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restructure zephr
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@@ -0,0 +1,94 @@
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#include <math.h>
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#include "zephr_math.h"
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int max(int a, int b) {
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return a > b ? a : b;
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}
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float maxf(float a, float b) {
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return a > b ? a : b;
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}
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float clampf(float value, float min, float max) {
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if (value < min) {
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return min;
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} else if (value > max) {
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return max;
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}
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return value;
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}
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float to_radians(float degrees) {
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return degrees * (M_PI / 180.f);
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}
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Matrix4x4 orthographic_projection_2d(float left, float right, float bottom, float top) {
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Matrix4x4 result = identity();
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result.m[0][0] = 2.0f / (right - left);
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result.m[3][0] = -(right + left) / (right - left);
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result.m[1][1] = 2.0f / (top - bottom);
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result.m[3][1] = -(top + bottom) / (top - bottom);
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result.m[2][2] = -1.0f;
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result.m[3][3] = 1.0f;
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return result;
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}
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Matrix4x4 identity() {
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Matrix4x4 result = {0};
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result.m[0][0] = 1.0f;
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result.m[1][1] = 1.0f;
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result.m[2][2] = 1.0f;
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result.m[3][3] = 1.0f;
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return result;
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}
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void mult_4x4(Matrix4x4 *multiplicant, Matrix4x4 *multiplier) {
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Matrix4x4 result = identity();
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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result.m[i][j] = 0;
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for (int k = 0; k < 4; k++) {
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result.m[i][j] += multiplicant->m[i][k] * multiplier->m[k][j];
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}
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}
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}
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*multiplicant = result;
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}
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void apply_scale(Matrix4x4 *matrix, Sizef scale) {
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Matrix4x4 temp = identity();
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temp.m[0][0] = scale.width;
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temp.m[1][1] = scale.height;
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mult_4x4(matrix, &temp);
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}
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void apply_rotation(Matrix4x4 *model, float angle) {
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Matrix4x4 temp = identity();
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temp.m[0][0] = cos(angle);
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temp.m[0][1] = sin(angle);
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temp.m[1][0] = -sin(angle);
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temp.m[1][1] = cos(angle);
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mult_4x4(model, &temp);
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}
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void apply_translation(Matrix4x4 *matrix, Vec2f pos) {
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Matrix4x4 temp = identity();
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temp.m[3][0] = pos.x;
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temp.m[3][1] = pos.y;
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mult_4x4(matrix, &temp);
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}
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