661 lines
11 KiB
C
661 lines
11 KiB
C
/*
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* Mr. 4th Dimention - Allen Webster
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*
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* 15.05.2015
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*
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* Math functions for 4coder
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*
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*/
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// TOP
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#define C_MATH 1
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/*
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* Scalar operators
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*/
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#define DEG_TO_RAD (0.0174533f)
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inline f32
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ABS(f32 x){
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if (x < 0) x = -x;
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return(x);
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}
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#if C_MATH
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#include <math.h>
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inline f32
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MOD(f32 x, i32 m){
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f32 whole, frac, r;
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frac = modff(x, &whole);
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r = ((i32)(whole) % m) + frac;
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return(r);
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}
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inline f32
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SQRT(f32 x){
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f32 r = sqrt(x);
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return(r);
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}
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inline f32
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SIN(f32 x_degrees){
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f32 r = sinf(x_degrees * DEG_TO_RAD);
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return(r);
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}
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inline f32
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COS(f32 x_degrees){
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f32 r = cosf(x_degrees * DEG_TO_RAD);
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return(r);
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}
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#endif
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/*
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* Vectors
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*/
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struct Vec2{
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union{
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struct{
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f32 x, y;
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};
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struct{
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f32 v[2];
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};
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};
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};
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struct Vec3{
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union{
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struct{
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f32 x, y, z;
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};
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struct{
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f32 r, g, b;
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};
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struct{
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Vec2 xy;
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f32 _z;
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};
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struct{
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f32 _x;
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Vec2 yz;
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};
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struct{
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f32 v[3];
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};
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};
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};
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struct Vec4{
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union{
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struct{
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f32 r, g, b, a;
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};
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struct{
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f32 h, s, l, __a;
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};
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struct{
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f32 x, y, z, w;
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};
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struct{
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Vec3 rgb;
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f32 _a;
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};
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struct{
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Vec3 xyz;
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f32 _w;
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};
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struct{
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f32 _x;
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Vec3 yzw;
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};
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struct{
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f32 v[4];
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};
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};
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};
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inline internal Vec2
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V2(f32 x, f32 y){
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Vec2 result;
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result.x = x;
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result.y = y;
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return result;
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}
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inline internal Vec3
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V3(f32 x, f32 y, f32 z){
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Vec3 result;
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result.x = x;
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result.y = y;
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result.z = z;
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return result;
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}
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inline internal Vec4
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V4(f32 x, f32 y, f32 z, f32 w){
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Vec4 result;
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result.x = x;
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result.y = y;
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result.z = z;
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result.w = w;
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return result;
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}
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inline internal Vec2
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operator+(Vec2 a, Vec2 b){
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Vec2 result;
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result.x = a.x + b.x;
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result.y = a.y + b.y;
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return result;
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}
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inline internal Vec3
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operator+(Vec3 a, Vec3 b){
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Vec3 result;
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result.x = a.x + b.x;
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result.y = a.y + b.y;
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result.z = a.z + b.z;
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return result;
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}
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inline internal Vec4
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operator+(Vec4 a, Vec4 b){
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Vec4 result;
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result.x = a.x + b.x;
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result.y = a.y + b.y;
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result.z = a.z + b.z;
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result.w = a.w + b.w;
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return result;
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}
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inline internal Vec2
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operator-(Vec2 a, Vec2 b){
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Vec2 result;
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result.x = a.x - b.x;
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result.y = a.y - b.y;
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return result;
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}
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inline internal Vec3
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operator-(Vec3 a, Vec3 b){
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Vec3 result;
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result.x = a.x - b.x;
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result.y = a.y - b.y;
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result.z = a.z - b.z;
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return result;
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}
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inline internal Vec4
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operator-(Vec4 a, Vec4 b){
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Vec4 result;
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result.x = a.x - b.x;
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result.y = a.y - b.y;
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result.z = a.z - b.z;
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result.w = a.w - b.w;
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return result;
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}
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inline internal Vec2
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operator*(Vec2 a, f32 k){
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Vec2 result;
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result.x = a.x * k;
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result.y = a.y * k;
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return result;
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}
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inline internal Vec3
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operator*(Vec3 a, f32 k){
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Vec3 result;
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result.x = a.x * k;
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result.y = a.y * k;
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result.z = a.z * k;
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return result;
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}
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inline internal Vec4
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operator*(Vec4 a, f32 k){
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Vec4 result;
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result.x = a.x * k;
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result.y = a.y * k;
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result.z = a.z * k;
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result.w = a.w * k;
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return result;
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}
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inline internal Vec2
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operator*(f32 k, Vec2 a){
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Vec2 result;
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result.x = a.x * k;
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result.y = a.y * k;
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return result;
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}
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inline internal Vec3
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operator*(f32 k, Vec3 a){
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Vec3 result;
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result.x = a.x * k;
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result.y = a.y * k;
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result.z = a.z * k;
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return result;
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}
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inline internal Vec4
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operator*(f32 k, Vec4 a){
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Vec4 result;
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result.x = a.x * k;
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result.y = a.y * k;
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result.z = a.z * k;
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result.w = a.w * k;
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return result;
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}
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inline internal Vec2&
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operator+=(Vec2 &a, Vec2 b){
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a = (a + b);
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return a;
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}
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inline internal Vec3&
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operator+=(Vec3 &a, Vec3 b){
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a = (a + b);
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return a;
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}
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inline internal Vec4&
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operator+=(Vec4 &a, Vec4 b){
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a = (a + b);
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return a;
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}
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inline internal Vec2&
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operator-=(Vec2 &a, Vec2 b){
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a = (a - b);
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return a;
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}
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inline internal Vec3&
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operator-=(Vec3 &a, Vec3 b){
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a = (a - b);
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return a;
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}
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inline internal Vec4&
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operator-=(Vec4 &a, Vec4 b){
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a = (a - b);
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return a;
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}
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inline internal Vec2&
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operator*=(Vec2 &a, f32 k){
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a = (a * k);
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return a;
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}
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inline internal Vec3&
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operator*=(Vec3 &a, f32 k){
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a = (a * k);
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return a;
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}
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inline internal Vec4&
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operator*=(Vec4 &a, f32 k){
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a = (a * k);
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return a;
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}
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inline internal f32
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dot(Vec2 a, Vec2 b){
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f32 result;
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result = a.x*b.x + a.y*b.y;
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return result;
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}
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inline internal f32
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dot(Vec3 a, Vec3 b){
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f32 result;
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result = a.x*b.x + a.y*b.y + a.z*b.z;
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return result;
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}
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inline internal f32
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dot(Vec4 a, Vec4 b){
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f32 result;
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result = a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w;
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return result;
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}
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inline internal Vec3
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cross(Vec3 a, Vec3 b){
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Vec3 result;
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result.x = a.y*b.z - b.y*a.z;
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result.y = a.z*b.x - b.z*a.x;
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result.z = a.x*b.y - b.x*a.y;
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return result;
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}
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inline internal Vec2
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hadamard(Vec2 a, Vec2 b){
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Vec2 result;
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result.x = a.x*b.x;
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result.y = a.y*b.y;
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return result;
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}
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inline internal Vec3
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hadamard(Vec3 a, Vec3 b){
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Vec3 result;
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result.x = a.x*b.x;
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result.y = a.y*b.y;
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result.z = a.z*b.z;
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return result;
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}
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inline internal Vec4
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hadamard(Vec4 a, Vec4 b){
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Vec4 result;
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result.x = a.x*b.x;
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result.y = a.y*b.y;
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result.z = a.z*b.z;
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result.w = a.w*b.w;
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return result;
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}
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inline internal Vec2
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perp(Vec2 v){
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Vec2 result;
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result.x = -v.y;
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result.y = v.x;
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return result;
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}
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inline Vec2
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polar_to_cartesian(f32 theta_degrees, f32 length){
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Vec2 result;
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result.x = COS(theta_degrees)*length;
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result.y = SIN(theta_degrees)*length;
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return result;
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}
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inline Vec2
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rotate(Vec2 v, f32 theta_degrees){
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Vec2 result;
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f32 c, s;
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c = COS(theta_degrees);
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s = SIN(theta_degrees);
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result.x = v.x*c - v.y*s;
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result.y = v.x*s + v.y*c;
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return result;
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}
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/*
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* Lerps, Clamps, Thresholds, Etc
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*/
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inline f32
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lerp(f32 a, f32 t, f32 b){
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return(a + (b-a)*t);
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}
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inline i32
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lerp(i32 a, f32 t, i32 b){
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return ((i32)(lerp((f32)a, t, (f32)b)));
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}
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inline Vec2
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lerp(Vec2 a, f32 t, Vec2 b){
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return(a + (b-a)*t);
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}
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inline Vec3
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lerp(Vec3 a, f32 t, Vec3 b){
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return(a + (b-a)*t);
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}
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inline Vec4
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lerp(Vec4 a, f32 t, Vec4 b){
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return(a + (b-a)*t);
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}
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inline f32
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unlerp(f32 a, f32 x, f32 b){
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f32 r = x;
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if (b > a){
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r = (x - a) / (b - a);
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}
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return(r);
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}
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inline f32
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clamp_bottom(f32 a, f32 n){
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if (n < a) n = a;
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return (n);
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}
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inline f32
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clamp_top(f32 n, f32 z){
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if (n > z) n = z;
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return (n);
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}
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inline f32
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clamp(f32 a, f32 n, f32 z){
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if (n < a) n = a;
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else if (n > z) n = z;
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return (n);
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}
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inline i32
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clamp_bottom(i32 a, i32 n){
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if (n < a) n = a;
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return (n);
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}
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inline i32
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clamp_top(i32 n, i32 z){
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if (n > z) n = z;
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return (n);
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}
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inline i32
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clamp(i32 a, i32 n, i32 z){
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if (n < a) n = a;
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else if (n > z) n = z;
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return (n);
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}
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/*
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* Color
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*/
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// TODO(allen): Convert colors to Vec4
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inline u32
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color_blend(u32 a, f32 t, u32 b){
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union{
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u8 byte[4];
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u32 comp;
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} A, B, R;
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A.comp = a;
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B.comp = b;
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R.byte[0] = (u8)lerp(A.byte[0], t, B.byte[0]);
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R.byte[1] = (u8)lerp(A.byte[1], t, B.byte[1]);
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R.byte[2] = (u8)lerp(A.byte[2], t, B.byte[2]);
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R.byte[3] = (u8)lerp(A.byte[3], t, B.byte[3]);
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return R.comp;
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}
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inline Vec3
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unpack_color3(u32 color){
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Vec3 result;
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result.r = ((color >> 16) & 0xFF) / 255.f;
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result.g = ((color >> 8) & 0xFF) / 255.f;
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result.b = ((color >> 0) & 0xFF) / 255.f;
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return result;
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}
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inline Vec4
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unpack_color4(u32 color){
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Vec4 result;
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result.a = ((color >> 24) & 0xFF) / 255.f;
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result.r = ((color >> 16) & 0xFF) / 255.f;
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result.g = ((color >> 8) & 0xFF) / 255.f;
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result.b = ((color >> 0) & 0xFF) / 255.f;
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return result;
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}
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inline u32
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pack_color4(Vec4 color){
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u32 result =
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((u8)(color.a * 255) << 24) |
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((u8)(color.r * 255) << 16) |
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((u8)(color.g * 255) << 8) |
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((u8)(color.b * 255) << 0);
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return result;
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}
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internal Vec4
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rgba_to_hsla(Vec4 rgba){
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Vec4 hsla = {};
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f32 max, min, delta;
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i32 maxc;
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hsla.a = rgba.a;
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max = rgba.r; min = rgba.r;
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maxc = 0;
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if (rgba.r < rgba.g){
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max = rgba.g;
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maxc = 1;
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}
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if (rgba.b > max){
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max = rgba.b;
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maxc = 2;
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}
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if (rgba.r > rgba.g){
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min = rgba.g;
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}
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if (rgba.b < min){
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min = rgba.b;
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}
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delta = max - min;
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hsla.z = (max + min) * .5f;
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if (delta == 0){
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hsla.x = 0.f;
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hsla.y = 0.f;
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}
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else{
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switch (maxc){
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case 0:
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{
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hsla.x = (rgba.g - rgba.b) / delta;
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hsla.x += (rgba.g < rgba.b) * 6.f;
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}break;
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case 1:
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{
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hsla.x = (rgba.b - rgba.r) / delta;
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hsla.x += 2.f;
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}break;
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case 2:
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{
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hsla.x = (rgba.r - rgba.g) / delta;
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hsla.x += 4.f;
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}break;
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}
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hsla.x *= (1/6.f); // * 60 / 360
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hsla.y = delta / (1.f - ABS(2.f*hsla.z - 1.f));
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}
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return hsla;
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}
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internal Vec4
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hsla_to_rgba(Vec4 hsla){
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if (hsla.h >= 1.f) hsla.h = 0.f;
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Vec4 rgba = {0};
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f32 C = (1.f - ABS(2*hsla.z - 1.f)) * hsla.y;
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f32 X = C * (1.f-ABS(MOD(hsla.x*6.f, 2)-1.f));
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f32 m = hsla.z - C*.5f;
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i32 H = floor32(hsla.x * 6.f);
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rgba.a = hsla.a;
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switch (H){
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case 0: rgba.r = C; rgba.g = X; rgba.b = 0; break;
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case 1: rgba.r = X; rgba.g = C; rgba.b = 0; break;
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case 2: rgba.r = 0; rgba.g = C; rgba.b = X; break;
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case 3: rgba.r = 0; rgba.g = X; rgba.b = C; break;
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case 4: rgba.r = X; rgba.g = 0; rgba.b = C; break;
|
|
case 5: rgba.r = C; rgba.g = 0; rgba.b = X; break;
|
|
}
|
|
rgba.r += m;
|
|
rgba.g += m;
|
|
rgba.b += m;
|
|
return(rgba);
|
|
}
|
|
|
|
//
|
|
// Rectangle Operations
|
|
//
|
|
|
|
inline i32_Rect
|
|
i32R(int32_t l, int32_t t, int32_t r, int32_t b){
|
|
i32_Rect rect;
|
|
rect.x0 = l; rect.y0 = t;
|
|
rect.x1 = r; rect.y1 = b;
|
|
return(rect);
|
|
}
|
|
|
|
inline f32_Rect
|
|
f32R(float l, float t, float r, float b){
|
|
f32_Rect rect;
|
|
rect.x0 = l; rect.y0 = t;
|
|
rect.x1 = r; rect.y1 = b;
|
|
return(rect);
|
|
}
|
|
|
|
inline f32_Rect
|
|
f32R(i32_Rect r){
|
|
f32_Rect rect;
|
|
rect.x0 = (float)r.x0;
|
|
rect.y0 = (float)r.y0;
|
|
rect.x1 = (float)r.x1;
|
|
rect.y1 = (float)r.y1;
|
|
return(rect);
|
|
}
|
|
|
|
inline int32_t
|
|
rect_equal(i32_Rect r1, i32_Rect r2){
|
|
int32_t result = (r1.x0 == r2.x0 && r1.y0 == r2.y0 && r1.x1 == r2.x1 && r1.y1 == r2.y1);
|
|
return(result);
|
|
}
|
|
|
|
inline int32_t
|
|
hit_check(int32_t x, int32_t y, int32_t x0, int32_t y0, int32_t x1, int32_t y1){
|
|
return (x >= x0 && x < x1 && y >= y0 && y < y1);
|
|
}
|
|
|
|
inline int32_t
|
|
hit_check(int32_t x, int32_t y, i32_Rect rect){
|
|
return (hit_check(x, y, rect.x0, rect.y0, rect.x1, rect.y1));
|
|
}
|
|
|
|
inline i32_Rect
|
|
get_inner_rect(i32_Rect outer, int32_t margin){
|
|
i32_Rect r;
|
|
r.x0 = outer.x0 + margin;
|
|
r.y0 = outer.y0 + margin;
|
|
r.x1 = outer.x1 - margin;
|
|
r.y1 = outer.y1 - margin;
|
|
return r;
|
|
}
|
|
|
|
// BOTTOM
|
|
|