start using C based classes
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@@ -16,4 +16,4 @@ public:
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gnString gnGetPhysicalOutputDeviceName(const gnPhysicalOutputDevice& device);
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inline bool (*gnDeviceSupportsAPI)(const gnPhysicalOutputDevice& device);
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inline gnList<gnPhysicalOutputDevice> (*gnGetPhysicalOutputDevices)(const gnInstance& instance);
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inline gnPhysicalOutputDevice* (*gnGetPhysicalOutputDevices)(const gnInstance& instance, uint32_t* count);
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@@ -1,12 +1,10 @@
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#include "utils/strings/gryphn_string.h"
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#pragma once
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typedef enum gnReturnCode {
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GN_SUCCESS, GN_FAILED, GN_FATAL,
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GN_SUCCESS, GN_WARNING, GN_FAILED,
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GN_ERROR = GN_FAILED
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} gnReturnCode;
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typedef gnReturnCode gnErrorCode;
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typedef enum gnReturnMessage {
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GN_UNKNOWN_ERROR,
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GN_UNKNOWN_FRAMEBUFFER_ATTACHMENT,
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@@ -24,18 +22,8 @@ typedef enum gnReturnMessage {
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GN_FAILED_CREATE_RENDERPASS,
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GN_FAILED_CREATE_INSTANCE,
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GN_FAILED_TO_ATTACH_WINDOW,
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GN_FAILED_TO_CREATE_IMAGE,
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GN_FAILED_CREATE_WINDOW_SURFACE
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GN_FAILED_TO_CREATE_IMAGE
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} gnReturnMessage;
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inline gnString lastReturnAPIMessage = gnCreateEmptyString();
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inline gnReturnMessage lastReturnMessage = GN_UNKNOWN_ERROR;
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static const gnString gnGetErrorString() { return lastReturnAPIMessage; }
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static const gnReturnMessage gnGetErrorMessage() { return lastReturnMessage; }
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static gnReturnCode gnReturnError(gnReturnMessage message, gnString errorMessage) {
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lastReturnAPIMessage = errorMessage;
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lastReturnMessage = message;
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return GN_ERROR;
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}
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typedef gnReturnCode gnErrorCode;
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typedef gnReturnMessage gnErrorMessage;
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@@ -1,37 +1,80 @@
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#pragma once
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// very shitty vec3 class
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// i really want to write some math for this shit but im a lazy little cunt and im not doing all that shit
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#include "stdint.h"
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template <typename T>
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struct gnType3 {
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typedef struct gnVec3 {
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union {
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struct { T a, b, c; };
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struct { T x, y, z; };
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struct { float a, b, c; };
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struct { float x, y, z; };
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};
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public:
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gnType3(T a, T b, T c) { this->a = a; this->b = b; this->c = c; }
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gnType3() {};
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bool operator==(const gnType3& other) const {
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#ifdef GN_UTILS_CPP
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gnVec3(float x, float y, float z) { this->x = x; this->y = y; this->z = z; }
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gnVec3(float s) { this->x = s; this->y = s; this->z = s; }
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gnVec3() {};
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gnVec3 operator-(const gnVec3& other) {
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gnVec3 returnGnVec3;
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returnGnVec3.x = this->x - other.x;
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returnGnVec3.y = this->y - other.y;
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returnGnVec3.z = this->z - other.z;
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return returnGnVec3;
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}
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bool operator==(const gnVec3& other) const {
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return this->a == other.a && this->b == other.b && this->c == other.c;
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}
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};
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#endif
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} gnVec3;
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template <typename T1, typename T2, typename T3>
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struct gnMultiType3 {
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union {
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struct { T1 a; T2 b; T3 c; };
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struct { T1 x; T2 y; T3 z; };
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};
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public:
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gnMultiType3(T1 a, T2 b, T3 c) { this->a = a; this->b = b; this->c = c; }
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gnMultiType3() {};
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};
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typedef gnType3<float> gnVec3;
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typedef gnVec3 gnFVec3;
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typedef gnVec3 gnFloat3;
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typedef gnType3<uint32_t> gnUInt3;
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typedef gnType3<int32_t> gnInt3;
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typedef struct gnUInt3 {
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union {
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struct { uint32_t a, b, c; };
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struct { uint32_t x, y, z; };
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};
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#ifdef GN_UTILS_CPP
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gnUInt3(uint32_t x, uint32_t y) { this->x = x; this->y = y; this->z = z; }
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gnUInt3(uint32_t s) { this->x = s; this->y = s; this->z = s; }
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gnUInt3() {};
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gnUInt3 operator-(const gnUInt3& other) {
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gnUInt3 returnGnVec3;
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returnGnVec3.x = this->x - other.x;
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returnGnVec3.y = this->y - other.y;
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returnGnVec3.z = this->z - other.z;
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return returnGnVec3;
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}
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bool operator==(const gnUInt3& other) const {
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return this->a == other.a && this->b == other.b && this->c == other.c;
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}
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#endif
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} gnUInt3;
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typedef struct gnInt3 {
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union {
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struct { int a, b, c; };
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struct { int x, y, z; };
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};
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#ifdef GN_UTILS_CPP
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gnInt3(int x, int y, int z) { this->x = x; this->y = y; this->z = z; }
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gnInt3(int s) { this->x = s; this->y = s; this->z = s; }
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gnInt3() {};
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gnInt3 operator-(const gnInt3& other) {
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gnInt3 returnGnVec3;
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returnGnVec3.x = this->x - other.x;
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returnGnVec3.y = this->y - other.y;
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returnGnVec3.z = this->z - other.z;
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return returnGnVec3;
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}
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bool operator==(const gnInt3& other) const {
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return this->a == other.a && this->b == other.b && this->c == other.c;
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}
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#endif
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} gnInt3;
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@@ -1,33 +1,87 @@
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// typedef gnType4<uint32_t> gnUInt4;
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// typedef gnType4<int32_t> gnInt4;
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#pragma once
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// very shitty vec4 class
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// I also use this same thing to make my color class dont worry abt it
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#include "stdint.h"
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template <typename T>
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struct gnType4 {
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typedef struct gnVec4 {
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union {
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struct { T a, b, c, d; };
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struct { T x, y, z, w; };
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struct { float a, b, c, d; };
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struct { float x, y, z, w; };
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};
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public:
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gnType4(T a, T b, T c, T d) { this->a = a; this->b = b; this->c = c; this->d = d; }
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gnType4() {};
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};
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template <typename T1, typename T2, typename T3, typename T4>
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struct gnMultiType4 {
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union {
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struct { T1 r; T2 g; T3 b; T4 a; };
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struct { T1 x; T2 y; T3 z; T4 w; };
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};
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public:
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gnMultiType4(T1 r, T2 g, T3 b, T4 a) { this->r = r; this->g = g; this->b = b; this->a = a; }
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gnMultiType4() {};
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};
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#ifdef GN_UTILS_CPP
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gnVec4(float x, float y, float z, float w) { this->x = x; this->y = y; this->z = z; this->w = w; }
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gnVec4(float s) { this->x = s; this->y = s; this->z = s; this->w = w; }
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gnVec4() {};
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typedef gnType4<float> gnVec4;
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gnVec4 operator-(const gnVec4& other) {
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gnVec4 returnGnVec4;
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returnGnVec4.x = this->x - other.x;
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returnGnVec4.y = this->y - other.y;
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returnGnVec4.z = this->z - other.z;
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returnGnVec4.w = this->w - other.w;
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return returnGnVec4;
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}
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bool operator==(const gnVec4& other) const {
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return this->a == other.a && this->b == other.b && this->c == other.c && this->d == other.d;
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}
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#endif
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} gnVec4;
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typedef gnVec4 gnFVec4;
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typedef gnVec4 gnFloat4;
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typedef gnType4<uint32_t> gnUInt4;
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typedef gnType4<int32_t> gnInt4;
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typedef struct gnUInt4 {
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union {
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struct { uint32_t a, b, c, d; };
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struct { uint32_t x, y, z, w; };
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};
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#ifdef GN_UTILS_CPP
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gnUInt4(uint32_t x, uint32_t y, uint32_t z, uint32_t w) { this->x = x; this->y = y; this->z = z; this->w = w; }
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gnUInt4(uint32_t s) { this->x = s; this->y = s; this->z = s; this->w = s; }
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gnUInt4() {};
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gnUInt4 operator-(const gnUInt4& other) {
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gnUInt4 returnGnVec4;
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returnGnVec4.x = this->x - other.x;
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returnGnVec4.y = this->y - other.y;
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returnGnVec4.z = this->z - other.z;
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returnGnVec4.w = this->w - other.w;
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return returnGnVec4;
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}
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bool operator==(const gnUInt4& other) const {
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return this->a == other.a && this->b == other.b && this->c == other.c && this->d == other.d;
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}
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#endif
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} gnUInt4;
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typedef struct gnInt4 {
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union {
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struct { int a, b, c, d; };
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struct { int x, y, z, w; };
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};
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#ifdef GN_UTILS_CPP
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gnInt4(int x, int y, int z, int w) { this->x = x; this->y = y; this->z = z; this->w = w; }
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gnInt4(int s) { this->x = s; this->y = s; this->z = s; this->w = s; }
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gnInt4() {};
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gnInt4 operator-(const gnInt4& other) {
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gnInt4 returnGnVec4;
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returnGnVec4.x = this->x - other.x;
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returnGnVec4.y = this->y - other.y;
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returnGnVec4.z = this->z - other.z;
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returnGnVec4.w = this->w - other.w;
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return returnGnVec4;
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}
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bool operator==(const gnInt4& other) const {
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return this->a == other.a && this->b == other.b && this->c == other.c;
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}
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#endif
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} gnInt4;
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@@ -1,3 +1,29 @@
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#include "../math/gryphn_vec4.h"
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typedef struct gnColor {
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union {
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struct {
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int r, g, b;
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float a;
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};
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typedef gnMultiType4<int, int, int, float> gnColor;
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struct {
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int red, green, blue;
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float alpha;
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};
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};
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#ifdef GN_UTILS_CPP
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gnColor(int red, int green, int blue, float alpha = 1.0) {
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this->red = red;
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this->green = green;
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this->blue = blue;
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this->alpha = alpha;
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}
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gnColor(int color = 0, float alpha = 1.0) {
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this->red = color;
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this->green = color;
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this->blue = color;
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this->alpha = alpha;
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}
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#endif
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} gnColor;
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