#include V2f V2F(F32 x, F32 y) { V2f result = { x, y }; return result; } function V2f V2f_Scale(V2f x, F32 scale) { return V2F(x.x * scale, x.y * scale); } V2f NormaliseV2F(V2f x) { F32 magnitude = sqrtf((x.x * x.x) + (x.y * x.y)); if(magnitude > 0.0){ F32 inverse = 1.0f/magnitude; return V2F(x.x*inverse, x.y*inverse); } return x; } V3f V3F(F32 x, F32 y, F32 z) { V3f result = { x, y, z }; return result; } V4f V4F(F32 x, F32 y, F32 z, F32 w) { V4f result = { x, y, z, w }; return result; } R2f R2F(V2f min, V2f max) { R2f result = { min, max }; return result; } V3f V3f_Neg(V3f x) { V3f result = { -x.x, -x.y, -x.z }; return result; } V3f V3f_Scale(V3f x, F32 s) { V3f result = { s * x.x, s * x.y, s * x.z }; return result; } V3f V3f_Sub(V3f a, V3f b) { V3f result = { a.x - b.x, a.y - b.y, a.z - b.z }; return result; } F32 V3f_Dot(V3f a, V3f b) { F32 result = (a.x * b.x) + (a.y * b.y) + (a.z * b.z); return result; } F32 V4f_Dot(V4f a, V4f b) { F32 result = (a.x * b.x) + (a.y * b.y) + (a.z * b.z) + (a.w * b.w); return result; } Mat4x4F M4x4F_Rows(V3f x, V3f y, V3f z) { Mat4x4F result = { x.x, x.y, x.z, 0, y.x, y.y, y.z, 0, z.x, z.y, z.z, 0, 0, 0, 0, 1 }; return result; } Mat4x4F M4x4F_Columns(V3f x, V3f y, V3f z) { Mat4x4F result = { x.x, y.x, z.x, 0, x.y, y.y, z.y, 0, x.z, y.z, z.z, 0, 0, 0, 0, 1 }; return result; } Mat4x4F M4x4F_Mul(Mat4x4F a, Mat4x4F b) { Mat4x4F result; for (U32 r = 0; r < 4; ++r) { for (U32 c = 0; c < 4; ++c) { result.m[r][c] = (a.m[r][0] * b.m[0][c]) + (a.m[r][1] * b.m[1][c]) + (a.m[r][2] * b.m[2][c]) + (a.m[r][3] * b.m[3][c]); } } return result; } V4f M4x4F_VMul4(Mat4x4F m, V4f v) { V4f result; result.x = V4f_Dot(m.r[0], v); result.y = V4f_Dot(m.r[1], v); result.z = V4f_Dot(m.r[2], v); result.w = V4f_Dot(m.r[3], v); return result; } V3f M4x4F_VMul3(Mat4x4F m, V3f v) { V4f tx; tx.xyz = v; tx.w = 1.0f; V3f result = M4x4F_VMul4(m, tx).xyz; return result; } Mat4x4FInv M4x4F_Perspective(F32 fov, F32 aspect, F32 nearp, F32 farp) { F32 focal_length = 1.0f / tanf(0.5f * (PI_F32 * (fov / 360.0f))); F32 a = focal_length; F32 b = focal_length * aspect; F32 c = -(nearp + farp) / (farp - nearp); F32 d = -(2.0f * nearp * farp) / (farp - nearp); Mat4x4FInv result = { // fwd { a, 0, 0, 0, 0, b, 0, 0, 0, 0, c, d, 0, 0, -1, 0 }, // inv { (1 / a), 0, 0, 0, 0, (1 / b), 0, 0, 0, 0, 0, -1, 0, 0, (1/ d), (c / d) } }; return result; } Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p) { Mat4x4FInv result; // Construct orthonomal basis from axes // result.fwd = M4x4F_Rows(x, y, z); V3f txp = V3f_Neg(M4x4F_VMul3(result.fwd, p)); // Translate by txp // result.fwd.r[0].w += txp.x; result.fwd.r[1].w += txp.y; result.fwd.r[2].w += txp.z; // Calculate inverse axes // V3f ix = V3f_Scale(x, 1.0f / V3f_Dot(x, x)); V3f iy = V3f_Scale(y, 1.0f / V3f_Dot(y, y)); V3f iz = V3f_Scale(z, 1.0f / V3f_Dot(z, z)); // Calculate inverse position // V3f ip; ip.x = (txp.x * ix.x) + (txp.y * iy.x) + (txp.z * iz.x); ip.y = (txp.x * ix.y) + (txp.y * iy.y) + (txp.z * iz.y); ip.z = (txp.x * ix.z) + (txp.y * iy.z) + (txp.z * iz.z); result.inv = M4x4F_Columns(ix, iy, iz); // Translate by ip // result.inv.r[0].w -= ip.x; result.inv.r[1].w -= ip.y; result.inv.r[2].w -= ip.z; return result; } // Random Random Random_Seed(U64 seed) { Random result = { seed }; return result; } U64 Random_Next(Random *rnd) { U64 result = rnd->state; result ^= (result << 13); result ^= (result >> 7); result ^= (result << 17); rnd->state = result; return result; } F32 Random_F32(Random *rnd, F32 min, F32 max) { F32 result = min + (Random_Unilateral(rnd) * (max - min)); return result; } F64 Random_F64(Random *rnd, F64 min, F64 max) { F64 result = min + (Random_Unilateral(rnd) * (max - min)); return result; } U32 Random_U32(Random *rnd, U32 min, U32 max) { U32 result = min + (U32) (Random_Unilateral(rnd) * (max - min)); return result; } F32 Random_Unilateral(Random *rnd) { F32 result = Random_Next(rnd) / (F32) U64_MAX; return result; } F32 Random_Bilateral(Random *rnd) { F32 result = -1.0f + (2.0f * Random_Unilateral(rnd)); return result; } V2f V2f_Clip(V2f screen_xy, V2f screen_size) { V2f result; result.x = ((screen_xy.x / screen_size.w) * 2.0f) - 1.0f; result.y = ((screen_xy.y / screen_size.h) * 2.0f) - 1.0f; return result; }