// gb.hpp - v0.09 - public domain C++11 helper library - no warranty implied; use at your own risk // (Experimental) A C++11 helper library without STL geared towards game development // // Version History: // 0.09 - Bug Fixes // 0.08 - Matrix(2,3) // 0.07 - Bug Fixes // 0.06 - Os spec ideas // 0.05 - Transform Type and Quaternion Functions // 0.04 - String // 0.03 - Hash Functions // 0.02 - Hash Table // 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. // // WARNING // // This library is highly experimental and features may not work as expected. // This also means that many functions are not documented. // // CONTENT // // - Common Macros // - Assert // - Types // - C++11 Move Semantics // - Defer // - Memory // - Functions // - Allocator // - Heap_Allocator // - Arena_Allocator // - Temporary_Arena_Memory // - String // - Array // - Hash_Table // - Hash Functions // [- Os] (Not Yet Implemented) // - Math Types // - Vector(2,3,4) // - Quaternion // - Matrix4 // - Math Operations // - Math Functions & Constants // - Math Type Functions // // // #ifndef GB_INCLUDE_GB_HPP #define GB_INCLUDE_GB_HPP #if !defined(__cplusplus) && __cplusplus >= 201103L #error This library is only for C++11 and above #endif // NOTE(bill): Because static means three different things in C/C++ // Great Design(!) #define global static #define internal static #define local_persist static #if defined(_MSC_VER) #define _ALLOW_KEYWORD_MACROS #if !defined(alignof) // Needed for MSVC 2013 #define alignof(x) __alignof(x) #endif #endif //////////////////////////////// /// /// /// System OS /// /// /// //////////////////////////////// #if defined(_WIN32) || defined(_WIN64) #define GB_SYSTEM_WINDOWS #elif defined(__APPLE__) && defined(__MACH__) #define GB_SYSTEM_OSX #elif defined(__unix__) #define GB_SYSTEM_UNIX #if defined(__linux__) #define GB_SYSTEM_LINUX #elif defined(__FreeBSD__) || defined(__FreeBSD_kernel__) #define GB_SYSTEM_FREEBSD #else #error This UNIX operating system is not supported by gb.hpp #endif #else #error This operating system is not supported by gb.hpp #endif //////////////////////////////// /// /// /// Environment Bit Size /// /// /// //////////////////////////////// #if defined(_WIN32) || defined(_WIN64) #if defined(_WIN64) #define GB_ARCH_64_BIT #else #define GB_ARCH_32_BIT #endif #endif // TODO(bill): Check if this KEPLER_ENVIRONMENT works on clang #if defined(__GNUC__) #if defined(__x86_64__) || defined(__ppc64__) #define GB_ARCH_64_BIT #else #define GB_ARCH_32_BIT #endif #endif #define GB_IS_POWER_OF_TWO(x) ((x) != 0) && !((x) & ((x) - 1)) #include #include #include #include #include #include #include #include #include #ifdef GB_SYSTEM_WINDOWS #define NOMINMAX #define VC_EXTRALEAN #define WIN32_EXTRA_LEAN #include #undef NOMINMAX #undef VC_EXTRALEAN #undef WIN32_EXTRA_LEAN #include #else #include #include #endif #ifndef NDEBUG #define GB_ASSERT(x, ...) ((void)(::gb__assert_handler((x), #x, __FILE__, __LINE__, ##__VA_ARGS__))) #else #define GB_ASSERT(x, ...) ((void)sizeof(x)) #endif extern "C" inline void gb__assert_handler(bool condition, const char* condition_str, const char* filename, size_t line, const char* error_text = nullptr, ...) { if (condition) return; fprintf(stderr, "ASSERT! %s(%d): %s", filename, (int)line, condition_str); if (error_text) { fprintf(stderr, " - "); va_list args; va_start(args, error_text); vfprintf(stderr, error_text, args); va_end(args); } fprintf(stderr, "\n"); abort(); // TODO(bill): is abort() portable and good? } #if !defined(GB_BASIC_TYPES_WITHOUT_NAMESPACE) namespace gb { #endif // GB_BASIC_TYPES_WITHOUT_NAMESPACE //////////////////////////////// /// /// /// Types /// /// /// //////////////////////////////// using u8 = uint8_t; using s8 = int8_t; using u16 = uint16_t; using s16 = int16_t; using u32 = uint32_t; using s32 = int32_t; #if defined(_MSC_VER) using s64 = signed __int64; using u64 = unsigned __int64; #else using s64 = int64_t; using u64 = uint64_t; #endif using f32 = float; using f64 = double; #ifdef GB_B8_AS_BOOL using b8 = bool; #else using b8 = s8; #endif using b32 = s32; // NOTE(bill): (std::)size_t is not used not because it's a bad concept but on // the platforms that I will be using: // sizeof(size_t) == sizeof(usize) == sizeof(s64) // NOTE(bill): This also allows for a signed version of size_t which is similar // to ptrdiff_t // NOTE(bill): If (u)intptr is a better fit, please use that. // NOTE(bill): Also, I hate the `_t` suffix #if defined(GB_ARCH_64_BIT) using ssize = s64; using usize = u64; #elif defined(GB_ARCH_32_BIT) using usize = s32; using usize = u32; #else #error Unknown architecture bit size #endif static_assert(sizeof(usize) == sizeof(size_t), "`usize` is not the same size as `size_t`"); static_assert(sizeof(ssize) == sizeof(usize), "`ssize` is not the same size as `usize`"); using intptr = intptr_t; using uintptr = uintptr_t; using ptrdiff = ptrdiff_t; #ifdef GB_BASIC_TYPES_WITHOUT_NAMESPACE #define S8_MIN (-0x7f - 1) #define S8_MAX 0x7f #define U8_MIN 0u #define U8_MAX 0xffu #define S16_MIN (-0x7fff - 1) #define S16_MAX 0x7fff #define U16_MIN 0u #define U16_MAX 0xffffu #define S32_MIN (-0x7fffffff - 1) #define S32_MAX 0x7fffffff #define U32_MIN 0u #define U32_MAX 0xffffffffu #define S64_MIN (-0x7fffffffffffffffll - 1) #define S64_MAX 0x7fffffffffffffffll #define U64_MIN 0ull #define U64_MAX 0xffffffffffffffffull #else #endif #if !defined(GB_BASIC_TYPES_WITHOUT_NAMESPACE) } // namespace gb #endif // GB_BASIC_TYPES_WITHOUT_NAMESPACE namespace gb { //////////////////////////////// /// /// /// C++11 Move Semantics /// /// /// //////////////////////////////// template struct Remove_Reference { using Type = T; }; template struct Remove_Reference { using Type = T; }; template struct Remove_Reference { using Type = T; }; template inline T&& forward(typename Remove_Reference::Type& t) { return static_cast(t); } template inline T&& forward(typename Remove_Reference::Type&& t) { return static_cast(t); } template inline typename Remove_Reference::Type&& move(T&& t) { return static_cast::Type&&>(t); } //////////////////////////////// /// /// /// Defer /// /// /// //////////////////////////////// namespace impl { template struct Defer { Func func; Defer(Func&& func) : func{gb::forward(func)} {} ~Defer() { func(); }; }; template Defer defer_func(Func&& func) { return Defer(gb::forward(func)); } } // namespace impl } // namespace gb // NOTE(bill): These macros are in the global namespace thus, defer can be treated without a gb:: prefix #define GB_DEFER_1(x, y) x##y #define GB_DEFER_2(x, y) GB_DEFER_1(x, y) #define GB_DEFER_3(x) GB_DEFER_2(GB_DEFER_2(GB_DEFER_2(x, __COUNTER__), _), __LINE__) #define defer(code) auto GB_DEFER_3(_defer_) = gb::impl::defer_func([&](){code;}) namespace gb { //////////////////////////////// /// /// /// Memory /// /// /// //////////////////////////////// // Mutex struct Mutex { #ifdef GB_SYSTEM_WINDOWS HANDLE win32_mutex; #else pthread_mutex_t posix_mutex; #endif Mutex(); ~Mutex(); }; void lock_mutex(Mutex& mutex); bool try_lock_mutex(Mutex& mutex); void unlock_mutex(Mutex& mutex); // Atomics struct Atomic32 { u32 nonatomic; }; struct Atomic64 { u64 nonatomic; }; struct Atomic_Ptr { void* nonatomic; }; namespace atomic { u32 load_32_relaxed(const Atomic_Ptr* object); void store_32_relaxed(Atomic_Ptr* object, u32 value); u32 compare_exchange_strong_32_relaxed(Atomic_Ptr* object, u32 expected, u32 desired); u32 exchanged_32_relaxed(Atomic_Ptr* object, u32 desired); u32 fetch_add_32_relaxed(Atomic_Ptr* object, s32 operand); u32 fetch_and_32_relaxed(Atomic_Ptr* object, u32 operand); u32 fetch_or_32_relaxed(Atomic_Ptr* object, u32 operand); u64 load_64_relaxed(const Atomic_Ptr* object); void store_64_relaxed(Atomic_Ptr* object, u64 value); u64 compare_exchange_strong_64_relaxed(Atomic_Ptr* object, u64 expected, u64 desired); u64 exchanged_64_relaxed(Atomic_Ptr* object, u64 desired); u64 fetch_add_64_relaxed(Atomic_Ptr* object, s64 operand); u64 fetch_and_64_relaxed(Atomic_Ptr* object, u64 operand); u64 fetch_or_64_relaxed(Atomic_Ptr* object, u64 operand); } // namespace atomic #ifndef GB_DEFAULT_ALIGNMENT #define GB_DEFAULT_ALIGNMENT 4 #endif namespace memory { inline void* align_forward(void* ptr, usize align) { GB_ASSERT(GB_IS_POWER_OF_TWO(align)); uintptr p = (uintptr)ptr; const usize modulo = p % align; if (modulo) p += (uintptr)(align - modulo); return (void*)p; } } // namespace memory struct Allocator { Allocator() {} virtual ~Allocator() {} virtual void* alloc(usize size, usize align = GB_DEFAULT_ALIGNMENT) = 0; virtual void dealloc(void* ptr) = 0; virtual s64 allocated_size(const void* ptr) = 0; virtual s64 total_allocated() = 0; private: // Delete copying Allocator(const Allocator&) = delete; Allocator& operator=(const Allocator&) = delete; }; inline void* alloc(Allocator& a, usize size, usize align = GB_DEFAULT_ALIGNMENT) { return a.alloc(size, align); } inline void dealloc(Allocator& a, void* ptr) { return a.dealloc(ptr); } template inline T* alloc_struct(Allocator& a) { return static_cast(a.alloc(sizeof(T), alignof(T))); } template inline T* alloc_array(Allocator& a, usize count) { return static_cast(alloc(a, count * sizeof(T), alignof(T))); } template inline T* alloc_array(Allocator& a) { return static_cast(alloc(a, count * sizeof(T), alignof(T))); } #define GB_HEAP_ALLOCATOR_HEADER_PAD_VALUE (usize)(-1) struct Heap_Allocator : Allocator { struct Header { s64 size; }; Mutex mutex = Mutex{}; s64 total_allocated_count = 0; s64 allocation_count = 0; Heap_Allocator() = default; virtual ~Heap_Allocator(); virtual void* alloc(usize size, usize align = GB_DEFAULT_ALIGNMENT); virtual void dealloc(void* ptr); virtual s64 allocated_size(const void* ptr); virtual s64 total_allocated(); Header* get_header_ptr(const void* ptr); }; struct Arena_Allocator : Allocator { Allocator* backing; void* physical_start; s64 total_size; s64 offset; s64 total_allocated_count; s64 temp_count; explicit Arena_Allocator(Allocator& backing, usize size); explicit Arena_Allocator(void* start, usize size); virtual ~Arena_Allocator(); virtual void* alloc(usize size, usize align = GB_DEFAULT_ALIGNMENT); virtual void dealloc(void* ptr); virtual s64 allocated_size(const void* ptr); virtual s64 total_allocated(); }; inline void clear_arena(Arena_Allocator& arena) { GB_ASSERT(arena.temp_count == 0, "%ld Temporary_Arena_Memory have not be cleared", arena.temp_count); arena.offset = 0; arena.total_allocated_count = 0; } struct Temporary_Arena_Memory { Arena_Allocator* arena; s64 original_count; explicit Temporary_Arena_Memory(Arena_Allocator& arena_) : arena(&arena_) , original_count(arena_.total_allocated_count) { } ~Temporary_Arena_Memory() { GB_ASSERT(arena->total_allocated() >= original_count); arena->total_allocated_count = original_count; GB_ASSERT(arena->temp_count > 0); arena->temp_count--; } }; inline Temporary_Arena_Memory make_temporary_arena_memory(Arena_Allocator& arena) { return Temporary_Arena_Memory{arena}; } //////////////////////////////// /// /// /// String /// /// /// //////////////////////////////// using String = char*; using String_Size = u32; struct String_Header { Allocator* allocator; String_Size len; String_Size cap; }; inline String_Header* string_header(String str) { return (String_Header*)str - 1; } String make_string(Allocator& a, const char* str = ""); String make_string(Allocator& a, const void* str, String_Size len); void free_string(String& str); String duplicate_string(Allocator& a, const String str); String_Size string_length(const String str); String_Size string_capacity(const String str); String_Size string_available_space(const String str); void clear_string(String str); void append_string(String& str, const String other); void append_cstring(String& str, const char* other); void append_string(String& str, const void* other, String_Size len); void string_make_space_for(String& str, String_Size add_len); usize string_allocation_size(const String str); bool strings_are_equal(const String lhs, const String rhs); void trim_string(String& str, const char* cut_set); // TODO(bill): string libraries //////////////////////////////// /// /// /// Array /// /// /// //////////////////////////////// template struct Array { Allocator* allocator; s64 count; s64 allocation; T* data; Array() = default; explicit Array(Allocator& a, usize count = 0); virtual ~Array() { if (allocator) dealloc(*allocator, data); } const T& operator[](usize index) const { return data[index]; } T& operator[](usize index) { return data[index]; } }; template Array make_array(Allocator& allocator, usize count = 0); template void free_array(Array& array); template void append_array(Array& a, const T& item); template void append_array(Array& a, const T* items, usize count); template void pop_back_array(Array& a); template inline T* begin(Array& a) { return a.data; } template inline const T* begin(const Array& a) { return a.data; } template inline T* end(Array& a) { return a.data + a.count; } template inline const T* end(const Array& a) { return a.data + a.count; } template void clear_array(Array& a); template void resize_array(Array& a, usize count); template void reserve_array(Array& a, usize allocation); template void set_array_allocation(Array& a, usize allocation); template void grow_array(Array& a, usize min_allocation = 0); //////////////////////////////// /// /// /// Hash Table /// /// /// //////////////////////////////// template struct Hash_Table { struct Entry { u64 key; s64 next; T value; }; Array hashes; Array data; Hash_Table() = default; explicit Hash_Table(Allocator& a); ~Hash_Table() = default; }; template Hash_Table::Hash_Table(Allocator& a) { hashes = make_array(a); data = make_array::Entry>(a); } template inline Hash_Table make_hash_table(Allocator& a) { Hash_Table h = {}; h.hashes = make_array(a); h.data = make_array::Entry>(a); return h; } template bool hash_table_has(const Hash_Table& h, u64 key); template const T& hash_table_get(const Hash_Table& h, u64 key, const T& default_value); template void hash_table_set(Hash_Table& h, u64 key, const T& value); template void remove_from_hash_table(Hash_Table& h, u64 key); template void reserve_hash_table(Hash_Table& h, usize capacity); template void clear_hash_table(Hash_Table& h); // Iterators (in random order) template const typename Hash_Table::Entry* begin(const Hash_Table& h); template const typename Hash_Table::Entry* end(const Hash_Table& h); // Mutli_Hash_Table template void get_multiple_from_hash_table(const Hash_Table& h, u64 key, Array& items); template usize multiple_count_from_hash_table(const Hash_Table& h, u64 key); template const typename Hash_Table::Entry* find_first_in_hash_table(const Hash_Table& h, u64 key); template const typename Hash_Table::Entry* find_next_in_hash_table(const Hash_Table& h, const typename Hash_Table::Entry* e); template void insert_into_hash_table(Hash_Table& h, u64 key, const T& value); template void remove_entry_from_hash_table(Hash_Table& h, const typename Hash_Table::Entry* e); template void remove_all_from_hash_table(Hash_Table& h, u64 key); //////////////////////////////// /// /// /// Array /// /// /// //////////////////////////////// template inline Array::Array(Allocator& a, usize count_) { allocator = &a; count = 0; allocation = 0; data = nullptr; if (count > 0) { data = alloc_array(a, count_); if (data) count = allocation = count_; } } template inline Array make_array(Allocator& allocator, usize count) { Array array = {}; array.allocator = &allocator; array.count = 0; array.allocation = 0; array.data = nullptr; if (count > 0) { array.data = alloc_array(allocator, count); if (array.data) array.count = array.allocation = count; } return array; } template inline void dealloc_array(Array& array) { if (array.allocator) dealloc(*array.allocator, array.data); } template inline void append_array(Array& a, const T& item) { if (a.allocation < a.count + 1) grow_array(a); a.data[a.count++] = item; } template inline void append_array(Array& a, const T* items, usize count) { if (a.allocation <= a.count + count) grow_array(a, a.count + count); memcpy(&a.data[a.count], items, count * sizeof(T)); a.count += count; } template inline void pop_back_array(Array& a) { GB_ASSERT(a.count > 0); a.count--; } template inline void clear_array(Array& a) { resize_array(a, 0); } template inline void resize_array(Array& a, usize count) { if (a.allocation < (s64)count) grow_array(a, count); a.count = count; } template inline void reserve_array(Array& a, usize allocation) { if (a.allocation < (s64)allocation) set_array_allocation(a, allocation); } template inline void set_array_allocation(Array& a, usize allocation) { if ((s64)allocation == a.allocation) return; if ((s64)allocation < a.count) resize_array(a, allocation); T* data = nullptr; if (allocation > 0) { data = alloc_array(*a.allocator, allocation); memcpy(data, a.data, a.count * sizeof(T)); } dealloc(*a.allocator, a.data); a.data = data; a.allocation = allocation; } template inline void grow_array(Array& a, usize min_allocation) { usize allocation = 2 * a.allocation + 2; if (allocation < min_allocation) allocation = min_allocation; set_array_allocation(a, allocation); } //////////////////////////////// /// /// /// Hash Table /// /// /// //////////////////////////////// namespace impl { struct Find_Result { s64 hash_index; s64 data_prev; s64 data_index; }; template usize add_hash_table_entry(Hash_Table& h, u64 key) { typename Hash_Table::Entry e; e.key = key; e.next = -1; usize e_index = h.data.count; append_array(h.data, e); return e_index; } template void erase_from_hash_table(Hash_Table& h, const Find_Result& fr) { if (fr.data_prev < 0) h.hashes[fr.hash_index] = h.data[fr.data_index].next; else h.data[fr.data_prev].next = h.data[fr.data_index].next; pop_back_array(h.data); // updated array count if (fr.data_index == h.data.count) return; h.data[fr.data_index] = h.data[h.data.count]; auto last = find_result_in_hash_table(h, h.data[fr.data_index].key); if (last.data_prev < 0) h.hashes[last.hash_index] = fr.data_index; else h.data[last.data_index].next = fr.data_index; } template Find_Result find_result_in_hash_table(const Hash_Table& h, u64 key) { Find_Result fr; fr.hash_index = -1; fr.data_prev = -1; fr.data_index = -1; if (h.hashes.count == 0) return fr; fr.hash_index = key % h.hashes.count; fr.data_index = h.hashes[fr.hash_index]; while (fr.data_index >= 0) { if (h.data[fr.data_index].key == key) return fr; fr.data_prev = fr.data_index; fr.data_index = h.data[fr.data_index].next; } return fr; } template Find_Result find_result_in_hash_table(const Hash_Table& h, const typename Hash_Table::Entry* e) { Find_Result fr; // TODO(bill): // fr.hash_index = -1; // fr.data_prev = -1; // fr.data_index = -1; // if (h.hashes.count == 0 || !e) // return fr; // fr.hash_index = key % h.hashes.count; // fr.data_index = h.hashes[fr.hash_index]; // while (fr.data_index >= 0) // { // if (&h.data[fr.data_index] == e) // return fr; // fr.data_prev = fr.data_index; // fr.data_index = h.data[fr.data_index].next; // } return fr; } template s64 make_entry_in_hash_table(Hash_Table& h, u64 key) { const Find_Result fr = impl::find_result_in_hash_table(h, key); const s64 index = impl::add_hash_table_entry(h, key); if (fr.data_prev < 0) h.hashes[fr.hash_index] = index; else h.data[fr.data_prev].next = index; h.data[index].next = fr.data_index; return index; } template void find_and_erase_entry_from_hash_table(Hash_Table& h, u64 key) { const Find_Result fr = impl::find_result_in_hash_table(h, key); if (fr.data_index >= 0) erase_from_hash_table(h, fr); } template s64 find_entry_or_fail_in_hash_table(const Hash_Table& h, u64 key) { return find_result_in_hash_table(h, key).data_index; } template s64 find_or_make_entry_in_hash_table(Hash_Table& h, u64 key) { const auto fr = find_result_in_hash_table(h, key); if (fr.data_index >= 0) return fr.data_index; s64 index = add_hash_table_entry(h, key); if (fr.data_prev < 0) h.hashes[fr.hash_index] = index; else h.data[fr.data_prev].next = index; return index; } template void rehash_hash_table(Hash_Table& h, usize new_capacity) { auto nh = make_hash_table(*h.hashes.allocator); resize_array(nh.hashes, new_capacity); const usize old_count = h.data.count; reserve_array(nh.data, old_count); for (usize i = 0; i < new_capacity; i++) nh.hashes[i] = -1; for (usize i = 0; i < old_count; i++) { auto& e = h.data[i]; insert_into_hash_table(nh, e.key, e.value); } auto empty = make_hash_table(*h.hashes.allocator); h.~Hash_Table(); memcpy(&h, &nh, sizeof(Hash_Table)); memcpy(&nh, &empty, sizeof(Hash_Table)); } template void grow_hash_table(Hash_Table& h) { const usize new_capacity = 2 * h.data.count + 2; rehash_hash_table(h, new_capacity); } template bool is_hash_table_full(Hash_Table& h) { // Make sure that there is enough space const f32 maximum_load_coefficient = 0.75f; return h.data.count >= maximum_load_coefficient * h.hashes.count; } } // namespace impl template inline bool hash_table_has(const Hash_Table& h, u64 key) { return impl::find_entry_or_fail_in_hash_table(h, key) >= 0; } template inline const T& hash_table_get(const Hash_Table& h, u64 key, const T& default_value) { const s64 index = impl::find_entry_or_fail_in_hash_table(h, key); if (index < 0) return default_value; return h.data[index].value; } template inline void hash_table_set(Hash_Table& h, u64 key, const T& value) { if (h.hashes.count == 0) impl::grow_hash_table(h); const s64 index = impl::find_or_make_entry_in_hash_table(h, key); h.data[index].value = value; if (impl::is_hash_table_full(h)) impl::grow_hash_table(h); } template inline void remove_from_hash_table(Hash_Table& h, u64 key) { impl::find_and_erase_entry_from_hash_table(h, key); } template inline void reserve_hash_table(Hash_Table& h, usize capacity) { impl:;rehash_hash_table(h, capacity); } template inline void clear_hash_table(Hash_Table& h) { clear_array(h.hashes); clear_array(h.data); } template inline const typename Hash_Table::Entry* begin(const Hash_Table& h) { return begin(h.data); } template inline const typename Hash_Table::Entry* end(const Hash_Table& h) { return end(h.data); } // Mutli_Hash_Table template inline void get_multiple_from_hash_table(const Hash_Table& h, u64 key, Array& items) { auto e = find_first_in_hash_table(h, key); while (e) { append_array(items, e->value); e = find_next_in_hash_table(h, e); } } template inline usize multiple_count_from_hash_table(const Hash_Table& h, u64 key) { usize count = 0; auto e = find_first_in_hash_table(h, key); while (e) { count++; e = find_next_in_hash_table(h, e); } return count; } template inline const typename Hash_Table::Entry* find_first_in_hash_table(const Hash_Table& h, u64 key) { const s64 index = find_first_in_hash_table(h, key); if (index < 0) return nullptr; return &h.data[index]; } template const typename Hash_Table::Entry* find_next_in_hash_table(const Hash_Table& h, const typename Hash_Table::Entry* e) { if (!e) return nullptr; auto index = e->next; while (index >= 0) { if (h.data[index].ley == e->key) return &h.data[index]; index = h.data[index].next; } return nullptr; } template inline void insert_into_hash_table(Hash_Table& h, u64 key, const T& value) { if (h.hashes.count == 0) impl::grow_hash_table(h); auto next = impl::make_entry_in_hash_table(h, key); h.data[next].value = value; if (impl::is_hash_table_full(h)) impl::grow_hash_table(h); } template inline void remove_entry_from_hash_table(Hash_Table& h, const typename Hash_Table::Entry* e) { const auto fr = impl::find_result_in_hash_table(h, e); if (fr.data_index >= 0) impl::erase_from_hash_table(h, fr); } template inline void remove_all_from_hash_table(Hash_Table& h, u64 key) { while (hash_table_has(h, key)) remove(h, key); } //////////////////////////////// /// /// /// Hash /// /// /// //////////////////////////////// namespace hash { u32 adler32(const void* key, u32 num_bytes); u32 crc32(const void* key, u32 num_bytes); u64 crc64(const void* key, usize num_bytes); // TODO(bill): Complete hashing functions // u32 fnv32(const void* key, usize num_bytes); // u64 fnv64(const void* key, usize num_bytes); // u32 fnv32a(const void* key, usize num_bytes); // u64 fnv64a(const void* key, usize num_bytes); u32 murmur32(const void* key, u32 num_bytes, u32 seed = 0x9747b28c); u64 murmur64(const void* key, usize num_bytes, u64 seed = 0x9747b28c); } // namespace hash //////////////////////////////// /// /// /// Os /// /// /// //////////////////////////////// namespace os { #if 0 // TODO(bill) NOTE(bill): How should I do error handling? // Because C++ cannot return multiple variables (ignoring tuples), // the Golang way is not possible // e.g. auto file, err = os::open_file("whatever.ext"); // Also this is ugly : // File* file; Error* err; // tie(file, err) = os::open_file("whatever.ext"); // TODO(bill): Move to gb:: ? e.g. make error handling type? struct Error { const char* text; }; struct File { // TODO(bill): Implement File type // Os Specific Crap Here }; const Error ERR_INVALID = Error{"invalid argument"}; const Error ERR_PERMISSION = Error{"permission denied"}; const Error ERR_EXIST = Error{"file already exists"}; const Error ERR_NOT_EXIST = Error{"file already exists"}; // Os Functions Error* chdir(const char* dir); Error* chmod(const char* name, u32 mode); Error* mkdir(const char* name, u32 perm); Error* mkdir_all(const char* name, u32 perm); Error* remove(const char* name); Error* remove_all(const char* name); Error* rename(const char* old_path, const char* new_path); void clear_env(); void exit(int code); int get_egid(); int get_euid(); int get_gid(); int get_page_size(); int get_ppid(); int get_uid(); Error* get_wd(const char* buffer, usize buffer_len); Error* hostname(const char* buffer, usize buffer_len); bool is_path_separator(char c); Error* lchown(const char* name, int uid, int gid); Error* link(const char* old_name, const char* new_name); Error* read_link(const char* name, const char* buffer, usize buffer_len); Error* symlink(const char* old_name, const char* new_name); void temp_dir(const char* buffer, usize buffer_len); Error* truncate(const char* name, s64 size); // File functions // TODO(bill): Create enums? #define O_RDONLY 00 #define O_WRONLY 01 #define O_RDWR 02 File new_file(uintptr fd, const char* name); Error* create_file(File& file, const char* name); Error* open_file(File& file, const char* filename, int flag = O_RDONLY, u32 perm = 0); Error* close_file(File& file); bool is_file_open(File& file); bool get_line(File& file, const char* buffer, usize buffer_len); Error* read_file(File& file, const void* buffer, usize num_bytes); Error* read_file_at(File& file, const void* buffer, usize num_bytes, s64 offset); Error* write_to_file(File& file, const void* buffer, usize num_bytes); Error* write_to_file_at(File& file, const void* buffer, usize num_bytes, s64 offset); Error* seek_file(File& file, s64 offset, s64 whence); Error* sync_file(File& file); Error* truncate_file(File& file); Error* chdir_of_file(File& file); Error* chmod_of_file(File& file, u32 mode); Error* chown_of_file(File& file, int uid, int gid); void name_of_file(File& file, const char* buffer, usize buffer_len); #endif } // namespace os //////////////////////////////// /// /// /// Time /// /// /// //////////////////////////////// struct Time { s64 microseconds; }; Time time_now(); void time_sleep(Time time); Time seconds(f32 s); Time milliseconds(s32 ms); Time microseconds(s64 us); f32 time_as_seconds(Time t); s32 time_as_milliseconds(Time t); s64 time_as_microseconds(Time t); bool operator==(Time left, Time right); bool operator!=(Time left, Time right); bool operator<(Time left, Time right); bool operator>(Time left, Time right); bool operator<=(Time left, Time right); bool operator>=(Time left, Time right); Time operator-(Time right); Time operator+(Time left, Time right); Time operator-(Time left, Time right); Time& operator+=(Time& left, Time right); Time& operator-=(Time& left, Time right); Time operator*(Time left, f32 right); Time operator*(Time left, s64 right); Time operator*(f32 left, Time right); Time operator*(s64 left, Time right); Time& operator*=(Time& left, f32 right); Time& operator*=(Time& left, s64 right); Time operator/(Time left, f32 right); Time operator/(Time left, s64 right); Time& operator/=(Time& left, f32 right); Time& operator/=(Time& left, s64 right); f32 operator/(Time left, Time right); Time operator%(Time left, Time right); Time& operator%=(Time& left, Time right); //////////////////////////////// /// /// /// Math Types /// /// /// //////////////////////////////// struct Vector2 { union { struct { f32 x, y; }; f32 data[2]; }; inline const f32& operator[](usize index) const { return data[index]; } inline f32& operator[](usize index) { return data[index]; } }; struct Vector3 { union { struct { f32 x, y, z; }; Vector2 xy; f32 data[3]; }; inline const f32& operator[](usize index) const { return data[index]; } inline f32& operator[](usize index) { return data[index]; } }; struct Vector4 { union { struct { f32 x, y, z, w; }; struct { Vector2 xy, zw; }; Vector3 xyz; f32 data[4]; }; inline const f32& operator[](usize index) const { return data[index]; } inline f32& operator[](usize index) { return data[index]; } }; struct Quaternion { union { struct { f32 x, y, z, w; }; Vector3 xyz; f32 data[4]; }; inline const f32& operator[](usize index) const { return data[index]; } inline f32& operator[](usize index) { return data[index]; } }; struct Matrix2 { union { struct { Vector2 x, y; }; Vector2 columns[2]; f32 data[4]; }; inline const Vector2& operator[](usize index) const { return columns[index]; } inline Vector2& operator[](usize index) { return columns[index]; } }; struct Matrix3 { union { struct { Vector3 x, y, z; }; Vector3 columns[3]; f32 data[9]; }; inline const Vector3& operator[](usize index) const { return columns[index]; } inline Vector3& operator[](usize index) { return columns[index]; } }; struct Matrix4 { union { struct { Vector4 x, y, z, w; }; Vector4 columns[4]; f32 data[16]; }; inline const Vector4& operator[](usize index) const { return columns[index]; } inline Vector4& operator[](usize index) { return columns[index]; } }; struct Euler_Angles { // NOTE(bill): All angles in radians f32 pitch; f32 yaw; f32 roll; }; struct Transform { Vector3 position = Vector3{0, 0, 0}; Quaternion orientation = Quaternion{0, 0, 0, 1}; Vector3 scale = Vector3{0, 0, 0}; }; struct Aabb { Vector3 center; Vector3 half_size; }; struct Sphere { Vector3 center; f32 radius; }; struct Plane { Vector3 normal; f32 distance; // negative distance to origin }; //////////////////////////////// /// /// /// Math Type Op Overloads /// /// /// //////////////////////////////// // Vector2 Operators bool operator==(const Vector2& a, const Vector2& b); bool operator!=(const Vector2& a, const Vector2& b); Vector2 operator-(const Vector2& a); Vector2 operator+(const Vector2& a, const Vector2& b); Vector2 operator-(const Vector2& a, const Vector2& b); Vector2 operator*(const Vector2& a, f32 scalar); Vector2 operator*(f32 scalar, const Vector2& a); Vector2 operator/(const Vector2& a, f32 scalar); Vector2 operator*(const Vector2& a, const Vector2& b); // Hadamard Product Vector2 operator/(const Vector2& a, const Vector2& b); // Hadamard Product Vector2& operator+=(Vector2& a, const Vector2& b); Vector2& operator-=(Vector2& a, const Vector2& b); Vector2& operator*=(Vector2& a, f32 scalar); Vector2& operator/=(Vector2& a, f32 scalar); // Vector3 Operators bool operator==(const Vector3& a, const Vector3& b); bool operator!=(const Vector3& a, const Vector3& b); Vector3 operator-(const Vector3& a); Vector3 operator+(const Vector3& a, const Vector3& b); Vector3 operator-(const Vector3& a, const Vector3& b); Vector3 operator*(const Vector3& a, f32 scalar); Vector3 operator*(f32 scalar, const Vector3& a); Vector3 operator/(const Vector3& a, f32 scalar); Vector3 operator*(const Vector3& a, const Vector3& b); // Hadamard Product Vector3 operator/(const Vector3& a, const Vector3& b); // Hadamard Product Vector3& operator+=(Vector3& a, const Vector3& b); Vector3& operator-=(Vector3& a, const Vector3& b); Vector3& operator*=(Vector3& a, f32 scalar); Vector3& operator/=(Vector3& a, f32 scalar); // Vector4 Operators bool operator==(const Vector4& a, const Vector4& b); bool operator!=(const Vector4& a, const Vector4& b); Vector4 operator-(const Vector4& a); Vector4 operator+(const Vector4& a, const Vector4& b); Vector4 operator-(const Vector4& a, const Vector4& b); Vector4 operator*(const Vector4& a, f32 scalar); Vector4 operator*(f32 scalar, const Vector4& a); Vector4 operator/(const Vector4& a, f32 scalar); Vector4 operator*(const Vector4& a, const Vector4& b); // Hadamard Product Vector4 operator/(const Vector4& a, const Vector4& b); // Hadamard Product Vector4& operator+=(Vector4& a, const Vector4& b); Vector4& operator-=(Vector4& a, const Vector4& b); Vector4& operator*=(Vector4& a, f32 scalar); Vector4& operator/=(Vector4& a, f32 scalar); // Quaternion Operators bool operator==(const Quaternion& a, const Quaternion& b); bool operator!=(const Quaternion& a, const Quaternion& b); Quaternion operator-(const Quaternion& a); Quaternion operator+(const Quaternion& a, const Quaternion& b); Quaternion operator-(const Quaternion& a, const Quaternion& b); Quaternion operator*(const Quaternion& a, const Quaternion& b); Quaternion operator*(const Quaternion& a, f32 s); Quaternion operator*(f32 s, const Quaternion& a); Quaternion operator/(const Quaternion& a, f32 s); Vector3 operator*(const Quaternion& a, const Vector3& v); // Rotate v by a // Matrix2 Operators bool operator==(const Matrix2& a, const Matrix2& b); bool operator!=(const Matrix2& a, const Matrix2& b); Matrix2 operator+(const Matrix2& a, const Matrix2& b); Matrix2 operator-(const Matrix2& a, const Matrix2& b); Matrix2 operator*(const Matrix2& a, const Matrix2& b); Vector2 operator*(const Matrix2& a, const Vector2& v); Matrix2 operator*(const Matrix2& a, f32 scalar); Matrix2 operator*(f32 scalar, const Matrix2& a); Matrix2 operator/(const Matrix2& a, f32 scalar); Matrix2& operator+=(Matrix2& a, const Matrix2& b); Matrix2& operator-=(Matrix2& a, const Matrix2& b); Matrix2& operator*=(Matrix2& a, const Matrix2& b); // Matrix3 Operators bool operator==(const Matrix3& a, const Matrix3& b); bool operator!=(const Matrix3& a, const Matrix3& b); Matrix3 operator+(const Matrix3& a, const Matrix3& b); Matrix3 operator-(const Matrix3& a, const Matrix3& b); Matrix3 operator*(const Matrix3& a, const Matrix3& b); Vector3 operator*(const Matrix3& a, const Vector3& v); Matrix3 operator*(const Matrix3& a, f32 scalar); Matrix3 operator*(f32 scalar, const Matrix3& a); Matrix3 operator/(const Matrix3& a, f32 scalar); Matrix3& operator+=(Matrix3& a, const Matrix3& b); Matrix3& operator-=(Matrix3& a, const Matrix3& b); Matrix3& operator*=(Matrix3& a, const Matrix3& b); // Matrix4 Operators bool operator==(const Matrix4& a, const Matrix4& b); bool operator!=(const Matrix4& a, const Matrix4& b); Matrix4 operator+(const Matrix4& a, const Matrix4& b); Matrix4 operator-(const Matrix4& a, const Matrix4& b); Matrix4 operator*(const Matrix4& a, const Matrix4& b); Vector4 operator*(const Matrix4& a, const Vector4& v); Matrix4 operator*(const Matrix4& a, f32 scalar); Matrix4 operator*(f32 scalar, const Matrix4& a); Matrix4 operator/(const Matrix4& a, f32 scalar); Matrix4& operator+=(Matrix4& a, const Matrix4& b); Matrix4& operator-=(Matrix4& a, const Matrix4& b); Matrix4& operator*=(Matrix4& a, const Matrix4& b); // Transform Operators // World = Parent * Local Transform operator*(const Transform& ps, const Transform& ls); Transform& operator*=(Transform& ps, const Transform& ls); // Local = World / Parent Transform operator/(const Transform& ws, const Transform& ps); Transform& operator/=(Transform& ws, const Transform& ps); ////////////////////////////////// /// /// /// Math Functions & Constants /// /// /// ////////////////////////////////// extern const Vector2 VECTOR2_ZERO; extern const Vector3 VECTOR3_ZERO; extern const Vector4 VECTOR4_ZERO; extern const Quaternion QUATERNION_IDENTITY; extern const Matrix4 MATRIX4_IDENTITY; namespace math { extern const f32 EPSILON; extern const f32 ZERO; extern const f32 ONE; extern const f32 THIRD; extern const f32 TWO_THIRDS; extern const f32 E; extern const f32 PI; extern const f32 TAU; extern const f32 SQRT_2; extern const f32 SQRT_3; extern const f32 FLOAT_PRECISION; // Power f32 sqrt(f32 x); f32 pow(f32 x, f32 y); f32 cbrt(f32 x); f32 fast_inv_sqrt(f32 x); // Trigonometric f32 sin(f32 radians); f32 cos(f32 radians); f32 tan(f32 radians); f32 asin(f32 x); f32 acos(f32 x); f32 atan(f32 x); f32 atan2(f32 y, f32 x); f32 radians(f32 degrees); f32 degrees(f32 radians); // Hyperbolic f32 sinh(f32 x); f32 cosh(f32 x); f32 tanh(f32 x); f32 asinh(f32 x); f32 acosh(f32 x); f32 atanh(f32 x); // Rounding f32 ceil(f32 x); f32 floor(f32 x); f32 mod(f32 x, f32 y); f32 truncate(f32 x); f32 round(f32 x); s32 sign(s32 x); s64 sign(s64 x); f32 sign(f32 x); // Other f32 abs(f32 x); s8 abs( s8 x); s16 abs(s16 x); s32 abs(s32 x); s64 abs(s64 x); s32 min(s32 a, s32 b); s64 min(s64 a, s64 b); f32 min(f32 a, f32 b); s32 max(s32 a, s32 b); s64 max(s64 a, s64 b); f32 max(f32 a, f32 b); s32 clamp(s32 x, s32 min, s32 max); s64 clamp(s64 x, s64 min, s64 max); f32 clamp(f32 x, f32 min, f32 max); template T lerp(const T& x, const T& y, const T& t); bool equals(f32 a, f32 b, f32 precision = FLOAT_PRECISION); template void swap(T& a, T& b); template void swap(T (& a)[N], T (& b)[N]); // Vector2 functions f32 dot(const Vector2& a, const Vector2& b); f32 cross(const Vector2& a, const Vector2& b); f32 magnitude(const Vector2& a); Vector2 normalize(const Vector2& a); Vector2 hadamard(const Vector2& a, const Vector2& b); // Vector3 functions f32 dot(const Vector3& a, const Vector3& b); Vector3 cross(const Vector3& a, const Vector3& b); f32 magnitude(const Vector3& a); Vector3 normalize(const Vector3& a); Vector3 hadamard(const Vector3& a, const Vector3& b); // Vector4 functions f32 dot(const Vector4& a, const Vector4& b); f32 magnitude(const Vector4& a); Vector4 normalize(const Vector4& a); Vector4 hadamard(const Vector4& a, const Vector4& b); // Quaternion functions f32 dot(const Quaternion& a, const Quaternion& b); Quaternion cross(const Quaternion& a, const Quaternion& b); f32 magnitude(const Quaternion& a); Quaternion normalize(const Quaternion& a); Quaternion conjugate(const Quaternion& a); Quaternion inverse(const Quaternion& a); f32 quaternion_angle(const Quaternion& a); Vector3 quaternion_axis(const Quaternion& a); Quaternion axis_angle(const Vector3& axis, f32 radians); f32 quaternion_roll(const Quaternion& a); f32 quaternion_pitch(const Quaternion& a); f32 quaternion_yaw(const Quaternion& a); Euler_Angles quaternion_to_euler_angles(const Quaternion& a); Quaternion euler_angles_to_quaternion(const Euler_Angles& e, const Vector3& x_axis = {1, 0, 0}, const Vector3& y_axis = {0, 1, 0}, const Vector3& z_axis = {0, 0, 1}); // Spherical Linear Interpolation Quaternion slerp(const Quaternion& x, const Quaternion& y, f32 t); // Shoemake's Quaternion Curves // Sqherical Cubic Interpolation inline Quaternion squad(const Quaternion& p, const Quaternion& a, const Quaternion& b, const Quaternion& q, f32 t); // Matrix2 functions Matrix2 transpose(const Matrix2& m); f32 determinant(const Matrix2& m); Matrix2 inverse(const Matrix2& m); Matrix2 hadamard(const Matrix2& a, const Matrix2&b); // Matrix3 functions Matrix3 transpose(const Matrix3& m); f32 determinant(const Matrix3& m); Matrix3 inverse(const Matrix3& m); Matrix3 hadamard(const Matrix3& a, const Matrix3&b); // Matrix4 functions Matrix4 transpose(const Matrix4& m); f32 determinant(const Matrix4& m); Matrix4 inverse(const Matrix4& m); Matrix4 hadamard(const Matrix4& a, const Matrix4&b); Matrix4 quaternion_to_matrix4(const Quaternion& a); Quaternion matrix4_to_quaternion(const Matrix4& m); Matrix4 translate(const Vector3& v); Matrix4 rotate(const Vector3& v, f32 radians); Matrix4 scale(const Vector3& v); Matrix4 ortho(f32 left, f32 right, f32 bottom, f32 top); Matrix4 ortho(f32 left, f32 right, f32 bottom, f32 top, f32 z_near, f32 z_far); Matrix4 perspective(f32 fovy_radians, f32 aspect, f32 z_near, f32 z_far); Matrix4 infinite_perspective(f32 fovy_radians, f32 aspect, f32 z_near); Matrix4 look_at_matrix4(const Vector3& eye, const Vector3& center, const Vector3& up = {0, 1, 0}); Quaternion look_at_quaternion(const Vector3& eye, const Vector3& center, const Vector3& up = {0, 1, 0}); // Transform Functions Vector3 transform_point(const Transform& transform, const Vector3& point); Transform inverse(const Transform& t); Matrix4 transform_to_matrix4(const Transform& t); // Aabb Functions f32 aabb_volume(const Aabb& aabb); bool aabb_contains_point(const Aabb& aabb, const Vector3& point); Sphere aabb_to_sphere(const Aabb& aabb); // Sphere Functions f32 sphere_volume(const Sphere& s); bool sphere_contains_point(const Sphere& s, const Vector3& point); // Plane Functions f32 ray_plane_intersection(const Vector3& from, const Vector3& dir, const Plane& p); f32 ray_sphere_intersection(const Vector3& from, const Vector3& dir, const Sphere& s); bool plane_3_intersection(const Plane& p1, const Plane& p2, const Plane& p3, Vector3& ip); } // namespace math #if 0 #ifdef GB_OPENGL_TOOLS enum class Shader_Type { VERTEX, FRAGMENT, }; struct Shader_Program { #define GB_MAX_UNIFORM_COUNT 32 u32 handle; b32 is_linked; Allocator* allocator; const char* base_directory; u32 uniform_count; const char* uniform_names[GB_MAX_UNIFORM_COUNT]; s32 uniform_locations[GB_MAX_UNIFORM_COUNT]; }; Shader_Program make_shader_program(gb::Allocator& allocator); void destroy_shader_program(Shader_Program* program); b32 attach_shader_from_file(Shader_Program* program, Shader_Type type, const char* filename); b32 attach_shader_from_memory(Shader_Program* program, Shader_Type type, const char* source, usize len); void use_shader_program(const Shader_Program* program); b32 is_shader_program_in_use(const Shader_Program* program); void stop_using_shader_program(const Shader_Program* program); b32 link_shader_program(Shader_Program* program); void bind_attrib_location(Shader_Program* program, const char* name); s32 get_uniform_location(Shader_Program* program, const char* name); #endif // GB_OPENGL_TOOLS #endif } // namespace gb #endif // GB_INCLUDE_GB_HPP /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// It's a long way to Tipperary /// /// /// /// /// //////////////////////////////// /// /// /// Implemenation /// /// /// //////////////////////////////// #ifdef GB_IMPLEMENTATION namespace gb { //////////////////////////////// /// /// /// Memory /// /// /// //////////////////////////////// Mutex::Mutex() { #ifdef GB_SYSTEM_WINDOWS win32_mutex = CreateMutex(0, 0, 0); #else pthread_mutex_init(&posix_mutex, nullptr); #endif } Mutex::~Mutex() { #ifdef GB_SYSTEM_WINDOWS CloseHandle(win32_mutex); #else pthread_mutex_destroy(&posix_mutex); #endif } void lock_mutex(Mutex& mutex) { #ifdef GB_SYSTEM_WINDOWS WaitForSingleObject(mutex.win32_mutex, INFINITE); #else pthread_mutex_lock(&mutex.posix_mutex); #endif } bool try_lock_mutex(Mutex& mutex) { #ifdef GB_SYSTEM_WINDOWS return WaitForSingleObject(mutex.win32_mutex, 0) == WAIT_OBJECT_0; #else return pthread_mutex_trylock(&mutex.posix_mutex) == 0; #endif } void unlock_mutex(Mutex& mutex) { #ifdef GB_SYSTEM_WINDOWS ReleaseMutex(mutex.win32_mutex); #else pthread_mutex_unlock(&mutex.posix_mutex); #endif } // Atomics namespace atomic { #if defined(_MSC_VER) inline u32 load_32_relaxed(const Atomic_Ptr* object) { return *(u32*)object->nonatomic; } inline void store_32_relaxed(Atomic_Ptr* object, u32 value) { *(u32*)object->nonatomic = value; } inline u32 compare_exchange_strong_32_relaxed(Atomic_Ptr* object, u32 expected, u32 desired) { return _InterlockedCompareExchange((long*)object, desired, expected); } inline u32 exchanged_32_relaxed(Atomic_Ptr* object, u32 desired) { return _InterlockedExchange((long*)object, desired); } inline u32 fetch_add_32_relaxed(Atomic_Ptr* object, s32 operand) { return _InterlockedExchangeAdd((long*)object, operand); } inline u32 fetch_and_32_relaxed(Atomic_Ptr* object, u32 operand) { return _InterlockedAnd((long*)object, operand); } inline u32 fetch_or_32_relaxed(Atomic_Ptr* object, u32 operand) { return _InterlockedOr((long*)object, operand); } inline u64 load_64_relaxed(const Atomic_Ptr* object) { #ifdef GB_ARCH_64_BIT return *(u64*)object->nonatomic; #else // NOTE(bill): The most compatible way to get an atomic 64-bit load on x86 is with cmpxchg8b u64 result; __asm { mov esi, object; mov ebx, eax; mov ecx, edx; lock cmpxchg8b [esi]; mov dword ptr result, eax; mov dword ptr result[4], edx; } return result; #endif } inline void store_64_relaxed(Atomic_Ptr* object, u64 value) { #ifdef GB_ARCH_64_BIT *(u64*)object->nonatomic = value; #else // NOTE(bill): The most compatible way to get an atomic 64-bit load on x86 is with cmpxchg8b __asm { mov esi, object; mov ebx, dword ptr value; mov ecx, dword ptr value[4]; retry: cmpxchg8b [esi]; jne retry; } #endif } inline u64 compare_exchange_strong_64_relaxed(Atomic_Ptr* object, u64 expected, u64 desired) { _InterlockedCompareExchange64((LONGLONG*)object, desired, expected); } inline u64 exchanged_64_relaxed(Atomic_Ptr* object, u64 desired) { #ifdef GB_ARCH_64_BIT return _InterlockedExchange64((LONGLONG*)object, desired); #else u64 expected = object->nonatomic; while (true) { u64 original = _InterlockedCompareExchange64((LONGLONG*)object, desired, expected); if (original == expected) return original; expected = original; } #endif } inline u64 fetch_add_64_relaxed(Atomic_Ptr* object, s64 operand) { #ifdef GB_ARCH_64_BIT return _InterlockedExchangeAdd64((LONGLONG*)object, operand); #else u64 expected = object->nonatomic; while (true) { u64 original = _InterlockedExchange64((LONGLONG*)object, expected + operand, expected); if (original == expected) return original; expected = original; } #endif } inline u64 fetch_and_64_relaxed(Atomic_Ptr* object, u64 operand) { #ifdef GB_ARCH_64_BIT return _InterlockedAnd64((LONGLONG*)object, operand); #else u64 expected = object->nonatomic; while (true) { u64 original = _InterlockedCompareExchange64((LONGLONG*)object, expected & operand, expected); if (original == expected) return original; expected = original; } #endif } inline u64 fetch_or_64_relaxed(Atomic_Ptr* object, u64 operand) { #ifdef GB_ARCH_64_BIT return _InterlockedAnd64((LONGLONG*)object, operand); #else u64 expected = object->nonatomic; while (true) { u64 original = _InterlockedCompareExchange64((LONGLONG*)object, expected | operand, expected); if (original == expected) return original; expected = original; } #endif } #else #error TODO(bill): Implement atomics for this platform #endif } // namespace atomic Heap_Allocator::~Heap_Allocator() { GB_ASSERT(allocation_count == 0 && total_allocated() == 0, "Heap Allocator: allocation count = %lld; total allocated = %lld", allocation_count, total_allocated()); } void* Heap_Allocator::alloc(usize size, usize align) { lock_mutex(mutex); defer(unlock_mutex(mutex)); const usize total = size + align + sizeof(Header); Header* h = (Header*)::malloc(total); h->size = total; void* data = memory::align_forward(h + 1, align); { // Pad header usize* ptr = (usize*)(h+1); while (ptr != data) *ptr++ = GB_HEAP_ALLOCATOR_HEADER_PAD_VALUE; } total_allocated_count += total; allocation_count++; return data; } void Heap_Allocator::dealloc(void* ptr) { if (!ptr) return; lock_mutex(mutex); defer(unlock_mutex(mutex)); Header* h = get_header_ptr(ptr); total_allocated_count -= h->size; allocation_count--; ::free(h); } s64 Heap_Allocator::allocated_size(const void* ptr) { lock_mutex(mutex); defer(unlock_mutex(mutex)); return get_header_ptr(ptr)->size; } s64 Heap_Allocator::total_allocated() { return total_allocated_count; } Heap_Allocator::Header* Heap_Allocator::get_header_ptr(const void* ptr) { const usize* data = (usize*)ptr; data--; while (*data == GB_HEAP_ALLOCATOR_HEADER_PAD_VALUE) data--; return (Heap_Allocator::Header*)data; } Arena_Allocator::Arena_Allocator(Allocator& backing_, usize size) : backing(&backing_) , physical_start(nullptr) , total_size((s64)size) , offset(0) , temp_count(0) , total_allocated_count(0) { physical_start = backing->alloc(size); } Arena_Allocator::Arena_Allocator(void* start, usize size) : backing(nullptr) , physical_start(start) , total_size((s64)size) , offset(0) , temp_count(0) , total_allocated_count(0) { } Arena_Allocator::~Arena_Allocator() { if (backing) backing->dealloc(physical_start); GB_ASSERT(offset == 0, "Memory leak of %ld bytes, maybe you forgot to call clear_arena()?", offset); } void* Arena_Allocator::alloc(usize size, usize align) { s64 actual_size = size + align; if (offset + actual_size > total_size) return nullptr; void* ptr = memory::align_forward((u8*)physical_start + offset, align); offset += actual_size; total_allocated_count++; return ptr; } void Arena_Allocator::dealloc(void*) {} s64 Arena_Allocator::allocated_size(const void*) { return -1; } s64 Arena_Allocator::total_allocated() { return total_allocated_count; } //////////////////////////////// /// /// /// String /// /// /// //////////////////////////////// String make_string(Allocator& a, const char* str) { return make_string(a, str, (String_Size)strlen(str)); } String make_string(Allocator& a, const void* init_str, String_Size len) { usize header_size = sizeof(String_Header); void* ptr = alloc(a, header_size + len + 1); if (!init_str) memset(ptr, 0, header_size + len + 1); if (ptr == nullptr) return nullptr; String str = (char*)ptr + header_size; String_Header* header = string_header(str); header->allocator = &a; header->len = len; header->cap = len; if (len && init_str) memcpy(str, init_str, len); str[len] = '\0'; return str; } void free_string(String& str) { if (str == nullptr) return; String_Header* h = string_header(str); Allocator* a = h->allocator; if (a) dealloc(*a, h); str = nullptr; } String duplicate_string(Allocator& a, const String str) { return make_string(a, str, string_length(str)); } String_Size string_length(const String str) { return string_header(str)->len; } String_Size string_capacity(const String str) { return string_header(str)->cap; } String_Size string_available_space(const String str) { String_Header* h = string_header(str); if (h->cap > h->len) return h->cap - h->len; return 0; } void clear_string(String str) { string_header(str)->len = 0; str[0] = '\0'; } void append_string(String& str, const String other) { append_string(str, (const void*)other, string_length(other)); } void append_cstring(String& str, const char* other) { append_string(str, (const void*)other, (String_Size)strlen(other)); } void append_string(String& str, const void* other, String_Size other_len) { String_Size curr_len = string_length(str); string_make_space_for(str, other_len); if (str == nullptr) return; memcpy(str + curr_len, other, other_len); str[curr_len + other_len] = '\0'; string_header(str)->len = curr_len + other_len; } namespace impl { // NOTE(bill): ptr _must_ be allocated with Allocator& a internal inline void* string_realloc(Allocator& a, void* ptr, usize old_size, usize new_size) { if (!ptr) return alloc(a, new_size); if (new_size < old_size) new_size = old_size; if (old_size == new_size) return ptr; void* new_ptr = alloc(a, new_size); if (!new_ptr) return nullptr; memcpy(new_ptr, ptr, old_size); dealloc(a, ptr); return new_ptr; } } // namespace impl void string_make_space_for(String& str, String_Size add_len) { String_Size len = string_length(str); String_Size new_len = len + add_len; String_Size available = string_available_space(str); if (available >= add_len) // Return if there is enough space left return; void* ptr = (String_Header*)str - 1; usize old_size = sizeof(String_Header) + string_length(str) + 1; usize new_size = sizeof(String_Header) + new_len + 1; Allocator* a = string_header(str)->allocator; void* new_ptr = impl::string_realloc(*a, ptr, old_size, new_size); if (new_ptr == nullptr) return; str = (char*)new_ptr + sizeof(String_Header); string_header(str)->cap = new_len; } usize string_allocation_size(const String str) { String_Size cap = string_capacity(str); return sizeof(String_Header) + cap; } bool strings_are_equal(const String lhs, const String rhs) { String_Size lhs_len = string_length(lhs); String_Size rhs_len = string_length(rhs); if (lhs_len != rhs_len) return false; for (String_Size i = 0; i < lhs_len; i++) { if (lhs[i] != rhs[i]) return false; } return true; } void trim_string(String& str, const char* cut_set) { char* start; char* end; char* start_pos; char* end_pos; start_pos = start = str; end_pos = end = str + string_length(str) - 1; while (start_pos <= end && strchr(cut_set, *start_pos)) start_pos++; while (end_pos > start_pos && strchr(cut_set, *end_pos)) end_pos--; String_Size len = (String_Size)((start_pos > end_pos) ? 0 : ((end_pos - start_pos)+1)); if (str != start_pos) memmove(str, start_pos, len); str[len] = '\0'; string_header(str)->len = len; } //////////////////////////////// /// /// /// Hash /// /// /// //////////////////////////////// namespace hash { u32 adler32(const void* key, u32 num_bytes) { const u32 MOD_ADLER = 65521; u32 a = 1; u32 b = 0; const u8* bytes = (const u8*)key; for (u32 i = 0; i < num_bytes; i++) { a = (a + bytes[i]) % MOD_ADLER; b = (b + a) % MOD_ADLER; } return (b << 16) | a; } global const u32 GB_CRC32_TABLE[256] = { 0x00000000, 0x77073096, 0xee0e612c, 0x990951ba, 0x076dc419, 0x706af48f, 0xe963a535, 0x9e6495a3, 0x0edb8832, 0x79dcb8a4, 0xe0d5e91e, 0x97d2d988, 0x09b64c2b, 0x7eb17cbd, 0xe7b82d07, 0x90bf1d91, 0x1db71064, 0x6ab020f2, 0xf3b97148, 0x84be41de, 0x1adad47d, 0x6ddde4eb, 0xf4d4b551, 0x83d385c7, 0x136c9856, 0x646ba8c0, 0xfd62f97a, 0x8a65c9ec, 0x14015c4f, 0x63066cd9, 0xfa0f3d63, 0x8d080df5, 0x3b6e20c8, 0x4c69105e, 0xd56041e4, 0xa2677172, 0x3c03e4d1, 0x4b04d447, 0xd20d85fd, 0xa50ab56b, 0x35b5a8fa, 0x42b2986c, 0xdbbbc9d6, 0xacbcf940, 0x32d86ce3, 0x45df5c75, 0xdcd60dcf, 0xabd13d59, 0x26d930ac, 0x51de003a, 0xc8d75180, 0xbfd06116, 0x21b4f4b5, 0x56b3c423, 0xcfba9599, 0xb8bda50f, 0x2802b89e, 0x5f058808, 0xc60cd9b2, 0xb10be924, 0x2f6f7c87, 0x58684c11, 0xc1611dab, 0xb6662d3d, 0x76dc4190, 0x01db7106, 0x98d220bc, 0xefd5102a, 0x71b18589, 0x06b6b51f, 0x9fbfe4a5, 0xe8b8d433, 0x7807c9a2, 0x0f00f934, 0x9609a88e, 0xe10e9818, 0x7f6a0dbb, 0x086d3d2d, 0x91646c97, 0xe6635c01, 0x6b6b51f4, 0x1c6c6162, 0x856530d8, 0xf262004e, 0x6c0695ed, 0x1b01a57b, 0x8208f4c1, 0xf50fc457, 0x65b0d9c6, 0x12b7e950, 0x8bbeb8ea, 0xfcb9887c, 0x62dd1ddf, 0x15da2d49, 0x8cd37cf3, 0xfbd44c65, 0x4db26158, 0x3ab551ce, 0xa3bc0074, 0xd4bb30e2, 0x4adfa541, 0x3dd895d7, 0xa4d1c46d, 0xd3d6f4fb, 0x4369e96a, 0x346ed9fc, 0xad678846, 0xda60b8d0, 0x44042d73, 0x33031de5, 0xaa0a4c5f, 0xdd0d7cc9, 0x5005713c, 0x270241aa, 0xbe0b1010, 0xc90c2086, 0x5768b525, 0x206f85b3, 0xb966d409, 0xce61e49f, 0x5edef90e, 0x29d9c998, 0xb0d09822, 0xc7d7a8b4, 0x59b33d17, 0x2eb40d81, 0xb7bd5c3b, 0xc0ba6cad, 0xedb88320, 0x9abfb3b6, 0x03b6e20c, 0x74b1d29a, 0xead54739, 0x9dd277af, 0x04db2615, 0x73dc1683, 0xe3630b12, 0x94643b84, 0x0d6d6a3e, 0x7a6a5aa8, 0xe40ecf0b, 0x9309ff9d, 0x0a00ae27, 0x7d079eb1, 0xf00f9344, 0x8708a3d2, 0x1e01f268, 0x6906c2fe, 0xf762575d, 0x806567cb, 0x196c3671, 0x6e6b06e7, 0xfed41b76, 0x89d32be0, 0x10da7a5a, 0x67dd4acc, 0xf9b9df6f, 0x8ebeeff9, 0x17b7be43, 0x60b08ed5, 0xd6d6a3e8, 0xa1d1937e, 0x38d8c2c4, 0x4fdff252, 0xd1bb67f1, 0xa6bc5767, 0x3fb506dd, 0x48b2364b, 0xd80d2bda, 0xaf0a1b4c, 0x36034af6, 0x41047a60, 0xdf60efc3, 0xa867df55, 0x316e8eef, 0x4669be79, 0xcb61b38c, 0xbc66831a, 0x256fd2a0, 0x5268e236, 0xcc0c7795, 0xbb0b4703, 0x220216b9, 0x5505262f, 0xc5ba3bbe, 0xb2bd0b28, 0x2bb45a92, 0x5cb36a04, 0xc2d7ffa7, 0xb5d0cf31, 0x2cd99e8b, 0x5bdeae1d, 0x9b64c2b0, 0xec63f226, 0x756aa39c, 0x026d930a, 0x9c0906a9, 0xeb0e363f, 0x72076785, 0x05005713, 0x95bf4a82, 0xe2b87a14, 0x7bb12bae, 0x0cb61b38, 0x92d28e9b, 0xe5d5be0d, 0x7cdcefb7, 0x0bdbdf21, 0x86d3d2d4, 0xf1d4e242, 0x68ddb3f8, 0x1fda836e, 0x81be16cd, 0xf6b9265b, 0x6fb077e1, 0x18b74777, 0x88085ae6, 0xff0f6a70, 0x66063bca, 0x11010b5c, 0x8f659eff, 0xf862ae69, 0x616bffd3, 0x166ccf45, 0xa00ae278, 0xd70dd2ee, 0x4e048354, 0x3903b3c2, 0xa7672661, 0xd06016f7, 0x4969474d, 0x3e6e77db, 0xaed16a4a, 0xd9d65adc, 0x40df0b66, 0x37d83bf0, 0xa9bcae53, 0xdebb9ec5, 0x47b2cf7f, 0x30b5ffe9, 0xbdbdf21c, 0xcabac28a, 0x53b39330, 0x24b4a3a6, 0xbad03605, 0xcdd70693, 0x54de5729, 0x23d967bf, 0xb3667a2e, 0xc4614ab8, 0x5d681b02, 0x2a6f2b94, 0xb40bbe37, 0xc30c8ea1, 0x5a05df1b, 0x2d02ef8d, }; global const u64 GB_CRC64_TABLE[256] = { 0x0000000000000000ull, 0x42F0E1EBA9EA3693ull, 0x85E1C3D753D46D26ull, 0xC711223CFA3E5BB5ull, 0x493366450E42ECDFull, 0x0BC387AEA7A8DA4Cull, 0xCCD2A5925D9681F9ull, 0x8E224479F47CB76Aull, 0x9266CC8A1C85D9BEull, 0xD0962D61B56FEF2Dull, 0x17870F5D4F51B498ull, 0x5577EEB6E6BB820Bull, 0xDB55AACF12C73561ull, 0x99A54B24BB2D03F2ull, 0x5EB4691841135847ull, 0x1C4488F3E8F96ED4ull, 0x663D78FF90E185EFull, 0x24CD9914390BB37Cull, 0xE3DCBB28C335E8C9ull, 0xA12C5AC36ADFDE5Aull, 0x2F0E1EBA9EA36930ull, 0x6DFEFF5137495FA3ull, 0xAAEFDD6DCD770416ull, 0xE81F3C86649D3285ull, 0xF45BB4758C645C51ull, 0xB6AB559E258E6AC2ull, 0x71BA77A2DFB03177ull, 0x334A9649765A07E4ull, 0xBD68D2308226B08Eull, 0xFF9833DB2BCC861Dull, 0x388911E7D1F2DDA8ull, 0x7A79F00C7818EB3Bull, 0xCC7AF1FF21C30BDEull, 0x8E8A101488293D4Dull, 0x499B3228721766F8ull, 0x0B6BD3C3DBFD506Bull, 0x854997BA2F81E701ull, 0xC7B97651866BD192ull, 0x00A8546D7C558A27ull, 0x4258B586D5BFBCB4ull, 0x5E1C3D753D46D260ull, 0x1CECDC9E94ACE4F3ull, 0xDBFDFEA26E92BF46ull, 0x990D1F49C77889D5ull, 0x172F5B3033043EBFull, 0x55DFBADB9AEE082Cull, 0x92CE98E760D05399ull, 0xD03E790CC93A650Aull, 0xAA478900B1228E31ull, 0xE8B768EB18C8B8A2ull, 0x2FA64AD7E2F6E317ull, 0x6D56AB3C4B1CD584ull, 0xE374EF45BF6062EEull, 0xA1840EAE168A547Dull, 0x66952C92ECB40FC8ull, 0x2465CD79455E395Bull, 0x3821458AADA7578Full, 0x7AD1A461044D611Cull, 0xBDC0865DFE733AA9ull, 0xFF3067B657990C3Aull, 0x711223CFA3E5BB50ull, 0x33E2C2240A0F8DC3ull, 0xF4F3E018F031D676ull, 0xB60301F359DBE0E5ull, 0xDA050215EA6C212Full, 0x98F5E3FE438617BCull, 0x5FE4C1C2B9B84C09ull, 0x1D14202910527A9Aull, 0x93366450E42ECDF0ull, 0xD1C685BB4DC4FB63ull, 0x16D7A787B7FAA0D6ull, 0x5427466C1E109645ull, 0x4863CE9FF6E9F891ull, 0x0A932F745F03CE02ull, 0xCD820D48A53D95B7ull, 0x8F72ECA30CD7A324ull, 0x0150A8DAF8AB144Eull, 0x43A04931514122DDull, 0x84B16B0DAB7F7968ull, 0xC6418AE602954FFBull, 0xBC387AEA7A8DA4C0ull, 0xFEC89B01D3679253ull, 0x39D9B93D2959C9E6ull, 0x7B2958D680B3FF75ull, 0xF50B1CAF74CF481Full, 0xB7FBFD44DD257E8Cull, 0x70EADF78271B2539ull, 0x321A3E938EF113AAull, 0x2E5EB66066087D7Eull, 0x6CAE578BCFE24BEDull, 0xABBF75B735DC1058ull, 0xE94F945C9C3626CBull, 0x676DD025684A91A1ull, 0x259D31CEC1A0A732ull, 0xE28C13F23B9EFC87ull, 0xA07CF2199274CA14ull, 0x167FF3EACBAF2AF1ull, 0x548F120162451C62ull, 0x939E303D987B47D7ull, 0xD16ED1D631917144ull, 0x5F4C95AFC5EDC62Eull, 0x1DBC74446C07F0BDull, 0xDAAD56789639AB08ull, 0x985DB7933FD39D9Bull, 0x84193F60D72AF34Full, 0xC6E9DE8B7EC0C5DCull, 0x01F8FCB784FE9E69ull, 0x43081D5C2D14A8FAull, 0xCD2A5925D9681F90ull, 0x8FDAB8CE70822903ull, 0x48CB9AF28ABC72B6ull, 0x0A3B7B1923564425ull, 0x70428B155B4EAF1Eull, 0x32B26AFEF2A4998Dull, 0xF5A348C2089AC238ull, 0xB753A929A170F4ABull, 0x3971ED50550C43C1ull, 0x7B810CBBFCE67552ull, 0xBC902E8706D82EE7ull, 0xFE60CF6CAF321874ull, 0xE224479F47CB76A0ull, 0xA0D4A674EE214033ull, 0x67C58448141F1B86ull, 0x253565A3BDF52D15ull, 0xAB1721DA49899A7Full, 0xE9E7C031E063ACECull, 0x2EF6E20D1A5DF759ull, 0x6C0603E6B3B7C1CAull, 0xF6FAE5C07D3274CDull, 0xB40A042BD4D8425Eull, 0x731B26172EE619EBull, 0x31EBC7FC870C2F78ull, 0xBFC9838573709812ull, 0xFD39626EDA9AAE81ull, 0x3A28405220A4F534ull, 0x78D8A1B9894EC3A7ull, 0x649C294A61B7AD73ull, 0x266CC8A1C85D9BE0ull, 0xE17DEA9D3263C055ull, 0xA38D0B769B89F6C6ull, 0x2DAF4F0F6FF541ACull, 0x6F5FAEE4C61F773Full, 0xA84E8CD83C212C8Aull, 0xEABE6D3395CB1A19ull, 0x90C79D3FEDD3F122ull, 0xD2377CD44439C7B1ull, 0x15265EE8BE079C04ull, 0x57D6BF0317EDAA97ull, 0xD9F4FB7AE3911DFDull, 0x9B041A914A7B2B6Eull, 0x5C1538ADB04570DBull, 0x1EE5D94619AF4648ull, 0x02A151B5F156289Cull, 0x4051B05E58BC1E0Full, 0x87409262A28245BAull, 0xC5B073890B687329ull, 0x4B9237F0FF14C443ull, 0x0962D61B56FEF2D0ull, 0xCE73F427ACC0A965ull, 0x8C8315CC052A9FF6ull, 0x3A80143F5CF17F13ull, 0x7870F5D4F51B4980ull, 0xBF61D7E80F251235ull, 0xFD913603A6CF24A6ull, 0x73B3727A52B393CCull, 0x31439391FB59A55Full, 0xF652B1AD0167FEEAull, 0xB4A25046A88DC879ull, 0xA8E6D8B54074A6ADull, 0xEA16395EE99E903Eull, 0x2D071B6213A0CB8Bull, 0x6FF7FA89BA4AFD18ull, 0xE1D5BEF04E364A72ull, 0xA3255F1BE7DC7CE1ull, 0x64347D271DE22754ull, 0x26C49CCCB40811C7ull, 0x5CBD6CC0CC10FAFCull, 0x1E4D8D2B65FACC6Full, 0xD95CAF179FC497DAull, 0x9BAC4EFC362EA149ull, 0x158E0A85C2521623ull, 0x577EEB6E6BB820B0ull, 0x906FC95291867B05ull, 0xD29F28B9386C4D96ull, 0xCEDBA04AD0952342ull, 0x8C2B41A1797F15D1ull, 0x4B3A639D83414E64ull, 0x09CA82762AAB78F7ull, 0x87E8C60FDED7CF9Dull, 0xC51827E4773DF90Eull, 0x020905D88D03A2BBull, 0x40F9E43324E99428ull, 0x2CFFE7D5975E55E2ull, 0x6E0F063E3EB46371ull, 0xA91E2402C48A38C4ull, 0xEBEEC5E96D600E57ull, 0x65CC8190991CB93Dull, 0x273C607B30F68FAEull, 0xE02D4247CAC8D41Bull, 0xA2DDA3AC6322E288ull, 0xBE992B5F8BDB8C5Cull, 0xFC69CAB42231BACFull, 0x3B78E888D80FE17Aull, 0x7988096371E5D7E9ull, 0xF7AA4D1A85996083ull, 0xB55AACF12C735610ull, 0x724B8ECDD64D0DA5ull, 0x30BB6F267FA73B36ull, 0x4AC29F2A07BFD00Dull, 0x08327EC1AE55E69Eull, 0xCF235CFD546BBD2Bull, 0x8DD3BD16FD818BB8ull, 0x03F1F96F09FD3CD2ull, 0x41011884A0170A41ull, 0x86103AB85A2951F4ull, 0xC4E0DB53F3C36767ull, 0xD8A453A01B3A09B3ull, 0x9A54B24BB2D03F20ull, 0x5D45907748EE6495ull, 0x1FB5719CE1045206ull, 0x919735E51578E56Cull, 0xD367D40EBC92D3FFull, 0x1476F63246AC884Aull, 0x568617D9EF46BED9ull, 0xE085162AB69D5E3Cull, 0xA275F7C11F7768AFull, 0x6564D5FDE549331Aull, 0x279434164CA30589ull, 0xA9B6706FB8DFB2E3ull, 0xEB46918411358470ull, 0x2C57B3B8EB0BDFC5ull, 0x6EA7525342E1E956ull, 0x72E3DAA0AA188782ull, 0x30133B4B03F2B111ull, 0xF7021977F9CCEAA4ull, 0xB5F2F89C5026DC37ull, 0x3BD0BCE5A45A6B5Dull, 0x79205D0E0DB05DCEull, 0xBE317F32F78E067Bull, 0xFCC19ED95E6430E8ull, 0x86B86ED5267CDBD3ull, 0xC4488F3E8F96ED40ull, 0x0359AD0275A8B6F5ull, 0x41A94CE9DC428066ull, 0xCF8B0890283E370Cull, 0x8D7BE97B81D4019Full, 0x4A6ACB477BEA5A2Aull, 0x089A2AACD2006CB9ull, 0x14DEA25F3AF9026Dull, 0x562E43B4931334FEull, 0x913F6188692D6F4Bull, 0xD3CF8063C0C759D8ull, 0x5DEDC41A34BBEEB2ull, 0x1F1D25F19D51D821ull, 0xD80C07CD676F8394ull, 0x9AFCE626CE85B507ull, }; u32 crc32(const void* key, u32 num_bytes) { u32 result = (u32)~0; u8* c = (u8*)key; for (u32 remaining = num_bytes; remaining--; c++) result = (result >> 8) ^ (GB_CRC32_TABLE[(result ^ *c) & 0xff]); return ~result; } u64 crc64(const void* key, usize num_bytes) { u64 result = (u64)~0; u8* c = (u8*)key; for (usize remaining = num_bytes; remaining--; c++) result = (result >> 8) ^ (GB_CRC64_TABLE[(result ^ *c) & 0xff]); return ~result; } // u32 fnv32(const void* key, usize num_bytes) // { // } // u64 fnv64(const void* key, usize num_bytes) // { // } // u32 fnv32a(const void* key, usize num_bytes) // { // } // u64 fnv64a(const void* key, usize num_bytes) // { // } u32 murmur32(const void* key, u32 num_bytes, u32 seed) { local_persist const u32 c1 = 0xcc9e2d51; local_persist const u32 c2 = 0x1b873593; local_persist const u32 r1 = 15; local_persist const u32 r2 = 13; local_persist const u32 m = 5; local_persist const u32 n = 0xe6546b64; u32 hash = seed; const usize nblocks = num_bytes / 4; const u32* blocks = (const u32*)key; for (usize i = 0; i < nblocks; i++) { u32 k = blocks[i]; k *= c1; k = (k << r1) | (k >> (32 - r1)); k *= c2; hash ^= k; hash = ((hash << r2) | (hash >> (32 - r2))) * m + n; } const u8* tail = ((const u8*)key) + nblocks * 4; u32 k1 = 0; switch (num_bytes & 3) { case 3: k1 ^= tail[2] << 16; case 2: k1 ^= tail[1] << 8; case 1: k1 ^= tail[0]; k1 *= c1; k1 = (k1 << r1) | (k1 >> (32 - r1)); k1 *= c2; hash ^= k1; } hash ^= num_bytes; hash ^= (hash >> 16); hash *= 0x85ebca6b; hash ^= (hash >> 13); hash *= 0xc2b2ae35; hash ^= (hash >> 16); return hash; } #ifdef GB_ARCH_64_BIT u64 murmur64(const void* key, usize num_bytes, u64 seed) { local_persist const u64 m = 0xc6a4a7935bd1e995ULL; local_persist const s32 r = 47; u64 h = seed ^ (num_bytes * m); const u64* data = (const u64*)key; const u64* end = data + (num_bytes / 8); while (data != end) { u64 k = *data++; k *= m; k ^= k >> r; k *= m; h ^= k; h *= m; } const u8* data2 = (const u8*)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]}; h *= m; }; h ^= h >> r; h *= m; h ^= h >> r; return h; } #elif GB_ARCH_32_BIT u64 murmur64(const void* key, usize num_bytes, u64 seed) { local_persist const u32 m = 0x5bd1e995; local_persist const s32 r = 24; u32 h1 = u32(seed) ^ num_bytes; u32 h2 = u32(seed >> 32); const u32* data = (const u32*)key; while (num_bytes >= 8) { u32 k1 = *data++; k1 *= m; k1 ^= k1 >> r; k1 *= m; h1 *= m; h1 ^= k1; num_bytes -= 4; u32 k2 = *data++; k2 *= m; k2 ^= k2 >> r; k2 *= m; h2 *= m; h2 ^= k2; num_bytes -= 4; } if (num_bytes >= 4) { u32 k1 = *data++; k1 *= m; k1 ^= k1 >> r; k1 *= m; h1 *= m; h1 ^= k1; num_bytes -= 4; } switch (num_bytes) { case 3: h2 ^= ((u8*)data)[2] << 16; case 2: h2 ^= ((u8*)data)[1] << 8; case 1: h2 ^= ((u8*)data)[0]; h2 *= m; }; h1 ^= h2 >> 18; h1 *= m; h2 ^= h1 >> 22; h2 *= m; h1 ^= h2 >> 17; h1 *= m; h2 ^= h1 >> 19; h2 *= m; u64 h = h1; h = (h << 32) | h2; return h; } #else #error murmur64 function not supported on this architecture #endif } // namespace hash //////////////////////////////// /// /// /// Time /// /// /// //////////////////////////////// #ifdef GB_SYSTEM_WINDOWS internal LARGE_INTEGER win32_get_frequency() { LARGE_INTEGER f; QueryPerformanceFrequency(&f); return f; } Time time_now() { // NOTE(bill): std::chrono does not have a good enough precision in MSVC12 // and below. This may have been fixed in MSVC14 but unsure as of yet. // Force the following code to run on first core // NOTE(bill): See // http://msdn.microsoft.com/en-us/library/windows/desktop/ms644904(v=vs.85).aspx HANDLE currentThread = GetCurrentThread(); DWORD_PTR previousMask = SetThreadAffinityMask(currentThread, 1); // Get the frequency of the performance counter // It is constant across the program's lifetime internal LARGE_INTEGER s_frequency = win32_get_frequency(); // Get the current time LARGE_INTEGER t; QueryPerformanceCounter(&t); // Restore the thread affinity SetThreadAffinityMask(currentThread, previousMask); return microseconds(1000000ll * t.QuadPart / s_frequency.QuadPart); } void time_sleep(Time t) { if (t.microseconds <= 0) return; // Get the supported timer resolutions on this system TIMECAPS tc; timeGetDevCaps(&tc, sizeof(TIMECAPS)); // Set the timer resolution to the minimum for the Sleep call timeBeginPeriod(tc.wPeriodMin); // Wait... ::Sleep(time_as_milliseconds(t)); // Reset the timer resolution back to the system default timeBeginPeriod(tc.wPeriodMin); } #else Time time_now() { #ifdef GB_SYSTEM_OSX s64 t = (s64)mach_absolute_time(); return microseconds(t); #else struct timeval t; gettimeofday(&t, nullptr); return microseconds((t.tv_sec * 1000000ll) + (t.tv_usec * 1ll)); #endif } void time_sleep(Time t) { if (t.microseconds <= 0) return; struct timespec spec = {}; spec.tv_sec = static_cast(time_as_seconds(t)); spec.tv_nsec = 1000ll * (time_as_microseconds(t) % 1000000ll); nanosleep(&spec, nullptr); } #endif Time seconds(f32 s) { return {(s64)(s * 1000000ll)}; } Time milliseconds(s32 ms) { return {(s64)(ms * 1000l)}; } Time microseconds(s64 us) { return {us}; } f32 time_as_seconds(Time t) { return (f32)(t.microseconds / 1000000.0f); } s32 time_as_milliseconds(Time t) { return (s32)(t.microseconds / 1000l); } s64 time_as_microseconds(Time t) { return t.microseconds; } bool operator==(Time left, Time right) { return left.microseconds == right.microseconds; } bool operator!=(Time left, Time right) { return !operator==(left, right); } bool operator<(Time left, Time right) { return left.microseconds < right.microseconds; } bool operator>(Time left, Time right) { return left.microseconds > right.microseconds; } bool operator<=(Time left, Time right) { return left.microseconds <= right.microseconds; } bool operator>=(Time left, Time right) { return left.microseconds >= right.microseconds; } Time operator-(Time right) { return {-right.microseconds}; } Time operator+(Time left, Time right) { return {left.microseconds + right.microseconds}; } Time operator-(Time left, Time right) { return {left.microseconds - right.microseconds}; } Time& operator+=(Time& left, Time right) { return (left = left + right); } Time& operator-=(Time& left, Time right) { return (left = left - right); } Time operator*(Time left, f32 right) { return seconds(time_as_seconds(left) * right); } Time operator*(Time left, s64 right) { return microseconds(time_as_microseconds(left) * right); } Time operator*(f32 left, Time right) { return seconds(time_as_seconds(right) * left); } Time operator*(s64 left, Time right) { return microseconds(time_as_microseconds(right) * left); } Time& operator*=(Time& left, f32 right) { return (left = left * right); } Time& operator*=(Time& left, s64 right) { return (left = left * right); } Time operator/(Time left, f32 right) { return seconds(time_as_seconds(left) / right); } Time operator/(Time left, s64 right) { return microseconds(time_as_microseconds(left) / right); } Time& operator/=(Time& left, f32 right) { return (left = left / right); } Time& operator/=(Time& left, s64 right) { return (left = left / right); } f32 operator/(Time left, Time right) { return time_as_seconds(left) / time_as_seconds(right); } Time operator%(Time left, Time right) { return microseconds(time_as_microseconds(left) % time_as_microseconds(right)); } Time& operator%=(Time& left, Time right) { return (left = left % right); } //////////////////////////////// /// /// /// Math /// /// /// //////////////////////////////// const Vector2 VECTOR2_ZERO = {0, 0}; const Vector3 VECTOR3_ZERO = {0, 0, 0}; const Vector4 VECTOR4_ZERO = {0, 0, 0, 0}; const Quaternion QUATERNION_IDENTITY = {0, 0, 0, 1}; const Matrix4 MATRIX4_IDENTITY = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}; //////////////////////////////// /// Math Type Op Overloads /// //////////////////////////////// // Vector2 Operators bool operator==(const Vector2& a, const Vector2& b) { return (a.x == b.x) && (a.y == b.y); } bool operator!=(const Vector2& a, const Vector2& b) { return !operator==(a, b); } Vector2 operator-(const Vector2& a) { return {-a.x, -a.y}; } Vector2 operator+(const Vector2& a, const Vector2& b) { return {a.x + b.x, a.y + b.y}; } Vector2 operator-(const Vector2& a, const Vector2& b) { return {a.x - b.x, a.y - b.y}; } Vector2 operator*(const Vector2& a, f32 scalar) { return {a.x * scalar, a.y * scalar}; } Vector2 operator*(f32 scalar, const Vector2& a) { return {a.x * scalar, a.y * scalar}; } Vector2 operator/(const Vector2& a, f32 scalar) { return {a.x / scalar, a.y / scalar}; } Vector2 operator*(const Vector2& a, const Vector2& b) // Hadamard Product { return {a.x * b.x, a.y * b.y}; } Vector2 operator/(const Vector2& a, const Vector2& b) // Hadamard Product { return {a.x / b.x, a.y / b.y}; } Vector2& operator+=(Vector2& a, const Vector2& b) { a.x += b.x; a.y += b.y; return a; } Vector2& operator-=(Vector2& a, const Vector2& b) { a.x -= b.x; a.y -= b.y; return a; } Vector2& operator*=(Vector2& a, f32 scalar) { a.x *= scalar; a.y *= scalar; return a; } Vector2& operator/=(Vector2& a, f32 scalar) { a.x /= scalar; a.y /= scalar; return a; } // Vector3 Operators bool operator==(const Vector3& a, const Vector3& b) { return (a.x == b.x) && (a.y == b.y) && (a.z == b.z); } bool operator!=(const Vector3& a, const Vector3& b) { return !operator==(a, b); } Vector3 operator-(const Vector3& a) { return {-a.x, -a.y, -a.z}; } Vector3 operator+(const Vector3& a, const Vector3& b) { return {a.x + b.x, a.y + b.y, a.z + b.z}; } Vector3 operator-(const Vector3& a, const Vector3& b) { return {a.x - b.x, a.y - b.y, a.z - b.z}; } Vector3 operator*(const Vector3& a, f32 scalar) { return {a.x * scalar, a.y * scalar, a.z * scalar}; } Vector3 operator*(f32 scalar, const Vector3& a) { return {a.x * scalar, a.y * scalar, a.z * scalar}; } Vector3 operator/(const Vector3& a, f32 scalar) { return {a.x / scalar, a.y / scalar, a.z / scalar}; } Vector3 operator*(const Vector3& a, const Vector3& b) // Hadamard Product { return {a.x * b.x, a.y * b.y, a.z * b.z}; } Vector3 operator/(const Vector3& a, const Vector3& b) // Hadamard Product { return {a.x / b.x, a.y / b.y, a.z / b.z}; } Vector3& operator+=(Vector3& a, const Vector3& b) { a.x += b.x; a.y += b.y; a.z += b.z; return a; } Vector3& operator-=(Vector3& a, const Vector3& b) { a.x -= b.x; a.y -= b.y; a.z -= b.z; return a; } Vector3& operator*=(Vector3& a, f32 scalar) { a.x *= scalar; a.y *= scalar; a.z *= scalar; return a; } Vector3& operator/=(Vector3& a, f32 scalar) { a.x /= scalar; a.y /= scalar; a.z /= scalar; return a; } // Vector4 Operators bool operator==(const Vector4& a, const Vector4& b) { return (a.x == b.x) && (a.y == b.y) && (a.z == b.z) && (a.w == b.w); } bool operator!=(const Vector4& a, const Vector4& b) { return !operator==(a, b); } Vector4 operator-(const Vector4& a) { return {-a.x, -a.y, -a.z, -a.w}; } Vector4 operator+(const Vector4& a, const Vector4& b) { return {a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w}; } Vector4 operator-(const Vector4& a, const Vector4& b) { return {a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w}; } Vector4 operator*(const Vector4& a, f32 scalar) { return {a.x * scalar, a.y * scalar, a.z * scalar, a.w * scalar}; } Vector4 operator*(f32 scalar, const Vector4& a) { return {a.x * scalar, a.y * scalar, a.z * scalar, a.w * scalar}; } Vector4 operator/(const Vector4& a, f32 scalar) { return {a.x / scalar, a.y / scalar, a.z / scalar, a.w / scalar}; } Vector4 operator*(const Vector4& a, const Vector4& b) // Hadamard Product { return {a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w}; } Vector4 operator/(const Vector4& a, const Vector4& b) // Hadamard Product { return {a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w}; } Vector4& operator+=(Vector4& a, const Vector4& b) { a.x += b.x; a.y += b.y; a.z += b.z; a.w += b.w; return a; } Vector4& operator-=(Vector4& a, const Vector4& b) { a.x -= b.x; a.y -= b.y; a.z -= b.z; a.w -= b.w; return a; } Vector4& operator*=(Vector4& a, f32 scalar) { a.x *= scalar; a.y *= scalar; a.z *= scalar; a.w *= scalar; return a; } Vector4& operator/=(Vector4& a, f32 scalar) { a.x /= scalar; a.y /= scalar; a.z /= scalar; a.w /= scalar; return a; } // Quaternion Operators bool operator==(const Quaternion& a, const Quaternion& b) { return (a.x == b.x) && (a.y == b.y) && (a.z == b.z) && (a.w == b.w); } bool operator!=(const Quaternion& a, const Quaternion& b) { return !operator==(a, b); } Quaternion operator-(const Quaternion& a) { return {-a.x, -a.y, -a.z, -a.w}; } Quaternion operator+(const Quaternion& a, const Quaternion& b) { return {a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w}; } Quaternion operator-(const Quaternion& a, const Quaternion& b) { return {a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w}; } Quaternion operator*(const Quaternion& a, const Quaternion& b) { Quaternion q = {}; q.x = a.w * b.x + a.x * b.w + a.y * b.z - a.z * b.y; q.y = a.w * b.y - a.x * b.z + a.y * b.w + a.z * b.x; q.z = a.w * b.z + a.x * b.y - a.y * b.x + a.z * b.w; q.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z; return q; } Quaternion operator*(const Quaternion& a, f32 s) { return {a.x * s, a.y * s, a.z * s, a.w * s}; } Quaternion operator*(f32 s, const Quaternion& a) { return {a.x * s, a.y * s, a.z * s, a.w * s}; } Quaternion operator/(const Quaternion& a, f32 s) { return {a.x / s, a.y / s, a.z / s, a.w / s}; } Vector3 operator*(const Quaternion& a, const Vector3& v) // Rotate v by q { // return (q * Quaternion{v.x, v.y, v.z, 0} * math::conjugate(q)).xyz; // More Expensive const Vector3 t = 2.0f * math::cross(a.xyz, v); return (v + a.w * t + math::cross(a.xyz, t)); } // Matrix2 Operators bool operator==(const Matrix2& a, const Matrix2& b) { for (usize i = 0; i < 4; i++) { if (a[i] != b[i]) return false; } return true; } bool operator!=(const Matrix2& a, const Matrix2& b) { return !operator==(a, b); } Matrix2 operator+(const Matrix2& a, const Matrix2& b) { Matrix2 mat; mat[0] = a[0] + b[0]; mat[1] = a[1] + b[1]; return mat; } Matrix2 operator-(const Matrix2& a, const Matrix2& b) { Matrix2 mat; mat[0] = a[0] - b[0]; mat[1] = a[1] - b[1]; return mat; } Matrix2 operator*(const Matrix2& a, const Matrix2& b) { Matrix2 result; result[0] = a[0] * b[0][0] + a[1] * b[0][1]; result[1] = a[0] * b[1][0] + a[1] * b[1][1]; return result; } Vector2 operator*(const Matrix2& a, const Vector2& v) { Vector2 mul0 = a[0] * v[0]; Vector2 mul1 = a[1] * v[1]; return mul0 + mul1; } Matrix2 operator*(const Matrix2& a, f32 scalar) { Matrix2 mat; mat[0] = a[0] * scalar; mat[1] = a[1] * scalar; return mat; } Matrix2 operator*(f32 scalar, const Matrix2& a) { Matrix2 mat; mat[0] = a[0] * scalar; mat[1] = a[1] * scalar; return mat; } Matrix2 operator/(const Matrix2& a, f32 scalar) { Matrix2 mat; mat[0] = a[0] / scalar; mat[1] = a[1] / scalar; return mat; } Matrix2& operator+=(Matrix2& a, const Matrix2& b) { return (a = a + b); } Matrix2& operator-=(Matrix2& a, const Matrix2& b) { return (a = a - b); } Matrix2& operator*=(Matrix2& a, const Matrix2& b) { return (a = a * b); } // Matrix3 Operators bool operator==(const Matrix3& a, const Matrix3& b) { for (usize i = 0; i < 3; i++) { if (a[i] != b[i]) return false; } return true; } bool operator!=(const Matrix3& a, const Matrix3& b) { return !operator==(a, b); } Matrix3 operator+(const Matrix3& a, const Matrix3& b) { Matrix3 mat; mat[0] = a[0] + b[0]; mat[1] = a[1] + b[1]; mat[2] = a[2] + b[2]; return mat; } Matrix3 operator-(const Matrix3& a, const Matrix3& b) { Matrix3 mat; mat[0] = a[0] - b[0]; mat[1] = a[1] - b[1]; mat[2] = a[2] - b[2]; return mat; } Matrix3 operator*(const Matrix3& a, const Matrix3& b) { Matrix3 result; result[0] = a[0] * b[0][0] + a[1] * b[0][1] + a[2] * b[0][2]; result[1] = a[0] * b[1][0] + a[1] * b[1][1] + a[2] * b[1][2]; result[2] = a[0] * b[2][0] + a[1] * b[2][1] + a[2] * b[2][2]; return result; } Vector3 operator*(const Matrix3& a, const Vector3& v) { Vector3 mul0 = a[0] * v[0]; Vector3 mul1 = a[1] * v[1]; Vector3 mul2 = a[2] * v[2]; return mul0 + mul1 + mul2; } Matrix3 operator*(const Matrix3& a, f32 scalar) { Matrix3 mat; mat[0] = a[0] * scalar; mat[1] = a[1] * scalar; mat[2] = a[2] * scalar; return mat; } Matrix3 operator*(f32 scalar, const Matrix3& a) { Matrix3 mat; mat[0] = a[0] * scalar; mat[1] = a[1] * scalar; mat[2] = a[2] * scalar; return mat; } Matrix3 operator/(const Matrix3& a, f32 scalar) { Matrix3 mat; mat[0] = a[0] / scalar; mat[1] = a[1] / scalar; mat[2] = a[2] / scalar; return mat; } Matrix3& operator+=(Matrix3& a, const Matrix3& b) { return (a = a + b); } Matrix3& operator-=(Matrix3& a, const Matrix3& b) { return (a = a - b); } Matrix3& operator*=(Matrix3& a, const Matrix3& b) { return (a = a * b); } // Matrix4 Operators bool operator==(const Matrix4& a, const Matrix4& b) { for (usize i = 0; i < 4; i++) { if (a[i] != b[i]) return false; } return true; } bool operator!=(const Matrix4& a, const Matrix4& b) { return !operator==(a, b); } Matrix4 operator+(const Matrix4& a, const Matrix4& b) { Matrix4 mat; mat[0] = a[0] + b[0]; mat[1] = a[1] + b[1]; mat[2] = a[2] + b[2]; mat[3] = a[3] + b[3]; return mat; } Matrix4 operator-(const Matrix4& a, const Matrix4& b) { Matrix4 mat; mat[0] = a[0] - b[0]; mat[1] = a[1] - b[1]; mat[2] = a[2] - b[2]; mat[3] = a[3] - b[3]; return mat; } Matrix4 operator*(const Matrix4& a, const Matrix4& b) { Matrix4 result; result[0] = a[0] * b[0][0] + a[1] * b[0][1] + a[2] * b[0][2] + a[3] * b[0][3]; result[1] = a[0] * b[1][0] + a[1] * b[1][1] + a[2] * b[1][2] + a[3] * b[1][3]; result[2] = a[0] * b[2][0] + a[1] * b[2][1] + a[2] * b[2][2] + a[3] * b[2][3]; result[3] = a[0] * b[3][0] + a[1] * b[3][1] + a[2] * b[3][2] + a[3] * b[3][3]; return result; } Vector4 operator*(const Matrix4& a, const Vector4& v) { Vector4 mul0 = a[0] * v[0]; Vector4 mul1 = a[1] * v[1]; Vector4 mul2 = a[2] * v[2]; Vector4 mul3 = a[3] * v[3]; return mul0 + mul1 + mul2 + mul3; } Matrix4 operator*(const Matrix4& a, f32 scalar) { Matrix4 mat; mat[0] = a[0] * scalar; mat[1] = a[1] * scalar; mat[2] = a[2] * scalar; mat[3] = a[3] * scalar; return mat; } Matrix4 operator*(f32 scalar, const Matrix4& a) { Matrix4 mat; mat[0] = a[0] * scalar; mat[1] = a[1] * scalar; mat[2] = a[2] * scalar; mat[3] = a[3] * scalar; return mat; } Matrix4 operator/(const Matrix4& a, f32 scalar) { Matrix4 mat; mat[0] = a[0] / scalar; mat[1] = a[1] / scalar; mat[2] = a[2] / scalar; mat[3] = a[3] / scalar; return mat; } Matrix4& operator+=(Matrix4& a, const Matrix4& b) { return (a = a + b); } Matrix4& operator-=(Matrix4& a, const Matrix4& b) { return (a = a - b); } Matrix4& operator*=(Matrix4& a, const Matrix4& b) { return (a = a * b); } // Transform Operators // World = Parent * Local Transform operator*(const Transform& ps, const Transform& ls) { Transform ws; ws.position = ps.position + ps.orientation * (ps.scale * ls.position); ws.orientation = ps.orientation * ls.orientation; ws.scale = ps.scale * (ps.orientation * ls.scale); return ws; } Transform& operator*=(Transform& ps, const Transform& ls) { return (ps = ps * ls); } // Local = World / Parent Transform operator/(const Transform& ws, const Transform& ps) { Transform ls; const Quaternion ps_conjugate = math::conjugate(ps.orientation); ls.position = (ps_conjugate * (ws.position - ps.position)) / ps.scale; ls.orientation = ps_conjugate * ws.orientation; ls.scale = ps_conjugate * (ws.scale / ps.scale); return ls; } Transform& operator/=(Transform& ws, const Transform& ps) { return (ws = ws / ps); } //////////////////////////////// /// /// /// Math Functions /// /// /// //////////////////////////////// namespace math { const f32 EPSILON = FLT_EPSILON; const f32 ZERO = 0.0f; const f32 ONE = 1.0f; const f32 THIRD = 0.33333333f; const f32 TWO_THIRDS = 0.66666667f; const f32 E = 2.718281828f; const f32 PI = 3.141592654f; const f32 TAU = 6.283185307f; const f32 SQRT_2 = 1.414213562f; const f32 SQRT_3 = 1.732050808f; const f32 FLOAT_PRECISION = 1.0e-7f; // Power inline f32 sqrt(f32 x) { return ::sqrtf(x); } inline f32 pow(f32 x, f32 y) { return (f32)::powf(x, y); } inline f32 cbrt(f32 x) { return (f32)::cbrtf(x); } inline f32 fast_inv_sqrt(f32 x) { const f32 three_halfs = 1.5f; f32 x2 = x * 0.5f; f32 y = x; u32 i = *(u32*)&y; // Evil floating point bit level hacking // i = 0x5f3759df - (i >> 1); // What the fuck? Old i = 0x5f375a86 - (i >> 1); // What the fuck? Improved! y = *(f32*)&i; y = y * (three_halfs - (x2 * y * y)); // 1st iteration // y = y * (three_halfs - (x2 * y * y)); // 2nd iteration, this can be removed return y; } // Trigonometric inline f32 sin(f32 radians) { return ::sinf(radians); } inline f32 cos(f32 radians) { return ::cosf(radians); } inline f32 tan(f32 radians) { return ::tanf(radians); } inline f32 asin(f32 x) { return ::asinf(x); } inline f32 acos(f32 x) { return ::acosf(x); } inline f32 atan(f32 x) { return ::atanf(x); } inline f32 atan2(f32 y, f32 x) { return ::atan2f(y, x); } inline f32 radians(f32 degrees) { return TAU * degrees / 360.0f; } inline f32 degrees(f32 radians) { return 360.0f * radians / TAU; } // Hyperbolic inline f32 sinh(f32 x) { return ::sinhf(x); } inline f32 cosh(f32 x) { return ::coshf(x); } inline f32 tanh(f32 x) { return ::tanhf(x); } inline f32 asinh(f32 x) { return ::asinhf(x); } inline f32 acosh(f32 x) { return ::acoshf(x); } inline f32 atanh(f32 x) { return ::atanhf(x); } // Rounding inline f32 ceil(f32 x) { return ::ceilf(x); } inline f32 floor(f32 x) { return ::floorf(x); } inline f32 mod(f32 x, f32 y) { return ::fmodf(x, y); } inline f32 truncate(f32 x) { return ::truncf(x); } inline f32 round(f32 x) { return ::roundf(x); } inline s32 sign(s32 x) { return x >= 0 ? +1 : -1; } inline s64 sign(s64 x) { return x >= 0 ? +1 : -1; } inline f32 sign(f32 x) { return x >= 0.0f ? +1.0f : -1.0f; } // Other inline f32 abs(f32 x) { u32 i = reinterpret_cast(x); i &= 0x7FFFFFFFul; return reinterpret_cast(i); } inline s8 abs(s8 x) { u8 i = reinterpret_cast(x); i &= 0x7Fu; return reinterpret_cast(i); } inline s16 abs(s16 x) { u16 i = reinterpret_cast(x); i &= 0x7FFFu; return reinterpret_cast(i); } inline s32 abs(s32 x) { u32 i = reinterpret_cast(x); i &= 0x7FFFFFFFul; return reinterpret_cast(i); } inline s64 abs(s64 x) { u64 i = reinterpret_cast(x); i &= 0x7FFFFFFFFFFFFFFFull; return reinterpret_cast(i); } inline s32 min(s32 a, s32 b) { return a < b ? a : b; } inline s64 min(s64 a, s64 b) { return a < b ? a : b; } inline f32 min(f32 a, f32 b) { return a < b ? a : b; } inline s32 max(s32 a, s32 b) { return a > b ? a : b; } inline s64 max(s64 a, s64 b) { return a > b ? a : b; } inline f32 max(f32 a, f32 b) { return a > b ? a : b; } inline s32 clamp(s32 x, s32 min, s32 max) { if (x < min) return min; if (x > max) return max; return x; } inline s64 clamp(s64 x, s64 min, s64 max) { if (x < min) return min; if (x > max) return max; return x; } inline f32 clamp(f32 x, f32 min, f32 max) { if (x < min) return min; if (x > max) return max; return x; } template inline T lerp(const T& x, const T& y, const T& t) { return x + (y - x) * t; } inline bool equals(f32 a, f32 b, f32 precision) { return ((b <= (a + precision)) && (b >= (a - precision))); } template inline void swap(T& a, T& b) { T c = gb::move(a); a = gb::move(b); b = gb::move(c); } template inline void swap(T (& a)[N], T (& b)[N]) { for (usize i = 0; i < N; i++) math::swap(a[i], b[i]); } // Vector2 functions inline f32 dot(const Vector2& a, const Vector2& b) { return a.x * b.x + a.y * b.y; } inline f32 cross(const Vector2& a, const Vector2& b) { return a.x * b.y - a.y * b.x; } inline f32 magnitude(const Vector2& a) { return math::sqrt(math::dot(a, a)); } inline Vector2 normalize(const Vector2& a) { f32 m = magnitude(a); if (m > 0) return a * (1.0f / m); return {}; } inline Vector2 hadamard(const Vector2& a, const Vector2& b) { return {a.x * b.x, a.y * b.y}; } // Vector3 functions inline f32 dot(const Vector3& a, const Vector3& b) { return a.x * b.x + a.y * b.y + a.z * b.z; } inline Vector3 cross(const Vector3& a, const Vector3& b) { return { a.y * b.z - b.y * a.z, // x a.z * b.x - b.z * a.x, // y a.x * b.y - b.x * a.y // z }; } inline f32 magnitude(const Vector3& a) { return math::sqrt(math::dot(a, a)); } inline Vector3 normalize(const Vector3& a) { f32 m = magnitude(a); if (m > 0) return a * (1.0f / m); return {}; } inline Vector3 hadamard(const Vector3& a, const Vector3& b) { return {a.x * b.x, a.y * b.y, a.z * b.z}; } // Vector4 functions inline f32 dot(const Vector4& a, const Vector4& b) { return a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w; } inline f32 magnitude(const Vector4& a) { return math::sqrt(math::dot(a, a)); } inline Vector4 normalize(const Vector4& a) { f32 m = magnitude(a); if (m > 0) return a * (1.0f / m); return {}; } inline Vector4 hadamard(const Vector4& a, const Vector4& b) { return {a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w}; } // Quaternion functions inline f32 dot(const Quaternion& a, const Quaternion& b) { return math::dot(a.xyz, b.xyz) + a.w*b.w; } inline Quaternion cross(const Quaternion& a, const Quaternion& b) { return {a.w * b.x + a.x * b.w + a.y * b.z - a.z * b.y, a.w * b.y + a.y * b.w + a.z * b.x - a.x * b.z, a.w * b.z + a.z * b.w + a.x * b.y - a.y * b.x, a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z}; } inline f32 magnitude(const Quaternion& a) { return math::sqrt(math::dot(a, a)); } inline Quaternion normalize(const Quaternion& a) { f32 m = magnitude(a); if (m > 0) return a * (1.0f / m); return {}; } inline Quaternion conjugate(const Quaternion& a) { return {-a.x, -a.y, -a.z, a.w}; } inline Quaternion inverse(const Quaternion& a) { f32 m = 1.0f / dot(a, a); return math::conjugate(a) * m; } inline f32 quaternion_angle(const Quaternion& a) { return 2.0f * math::acos(a.w); } inline Vector3 quaternion_axis(const Quaternion& a) { f32 s2 = 1.0f - a.w * a.w; if (s2 <= 0.0f) return {0, 0, 1}; f32 invs2 = 1.0f / math::sqrt(s2); return a.xyz * invs2; } inline Quaternion axis_angle(const Vector3& axis, f32 radians) { Vector3 a = math::normalize(axis); f32 s = math::sin(0.5f * radians); Quaternion q; q.xyz = a * s; q.w = math::cos(0.5f * radians); return q; } inline f32 quaternion_roll(const Quaternion& a) { return math::atan2(2.0f * a.x * a.y + a.z * a.w, a.x * a.x + a.w * a.w - a.y * a.y - a.z * a.z); } inline f32 quaternion_pitch(const Quaternion& a) { return math::atan2(2.0f * a.y * a.z + a.w * a.x, a.w * a.w - a.x * a.x - a.y * a.y + a.z * a.z); } inline f32 quaternion_yaw(const Quaternion& a) { return math::asin(-2.0f * (a.x * a.z - a.w * a.y)); } inline Euler_Angles quaternion_to_euler_angles(const Quaternion& a) { return {quaternion_pitch(a), quaternion_yaw(a), quaternion_roll(a)}; } inline Quaternion euler_angles_to_quaternion(const Euler_Angles& e, const Vector3& x_axis, const Vector3& y_axis, const Vector3& z_axis) { Quaternion p = axis_angle(x_axis, e.pitch); Quaternion y = axis_angle(y_axis, e.yaw); Quaternion r = axis_angle(z_axis, e.roll); return y * p * r; } // Spherical Linear Interpolation inline Quaternion slerp(const Quaternion& x, const Quaternion& y, f32 t) { Quaternion z = y; f32 cos_theta = dot(x, y); if (cos_theta < 0.0f) { z = -y; cos_theta = -cos_theta; } if (cos_theta > 1.0f) { return Quaternion{lerp(x.x, y.x, t), lerp(x.y, y.y, t), lerp(x.z, y.z, t), lerp(x.w, y.w, t)}; } f32 angle = math::acos(cos_theta); Quaternion result = math::sin(1.0f - (t * angle)) * x + math::sin(t * angle) * z; return result * (1.0f / math::sin(angle)); } // Shoemake's Quaternion Curves // Sqherical Cubic Interpolation inline Quaternion squad(const Quaternion& p, const Quaternion& a, const Quaternion& b, const Quaternion& q, f32 t) { return slerp(slerp(p, q, t), slerp(a, b, t), 2.0f * t * (1.0f - t)); } // Matrix2 functions Matrix2 transpose(const Matrix2& m) { Matrix2 result; for (usize i = 0; i < 2; i++) { for (usize j = 0; j < 2; j++) result[i][j] = m[j][i]; } return result; } f32 determinant(const Matrix2& m) { return m[0][0] * m[1][1] - m[1][0] * m[0][1]; } Matrix2 inverse(const Matrix2& m) { f32 inv_det = 1.0f / (m[0][0] * m[1][1] - m[1][0] * m[0][1]); Matrix2 result; result[0][0] = m[1][1] * inv_det; result[0][1] = -m[0][1] * inv_det; result[1][0] = -m[1][0] * inv_det; result[1][1] = m[0][0] * inv_det; return result; } Matrix2 hadamard(const Matrix2& a, const Matrix2&b) { Matrix2 result; result[0] = a[0] * b[0]; result[1] = a[1] * b[1]; return result; } // Matrix3 functions Matrix3 transpose(const Matrix3& m) { Matrix3 result; for (usize i = 0; i < 3; i++) { for (usize j = 0; j < 3; j++) result[i][j] = m[j][i]; } return result; } f32 determinant(const Matrix3& m) { return ( m[0][0] * (m[1][1] * m[2][2] - m[2][1] * m[1][2]) -m[1][0] * (m[0][1] * m[2][2] - m[2][1] * m[0][2]) +m[2][0] * (m[0][1] * m[1][2] - m[1][1] * m[0][2])); } Matrix3 inverse(const Matrix3& m) { f32 inv_det = 1.0f / ( + m[0][0] * (m[1][1] * m[2][2] - m[2][1] * m[1][2]) - m[1][0] * (m[0][1] * m[2][2] - m[2][1] * m[0][2]) + m[2][0] * (m[0][1] * m[1][2] - m[1][1] * m[0][2])); Matrix3 result; result[0][0] = +(m[1][1] * m[2][2] - m[2][1] * m[1][2]) * inv_det; result[1][0] = -(m[1][0] * m[2][2] - m[2][0] * m[1][2]) * inv_det; result[2][0] = +(m[1][0] * m[2][1] - m[2][0] * m[1][1]) * inv_det; result[0][1] = -(m[0][1] * m[2][2] - m[2][1] * m[0][2]) * inv_det; result[1][1] = +(m[0][0] * m[2][2] - m[2][0] * m[0][2]) * inv_det; result[2][1] = -(m[0][0] * m[2][1] - m[2][0] * m[0][1]) * inv_det; result[0][2] = +(m[0][1] * m[1][2] - m[1][1] * m[0][2]) * inv_det; result[1][2] = -(m[0][0] * m[1][2] - m[1][0] * m[0][2]) * inv_det; result[2][2] = +(m[0][0] * m[1][1] - m[1][0] * m[0][1]) * inv_det; return result; } Matrix3 hadamard(const Matrix3& a, const Matrix3&b) { Matrix3 result; result[0] = a[0] * b[0]; result[1] = a[1] * b[1]; result[2] = a[2] * b[2]; return result; } // Matrix4 functions Matrix4 transpose(const Matrix4& m) { Matrix4 result; for (usize i = 0; i < 4; i++) { for (usize j = 0; j < 4; j++) result[i][j] = m[j][i]; } return result; } f32 determinant(const Matrix4& m) { f32 coef00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; f32 coef02 = m[1][2] * m[3][3] - m[3][2] * m[1][3]; f32 coef03 = m[1][2] * m[2][3] - m[2][2] * m[1][3]; f32 coef04 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; f32 coef06 = m[1][1] * m[3][3] - m[3][1] * m[1][3]; f32 coef07 = m[1][1] * m[2][3] - m[2][1] * m[1][3]; f32 coef08 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; f32 coef10 = m[1][1] * m[3][2] - m[3][1] * m[1][2]; f32 coef11 = m[1][1] * m[2][2] - m[2][1] * m[1][2]; f32 coef12 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; f32 coef14 = m[1][0] * m[3][3] - m[3][0] * m[1][3]; f32 coef15 = m[1][0] * m[2][3] - m[2][0] * m[1][3]; f32 coef16 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; f32 coef18 = m[1][0] * m[3][2] - m[3][0] * m[1][2]; f32 coef19 = m[1][0] * m[2][2] - m[2][0] * m[1][2]; f32 coef20 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; f32 coef22 = m[1][0] * m[3][1] - m[3][0] * m[1][1]; f32 coef23 = m[1][0] * m[2][1] - m[2][0] * m[1][1]; Vector4 fac0 = {coef00, coef00, coef02, coef03}; Vector4 fac1 = {coef04, coef04, coef06, coef07}; Vector4 fac2 = {coef08, coef08, coef10, coef11}; Vector4 fac3 = {coef12, coef12, coef14, coef15}; Vector4 fac4 = {coef16, coef16, coef18, coef19}; Vector4 fac5 = {coef20, coef20, coef22, coef23}; Vector4 vec0 = {m[1][0], m[0][0], m[0][0], m[0][0]}; Vector4 vec1 = {m[1][1], m[0][1], m[0][1], m[0][1]}; Vector4 vec2 = {m[1][2], m[0][2], m[0][2], m[0][2]}; Vector4 vec3 = {m[1][3], m[0][3], m[0][3], m[0][3]}; Vector4 inv0 = vec1 * fac0 - vec2 * fac1 + vec3 * fac2; Vector4 inv1 = vec0 * fac0 - vec2 * fac3 + vec3 * fac4; Vector4 inv2 = vec0 * fac1 - vec1 * fac3 + vec3 * fac5; Vector4 inv3 = vec0 * fac2 - vec1 * fac4 + vec2 * fac5; Vector4 signA = {+1, -1, +1, -1}; Vector4 signB = {-1, +1, -1, +1}; Matrix4 inverse = {inv0 * signA, inv1 * signB, inv2 * signA, inv3 * signB}; Vector4 row0 = {inverse[0][0], inverse[1][0], inverse[2][0], inverse[3][0]}; Vector4 dot0 = m[0] * row0; f32 dot1 = (dot0[0] + dot0[1]) + (dot0[2] + dot0[3]); return dot1; } Matrix4 inverse(const Matrix4& m) { f32 coef00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; f32 coef02 = m[1][2] * m[3][3] - m[3][2] * m[1][3]; f32 coef03 = m[1][2] * m[2][3] - m[2][2] * m[1][3]; f32 coef04 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; f32 coef06 = m[1][1] * m[3][3] - m[3][1] * m[1][3]; f32 coef07 = m[1][1] * m[2][3] - m[2][1] * m[1][3]; f32 coef08 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; f32 coef10 = m[1][1] * m[3][2] - m[3][1] * m[1][2]; f32 coef11 = m[1][1] * m[2][2] - m[2][1] * m[1][2]; f32 coef12 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; f32 coef14 = m[1][0] * m[3][3] - m[3][0] * m[1][3]; f32 coef15 = m[1][0] * m[2][3] - m[2][0] * m[1][3]; f32 coef16 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; f32 coef18 = m[1][0] * m[3][2] - m[3][0] * m[1][2]; f32 coef19 = m[1][0] * m[2][2] - m[2][0] * m[1][2]; f32 coef20 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; f32 coef22 = m[1][0] * m[3][1] - m[3][0] * m[1][1]; f32 coef23 = m[1][0] * m[2][1] - m[2][0] * m[1][1]; Vector4 fac0 = {coef00, coef00, coef02, coef03}; Vector4 fac1 = {coef04, coef04, coef06, coef07}; Vector4 fac2 = {coef08, coef08, coef10, coef11}; Vector4 fac3 = {coef12, coef12, coef14, coef15}; Vector4 fac4 = {coef16, coef16, coef18, coef19}; Vector4 fac5 = {coef20, coef20, coef22, coef23}; Vector4 vec0 = {m[1][0], m[0][0], m[0][0], m[0][0]}; Vector4 vec1 = {m[1][1], m[0][1], m[0][1], m[0][1]}; Vector4 vec2 = {m[1][2], m[0][2], m[0][2], m[0][2]}; Vector4 vec3 = {m[1][3], m[0][3], m[0][3], m[0][3]}; Vector4 inv0 = vec1 * fac0 - vec2 * fac1 + vec3 * fac2; Vector4 inv1 = vec0 * fac0 - vec2 * fac3 + vec3 * fac4; Vector4 inv2 = vec0 * fac1 - vec1 * fac3 + vec3 * fac5; Vector4 inv3 = vec0 * fac2 - vec1 * fac4 + vec2 * fac5; Vector4 signA = {+1, -1, +1, -1}; Vector4 signB = {-1, +1, -1, +1}; Matrix4 inverse = {inv0 * signA, inv1 * signB, inv2 * signA, inv3 * signB}; Vector4 row0 = {inverse[0][0], inverse[1][0], inverse[2][0], inverse[3][0]}; Vector4 dot0 = m[0] * row0; f32 dot1 = (dot0[0] + dot0[1]) + (dot0[2] + dot0[3]); f32 oneOverDeterminant = 1.0f / dot1; return inverse * oneOverDeterminant; } Matrix4 hadamard(const Matrix4& a, const Matrix4& b) { Matrix4 result; result[0] = a[0] * b[0]; result[1] = a[1] * b[1]; result[2] = a[2] * b[2]; result[3] = a[3] * b[3]; return result; } Matrix4 quaternion_to_matrix4(const Quaternion& q) { Matrix4 mat = MATRIX4_IDENTITY; Quaternion a = math::normalize(q); f32 xx = a.x * a.x; f32 yy = a.y * a.y; f32 zz = a.z * a.z; f32 xy = a.x * a.y; f32 xz = a.x * a.z; f32 yz = a.y * a.z; f32 wx = a.w * a.x; f32 wy = a.w * a.y; f32 wz = a.w * a.z; mat[0][0] = 1.0f - 2.0f * (yy + zz); mat[0][1] = 2.0f * (xy + wz); mat[0][2] = 2.0f * (xz - wy); mat[1][0] = 2.0f * (xy - wz); mat[1][1] = 1.0f - 2.0f * (xx + zz); mat[1][2] = 2.0f * (yz + wx); mat[2][0] = 2.0f * (xz + wy); mat[2][1] = 2.0f * (yz - wx); mat[2][2] = 1.0f - 2.0f * (xx + yy); return mat; } Quaternion matrix4_to_quaternion(const Matrix4& m) { f32 four_x_squared_minus_1 = m[0][0] - m[1][1] - m[2][2]; f32 four_y_squared_minus_1 = m[1][1] - m[0][0] - m[2][2]; f32 four_z_squared_minus_1 = m[2][2] - m[0][0] - m[1][1]; f32 four_w_squared_minus_1 = m[0][0] + m[1][1] + m[2][2]; s32 biggestIndex = 0; f32 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; biggestIndex = 1; } if (four_y_squared_minus_1 > four_biggest_squared_minus_1) { four_biggest_squared_minus_1 = four_y_squared_minus_1; biggestIndex = 2; } if (four_z_squared_minus_1 > four_biggest_squared_minus_1) { four_biggest_squared_minus_1 = four_z_squared_minus_1; biggestIndex = 3; } f32 biggestVal = math::sqrt(four_biggest_squared_minus_1 + 1.0f) * 0.5f; f32 mult = 0.25f / biggestVal; Quaternion q = QUATERNION_IDENTITY; switch (biggestIndex) { case 0: { q.w = biggestVal; q.x = (m[1][2] - m[2][1]) * mult; q.y = (m[2][0] - m[0][2]) * mult; q.z = (m[0][1] - m[1][0]) * mult; } break; case 1: { q.w = (m[1][2] - m[2][1]) * mult; q.x = biggestVal; q.y = (m[0][1] + m[1][0]) * mult; q.z = (m[2][0] + m[0][2]) * mult; } break; case 2: { q.w = (m[2][0] - m[0][2]) * mult; q.x = (m[0][1] + m[1][0]) * mult; q.y = biggestVal; q.z = (m[1][2] + m[2][1]) * mult; } break; case 3: { q.w = (m[0][1] - m[1][0]) * mult; q.x = (m[2][0] + m[0][2]) * mult; q.y = (m[1][2] + m[2][1]) * mult; q.z = biggestVal; } break; default: // Should never actually get here. Just for sanities sake. { GB_ASSERT(false, "How did you get here?!"); } break; } return q; } Matrix4 translate(const Vector3& v) { Matrix4 result = MATRIX4_IDENTITY; result[3].xyz = v; result[3].w = 1; return result; } Matrix4 rotate(const Vector3& v, f32 radians) { const f32 c = math::cos(radians); const f32 s = math::sin(radians); const Vector3 axis = math::normalize(v); const Vector3 t = (1.0f - c) * axis; Matrix4 rot = MATRIX4_IDENTITY; 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; return rot; } Matrix4 scale(const Vector3& v) { return { v.x, 0, 0, 0, 0, v.y, 0, 0, 0, 0, v.z, 0, 0, 0, 0, 1 }; } Matrix4 ortho(f32 left, f32 right, f32 bottom, f32 top) { Matrix4 result = MATRIX4_IDENTITY; result[0][0] = 2.0f / (right - left); result[1][1] = 2.0f / (top - bottom); result[2][2] = -1.0f; result[3][1] = -(right + left) / (right - left); result[3][1] = -(top + bottom) / (top - bottom); return result; } Matrix4 ortho(f32 left, f32 right, f32 bottom, f32 top, f32 z_near, f32 z_far) { Matrix4 result = MATRIX4_IDENTITY; result[0][0] = 2.0f / (right - left); result[1][1] = 2.0f / (top - bottom); result[2][2] = -2.0f / (z_far - z_near); result[3][0] = -(right + left) / (right - left); result[3][1] = -(top + bottom) / (top - bottom); result[3][2] = -(z_far + z_near) / (z_far - z_near); return result; } Matrix4 perspective(f32 fovy_radians, f32 aspect, f32 z_near, f32 z_far) { GB_ASSERT(math::abs(aspect) > 0.0f, "math::perspective `fovy_radians` is %f", fovy_radians); f32 tan_half_fovy = math::tan(0.5f * fovy_radians); Matrix4 result = {}; result[0][0] = 1.0f / (aspect * tan_half_fovy); result[1][1] = 1.0f / (tan_half_fovy); result[2][2] = -(z_far + z_near) / (z_far - z_near); result[2][3] = -1.0f; result[3][2] = -2.0f * z_far * z_near / (z_far - z_near); return result; } Matrix4 infinite_perspective(f32 fovy_radians, f32 aspect, f32 z_near) { f32 range = math::tan(0.5f * fovy_radians) * z_near; f32 left = -range * aspect; f32 right = range * aspect; f32 bottom = -range; f32 top = range; Matrix4 result = {}; result[0][0] = (2.0f * z_near) / (right - left); result[1][1] = (2.0f * z_near) / (top - bottom); result[2][2] = -1.0f; result[2][3] = -1.0f; result[3][2] = -2.0f * z_near; return result; } Matrix4 look_at_matrix4(const Vector3& eye, const Vector3& center, const Vector3& up) { const Vector3 f = math::normalize(center - eye); const Vector3 s = math::normalize(math::cross(f, up)); const Vector3 u = math::cross(s, f); Matrix4 result = MATRIX4_IDENTITY; result[0][0] = +s.x; result[1][0] = +s.y; result[2][0] = +s.z; result[0][1] = +u.x; result[1][1] = +u.y; result[2][1] = +u.z; result[0][2] = -f.x; result[1][2] = -f.y; result[2][2] = -f.z; result[3][0] = -math::dot(s, eye); result[3][1] = -math::dot(u, eye); result[3][2] = +math::dot(f, eye); return result; } Quaternion look_at_quaternion(const Vector3& eye, const Vector3& center, const Vector3& up) { const f32 similar = 0.001f; if (math::magnitude(center - eye) < similar) return QUATERNION_IDENTITY; // You cannot look at where you are! // TODO(bill): Implement using just quaternions return matrix4_to_quaternion(look_at_matrix4(eye, center, up)); } // Transform Functions Vector3 transform_point(const Transform& transform, const Vector3& point) { return (math::conjugate(transform.orientation) * (transform.position - point)) / transform.scale; } Transform inverse(const Transform& t) { const Quaternion inv_orientation = math::conjugate(t.orientation); Transform inv_transform; inv_transform.position = (inv_orientation * -t.position) / t.scale; inv_transform.orientation = inv_orientation; inv_transform.scale = inv_orientation * (Vector3{1, 1, 1} / t.scale); return inv_transform; } inline Matrix4 transform_to_matrix4(const Transform& t) { return math::translate(t.position) * // math::quaternion_to_matrix4(t.orientation) * // math::scale(t.scale); // } // Aabb Functions inline f32 aabb_volume(const Aabb& aabb) { Vector3 s = aabb.half_size; return s.x * s.y * s.z * 8.0f; } inline bool aabb_contains_point(const Aabb& aabb, const Vector3& point) { Vector3 distance = aabb.center - point; return (math::abs(distance.x) <= aabb.half_size.x) & (math::abs(distance.y) <= aabb.half_size.y) & (math::abs(distance.z) <= aabb.half_size.z); } inline Sphere aabb_to_sphere(const Aabb& aabb) { Sphere s; s.center = aabb.center; s.radius = math::magnitude(aabb.half_size); return s; } // Sphere Functions inline f32 sphere_volume(const Sphere& s) { return TWO_THIRDS * TAU * s.radius * s.radius * s.radius; } inline bool sphere_contains_point(const Sphere& s, const Vector3& point) { Vector3 dr = point - s.center; f32 distance = math::dot(dr, dr); return distance < s.radius * s.radius; } // Plane Functions inline f32 ray_plane_intersection(const Vector3& from, const Vector3& dir, const Plane& p) { f32 nd = math::dot(dir, p.normal); f32 orpn = math::dot(from, p.normal); f32 dist = -1.0f; if (nd < 0.0f) dist = (-p.distance - orpn) / nd; return dist > 0.0f ? dist : -1.0f; } inline f32 ray_sphere_intersection(const Vector3& from, const Vector3& dir, const Sphere& s) { Vector3 v = s.center - from; f32 b = math::dot(v, dir); f32 det = (s.radius * s.radius) - math::dot(v, v) + (b * b); if (det < 0.0 || b < s.radius) return -1.0f; return b - math::sqrt(det); } inline bool plane_3_intersection(const Plane& p1, const Plane& p2, const Plane& p3, Vector3& ip) { const Vector3& n1 = p1.normal; const Vector3& n2 = p2.normal; const Vector3& n3 = p3.normal; f32 den = -math::dot(math::cross(n1, n2), n3); if (math::equals(den, 0.0f)) return false; Vector3 res = p1.distance * math::cross(n2, n3) + p2.distance * math::cross(n3, n1) + p3.distance * math::cross(n1, n2); ip = res / den; return true; } } // namespace math } // namespace gb #endif // GB_IMPLEMENTATION