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authorVito Caputo <vcaputo@pengaru.com>2020-07-31 16:54:31 -0700
committerVito Caputo <vcaputo@pengaru.com>2020-07-31 16:54:31 -0700
commit94de2291e005f1c646fd779e8d32b2820e22e071 (patch)
tree988bb9fde53a73edf948dd14fec07802a2f42406 /src/v3f.h
parentcd7e9ebd9675461f59d5f7a9c7c0a9a1a0536d12 (diff)
*: initial implementation of pig
This is nothing to write home about, but it provides a little sandbox for developing shader-generated textures in the spirit of shadertoy or the demoscene tool bonzomatic. It's more oriented towards developing shaders for use with libstage in the small games I've been hacking on.
Diffstat (limited to 'src/v3f.h')
-rw-r--r--src/v3f.h105
1 files changed, 105 insertions, 0 deletions
diff --git a/src/v3f.h b/src/v3f.h
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+++ b/src/v3f.h
@@ -0,0 +1,105 @@
+/*
+ * Copyright (C) 2018-2020 - Vito Caputo - <vcaputo@pengaru.com>
+ *
+ * This program is free software: you can redistribute it and/or modify it
+ * under the terms of the GNU General Public License version 3 as published
+ * by the Free Software Foundation.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#ifndef _V3F_H
+#define _V3F_H
+
+#include <math.h>
+
+typedef struct v3f_t {
+ float x, y, z;
+} v3f_t;
+
+
+static inline int v3f_equal(const v3f_t *a, const v3f_t *b)
+{
+ return (a->x == b->x && a->y == b->y && a->z == b->z);
+}
+
+
+static inline v3f_t v3f_add(const v3f_t *a, const v3f_t *b)
+{
+ return (v3f_t){a->x + b->x, a->y + b->y, a->z + b->z};
+}
+
+
+static inline v3f_t v3f_sub(const v3f_t *a, const v3f_t *b)
+{
+ return (v3f_t){a->x - b->x, a->y - b->y, a->z - b->z};
+}
+
+
+static inline v3f_t v3f_mult(const v3f_t *a, const v3f_t *b)
+{
+ return (v3f_t){a->x * b->x, a->y * b->y, a->z * b->z};
+}
+
+
+static inline v3f_t v3f_mult_scalar(const v3f_t *v, float scalar)
+{
+ return (v3f_t){v->x * scalar, v->y * scalar, v->z * scalar};
+}
+
+
+static inline float v3f_dot(v3f_t *a, v3f_t *b)
+{
+ return a->x * b->x + a->y * b->y + a->z * b->z;
+}
+
+
+static inline float v3f_length(v3f_t *v)
+{
+ return sqrtf(v3f_dot(v, v));
+}
+
+
+static inline v3f_t v3f_normalize(v3f_t *v)
+{
+ return v3f_mult_scalar(v, 1.0f / v3f_length(v));
+}
+
+
+static inline v3f_t v3f_cross(const v3f_t *a, const v3f_t *b)
+{
+ v3f_t v;
+
+ v.x = a->y * b->z - a->z * b->y;
+ v.y = a->z * b->x - a->x * b->z;
+ v.z = a->x * b->y - a->y * b->x;
+
+ return v;
+}
+
+
+static inline v3f_t v3f_lerp(const v3f_t *a, const v3f_t *b, float t)
+{
+ v3f_t lerp_a, lerp_b;
+
+ lerp_a = v3f_mult_scalar(a, 1.0f - t);
+ lerp_b = v3f_mult_scalar(b, t);
+
+ return v3f_add(&lerp_a, &lerp_b);
+}
+
+
+static inline v3f_t v3f_nlerp(const v3f_t *a, const v3f_t *b, float t)
+{
+ v3f_t lerp = v3f_lerp(a, b, t);
+
+ return v3f_normalize(&lerp);
+}
+
+#endif
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