diff options
Diffstat (limited to 'util.c')
-rw-r--r-- | util.c | 98 |
1 files changed, 0 insertions, 98 deletions
@@ -720,26 +720,6 @@ vec2 vec2_polar(float r, float theta) { return (vec2){r * cosf(theta), r * sinf(theta)}; } -void rgba_u32_to_floats(u32 rgba, float floats[4]) { - floats[0] = (float)((rgba >> 24) & 0xFF) / 255.f; - floats[1] = (float)((rgba >> 16) & 0xFF) / 255.f; - floats[2] = (float)((rgba >> 8) & 0xFF) / 255.f; - floats[3] = (float)((rgba >> 0) & 0xFF) / 255.f; -} - -vec4 rgba_u32_to_vec4(u32 rgba) { - float c[4]; - rgba_u32_to_floats(rgba, c); - return (vec4){c[0], c[1], c[2], c[3]}; -} - -u32 rgba_vec4_to_u32(vec4 color) { - return (u32)(color.x * 255) << 24 - | (u32)(color.y * 255) << 16 - | (u32)(color.z * 255) << 8 - | (u32)(color.w * 255); -} - bool rect_contains_point_v2(vec2 pos, vec2 size, vec2 point) { float x1 = pos.x, y1 = pos.y, x2 = pos.x + size.x, y2 = pos.y + size.y, x = point.x, y = point.y; @@ -868,84 +848,6 @@ void rect_grow(Rect *r, float amount) { r->size.y += 2 * amount; } -static vec4 color_rgba_to_hsva(vec4 rgba) { - float R = rgba.x, G = rgba.y, B = rgba.z, A = rgba.w; - float M = maxf(R, maxf(G, B)); - float m = minf(R, minf(G, B)); - float C = M - m; - float H = 0; - if (C == 0) - H = 0; - else if (M == R) - H = fmodf((G - B) / C, 6); - else if (M == G) - H = (B - R) / C + 2; - else if (M == B) - H = (R - G) / C + 4; - H *= 60; - float V = M; - float S = V == 0 ? 0 : C / V; - return (vec4){H, S, V, A}; -} - -static vec4 color_hsva_to_rgba(vec4 hsva) { - float H = hsva.x, S = hsva.y, V = hsva.z, A = hsva.w; - H /= 60; - float C = S * V; - float X = C * (1 - fabsf(fmodf(H, 2) - 1)); - float R, G, B; - if (H <= 1) - R=C, G=X, B=0; - else if (H <= 2) - R=X, G=C, B=0; - else if (H <= 3) - R=0, G=C, B=X; - else if (H <= 4) - R=0, G=X, B=C; - else if (H <= 5) - R=X, G=0, B=C; - else - R=C, G=0, B=X; - - float m = V-C; - R += m; - G += m; - B += m; - return (vec4){R, G, B, A}; -} - -u32 color_interpolate(float x, u32 color1, u32 color2) { - x = x * x * (3 - 2*x); // hermite interpolation - - vec4 c1 = rgba_u32_to_vec4(color1), c2 = rgba_u32_to_vec4(color2); - // to make it interpolate more nicely, convert to hsv, interpolate in that space, then convert back - c1 = color_rgba_to_hsva(c1); - c2 = color_rgba_to_hsva(c2); - // v_1/2 named differently to avoid shadowing - float h1 = c1.x, s1 = c1.y, v_1 = c1.z, a1 = c1.w; - float h2 = c2.x, s2 = c2.y, v_2 = c2.z, a2 = c2.w; - - float s_out = lerpf(x, s1, s2); - float v_out = lerpf(x, v_1, v_2); - float a_out = lerpf(x, a1, a2); - - float h_out; - // because hue is on a circle, we need to make sure we take the shorter route around the circle - if (fabsf(h1 - h2) < 180) { - h_out = lerpf(x, h1, h2); - } else if (h1 > h2) { - h_out = lerpf(x, h1, h2 + 360); - } else { - h_out = lerpf(x, h1 + 360, h2); - } - h_out = fmodf(h_out, 360); - - vec4 c_out = (vec4){h_out, s_out, v_out, a_out}; - c_out = color_hsva_to_rgba(c_out); - return rgba_vec4_to_u32(c_out); -} - - int timespec_cmp(struct timespec a, struct timespec b) { if (a.tv_sec > b.tv_sec) return 1; if (a.tv_sec < b.tv_sec) return -1; |