4coder/non-source/test_data/lots_of_files/jam_math.cpp

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2018-03-16 18:19:11 +00:00
/*
* Overreact - Mr. 4th Dimention
* Allen Webster
* 03.21.2015(mm.dd.yyyy)
*
* Math utilities.
*/
/* VECTORS */
struct Vec2{
union{
struct{
real32 x, y;
};
real32 v[2];
};
};
struct Vec3{
union{
struct{
real32 x, y, z;
};
struct{
real32 r, g, b;
};
real32 v[3];
};
};
struct Vec4{
union{
struct{
real32 x, y, z, w;
};
struct{
real32 r, g, b, a;
};
real32 v[4];
};
};
/* CONTRUCTOR FUNCTIONS */
internal Vec2
V2(real32 x, real32 y){
return {x, y};
}
internal Vec3
V3(real32 x, real32 y, real32 z){
return {x, y, z};
}
internal Vec4
V4(real32 x, real32 y, real32 z, real32 w){
return {x, y, z, w};
}
/* ADDITION */
inline internal Vec2
operator+(Vec2 a, Vec2 b){
a = V2(a.x + b.x, a.y + b.y);
return a;
}
inline internal Vec3
operator+(Vec3 a, Vec3 b){
a = V3(a.x + b.x, a.y + b.y, a.z + b.z);
return a;
}
inline internal Vec4
operator+(Vec4 a, Vec4 b){
a = V4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
return a;
}
inline internal Vec2&
operator+=(Vec2 &a, Vec2 b){
a = V2(a.x + b.x, a.y + b.y);
return a;
}
inline internal Vec3&
operator+=(Vec3 &a, Vec3 b){
a = V3(a.x + b.x, a.y + b.y, a.z + b.z);
return a;
}
inline internal Vec4&
operator+=(Vec4 &a, Vec4 b){
a = V4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
return a;
}
/* SUBTRACTION */
inline internal Vec2
operator-(Vec2 a, Vec2 b){
a = V2(a.x - b.x, a.y - b.y);
return a;
}
inline internal Vec3
operator-(Vec3 a, Vec3 b){
a = V3(a.x - b.x, a.y - b.y, a.z - b.z);
return a;
}
inline internal Vec4
operator-(Vec4 a, Vec4 b){
a = V4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
return a;
}
inline internal Vec2&
operator-=(Vec2 &a, Vec2 b){
a = V2(a.x - b.x, a.y - b.y);
return a;
}
inline internal Vec3&
operator-=(Vec3 &a, Vec3 b){
a = V3(a.x - b.x, a.y - b.y, a.z - b.z);
return a;
}
inline internal Vec4&
operator-=(Vec4 &a, Vec4 b){
a = V4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
return a;
}
/* MULTIPLICATION */
inline internal Vec2
operator*(Vec2 a, real32 k){
a = V2(a.x * k, a.y * k);
return a;
}
inline internal Vec3
operator*(Vec3 a, real32 k){
a = V3(a.x * k, a.y * k, a.z * k);
return a;
}
inline internal Vec4
operator*(Vec4 a, real32 k){
a = V4(a.x * k, a.y * k, a.z * k, a.w * k);
return a;
}
inline internal Vec2
operator*(real32 k, Vec2 a){
a = V2(a.x * k, a.y * k);
return a;
}
inline internal Vec3
operator*(real32 k, Vec3 a){
a = V3(a.x * k, a.y * k, a.z * k);
return a;
}
inline internal Vec4
operator*(real32 k, Vec4 a){
a = V4(a.x * k, a.y * k, a.z * k, a.w * k);
return a;
}
inline internal Vec2&
operator*=(Vec2& a, real32 k){
a = V2(a.x * k, a.y * k);
return a;
}
inline internal Vec3&
operator*=(Vec3& a, real32 k){
a = V3(a.x * k, a.y * k, a.z * k);
return a;
}
inline internal Vec4&
operator*=(Vec4& a, real32 k){
a = V4(a.x * k, a.y * k, a.z * k, a.w * k);
return a;
}
/* VECTOR VECTOR PRODUCTS */
inline internal real32
dot(Vec2 a, Vec2 b){
real32 result = a.x*b.x + a.y*b.y;
return result;
}
inline internal real32
dot(Vec3 a, Vec3 b){
real32 result = a.x*b.x + a.y*b.y + a.z*b.z;
return result;
}
inline internal real32
dot(Vec4 a, Vec4 b){
real32 result = a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w;
return result;
}
inline internal Vec3
cross(Vec3 a, Vec3 b){
a = V3(a.y*b.z - a.z*b.y,
a.z*b.x - a.x*b.z,
a.x*b.y - a.y*b.x);
return a;
}
inline internal Vec2
hadamard(Vec2 a, Vec2 b){
a = V2(a.x*b.x, a.y*b.y);
return a;
}
inline internal Vec3
hadamard(Vec3 a, Vec3 b){
a = V3(a.x*b.x, a.y*b.y, a.z*b.z);
return a;
}
inline internal Vec4
hadamard(Vec4 a, Vec4 b){
a = V4(a.x*b.x, a.y*b.y, a.z*b.z, a.w*b.w);
return a;
}
/* OTHER VECTOR OPERATIONS */
inline internal Vec2
project(Vec2 v, Vec2 normalized_p){
return dot(v, normalized_p)*normalized_p;
}
/* LERPS */
inline internal real32
lerp(real32 a, real32 t, real32 b){
real32 result = a + (b - a)*t;
return result;
}
inline internal Vec2
lerp(Vec2 a, real32 t, Vec2 b){
Vec2 result = a + (b - a)*t;
return result;
}
inline internal Vec3
lerp(Vec3 a, real32 t, Vec3 b){
Vec3 result = a + (b - a)*t;
return result;
}
inline internal Vec4
lerp(Vec4 a, real32 t, Vec4 b){
Vec4 result = a + (b - a)*t;
return result;
}
/* COLOR */
internal Vec3
unpack_color3(u32 color){
Vec3 result;
result.r = ((color >> 16) & 0xFF) / 255.f;
result.g = ((color >> 8) & 0xFF) / 255.f;
result.b = ((color >> 0) & 0xFF) / 255.f;
return result;
}
internal Vec4
unpack_color4(u32 color){
Vec4 result;
result.a = ((color >> 24) & 0xFF) / 255.f;
result.r = ((color >> 16) & 0xFF) / 255.f;
result.g = ((color >> 8) & 0xFF) / 255.f;
result.b = ((color >> 0) & 0xFF) / 255.f;
return result;
}
/* RANDOM */
struct pcg32_random{
u64 state;
u64 inc;
};
// STUDY(allen): LEARN THIS
u32 pcg32_random_r(pcg32_random* rng)
{
u64 oldstate = rng->state;
// Advance internal state
rng->state = oldstate * 6364136223846793005ULL + (rng->inc|1);
// Calculate output function (XSH RR), uses old state for max ILP
u32 xorshifted = (u32)(((oldstate >> 18u) ^ oldstate) >> 27u);
u32 rot = oldstate >> 59u;
return (xorshifted >> rot) | (xorshifted << ((-rot) & 31));
}
/* GRID MATH */
struct Grid_Pos{
i32 x, y;
};
Grid_Pos von_neumann[] = {
{-1, 0},
{0, -1},
{1, 0},
{0, 1}
};
Grid_Pos moore[] = {
{-1, -1},
{0, -1},
{1, -1},
{-1, 0},
{1, 0},
{-1, 1},
{0, 1},
{1, 1}
};
Grid_Pos operator+(Grid_Pos a, Grid_Pos b){
Grid_Pos result;
result.x = a.x + b.x;
result.y = a.y + b.y;
return result;
}
/* ROUNDING */
inline internal i32
round_up_POT(i32 x){
i32 b = 1;
while (b < x){
b <<= 1;
}
return b;
}