#include "main.h" #include #include struct Mat4 { float p[4][4]; }; struct Vec2 { float x, y; }; union Vec3 { struct { float x, y, z; }; struct { float r, g, b; }; }; union Vec4 { struct { float x, y, z, w; }; struct { float r, g, b, a; }; struct { Vec3 xyz; }; }; constexpr float PI32 = 3.14159265359f; FUNCTION Vec4 vec4(Vec3 a, float b) { Vec4 result = { a.x,a.y,a.z,b }; return result; } FUNCTION Mat4 Mat4Identity() { Mat4 result = { 1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1, }; return result; } FUNCTION Mat4 Mat4RotationZ(float rotation) { float s = sinf(rotation); float c = cosf(rotation); Mat4 result = { c, s, 0, 0, -s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }; return result; } FUNCTION Mat4 Mat4RotationY(float rotation) { float s = sinf(rotation); float c = cosf(rotation); Mat4 result = { c, 0, -s, 0, 0, 1, 0, 0, s, 0, c, 0, 0, 0, 0, 1, }; return result; } FUNCTION Mat4 Mat4RotationX(float rotation) { float s = sinf(rotation); float c = cosf(rotation); Mat4 result = { 1, 0, 0, 0, 0, c, s, 0, 0, -s, c, 0, 0, 0, 0, 1, }; return result; } FUNCTION Mat4 Mat4Perspective(float fov, float window_x, float window_y, float znear, float zfar) { float aspect_ratio = window_y / window_x; float f = (1.f / tanf((fov/2.f)*(180.f/PI32))); Mat4 result = { aspect_ratio*f, 0, 0, 0, 0, f, 0, 0, 0, 0, (zfar)-(zfar-znear),(-zfar*znear)-(zfar - znear), 0,0,1,0 }; return result; } FUNCTION Mat4 Mat4Translate(Mat4 a, Vec3 translation) { a.p[0][0] += translation.x; a.p[0][1] += translation.y; a.p[0][2] += translation.z; return a; } FUNCTION Vec4 operator-(Vec4 a, Vec4 b) { Vec4 result = { a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w }; return result; } FUNCTION Vec4 operator+(Vec4 a, Vec4 b) { Vec4 result = { a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w }; return result; } FUNCTION Vec3 operator-(Vec3 a, Vec3 b) { Vec3 result = { a.x - b.x, a.y - b.y, a.z - b.z, }; return result; } FUNCTION Vec3 operator+(Vec3 a, Vec3 b) { Vec3 result = { a.x + b.x, a.y + b.y, a.z + b.z, }; return result; } FUNCTION Vec4 operator*(Mat4 a, Vec4 b) { Vec4 result = { a.p[0][0] * b.x + a.p[0][1] * b.y + a.p[0][2] * b.z + a.p[0][3] * b.w, a.p[1][0] * b.x + a.p[1][1] * b.y + a.p[1][2] * b.z + a.p[1][3] * b.w, a.p[2][0] * b.x + a.p[2][1] * b.y + a.p[2][2] * b.z + a.p[2][3] * b.w, a.p[3][0] * b.x + a.p[3][1] * b.y + a.p[3][2] * b.z + a.p[3][3] * b.w, }; return result; } FUNCTION Vec3 operator*(Mat4 a, Vec3 b) { Vec4 result= { a.p[0][0] * b.x + a.p[0][1] * b.y + a.p[0][2] * b.z + a.p[0][3] * 1, a.p[1][0] * b.x + a.p[1][1] * b.y + a.p[1][2] * b.z + a.p[1][3] * 1, a.p[2][0] * b.x + a.p[2][1] * b.y + a.p[2][2] * b.z + a.p[2][3] * 1, a.p[3][0] * b.x + a.p[3][1] * b.y + a.p[3][2] * b.z + a.p[3][3] * 1, }; ASSERT(result.w == 1); return result.xyz; } FUNCTION Mat4 operator*(Mat4 a, Mat4 b) { Mat4 result; for (int y = 0; y < 4; y++) { for (int x = 0; x < 4; x++) { result.p[y][x] = a.p[y][0] * b.p[0][x] + a.p[y][1] * b.p[1][x] + a.p[y][2] * b.p[2][x] + a.p[y][3] * b.p[3][x]; } } return result; } FUNCTION float Dot(Vec3 a, Vec3 b) { float result = a.x * b.x + a.y * b.y + a.z * b.z; return result; } FUNCTION Vec3 Cross(Vec3 a, Vec3 b) { Vec3 result = { 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 result; } FUNCTION uint32_t ColorToU32ARGB(Vec4 a) { uint8_t r8 = (uint8_t)(a.r * 255.f + 0.5f); uint8_t g8 = (uint8_t)(a.g * 255.f + 0.5f); uint8_t b8 = (uint8_t)(a.b * 255.f + 0.5f); uint8_t a8 = (uint8_t)(a.a * 255.f + 0.5f); uint32_t result = a8 << 24 | r8 << 16 | g8 << 8 | b8; return result; }