package zephr import "base:intrinsics" 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() 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 return result } 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 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 } return (Color){(u8)((r + m) * 255), (u8)((g + m) * 255), (u8)((b + m) * 255), 255} } determine_color_contrast :: proc(bg: Color) -> Color { white_contrast := get_contrast(bg, COLOR_WHITE) black_contrast := get_contrast(bg, COLOR_BLACK) return white_contrast > black_contrast ? COLOR_WHITE : COLOR_BLACK } @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)) } 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 } @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) } // // // 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 }