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#include <u.h>
#include <libc.h>
#include <thread.h>
#include <draw.h>
#include <memdraw.h>
#include <geometry.h>
#include "graphics.h"
#include "internal.h"
Point
minpt(Point a, Point b)
{
return (Point){
min(a.x, b.x),
min(a.y, b.y)
};
}
Point
maxpt(Point a, Point b)
{
return (Point){
max(a.x, b.x),
max(a.y, b.y)
};
}
Point2
modulapt2(Point2 a, Point2 b)
{
return (Point2){a.x*b.x, a.y*b.y, a.w*b.w};
}
Point2
minpt2(Point2 a, Point2 b)
{
return (Point2){
min(a.x, b.x),
min(a.y, b.y),
min(a.w, b.w)
};
}
Point2
maxpt2(Point2 a, Point2 b)
{
return (Point2){
max(a.x, b.x),
max(a.y, b.y),
max(a.w, b.w)
};
}
int
eqpt2(Point2 a, Point2 b)
{
return vec2len(subpt2(a, b)) < ε2;
}
Point3
modulapt3(Point3 a, Point3 b)
{
return (Point3){a.x*b.x, a.y*b.y, a.z*b.z, a.w*b.w};
}
Point3
minpt3(Point3 a, Point3 b)
{
return (Point3){
min(a.x, b.x),
min(a.y, b.y),
min(a.z, b.z),
min(a.w, b.w)
};
}
Point3
maxpt3(Point3 a, Point3 b)
{
return (Point3){
max(a.x, b.x),
max(a.y, b.y),
max(a.z, b.z),
max(a.w, b.w)
};
}
int
eqpt3(Point3 a, Point3 b)
{
return vec3len(subpt3(a, b)) < ε2;
}
Quaternion
qsandwich(Quaternion q, Quaternion p)
{
return mulq(mulq(q, p), invq(q));
}
Point3
qsandwichpt3(Quaternion q, Point3 p)
{
Quaternion r;
r = qsandwich(q, Quatvec(0, p));
return Pt3(r.i, r.j, r.k, p.w);
}
void
memsetf(void *dp, float v, usize len)
{
float *p;
p = dp;
while(len--)
*p++ = v;
}
void
memsetl(void *dp, ulong v, usize len)
{
ulong *p;
p = dp;
while(len--)
*p++ = v;
}
Memimage *
rgba(ulong c)
{
Memimage *i;
i = eallocmemimage(UR, RGBA32);
i->flags |= Frepl;
i->clipr = Rect(-1e6, -1e6, 1e6, 1e6);
memfillcolor(i, c);
return i;
}
Memimage *
dupmemimage(Memimage *i)
{
Memimage *ni;
if(i == nil)
return nil;
ni = allocmemimaged(i->r, i->chan, i->data);
if(ni == nil)
sysfatal("allocmemimaged: %r");
ni->data->ref++;
return ni;
}
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