#include #include "pxl8_math.h" pxl8_vec2 pxl8_vec2_add(pxl8_vec2 a, pxl8_vec2 b) { return (pxl8_vec2){ .x = a.x + b.x, .y = a.y + b.y, }; } pxl8_vec2 pxl8_vec2_sub(pxl8_vec2 a, pxl8_vec2 b) { return (pxl8_vec2){ .x = a.x - b.x, .y = a.y - b.y, }; } pxl8_vec2 pxl8_vec2_scale(pxl8_vec2 v, f32 s) { return (pxl8_vec2){ .x = v.x * s, .y = v.y * s, }; } f32 pxl8_vec2_dot(pxl8_vec2 a, pxl8_vec2 b) { return a.x * b.x + a.y * b.y; } f32 pxl8_vec2_length(pxl8_vec2 v) { return sqrtf(v.x * v.x + v.y * v.y); } pxl8_vec2 pxl8_vec2_normalize(pxl8_vec2 v) { f32 len = pxl8_vec2_length(v); if (len < 1e-6f) return (pxl8_vec2){0}; return pxl8_vec2_scale(v, 1.0f / len); } pxl8_vec3 pxl8_vec3_add(pxl8_vec3 a, pxl8_vec3 b) { return (pxl8_vec3){ .x = a.x + b.x, .y = a.y + b.y, .z = a.z + b.z, }; } pxl8_vec3 pxl8_vec3_sub(pxl8_vec3 a, pxl8_vec3 b) { return (pxl8_vec3){ .x = a.x - b.x, .y = a.y - b.y, .z = a.z - b.z, }; } pxl8_vec3 pxl8_vec3_scale(pxl8_vec3 v, f32 s) { return (pxl8_vec3){ .x = v.x * s, .y = v.y * s, .z = v.z * s, }; } f32 pxl8_vec3_dot(pxl8_vec3 a, pxl8_vec3 b) { return a.x * b.x + a.y * b.y + a.z * b.z; } pxl8_vec3 pxl8_vec3_cross(pxl8_vec3 a, pxl8_vec3 b) { return (pxl8_vec3){ .x = a.y * b.z - a.z * b.y, .y = a.z * b.x - a.x * b.z, .z = a.x * b.y - a.y * b.x, }; } f32 pxl8_vec3_length(pxl8_vec3 v) { return sqrtf(pxl8_vec3_dot(v, v)); } pxl8_vec3 pxl8_vec3_normalize(pxl8_vec3 v) { f32 len = pxl8_vec3_length(v); if (len < 1e-6f) return (pxl8_vec3){0}; return pxl8_vec3_scale(v, 1.0f / len); } pxl8_mat4 pxl8_mat4_identity(void) { pxl8_mat4 mat = {0}; mat.m[0] = mat.m[5] = mat.m[10] = mat.m[15] = 1.0f; return mat; } pxl8_mat4 pxl8_mat4_multiply(pxl8_mat4 a, pxl8_mat4 b) { pxl8_mat4 mat = {0}; for (i32 i = 0; i < 4; i++) { for (i32 j = 0; j < 4; j++) { mat.m[i * 4 + j] = a.m[i * 4 + 0] * b.m[0 * 4 + j] + a.m[i * 4 + 1] * b.m[1 * 4 + j] + a.m[i * 4 + 2] * b.m[2 * 4 + j] + a.m[i * 4 + 3] * b.m[3 * 4 + j]; } } return mat; } pxl8_vec4 pxl8_mat4_multiply_vec4(pxl8_mat4 m, pxl8_vec4 v) { return (pxl8_vec4){ .x = m.m[0] * v.x + m.m[1] * v.y + m.m[2] * v.z + m.m[3] * v.w, .y = m.m[4] * v.x + m.m[5] * v.y + m.m[6] * v.z + m.m[7] * v.w, .z = m.m[8] * v.x + m.m[9] * v.y + m.m[10] * v.z + m.m[11] * v.w, .w = m.m[12] * v.x + m.m[13] * v.y + m.m[14] * v.z + m.m[15] * v.w, }; } pxl8_mat4 pxl8_mat4_translate(f32 x, f32 y, f32 z) { pxl8_mat4 mat = pxl8_mat4_identity(); mat.m[3] = x; mat.m[7] = y; mat.m[11] = z; return mat; } pxl8_mat4 pxl8_mat4_rotate_x(f32 angle) { pxl8_mat4 mat = pxl8_mat4_identity(); f32 c = cosf(angle); f32 s = sinf(angle); mat.m[5] = c; mat.m[6] = -s; mat.m[9] = s; mat.m[10] = c; return mat; } pxl8_mat4 pxl8_mat4_rotate_y(f32 angle) { pxl8_mat4 mat = pxl8_mat4_identity(); f32 c = cosf(angle); f32 s = sinf(angle); mat.m[0] = c; mat.m[2] = s; mat.m[8] = -s; mat.m[10] = c; return mat; } pxl8_mat4 pxl8_mat4_rotate_z(f32 angle) { pxl8_mat4 mat = pxl8_mat4_identity(); f32 c = cosf(angle); f32 s = sinf(angle); mat.m[0] = c; mat.m[1] = -s; mat.m[4] = s; mat.m[5] = c; return mat; } pxl8_mat4 pxl8_mat4_scale(f32 x, f32 y, f32 z) { pxl8_mat4 mat = pxl8_mat4_identity(); mat.m[0] = x; mat.m[5] = y; mat.m[10] = z; return mat; } pxl8_mat4 pxl8_mat4_ortho(f32 left, f32 right, f32 bottom, f32 top, f32 near, f32 far) { pxl8_mat4 mat = {0}; mat.m[0] = 2.0f / (right - left); mat.m[5] = 2.0f / (top - bottom); mat.m[10] = -2.0f / (far - near); mat.m[3] = -(right + left) / (right - left); mat.m[7] = -(top + bottom) / (top - bottom); mat.m[11] = -(far + near) / (far - near); mat.m[15] = 1.0f; return mat; } pxl8_mat4 pxl8_mat4_perspective(f32 fov, f32 aspect, f32 near, f32 far) { pxl8_mat4 mat = {0}; f32 tan_half_fov = tanf(fov / 2.0f); mat.m[0] = 1.0f / (aspect * tan_half_fov); mat.m[5] = 1.0f / tan_half_fov; mat.m[10] = -(far + near) / (far - near); mat.m[11] = -(2.0f * far * near) / (far - near); mat.m[14] = -1.0f; return mat; } pxl8_mat4 pxl8_mat4_lookat(pxl8_vec3 eye, pxl8_vec3 center, pxl8_vec3 up) { pxl8_mat4 mat = pxl8_mat4_identity(); pxl8_vec3 f = pxl8_vec3_normalize(pxl8_vec3_sub(center, eye)); pxl8_vec3 s = pxl8_vec3_normalize(pxl8_vec3_cross(f, up)); pxl8_vec3 u = pxl8_vec3_cross(s, f); mat.m[0] = s.x; mat.m[1] = s.y; mat.m[2] = s.z; mat.m[4] = u.x; mat.m[5] = u.y; mat.m[6] = u.z; mat.m[8] = -f.x; mat.m[9] = -f.y; mat.m[10] = -f.z; mat.m[3] = -pxl8_vec3_dot(s, eye); mat.m[7] = -pxl8_vec3_dot(u, eye); mat.m[11] = pxl8_vec3_dot(f, eye); return mat; } pxl8_frustum pxl8_frustum_from_matrix(pxl8_mat4 vp) { pxl8_frustum frustum; const f32* m = vp.m; frustum.planes[0].normal.x = m[12] - m[0]; frustum.planes[0].normal.y = m[13] - m[1]; frustum.planes[0].normal.z = m[14] - m[2]; frustum.planes[0].distance = m[15] - m[3]; frustum.planes[1].normal.x = m[12] + m[0]; frustum.planes[1].normal.y = m[13] + m[1]; frustum.planes[1].normal.z = m[14] + m[2]; frustum.planes[1].distance = m[15] + m[3]; frustum.planes[2].normal.x = m[12] + m[4]; frustum.planes[2].normal.y = m[13] + m[5]; frustum.planes[2].normal.z = m[14] + m[6]; frustum.planes[2].distance = m[15] + m[7]; frustum.planes[3].normal.x = m[12] - m[4]; frustum.planes[3].normal.y = m[13] - m[5]; frustum.planes[3].normal.z = m[14] - m[6]; frustum.planes[3].distance = m[15] - m[7]; frustum.planes[4].normal.x = m[12] - m[8]; frustum.planes[4].normal.y = m[13] - m[9]; frustum.planes[4].normal.z = m[14] - m[10]; frustum.planes[4].distance = m[15] - m[11]; frustum.planes[5].normal.x = m[12] + m[8]; frustum.planes[5].normal.y = m[13] + m[9]; frustum.planes[5].normal.z = m[14] + m[10]; frustum.planes[5].distance = m[15] + m[11]; for (i32 i = 0; i < 6; i++) { f32 len = pxl8_vec3_length(frustum.planes[i].normal); if (len > 1e-6f) { f32 inv_len = 1.0f / len; frustum.planes[i].normal = pxl8_vec3_scale(frustum.planes[i].normal, inv_len); frustum.planes[i].distance *= inv_len; } } return frustum; } bool pxl8_frustum_test_aabb(const pxl8_frustum* frustum, pxl8_vec3 min, pxl8_vec3 max) { for (i32 i = 0; i < 6; i++) { pxl8_vec3 normal = frustum->planes[i].normal; f32 d = frustum->planes[i].distance; pxl8_vec3 p_vertex = { (normal.x >= 0.0f) ? max.x : min.x, (normal.y >= 0.0f) ? max.y : min.y, (normal.z >= 0.0f) ? max.z : min.z }; pxl8_vec3 n_vertex = { (normal.x >= 0.0f) ? min.x : max.x, (normal.y >= 0.0f) ? min.y : max.y, (normal.z >= 0.0f) ? min.z : max.z }; f32 p_dist = pxl8_vec3_dot(normal, p_vertex) + d; f32 n_dist = pxl8_vec3_dot(normal, n_vertex) + d; if (p_dist < -0.1f) { return false; } if (n_dist > 0.1f) { continue; } } return true; }