Fixed some bugs

This commit is contained in:
Zak Strange
2016-04-02 21:10:31 -07:00
parent 9e072b7fbd
commit 52f373cbfe

View File

@@ -44,6 +44,7 @@
Functionality:
Matt Mascarenhas (@miblo_)
Aleph
Fixes:
Jeroen van Rijn (@J_vanRijn)
@@ -54,8 +55,8 @@
#ifndef HANDMADE_MATH_H
#define HANDMADE_MATH_H
// TODO(zak): Make some sort of documentation for this and a way to remove it
#include <math.h>
#include <math.h> // TODO(zak): Remove this later on
#ifdef __cplusplus
extern "C" {
@@ -76,6 +77,12 @@ extern "C" {
#define Pi32 3.14159265359f
#define HMM_PI 3.14159265358979323846
#define MIN(a, b) (a) > (b) ? (b) : (a)
#define MAX(a, b) (a) < (b) ? (b) : (a)
#define ABS(a) (a) < 0 ? -(a) : (a)
#define MOD(a, m) ((a) % (m)) >= 0 ? ((a) % (m)) : (((a) % (m)) + (m))
#define Square(x) ((x) * (x))
typedef union vec2
{
struct
@@ -198,46 +205,78 @@ typedef union mat4
float Elements[4][4];
} mat4;
HMMDEF HINLINE float Power(float Base, int Exponent);
HMMDEF HINLINE float Clamp(float Min, float Value, float Max);
HMMDEF HINLINE vec3 Normalize(vec3 A);
HMMDEF HINLINE vec3 Cross(vec3 VecOne, vec3 VecTwo);
HMMDEF HINLINE float Dot(vec3 VecOne, vec3 VecTwo);
HMMDEF float
Power(float Base, int Exponent);
HMMDEF float
Clamp(float Min, float Value, float Max);
HMMDEF vec3
Normalize(vec3 A);
HMMDEF vec3
Cross(vec3 VecOne, vec3 VecTwo);
HMMDEF float
Dot(vec3 VecOne, vec3 VecTwo);
HMMDEF HINLINE vec2 Vec2i(int X, int Y);
HMMDEF HINLINE vec2 Vec2(float X, float Y);
HMMDEF HINLINE vec3 Vec3(float X, float Y, float Z);
HMMDEF HINLINE vec3 Vec3i(int X, int Y, int Z);
HMMDEF HINLINE vec4 Vec4(float X, float Y, float Z, float W);
HMMDEF HINLINE vec4 Vec4i(int X, int Y, int Z, int W);
HMMDEF vec2
Vec2i(int X, int Y);
HMMDEF vec2
Vec2(float X, float Y);
HMMDEF vec3
Vec3(float X, float Y, float Z);
HMMDEF vec3
Vec3i(int X, int Y, int Z);
HMMDEF vec4
Vec4(float X, float Y, float Z, float W);
HMMDEF vec4
Vec4i(int X, int Y, int Z, int W);
HMMDEF HINLINE vec2 AddVec2(vec2 Left, vec2 Right);
HMMDEF HINLINE vec3 AddVec3(vec3 Left, vec3 Right);
HMMDEF HINLINE vec4 AddVec4(vec4 Left, vec4 Right);
HMMDEF vec2
AddVec2(vec2 Left, vec2 Right);
HMMDEF vec3
AddVec3(vec3 Left, vec3 Right);
HMMDEF vec4
AddVec4(vec4 Left, vec4 Right);
HMMDEF HINLINE vec2 SubtractVec2(vec2 Left, vec2 Right);
HMMDEF HINLINE vec3 SubtractVec3(vec3 Left, vec3 Right);
HMMDEF HINLINE vec4 SubtractVec4(vec4 Left, vec4 Right);
HMMDEF vec2
SubtractVec2(vec2 Left, vec2 Right);
HMMDEF vec3
SubtractVec3(vec3 Left, vec3 Right);
HMMDEF vec4
SubtractVec4(vec4 Left, vec4 Right);
HMMDEF HINLINE vec2 MultiplyVec2(vec2 Left, vec2 Right);
HMMDEF HINLINE vec3 MultiplyVec3(vec3 Left, vec3 Right);
HMMDEF HINLINE vec4 MultiplyVec4(vec4 Left, vec4 Right);
HMMDEF vec2
MultiplyVec2(vec2 Left, vec2 Right);
HMMDEF vec3
MultiplyVec3(vec3 Left, vec3 Right);
HMMDEF vec4
MultiplyVec4(vec4 Left, vec4 Right);
HMMDEF HINLINE vec2 DivideVec2(vec2 Left, vec2 Right);
HMMDEF HINLINE vec3 DivideVec3(vec3 Left, vec3 Right);
HMMDEF HINLINE vec4 DivideVec4(vec4 Left, vec4 Right);
HMMDEF vec2
DivideVec2(vec2 Left, vec2 Right);
HMMDEF vec3
DivideVec3(vec3 Left, vec3 Right);
HMMDEF vec4
DivideVec4(vec4 Left, vec4 Right);
HMMDEF mat4 Mat4(void);
HMMDEF mat4 Mat4d(float Diagonal);
HMMDEF mat4 MultiplyMat4(mat4 Left, mat4 Right);
HMMDEF mat4
Mat4(void);
HMMDEF mat4
Mat4d(float Diagonal);
HMMDEF mat4
MultiplyMat4(mat4 Left, mat4 Right);
HMMDEF mat4 Orthographic(float Left, float Right, float Bottom, float Top, float Near, float Far);
HMMDEF mat4 Perspective(float FOV, float AspectRatio, float Near, float Far);
HMMDEF mat4 Translate(vec3 Translation);
HMMDEF mat4 Rotate(float Angle, vec3 Axis);
HMMDEF mat4 Scale(vec3 Scale);
HMMDEF mat4
Orthographic(float Left, float Right, float Bottom, float Top, float Near, float Far);
HMMDEF mat4
Perspective(float FOV, float AspectRatio, float Near, float Far);
HMMDEF mat4
Translate(vec3 Translation);
HMMDEF mat4
Rotate(float Angle, vec3 Axis);
HMMDEF mat4
Scale(vec3 Scale);
HMMDEF mat4 LookAt(vec3 Eye, vec3 Center, vec3 Up);
HMMDEF mat4
LookAt(vec3 Eye, vec3 Center, vec3 Up);
#ifdef __cplusplus
}
@@ -245,41 +284,63 @@ HMMDEF mat4 LookAt(vec3 Eye, vec3 Center, vec3 Up);
#ifdef HANDMADE_MATH_CPP_MODE
HMMDEF HINLINE vec2 Add(int X, int Y);
HMMDEF HINLINE vec3 Add(int X, int Y, int Z);
HMMDEF HINLINE vec4 Add(int X, int Y, int Z, int W);
HMMDEF vec2
Add(int X, int Y);
HMMDEF vec3
Add(int X, int Y, int Z);
HMMDEF vec4
Add(int X, int Y, int Z, int W);
HMMDEF HINLINE vec2 Subtract(int X, int Y);
HMMDEF HINLINE vec3 Subtract(int X, int Y, int Z);
HMMDEF HINLINE vec4 Subtract(int X, int Y, int Z, int W);
HMMDEF vec2
Subtract(int X, int Y);
HMMDEF vec3
Subtract(int X, int Y, int Z);
HMMDEF vec4
Subtract(int X, int Y, int Z, int W);
HMMDEF HINLINE vec2 Multiply(int X, int Y);
HMMDEF HINLINE vec3 Multiply(int X, int Y, int Z);
HMMDEF HINLINE vec4 Multiply(int X, int Y, int Z, int W);
HMMDEF HINLINE mat4 Multiply(mat4 Left, mat4 Right);
HMMDEF vec2
Multiply(int X, int Y);
HMMDEF vec3
Multiply(int X, int Y, int Z);
HMMDEF vec4
Multiply(int X, int Y, int Z, int W);
HMMDEF mat4
Multiply(mat4 Left, mat4 Right);
HMMDEF HINLINE vec2 Divide(int X, int Y);
HMMDEF HINLINE vec3 Divide(int X, int Y, int Z);
HMMDEF HINLINE vec4 Divide(int X, int Y, int Z, int W);
HMMDEF vec2
Divide(int X, int Y);
HMMDEF vec3
Divide(int X, int Y, int Z);
HMMDEF vec4
Divide(int X, int Y, int Z, int W);
HMMDEF vec2 operator+(vec2 Left, vec2 Right);
HMMDEF vec3 operator+(vec3 Left, vec3 Right);
HMMDEF vec4 operator+(vec4 Left, vec4 Right);
HMMDEF vec2
operator+(vec2 Left, vec2 Right);
HMMDEF vec3
operator+(vec3 Left, vec3 Right);
HMMDEF vec4
operator+(vec4 Left, vec4 Right);
HMMDEF vec2 operator-(vec2 Left, vec2 Right);
HMMDEF vec3 operator-(vec3 Left, vec3 Right);
HMMDEF vec4 operator-(vec4 Left, vec4 Right);
HMMDEF vec2
operator-(vec2 Left, vec2 Right);
HMMDEF vec3
operator-(vec3 Left, vec3 Right);
HMMDEF vec4
operator-(vec4 Left, vec4 Right);
HMMDEF vec2 operator*(vec2 Left, vec2 Right);
HMMDEF vec3 operator*(vec3 Left, vec3 Right);
HMMDEF vec4 operator*(vec4 Left, vec4 Right);
HMMDEF mat4 operator*(mat4 Left, mat4 Right);
HMMDEF vec3 operator*(vec3 Left, float Right);
HMMDEF vec2 operator*(vec2 Left, float Right);
HMMDEF vec2 operator/(vec2 Left, vec2 Right);
HMMDEF vec3 operator/(vec3 Left, vec3 Right);
HMMDEF vec4 operator/(vec4 Left, vec4 Right);
HMMDEF vec2
operator/(vec2 Left, vec2 Right);
HMMDEF vec3
operator/(vec3 Left, vec3 Right);
HMMDEF vec4
operator/(vec4 Left, vec4 Right);
#endif /* HANDMADE_MATH_CPP */
@@ -397,9 +458,7 @@ Dot(vec3 VecOne, vec3 VecTwo)
{
float Result = 0;
Result = (VecOne.X * VecTwo.X) +
(VecOne.Y * VecTwo.Y) +
(VecOne.Z * VecTwo.Z);
Result = (VecOne.X * VecTwo.X) + (VecOne.Y * VecTwo.Y) + (VecOne.Z * VecTwo.Z);
return (Result);
}
@@ -620,17 +679,14 @@ DivideVec4(vec4 Left, vec4 Right)
return (Result);
}
HMMDEF mat4 Mat4()
HMMDEF mat4
Mat4()
{
mat4 Result;
for(int Rows = 0;
Rows < 4;
++Rows)
for(int Rows = 0; Rows < 4; ++Rows)
{
for(int Columns = 0;
Columns < 4;
++Columns)
for(int Columns = 0; Columns < 4; ++Columns)
{
Result.Elements[Rows][Columns] = 0.0f;
}
@@ -644,13 +700,9 @@ Mat4d(float Diagonal)
{
mat4 Result;
for(int Rows = 0;
Rows < 4;
++Rows)
for(int Rows = 0; Rows < 4; ++Rows)
{
for(int Columns = 0;
Columns < 4;
++Columns)
for(int Columns = 0; Columns < 4; ++Columns)
{
Result.Elements[Rows][Columns] = 0.0f;
}
@@ -669,18 +721,12 @@ MultiplyMat4(mat4 Left, mat4 Right)
{
mat4 Result = Mat4();
for(int Rows = 0;
Rows < 4;
++Rows)
for(int Rows = 0; Rows < 4; ++Rows)
{
for(int Columns = 0;
Columns < 4;
++Columns)
for(int Columns = 0; Columns < 4; ++Columns)
{
float Sum = 0;
for(int CurrentMatrice = 0;
CurrentMatrice < 4;
++CurrentMatrice)
for(int CurrentMatrice = 0; CurrentMatrice < 4; ++CurrentMatrice)
{
Sum += Right.Elements[Rows][CurrentMatrice] * Left.Elements[CurrentMatrice][Columns];
}
@@ -713,8 +759,8 @@ Perspective(float FOV, float AspectRatio, float Near, float Far)
{
mat4 Result = Mat4d(1.0f);
Result.Elements[0][0] = 1.0f / (AspectRatio * tan(FOV / 2.0f));
Result.Elements[1][1] = 1.0f / tan(FOV / 2.0f);
Result.Elements[0][0] = 1.0f / (AspectRatio * tanf(FOV / 2.0f));
Result.Elements[1][1] = 1.0f / tanf(FOV / 2.0f);
Result.Elements[2][3] = -1.0f;
Result.Elements[2][2] = -(Far + Near) / (Far - Near);
Result.Elements[3][2] = -(2.0f * Far * Near) / (Far - Near);
@@ -740,17 +786,17 @@ Rotate(float Angle, vec3 Axis)
{
mat4 Result = Mat4d(1.0f);
Result.Elements[0][0] = Axis.X * Axis.X * (1.0f - cos(ToRadians(Angle))) + cos(ToRadians(Angle));
Result.Elements[0][1] = Axis.Y * Axis.X * (1.0f - cos(ToRadians(Angle))) + Axis.Z * (sin(ToRadians(Angle)));
Result.Elements[0][2] = Axis.X * Axis.Z * (1.0f - cos(ToRadians(Angle))) - Axis.Y * (sin(ToRadians(Angle)));
Result.Elements[0][0] = Axis.X * Axis.X * (1.0f - cosf(ToRadians(Angle))) + cosf(ToRadians(Angle));
Result.Elements[0][1] = Axis.Y * Axis.X * (1.0f - cosf(ToRadians(Angle))) + Axis.Z * (sinf(ToRadians(Angle)));
Result.Elements[0][2] = Axis.X * Axis.Z * (1.0f - cosf(ToRadians(Angle))) - Axis.Y * (sinf(ToRadians(Angle)));
Result.Elements[1][0] = Axis.X * Axis.Y * (1.0f - cos(ToRadians(Angle))) - Axis.Z * (sin(ToRadians(Angle)));
Result.Elements[1][1] = Axis.Y * Axis.Y * (1.0f - cos(ToRadians(Angle))) + (cos(ToRadians(Angle)));
Result.Elements[1][2] = Axis.Y * Axis.Z * (1.0f - cos(ToRadians(Angle))) + Axis.X * (sin(ToRadians(Angle)));
Result.Elements[1][0] = Axis.X * Axis.Y * (1.0f - cosf(ToRadians(Angle))) - Axis.Z * (sinf(ToRadians(Angle)));
Result.Elements[1][1] = Axis.Y * Axis.Y * (1.0f - cosf(ToRadians(Angle))) + (cosf(ToRadians(Angle)));
Result.Elements[1][2] = Axis.Y * Axis.Z * (1.0f - cosf(ToRadians(Angle))) + Axis.X * (sinf(ToRadians(Angle)));
Result.Elements[2][0] = Axis.X * Axis.Z * (1.0f - cos(ToRadians(Angle))) + Axis.Y * (sin(ToRadians(Angle)));
Result.Elements[2][1] = Axis.Y * Axis.Z * (1.0f - cos(ToRadians(Angle))) - Axis.X * (sin(ToRadians(Angle)));
Result.Elements[2][2] = Axis.Z * Axis.Z * (1.0f - cos(ToRadians(Angle))) * (cos(ToRadians(Angle)));
Result.Elements[2][0] = Axis.X * Axis.Z * (1.0f - cosf(ToRadians(Angle))) + Axis.Y * (sinf(ToRadians(Angle)));
Result.Elements[2][1] = Axis.Y * Axis.Z * (1.0f - cosf(ToRadians(Angle))) - Axis.X * (sinf(ToRadians(Angle)));
Result.Elements[2][2] = Axis.Z * Axis.Z * (1.0f - cosf(ToRadians(Angle))) * (cosf(ToRadians(Angle)));
return (Result);
}
@@ -950,24 +996,21 @@ operator-(vec4 Left, vec4 Right)
return (Result);
}
HMMDEF HINLINE vec2
operator*(vec2 Left, vec2 Right)
HMMDEF HINLINE vec2 operator*(vec2 Left, vec2 Right)
{
vec2 Result = Multiply(Left, Right);
return (Result);
}
HMMDEF HINLINE vec3
operator*(vec3 Left, vec3 Right)
HMMDEF HINLINE vec3 operator*(vec3 Left, vec3 Right)
{
vec3 Result = Multiply(Left, Right);
return (Result);
}
HMMDEF HINLINE vec3
operator*(vec3 Left, float Right)
HMMDEF HINLINE vec3 operator*(vec3 Left, float Right)
{
vec3 Result;
@@ -978,16 +1021,24 @@ operator*(vec3 Left, float Right)
return (Result);
}
HMMDEF HINLINE vec4
operator*(vec4 Left, vec4 Right)
HMMDEF vec2 operator*(vec2 Left, float Right)
{
vec2 Result;
Result.X = Right * Left.X;
Result.Y = Right * Left.Y;
return (Result);
}
HMMDEF HINLINE vec4 operator*(vec4 Left, vec4 Right)
{
vec4 Result = Multiply(Left, Right);
return (Result);
}
HMMDEF HINLINE mat4
operator*(mat4 Left, mat4 Right)
HMMDEF HINLINE mat4 operator*(mat4 Left, mat4 Right)
{
mat4 Result = Multiply(Left, Right);
@@ -1021,5 +1072,3 @@ operator/(vec4 Left, vec4 Right)
#endif /* HANDMADE_MATH_CPP_MODE */
#endif /* HANDMADE_MATH_IMPLEMENTATION */