// -- internal -- // public #include "rodeo.h" // private #include "rodeo_internal.h" // -- system -- #include #include // -- external -- #include "SDL.h" #include "stc/crandom.h" #define CGLM_FORCE_DEPTH_ZERO_TO_ONE #include "cglm/cglm.h" // rounds to nearest rather then truncation rodeo_color_RGBA8_t rodeo_color_RGBAFloat_to_RGBA8(const rodeo_color_RGBAFloat_t color) { return (rodeo_color_RGBA8_t){ .colors.red = (uint8_t)((color.colors.red * (float)UINT8_MAX) + 0.5), .colors.green = (uint8_t)((color.colors.green * (float)UINT8_MAX) + 0.5), .colors.blue = (uint8_t)((color.colors.blue * (float)UINT8_MAX) + 0.5), .colors.alpha = (uint8_t)((color.colors.alpha * (float)UINT8_MAX) + 0.5), }; } rodeo_color_RGBAFloat_t rodeo_color_RGBA8_to_RGBAFloat(const rodeo_color_RGBA8_t color) { return (rodeo_color_RGBAFloat_t){ .colors.red = (float)color.colors.red / 255.0f, .colors.green = (float)color.colors.green / 255.0f, .colors.blue = (float)color.colors.blue / 255.0f, .colors.alpha = (float)color.colors.alpha / 255.0f, }; } // need to test this, might be wrong /* rodeo_vector2_t rodeo_angle_to_vector2(float angle) { rodeo_vector2_t result = { {1.0f, 0.0f} }; glm_vec2_rotate( (float*)&(result.array), angle * 2.0f * (float)GLM_PI, (float*)&result.array ); return result; } */