Update gb.h to v0.31
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fd88428545
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7bba49ce13
4
gb_gl.h
4
gb_gl.h
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@ -1336,7 +1336,9 @@ gb_inline b32 gbgl_make_texture2d_coloured(gbglTexture *t, gbglColour colour) {
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gb_inline void gbgl_bind_texture2d(gbglTexture const *t, u32 position, u32 sampler) {
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gb_inline void gbgl_bind_texture2d(gbglTexture const *t, u32 position, u32 sampler) {
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GB_ASSERT(t->type == gbglgTexture_2D);
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if (t != NULL) {
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GB_ASSERT(t->type == gbglgTexture_2D);
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}
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if (position > 31) {
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if (position > 31) {
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position = 31;
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position = 31;
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18
gb_math.h
18
gb_math.h
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@ -483,7 +483,10 @@ GB_MATH_DEF void gb_quat_squad_approx(gbQuat *d, gbQuat p, gbQuat a, gbQuat b, g
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/* Rects */
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/* Rects */
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GB_MATH_DEF gbRect2 gb_rect2(gbVec2 pos, gbVec2 dim);
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GB_MATH_DEF gbRect2 gb_rect2(gbVec2 pos, gbVec2 dim);
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GB_MATH_DEF gbRect2 gb_rect2v(float v[4]);
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GB_MATH_DEF gbRect3 gb_rect3(gbVec3 pos, gbVec3 dim);
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GB_MATH_DEF gbRect3 gb_rect3(gbVec3 pos, gbVec3 dim);
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GB_MATH_DEF gbRect3 gb_rect3v(float v[6]);
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GB_MATH_DEF int gb_rect2_contains (gbRect2 a, float x, float y);
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GB_MATH_DEF int gb_rect2_contains (gbRect2 a, float x, float y);
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GB_MATH_DEF int gb_rect2_contains_vec2 (gbRect2 a, gbVec2 p);
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GB_MATH_DEF int gb_rect2_contains_vec2 (gbRect2 a, gbVec2 p);
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@ -2025,6 +2028,13 @@ gbRect2 gb_rect2(gbVec2 pos, gbVec2 dim) {
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return r;
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return r;
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}
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}
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gbRect2 gb_rect2v(float v[4]) {
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gbRect2 r;
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r.pos = gb_vec2v(&v[0]);
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r.dim = gb_vec2v(&v[2]);
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return r;
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}
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gbRect3 gb_rect3(gbVec3 pos, gbVec3 dim) {
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gbRect3 gb_rect3(gbVec3 pos, gbVec3 dim) {
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gbRect3 r;
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gbRect3 r;
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r.pos = pos;
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r.pos = pos;
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@ -2032,6 +2042,14 @@ gbRect3 gb_rect3(gbVec3 pos, gbVec3 dim) {
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return r;
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return r;
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}
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}
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gbRect3 gb_rect3v(float v[6]) {
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gbRect3 r;
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r.pos = gb_vec3v(&v[0]);
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r.dim = gb_vec3v(&v[3]);
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return r;
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}
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int gb_rect2_contains(gbRect2 a, float x, float y) {
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int gb_rect2_contains(gbRect2 a, float x, float y) {
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float min_x = gb_min(a.pos.x, a.pos.x+a.dim.x);
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float min_x = gb_min(a.pos.x, a.pos.x+a.dim.x);
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float max_x = gb_max(a.pos.x, a.pos.x+a.dim.x);
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float max_x = gb_max(a.pos.x, a.pos.x+a.dim.x);
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