mirror of
https://github.com/Ed94/metadesk.git
synced 2026-06-13 07:52:22 -07:00
995 lines
46 KiB
C
995 lines
46 KiB
C
#ifdef INTELLISENSE_DIRECTIVES
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# pragma once
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# include "context_cracking.h"
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# include "linkage.h"
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# include "macros.h"
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# include "base_types.h"
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#endif
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// Copyright (c) 2024 Epic Games Tools
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// Licensed under the MIT license (https://opensource.org/license/mit/)
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////////////////////////////////
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//~ rjf: Vector Types
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//- rjf: 2-vectors
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typedef union Vec2F32 Vec2F32;
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union Vec2F32
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{
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struct
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{
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F32 x;
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F32 y;
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};
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F32 v[2];
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};
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typedef union Vec2S64 Vec2S64;
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union Vec2S64
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{
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struct
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{
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S64 x;
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S64 y;
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};
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S64 v[2];
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};
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typedef union Vec2S32 Vec2S32;
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union Vec2S32
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{
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struct
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{
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S32 x;
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S32 y;
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};
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S32 v[2];
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};
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typedef union Vec2S16 Vec2S16;
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union Vec2S16
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{
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struct
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{
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S16 x;
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S16 y;
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};
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S16 v[2];
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};
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//- rjf: 3-vectors
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typedef union Vec3F32 Vec3F32;
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union Vec3F32
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{
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struct
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{
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F32 x;
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F32 y;
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F32 z;
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};
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struct
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{
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Vec2F32 xy;
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F32 _z0;
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};
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struct
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{
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F32 _x0;
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Vec2F32 yz;
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};
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F32 v[3];
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};
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typedef union Vec3S32 Vec3S32;
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union Vec3S32
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{
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struct
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{
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S32 x;
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S32 y;
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S32 z;
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};
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struct
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{
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Vec2S32 xy;
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S32 _z0;
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};
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struct
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{
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S32 _x0;
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Vec2S32 yz;
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};
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S32 v[3];
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};
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//- rjf: 4-vectors
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typedef union Vec4F32 Vec4F32;
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union Vec4F32
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{
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struct
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{
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F32 x;
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F32 y;
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F32 z;
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F32 w;
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};
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struct
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{
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Vec2F32 xy;
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Vec2F32 zw;
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};
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struct
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{
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Vec3F32 xyz;
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F32 _z0;
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};
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struct
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{
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F32 _x0;
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Vec3F32 yzw;
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};
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F32 v[4];
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};
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typedef union Vec4S32 Vec4S32;
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union Vec4S32
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{
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struct
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{
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S32 x;
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S32 y;
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S32 z;
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S32 w;
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};
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struct
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{
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Vec2S32 xy;
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Vec2S32 zw;
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};
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struct
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{
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Vec3S32 xyz;
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S32 _z0;
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};
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struct
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{
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S32 _x0;
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Vec3S32 yzw;
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};
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S32 v[4];
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};
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////////////////////////////////
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//~ rjf: Matrix Types
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typedef struct Mat3x3F32 Mat3x3F32;
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struct Mat3x3F32
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{
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F32 v[3][3];
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};
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typedef struct Mat4x4F32 Mat4x4F32;
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struct Mat4x4F32
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{
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F32 v[4][4];
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};
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////////////////////////////////
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//~ rjf: Range Types
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//- rjf: 1-range
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typedef union Rng1U32 Rng1U32;
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union Rng1U32
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{
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struct
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{
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U32 min;
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U32 max;
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};
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U32 v[2];
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};
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typedef union Rng1S32 Rng1S32;
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union Rng1S32
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{
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struct
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{
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S32 min;
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S32 max;
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};
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S32 v[2];
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};
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typedef union Rng1U64 Rng1U64;
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union Rng1U64
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{
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struct
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{
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U64 min;
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U64 max;
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};
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U64 v[2];
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};
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typedef union Rng1S64 Rng1S64;
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union Rng1S64
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{
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struct
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{
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S64 min;
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S64 max;
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};
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S64 v[2];
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};
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typedef union Rng1F32 Rng1F32;
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union Rng1F32
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{
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struct
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{
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F32 min;
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F32 max;
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};
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F32 v[2];
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};
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//- rjf: 2-range (rectangles)
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typedef union Rng2S16 Rng2S16;
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union Rng2S16
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{
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struct
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{
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Vec2S16 min;
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Vec2S16 max;
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};
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struct
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{
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Vec2S16 p0;
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Vec2S16 p1;
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};
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struct
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{
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S16 x0;
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S16 y0;
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S16 x1;
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S16 y1;
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};
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Vec2S16 v[2];
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};
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typedef union Rng2S32 Rng2S32;
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union Rng2S32
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{
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struct
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{
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Vec2S32 min;
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Vec2S32 max;
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};
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struct
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{
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Vec2S32 p0;
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Vec2S32 p1;
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};
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struct
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{
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S32 x0;
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S32 y0;
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S32 x1;
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S32 y1;
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};
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Vec2S32 v[2];
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};
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typedef union Rng2F32 Rng2F32;
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union Rng2F32
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{
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struct
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{
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Vec2F32 min;
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Vec2F32 max;
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};
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struct
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{
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Vec2F32 p0;
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Vec2F32 p1;
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};
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struct
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{
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F32 x0;
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F32 y0;
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F32 x1;
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F32 y1;
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};
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Vec2F32 v[2];
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};
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typedef union Rng2S64 Rng2S64;
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union Rng2S64
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{
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struct
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{
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Vec2S64 min;
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Vec2S64 max;
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};
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struct
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{
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Vec2S64 p0;
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Vec2S64 p1;
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};
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struct
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{
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S64 x0;
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S64 y0;
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S64 x1;
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S64 y1;
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};
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Vec2S64 v[2];
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};
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////////////////////////////////
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//~ rjf: List Types
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typedef struct Rng1S64Node Rng1S64Node;
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struct Rng1S64Node
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{
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Rng1S64Node* next;
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Rng1S64 v;
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};
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typedef struct Rng1S64List Rng1S64List;
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struct Rng1S64List
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{
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Rng1S64Node* first;
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Rng1S64Node* last;
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U64 count;
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};
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typedef struct Rng1S64Array Rng1S64Array;
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struct Rng1S64Array
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{
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Rng1S64* v;
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U64 count;
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};
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////////////////////////////////
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//~ rjf: Clamps, Mins, Maxes
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#ifndef min
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#define min(A, B) (((A) < (B)) ? (A) : (B))
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#endif
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#ifndef max
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#define max(A, B) (((A) > (B)) ? (A) : (B))
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#endif
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#ifndef clamp_top
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#define clamp_top(A, X) Min(A, X)
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#endif
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#ifndef clamp_bot
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#define clamp_bot(X, B) Max(X, B)
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#endif
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#define clamp(A, X, B) (((X) < (A)) ? (A) : ((X) > (B)) ? (B) : (X))
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////////////////////////////////
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//~ rjf: Scalar Ops
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#define abs_s64(v) (S64)llabs(v)
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#define sqrt_f32(v) sqrtf(v)
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#define mod_f32(a, b) fmodf((a), (b))
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#define pow_f32(b, e) powf((b), (e))
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#define ceil_f32(v) ceilf(v)
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#define floor_f32(v) floorf(v)
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#define round_f32(v) roundf(v)
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#define abs_f32(v) fabsf(v)
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#define radians_from_turns_f32(v) ((v) * 2 * 3.1415926535897f)
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#define turns_from_radians_f32(v) ((v) / 2 * 3.1415926535897f)
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#define degrees_from_turns_f32(v) ((v) * 360.f)
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#define turns_from_degrees_f32(v) ((v) / 360.f)
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#define degrees_from_radians_f32(v) (degrees_from_turns_f32(turns_from_radians_f32(v)))
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#define radians_from_degrees_f32(v) (radians_from_turns_f32(turns_from_degrees_f32(v)))
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#define sin_f32(v) sinf( radians_from_turns_f32(v) )
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#define cos_f32(v) cosf( radians_from_turns_f32(v) )
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#define tan_f32(v) tanf( radians_from_turns_f32(v) )
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#define sqrt_f64(v) sqrt(v)
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#define mod_f64(a, b) fmod((a), (b))
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#define pow_f64(b, e) pow((b), (e))
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#define ceil_f64(v) ceil(v)
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#define floor_f64(v) floor(v)
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#define round_f64(v) round(v)
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#define abs_f64(v) fabs(v)
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#define radians_from_turns_f64(v) ((v) * 2 * 3.1415926535897)
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#define turns_from_radians_f64(v) ((v) / 2 * 3.1415926535897)
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#define degrees_from_turns_f64(v) ((v) * 360.0)
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#define turns_from_degrees_f64(v) ((v) / 360.0)
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#define degrees_from_radians_f64(v) (degrees_from_turns_f64(turns_from_radians_f64(v)))
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#define radians_from_degrees_f64(v) (radians_from_turns_f64(turns_from_degrees_f64(v)))
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#define sin_f64(v) sin(radians_from_turns_f64(v))
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#define cos_f64(v) cos(radians_from_turns_f64(v))
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#define tan_f64(v) tan(radians_from_turns_f64(v))
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inline F32 mix_1f32(F32 a, F32 b, F32 t) { F32 c = (a + (b - a) * clamp(0.f, t, 1.f)); return c; }
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inline F64 mix_1f64(F64 a, F64 b, F64 t) { F64 c = (a + (b - a) * clamp(0.0, t, 1.0)); return c; }
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////////////////////////////////
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//~ rjf: Vector Ops
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// ==================== 2D Vectors ====================
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#define v2f32(x, y) vec_2f32((x), (y))
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inline Vec2F32 vec_2f32 (F32 x, F32 y) { Vec2F32 v = { x, y }; return v; }
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inline Vec2F32 add_2f32 (Vec2F32 a, Vec2F32 b) { Vec2F32 c = {a.x + b.x, a.y + b.y}; return c; }
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inline Vec2F32 sub_2f32 (Vec2F32 a, Vec2F32 b) { Vec2F32 c = {a.x - b.x, a.y - b.y}; return c; }
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inline Vec2F32 mul_2f32 (Vec2F32 a, Vec2F32 b) { Vec2F32 c = {a.x * b.x, a.y * b.y}; return c; }
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inline Vec2F32 div_2f32 (Vec2F32 a, Vec2F32 b) { Vec2F32 c = {a.x / b.x, a.y / b.y}; return c; }
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inline Vec2F32 scale_2f32 (Vec2F32 v, F32 s) { Vec2F32 c = {v.x * s, v.y * s }; return c; }
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inline F32 dot_2f32 (Vec2F32 a, Vec2F32 b) { F32 c = a.x * b.x + a.y * b.y; return c; }
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inline F32 length_squared_2f32(Vec2F32 v) { F32 c = v.x * v.x + v.y * v.y; return c; }
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inline F32 length_2f32 (Vec2F32 v) { F32 c = sqrt_f32(v.x*v.x + v.y*v.y); return c; }
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inline Vec2F32 normalize_2f32 (Vec2F32 v) { v = scale_2f32(v, 1.f / length_2f32(v)); return v; }
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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; }
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#define v2s64(x, y) vec_2s64((x), (y))
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inline Vec2S64 vec_2s64 (S64 x, S64 y) { Vec2S64 v = { x, y }; return v; }
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inline Vec2S64 add_2s64 (Vec2S64 a, Vec2S64 b) { Vec2S64 c = {a.x + b.x, a.y + b.y}; return c; }
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inline Vec2S64 sub_2s64 (Vec2S64 a, Vec2S64 b) { Vec2S64 c = {a.x - b.x, a.y - b.y}; return c; }
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inline Vec2S64 mul_2s64 (Vec2S64 a, Vec2S64 b) { Vec2S64 c = {a.x * b.x, a.y * b.y}; return c; }
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inline Vec2S64 div_2s64 (Vec2S64 a, Vec2S64 b) { Vec2S64 c = {a.x / b.x, a.y / b.y}; return c; }
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inline Vec2S64 scale_2s64 (Vec2S64 v, S64 s) { Vec2S64 c = {v.x * s, v.y * s }; return c; }
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inline S64 dot_2s64 (Vec2S64 a, Vec2S64 b) { S64 c = a.x * b.x + a.y * b.y; return c; }
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inline S64 length_squared_2s64(Vec2S64 v) { S64 c = v.x * v.x + v.y * v.y; return c; }
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inline S64 length_2s64 (Vec2S64 v) { S64 c = (S64)sqrt_f64((F64)(v.x*v.x + v.y*v.y)); return c; }
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inline Vec2S64 normalize_2s64 (Vec2S64 v) { v = scale_2s64(v, (S64)(1.f / length_2s64(v))); return v; }
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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; }
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#define v2s32(x, y) vec_2s32((x), (y))
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inline Vec2S32 vec_2s32 (S32 x, S32 y) { Vec2S32 v = { x, y }; return v; }
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inline Vec2S32 add_2s32 (Vec2S32 a, Vec2S32 b) { Vec2S32 c = {a.x + b.x, a.y + b.y}; return c; }
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inline Vec2S32 sub_2s32 (Vec2S32 a, Vec2S32 b) { Vec2S32 c = {a.x - b.x, a.y - b.y}; return c; }
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inline Vec2S32 mul_2s32 (Vec2S32 a, Vec2S32 b) { Vec2S32 c = {a.x * b.x, a.y * b.y}; return c; }
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inline Vec2S32 div_2s32 (Vec2S32 a, Vec2S32 b) { Vec2S32 c = {a.x / b.x, a.y / b.y}; return c; }
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inline Vec2S32 scale_2s32 (Vec2S32 v, S32 s) { Vec2S32 c = {v.x * s, v.y * s }; return c; }
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inline S32 dot_2s32 (Vec2S32 a, Vec2S32 b) { S32 c = a.x * b.x + a.y * b.y; return c; }
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inline S32 length_squared_2s32(Vec2S32 v) { S32 c = v.x * v.x + v.y * v.y; return c; }
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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; }
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inline Vec2S32 normalize_2s32 (Vec2S32 v) { v = scale_2s32(v, (S32)(1.f / length_2s32(v))); return v; }
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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; }
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#define v2s16(x, y) vec_2s16((x), (y))
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inline Vec2S16 vec_2s16 (S16 x, S16 y) { Vec2S16 v = { x, y }; return v; }
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inline Vec2S16 add_2s16 (Vec2S16 a, Vec2S16 b) { Vec2S16 c = {(S16)(a.x + b.x), (S16)(a.y + b.y)}; return c; }
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inline Vec2S16 sub_2s16 (Vec2S16 a, Vec2S16 b) { Vec2S16 c = {(S16)(a.x - b.x), (S16)(a.y - b.y)}; return c; }
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inline Vec2S16 mul_2s16 (Vec2S16 a, Vec2S16 b) { Vec2S16 c = {(S16)(a.x * b.x), (S16)(a.y * b.y)}; return c; }
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inline Vec2S16 div_2s16 (Vec2S16 a, Vec2S16 b) { Vec2S16 c = {(S16)(a.x / b.x), (S16)(a.y / b.y)}; return c; }
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inline Vec2S16 scale_2s16 (Vec2S16 v, S16 s) { Vec2S16 c = {(S16)(v.x * s ), (S16)(v.y * s )}; return c; }
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|
inline S16 dot_2s16 (Vec2S16 a, Vec2S16 b) { S16 c = a.x * b.x + a.y * b.y; return c; }
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|
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; }
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|
|
|
#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))
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|
#define sub_vec2(a, b) _Generic(a, S16: sub_2s16, S32: sub_2s32, S64: sub_2s64, F32: sub_2f32 )((a), (b))
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|
#define mul_vec2(a, b) _Generic(a, S16: mul_2s16, S32: mul_2s32, S64: mul_2s64, F32: mul_2f32 )((a), (b))
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|
#define div_vec2(a, b) _Generic(a, S16: div_2s16, S32: div_2s32, S64: div_2s64, F32: div_2f32 )((a), (b))
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|
#define scale_vec2(v, s) _Generic(v, S16: scale_2s16, S32: scale_2s32, S64: scale_2s64, F32: scale_2f32 )((v), (s))
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|
#define dot_vec2(a, b) _Generic(a, S16: dot_2s16, S32: dot_2s32, S64: dot_2s64, F32: dot_2f32 )((a), (b))
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|
#define length_squared_vec2(v) _Generic(v, S16: length_squared_2s16, S32: length_squared_2s32, S64: length_squared_2s64, F32: length_squared_2f32)((v))
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|
#define length_vec2(v) _Generic(v, S16: length_2s16, S32: length_2s32, S64: length_2s64, F32: length_2f32 )((v))
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#define normalize_vec2(v) _Generic(v, S16: normalize_2s16, S32: normalize_2s32, S64: normalize_2s64, F32: normalize_2f32 )((v))
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|
#define mix_vec2(a, b, t) _Generic(a, S16: mix_2s16, S32: mix_2s32, S64: mix_2s64, F32: mix_2f32 )((a), (b), (t))
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// ==================== 3D Vectors ====================
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|
|
|
#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; }
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inline Vec3F32 add_3f32 (Vec3F32 a, Vec3F32 b) { Vec3F32 c = {a.x + b.x, a.y + b.y, a.z + b.z}; return c; }
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inline Vec3F32 sub_3f32 (Vec3F32 a, Vec3F32 b) { Vec3F32 c = {a.x - b.x, a.y - b.y, a.z - b.z}; return c; }
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inline Vec3F32 mul_3f32 (Vec3F32 a, Vec3F32 b) { Vec3F32 c = {a.x * b.x, a.y * b.y, a.z * b.z}; return c; }
|
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inline Vec3F32 div_3f32 (Vec3F32 a, Vec3F32 b) { Vec3F32 c = {a.x / b.x, a.y / b.y, a.z / b.z}; return c; }
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|
inline Vec3F32 scale_3f32 (Vec3F32 v, F32 s) { Vec3F32 c = {v.x * s, v.y * s, v.z * s}; return c; }
|
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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; }
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|
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; }
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|
|
|
#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; }
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|
inline Vec3S32 add_3s32 (Vec3S32 a, Vec3S32 b) { Vec3S32 c = {a.x + b.x, a.y + b.y, a.z + b.z}; return c; }
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inline Vec3S32 sub_3s32 (Vec3S32 a, Vec3S32 b) { Vec3S32 c = {a.x - b.x, a.y - b.y, a.z - b.z}; return c; }
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|
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; }
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|
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; }
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|
|
|
#define vec3(a, b, c) _Generic(a, S32: vec_3s32, F32: vec_3f32 )((a), (b), (c))
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|
#define add_vec3(a, b) _Generic(a, S32: add_3s32, F32: add_3f32 )((a), (b))
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|
#define sub_vec3(a, b) _Generic(a, S32: sub_3s32, F32: sub_3f32 )((a), (b))
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|
#define mul_vec3(a, b) _Generic(a, S32: mul_3s32, F32: mul_3f32 )((a), (b))
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|
#define div_vec3(a, b) _Generic(a, S32: div_3s32, F32: div_3f32 )((a), (b))
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|
#define scale_vec3(v, s) _Generic(v, S32: scale_3s32, F32: scale_3f32 )((v), (s))
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|
#define dot_vec3(a, b) _Generic(a, S32: dot_3s32, F32: dot_3f32 )((a), (b))
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|
#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))
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|
|
|
// ==================== 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; }
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|
|
|
#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; }
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|
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; }
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|
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; }
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|
|
|
#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
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|
|
|
// ==================== 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; }
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|
|
|
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; }
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|
|
|
// ==================== 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 = {min(a.min, b.min), min(a.max, b.max)}; return c; }
|
|
inline Rng1U32 intersect_1u32(Rng1U32 a, Rng1U32 b) { Rng1U32 c = {max(a.min, b.min), 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 = {min(a.min, b.min), max(a.max, b.max)}; return c; }
|
|
inline Rng1S32 intersect_1s32(Rng1S32 a, Rng1S32 b) { Rng1S32 c = {max(a.min, b.min), 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 = {min(a.min, b.min), max(a.max, b.max)}; return c; }
|
|
inline Rng1U64 intersect_1u64(Rng1U64 a, Rng1U64 b) { Rng1U64 c = {max(a.min, b.min), 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 = {min(a.min, b.min), max(a.max, b.max)}; return c; }
|
|
inline Rng1S64 intersect_1s64(Rng1S64 a, Rng1S64 b) { Rng1S64 c = {max(a.min, b.min), 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 = {min(a.min, b.min), max(a.max, b.max)}; return c; }
|
|
inline Rng1F32 intersect_1f32(Rng1F32 a, Rng1F32 b) { Rng1F32 c = {max(a.min, b.min), 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 = 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; }
|
|
inline 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; }
|
|
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 = 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; }
|
|
inline 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; }
|
|
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; }
|
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inline 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; }
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inline 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; }
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inline Vec2S64 clamp_2s32 (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; }
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////////////////////////////////
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//~ rjf: Miscellaneous Ops
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Vec3F32 hsv_from_rgb (Vec3F32 rgb);
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Vec3F32 rgb_from_hsv (Vec3F32 hsv);
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Vec4F32 hsva_from_rgba(Vec4F32 rgba);
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Vec4F32 rgba_from_hsva(Vec4F32 hsva);
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Vec4F32 rgba_from_u32 (U32 hex);
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U32 u32_from_rgba (Vec4F32 rgba);
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inline Vec3F32
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hsv_from_rgb(Vec3F32 rgb)
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{
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F32 c_max = Max(rgb.x, Max(rgb.y, rgb.z));
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F32 c_min = Min(rgb.x, Min(rgb.y, rgb.z));
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F32 delta = c_max - c_min;
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F32 q_delta = 1.0f / delta;
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F32 h = (
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(delta == 0.f) ? 0.f :
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(c_max == rgb.x) ? mod_f32((rgb.y - rgb.z) * q_delta + 6.f, 6.f) :
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(c_max == rgb.y) ? (rgb.z - rgb.x) * q_delta + 2.f :
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(c_max == rgb.z) ? (rgb.x - rgb.y) * q_delta + 4.f :
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0.f
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);
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F32 s = (c_max == 0.f) ? 0.f : (delta / c_max);
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F32 v = c_max;
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Vec3F32 hsv = {h * (1.0f / 6.f), s, v};
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return hsv;
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}
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inline Vec3F32
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rgb_from_hsv(Vec3F32 hsv) {
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F32 h = mod_f32(hsv.x * 360.f, 360.f);
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F32 s = hsv.y;
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F32 v = hsv.z;
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F32 c = v * s;
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F32 x = c * (1.f - abs_f32(mod_f32(h / 60.f, 2.f) - 1.f));
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F32 m = v - c;
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F32 r = 0;
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F32 g = 0;
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F32 b = 0;
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if ((h >= 0.f && h < 60.f ) || (h >= 360.f && h < 420.f)) { r = c; g = x; b = 0; }
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else if ( h >= 60.f && h < 120.f) { r = x; g = c; b = 0; }
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else if ( h >= 120.f && h < 180.f) { r = 0; g = c; b = x; }
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else if ( h >= 180.f && h < 240.f ) { r = 0; g = x; b = c; }
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else if ( h >= 240.f && h < 300.f ) { r = x; g = 0; b = c; }
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else if ((h >= 300.f && h <= 360.f) || (h >= -60.f && h <= 0.f)) { r = c; g = 0; b = x; }
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Vec3F32 rgb = {r + m, g + m, b + m};
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return(rgb);
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}
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inline Vec4F32
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hsva_from_rgba(Vec4F32 rgba) {
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Vec3F32 rgb = v3f32(rgba.x, rgba.y, rgba.z);
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Vec3F32 hsv = hsv_from_rgb(rgb);
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Vec4F32 hsva = v4f32(hsv.x, hsv.y, hsv.z, rgba.w);
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return hsva;
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}
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inline Vec4F32
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rgba_from_hsva(Vec4F32 hsva)
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{
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Vec3F32 hsv = v3f32(hsva.x, hsva.y, hsva.z);
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Vec3F32 rgb = rgb_from_hsv(hsv);
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Vec4F32 rgba = v4f32(rgb.x, rgb.y, rgb.z, hsva.w);
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return rgba;
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}
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inline Vec4F32
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rgba_from_u32(U32 hex)
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{
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Vec4F32 result = v4f32(
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((hex&0xff000000) >> 24) / 255.f,
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((hex&0x00ff0000) >> 16) / 255.f,
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((hex&0x0000ff00) >> 8) / 255.f,
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((hex&0x000000ff) >> 0) / 255.f);
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return result;
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}
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inline U32
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u32_from_rgba(Vec4F32 rgba)
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{
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U32 result = 0;
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result |= ((U32)((U8)(rgba.x * 255.f))) << 24;
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result |= ((U32)((U8)(rgba.y * 255.f))) << 16;
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result |= ((U32)((U8)(rgba.z * 255.f))) << 8;
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result |= ((U32)((U8)(rgba.w * 255.f))) << 0;
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return result;
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}
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#define rgba_from_u32_lit_comp(h) \
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{ \
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(((h) & 0xff000000) >> 24) / 255.f, \
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(((h) & 0x00ff0000) >> 16) / 255.f, \
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(((h) & 0x0000ff00) >> 8 ) / 255.f, \
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(((h) & 0x000000ff) >> 0 ) / 255.f \
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}
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////////////////////////////////
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//~ rjf: List Type Functions
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void rng1s64_list_push (Arena *arena, Rng1S64List *list, Rng1S64 rng);
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Rng1S64Array rng1s64_array_from_list(Arena *arena, Rng1S64List *list);
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|
|
inline void
|
|
rng1s64_list_push(Arena *arena, Rng1S64List *list, Rng1S64 rng)
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|
{
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|
Rng1S64Node* n = push_array(arena, Rng1S64Node, 1);
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MemoryCopyStruct(&n->v, &rng);
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SLLQueuePush(list->first, list->last, n);
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list->count += 1;
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}
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|
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inline Rng1S64Array
|
|
rng1s64_array_from_list(Arena *arena, Rng1S64List *list)
|
|
{
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|
Rng1S64Array
|
|
arr = {0};
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|
arr.count = list->count;
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|
arr.v = push_array_no_zero(arena, Rng1S64, arr.count);
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|
U64 idx = 0;
|
|
for(Rng1S64Node *n = list->first; n != 0; n = n->next) {
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|
arr.v[idx] = n->v;
|
|
idx += 1;
|
|
}
|
|
return arr;
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|
}
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