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O2048/zephr/zephr_math.odin
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package zephr
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import "base:intrinsics"
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import "core:math"
Vec2 :: [2]f32
Vec3 :: [3]f32
Vec4 :: [4]f32
Mat3 :: matrix[3, 3]f32
Mat4 :: matrix[4, 4]f32
Color :: struct { r, g, b, a: u8 }
orthographic_projection_2d :: proc(left, right, bottom, top: f32) -> Mat4 {
result := identity()
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result[0][0] = 2 / (right - left)
result[3][0] = -(right + left) / (right - left)
result[1][1] = 2 / (top - bottom)
result[3][1] = -(top + bottom) / (top - bottom)
result[2][2] = -1
result[3][3] = 1
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return result
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}
identity :: proc() -> Mat4 {
return Mat4 {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
}
}
translate :: proc(m: ^Mat4, v: Vec3) {
temp := identity()
temp[3][0] = v.x
temp[3][1] = v.y
temp[3][2] = v.z
m^ = temp * m^
}
rotate :: proc(m: ^Mat4, angle: f32, axis: Vec3) {
temp := identity()
c := math.cos(math.to_radians(angle))
s := math.sin(math.to_radians(angle))
t := 1 - c
x, y, z := axis.x, axis.y, axis.z
res := Mat4{
t*x*x + c, t*x*y - s*z, t*x*z + s*y, 0,
t*x*y + s*z, t*y*y + c, t*y*z - s*x, 0,
t*x*z - s*y, t*y*z + s*x, t*z*z + c, 0,
0 , 0, 0, 1,
}
m^ = res * m^
}
scale :: proc(m: ^Mat4, v: Vec3) {
temp := identity()
temp[0][0] = v.x
temp[1][1] = v.y
temp[2][2] = v.z
m^ = temp * m^
}
mult_color :: proc(color: Color, scalar: f32) -> Color {
color := color
color.r = clamp(cast(u8)(cast(f32)color.r * scalar), 0, 255)
color.g = clamp(cast(u8)(cast(f32)color.g * scalar), 0, 255)
color.b = clamp(cast(u8)(cast(f32)color.b * scalar), 0, 255)
return color
}
hsv2rgb :: proc(h: f32, s: f32, v: f32) -> Color {
c := v * s
x := (c * (1 - abs(math.mod(h / 60.0, 2) - 1)))
m := v - c
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r, g, b: f32
if (h >= 0 && h < 60) {
r = c
g = x
b = 0
} else if (h >= 60 && h < 120) {
r = x
g = c
b = 0
} else if (h >= 120 && h < 180) {
r = 0
g = c
b = x
} else if (h >= 180 && h < 240) {
r = 0
g = x
b = c
} else if (h >= 240 && h < 300) {
r = x
g = 0
b = c
} else {
r = c
g = 0
b = x
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}
return (Color){(u8)((r + m) * 255), (u8)((g + m) * 255), (u8)((b + m) * 255), 255}
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}
determine_color_contrast :: proc(bg: Color) -> Color {
white_contrast := get_contrast(bg, COLOR_WHITE)
black_contrast := get_contrast(bg, COLOR_BLACK)
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return white_contrast > black_contrast ? COLOR_WHITE : COLOR_BLACK
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}
@private
get_srgb :: proc(component: f32) -> f32 {
return (component / 255 <= 0.03928
? component / 255 / 12.92
: math.pow((component / 255 + 0.055) / 1.055, 2.4))
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}
get_luminance :: proc(color: Color) -> f32 {
return ((0.2126 * get_srgb(cast(f32)color.r)) +
(0.7152 * get_srgb(cast(f32)color.g)) +
(0.0722 * get_srgb(cast(f32)color.b))) / 255
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}
@private
get_contrast :: proc(fg: Color, bg: Color) -> f32 {
l1 := get_luminance(fg)
l2 := get_luminance(bg)
return (max(l1, l2) + 0.05) / (min(l1, l2) + 0.05)
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}
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//
//
// Easing functions
//
//
ease_out_circ :: proc(t: $T) -> T where intrinsics.type_is_numeric(T) {
return math.sqrt(1 - math.pow(t - 1, 2));
}
ease_out_cubic :: proc(t: $T) -> T where intrinsics.type_is_numeric(T) {
return 1 - math.pow(1 - t, 3);
}
ease_out_elastic :: proc(t: $T) -> T where intrinsics.type_is_numeric(T) {
c4: T = (2 * math.PI) / 3;
if t == 0 {
return 0;
} else if t == 1 {
return 1;
} else {
return math.pow(2, -10 * t) * math.sin_f32((t * 10 - 0.75) * c4) + 1;
}
}
ease_in_quint :: proc(t: $T) -> T where intrinsics.type_is_numeric(T) {
return math.pow(t, 5);
}
ease_out_bounce :: proc(t: $T) -> T where intrinsics.type_is_numeric(T) {
t := t
n1: T = 7.5625;
d1: T = 2.75;
if (t < 1 / d1) {
return n1 * t * t;
} else if (t < 2 / d1) {
t -= 1.5 / d1;
return n1 * (t) * t + 0.75;
} else if (t < 2.5 / d1) {
t -= 2.25 / d1;
return n1 * (t) * t + 0.9375;
} else {
t -= 2.625 / d1;
return n1 * (t) * t + 0.984375;
}
}
ease_in_out_quint :: proc(t: f32) -> f32 {
return t < 0.5 ? 16 * t * t * t * t * t : 1 - math.pow(-2 * t + 2, 5) / 2
}
ease_in_out_back :: proc(t: f64) -> f64 {
c1 := 1.70158;
c2 := c1 * 1.525;
return (math.pow(2 * t, 2) * ((c2 + 1) * 2 * t - c2)) / 2 if t < 0.5 else (math.pow(2 * t - 2, 2) * ((c2 + 1) * (t * 2 - 2) + c2) + 2) / 2
}