Reviewed-on: #1 * Start implementing shaders and move vector code to dedicated files * Extract shader into its own header * Ensure pixel coordinates are within bounds * Refactor shader code and implement fragment shaders * Create shaders * Reorganise code Co-authored-by: Abdelrahman <said.abdelrahman89@gmail.com> Co-committed-by: Abdelrahman <said.abdelrahman89@gmail.com>
19 lines
660 B
C
19 lines
660 B
C
#ifndef UTILS_H
|
|
#define UTILS_H
|
|
|
|
#include "aliases.h"
|
|
#define swap(T, v0, v1) \
|
|
do { \
|
|
T tmp = v0; \
|
|
v0 = v1; \
|
|
v1 = tmp; \
|
|
} while (0)
|
|
|
|
#define min(a, b) (a <= b ? a : b)
|
|
#define max(a, b) (a >= b ? a : b)
|
|
#define clamp(val, minimum, maximum) (min(maximum, max(minimum, val)))
|
|
|
|
i64 absolute(i64 value);
|
|
|
|
#endif // UTILS_H
|