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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/v4f.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/v4f.h')
-rw-r--r--src/v4f.h87
1 files changed, 87 insertions, 0 deletions
diff --git a/src/v4f.h b/src/v4f.h
new file mode 100644
index 0000000..1356afb
--- /dev/null
+++ b/src/v4f.h
@@ -0,0 +1,87 @@
+/*
+ * 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 _V4F_H
+#define _V4F_H
+
+#include <math.h>
+
+typedef struct v4f_t {
+ float x, y, z, w;
+} v4f_t;
+
+
+static inline v4f_t v4f_add(const v4f_t *a, const v4f_t *b)
+{
+ return (v4f_t){a->x + b->x, a->y + b->y, a->z + b->z, a->w + b->w};
+}
+
+
+static inline v4f_t v4f_sub(const v4f_t *a, const v4f_t *b)
+{
+ return (v4f_t){a->x - b->x, a->y - b->y, a->z - b->z, a->w - b->w};
+}
+
+
+static inline v4f_t v4f_mult(const v4f_t *a, const v4f_t *b)
+{
+ return (v4f_t){a->x * b->x, a->y * b->y, a->z * b->z, a->w * b->w};
+}
+
+
+static inline v4f_t v4f_mult_scalar(const v4f_t *v, float scalar)
+{
+ return (v4f_t){v->x * scalar, v->y * scalar, v->z * scalar, v->w * scalar};
+}
+
+
+static inline float v4f_dot(v4f_t *a, v4f_t *b)
+{
+ return a->x * b->x + a->y * b->y + a->z * b->z + a->w * b->w;
+}
+
+
+static inline float v4f_length(v4f_t *v)
+{
+ return sqrtf(v4f_dot(v, v));
+}
+
+
+static inline v4f_t v4f_normalize(v4f_t *v)
+{
+ return v4f_mult_scalar(v, 1.0f / v4f_length(v));
+}
+
+
+static inline v4f_t v4f_lerp(const v4f_t *a, const v4f_t *b, float t)
+{
+ v4f_t lerp_a, lerp_b;
+
+ lerp_a = v4f_mult_scalar(a, 1.0f - t);
+ lerp_b = v4f_mult_scalar(b, t);
+
+ return v4f_add(&lerp_a, &lerp_b);
+}
+
+
+static inline v4f_t v4f_nlerp(const v4f_t *a, const v4f_t *b, float t)
+{
+ v4f_t lerp = v4f_lerp(a, b, t);
+
+ return v4f_normalize(&lerp);
+}
+
+#endif
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