4coder-non-source/test_data/lots_of_files/4tech_math.cpp

696 lines
12 KiB
C++

/*
* Mr. 4th Dimention - Allen Webster
*
* 15.05.2015
*
* Math functions for 4coder
*
*/
// TOP
/*
* Scalar operators
*/
#define C_MATH 1
#define DEG_TO_RAD 0.0174533f
#define RAD_TO_DEG 57.295780f
#if C_MATH
#include <math.h>
#endif
inline real32
ABS(real32 x){
#if C_MATH
return abs(x);
#endif
}
inline real32
MOD(real32 x, i32 m){
#if C_MATH
real32 whole, frac;
frac = modf(x, &whole);
return ((i32)(whole) % m) + frac;
#endif
}
inline real32
SQRT(real32 x){
#if C_MATH
return sqrt(x);
#endif
}
inline real32
SIN(real32 x_degrees){
#if C_MATH
return sinf(x_degrees * DEG_TO_RAD);
#endif
}
inline real32
COS(real32 x_degrees){
#if C_MATH
return cosf(x_degrees * DEG_TO_RAD);
#endif
}
inline f32
ATAN_DEG(f32 y, f32 x){
#if C_MATH
return atan2f(y, x) * RAD_TO_DEG;
#endif
}
inline f32
POW(f32 base, f32 exp){
#if C_MATH
return pow(base, exp);
#endif
}
/*
* Rounding
*/
inline i32
TRUNC32(real32 x) { return (i32)x; }
inline i32
FLOOR32(real32 x) { return (i32)(x)-((x!=(i32)(x) && x<0)?1:0); }
inline i32
CEIL32(real32 x) { return (i32)(x)+((x!=(i32)(x) && x>0)?1:0); }
inline i32
ROUND32(real32 x) { return FLOOR32(x + .5f); }
inline i32
DIVCEIL32(i32 n, i32 d) {
i32 q = (n/d);
return q + (q*d < n);
}
inline real32
FRACPART32(real32 x) { return x - (i32)x; }
/*
* Vectors
*/
struct Vec2{
union{
struct{
real32 x, y;
};
struct{
real32 v[2];
};
};
};
struct Vec3{
union{
struct{
real32 x, y, z;
};
struct{
real32 r, g, b;
};
struct{
Vec2 xy;
real32 _z;
};
struct{
real32 _x;
Vec2 yz;
};
struct{
real32 v[3];
};
};
};
struct Vec4{
union{
struct{
real32 r, g, b, a;
};
struct{
real32 h, s, l, __a;
};
struct{
real32 x, y, z, w;
};
struct{
Vec3 rgb;
real32 _a;
};
struct{
Vec3 xyz;
real32 _w;
};
struct{
real32 _x;
Vec3 yzw;
};
struct{
real32 v[4];
};
};
};
inline Vec2
V2(real32 x, real32 y){
Vec2 result;
result.x = x;
result.y = y;
return result;
}
inline Vec3
V3(real32 x, real32 y, real32 z){
Vec3 result;
result.x = x;
result.y = y;
result.z = z;
return result;
}
inline Vec4
V4(real32 x, real32 y, real32 z, real32 w){
Vec4 result;
result.x = x;
result.y = y;
result.z = z;
result.w = w;
return result;
}
inline Vec2
operator+(Vec2 a, Vec2 b){
Vec2 result;
result.x = a.x + b.x;
result.y = a.y + b.y;
return result;
}
inline Vec3
operator+(Vec3 a, Vec3 b){
Vec3 result;
result.x = a.x + b.x;
result.y = a.y + b.y;
result.z = a.z + b.z;
return result;
}
inline Vec4
operator+(Vec4 a, Vec4 b){
Vec4 result;
result.x = a.x + b.x;
result.y = a.y + b.y;
result.z = a.z + b.z;
result.w = a.w + b.w;
return result;
}
inline Vec2
operator-(Vec2 a, Vec2 b){
Vec2 result;
result.x = a.x - b.x;
result.y = a.y - b.y;
return result;
}
inline Vec3
operator-(Vec3 a, Vec3 b){
Vec3 result;
result.x = a.x - b.x;
result.y = a.y - b.y;
result.z = a.z - b.z;
return result;
}
inline Vec4
operator-(Vec4 a, Vec4 b){
Vec4 result;
result.x = a.x - b.x;
result.y = a.y - b.y;
result.z = a.z - b.z;
result.w = a.w - b.w;
return result;
}
inline Vec2
operator*(Vec2 a, real32 k){
Vec2 result;
result.x = a.x * k;
result.y = a.y * k;
return result;
}
inline Vec3
operator*(Vec3 a, real32 k){
Vec3 result;
result.x = a.x * k;
result.y = a.y * k;
result.z = a.z * k;
return result;
}
inline Vec4
operator*(Vec4 a, real32 k){
Vec4 result;
result.x = a.x * k;
result.y = a.y * k;
result.z = a.z * k;
result.w = a.w * k;
return result;
}
inline Vec2
operator*(real32 k, Vec2 a){
Vec2 result;
result.x = a.x * k;
result.y = a.y * k;
return result;
}
inline Vec3
operator*(real32 k, Vec3 a){
Vec3 result;
result.x = a.x * k;
result.y = a.y * k;
result.z = a.z * k;
return result;
}
inline Vec4
operator*(real32 k, Vec4 a){
Vec4 result;
result.x = a.x * k;
result.y = a.y * k;
result.z = a.z * k;
result.w = a.w * k;
return result;
}
inline Vec2&
operator+=(Vec2 &a, Vec2 b){
a = (a + b);
return a;
}
inline Vec3&
operator+=(Vec3 &a, Vec3 b){
a = (a + b);
return a;
}
inline Vec4&
operator+=(Vec4 &a, Vec4 b){
a = (a + b);
return a;
}
inline Vec2&
operator-=(Vec2 &a, Vec2 b){
a = (a - b);
return a;
}
inline Vec3&
operator-=(Vec3 &a, Vec3 b){
a = (a - b);
return a;
}
inline Vec4&
operator-=(Vec4 &a, Vec4 b){
a = (a - b);
return a;
}
inline Vec2&
operator*=(Vec2 &a, real32 k){
a = (a * k);
return a;
}
inline Vec3&
operator*=(Vec3 &a, real32 k){
a = (a * k);
return a;
}
inline Vec4&
operator*=(Vec4 &a, real32 k){
a = (a * k);
return a;
}
inline real32
dot(Vec2 a, Vec2 b){
real32 result;
result = a.x*b.x + a.y*b.y;
return result;
}
inline real32
dot(Vec3 a, Vec3 b){
real32 result;
result = a.x*b.x + a.y*b.y + a.z*b.z;
return result;
}
inline real32
dot(Vec4 a, Vec4 b){
real32 result;
result = a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w;
return result;
}
inline Vec3
cross(Vec3 a, Vec3 b){
Vec3 result;
result.x = a.y*b.z - b.y*a.z;
result.y = a.z*b.x - b.z*a.x;
result.z = a.x*b.y - b.x*a.y;
return result;
}
inline Vec2
hadamard(Vec2 a, Vec2 b){
Vec2 result;
result.x = a.x*b.x;
result.y = a.y*b.y;
return result;
}
inline Vec3
hadamard(Vec3 a, Vec3 b){
Vec3 result;
result.x = a.x*b.x;
result.y = a.y*b.y;
result.z = a.z*b.z;
return result;
}
inline Vec4
hadamard(Vec4 a, Vec4 b){
Vec4 result;
result.x = a.x*b.x;
result.y = a.y*b.y;
result.z = a.z*b.z;
result.w = a.w*b.w;
return result;
}
inline Vec2
perp(Vec2 v){
Vec2 result;
result.x = -v.y;
result.y = v.x;
return result;
}
inline Vec2
polar_to_cartesian(real32 theta_degrees, real32 length){
Vec2 result;
result.x = COS(theta_degrees)*length;
result.y = SIN(theta_degrees)*length;
return result;
}
inline Vec2
cis(f32 theta){
Vec2 result;
result.x = COS(theta);
result.y = SIN(theta);
return result;
}
inline Vec2
rotate(Vec2 v, real32 theta_degrees){
Vec2 result;
real32 c, s;
c = COS(theta_degrees);
s = SIN(theta_degrees);
result.x = v.x*c - v.y*s;
result.y = v.x*s + v.y*c;
return result;
}
inline real32
vector_projection(Vec2 x, Vec2 target){
real32 target_magnitude = SQRT(dot(target, target));
Vec2 unit_target = target * (1 / target_magnitude);
real32 result = dot(x, unit_target);
return(result);
}
inline Vec2
normalize(Vec2 x){
f32 d = dot(x, x);
d = SQRT(d);
x *= (1.f/d);
return(x);
}
inline Vec2
normalize_radius(Vec2 x, f32 r){
f32 d = dot(x, x);
d = SQRT(d);
r = r/d;
x *= r;
return(x);
}
inline f32
argument_degrees(Vec2 v){
f32 r = ATAN_DEG(v.y, v.x);
return(r);
}
/*
* Coordinates
*/
struct Matrix2{
Vec2 x_axis;
Vec2 y_axis;
};
internal Matrix2
invert(Vec2 x_axis, Vec2 y_axis){
Matrix2 result = {};
real32 det = 1.f / (x_axis.x*y_axis.y - x_axis.y*y_axis.x);
result.x_axis.x = y_axis.y*det;
result.y_axis.x = -y_axis.x*det;
result.x_axis.y = -x_axis.y*det;
result.y_axis.y = x_axis.x*det;
return result;
}
internal Matrix2
invert(Matrix2 m){
Matrix2 result = {};
real32 det = 1.f / (m.x_axis.x*m.y_axis.y - m.x_axis.y*m.y_axis.x);
result.x_axis.x = m.y_axis.y*det;
result.y_axis.x = -m.y_axis.x*det;
result.x_axis.y = -m.x_axis.y*det;
result.y_axis.y = m.x_axis.x*det;
return result;
}
/*
* Lerps, Clamps, Thresholds, Etc
*/
inline real32
lerp(real32 a, real32 t, real32 b){
return a + (b-a)*t;
}
inline Vec2
lerp(Vec2 a, real32 t, Vec2 b){
return a + (b-a)*t;
}
inline Vec3
lerp(Vec3 a, real32 t, Vec3 b){
return a + (b-a)*t;
}
inline Vec4
lerp(Vec4 a, real32 t, Vec4 b){
return a + (b-a)*t;
}
inline real32
unlerp(real32 a, real32 x, real32 b){
return (x - a) / (b - a);
}
inline real32
clamp(real32 a, real32 n, real32 z){
return (n<a)?(a):((n>z)?(z):n);
}
/*
* Color
*/
// TODO(allen): Convert colors to Vec4
inline internal u32
color_blend(u32 a, real32 t, u32 b){
union{
u8 byte[4];
u32 comp;
} A, B, R;
A.comp = a;
B.comp = b;
R.byte[0] = (u8)lerp(A.byte[0], t, B.byte[0]);
R.byte[1] = (u8)lerp(A.byte[1], t, B.byte[1]);
R.byte[2] = (u8)lerp(A.byte[2], t, B.byte[2]);
R.byte[3] = (u8)lerp(A.byte[3], t, B.byte[3]);
return R.comp;
}
internal Vec3
unpack_color3(u32 color){
Vec3 result;
result.r = ((color >> 16) & 0xFF) / 255.f;
result.g = ((color >> 8) & 0xFF) / 255.f;
result.b = ((color >> 0) & 0xFF) / 255.f;
return result;
}
internal Vec4
unpack_color4(u32 color){
Vec4 result;
result.a = ((color >> 24) & 0xFF) / 255.f;
result.r = ((color >> 16) & 0xFF) / 255.f;
result.g = ((color >> 8) & 0xFF) / 255.f;
result.b = ((color >> 0) & 0xFF) / 255.f;
return result;
}
internal u32
pack_color4(Vec4 color){
u32 result =
((u8)(color.a * 255) << 24) |
((u8)(color.r * 255) << 16) |
((u8)(color.g * 255) << 8) |
((u8)(color.b * 255) << 0);
return result;
}
internal Vec4
rgba_to_hsla(Vec4 rgba){
Vec4 hsla = {};
real32 max, min, delta;
i32 maxc;
hsla.a = rgba.a;
max = rgba.r; min = rgba.r;
maxc = 0;
if (rgba.r < rgba.g){
max = rgba.g;
maxc = 1;
}
if (rgba.b > max){
max = rgba.b;
maxc = 2;
}
if (rgba.r > rgba.g){
min = rgba.g;
}
if (rgba.b < min){
min = rgba.b;
}
delta = max - min;
hsla.z = (max + min) * .5f;
if (delta == 0){
hsla.x = 0.f;
hsla.y = 0.f;
}
else{
switch (maxc){
case 0:
{
hsla.x = (rgba.g - rgba.b) / delta;
hsla.x += (rgba.g < rgba.b) * 6.f;
}break;
case 1:
{
hsla.x = (rgba.b - rgba.r) / delta;
hsla.x += 2.f;
}break;
case 2:
{
hsla.x = (rgba.r - rgba.g) / delta;
hsla.x += 4.f;
}break;
}
hsla.x *= (1/6.f); // * 60 / 360
hsla.y = delta / (1.f - ABS(2.f*hsla.z - 1.f));
}
return hsla;
}
internal Vec4
hsla_to_rgba(Vec4 hsla){
Vec4 rgba = {};
real32 C, X, m;
i32 H;
rgba.a = hsla.a;
C = (1.f - ABS(2*hsla.z - 1.f)) * hsla.y;
X = C * (1.f-ABS(MOD(hsla.x*6.f, 2)-1.f));
m = hsla.z - C*.5f;
H = FLOOR32(hsla.x * 6.f);
switch (H){
case 0:
rgba.r = C; rgba.g = X; rgba.b = 0;
break;
case 1:
rgba.r = X; rgba.g = C; rgba.b = 0;
break;
case 2:
rgba.r = 0; rgba.g = C; rgba.b = X;
break;
case 3:
rgba.r = 0; rgba.g = X; rgba.b = C;
break;
case 4:
rgba.r = X; rgba.g = 0; rgba.b = C;
break;
case 5:
rgba.r = C; rgba.g = 0; rgba.b = X;
break;
}
rgba.r += m;
rgba.g += m;
rgba.b += m;
return rgba;
}
// BOTTOM