2S16 union_2s16(Rng2S16 a, Rng2S16 b) {Rng2S16 c; c.p0.x = Min(a.min.x, b.min.x); c.p0.y = Min(a.min.y, b.min.y); c.p1.x = Max(a.max.x, b.max.x); c.p1.y = Max(a.max.y, b.max.y); return c;} internal Rng2S16 intersect_2s16(Rng2S16 a, Rng2S16 b) {Rng2S16 c; c.p0.x = Max(a.min.x, b.min.x); c.p0.y = Max(a.min.y, b.min.y); c.p1.x = Min(a.max.x, b.max.x); c.p1.y = Min(a.max.y, b.max.y); return c;} internal 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;} internal Rng2S32 rng_2s32(Vec2S32 min, Vec2S32 max) {Rng2S32 r = {min, max}; return r;} internal Rng2S32 shift_2s32(Rng2S32 r, Vec2S32 x) {r.min = add_2s32(r.min, x); r.max = add_2s32(r.max, x); return r;} internal 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;} internal Vec2S32 center_2s32(Rng2S32 r) {Vec2S32 c = {(r.min.x+r.max.x)/2, (r.min.y+r.max.y)/2}; return c;} internal 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;} internal Vec2S32 dim_2s32(Rng2S32 r) {Vec2S32 dim = {r.max.x-r.min.x, r.max.y-r.min.y}; return dim;} internal Rng2S32 union_2s32(Rng2S32 a, Rng2S32 b) {Rng2S32 c; c.p0.x = Min(a.min.x, b.min.x); c.p0.y = Min(a.min.y, b.min.y); c.p1.x = Max(a.max.x, b.max.x); c.p1.y = Max(a.max.y, b.max.y); return c;} internal Rng2S32 intersect_2s32(Rng2S32 a, Rng2S32 b) {Rng2S32 c; c.p0.x = Max(a.min.x, b.min.x); c.p0.y = Max(a.min.y, b.min.y); c.p1.x = Min(a.max.x, b.max.x); c.p1.y = Min(a.max.y, b.max.y); return c;} internal 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;} internal Rng2S64 rng_2s64(Vec2S64 min, Vec2S64 max) {Rng2S64 r = {min, max}; return r;} internal Rng2S64 shift_2s64(Rng2S64 r, Vec2S64 x) {r.min = add_2s64(r.min, x); r.max = add_2s64(r.max, x); return r;} internal 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;} internal Vec2S64 center_2s64(Rng2S64 r) {Vec2S64 c = {(r.min.x+r.max.x)/2, (r.min.y+r.max.y)/2}; return c;} internal 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;} internal Vec2S64 dim_2s64(Rng2S64 r) {Vec2S64 dim = {r.max.x-r.min.x, r.max.y-r.min.y}; return dim;} internal Rng2S64 union_2s64(Rng2S64 a, Rng2S64 b) {Rng2S64 c; c.p0.x = Min(a.min.x, b.min.x); c.p0.y = Min(a.min.y, b.min.y); c.p1.x = Max(a.max.x, b.max.x); c.p1.y = Max(a.max.y, b.max.y); return c;} internal Rng2S64 intersect_2s64(Rng2S64 a, Rng2S64 b) {Rng2S64 c; c.p0.x = Max(a.min.x, b.min.x); c.p0.y = Max(a.min.y, b.min.y); c.p1.x = Min(a.max.x, b.max.x); c.p1.y = Min(a.max.y, b.max.y); return c;} internal 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;} internal Rng2F32 rng_2f32(Vec2F32 min, Vec2F32 max) {Rng2F32 r = {min, max}; return r;} internal Rng2F32 shift_2f32(Rng2F32 r, Vec2F32 x) {r.min = add_2f32(r.min, x); r.max = add_2f32(r.max, x); return r;} internal Rng2F32 pad_2f32(Rng2F32 r, F32 x) {Vec2F32 xv = {x, x}; r.min = sub_2f32(r.min, xv); r.max = add_2f32(r.max, xv); return r;} internal Vec2F32 center_2f32(Rng2F32 r) {Vec2F32 c = {(r.min.x+r.max.x)/2, (r.min.y+r.max.y)/2}; return c;} internal B32 contains_2f32(Rng2F32 r, Vec2F32 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;} internal Vec2F32 dim_2f32(Rng2F32 r) {Vec2F32 dim = {r.max.x-r.min.x, r.max.y-r.min.y}; return dim;} internal Rng2F32 union_2f32(Rng2F32 a, Rng2F32 b) {Rng2F32 c; c.p0.x = Min(a.min.x, b.min.x); c.p0.y = Min(a.min.y, b.min.y); c.p1.x = Max(a.max.x, b.max.x); c.p1.y = Max(a.max.y, b.max.y); return c;} internal Rng2F32 intersect_2f32(Rng2F32 a, Rng2F32 b) {Rng2F32 c; c.p0.x = Max(a.min.x, b.min.x); c.p0.y = Max(a.min.y, b.min.y); c.p1.x = Min(a.max.x, b.max.x); c.p1.y = Min(a.max.y, b.max.y); return c;} internal Vec2F32 clamp_2f32(Rng2F32 r, Vec2F32 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 internal Vec3F32 hsv_from_rgb(Vec3F32 rgb) { F32 c_max = Max(rgb.x, Max(rgb.y, rgb.z)); F32 c_min = Min(rgb.x, Min(rgb.y, rgb.z)); F32 delta = c_max - c_min; F32 h = ((delta == 0.f) ? 0.f : (c_max == rgb.x) ? mod_f32((rgb.y - rgb.z)/delta + 6.f, 6.f) : (c_max == rgb.y) ? (rgb.z - rgb.x)/delta + 2.f : (c_max == rgb.z) ? (rgb.x - rgb.y)/delta + 4.f : 0.f); F32 s = (c_max == 0.f) ? 0.f : (delta/c_max); F32 v = c_max; Vec3F32 hsv = {h/6.f, s, v}; return hsv; } internal 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); } internal 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; } internal 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; } internal 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; } internal 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; } //////////////////////////////// //~ rjf: List Type Functions internal void rng1s64_list_push(Arena *arena, Rng1S64List *list, Rng1S64 rng) { Rng1S64Node *n = push_array(arena, Rng1S64Node, 1); MemoryCopyStruct(&n->v, &rng); SLLQueuePush(list->first, list->last, n); list->count += 1; } internal Rng1S64Array rng1s64_array_from_list(Arena *arena, Rng1S64List *list) { Rng1S64Array arr = {0}; arr.count = list->count; arr.v = push_array_no_zero(arena, 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; }