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authorGravatar gingerBill 2016-04-23 23:07:15 +0100
committerGravatar gingerBill 2016-04-23 23:07:15 +0100
commit41f87ef70484f05bbe83984e95ac45c233a7515b (patch)
tree012d0f545e3775b8688551b498c98e4bd7657b15 /gb_math.h
parentNew Libraries (diff)
Updates!!!!!
Diffstat (limited to 'gb_math.h')
-rw-r--r--gb_math.h1868
1 files changed, 1517 insertions, 351 deletions
diff --git a/gb_math.h b/gb_math.h
index 9158181..d8278f9 100644
--- a/gb_math.h
+++ b/gb_math.h
@@ -1,16 +1,21 @@
-// gb_math.h - v0.03 - public domain C math library - no warranty implied; use at your own risk
+// gb_math.h - v0.04d - public domain C math library - no warranty implied; use at your own risk
// A C math library geared towards game development
+// use '#define GB_MATH_IMPLEMENTATION' before including to create the implementation in _ONE_ file
/*
Version History:
+ 0.04d - License Update
+ 0.04c - Use 64-bit murmur64 version on WIN64
+ 0.04b - Fix strict aliasing in gb_quake_inv_sqrt
+ 0.04a - Minor bug fixes
+ 0.04 - Namespace everything with gb
0.03 - Complete Replacement
0.01 - Initial Version
LICENSE
- This software is in the public domain. Where that dedication is not
- recognized, you are granted a perpetual, irrevocable license to copy,
- distribute, and modify this file as you see fit.
-
+ This software is dual-licensed to the public domain and under the following
+ license: you are granted a perpetual, irrevocable license to copy, modify,
+ publish, and distribute this file as you see fit.
WARNING
- This library is _slightly_ experimental and features may not work as expected.
- This also means that many functions are not documented.
@@ -18,419 +23,1107 @@ WARNING
CONTENTS
- Common Macros
- Types
- - Vec(2,3,4)
- - Mat(2,3,4)
- - Float(2,3,4)
- - Rect(2,3)
- - Aabb(2,3)
+ - gbVec(2,3,4)
+ - gbMat(2,3,4)
+ - gbFloat(2,3,4)
+ - gbQuat
+ - gbRect(2,3)
+ - gbAabb(2,3)
+ - gb_half (16-bit floating point) (storage only)
- Operations
- Functions
- Type Functions
- Random
-
-TODO
- - Complex
- - Quaternion
- - More Math Functions
+ - Hash
*/
#ifndef GB_MATH_INCLUDE_GB_MATH_H
#define GB_MATH_INCLUDE_GB_MATH_H
+// TODO(bill): What of this do I actually need? And can include elsewhere (e.g. implementation)
#include <stddef.h>
-
-#ifdef GB_MATH_STATIC
-#define GB_MATH_DEF static
-#else
-#define GB_MATH_DEF extern
+#include <math.h>
+#include <limits.h>
+#include <float.h>
+#include <string.h> // memcpy, memmove, etc.
+
+#ifndef GB_MATH_DEF
+ #ifdef GB_MATH_STATIC
+ #define GB_MATH_DEF static
+ #else
+ #define GB_MATH_DEF extern
+ #endif
#endif
-typedef union Vec2
-{
+typedef union gbVec2 {
struct { float x, y; };
float e[2];
-} Vec2;
+} gbVec2;
-typedef union Vec3
-{
+typedef union gbVec3 {
struct { float x, y, z; };
struct { float r, g, b; };
- Vec2 xy;
+ gbVec2 xy;
float e[2];
-} Vec3;
+} gbVec3;
-typedef union Vec4
-{
+typedef union gbVec4 {
struct { float x, y, z, w; };
struct { float r, g, b, a; };
- struct { Vec2 xy, zw; };
- Vec3 xyz;
- Vec3 rgb;
+ struct { gbVec2 xy, zw; };
+ gbVec3 xyz;
+ gbVec3 rgb;
float e[4];
-} Vec4;
+} gbVec4;
-typedef union Mat2
-{
- struct { Vec2 x, y; };
- Vec4 col[2];
+typedef union gbMat2 {
+ struct { gbVec2 x, y; };
+ gbVec4 col[2];
float e[4];
-} Mat2;
+} gbMat2;
-typedef union Mat3
-{
- struct { Vec3 x, y, z; };
- Vec4 col[3];
+typedef union gbMat3 {
+ struct { gbVec3 x, y, z; };
+ gbVec3 col[3];
float e[9];
-} Mat3;
+} gbMat3;
-typedef union Mat4
-{
- struct { Vec4 x, y, z, w; };
- Vec4 col[4];
+typedef union gbMat4 {
+ struct { gbVec4 x, y, z, w; };
+ gbVec4 col[4];
float e[16];
-} Mat4;
+} gbMat4;
+typedef union gbQuat {
+ struct { float x, y, z, w; };
+ gbVec4 xyzw;
+ gbVec3 xyz;
+ float e[4];
+} gbQuat;
+
-typedef float Float2[2];
-typedef float Float3[3];
-typedef float Float4[4];
+typedef float gbFloat2[2];
+typedef float gbFloat3[3];
+typedef float gbFloat4[4];
-typedef struct Rect2 { Vec2 pos, dim; } Rect2;
-typedef struct Rect3 { Vec3 pos, dim; } Rect3;
+typedef struct gbRect2 { gbVec2 pos, dim; } gbRect2;
+typedef struct gbRect3 { gbVec3 pos, dim; } gbRect3;
-typedef struct Aabb2 { Vec2 center, half_size; } Aabb2;
-typedef struct Aabb3 { Vec3 center, half_size; } Aabb3;
+typedef struct gbAabb2 { gbVec2 centre, half_size; } gbAabb2;
+typedef struct gbAabb3 { gbVec3 centre, half_size; } gbAabb3;
#if defined(_MSC_VER)
- typedef unsigned __int8 gb_math_u8;
typedef unsigned __int32 gb_math_u32;
typedef unsigned __int64 gb_math_u64;
#else
- #include <stdint.h>
- typedef uint8_t gb_math_u8;
- typedef uint32_t gb_math_u32;
- typedef uint64_t gb_math_u64;
+ #if defined(GB_USE_STDINT)
+ #include <stdint.h>
+ typedef uint32_t gb_math_u32;
+ typedef uint64_t gb_math_u64;
+ #else
+ typedef unsigned int gb_math_u32;
+ typedef unsigned long long gb_math_u64;
+ #endif
#endif
+typedef short gb_half;
+
+
// Constants
-#define MATH_TAU 6.28318530718f
+#ifndef GB_MATH_CONSTANTS
+#define GB_MATH_CONSTANTS
+ #define GB_MATH_EPSILON 1.19209290e-7f
+ #define GB_MATH_ZERO 0.0f
+ #define GB_MATH_ONE 1.0f
+ #define GB_MATH_TWO_THIRDS 0.666666666666666666666666666666666666667f
+
+ #define GB_MATH_TAU 6.28318530717958647692528676655900576f
+ #define GB_MATH_PI 3.14159265358979323846264338327950288f
+ #define GB_MATH_ONE_OVER_TAU 0.636619772367581343075535053490057448f
+ #define GB_MATH_ONE_OVER_PI 0.159154943091895335768883763372514362f
+
+ #define GB_MATH_E 2.71828182845904523536f
+ #define GB_MATH_SQRT_TWO 1.41421356237309504880168872420969808f
+ #define GB_MATH_SQRT_THREE 1.73205080756887729352744634150587236f
+ #define GB_MATH_SQRT_FIVE 2.23606797749978969640917366873127623f
+
+ #define GB_MATH_LOG_TWO 0.693147180559945309417232121458176568f
+ #define GB_MATH_LOG_TEN 2.30258509299404568401799145468436421f
+#endif
+
#if defined(__cplusplus)
extern "C" {
#endif
-// Vector
+// Basic
+#ifndef gb_clamp
+#define gb_clamp(x, lower, upper) (gb_min(gb_max(x, (lower)), (upper)))
+#endif
+#ifndef gb_clamp01
+#define gb_clamp01(x) gb_clamp(x, 0, 1)
+#endif
-GB_MATH_DEF Vec2 vec2_zero(void);
-GB_MATH_DEF Vec2 vec2(float x, float y);
-GB_MATH_DEF Vec2 vec2v(float x[2]);
+#ifndef gb_square
+#define gb_square(x) ((x)*(x))
+#endif
-GB_MATH_DEF Vec3 vec3_zero(void);
-GB_MATH_DEF Vec3 vec3(float x, float y, float z);
-GB_MATH_DEF Vec3 vec3v(float x[3]);
+#ifndef gb_cube
+#define gb_cube(x) ((x)*(x)*(x))
+#endif
-GB_MATH_DEF Vec4 vec4_zero(void);
-GB_MATH_DEF Vec4 vec4(float x, float y, float z, float w);
-GB_MATH_DEF Vec4 vec4v(float x[4]);
+#ifndef gb_abs
+#define gb_abs(x) ((x) > 0 ? (x) : -(x))
+#endif
-GB_MATH_DEF void vec2_add(Vec2 *d, Vec2 v0, Vec2 v1);
-GB_MATH_DEF void vec2_sub(Vec2 *d, Vec2 v0, Vec2 v1);
-GB_MATH_DEF void vec2_mul(Vec2 *d, Vec2 v, float s);
-GB_MATH_DEF void vec2_div(Vec2 *d, Vec2 v, float s);
+#ifndef gb_sign
+#define gb_sign(x) ((x) >= 0 ? 1 : -1)
+#endif
+
+
+GB_MATH_DEF float gb_to_radians(float degrees);
+GB_MATH_DEF float gb_to_degrees(float radians);
+
+// NOTE(bill): Because to interpolate angles
+GB_MATH_DEF float gb_angle_diff(float radians_a, float radians_b);
+
+#ifndef gb_min
+#define gb_min(a, b) ((a) < (b) ? (a) : (b))
+#endif
+#ifndef gb_max
+#define gb_max(a, b) ((a) > (b) ? (a) : (b))
+#endif
-GB_MATH_DEF void vec3_add(Vec3 *d, Vec3 v0, Vec3 v1);
-GB_MATH_DEF void vec3_sub(Vec3 *d, Vec3 v0, Vec3 v1);
-GB_MATH_DEF void vec3_mul(Vec3 *d, Vec3 v, float s);
-GB_MATH_DEF void vec3_div(Vec3 *d, Vec3 v, float s);
+GB_MATH_DEF float gb_sqrt(float a);
+GB_MATH_DEF float gb_quake_inv_sqrt(float a); // NOTE(bill): It's probably better to use 1.0f/gb_sqrt(a)
+ // And for simd, there is usually isqrt functions too!
-GB_MATH_DEF void vec4_add(Vec4 *d, Vec4 v0, Vec4 v1);
-GB_MATH_DEF void vec4_sub(Vec4 *d, Vec4 v0, Vec4 v1);
-GB_MATH_DEF void vec4_mul(Vec4 *d, Vec4 v, float s);
-GB_MATH_DEF void vec4_div(Vec4 *d, Vec4 v, float s);
+GB_MATH_DEF float gb_sin(float radians);
+GB_MATH_DEF float gb_cos(float radians);
+GB_MATH_DEF float gb_tan(float radians);
+GB_MATH_DEF float gb_arcsin(float a);
+GB_MATH_DEF float gb_arccos(float a);
+GB_MATH_DEF float gb_arctan(float a);
+GB_MATH_DEF float gb_arctan2(float y, float x);
-GB_MATH_DEF void vec2_addeq(Vec2 *d, Vec2 v);
-GB_MATH_DEF void vec2_subeq(Vec2 *d, Vec2 v);
-GB_MATH_DEF void vec2_muleq(Vec2 *d, float s);
-GB_MATH_DEF void vec2_diveq(Vec2 *d, float s);
-GB_MATH_DEF void vec3_addeq(Vec3 *d, Vec3 v);
-GB_MATH_DEF void vec3_subeq(Vec3 *d, Vec3 v);
-GB_MATH_DEF void vec3_muleq(Vec3 *d, float s);
-GB_MATH_DEF void vec3_diveq(Vec3 *d, float s);
+GB_MATH_DEF float gb_exp(float x);
+GB_MATH_DEF float gb_exp2(float x);
+GB_MATH_DEF float gb_log(float x);
+GB_MATH_DEF float gb_log2(float x);
+GB_MATH_DEF float gb_fast_exp(float x); // NOTE(bill): Only valid from -1 <= x <= +1
+GB_MATH_DEF float gb_fast_exp2(float x); // NOTE(bill): Only valid from -1 <= x <= +1
+GB_MATH_DEF float gb_pow(float x, float y); // x^y
-GB_MATH_DEF void vec4_addeq(Vec4 *d, Vec4 v);
-GB_MATH_DEF void vec4_subeq(Vec4 *d, Vec4 v);
-GB_MATH_DEF void vec4_muleq(Vec4 *d, float s);
-GB_MATH_DEF void vec4_diveq(Vec4 *d, float s);
-GB_MATH_DEF float vec2_dot(Vec2 v0, Vec2 v1);
-GB_MATH_DEF float vec3_dot(Vec3 v0, Vec3 v1);
-GB_MATH_DEF float vec4_dot(Vec4 v0, Vec4 v1);
+GB_MATH_DEF float gb_half_to_float(gb_half value);
+GB_MATH_DEF gb_half gb_float_to_half(float value);
-GB_MATH_DEF void vec2_cross(float *d, Vec2 v0, Vec2 v1);
-GB_MATH_DEF void vec3_cross(Vec3 *d, Vec3 v0, Vec3 v1);
+// Vec
-GB_MATH_DEF float vec2_mag2(Vec2 v);
-GB_MATH_DEF float vec3_mag2(Vec3 v);
-GB_MATH_DEF float vec4_mag2(Vec4 v);
+GB_MATH_DEF gbVec2 gb_vec2_zero(void);
+GB_MATH_DEF gbVec2 gb_vec2(float x, float y);
+GB_MATH_DEF gbVec2 gb_vec2v(float x[2]);
-GB_MATH_DEF float vec2_mag(Vec2 v);
-GB_MATH_DEF float vec3_mag(Vec3 v);
-GB_MATH_DEF float vec4_mag(Vec4 v);
+GB_MATH_DEF gbVec3 gb_vec3_zero(void);
+GB_MATH_DEF gbVec3 gb_vec3(float x, float y, float z);
+GB_MATH_DEF gbVec3 gb_vec3v(float x[3]);
-GB_MATH_DEF void vec2_norm(Vec2 *d, Vec2 v);
-GB_MATH_DEF void vec3_norm(Vec3 *d, Vec3 v);
-GB_MATH_DEF void vec4_norm(Vec4 *d, Vec4 v);
+GB_MATH_DEF gbVec4 gb_vec4_zero(void);
+GB_MATH_DEF gbVec4 gb_vec4(float x, float y, float z, float w);
+GB_MATH_DEF gbVec4 gb_vec4v(float x[4]);
-GB_MATH_DEF float vec2_aspect(Vec2 v);
+
+GB_MATH_DEF void gb_vec2_add(gbVec2 *d, gbVec2 v0, gbVec2 v1);
+GB_MATH_DEF void gb_vec2_sub(gbVec2 *d, gbVec2 v0, gbVec2 v1);
+GB_MATH_DEF void gb_vec2_mul(gbVec2 *d, gbVec2 v, float s);
+GB_MATH_DEF void gb_vec2_div(gbVec2 *d, gbVec2 v, float s);
+
+GB_MATH_DEF void gb_vec3_add(gbVec3 *d, gbVec3 v0, gbVec3 v1);
+GB_MATH_DEF void gb_vec3_sub(gbVec3 *d, gbVec3 v0, gbVec3 v1);
+GB_MATH_DEF void gb_vec3_mul(gbVec3 *d, gbVec3 v, float s);
+GB_MATH_DEF void gb_vec3_div(gbVec3 *d, gbVec3 v, float s);
+
+GB_MATH_DEF void gb_vec4_add(gbVec4 *d, gbVec4 v0, gbVec4 v1);
+GB_MATH_DEF void gb_vec4_sub(gbVec4 *d, gbVec4 v0, gbVec4 v1);
+GB_MATH_DEF void gb_vec4_mul(gbVec4 *d, gbVec4 v, float s);
+GB_MATH_DEF void gb_vec4_div(gbVec4 *d, gbVec4 v, float s);
+
+GB_MATH_DEF void gb_vec2_addeq(gbVec2 *d, gbVec2 v);
+GB_MATH_DEF void gb_vec2_subeq(gbVec2 *d, gbVec2 v);
+GB_MATH_DEF void gb_vec2_muleq(gbVec2 *d, float s);
+GB_MATH_DEF void gb_vec2_diveq(gbVec2 *d, float s);
+
+GB_MATH_DEF void gb_vec3_addeq(gbVec3 *d, gbVec3 v);
+GB_MATH_DEF void gb_vec3_subeq(gbVec3 *d, gbVec3 v);
+GB_MATH_DEF void gb_vec3_muleq(gbVec3 *d, float s);
+GB_MATH_DEF void gb_vec3_diveq(gbVec3 *d, float s);
+
+GB_MATH_DEF void gb_vec4_addeq(gbVec4 *d, gbVec4 v);
+GB_MATH_DEF void gb_vec4_subeq(gbVec4 *d, gbVec4 v);
+GB_MATH_DEF void gb_vec4_muleq(gbVec4 *d, float s);
+GB_MATH_DEF void gb_vec4_diveq(gbVec4 *d, float s);
+
+GB_MATH_DEF float gb_vec2_dot(gbVec2 v0, gbVec2 v1);
+GB_MATH_DEF float gb_vec3_dot(gbVec3 v0, gbVec3 v1);
+GB_MATH_DEF float gb_vec4_dot(gbVec4 v0, gbVec4 v1);
+
+GB_MATH_DEF void gb_vec2_cross(float *d, gbVec2 v0, gbVec2 v1);
+GB_MATH_DEF void gb_vec3_cross(gbVec3 *d, gbVec3 v0, gbVec3 v1);
+
+GB_MATH_DEF float gb_vec2_mag2(gbVec2 v);
+GB_MATH_DEF float gb_vec3_mag2(gbVec3 v);
+GB_MATH_DEF float gb_vec4_mag2(gbVec4 v);
+
+GB_MATH_DEF float gb_vec2_mag(gbVec2 v);
+GB_MATH_DEF float gb_vec3_mag(gbVec3 v);
+GB_MATH_DEF float gb_vec4_mag(gbVec4 v);
+
+GB_MATH_DEF void gb_vec2_norm(gbVec2 *d, gbVec2 v);
+GB_MATH_DEF void gb_vec3_norm(gbVec3 *d, gbVec3 v);
+GB_MATH_DEF void gb_vec4_norm(gbVec4 *d, gbVec4 v);
+
+GB_MATH_DEF void gb_vec2_norm0(gbVec2 *d, gbVec2 v);
+GB_MATH_DEF void gb_vec3_norm0(gbVec3 *d, gbVec3 v);
+GB_MATH_DEF void gb_vec4_norm0(gbVec4 *d, gbVec4 v);
+
+GB_MATH_DEF void gb_vec2_reflect(gbVec2 *d, gbVec2 i, gbVec2 n);
+GB_MATH_DEF void gb_vec3_reflect(gbVec3 *d, gbVec3 i, gbVec3 n);
+GB_MATH_DEF void gb_vec2_refract(gbVec2 *d, gbVec2 i, gbVec2 n, float eta);
+GB_MATH_DEF void gb_vec3_refract(gbVec3 *d, gbVec3 i, gbVec3 n, float eta);
+
+GB_MATH_DEF float gb_vec2_aspect_ratio(gbVec2 v);
// Matrix
-GB_MATH_DEF void mat2_identity(Mat2 *m);
-GB_MATH_DEF void float22_identity(float m[2][2]);
+GB_MATH_DEF void gb_mat2_identity(gbMat2 *m);
+GB_MATH_DEF void gb_float22_identity(float m[2][2]);
+
+GB_MATH_DEF void gb_mat2_transpose(gbMat2 *m);
+GB_MATH_DEF void gb_mat2_mul(gbMat2 *out, gbMat2 *m1, gbMat2 *m2);
+GB_MATH_DEF void gb_mat2_mul_vec2(gbVec2 *out, gbMat2 *m, gbVec2 in);
+
+GB_MATH_DEF gbMat2 *gb_mat2_v(gbVec2 m[2]);
+GB_MATH_DEF gbMat2 *gb_mat2_f(float m[2][2]);
+GB_MATH_DEF gbFloat2 *gb_float22_m(gbMat2 *m);
+GB_MATH_DEF gbFloat2 *gb_float22_v(gbVec2 m[2]);
+GB_MATH_DEF gbFloat2 *gb_float22_4(float m[4]);
+
+GB_MATH_DEF void gb_float22_transpose(float (*vec)[2]);
+GB_MATH_DEF void gb_float22_mul(float (*out)[2], float (*mat1)[2], float (*mat2)[2]);
+GB_MATH_DEF void gb_float22_mul_vec2(gbVec2 *out, float m[2][2], gbVec2 in);
+
+
+GB_MATH_DEF void gb_mat3_identity(gbMat3 *m);
+GB_MATH_DEF void gb_float33_identity(float m[3][3]);
+
+GB_MATH_DEF void gb_mat3_transpose(gbMat3 *m);
+GB_MATH_DEF void gb_mat3_mul(gbMat3 *out, gbMat3 *m1, gbMat3 *m2);
+GB_MATH_DEF void gb_mat3_mul_vec3(gbVec3 *out, gbMat3 *m, gbVec3 in);
+
+GB_MATH_DEF gbMat3 *gb_mat3_v(gbVec3 m[3]);
+GB_MATH_DEF gbMat3 *gb_mat3_f(float m[3][3]);
+GB_MATH_DEF gbFloat3 *gb_float33_m(gbMat3 *m);
+GB_MATH_DEF gbFloat3 *gb_float33_v(gbVec3 m[3]);
+GB_MATH_DEF gbFloat3 *gb_float33_9(float m[9]);
+
+GB_MATH_DEF void gb_float33_transpose(float (*vec)[3]);
+GB_MATH_DEF void gb_float33_mul(float (*out)[3], float (*mat1)[3], float (*mat2)[3]);
+GB_MATH_DEF void gb_float33_mul_vec3(gbVec3 *out, float m[3][3], gbVec3 in);
+
+
+GB_MATH_DEF void gb_mat4_identity(gbMat4 *m);
+GB_MATH_DEF void gb_float44_identity(float m[4][4]);
+
+GB_MATH_DEF void gb_mat4_transpose(gbMat4 *m);
+GB_MATH_DEF void gb_mat4_mul(gbMat4 *out, gbMat4 *m1, gbMat4 *m2);
+GB_MATH_DEF void gb_mat4_mul_vec4(gbVec4 *out, gbMat4 *m, gbVec4 in);
+
+GB_MATH_DEF gbMat4 *gb_mat4_v(gbVec4 m[4]);
+GB_MATH_DEF gbMat4 *gb_mat4_f(float m[4][4]);
+GB_MATH_DEF gbFloat4 *gb_float44_m(gbMat4 *m);
+GB_MATH_DEF gbFloat4 *gb_float44_v(gbVec4 m[4]);
+GB_MATH_DEF gbFloat4 *gb_float44_16(float m[16]);
+
+GB_MATH_DEF void gb_float44_transpose(float (*vec)[4]);
+GB_MATH_DEF void gb_float44_mul(float (*out)[4], float (*mat1)[4], float (*mat2)[4]);
+GB_MATH_DEF void gb_float44_mul_vec4(gbVec4 *out, float m[4][4], gbVec4 in);
+
+
+GB_MATH_DEF void gb_mat4_translate(gbMat4 *out, gbVec3 v);
+GB_MATH_DEF void gb_mat4_rotate(gbMat4 *out, gbVec3 v, float angle_radians);
+GB_MATH_DEF void gb_mat4_scale(gbMat4 *out, gbVec3 v);
+GB_MATH_DEF void gb_mat4_scalef(gbMat4 *out, float s);
+GB_MATH_DEF void gb_mat4_ortho2d(gbMat4 *out, float left, float right, float bottom, float top);
+GB_MATH_DEF void gb_mat4_ortho3d(gbMat4 *out, float left, float right, float bottom, float top, float z_near, float z_far);
+GB_MATH_DEF void gb_mat4_perspective(gbMat4 *out, float fovy, float aspect, float z_near, float z_far);
+GB_MATH_DEF void gb_mat4_infinite_perspective(gbMat4 *out, float fovy, float aspect, float z_near);
-GB_MATH_DEF void mat2_transpose(Mat2 *m);
-GB_MATH_DEF void mat2_mul(Mat2 *out, Mat2 *m1, Mat2 *m2);
-GB_MATH_DEF void mat2_mul_vec2(Vec2 *out, Mat2 *m, Vec2 in);
+GB_MATH_DEF void gb_mat4_look_at(gbMat4 *out, gbVec3 eye, gbVec3 centre, gbVec3 up);
-GB_MATH_DEF Mat2 *mat2_v(Vec2 m[2]);
-GB_MATH_DEF Mat2 *mat2_f(float m[2][2]);
-GB_MATH_DEF Float2 *float22_m(Mat2 *m);
-GB_MATH_DEF Float2 *float22_v(Vec2 m[2]);
-GB_MATH_DEF Float2 *float22_4(float m[4]);
-GB_MATH_DEF void float22_transpose(float (*vec)[2]);
-GB_MATH_DEF void float22_mul(float (*out)[2], float (*mat1)[2], float (*mat2)[2]);
-GB_MATH_DEF void float22_mul_vec2(Vec2 *out, float m[2][2], Vec2 in);
+GB_MATH_DEF gbQuat gb_quat(float x, float y, float z, float w);
+GB_MATH_DEF gbQuat gb_quatv(float e[4]);
+GB_MATH_DEF gbQuat gb_quat_axis_angle(gbVec3 axis, float angle_radians);
+GB_MATH_DEF gbQuat gb_quat_euler_angles(float pitch, float yaw, float roll);
+GB_MATH_DEF gbQuat gb_quat_identity(void);
-GB_MATH_DEF void mat3_identity(Mat3 *m);
-GB_MATH_DEF void float33_identity(float m[3][3]);
+GB_MATH_DEF void gb_quat_add(gbQuat *d, gbQuat q0, gbQuat q1);
+GB_MATH_DEF void gb_quat_sub(gbQuat *d, gbQuat q0, gbQuat q1);
+GB_MATH_DEF void gb_quat_mul(gbQuat *d, gbQuat q0, gbQuat q1);
+GB_MATH_DEF void gb_quat_div(gbQuat *d, gbQuat q0, gbQuat q1);
-GB_MATH_DEF void mat3_transpose(Mat3 *m);
-GB_MATH_DEF void mat3_mul(Mat3 *out, Mat3 *m1, Mat3 *m2);
-GB_MATH_DEF void mat3_mul_vec3(Vec3 *out, Mat3 *m, Vec3 in);
+GB_MATH_DEF void gb_quat_mulf(gbQuat *d, gbQuat q, float s);
+GB_MATH_DEF void gb_quat_divf(gbQuat *d, gbQuat q, float s);
-GB_MATH_DEF Mat3 *mat3_v(Vec3 m[3]);
-GB_MATH_DEF Mat3 *mat3_f(float m[3][3]);
-GB_MATH_DEF Float3 *float33_m(Mat3 *m);
-GB_MATH_DEF Float3 *float33_v(Vec3 m[3]);
-GB_MATH_DEF Float3 *float33_9(float m[9]);
-GB_MATH_DEF void float33_transpose(float (*vec)[3]);
-GB_MATH_DEF void float33_mul(float (*out)[3], float (*mat1)[3], float (*mat2)[3]);
-GB_MATH_DEF void float33_mul_vec3(Vec3 *out, float m[3][3], Vec3 in);
+GB_MATH_DEF void gb_quat_addeq(gbQuat *d, gbQuat q);
+GB_MATH_DEF void gb_quat_subeq(gbQuat *d, gbQuat q);
+GB_MATH_DEF void gb_quat_muleq(gbQuat *d, gbQuat q);
+GB_MATH_DEF void gb_quat_diveq(gbQuat *d, gbQuat q);
-GB_MATH_DEF void mat4_identity(Mat4 *m);
-GB_MATH_DEF void float44_identity(float m[4][4]);
+GB_MATH_DEF void gb_quat_muleqf(gbQuat *d, float s);
+GB_MATH_DEF void gb_quat_diveqf(gbQuat *d, float s);
-GB_MATH_DEF void mat4_transpose(Mat4 *m);
-GB_MATH_DEF void mat4_mul(Mat4 *out, Mat4 *m1, Mat4 *m2);
-GB_MATH_DEF void mat4_mul_vec4(Vec4 *out, Mat4 *m, Vec4 in);
-GB_MATH_DEF Mat4 *mat4_v(Vec4 m[4]);
-GB_MATH_DEF Mat4 *mat4_f(float m[4][4]);
-GB_MATH_DEF Float4 *float44_m(Mat4 *m);
-GB_MATH_DEF Float4 *float44_v(Vec4 m[4]);
-GB_MATH_DEF Float4 *float44_16(float m[16]);
-GB_MATH_DEF void float44_transpose(float (*vec)[4]);
-GB_MATH_DEF void float44_mul(float (*out)[4], float (*mat1)[4], float (*mat2)[4]);
-GB_MATH_DEF void float44_mul_vec4(Vec4 *out, float m[4][4], Vec4 in);
+GB_MATH_DEF float gb_quat_dot(gbQuat q0, gbQuat q1);
+GB_MATH_DEF float gb_quat_mag(gbQuat q);
-// Hermite Interpolations
-GB_MATH_DEF float lerp(float a, float b, float t);
-GB_MATH_DEF float smooth_step(float a, float b, float t);
-GB_MATH_DEF float smoother_step(float a, float b, float t);
+GB_MATH_DEF void gb_quat_norm(gbQuat *d, gbQuat q);
+GB_MATH_DEF void gb_quat_conj(gbQuat *d, gbQuat q);
+GB_MATH_DEF void gb_quat_inverse(gbQuat *d, gbQuat q);
-GB_MATH_DEF void vec2_lerp(Vec2 *d, Vec2 a, Vec2 b, float t);
-GB_MATH_DEF void vec3_lerp(Vec3 *d, Vec3 a, Vec3 b, float t);
-GB_MATH_DEF void vec4_lerp(Vec4 *d, Vec4 a, Vec4 b, float t);
+GB_MATH_DEF void gb_quat_axis(gbVec3 *axis, gbQuat q);
+GB_MATH_DEF float gb_quat_angle(gbQuat q);
+GB_MATH_DEF float gb_quat_pitch(gbQuat q);
+GB_MATH_DEF float gb_quat_yaw(gbQuat q);
+GB_MATH_DEF float gb_quat_roll(gbQuat q);
-// Angles
-GB_MATH_DEF float to_radians(float degrees);
-GB_MATH_DEF float to_degrees(float radians);
+// Rotate v by q
+GB_MATH_DEF void gb_quat_rotate_vec3(gbVec3 *d, gbQuat q, gbVec3 v);
+GB_MATH_DEF void gb_mat4_from_quat(gbMat4 *out, gbQuat q);
+GB_MATH_DEF void gb_quat_from_mat4(gbQuat *out, gbMat4 *m);
-// Projections
-// NOTE(bill): Uses OpenGL Projection Conventions (-1 to 1)
-// NOTE(bill): If Direct3D is needed, use custom projection to shift-z to (0 to 1)
-GB_MATH_DEF void mat4_ortho2d(Mat4 *out, float left, float right, float bottom, float top);
-GB_MATH_DEF void mat4_ortho3d(Mat4 *out, float left, float right, float bottom, float top, float z_near, float z_far);
-#ifndef MURMUR64_SEED
-#define MURMUR64_SEED 0x9747b28c
+
+// Interpolations
+GB_MATH_DEF float gb_lerp(float a, float b, float t);
+GB_MATH_DEF float gb_smooth_step(float a, float b, float t);
+GB_MATH_DEF float gb_smoother_step(float a, float b, float t);
+
+GB_MATH_DEF void gb_vec2_lerp(gbVec2 *d, gbVec2 a, gbVec2 b, float t);
+GB_MATH_DEF void gb_vec3_lerp(gbVec3 *d, gbVec3 a, gbVec3 b, float t);
+GB_MATH_DEF void gb_vec4_lerp(gbVec4 *d, gbVec4 a, gbVec4 b, float t);
+
+GB_MATH_DEF void gb_quat_lerp(gbQuat *d, gbQuat a, gbQuat b, float t);
+GB_MATH_DEF void gb_quat_nlerp(gbQuat *d, gbQuat a, gbQuat b, float t);
+GB_MATH_DEF void gb_quat_slerp(gbQuat *d, gbQuat a, gbQuat b, float t);
+GB_MATH_DEF void gb_quat_slerp_approx(gbQuat *d, gbQuat a, gbQuat b, float t);
+GB_MATH_DEF void gb_quat_nquad(gbQuat *d, gbQuat p, gbQuat a, gbQuat b, gbQuat q, float t);
+GB_MATH_DEF void gb_quat_squad(gbQuat *d, gbQuat p, gbQuat a, gbQuat b, gbQuat q, float t);
+GB_MATH_DEF void gb_quat_squad_approx(gbQuat *d, gbQuat p, gbQuat a, gbQuat b, gbQuat q, float t);
+
+
+// Rects
+GB_MATH_DEF gbRect2 gb_rect2(gbVec2 pos, gbVec2 dim);
+GB_MATH_DEF gbRect3 gb_rect3(gbVec3 pos, gbVec3 dim);
+
+GB_MATH_DEF int gb_rect2_contains(gbRect2 a, float x, float y);
+GB_MATH_DEF int gb_rect2_contains_vec2(gbRect2 a, gbVec2 p);
+GB_MATH_DEF int gb_rect2_intersects(gbRect2 a, gbRect2 b);
+GB_MATH_DEF int gb_rect2_intersection_result(gbRect2 a, gbRect2 b, gbRect2 *intersection);
+
+
+#ifndef GB_MURMUR64_DEFAULT_SEED
+#define GB_MURMUR64_DEFAULT_SEED 0x9747b28c
#endif
// Hashing
-GB_MATH_DEF gb_math_u64 hash_murmur64(void const *key, size_t num_bytes);
+GB_MATH_DEF gb_math_u64 gb_hash_murmur64(void const *key, size_t num_bytes, gb_math_u64 seed);
// Random
// TODO(bill): Use a generator for the random numbers
-GB_MATH_DEF float random_range_float(float min_inc, float max_inc);
-GB_MATH_DEF int random_range_int(int min_inc, int max_inc);
+GB_MATH_DEF float gb_random_range_float(float min_inc, float max_inc);
+GB_MATH_DEF int gb_random_range_int(int min_inc, int max_inc);
#if defined(__cplusplus)
}
#endif
+#if defined(__cplusplus) && defined(GB_MATH_USE_OPERATOR_OVERLOADS)
+
+bool operator==(gbVec2 a, gbVec2 b) { return (a.x == b.x) && (a.y == b.y); }
+bool operator!=(gbVec2 a, gbVec2 b) { return !operator==(a, b); }
+
+gbVec2 operator+(gbVec2 a) { return a; }
+gbVec2 operator-(gbVec2 a) { gbVec2 r = {-a.x, -a.y}; return r; }
+
+gbVec2 operator+(gbVec2 a, gbVec2 b) { gbVec2 r; gb_vec2_add(&r, a, b); return r; }
+gbVec2 operator-(gbVec2 a, gbVec2 b) { gbVec2 r; gb_vec2_sub(&r, a, b); return r; }
+
+gbVec2 operator*(gbVec2 a, float scalar) { gbVec2 r; gb_vec2_mul(&r, a, scalar); return r; }
+gbVec2 operator*(float scalar, gbVec2 a) { return operator*(a, scalar); }
+
+gbVec2 operator/(gbVec2 a, float scalar) { return operator*(a, 1.0f/scalar); }
+
+// Hadamard Product
+gbVec2 operator*(gbVec2 a, gbVec2 b) { gbVec2 r = {a.x*b.x, a.y*b.y}; return r; }
+gbVec2 operator/(gbVec2 a, gbVec2 b) { gbVec2 r = {a.x/b.x, a.y/b.y}; return r; }
+
+gbVec2 &operator+=(gbVec2 &a, gbVec2 b) { return (a = a + b); }
+gbVec2 &operator-=(gbVec2 &a, gbVec2 b) { return (a = a - b); }
+gbVec2 &operator*=(gbVec2 &a, float scalar) { return (a = a * scalar); }
+gbVec2 &operator/=(gbVec2 &a, float scalar) { return (a = a / scalar); }
+
+
+bool operator==(gbVec3 a, gbVec3 b) { return (a.x == b.x) && (a.y == b.y) && (a.z == b.z); }
+bool operator!=(gbVec3 a, gbVec3 b) { return !operator==(a, b); }
+
+gbVec3 operator+(gbVec3 a) { return a; }
+gbVec3 operator-(gbVec3 a) { gbVec3 r = {-a.x, -a.y, -a.z}; return r; }
+
+gbVec3 operator+(gbVec3 a, gbVec3 b) { gbVec3 r; gb_vec3_add(&r, a, b); return r; }
+gbVec3 operator-(gbVec3 a, gbVec3 b) { gbVec3 r; gb_vec3_sub(&r, a, b); return r; }
+
+gbVec3 operator*(gbVec3 a, float scalar) { gbVec3 r; gb_vec3_mul(&r, a, scalar); return r; }
+gbVec3 operator*(float scalar, gbVec3 a) { return operator*(a, scalar); }
+
+gbVec3 operator/(gbVec3 a, float scalar) { return operator*(a, 1.0f/scalar); }
+
+// Hadamard Product
+gbVec3 operator*(gbVec3 a, gbVec3 b) { gbVec3 r = {a.x*b.x, a.y*b.y, a.z*b.z}; return r; }
+gbVec3 operator/(gbVec3 a, gbVec3 b) { gbVec3 r = {a.x/b.x, a.y/b.y, a.z/b.z}; return r; }
+
+gbVec3 &operator+=(gbVec3 &a, gbVec3 b) { return (a = a + b); }
+gbVec3 &operator-=(gbVec3 &a, gbVec3 b) { return (a = a - b); }
+gbVec3 &operator*=(gbVec3 &a, float scalar) { return (a = a * scalar); }
+gbVec3 &operator/=(gbVec3 &a, float scalar) { return (a = a / scalar); }
+
+
+bool operator==(gbVec4 a, gbVec4 b) { return (a.x == b.x) && (a.y == b.y) && (a.z == b.z) && (a.w == b.w); }
+bool operator!=(gbVec4 a, gbVec4 b) { return !operator==(a, b); }
+
+gbVec4 operator+(gbVec4 a) { return a; }
+gbVec4 operator-(gbVec4 a) { gbVec4 r = {-a.x, -a.y, -a.z, -a.w}; return r; }
+
+gbVec4 operator+(gbVec4 a, gbVec4 b) { gbVec4 r; gb_vec4_add(&r, a, b); return r; }
+gbVec4 operator-(gbVec4 a, gbVec4 b) { gbVec4 r; gb_vec4_sub(&r, a, b); return r; }
+
+gbVec4 operator*(gbVec4 a, float scalar) { gbVec4 r; gb_vec4_mul(&r, a, scalar); return r; }
+gbVec4 operator*(float scalar, gbVec4 a) { return operator*(a, scalar); }
+
+gbVec4 operator/(gbVec4 a, float scalar) { return operator*(a, 1.0f/scalar); }
+
+// Hadamard Product
+gbVec4 operator*(gbVec4 a, gbVec4 b) { gbVec4 r = {a.x*b.x, a.y*b.y, a.z*b.z, a.w*b.w}; return r; }
+gbVec4 operator/(gbVec4 a, gbVec4 b) { gbVec4 r = {a.x/b.x, a.y/b.y, a.z/b.z, a.w/b.w}; return r; }
+
+gbVec4 &operator+=(gbVec4 &a, gbVec4 b) { return (a = a + b); }
+gbVec4 &operator-=(gbVec4 &a, gbVec4 b) { return (a = a - b); }
+gbVec4 &operator*=(gbVec4 &a, float scalar) { return (a = a * scalar); }
+gbVec4 &operator/=(gbVec4 &a, float scalar) { return (a = a / scalar); }
+
+
+gbMat2 operator+(gbMat2 const &a, gbMat2 const &b)
+{
+ int i, j;
+ gbMat2 r = {0};
+ for (j = 0; j < 2; j++) {
+ for (i = 0; i < 2; i++)
+ r.e[2*j+i] = a.e[2*j+i] + b.e[2*j+i];
+ }
+ return r;
+}
+
+gbMat2 operator-(gbMat2 const &a, gbMat2 const &b)
+{
+ int i, j;
+ gbMat2 r = {0};
+ for (j = 0; j < 2; j++) {
+ for (i = 0; i < 2; i++)
+ r.e[2*j+i] = a.e[2*j+i] - b.e[2*j+i];
+ }
+ return r;
+}
+
+gbMat2 operator*(gbMat2 const &a, gbMat2 const &b) { gbMat2 r; gb_mat2_mul(&r, (gbMat2 *)&a, (gbMat2 *)&b); return r; }
+gbVec2 operator*(gbMat2 const &a, gbVec2 v) { gbVec2 r; gb_mat2_mul_vec2(&r, (gbMat2 *)&a, v); return r; }
+gbMat2 operator*(gbMat2 const &a, float scalar)
+{
+ gbMat2 r = {0};
+ int i;
+ for (i = 0; i < 2*2; i++) r.e[i] = a.e[i] * scalar;
+ return r;
+}
+gbMat2 operator*(float scalar, gbMat2 const &a) { return operator*(a, scalar); }
+gbMat2 operator/(gbMat2 const &a, float scalar) { return operator*(a, 1.0f/scalar); }
+
+gbMat2& operator+=(gbMat2& a, gbMat2 const &b) { return (a = a + b); }
+gbMat2& operator-=(gbMat2& a, gbMat2 const &b) { return (a = a - b); }
+gbMat2& operator*=(gbMat2& a, gbMat2 const &b) { return (a = a * b); }
+
+
+
+gbMat3 operator+(gbMat3 const &a, gbMat3 const &b)
+{
+ int i, j;
+ gbMat3 r = {0};
+ for (j = 0; j < 3; j++) {
+ for (i = 0; i < 3; i++)
+ r.e[3*j+i] = a.e[3*j+i] + b.e[3*j+i];
+ }
+ return r;
+}
+
+gbMat3 operator-(gbMat3 const &a, gbMat3 const &b)
+{
+ int i, j;
+ gbMat3 r = {0};
+ for (j = 0; j < 3; j++) {
+ for (i = 0; i < 3; i++)
+ r.e[3*j+i] = a.e[3*j+i] - b.e[3*j+i];
+ }
+ return r;
+}
+
+gbMat3 operator*(gbMat3 const &a, gbMat3 const &b) { gbMat3 r; gb_mat3_mul(&r, (gbMat3 *)&a, (gbMat3 *)&b); return r; }
+gbVec3 operator*(gbMat3 const &a, gbVec3 v) { gbVec3 r; gb_mat3_mul_vec3(&r, (gbMat3 *)&a, v); return r; }
+gbMat3 operator*(gbMat3 const &a, float scalar)
+{
+ gbMat3 r = {0};
+ int i;
+ for (i = 0; i < 3*3; i++) r.e[i] = a.e[i] * scalar;
+ return r;
+}
+gbMat3 operator*(float scalar, gbMat3 const &a) { return operator*(a, scalar); }
+gbMat3 operator/(gbMat3 const &a, float scalar) { return operator*(a, 1.0f/scalar); }
+
+gbMat3& operator+=(gbMat3& a, gbMat3 const &b) { return (a = a + b); }
+gbMat3& operator-=(gbMat3& a, gbMat3 const &b) { return (a = a - b); }
+gbMat3& operator*=(gbMat3& a, gbMat3 const &b) { return (a = a * b); }
+
+
+
+gbMat4 operator+(gbMat4 const &a, gbMat4 const &b)
+{
+ int i, j;
+ gbMat4 r = {0};
+ for (j = 0; j < 4; j++) {
+ for (i = 0; i < 4; i++)
+ r.e[4*j+i] = a.e[4*j+i] + b.e[4*j+i];
+ }
+ return r;
+}
+
+gbMat4 operator-(gbMat4 const &a, gbMat4 const &b)
+{
+ int i, j;
+ gbMat4 r = {0};
+ for (j = 0; j < 4; j++) {
+ for (i = 0; i < 4; i++)
+ r.e[4*j+i] = a.e[4*j+i] - b.e[4*j+i];
+ }
+ return r;
+}
+
+gbMat4 operator*(gbMat4 const &a, gbMat4 const &b) { gbMat4 r; gb_mat4_mul(&r, (gbMat4 *)&a, (gbMat4 *)&b); return r; }
+gbVec4 operator*(gbMat4 const &a, gbVec4 v) { gbVec4 r; gb_mat4_mul_vec4(&r, (gbMat4 *)&a, v); return r; }
+gbMat4 operator*(gbMat4 const &a, float scalar)
+{
+ gbMat4 r = {0};
+ int i;
+ for (i = 0; i < 4*4; i++) r.e[i] = a.e[i] * scalar;
+ return r;
+}
+gbMat4 operator*(float scalar, gbMat4 const &a) { return operator*(a, scalar); }
+gbMat4 operator/(gbMat4 const &a, float scalar) { return operator*(a, 1.0f/scalar); }
+
+gbMat4& operator+=(gbMat4 &a, gbMat4 const &b) { return (a = a + b); }
+gbMat4& operator-=(gbMat4 &a, gbMat4 const &b) { return (a = a - b); }
+gbMat4& operator*=(gbMat4 &a, gbMat4 const &b) { return (a = a * b); }
+
+
+
+bool operator==(gbQuat a, gbQuat b) { return a.xyzw == b.xyzw; }
+bool operator!=(gbQuat a, gbQuat b) { return !operator==(a, b); }
+
+gbQuat operator+(gbQuat q) { return q; }
+gbQuat operator-(gbQuat q) { return gb_quat(-q.x, -q.y, -q.z, -q.w); }
+
+gbQuat operator+(gbQuat a, gbQuat b) { gbQuat r; gb_quat_add(&r, a, b); return r; }
+gbQuat operator-(gbQuat a, gbQuat b) { gbQuat r; gb_quat_sub(&r, a, b); return r; }
+
+gbQuat operator*(gbQuat a, gbQuat b) { gbQuat r; gb_quat_mul(&r, a, b); return r; }
+gbQuat operator*(gbQuat q, float s) { gbQuat r; gb_quat_mulf(&r, q, s); return r; }
+gbQuat operator*(float s, gbQuat q) { return operator*(q, s); }
+gbQuat operator/(gbQuat q, float s) { gbQuat r; gb_quat_divf(&r, q, s); return r; }
+
+gbQuat &operator+=(gbQuat &a, gbQuat b) { gb_quat_addeq(&a, b); return a; }
+gbQuat &operator-=(gbQuat &a, gbQuat b) { gb_quat_subeq(&a, b); return a; }
+gbQuat &operator*=(gbQuat &a, gbQuat b) { gb_quat_muleq(&a, b); return a; }
+gbQuat &operator/=(gbQuat &a, gbQuat b) { gb_quat_diveq(&a, b); return a; }
+
+gbQuat &operator*=(gbQuat &a, float b) { gb_quat_muleqf(&a, b); return a; }
+gbQuat &operator/=(gbQuat &a, float b) { gb_quat_diveqf(&a, b); return a; }
+
+// Rotate v by a
+gbVec3 operator*(gbQuat q, gbVec3 v) { gbVec3 r; gb_quat_rotate_vec3(&r, q, v); return r; }
+
+#endif
+
+
+
#endif // GB_MATH_INCLUDE_GB_MATH_H
////////////////////
// //
+// //
+// //
+// //
+// //
+// //
+// //
+// //
+// //
+// //
+// //
+// //
+// //
+// //
+// //
+// //
// Implementation //
// //
+// //
+// //
+// //
+// //
+// //
+// //
+// //
+// //
+// //
+// //
+// //
+// //
+// //
+// //
+// //
////////////////////
-#if defined(GB_MATH_IMPLEMENTATION)
+#if defined(GB_MATH_IMPLEMENTATION) && !defined(GB_MATH_IMPLEMENTATION_DONE)
+#define GB_MATH_IMPLEMENTATION_DONE
-#include <math.h>
-#define VEC2_2OP(a,c,post) \
- a->x = c.x post; \
+float gb_to_radians(float degrees) { return degrees * GB_MATH_TAU / 360.0f; }
+float gb_to_degrees(float radians) { return radians * 360.0f / GB_MATH_TAU; }
+
+float
+gb_angle_diff(float radians_a, float radians_b)
+{
+ float delta = fmodf(radians_b-radians_a, GB_MATH_TAU);
+ delta = fmodf(delta + 1.5f*GB_MATH_TAU, GB_MATH_TAU);
+ delta -= 0.5f*GB_MATH_TAU;
+ return delta;
+}
+
+
+float gb_sqrt(float a) { return sqrtf(a); }
+
+float
+gb_quake_inv_sqrt(float a)
+{
+ union {
+ int i;
+ float f;
+ } t;
+ float x2;
+ float const three_halfs = 1.5f;
+
+ x2 = a * 0.5f;
+ t.f = a;
+ t.i = 0x5f375a86 - (t.i >> 1); // What the fuck?
+ t.f = t.f * (three_halfs - (x2 * t.f * t.f)); // 1st iteration
+ t.f = t.f * (three_halfs - (x2 * t.f * t.f)); // 2nd iteration, this can be removed
+
+ return t.f;
+}
+
+float gb_sin(float radians) { return sinf(radians); }
+float gb_cos(float radians) { return cosf(radians); }
+float gb_tan(float radians) { return tanf(radians); }
+float gb_arcsin(float a) { return asinf(a); }
+float gb_arccos(float a) { return acosf(a); }
+float gb_arctan(float a) { return atanf(a); }
+float gb_arctan2(float y, float x) { return atan2f(y, x); }
+
+
+
+float gb_exp(float x) { return expf(x); }
+float gb_exp2(float x) { return gb_exp(GB_MATH_LOG_TWO * x); }
+float gb_log(float x) { return logf(x); }
+float gb_log2(float x) { return gb_log(x) / GB_MATH_LOG_TWO; }
+
+float
+gb_fast_exp(float x)
+{
+ // NOTE(bill): Only works in the range -1 <= x <= +1
+ float e = 1.0f + x*(1.0f + x*0.5f*(1.0f + x*0.3333333333f*(1.0f + x*0.25*(1.0f + x*0.2f))));
+ return e;
+}
+
+float gb_fast_exp2(float x) { return gb_fast_exp(GB_MATH_LOG_TWO * x); }
+
+// TODO(bill): Should this be gb_exp(y * gb_log(x)) ???
+float gb_pow(float x, float y) { return powf(x, y); }
+
+
+typedef union {
+ unsigned int i;
+ float f;
+} gb_uif32;
+
+float
+gb_half_to_float(gb_half value)
+{
+ gb_uif32 result;
+ int s = (value >> 15) & 0x001;
+ int e = (value >> 10) & 0x01f;
+ int m = value & 0x3ff;
+
+ if (e == 0) {
+ if (m == 0) {
+ // Plus or minus zero
+ result.i = (unsigned int)(s << 31);
+ return result.f;
+ } else {
+ // Denormalized number
+ while (!(m & 0x00000400)) {
+ m <<= 1;
+ e -= 1;
+ }
+
+ e += 1;
+ m &= ~0x00000400;
+ }
+ } else if (e == 31) {
+ if (m == 0) {
+ // Positive or negative infinity
+ result.i = (unsigned int)((s << 31) | 0x7f800000);
+ return result.f;
+ } else {
+ // Nan
+ result.i = (unsigned int)((s << 31) | 0x7f800000 | (m << 13));
+ return result.f;
+ }
+ }
+
+ e = e + (127 - 15);
+ m = m << 13;
+
+ result.i = (unsigned int)((s << 31) | (e << 23) | m);
+ return result.f;
+}
+
+gb_half
+gb_float_to_half(float value)
+{
+ gb_uif32 v;
+ int i, s, e, m;
+
+ v.f = value;
+ i = (int)v.i;
+
+ s = (i >> 16) & 0x00008000;
+ e = ((i >> 23) & 0x000000ff) - (127 - 15);
+ m = i & 0x007fffff;
+
+
+ if (e <= 0) {
+ if (e < -10) return (gb_half)s;
+ m = (m | 0x00800000) >> (1 - e);
+
+ if (m & 0x00001000)
+ m += 0x00002000;
+
+ return (gb_half)(s | (m >> 13));
+ } else if (e == 0xff - (127 - 15)) {
+ if (m == 0) {
+ return (gb_half)(s | 0x7c00); // NOTE(bill): infinity
+ } else {
+ // NOTE(bill): NAN
+ m >>= 13;
+ return (gb_half)(s | 0x7c00 | m | (m == 0));
+ }
+ } else {
+ if (m & 0x00001000) {
+ m += 0x00002000;
+ if (m & 0x00800000) {
+ m = 0;
+ e += 1;
+ }
+ }
+
+ if (e > 30) {
+ float volatile f = 1e12f;
+ int j;
+ for (j = 0; j < 10; j++)
+ f *= f; // NOTE(bill): Cause overflow
+
+ return (gb_half)(s | 0x7c00);
+ }
+
+ return (gb_half)(s | (e << 10) | (m >> 13));
+ }
+}
+
+
+
+
+
+
+
+#define GB_VEC2_2OP(a,c,post) \
+ a->x = c.x post; \
a->y = c.y post;
-#define VEC2_3OP(a,b,op,c,post) \
- a->x = b.x op c.x post; \
+#define GB_VEC2_3OP(a,b,op,c,post) \
+ a->x = b.x op c.x post; \
a->y = b.y op c.y post;
-#define VEC3_2OP(a,c,post) \
- a->x = c.x post; \
- a->y = c.y post; \
+#define GB_VEC3_2OP(a,c,post) \
+ a->x = c.x post; \
+ a->y = c.y post; \
a->z = c.z post;
-#define VEC3_3OP(a,b,op,c,post) \
- a->x = b.x op c.x post; \
- a->y = b.y op c.y post; \
+#define GB_VEC3_3OP(a,b,op,c,post) \
+ a->x = b.x op c.x post; \
+ a->y = b.y op c.y post; \
a->z = b.z op c.z post;
-#define VEC4_2OP(a,c,post) \
- a->x = c.x post; \
- a->y = c.y post; \
- a->z = c.z post; \
+#define GB_VEC4_2OP(a,c,post) \
+ a->x = c.x post; \
+ a->y = c.y post; \
+ a->z = c.z post; \
a->w = c.w post;
-#define VEC4_3OP(a,b,op,c,post) \
- a->x = b.x op c.x post; \
- a->y = b.y op c.y post; \
- a->z = b.z op c.z post; \
+#define GB_VEC4_3OP(a,b,op,c,post) \
+ a->x = b.x op c.x post; \
+ a->y = b.y op c.y post; \
+ a->z = b.z op c.z post; \
a->w = b.w op c.w post;
-Vec2 vec2_zero(void) { Vec2 v = {0, 0}; return v; }
-Vec2 vec2(float x, float y) { Vec2 v = {x, y}; return v; }
-Vec2 vec2v(float x[2]) { Vec2 v = {x[0], x[1]}; return v; }
+gbVec2 gb_vec2_zero(void) { gbVec2 v = {0, 0}; return v; }
+gbVec2 gb_vec2(float x, float y) { gbVec2 v = {x, y}; return v; }
+gbVec2 gb_vec2v(float x[2]) { gbVec2 v = {x[0], x[1]}; return v; }
+
+gbVec3 gb_vec3_zero(void) { gbVec3 v = {0, 0, 0}; return v; }
+gbVec3 gb_vec3(float x, float y, float z) { gbVec3 v = {x, y, z}; return v; }
+gbVec3 gb_vec3v(float x[3]) { gbVec3 v = {x[0], x[1], x[2]}; return v; }
+
+gbVec4 gb_vec4_zero(void) { gbVec4 v = {0, 0, 0, 0}; return v; }
+gbVec4 gb_vec4(float x, float y, float z, float w) { gbVec4 v = {x, y, z, w}; return v; }
+gbVec4 gb_vec4v(float x[4]) { gbVec4 v = {x[0], x[1], x[2], x[3]}; return v; }
+
-Vec3 vec3_zero(void) { Vec3 v = {0, 0, 0}; return v; }
-Vec3 vec3(float x, float y, float z) { Vec3 v = {x, y, z}; return v; }
-Vec3 vec3v(float x[3]) { Vec3 v = {x[0], x[1], x[2]}; return v; }
+void gb_vec2_add(gbVec2 *d, gbVec2 v0, gbVec2 v1) { GB_VEC2_3OP(d,v0,+,v1,+0); }
+void gb_vec2_sub(gbVec2 *d, gbVec2 v0, gbVec2 v1) { GB_VEC2_3OP(d,v0,-,v1,+0); }
+void gb_vec2_mul(gbVec2 *d, gbVec2 v, float s) { GB_VEC2_2OP(d,v,* s); }
+void gb_vec2_div(gbVec2 *d, gbVec2 v, float s) { GB_VEC2_2OP(d,v,/ s); }
-Vec4 vec4_zero(void) { Vec4 v = {0, 0, 0, 0}; return v; }
-Vec4 vec4(float x, float y, float z, float w) { Vec4 v = {x, y, z, w}; return v; }
-Vec4 vec4v(float x[4]) { Vec4 v = {x[0], x[1], x[2], x[3]}; return v; }
+void gb_vec3_add(gbVec3 *d, gbVec3 v0, gbVec3 v1) { GB_VEC3_3OP(d,v0,+,v1,+0); }
+void gb_vec3_sub(gbVec3 *d, gbVec3 v0, gbVec3 v1) { GB_VEC3_3OP(d,v0,-,v1,+0); }
+void gb_vec3_mul(gbVec3 *d, gbVec3 v, float s) { GB_VEC3_2OP(d,v,* s); }
+void gb_vec3_div(gbVec3 *d, gbVec3 v, float s) { GB_VEC3_2OP(d,v,/ s); }
+void gb_vec4_add(gbVec4 *d, gbVec4 v0, gbVec4 v1) { GB_VEC4_3OP(d,v0,+,v1,+0); }
+void gb_vec4_sub(gbVec4 *d, gbVec4 v0, gbVec4 v1) { GB_VEC4_3OP(d,v0,-,v1,+0); }
+void gb_vec4_mul(gbVec4 *d, gbVec4 v, float s) { GB_VEC4_2OP(d,v,* s); }
+void gb_vec4_div(gbVec4 *d, gbVec4 v, float s) { GB_VEC4_2OP(d,v,/ s); }
-void vec2_add(Vec2 *d, Vec2 v0, Vec2 v1) { VEC2_3OP(d,v0,+,v1,+0); }
-void vec2_sub(Vec2 *d, Vec2 v0, Vec2 v1) { VEC2_3OP(d,v0,-,v1,+0); }
-void vec2_mul(Vec2 *d, Vec2 v, float s) { VEC2_2OP(d,v,* s); }
-void vec2_div(Vec2 *d, Vec2 v, float s) { VEC2_2OP(d,v,/ s); }
-void vec3_add(Vec3 *d, Vec3 v0, Vec3 v1) { VEC3_3OP(d,v0,+,v1,+0); }
-void vec3_sub(Vec3 *d, Vec3 v0, Vec3 v1) { VEC3_3OP(d,v0,-,v1,+0); }
-void vec3_mul(Vec3 *d, Vec3 v, float s) { VEC3_2OP(d,v,* s); }
-void vec3_div(Vec3 *d, Vec3 v, float s) { VEC3_2OP(d,v,/ s); }
+void gb_vec2_addeq(gbVec2 *d, gbVec2 v) { GB_VEC2_3OP(d,(*d),+,v,+0); }
+void gb_vec2_subeq(gbVec2 *d, gbVec2 v) { GB_VEC2_3OP(d,(*d),-,v,+0); }
+void gb_vec2_muleq(gbVec2 *d, float s) { GB_VEC2_2OP(d,(*d),* s); }
+void gb_vec2_diveq(gbVec2 *d, float s) { GB_VEC2_2OP(d,(*d),/ s); }
-void vec4_add(Vec4 *d, Vec4 v0, Vec4 v1) { VEC4_3OP(d,v0,+,v1,+0); }
-void vec4_sub(Vec4 *d, Vec4 v0, Vec4 v1) { VEC4_3OP(d,v0,-,v1,+0); }
-void vec4_mul(Vec4 *d, Vec4 v, float s) { VEC4_2OP(d,v,* s); }
-void vec4_div(Vec4 *d, Vec4 v, float s) { VEC4_2OP(d,v,/ s); }
+void gb_vec3_addeq(gbVec3 *d, gbVec3 v) { GB_VEC3_3OP(d,(*d),+,v,+0); }
+void gb_vec3_subeq(gbVec3 *d, gbVec3 v) { GB_VEC3_3OP(d,(*d),-,v,+0); }
+void gb_vec3_muleq(gbVec3 *d, float s) { GB_VEC3_2OP(d,(*d),* s); }
+void gb_vec3_diveq(gbVec3 *d, float s) { GB_VEC3_2OP(d,(*d),/ s); }
+void gb_vec4_addeq(gbVec4 *d, gbVec4 v) { GB_VEC4_3OP(d,(*d),+,v,+0); }
+void gb_vec4_subeq(gbVec4 *d, gbVec4 v) { GB_VEC4_3OP(d,(*d),-,v,+0); }
+void gb_vec4_muleq(gbVec4 *d, float s) { GB_VEC4_2OP(d,(*d),* s); }
+void gb_vec4_diveq(gbVec4 *d, float s) { GB_VEC4_2OP(d,(*d),/ s); }
-void vec2_addeq(Vec2 *d, Vec2 v) { VEC2_3OP(d,(*d),+,v,+0); }
-void vec2_subeq(Vec2 *d, Vec2 v) { VEC2_3OP(d,(*d),-,v,+0); }
-void vec2_muleq(Vec2 *d, float s) { VEC2_2OP(d,(*d),* s); }
-void vec2_diveq(Vec2 *d, float s) { VEC2_2OP(d,(*d),/ s); }
-void vec3_addeq(Vec3 *d, Vec3 v) { VEC3_3OP(d,(*d),+,v,+0); }
-void vec3_subeq(Vec3 *d, Vec3 v) { VEC3_3OP(d,(*d),-,v,+0); }
-void vec3_muleq(Vec3 *d, float s) { VEC3_2OP(d,(*d),* s); }
-void vec3_diveq(Vec3 *d, float s) { VEC3_2OP(d,(*d),/ s); }
+#undef GB_VEC2_2OP
+#undef GB_VEC2_3OP
+#undef GB_VEC3_3OP
+#undef GB_VEC3_2OP
+#undef GB_VEC4_2OP
+#undef GB_VEC4_3OP
-void vec4_addeq(Vec4 *d, Vec4 v) { VEC4_3OP(d,(*d),+,v,+0); }
-void vec4_subeq(Vec4 *d, Vec4 v) { VEC4_3OP(d,(*d),-,v,+0); }
-void vec4_muleq(Vec4 *d, float s) { VEC4_2OP(d,(*d),* s); }
-void vec4_diveq(Vec4 *d, float s) { VEC4_2OP(d,(*d),/ s); }
-float vec2_dot(Vec2 v0, Vec2 v1) { return v0.x*v1.x + v0.y*v1.y; }
-float vec3_dot(Vec3 v0, Vec3 v1) { return v0.x*v1.x + v0.y*v1.y + v0.z*v1.z; }
-float vec4_dot(Vec4 v0, Vec4 v1) { return v0.x*v1.x + v0.y*v1.y + v0.z*v1.z + v0.w*v1.w; }
-void vec2_cross(float *d, Vec2 v0, Vec2 v1) { *d = v0.x*v1.y - v1.x*v0.y; }
-void vec3_cross(Vec3 *d, Vec3 v0, Vec3 v1) { d->x = v0.y*v1.z - v0.z*v1.y;
+float gb_vec2_dot(gbVec2 v0, gbVec2 v1) { return v0.x*v1.x + v0.y*v1.y; }
+float gb_vec3_dot(gbVec3 v0, gbVec3 v1) { return v0.x*v1.x + v0.y*v1.y + v0.z*v1.z; }
+float gb_vec4_dot(gbVec4 v0, gbVec4 v1) { return v0.x*v1.x + v0.y*v1.y + v0.z*v1.z + v0.w*v1.w; }
+
+void gb_vec2_cross(float *d, gbVec2 v0, gbVec2 v1) { *d = v0.x*v1.y - v1.x*v0.y; }
+void gb_vec3_cross(gbVec3 *d, gbVec3 v0, gbVec3 v1) { d->x = v0.y*v1.z - v0.z*v1.y;
d->y = v0.z*v1.x - v0.x*v1.z;
d->z = v0.x*v1.y - v0.y*v1.x; }
-float vec2_mag2(Vec2 v) { return vec2_dot(v, v); }
-float vec3_mag2(Vec3 v) { return vec3_dot(v, v); }
-float vec4_mag2(Vec4 v) { return vec4_dot(v, v); }
+float gb_vec2_mag2(gbVec2 v) { return gb_vec2_dot(v, v); }
+float gb_vec3_mag2(gbVec3 v) { return gb_vec3_dot(v, v); }
+float gb_vec4_mag2(gbVec4 v) { return gb_vec4_dot(v, v); }
// TODO(bill): Create custom sqrt function
-float vec2_mag(Vec2 v) { return sqrtf(vec2_dot(v, v)); }
-float vec3_mag(Vec3 v) { return sqrtf(vec3_dot(v, v)); }
-float vec4_mag(Vec4 v) { return sqrtf(vec4_dot(v, v)); }
+float gb_vec2_mag(gbVec2 v) { return gb_sqrt(gb_vec2_dot(v, v)); }
+float gb_vec3_mag(gbVec3 v) { return gb_sqrt(gb_vec3_dot(v, v)); }
+float gb_vec4_mag(gbVec4 v) { return gb_sqrt(gb_vec4_dot(v, v)); }
// TODO(bill): Should I calculate inv_sqrt directly?
-void vec2_norm(Vec2 *d, Vec2 v) { vec2_div(d, v, vec2_mag(v)); }
-void vec3_norm(Vec3 *d, Vec3 v) { vec3_div(d, v, vec3_mag(v)); }
-void vec4_norm(Vec4 *d, Vec4 v) { vec4_div(d, v, vec4_mag(v)); }
-
-float vec2_aspect(Vec2 v)
+void
+gb_vec2_norm(gbVec2 *d, gbVec2 v)
{
- if (v.y < 0.0001f)
- return 0.0f;
- return v.x/v.y;
+ float mag = gb_vec2_mag(v);
+ gb_vec2_div(d, v, mag);
+}
+void
+gb_vec3_norm(gbVec3 *d, gbVec3 v)
+{
+ float mag = gb_vec3_mag(v);
+ gb_vec3_div(d, v, mag);
+}
+void
+gb_vec4_norm(gbVec4 *d, gbVec4 v)
+{
+ float mag = gb_vec4_mag(v);
+ gb_vec4_div(d, v, mag);
}
+void
+gb_vec2_norm0(gbVec2 *d, gbVec2 v)
+{
+ float mag = gb_vec2_mag(v);
+ if (mag > 0)
+ gb_vec2_div(d, v, mag);
+ else
+ *d = gb_vec2_zero();
+}
+void
+gb_vec3_norm0(gbVec3 *d, gbVec3 v)
+{
+ float mag = gb_vec3_mag(v);
+ if (mag > 0)
+ gb_vec3_div(d, v, mag);
+ else
+ *d = gb_vec3_zero();
+}
+void
+gb_vec4_norm0(gbVec4 *d, gbVec4 v)
+{
+ float mag = gb_vec4_mag(v);
+ if (mag > 0)
+ gb_vec4_div(d, v, mag);
+ else
+ *d = gb_vec4_zero();
+}
+void
+gb_vec2_reflect(gbVec2 *d, gbVec2 i, gbVec2 n)
+{
+ gbVec2 b = n;
+ gb_vec2_muleq(&b, 2.0f*gb_vec2_dot(n, i));
+ gb_vec2_sub(d, i, b);
+}
+void
+gb_vec3_reflect(gbVec3 *d, gbVec3 i, gbVec3 n)
+{
+ gbVec3 b = n;
+ gb_vec3_muleq(&b, 2.0f*gb_vec3_dot(n, i));
+ gb_vec3_sub(d, i, b);
+}
-void mat2_transpose(Mat2 *m) { float22_transpose(float22_m(m)); }
-void mat2_identity(Mat2 *m) { float22_identity(float22_m(m)); }
-void mat2_mul(Mat2 *out, Mat2 *m1, Mat2 *m2) { float22_mul(float22_m(out), float22_m(m1), float22_m(m2)); }
+void
+gb_vec2_refract(gbVec2 *d, gbVec2 i, gbVec2 n, float eta)
+{
+ gbVec2 a, b;
+ float dv, k;
+
+ dv = gb_vec2_dot(n, i);
+ k = 1.0f - eta*eta * (1.0f - dv*dv);
+ gb_vec2_mul(&a, i, eta);
+ gb_vec2_mul(&b, n, eta*dv*gb_sqrt(k));
+ gb_vec2_sub(d, a, b);
+ gb_vec2_muleq(d, (float)(k >= 0.0f));
+}
void
-float22_identity(float m[2][2])
+gb_vec3_refract(gbVec3 *d, gbVec3 i, gbVec3 n, float eta)
{
- m[0][0] = 1; m[0][1] = 0;
- m[1][0] = 0; m[1][1] = 1;
+ gbVec3 a, b;
+ float dv, k;
+
+ dv = gb_vec3_dot(n, i);
+ k = 1.0f - eta*eta * (1.0f - dv*dv);
+ gb_vec3_mul(&a, i, eta);
+ gb_vec3_mul(&b, n, eta*dv*gb_sqrt(k));
+ gb_vec3_sub(d, a, b);
+ gb_vec3_muleq(d, (float)(k >= 0.0f));
}
+
+
+
+
+float gb_vec2_aspect_ratio(gbVec2 v) { return (v.y < 0.0001f) ? 0.0f : v.x/v.y; }
+
+
+
+
+
+void gb_mat2_transpose(gbMat2 *m) { gb_float22_transpose(gb_float22_m(m)); }
+void gb_mat2_identity(gbMat2 *m) { gb_float22_identity(gb_float22_m(m)); }
+void gb_mat2_mul(gbMat2 *out, gbMat2 *m1, gbMat2 *m2) { gb_float22_mul(gb_float22_m(out), gb_float22_m(m1), gb_float22_m(m2)); }
+
void
-mat2_mul_vec2(Vec2 *out, Mat2 *m, Vec2 in)
+gb_float22_identity(float m[2][2])
{
- float22_mul_vec2(out, float22_m(m), in);
+ m[0][0] = 1; m[0][1] = 0;
+ m[1][0] = 0; m[1][1] = 1;
}
-Mat2 *mat2_v(Vec2 m[2]) { return (Mat2 *)m; }
-Mat2 *mat2_f(float m[2][2]) { return (Mat2 *)m; }
+void gb_mat2_mul_vec2(gbVec2 *out, gbMat2 *m, gbVec2 in) { gb_float22_mul_vec2(out, gb_float22_m(m), in); }
-Float2 *float22_m(Mat2 *m) { return (Float2 *)m; }
-Float2 *float22_v(Vec2 m[2]) { return (Float2 *)m; }
-Float2 *float22_4(float m[4]) { return (Float2 *)m; }
+gbMat2 *gb_mat2_v(gbVec2 m[2]) { return (gbMat2 *)m; }
+gbMat2 *gb_mat2_f(float m[2][2]) { return (gbMat2 *)m; }
+
+gbFloat2 *gb_float22_m(gbMat2 *m) { return (gbFloat2 *)m; }
+gbFloat2 *gb_float22_v(gbVec2 m[2]) { return (gbFloat2 *)m; }
+gbFloat2 *gb_float22_4(float m[4]) { return (gbFloat2 *)m; }
void
-float22_transpose(float (*vec)[2])
+gb_float22_transpose(float (*vec)[2])
{
int i, j;
for (j = 0; j < 2; j++) {
@@ -443,7 +1136,7 @@ float22_transpose(float (*vec)[2])
}
void
-float22_mul(float (*out)[2], float (*mat1)[2], float (*mat2)[2])
+gb_float22_mul(float (*out)[2], float (*mat1)[2], float (*mat2)[2])
{
int i, j;
float temp1[2][2], temp2[2][2];
@@ -458,10 +1151,10 @@ float22_mul(float (*out)[2], float (*mat1)[2], float (*mat2)[2])
}
void
-float22_mul_vec2(Vec2 *out, float m[2][2], Vec2 v)
+gb_float22_mul_vec2(gbVec2 *out, float m[2][2], gbVec2 v)
{
- out->x = m[0][0] * v.x + m[0][1] * v.y;
- out->y = m[1][0] * v.x + m[1][1] * v.y;
+ out->x = m[0][0]*v.x + m[0][1]*v.y;
+ out->y = m[1][0]*v.x + m[1][1]*v.y;
}
@@ -469,33 +1162,29 @@ float22_mul_vec2(Vec2 *out, float m[2][2], Vec2 v)
-void mat3_transpose(Mat3 *m) { float33_transpose(float33_m(m)); }
-void mat3_identity(Mat3 *m) { float33_identity(float33_m(m)); }
-void mat3_mul(Mat3 *out, Mat3 *m1, Mat3 *m2) { float33_mul(float33_m(out), float33_m(m1), float33_m(m2)); }
+void gb_mat3_transpose(gbMat3 *m) { gb_float33_transpose(gb_float33_m(m)); }
+void gb_mat3_identity(gbMat3 *m) { gb_float33_identity(gb_float33_m(m)); }
+void gb_mat3_mul(gbMat3 *out, gbMat3 *m1, gbMat3 *m2) { gb_float33_mul(gb_float33_m(out), gb_float33_m(m1), gb_float33_m(m2)); }
void
-float33_identity(float m[3][3])
+gb_float33_identity(float m[3][3])
{
m[0][0] = 1; m[0][1] = 0; m[0][2] = 0;
m[1][0] = 0; m[1][1] = 1; m[1][2] = 0;
m[2][0] = 0; m[2][1] = 0; m[2][2] = 1;
}
-void
-mat3_mul_vec3(Vec3 *out, Mat3 *m, Vec3 in)
-{
- float33_mul_vec3(out, float33_m(m), in);
-}
+void gb_mat3_mul_vec3(gbVec3 *out, gbMat3 *m, gbVec3 in) { gb_float33_mul_vec3(out, gb_float33_m(m), in); }
-Mat3 *mat3_v(Vec3 m[3]) { return (Mat3 *)m; }
-Mat3 *mat3_f(float m[3][3]) { return (Mat3 *)m; }
+gbMat3 *gb_mat3_v(gbVec3 m[3]) { return (gbMat3 *)m; }
+gbMat3 *gb_mat3_f(float m[3][3]) { return (gbMat3 *)m; }
-Float3 *float33_m(Mat3 *m) { return (Float3 *)m; }
-Float3 *float33_v(Vec3 m[3]) { return (Float3 *)m; }
-Float3 *float33_16(float m[9]) { return (Float3 *)m; }
+gbFloat3 *gb_float33_m(gbMat3 *m) { return (gbFloat3 *)m; }
+gbFloat3 *gb_float33_v(gbVec3 m[3]) { return (gbFloat3 *)m; }
+gbFloat3 *gb_float33_16(float m[9]) { return (gbFloat3 *)m; }
void
-float33_transpose(float (*vec)[3])
+gb_float33_transpose(float (*vec)[3])
{
int i, j;
for (j = 0; j < 3; j++) {
@@ -508,7 +1197,7 @@ float33_transpose(float (*vec)[3])
}
void
-float33_mul(float (*out)[3], float (*mat1)[3], float (*mat2)[3])
+gb_float33_mul(float (*out)[3], float (*mat1)[3], float (*mat2)[3])
{
int i, j;
float temp1[3][3], temp2[3][3];
@@ -524,11 +1213,11 @@ float33_mul(float (*out)[3], float (*mat1)[3], float (*mat2)[3])
}
void
-float33_mul_vec3(Vec3 *out, float m[3][3], Vec3 v)
+gb_float33_mul_vec3(gbVec3 *out, float m[3][3], gbVec3 v)
{
- out->x = m[0][0] * v.x + m[0][1] * v.y + m[0][2] * v.z;
- out->y = m[1][0] * v.x + m[1][1] * v.y + m[1][2] * v.z;
- out->z = m[2][0] * v.x + m[2][1] * v.y + m[2][2] * v.z;
+ out->x = m[0][0]*v.x + m[0][1]*v.y + m[0][2]*v.z;
+ out->y = m[1][0]*v.x + m[1][1]*v.y + m[1][2]*v.z;
+ out->z = m[2][0]*v.x + m[2][1]*v.y + m[2][2]*v.z;
}
@@ -539,12 +1228,12 @@ float33_mul_vec3(Vec3 *out, float m[3][3], Vec3 v)
-void mat4_transpose(Mat4 *m) { float44_transpose(float44_m(m)); }
-void mat4_identity(Mat4 *m) { float44_identity(float44_m(m)); }
-void mat4_mul(Mat4 *out, Mat4 *m1, Mat4 *m2) { float44_mul(float44_m(out), float44_m(m1), float44_m(m2)); }
+void gb_mat4_transpose(gbMat4 *m) { gb_float44_transpose(gb_float44_m(m)); }
+void gb_mat4_identity(gbMat4 *m) { gb_float44_identity(gb_float44_m(m)); }
+void gb_mat4_mul(gbMat4 *out, gbMat4 *m1, gbMat4 *m2) { gb_float44_mul(gb_float44_m(out), gb_float44_m(m1), gb_float44_m(m2)); }
void
-float44_identity(float m[4][4])
+gb_float44_identity(float m[4][4])
{
m[0][0] = 1; m[0][1] = 0; m[0][2] = 0; m[0][3] = 0;
m[1][0] = 0; m[1][1] = 1; m[1][2] = 0; m[1][3] = 0;
@@ -553,20 +1242,20 @@ float44_identity(float m[4][4])
}
void
-mat4_mul_vec4(Vec4 *out, Mat4 *m, Vec4 in)
+gb_mat4_mul_vec4(gbVec4 *out, gbMat4 *m, gbVec4 in)
{
- float44_mul_vec4(out, float44_m(m), in);
+ gb_float44_mul_vec4(out, gb_float44_m(m), in);
}
-Mat4 *mat4_v(Vec4 m[4]) { return (Mat4 *)m; }
-Mat4 *mat4_f(float m[4][4]) { return (Mat4 *)m; }
+gbMat4 *gb_mat4_v(gbVec4 m[4]) { return (gbMat4 *)m; }
+gbMat4 *gb_mat4_f(float m[4][4]) { return (gbMat4 *)m; }
-Float4 *float44_m(Mat4 *m) { return (Float4 *)m; }
-Float4 *float44_v(Vec4 m[4]) { return (Float4 *)m; }
-Float4 *float44_16(float m[16]) { return (Float4 *)m; }
+gbFloat4 *gb_float44_m(gbMat4 *m) { return (gbFloat4 *)m; }
+gbFloat4 *gb_float44_v(gbVec4 m[4]) { return (gbFloat4 *)m; }
+gbFloat4 *gb_float44_16(float m[16]) { return (gbFloat4 *)m; }
void
-float44_transpose(float (*vec)[4])
+gb_float44_transpose(float (*vec)[4])
{
int i, j;
for (j = 0; j < 4; j++) {
@@ -579,7 +1268,7 @@ float44_transpose(float (*vec)[4])
}
void
-float44_mul(float (*out)[4], float (*mat1)[4], float (*mat2)[4])
+gb_float44_mul(float (*out)[4], float (*mat1)[4], float (*mat2)[4])
{
int i, j;
float temp1[4][4], temp2[4][4];
@@ -596,44 +1285,81 @@ float44_mul(float (*out)[4], float (*mat1)[4], float (*mat2)[4])
}
void
-float44_mul_vec4(Vec4 *out, float m[4][4], Vec4 v)
+gb_float44_mul_vec4(gbVec4 *out, float m[4][4], gbVec4 v)
{
- out->x = m[0][0] * v.x + m[0][1] * v.y + m[0][2] * v.z + m[0][3] * v.w;
- out->y = m[1][0] * v.x + m[1][1] * v.y + m[1][2] * v.z + m[1][3] * v.w;
- out->z = m[2][0] * v.x + m[2][1] * v.y + m[2][2] * v.z + m[2][3] * v.w;
- out->w = m[3][0] * v.x + m[3][1] * v.y + m[3][2] * v.z + m[3][3] * v.w;
+ out->x = m[0][0]*v.x + m[0][1]*v.y + m[0][2]*v.z + m[0][3]*v.w;
+ out->y = m[1][0]*v.x + m[1][1]*v.y + m[1][2]*v.z + m[1][3]*v.w;
+ out->z = m[2][0]*v.x + m[2][1]*v.y + m[2][2]*v.z + m[2][3]*v.w;
+ out->w = m[3][0]*v.x + m[3][1]*v.y + m[3][2]*v.z + m[3][3]*v.w;
}
+void
+gb_mat4_translate(gbMat4 *out, gbVec3 v)
+{
+ gb_mat4_identity(out);
+ out->col[3].xyz = v;
+ out->col[3].w = 1;
+}
-float lerp(float a, float b, float t) { return a*(1.0f-t) + b*t; }
-float smooth_step(float a, float b, float t) { float x = (t - a)/(b - a); return x*x*(3.0f - 2.0f*x); }
-float smoother_step(float a, float b, float t) { float x = (t - a)/(b - a); return x*x*x*(x*(6.0f*x - 15.0f) + 10.0f); }
-
-#define VEC_LERPN(N, d, a, b, t) Vec##N db; vec##N##_mul(&db, b, t); vec##N##_add(d, a, db)
-void vec2_lerp(Vec2 *d, Vec2 a, Vec2 b, float t) { VEC_LERPN(2, d, a, b, t); }
-void vec3_lerp(Vec3 *d, Vec3 a, Vec3 b, float t) { VEC_LERPN(3, d, a, b, t); }
-void vec4_lerp(Vec4 *d, Vec4 a, Vec4 b, float t) { VEC_LERPN(4, d, a, b, t); }
-
+void
+gb_mat4_rotate(gbMat4 *out, gbVec3 v, float angle_radians)
+{
+ float c, s;
+ gbVec3 axis, t;
+ gbFloat4 *rot;
+ c = gb_cos(angle_radians);
+ s = gb_sin(angle_radians);
+ gb_vec3_norm(&axis, v);
+ gb_vec3_mul(&t, axis, 1.0f-c);
+ gb_mat4_identity(out);
+ rot = gb_float44_m(out);
-float to_radians(float degrees) { return degrees * MATH_TAU / 360.0f; }
-float to_degrees(float radians) { return radians * 360.0f / MATH_TAU; }
+ rot[0][0] = c + t.x*axis.x;
+ rot[0][1] = 0 + t.x*axis.y + s*axis.z;
+ rot[0][2] = 0 + t.x*axis.z - s*axis.y;
+ rot[0][3] = 0;
+ rot[1][0] = 0 + t.y*axis.x - s*axis.z;
+ rot[1][1] = c + t.y*axis.y;
+ rot[1][2] = 0 + t.y*axis.z + s*axis.x;
+ rot[1][3] = 0;
+ rot[2][0] = 0 + t.z*axis.x + s*axis.y;
+ rot[2][1] = 0 + t.z*axis.y - s*axis.x;
+ rot[2][2] = c + t.z*axis.z;
+ rot[2][3] = 0;
+}
+void
+gb_mat4_scale(gbMat4 *out, gbVec3 v)
+{
+ gb_mat4_identity(out);
+ out->e[0] = v.x;
+ out->e[5] = v.y;
+ out->e[10] = v.z;
+}
+void
+gb_mat4_scalef(gbMat4 *out, float s)
+{
+ gb_mat4_identity(out);
+ out->e[0] = s;
+ out->e[5] = s;
+ out->e[10] = s;
+}
void
-mat4_ortho2d(Mat4 *out, float left, float right, float bottom, float top)
+gb_mat4_ortho2d(gbMat4 *out, float left, float right, float bottom, float top)
{
- Float4 *m;
- mat4_identity(out);
- m = float44_m(out);
+ gbFloat4 *m;
+ gb_mat4_identity(out);
+ m = gb_float44_m(out);
m[0][0] = 2.0f / (right - left);
m[1][1] = 2.0f / (top - bottom);
@@ -643,37 +1369,480 @@ mat4_ortho2d(Mat4 *out, float left, float right, float bottom, float top)
}
void
-mat4_ortho3d(Mat4 *out, float left, float right, float bottom, float top, float z_near, float z_far)
+gb_mat4_ortho3d(gbMat4 *out, float left, float right, float bottom, float top, float z_near, float z_far)
{
- Float4 *m;
- mat4_identity(out);
- m = float44_m(out);
+ gbFloat4 *m;
+ gb_mat4_identity(out);
+ m = gb_float44_m(out);
m[0][0] = +2.0f / (right - left);
m[1][1] = +2.0f / (top - bottom);
m[2][2] = -2.0f / (z_far - z_near);
- m[3][0] = -(right + left) / (right - left);
- m[3][1] = -(top + bottom) / (top - bottom);
+ m[3][0] = -(right + left) / (right - left);
+ m[3][1] = -(top + bottom) / (top - bottom);
m[3][2] = -(z_far + z_near) / (z_far - z_near);
}
-#if defined(__x86_64__) || defined(__ppc64__)
+void
+gb_mat4_perspective(gbMat4 *out, float fovy, float aspect, float z_near, float z_far)
+{
+ float tan_half_fovy = gb_tan(0.5f * fovy);
+
+ gbFloat4 *m = gb_float44_m(out);
+ memset(m, 0, sizeof(gbMat4));
+
+ m[0][0] = 1.0f / (aspect*tan_half_fovy);
+ m[1][1] = 1.0f / (tan_half_fovy);
+ m[2][2] = -(z_far + z_near) / (z_far - z_near);
+ m[2][3] = -1.0f;
+ m[3][2] = -2.0f*z_far*z_near / (z_far - z_near);
+}
+
+void
+gb_mat4_infinite_perspective(gbMat4 *out, float fovy, float aspect, float z_near)
+{
+ float range = gb_tan(0.5f * fovy) * z_near;
+ float left = -range * aspect;
+ float right = range * aspect;
+ float bottom = -range;
+ float top = range;
+
+ gbFloat4 *m = gb_float44_m(out);
+ memset(m, 0, sizeof(gbMat4));
+
+ m[0][0] = (2.0f*z_near) / (right - left);
+ m[1][1] = (2.0f*z_near) / (top - bottom);
+ m[2][2] = -1.0f;
+ m[2][3] = -1.0f;
+ m[3][2] = -2.0f*z_near;
+}
+
+void
+gb_mat4_look_at(gbMat4 *out, gbVec3 eye, gbVec3 centre, gbVec3 up)
+{
+ gbVec3 f, s, u;
+ gbFloat4 *m;
+
+ gb_vec3_sub(&f, centre, eye);
+ gb_vec3_norm(&f, f);
+
+ gb_vec3_cross(&s, f, up);
+ gb_vec3_norm(&s, s);
+
+ gb_vec3_cross(&u, s, f);
+
+ gb_mat4_identity(out);
+ m = gb_float44_m(out);
+
+ m[0][0] = +s.x;
+ m[1][0] = +s.y;
+ m[2][0] = +s.z;
+
+ m[0][1] = +u.x;
+ m[1][1] = +u.y;
+ m[2][1] = +u.z;
+
+ m[0][2] = -f.x;
+ m[1][2] = -f.y;
+ m[2][2] = -f.z;
+
+ m[3][0] = gb_vec3_dot(s, eye);
+ m[3][1] = gb_vec3_dot(u, eye);
+ m[3][2] = gb_vec3_dot(f, eye);
+}
+
+
+
+
+
+
+
+
+
+
+
+
+gbQuat gb_quat(float x, float y, float z, float w) { gbQuat q = {x, y, z, w}; return q; }
+gbQuat gb_quatv(float e[4]) { gbQuat q = {e[0], e[1], e[2], e[3]}; return q; }
+
+gbQuat
+gb_quat_axis_angle(gbVec3 axis, float angle_radians)
+{
+ gbQuat q;
+ gb_vec3_norm(&q.xyz, axis);
+ gb_vec3_muleq(&q.xyz, gb_sin(0.5f*angle_radians));
+ q.w = gb_cos(0.5f*angle_radians);
+ return q;
+}
+
+gbQuat
+gb_quat_euler_angles(float pitch, float yaw, float roll)
+{
+ // TODO(bill): Do without multiplication, i.e. make it faster
+ gbQuat q, p, y, r;
+ p = gb_quat_axis_angle(gb_vec3(1, 0, 0), pitch);
+ y = gb_quat_axis_angle(gb_vec3(0, 1, 0), yaw);
+ r = gb_quat_axis_angle(gb_vec3(0, 0, 1), roll);
+
+ gb_quat_mul(&q, y, p);
+ gb_quat_muleq(&q, r);
+
+ return q;
+}
+
+gbQuat gb_quat_identity(void) { gbQuat q = {0, 0, 0, 1}; return q; }
+
+
+void gb_quat_add(gbQuat *d, gbQuat q0, gbQuat q1) { gb_vec4_add(&d->xyzw, q0.xyzw, q1.xyzw); }
+void gb_quat_sub(gbQuat *d, gbQuat q0, gbQuat q1) { gb_vec4_sub(&d->xyzw, q0.xyzw, q1.xyzw); }
+
+void
+gb_quat_mul(gbQuat *d, gbQuat q0, gbQuat q1)
+{
+ d->x = q0.w * q1.x + q0.x * q1.w + q0.y * q1.z - q0.z * q1.y;
+ d->y = q0.w * q1.y - q0.x * q1.z + q0.y * q1.w + q0.z * q1.x;
+ d->z = q0.w * q1.z + q0.x * q1.y - q0.y * q1.x + q0.z * q1.w;
+ d->w = q0.w * q1.w - q0.x * q1.x - q0.y * q1.y - q0.z * q1.z;
+}
+
+void gb_quat_div(gbQuat *d, gbQuat q0, gbQuat q1){ gbQuat iq1; gb_quat_inverse(&iq1, q1); gb_quat_mul(d, q0, iq1); }
+
+void gb_quat_mulf(gbQuat *d, gbQuat q0, float s) { gb_vec4_mul(&d->xyzw, q0.xyzw, s); }
+void gb_quat_divf(gbQuat *d, gbQuat q0, float s) { gb_vec4_div(&d->xyzw, q0.xyzw, s); }
+
+
+void gb_quat_addeq(gbQuat *d, gbQuat q) { gb_vec4_addeq(&d->xyzw, q.xyzw); }
+void gb_quat_subeq(gbQuat *d, gbQuat q) { gb_vec4_subeq(&d->xyzw, q.xyzw); }
+void gb_quat_muleq(gbQuat *d, gbQuat q) { gb_quat_mul(d, *d, q); }
+void gb_quat_diveq(gbQuat *d, gbQuat q) { gb_quat_div(d, *d, q); }
+
+
+void gb_quat_muleqf(gbQuat *d, float s) { gb_vec4_muleq(&d->xyzw, s); }
+void gb_quat_diveqf(gbQuat *d, float s) { gb_vec4_diveq(&d->xyzw, s); }
+
+float gb_quat_dot(gbQuat q0, gbQuat q1) { float r = gb_vec3_dot(q0.xyz, q1.xyz) + q0.w*q1.w; return r; }
+float gb_quat_mag(gbQuat q) { float r = gb_sqrt(gb_quat_dot(q, q)); return r; }
+
+void gb_quat_norm(gbQuat *d, gbQuat q) { gb_quat_divf(d, q, gb_quat_mag(q)); }
+void gb_quat_conj(gbQuat *d, gbQuat q) { d->xyz = gb_vec3(-q.x, -q.y, -q.z); d->w = q.w; }
+void gb_quat_inverse(gbQuat *d, gbQuat q) { gb_quat_conj(d, q); gb_quat_diveqf(d, gb_quat_dot(q, q)); }
+
+
+void
+gb_quat_axis(gbVec3 *axis, gbQuat q)
+{
+ gbQuat n; gb_quat_norm(&n, q);
+ gb_vec3_div(axis, n.xyz, gb_sin(gb_arccos(q.w)));
+}
+
+float
+gb_quat_angle(gbQuat q)
+{
+ float mag = gb_quat_mag(q);
+ float c = q.w * (1.0f/mag);
+ float angle = 2.0f*gb_arccos(c);
+ return angle;
+}
+
+
+float gb_quat_roll(gbQuat q) { return gb_arctan2(2.0f*q.x*q.y + q.z*q.w, q.x*q.x + q.w*q.w - q.y*q.y - q.z*q.z); }
+float gb_quat_pitch(gbQuat q) { return gb_arctan2(2.0f*q.y*q.z + q.w*q.x, q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z); }
+float gb_quat_yaw(gbQuat q) { return gb_arcsin(-2.0f*(q.x*q.z - q.w*q.y)); }
+
+void
+gb_quat_rotate_vec3(gbVec3 *d, gbQuat q, gbVec3 v)
+{
+ // gbVec3 t = 2.0f * cross(q.xyz, v);
+ // *d = q.w*t + v + cross(q.xyz, t);
+ gbVec3 t, p;
+ gb_vec3_cross(&t, q.xyz, v);
+ gb_vec3_muleq(&t, 2.0f);
+
+ gb_vec3_cross(&p, q.xyz, t);
+
+ gb_vec3_mul(d, t, q.w);
+ gb_vec3_addeq(d, v);
+ gb_vec3_addeq(d, p);
+}
+
+
+void
+gb_mat4_from_quat(gbMat4 *out, gbQuat q)
+{
+ gbFloat4 *m;
+ gbQuat a;
+ float xx, yy, zz,
+ xy, xz, yz,
+ wx, wy, wz;
+
+ gb_quat_norm(&a, q);
+ xx = a.x*a.x; yy = a.y*a.y; zz = a.z*a.z;
+ xy = a.x*a.y; xz = a.x*a.z; yz = a.y*a.z;
+ wx = a.w*a.x; wy = a.w*a.y; wz = a.w*a.z;
+
+ gb_mat4_identity(out);
+ m = gb_float44_m(out);
+
+ m[0][0] = 1.0f - 2.0f*(yy + zz);
+ m[0][1] = 2.0f*(xy + wz);
+ m[0][2] = 2.0f*(xz - wy);
+
+ m[1][0] = 2.0f*(xy - wz);
+ m[1][1] = 1.0f - 2.0f*(xx + zz);
+ m[1][2] = 2.0f*(yz + wx);
+
+ m[2][0] = 2.0f*(xz + wy);
+ m[2][1] = 2.0f*(yz - wx);
+ m[2][2] = 1.0f - 2.0f*(xx + yy);
+}
+
+void
+gb_quat_from_mat4(gbQuat *out, gbMat4 *mat)
+{
+ gbFloat4 *m;
+ float four_x_squared_minus_1, four_y_squared_minus_1,
+ four_z_squared_minus_1, four_w_squared_minus_1,
+ four_biggest_squared_minus_1;
+ int biggest_index = 0;
+ float biggest_value, mult;
+
+ m = gb_float44_m(mat);
+
+ four_x_squared_minus_1 = m[0][0] - m[1][1] - m[2][2];
+ four_y_squared_minus_1 = m[1][1] - m[0][0] - m[2][2];
+ four_z_squared_minus_1 = m[2][2] - m[0][0] - m[1][1];
+ four_w_squared_minus_1 = m[0][0] + m[1][1] + m[2][2];
+
+ four_biggest_squared_minus_1 = four_w_squared_minus_1;
+ if (four_x_squared_minus_1 > four_biggest_squared_minus_1) {
+ four_biggest_squared_minus_1 = four_x_squared_minus_1;
+ biggest_index = 1;
+ }
+ if (four_y_squared_minus_1 > four_biggest_squared_minus_1) {
+ four_biggest_squared_minus_1 = four_y_squared_minus_1;
+ biggest_index = 2;
+ }
+ if (four_z_squared_minus_1 > four_biggest_squared_minus_1) {
+ four_biggest_squared_minus_1 = four_z_squared_minus_1;
+ biggest_index = 3;
+ }
+
+ biggest_value = gb_sqrt(four_biggest_squared_minus_1 + 1.0f) * 0.5f;
+ mult = 0.25f / biggest_value;
+
+ switch (biggest_index) {
+ case 0:
+ out->w = biggest_value;
+ out->x = (m[1][2] - m[2][1]) * mult;
+ out->y = (m[2][0] - m[0][2]) * mult;
+ out->z = (m[0][1] - m[1][0]) * mult;
+ break;
+ case 1:
+ out->w = (m[1][2] - m[2][1]) * mult;
+ out->x = biggest_value;
+ out->y = (m[0][1] + m[1][0]) * mult;
+ out->z = (m[2][0] + m[0][2]) * mult;
+ break;
+ case 2:
+ out->w = (m[2][0] - m[0][2]) * mult;
+ out->x = (m[0][1] + m[1][0]) * mult;
+ out->y = biggest_value;
+ out->z = (m[1][2] + m[2][1]) * mult;
+ break;
+ case 3:
+ out->w = (m[0][1] - m[1][0]) * mult;
+ out->x = (m[2][0] + m[0][2]) * mult;
+ out->y = (m[1][2] + m[2][1]) * mult;
+ out->z = biggest_value;
+ break;
+ default:
+ // NOTE(bill): This shouldn't fucking happen!!!
+ break;
+ }
+
+}
+
+
+
+
+
+
+float gb_lerp(float a, float b, float t) { return a*(1.0f-t) + b*t; }
+float gb_smooth_step(float a, float b, float t) { float x = (t - a)/(b - a); return x*x*(3.0f - 2.0f*x); }
+float gb_smoother_step(float a, float b, float t) { float x = (t - a)/(b - a); return x*x*x*(x*(6.0f*x - 15.0f) + 10.0f); }
+
+
+#define GB_VEC_LERPN(N, d, a, b, t) \
+ gbVec##N db; \
+ gb_vec##N##_sub(&db, b, a); \
+ gb_vec##N##_muleq(&db, t); \
+ gb_vec##N##_add(d, a, db)
+void gb_vec2_lerp(gbVec2 *d, gbVec2 a, gbVec2 b, float t) { GB_VEC_LERPN(2, d, a, b, t); }
+void gb_vec3_lerp(gbVec3 *d, gbVec3 a, gbVec3 b, float t) { GB_VEC_LERPN(3, d, a, b, t); }
+void gb_vec4_lerp(gbVec4 *d, gbVec4 a, gbVec4 b, float t) { GB_VEC_LERPN(4, d, a, b, t); }
+
+#undef GB_VEC_LERPN
+
+void gb_quat_lerp(gbQuat *d, gbQuat a, gbQuat b, float t) { gb_vec4_lerp(&d->xyzw, a.xyzw, b.xyzw, t); }
+void gb_quat_nlerp(gbQuat *d, gbQuat a, gbQuat b, float t) { gb_quat_lerp(d, a, b, t); gb_quat_norm(d, *d); }
+
+void
+gb_quat_slerp(gbQuat *d, gbQuat a, gbQuat b, float t)
+{
+ gbQuat x, y, z;
+ float cos_theta, angle;
+ float s1, s0, is;
+
+ z = b;
+ cos_theta = gb_quat_dot(a, b);
+
+ if (cos_theta < 0.0f) {
+ z = gb_quat(-b.x, -b.y, -b.z, -b.w);
+ cos_theta = -cos_theta;
+ }
+
+ if (cos_theta > 1.0f) {
+ // NOTE(bill): Use lerp not nlerp as it's not a real angle or they are not normalized
+ gb_quat_lerp(d, a, b, t);
+ }
+
+ angle = gb_arccos(cos_theta);
+
+ s1 = gb_sin(1.0f - t*angle);
+ s0 = gb_sin(t*angle);
+ is = 1.0f/gb_sin(angle);
+ gb_quat_mulf(&x, z, s1);
+ gb_quat_mulf(&y, z, s0);
+ gb_quat_add(d, x, y);
+ gb_quat_muleqf(d, is);
+}
+
+void
+gb_quat_slerp_approx(gbQuat *d, gbQuat a, gbQuat b, float t)
+{
+ // NOTE(bill): Derived by taylor expanding the geometric interpolation equation
+ // Even works okay for nearly anti-parallel versors!!!
+ // NOTE(bill): Extra interations cannot be used as they require angle^4 which is not worth it to approximate
+ float tp = t + (1.0f - gb_quat_dot(a, b))/3.0f * t*(-2.0f*t*t + 3.0f*t - 1.0f);
+ gb_quat_nlerp(d, a, b, tp);
+}
+
+void
+gb_quat_nquad(gbQuat *d, gbQuat p, gbQuat a, gbQuat b, gbQuat q, float t)
+{
+ gbQuat x, y;
+ gb_quat_nlerp(&x, p, q, t);
+ gb_quat_nlerp(&y, a, b, t);
+ gb_quat_nlerp(d, x, y, 2.0f*t*(1.0f-t));
+}
+
+void
+gb_quat_squad(gbQuat *d, gbQuat p, gbQuat a, gbQuat b, gbQuat q, float t)
+{
+ gbQuat x, y;
+ gb_quat_slerp(&x, p, q, t);
+ gb_quat_slerp(&y, a, b, t);
+ gb_quat_slerp(d, x, y, 2.0f*t*(1.0f-t));
+}
+
+void
+gb_quat_squad_approx(gbQuat *d, gbQuat p, gbQuat a, gbQuat b, gbQuat q, float t)
+{
+ gbQuat x, y;
+ gb_quat_slerp_approx(&x, p, q, t);
+ gb_quat_slerp_approx(&y, a, b, t);
+ gb_quat_slerp_approx(d, x, y, 2.0f*t*(1.0f-t));
+}
+
+
- u64
- hash_murmur64(void const *key, size_t num_bytes)
+
+
+
+gbRect2
+gb_rect2(gbVec2 pos, gbVec2 dim)
+{
+ gbRect2 r;
+ r.pos = pos;
+ r.dim = dim;
+ return r;
+}
+
+gbRect3
+gb_rect3(gbVec3 pos, gbVec3 dim)
+{
+ gbRect3 r;
+ r.pos = pos;
+ r.dim = dim;
+ return r;
+}
+
+int
+gb_rect2_contains(gbRect2 a, float x, float y)
+{
+ float min_x = gb_min(a.pos.x, a.pos.x+a.dim.x);
+ float max_x = gb_max(a.pos.x, a.pos.x+a.dim.x);
+ float min_y = gb_min(a.pos.y, a.pos.y+a.dim.y);
+ float max_y = gb_max(a.pos.y, a.pos.y+a.dim.y);
+ int result = (x >= min_x) & (x < max_x) & (y >= min_y) & (y < max_y);
+ return result;
+}
+
+int gb_rect2_contains_vec2(gbRect2 a, gbVec2 p) { return gb_rect2_contains(a, p.x, p.y); }
+
+int
+gb_rect2_intersects(gbRect2 a, gbRect2 b)
+{
+ gbRect2 r = {0};
+ return gb_rect2_intersection_result(a, b, &r);
+}
+
+int
+gb_rect2_intersection_result(gbRect2 a, gbRect2 b, gbRect2 *intersection)
+{
+ float a_min_x = gb_min(a.pos.x, a.pos.x+a.dim.x);
+ float a_max_x = gb_max(a.pos.x, a.pos.x+a.dim.x);
+ float a_min_y = gb_min(a.pos.y, a.pos.y+a.dim.y);
+ float a_max_y = gb_max(a.pos.y, a.pos.y+a.dim.y);
+
+ float b_min_x = gb_min(b.pos.x, b.pos.x+b.dim.x);
+ float b_max_x = gb_max(b.pos.x, b.pos.x+b.dim.x);
+ float b_min_y = gb_min(b.pos.y, b.pos.y+b.dim.y);
+ float b_max_y = gb_max(b.pos.y, b.pos.y+b.dim.y);
+
+ float x0 = gb_max(a_min_x, b_min_x);
+ float y0 = gb_max(a_min_y, b_min_y);
+ float x1 = gb_min(a_max_x, b_max_x);
+ float y1 = gb_min(a_max_y, b_max_y);
+
+ if ((x0 < x1) && (y0 < y1)) {
+ gbRect2 r = gb_rect2(gb_vec2(x0, y0), gb_vec2(x1-x0, y1-y0));
+ *intersection = r;
+ return 1;
+ } else {
+ gbRect2 r = {0};
+ *intersection = r;
+ return 0;
+ }
+}
+
+
+#if defined(_WIN64) || defined(__x86_64__) || defined(__ppc64__)
+ gb_math_u64
+ gb_hash_murmur64(void const *key, size_t num_bytes, gb_math_u64 seed)
{
- u64 const m = 0xc6a4a7935bd1e995ULL;
- int const r = 47;
+ gb_math_u64 const m = 0xc6a4a7935bd1e995ULL;
+ gb_math_u64 const r = 47;
- u64 h = MURMUR64_SEED ^ (num_bytes * m);
+ gb_math_u64 h = seed ^ (num_bytes * m);
- u64 *data = (u64 *)(key);
- u64 *end = data + (num_bytes / 8);
- u8 *data2;
+ gb_math_u64 *data = (gb_math_u64 *)(key);
+ gb_math_u64 *end = data + (num_bytes / 8);
+ unsigned char *data2;
while (data != end) {
- u64 k = *data++;
+ gb_math_u64 k = *data++;
k *= m;
k ^= k >> r;
k *= m;
@@ -681,16 +1850,16 @@ mat4_ortho3d(Mat4 *out, float left, float right, float bottom, float top, float
h *= m;
}
- data2 = (u8 *)data;
+ data2 = (unsigned char *)data;
switch (num_bytes & 7) {
- case 7: h ^= (u64)data2[6] << 48;
- case 6: h ^= (u64)data2[5] << 40;
- case 5: h ^= (u64)data2[4] << 32;
- case 4: h ^= (u64)data2[3] << 24;
- case 3: h ^= (u64)data2[2] << 16;
- case 2: h ^= (u64)data2[1] << 8;
- case 1: h ^= (u64)data2[0];
+ case 7: h ^= (gb_math_u64)data2[6] << 48;
+ case 6: h ^= (gb_math_u64)data2[5] << 40;
+ case 5: h ^= (gb_math_u64)data2[4] << 32;
+ case 4: h ^= (gb_math_u64)data2[3] << 24;
+ case 3: h ^= (gb_math_u64)data2[2] << 16;
+ case 2: h ^= (gb_math_u64)data2[1] << 8;
+ case 1: h ^= (gb_math_u64)data2[0];
h *= m;
};
@@ -702,14 +1871,14 @@ mat4_ortho3d(Mat4 *out, float left, float right, float bottom, float top, float
}
#else
gb_math_u64
- hash_murmur64(void const *key, size_t num_bytes)
+ gb_hash_murmur64(void const *key, size_t num_bytes, gb_math_u64 seed)
{
gb_math_u32 const m = 0x5bd1e995;
gb_math_u32 const r = 24;
gb_math_u64 h = 0;
- gb_math_u32 h1 = (gb_math_u32)MURMUR64_SEED ^ (gb_math_u32)num_bytes;
- gb_math_u32 h2 = (gb_math_u32)((gb_math_u64)MURMUR64_SEED >> 32);
+ gb_math_u32 h1 = (gb_math_u32)seed ^ (gb_math_u32)num_bytes;
+ gb_math_u32 h2 = (gb_math_u32)((gb_math_u64)seed >> 32);
gb_math_u32 *data = (gb_math_u32 *)key;
@@ -744,9 +1913,10 @@ mat4_ortho3d(Mat4 *out, float left, float right, float bottom, float top, float
}
switch (num_bytes) {
- case 3: h2 ^= (gb_math_u32)((gb_math_u8 *)(data)[2]) << 16;
- case 2: h2 ^= (gb_math_u32)((gb_math_u8 *)(data)[1]) << 8;
- case 1: h2 ^= (gb_math_u32)((gb_math_u8 *)(data)[0]) << 0;
+ gb_math_u32 a, b, c;
+ case 3: c = data[2]; h2 ^= c << 16;
+ case 2: b = data[1]; h2 ^= b << 8;
+ case 1: a = data[0]; h2 ^= a << 0;
h2 *= m;
};
@@ -768,21 +1938,17 @@ mat4_ortho3d(Mat4 *out, float left, float right, float bottom, float top, float
// TODO(bill): Make better random number generators
float
-random_range_float(float min_inc, float max_inc)
+gb_random_range_float(float min_inc, float max_inc)
{
- static int random_value = 0xdeadbeef; // Random Value
- float result;
- random_value = random_value * 2147001325 + 715136305; // BCPL generator
- result = *(float *)&random_value; // bits
- result /= 4294967295.0f;
- result *= (max_inc - min_inc);
+ int int_result = gb_random_range_int(0, INT_MAX-1); // Prevent integer overflow
+ float result = int_result/(float)(INT_MAX-1);
+ result *= max_inc - min_inc;
result += min_inc;
-
return result;
}
int
-random_range_int(int min_inc, int max_inc)
+gb_random_range_int(int min_inc, int max_inc)
{
static int random_value = 0xdeadbeef; // Random Value
int diff, result;