Merge pull request #24 from recp/swizzle

swizzle support
This commit is contained in:
Recep Aslantas
2019-06-06 13:23:56 +03:00
committed by GitHub
7 changed files with 159 additions and 0 deletions

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@@ -28,6 +28,9 @@
# define CGLM_INLINE static inline __attribute((always_inline))
#endif
#define GLM_SHUFFLE4(z, y, x, w) (((z) << 6) | ((y) << 4) | ((x) << 2) | (w))
#define GLM_SHUFFLE3(z, y, x) (((z) << 4) | ((y) << 2) | (x))
#include "types.h"
#include "simd/intrin.h"

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@@ -58,6 +58,7 @@
CGLM_INLINE vec3s glms_vec3_ortho(vec3s v);
CGLM_INLINE vec3s glms_vec3_clamp(vec3s v, float minVal, float maxVal);
CGLM_INLINE vec3s glms_vec3_lerp(vec3s from, vec3s to, float t);
CGLM_INLINE vec3s glms_vec3_swizzle(vec3s v, int mask);
Convenient:
CGLM_INLINE vec3s glms_cross(vec3s a, vec3s b);
@@ -747,4 +748,21 @@ glms_normalize(vec3s v) {
return v;
}
/*!
* @brief swizzle vector components
*
* you can use existin masks e.g. GLM_XXX, GLM_ZYX
*
* @param[in] v source
* @param[in] mask mask
* @returns swizzled vector
*/
CGLM_INLINE
vec3s
glms_vec3_swizzle(vec3s v, int mask) {
vec3s dest;
glm_vec3_swizzle(v.raw, mask, dest.raw);
return dest;
}
#endif /* cglms_vec3s_h */

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@@ -48,6 +48,7 @@
CGLM_INLINE vec4s glms_vec4_clamp(vec4s v, float minVal, float maxVal);
CGLM_INLINE vec4s glms_vec4_lerp(vec4s from, vec4s to, float t);
CGLM_INLINE vec4s glms_vec4_cubic(float s);
CGLM_INLINE vec4s glms_vec4_swizzle(vec4s v, int mask);
*/
#ifndef cglms_vec4s_h
@@ -577,4 +578,21 @@ glms_vec4_cubic(float s) {
return r;
}
/*!
* @brief swizzle vector components
*
* you can use existin masks e.g. GLM_XXXX, GLM_WZYX
*
* @param[in] v source
* @param[in] mask mask
* @returns swizzled vector
*/
CGLM_INLINE
vec4s
glms_vec4_swizzle(vec4s v, int mask) {
vec4s dest;
glm_vec4_swizzle(v.raw, mask, dest.raw);
return dest;
}
#endif /* cglms_vec4s_h */

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@@ -61,6 +61,7 @@
CGLM_INLINE void glm_vec3_ortho(vec3 v, vec3 dest);
CGLM_INLINE void glm_vec3_clamp(vec3 v, float minVal, float maxVal);
CGLM_INLINE void glm_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest);
CGLM_INLINE void glm_vec3_swizzle(vec3 v, int mask, vec3 dest);
Convenient:
CGLM_INLINE void glm_cross(vec3 a, vec3 b, vec3 d);
@@ -103,6 +104,11 @@
#define GLM_ZUP ((vec3){0.0f, 0.0f, 1.0f})
#define GLM_XUP ((vec3){1.0f, 0.0f, 0.0f})
#define GLM_XXX GLM_SHUFFLE3(0, 0, 0)
#define GLM_YYY GLM_SHUFFLE3(1, 1, 1)
#define GLM_ZZZ GLM_SHUFFLE3(2, 2, 2)
#define GLM_ZYX GLM_SHUFFLE3(0, 1, 2)
/*!
* @brief init vec3 using vec4
*
@@ -845,4 +851,25 @@ glm_normalize_to(vec3 v, vec3 dest) {
glm_vec3_normalize_to(v, dest);
}
/*!
* @brief swizzle vector components
*
* you can use existin masks e.g. GLM_XXX, GLM_ZYX
*
* @param[in] v source
* @param[in] mask mask
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec3_swizzle(vec3 v, int mask, vec3 dest) {
vec3 t;
t[0] = v[(mask & (3 << 0))];
t[1] = v[(mask & (3 << 2)) >> 2];
t[2] = v[(mask & (3 << 4)) >> 4];
glm_vec3_copy(t, dest);
}
#endif /* cglm_vec3_h */

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@@ -47,6 +47,7 @@
CGLM_INLINE void glm_vec4_minv(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_clamp(vec4 v, float minVal, float maxVal);
CGLM_INLINE void glm_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest)
CGLM_INLINE void glm_vec4_swizzle(vec4 v, int mask, vec4 dest);
DEPRECATED:
glm_vec4_dup
@@ -81,6 +82,12 @@
#define GLM_VEC4_BLACK ((vec4)GLM_VEC4_BLACK_INIT)
#define GLM_VEC4_ZERO ((vec4)GLM_VEC4_ZERO_INIT)
#define GLM_XXXX GLM_SHUFFLE4(0, 0, 0, 0)
#define GLM_YYYY GLM_SHUFFLE4(1, 1, 1, 1)
#define GLM_ZZZZ GLM_SHUFFLE4(2, 2, 2, 2)
#define GLM_WWWW GLM_SHUFFLE4(3, 3, 3, 3)
#define GLM_WZYX GLM_SHUFFLE4(0, 1, 2, 3)
/*!
* @brief init vec4 using vec3
*
@@ -810,4 +817,26 @@ glm_vec4_cubic(float s, vec4 dest) {
dest[3] = 1.0f;
}
/*!
* @brief swizzle vector components
*
* you can use existin masks e.g. GLM_XXXX, GLM_WZYX
*
* @param[in] v source
* @param[in] mask mask
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_swizzle(vec4 v, int mask, vec4 dest) {
vec4 t;
t[0] = v[(mask & (3 << 0))];
t[1] = v[(mask & (3 << 2)) >> 2];
t[2] = v[(mask & (3 << 4)) >> 4];
t[3] = v[(mask & (3 << 6)) >> 6];
glm_vec4_copy(t, dest);
}
#endif /* cglm_vec4_h */

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@@ -84,4 +84,30 @@ test_vec3(void **state) {
vs3 = glms_vec3_add(vs1, vs2);
vs4 = glms_vec3_maxv(vs1, vs3);
test_assert_vec3s_eq(vs3, vs4);
/* swizzle */
/* ZYX */
v1[0] = 1;
v1[1] = 2;
v1[2] = 3;
glm_vec3_swizzle(v1, GLM_ZYX, v1);
test_assert_vec3_eq(v1, (vec3){3, 2, 1});
glm_vec3_swizzle(v1, GLM_XXX, v1);
test_assert_vec3_eq(v1, (vec3){3, 3, 3});
v1[0] = 1;
v1[1] = 2;
v1[2] = 3;
glm_vec3_swizzle(v1, GLM_YYY, v1);
test_assert_vec3_eq(v1, (vec3){2, 2, 2});
v1[0] = 1;
v1[1] = 2;
v1[2] = 3;
glm_vec3_swizzle(v1, GLM_ZZZ, v1);
test_assert_vec3_eq(v1, (vec3){3, 3, 3});
}

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@@ -183,6 +183,44 @@ test_vec4(void **state) {
assert_true(v3[2] >= 0.0999 && v3[2] <= 0.80001);
assert_true(v3[3] >= 0.0999 && v3[3] <= 0.80001);
/* swizzle */
/* ZYX */
v1[0] = 1;
v1[1] = 2;
v1[2] = 3;
v1[3] = 4;
glm_vec4_swizzle(v1, GLM_WZYX, v1);
test_assert_vec4_eq(v1, (vec4){4, 3, 2, 1});
glm_vec4_swizzle(v1, GLM_XXXX, v1);
test_assert_vec4_eq(v1, (vec4){4, 4, 4, 4});
v1[0] = 1;
v1[1] = 2;
v1[2] = 3;
v1[3] = 4;
glm_vec4_swizzle(v1, GLM_YYYY, v1);
test_assert_vec4_eq(v1, (vec4){2, 2, 2, 2});
v1[0] = 1;
v1[1] = 2;
v1[2] = 3;
v1[3] = 4;
glm_vec4_swizzle(v1, GLM_ZZZZ, v1);
test_assert_vec4_eq(v1, (vec4){3, 3, 3, 3});
v1[0] = 1;
v1[1] = 2;
v1[2] = 3;
v1[3] = 4;
glm_vec4_swizzle(v1, GLM_WWWW, v1);
test_assert_vec4_eq(v1, (vec4){4, 4, 4, 4});
/* structs */
vs1 = test_rand_vec4s();
vs2 = test_rand_vec4s();