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authorLeo Tenenbaum <pommicket@gmail.com>2020-12-26 20:36:48 -0500
committerLeo Tenenbaum <pommicket@gmail.com>2020-12-26 20:37:09 -0500
commitec020b646a34380793ef3b2ec66fe469f48c99a4 (patch)
tree0c61706a6dbc68fc680af5b7e76835ceb0c9438a /math.c
parentc5a3c1bfdd8fe0fe81a8094ab68b7a95bdb4ea39 (diff)
Added buffer header (with checksum in debug mode)
Diffstat (limited to 'math.c')
-rw-r--r--math.c718
1 files changed, 718 insertions, 0 deletions
diff --git a/math.c b/math.c
new file mode 100644
index 0000000..9ce919c
--- /dev/null
+++ b/math.c
@@ -0,0 +1,718 @@
+#ifdef MATH_GL
+#undef MATH_GL
+#define MATH_GL 1
+#endif
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <assert.h>
+
+#define PIf 3.14159265358979f
+#define HALF_PIf 1.5707963267948966f
+#define TAUf 6.283185307179586f
+#define SQRT2f 1.4142135623730951f
+#define HALF_SQRT2f 0.7071067811865476f
+#define SQRT3f 1.7320508075688772f
+#define HALF_SQRT3f 0.8660254037844386f
+
+#include <math.h>
+
+static float degrees(float r) {
+ return r * (180.0f / PIf);
+}
+static float radians(float r) {
+ return r * (PIf / 180.f);
+}
+
+// map x from the interval [0, 1] to the interval [a, b]. does NOT clamp.
+static float lerpf(float x, float a, float b) {
+ return x * (b-a) + a;
+}
+
+// opposite of lerp; map x from the interval [a, b] to the interval [0, 1]. does NOT clamp.
+static float normf(float x, float a, float b) {
+ return (x-a) / (b-a);
+}
+
+static float clampf(float x, float a, float b) {
+ if (x < a) return a;
+ if (x > b) return b;
+ return x;
+}
+
+static int clampi(int x, int a, int b) {
+ if (x < a) return a;
+ if (x > b) return b;
+ return x;
+}
+
+static i32 clampi32(i32 x, i32 a, i32 b) {
+ if (x < a) return a;
+ if (x > b) return b;
+ return x;
+}
+
+// remap x from the interval [from_a, from_b] to the interval [to_a, to_b], NOT clamping if x is outside the "from" interval.
+static float remapf(float x, float from_a, float from_b, float to_a, float to_b) {
+ float pos = (x - from_a) / (from_b - from_a);
+ return lerpf(pos, to_a, to_b);
+}
+
+static float minf(float a, float b) {
+ return a < b ? a : b;
+}
+
+static float maxf(float a, float b) {
+ return a > b ? a : b;
+}
+
+static float sgnf(float x) {
+ if (x < 0) return -1;
+ if (x > 0) return +1;
+ return 0;
+}
+
+static float smoothstepf(float x) {
+ if (x <= 0) return 0;
+ if (x >= 1) return 1;
+ return x * x * (3 - 2 * x);
+}
+
+static float randf(void) {
+ return (float)rand() / (float)((ulong)RAND_MAX + 1);
+}
+
+static float rand_gauss(void) {
+ // https://en.wikipedia.org/wiki/Normal_distribution#Generating_values_from_normal_distribution
+ float U = randf(), V = randf();
+ return sqrtf(-2 * logf(U)) * cosf(TAUf * V);
+}
+
+static u32 rand_u32(void) {
+ return ((u32)rand() & 0xfff)
+ | ((u32)rand() & 0xfff) << 12
+ | ((u32)rand() & 0xff) << 24;
+}
+
+static float rand_uniform(float from, float to) {
+ return lerpf(randf(), from, to);
+}
+
+static float sigmoidf(float x) {
+ return 1.0f / (1.0f + expf(-x));
+}
+
+// returns ⌈x/y⌉ (x/y rounded up)
+static i32 ceildivi32(i32 x, i32 y) {
+ if (y < 0) {
+ // negating both operands doesn't change the answer
+ x = -x;
+ y = -y;
+ }
+ if (x < 0) {
+ // truncation is the same as ceiling for negative numbers
+ return x / y;
+ } else {
+ return (x + (y-1)) / y;
+ }
+}
+
+typedef struct {
+ float x, y;
+} v2;
+
+static v2 const v2_zero = {0, 0};
+static v2 V2(float x, float y) {
+ v2 v;
+ v.x = x;
+ v.y = y;
+ return v;
+}
+
+static v2 v2_add(v2 a, v2 b) {
+ return V2(a.x + b.x, a.y + b.y);
+}
+
+static v2 v2_add_const(v2 a, float c) {
+ return V2(a.x + c, a.y + c);
+}
+
+static v2 v2_sub(v2 a, v2 b) {
+ return V2(a.x - b.x, a.y - b.y);
+}
+
+static v2 v2_scale(v2 v, float s) {
+ return V2(v.x * s, v.y * s);
+}
+
+static v2 v2_mul(v2 a, v2 b) {
+ return V2(a.x * b.x, a.y * b.y);
+}
+
+static float v2_dot(v2 a, v2 b) {
+ return a.x * b.x + a.y * b.y;
+}
+
+static float v2_len(v2 v) {
+ return sqrtf(v2_dot(v, v));
+}
+
+static v2 v2_lerp(float x, v2 a, v2 b) {
+ return V2(lerpf(x, a.x, b.x), lerpf(x, a.y, b.y));
+}
+
+// rotate v theta radians counterclockwise
+static v2 v2_rotate(v2 v, float theta) {
+ float c = cosf(theta), s = sinf(theta);
+ return V2(
+ c * v.x - s * v.y,
+ s * v.x + c * v.y
+ );
+}
+
+static v2 v2_normalize(v2 v) {
+ float len = v2_len(v);
+ float mul = len == 0.0f ? 1.0f : 1.0f/len;
+ return v2_scale(v, mul);
+}
+
+static float v2_dist(v2 a, v2 b) {
+ return v2_len(v2_sub(a, b));
+}
+
+static float v2_dist_squared(v2 a, v2 b) {
+ v2 diff = v2_sub(a, b);
+ return v2_dot(diff, diff);
+}
+
+static void v2_print(v2 v) {
+ printf("(%f, %f)\n", v.x, v.y);
+}
+
+#if MATH_GL
+static void v2_gl_vertex(v2 v) {
+ glVertex2f(v.x, v.y);
+}
+#endif
+
+static v2 v2_rand_unit(void) {
+ float theta = rand_uniform(0, TAUf);
+ return V2(cosf(theta), sinf(theta));
+}
+
+#if MATH_GL
+static void v2_rand_unit_test(void) {
+ int i;
+ glColor3f(1.0f, 0.0f, 0.0f);
+ glBegin(GL_POINTS);
+ for (i = 0; i < 100000; ++i) {
+ v2_gl_vertex(v2_rand_unit());
+ }
+ glEnd();
+}
+#endif
+
+static v2 v2_polar(float r, float theta) {
+ return V2(r * cosf(theta), r * sinf(theta));
+}
+
+typedef struct {
+ float x, y, z;
+} v3;
+
+static v3 const v3_zero = {0, 0, 0};
+
+static v3 V3(float x, float y, float z) {
+ v3 v;
+ v.x = x;
+ v.y = y;
+ v.z = z;
+ return v;
+}
+
+static v3 v3_from_v2(v2 v) {
+ return V3(v.x, v.y, 0);
+}
+
+#if MATH_GL
+static void v3_gl_vertex(v3 v) {
+ glVertex3f(v.x, v.y, v.z);
+}
+
+static void v3_gl_color(v3 v) {
+ glColor3f(v.x, v.y, v.z);
+}
+
+static void v3_gl_color_alpha(v3 v, float alpha) {
+ glColor4f(v.x, v.y, v.z, alpha);
+}
+#endif
+
+static v3 v3_add(v3 a, v3 b) {
+ return V3(a.x + b.x, a.y + b.y, a.z + b.z);
+}
+
+static v3 v3_sub(v3 a, v3 b) {
+ return V3(a.x - b.x, a.y - b.y, a.z - b.z);
+}
+
+static v3 v3_scale(v3 v, float s) {
+ return V3(v.x * s, v.y * s, v.z * s);
+}
+
+static v3 v3_lerp(float x, v3 a, v3 b) {
+ return V3(lerpf(x, a.x, b.x), lerpf(x, a.y, b.y), lerpf(x, a.z, b.z));
+}
+
+static float v3_dot(v3 u, v3 v) {
+ return u.x*v.x + u.y*v.y + u.z*v.z;
+}
+
+static v3 v3_cross(v3 u, v3 v) {
+ v3 prod = V3(u.y*v.z - u.z*v.y, u.z*v.x - u.x*v.z, u.x*v.y - u.y*v.x);
+ return prod;
+}
+
+static float v3_len(v3 v) {
+ return sqrtf(v3_dot(v, v));
+}
+
+static float v3_dist(v3 a, v3 b) {
+ return v3_len(v3_sub(a, b));
+}
+
+static float v3_dist_squared(v3 a, v3 b) {
+ v3 diff = v3_sub(a, b);
+ return v3_dot(diff, diff);
+}
+
+static v3 v3_normalize(v3 v) {
+ float len = v3_len(v);
+ float mul = len == 0.0f ? 1.0f : 1.0f/len;
+ return v3_scale(v, mul);
+}
+
+static v2 v3_xy(v3 v) {
+ return V2(v.x, v.y);
+}
+
+// a point on a unit sphere
+static v3 v3_on_sphere(float yaw, float pitch) {
+ return V3(cosf(yaw) * cosf(pitch), sinf(pitch), sinf(yaw) * cosf(pitch));
+}
+
+static void v3_print(v3 v) {
+ printf("(%f, %f, %f)\n", v.x, v.y, v.z);
+}
+
+static v3 v3_rand(void) {
+ return V3(randf(), randf(), randf());
+}
+
+static v3 v3_rand_unit(void) {
+ /*
+ monte carlo method
+ keep generating random points in cube of radius 1 (width 2) centered at origin,
+ until you get a point in the unit sphere, then extend it to find the point lying
+ on the sphere.
+ */
+ while (1) {
+ v3 v = V3(rand_uniform(-1.0f, +1.0f), rand_uniform(-1.0f, +1.0f), rand_uniform(-1.0f, +1.0f));
+ float dist_squared_to_origin = v3_dot(v, v);
+ if (dist_squared_to_origin <= 1 && dist_squared_to_origin != 0.0f) {
+ return v3_scale(v, 1.0f / sqrtf(dist_squared_to_origin));
+ }
+ }
+ return V3(0, 0, 0);
+}
+
+#if MATH_GL
+static void v3_rand_unit_test(void) {
+ int i;
+ glColor3f(1.0f, 0.0f, 0.0f);
+ glBegin(GL_POINTS);
+ for (i = 0; i < 100000; ++i) {
+ v3_gl_vertex(v3_rand_unit());
+ }
+ glEnd();
+}
+#endif
+
+typedef struct {
+ float x, y, z, w;
+} v4;
+
+static v4 const v4_zero = {0, 0, 0, 0};
+
+static v4 V4(float x, float y, float z, float w) {
+ v4 v;
+ v.x = x;
+ v.y = y;
+ v.z = z;
+ v.w = w;
+ return v;
+}
+
+#if MATH_GL
+static void v4_gl_color(v4 v) {
+ glColor4f(v.x, v.y, v.z, v.w);
+}
+#endif
+
+static v4 v4_add(v4 a, v4 b) {
+ return V4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
+}
+
+static v4 v4_sub(v4 a, v4 b) {
+ return V4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
+}
+
+static v4 v4_scale(v4 v, float s) {
+ return V4(v.x * s, v.y * s, v.z * s, v.w * s);
+}
+
+static v4 v4_scale_xyz(v4 v, float s) {
+ return V4(v.x * s, v.y * s, v.z * s, v.w);
+}
+
+static v4 v4_lerp(float x, v4 a, v4 b) {
+ return V4(lerpf(x, a.x, b.x), lerpf(x, a.y, b.y), lerpf(x, a.z, b.z), lerpf(x, a.w, b.w));
+}
+
+static float v4_dot(v4 u, v4 v) {
+ return u.x*v.x + u.y*v.y + u.z*v.z + u.w*v.w;
+}
+
+// create a new vector by multiplying the respective components of u and v
+static v4 v4_mul(v4 u, v4 v) {
+ return V4(u.x * v.x, u.y * v.y, u.z * v.z, u.w * v.w);
+}
+
+static float v4_len(v4 v) {
+ return sqrtf(v4_dot(v, v));
+}
+
+static v4 v4_normalize(v4 v) {
+ float len = v4_len(v);
+ float mul = len == 0.0f ? 1.0f : 1.0f/len;
+ return v4_scale(v, mul);
+}
+
+static v3 v4_xyz(v4 v) {
+ return V3(v.x, v.y, v.z);
+}
+
+static v4 v4_rand(void) {
+ return V4(randf(), randf(), randf(), randf());
+}
+
+static void v4_print(v4 v) {
+ printf("(%f, %f, %f, %f)\n", v.x, v.y, v.z, v.w);
+}
+
+
+// matrices are column-major, because that's what they are in OpenGL
+typedef struct {
+ float e[16];
+} m4;
+
+static m4 const m4_identity = {{
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
+}};
+
+static void m4_print(m4 m) {
+ int i;
+ for (i = 0; i < 4; ++i)
+ printf("[ %f %f %f %f ]\n", m.e[i], m.e[i+4], m.e[i+8], m.e[i+12]);
+ printf("\n");
+}
+
+static m4 M4(
+ float a, float b, float c, float d,
+ float e, float f, float g, float h,
+ float i, float j, float k, float l,
+ float m, float n, float o, float p) {
+ m4 ret;
+ float *x = ret.e;
+ x[0] = a; x[4] = b; x[ 8] = c; x[12] = d;
+ x[1] = e; x[5] = f; x[ 9] = g; x[13] = h;
+ x[2] = i; x[6] = j; x[10] = k; x[14] = l;
+ x[3] = m; x[7] = n; x[11] = o; x[15] = p;
+ return ret;
+}
+
+// see https://en.wikipedia.org/wiki/Rotation_matrix#General_rotations
+static m4 m4_yaw(float yaw) {
+ float c = cosf(yaw), s = sinf(yaw);
+ return M4(
+ c, 0, -s, 0,
+ 0, 1, 0, 0,
+ s, 0, c, 0,
+ 0, 0, 0, 1
+ );
+}
+
+static m4 m4_pitch(float pitch) {
+ float c = cosf(pitch), s = sinf(pitch);
+ return M4(
+ 1, 0, 0, 0,
+ 0, c, -s, 0,
+ 0, s, c, 0,
+ 0, 0, 0, 1
+ );
+}
+
+// https://en.wikipedia.org/wiki/Translation_(geometry)
+static m4 m4_translate(v3 t) {
+ return M4(
+ 1, 0, 0, t.x,
+ 0, 1, 0, t.y,
+ 0, 0, 1, t.z,
+ 0, 0, 0, 1
+ );
+}
+
+// multiply m by [v.x, v.y, v.z, 1]
+static v3 m4_mul_v3(m4 m, v3 v) {
+ return v3_add(v3_scale(V3(m.e[0], m.e[1], m.e[2]), v.x), v3_add(v3_scale(V3(m.e[4], m.e[5], m.e[6]), v.y),
+ v3_add(v3_scale(V3(m.e[8], m.e[9], m.e[10]), v.z), V3(m.e[12], m.e[13], m.e[14]))));
+}
+
+/*
+4x4 perspective matrix.
+fov - field of view in radians, aspect - width:height aspect ratio, z_near/z_far - clipping planes
+math stolen from gluPerspective (https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml)
+*/
+static m4 m4_perspective(float fov, float aspect, float z_near, float z_far) {
+ float f = 1.0f / tanf(fov / 2.0f);
+ return M4(
+ f/aspect, 0, 0, 0,
+ 0, f, 0, 0,
+ 0, 0, (z_far+z_near) / (z_near-z_far), (2.0f*z_far*z_near) / (z_near-z_far),
+ 0, 0, -1, 0
+ );
+}
+
+// windows.h defines near and far, so let's not use those
+static m4 m4_ortho(float left, float right, float bottom, float top, float near_, float far_) {
+ float tx = -(right + left)/(right - left);
+ float ty = -(top + bottom)/(top - bottom);
+ float tz = -(far_ + near_)/(far_ - near_);
+ return M4(
+ 2.0f / (right - left), 0, 0, tx,
+ 0, 2.0f / (top - bottom), 0, ty,
+ 0, 0, -2.0f / (far_ - near_), tz,
+ 0, 0, 0, 1
+ );
+}
+
+
+static m4 m4_mul(m4 a, m4 b) {
+ m4 prod = {0};
+ int i, j;
+ float *x = prod.e;
+ for (i = 0; i < 4; ++i) {
+ for (j = 0; j < 4; ++j, ++x) {
+ float *as = &a.e[j];
+ float *bs = &b.e[4*i];
+ *x = as[0]*bs[0] + as[4]*bs[1] + as[8]*bs[2] + as[12]*bs[3];
+ }
+ }
+ return prod;
+}
+
+static m4 m4_inv(m4 mat) {
+ m4 ret;
+ float *inv = ret.e;
+ float *m = mat.e;
+
+ inv[0] = m[5] * m[10] * m[15] - m[5] * m[11] * m[14] - m[9] * m[6] * m[15] + m[9] * m[7] * m[14] + m[13] * m[6] * m[11] - m[13] * m[7] * m[10];
+ inv[4] = -m[4] * m[10] * m[15] + m[4] * m[11] * m[14] + m[8] * m[6] * m[15] - m[8] * m[7] * m[14] - m[12] * m[6] * m[11] + m[12] * m[7] * m[10];
+ inv[8] = m[4] * m[9] * m[15] - m[4] * m[11] * m[13] - m[8] * m[5] * m[15] + m[8] * m[7] * m[13] + m[12] * m[5] * m[11] - m[12] * m[7] * m[9];
+ inv[12] = -m[4] * m[9] * m[14] + m[4] * m[10] * m[13] + m[8] * m[5] * m[14] - m[8] * m[6] * m[13] - m[12] * m[5] * m[10] + m[12] * m[6] * m[9];
+ inv[1] = -m[1] * m[10] * m[15] + m[1] * m[11] * m[14] + m[9] * m[2] * m[15] - m[9] * m[3] * m[14] - m[13] * m[2] * m[11] + m[13] * m[3] * m[10];
+ inv[5] = m[0] * m[10] * m[15] - m[0] * m[11] * m[14] - m[8] * m[2] * m[15] + m[8] * m[3] * m[14] + m[12] * m[2] * m[11] - m[12] * m[3] * m[10];
+ inv[9] = -m[0] * m[9] * m[15] + m[0] * m[11] * m[13] + m[8] * m[1] * m[15] - m[8] * m[3] * m[13] - m[12] * m[1] * m[11] + m[12] * m[3] * m[9];
+ inv[13] = m[0] * m[9] * m[14] - m[0] * m[10] * m[13] - m[8] * m[1] * m[14] + m[8] * m[2] * m[13] + m[12] * m[1] * m[10] - m[12] * m[2] * m[9];
+ inv[2] = m[1] * m[6] * m[15] - m[1] * m[7] * m[14] - m[5] * m[2] * m[15] + m[5] * m[3] * m[14] + m[13] * m[2] * m[7] - m[13] * m[3] * m[6];
+ inv[6] = -m[0] * m[6] * m[15] + m[0] * m[7] * m[14] + m[4] * m[2] * m[15] - m[4] * m[3] * m[14] - m[12] * m[2] * m[7] + m[12] * m[3] * m[6];
+ inv[10] = m[0] * m[5] * m[15] - m[0] * m[7] * m[13] - m[4] * m[1] * m[15] + m[4] * m[3] * m[13] + m[12] * m[1] * m[7] - m[12] * m[3] * m[5];
+ inv[14] = -m[0] * m[5] * m[14] + m[0] * m[6] * m[13] + m[4] * m[1] * m[14] - m[4] * m[2] * m[13] - m[12] * m[1] * m[6] + m[12] * m[2] * m[5];
+ inv[3] = -m[1] * m[6] * m[11] + m[1] * m[7] * m[10] + m[5] * m[2] * m[11] - m[5] * m[3] * m[10] - m[9] * m[2] * m[7] + m[9] * m[3] * m[6];
+ inv[7] = m[0] * m[6] * m[11] - m[0] * m[7] * m[10] - m[4] * m[2] * m[11] + m[4] * m[3] * m[10] + m[8] * m[2] * m[7] - m[8] * m[3] * m[6];
+ inv[11] = -m[0] * m[5] * m[11] + m[0] * m[7] * m[9] + m[4] * m[1] * m[11] - m[4] * m[3] * m[9] - m[8] * m[1] * m[7] + m[8] * m[3] * m[5];
+ inv[15] = m[0] * m[5] * m[10] - m[0] * m[6] * m[9] - m[4] * m[1] * m[10] + m[4] * m[2] * m[9] + m[8] * m[1] * m[6] - m[8] * m[2] * m[5];
+
+ float det = m[0] * inv[0] + m[1] * inv[4] + m[2] * inv[8] + m[3] * inv[12];
+
+ if (det == 0) {
+ memset(inv, 0, sizeof *inv);
+ } else {
+ det = 1 / det;
+
+ for (int i = 0; i < 16; i++)
+ inv[i] *= det;
+ }
+
+ return ret;
+}
+typedef struct {
+ int x, y;
+} v2i;
+
+static v2i V2I(int x, int y) {
+ v2i v;
+ v.x = x;
+ v.y = y;
+ return v;
+}
+
+static bool rect_contains_point_v2(v2 pos, v2 size, v2 point) {
+ float x1 = pos.x, y1 = pos.y, x2 = pos.x + size.x, y2 = pos.y + size.y,
+ x = point.x, y = point.y;
+ return x >= x1 && x < x2 && y >= y1 && y < y2;
+}
+
+static bool centered_rect_contains_point(v2 center, v2 size, v2 point) {
+ return rect_contains_point_v2(v2_sub(center, v2_scale(size, 0.5f)), size, point);
+}
+
+typedef struct {
+ v2 pos, size;
+} Rect;
+
+static Rect rect(v2 pos, v2 size) {
+ Rect r;
+ r.pos = pos;
+ r.size = size;
+ return r;
+}
+
+static Rect rect4(float x1, float y1, float x2, float y2) {
+ assert(x2 >= x1);
+ assert(y2 >= y1);
+ return rect(V2(x1,y1), V2(x2-x1, y2-y1));
+}
+
+static Rect rect_centered(v2 center, v2 size) {
+ Rect r;
+ r.pos = v2_sub(center, v2_scale(size, 0.5f));
+ r.size = size;
+ return r;
+}
+
+static v2 rect_center(Rect r) {
+ return v2_add(r.pos, v2_scale(r.size, 0.5f));
+}
+
+static bool rect_contains_point(Rect r, v2 point) {
+ return rect_contains_point_v2(r.pos, r.size, point);
+}
+
+static float rect_x1(Rect r) { return r.pos.x; }
+static float rect_y1(Rect r) { return r.pos.y; }
+static float rect_x2(Rect r) { return r.pos.x + r.size.x; }
+static float rect_y2(Rect r) { return r.pos.y + r.size.y; }
+
+static void rect_coords(Rect r, float *x1, float *y1, float *x2, float *y2) {
+ *x1 = r.pos.x;
+ *y1 = r.pos.y;
+ *x2 = r.pos.x + r.size.x;
+ *y2 = r.pos.y + r.size.y;
+}
+
+static void rect_print(Rect r) {
+ printf("Position: (%f, %f), Size: (%f, %f)\n", r.pos.x, r.pos.y, r.size.x, r.size.y);
+}
+
+#if MATH_GL
+// must be rendering GL_QUADS to use these functions!
+
+static void rect_render(Rect r) {
+ float x1 = r.pos.x, y1 = r.pos.y, x2 = x1 + r.size.x, y2 = y1 + r.size.y;
+ glVertex2f(x1, y1);
+ glVertex2f(x2, y1);
+ glVertex2f(x2, y2);
+ glVertex2f(x1, y2);
+}
+
+static void rect_render_border(Rect r, float border_radius) {
+ float x1 = r.pos.x, y1 = r.pos.y, x2 = x1 + r.size.x, y2 = y1 + r.size.y;
+ //float a = 0.3f; // for debugging
+
+ //glColor4f(1,0,0,a);
+ glVertex2f(x1+border_radius, y1-border_radius);
+ glVertex2f(x1+border_radius, y1+border_radius);
+ glVertex2f(x2+border_radius, y1+border_radius);
+ glVertex2f(x2+border_radius, y1-border_radius);
+
+ //glColor4f(0,1,0,a);
+ glVertex2f(x1-border_radius, y2-border_radius);
+ glVertex2f(x1-border_radius, y2+border_radius);
+ glVertex2f(x2-border_radius, y2+border_radius);
+ glVertex2f(x2-border_radius, y2-border_radius);
+
+ //glColor4f(0,0,1,a);
+ glVertex2f(x1-border_radius, y1-border_radius);
+ glVertex2f(x1+border_radius, y1-border_radius);
+ glVertex2f(x1+border_radius, y2-border_radius);
+ glVertex2f(x1-border_radius, y2-border_radius);
+
+ //glColor4f(1,1,0,a);
+ glVertex2f(x2-border_radius, y1+border_radius);
+ glVertex2f(x2+border_radius, y1+border_radius);
+ glVertex2f(x2+border_radius, y2+border_radius);
+ glVertex2f(x2-border_radius, y2+border_radius);
+}
+
+
+/*
+ gl grayscale color
+ i am tired of not having this
+*/
+static void gl_color1f(float v) {
+ glColor3f(v,v,v);
+}
+
+/*
+ gl grayscale+alpha color
+*/
+static void gl_color2f(float v, float a) {
+ glColor4f(v,v,v,a);
+}
+
+// color is 0xRRGGBBAA
+static void gl_color_rgba(u32 color) {
+ glColor4ub((u8)(color >> 24), (u8)(color >> 16), (u8)(color >> 8), (u8)color);
+}
+
+// color is 0xRRGGBB
+static void gl_color_rgb(u32 color) {
+ gl_color_rgba((color << 8) | 0xff);
+}
+
+static void gl_quad(float x1, float y1, float x2, float y2) {
+ glVertex2f(x1, y1);
+ glVertex2f(x2, y1);
+ glVertex2f(x2, y2);
+ glVertex2f(x1, y2);
+}
+
+// returns average of red green and blue components of color
+static float rgba_brightness(u32 color) {
+ u8 r = (u8)(color >> 24), g = (u8)(color >> 16), b = (u8)(color >> 8);
+ return ((float)r+(float)g+(float)b) * (1.0f / 3);
+}
+
+static float rects_intersect(Rect r1, Rect r2) {
+ if (r1.pos.x >= r2.pos.x + r2.size.x) return false; // r1 is to the right of r2
+ if (r2.pos.x >= r1.pos.x + r1.size.x) return false; // r2 is to the right of r1
+ if (r1.pos.y >= r2.pos.y + r2.size.y) return false; // r1 is above r2
+ if (r2.pos.y >= r1.pos.y + r1.size.y) return false; // r2 is above r1
+ return true;
+}
+#endif
+