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UltimateTrainingModpack/source/hitbox/visual.h

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#ifndef USEFUL_VISUAL_H
#define USEFUL_VISUAL_H
#include <math.h>
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#include "useful/useful.h"
/**
* Rounds a number to the nearest multiple of another number.
*/
float round_to(float val, float align) { return roundf(val / align) * align; }
/**
* Linearly interpolates between two numbers, without bounds checking.
*/
float lerp(float min, float max, float t) { return min + (max - min) * t; }
float unlerp(float min, float max, float val) {
return (val - min) / (max - min);
}
/**
* Linearly interpolates between two numbers, with bounds checking.
*/
float lerp_bounded(float min, float max, float t) {
return t <= 0 ? min : t >= 1 ? max : lerp(min, max, t);
}
float unlerp_bounded(float min, float max, float val) {
return val <= min ? 0 : val >= max ? 1 : unlerp(min, max, val);
}
/**
* Linearly nterpolates between two colors, with bounds checking, accounting for
* gamma. arguments:
* - min_color (Vector3f) -- xyz maps to rgb, components are usually in the
* range [0.0f, 1.0f] but can go beyond to account for super-bright or
* super-dark colors
* - max_Color (Vector3f) -- same as minColor
* - t (float) -- how far to interpolate between the colors
* - gamma (float = 2.0f) -- used for color correction, helps avoid ugly dark
* colors when interpolating b/t bright colors
*/
Vector3f color_lerp(Vector3f min_color, Vector3f max_color, float t,
float gamma = 2.0f) {
float gamma_inv = 1.0f / gamma;
float align =
1.0f / 255.0f; // color components must be a multiple of 1/255
return {round_to(powf(lerp_bounded(powf(min_color.x, gamma),
powf(max_color.x, gamma), t),
gamma_inv),
align),
round_to(powf(lerp_bounded(powf(min_color.y, gamma),
powf(max_color.y, gamma), t),
gamma_inv),
align),
round_to(powf(lerp_bounded(powf(min_color.z, gamma),
powf(max_color.z, gamma), t),
gamma_inv),
align)};
}
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#endif // USEFUL_VISUAL_H