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168 Commits

Author SHA1 Message Date
Recep Aslantas
65fd77d255 Merge branch 'master' into fix-simd-signmask 2023-04-22 23:53:20 +03:00
Recep Aslantas
5883ed3495 Merge pull request #292 from myfreeer/fix-simd-signmask-wasm
wasm: replace usage of -0.f to 0x80000000
2023-04-22 10:11:46 +03:00
Recep Aslantas
e2e923554b Merge pull request #291 from recp/fix-simd-signmask
simd, sse: use 0x80000000 insteaf of -0.f to fix fastmath on msvc
2023-04-22 10:11:17 +03:00
myfreeer
6b2c91ecf7 wasm: replace usage of -0.f to 0x80000000
Part of https://github.com/recp/cglm/pull/291
2023-04-22 10:50:54 +08:00
Recep Aslantas
a4b8778be9 fixes for "simd, sse: use 0x80000000 insteaf of -0.f to fix fastmath on msvc" 2023-04-21 22:42:04 +03:00
Recep Aslantas
5ce7dff812 Merge remote-tracking branch 'origin/master' into fix-simd-signmask 2023-04-21 22:31:55 +03:00
Recep Aslantas
13036036c4 fix existing tests build 2023-04-21 22:29:55 +03:00
Recep Aslantas
c1ff76d3b1 fix existing tests build 2023-04-21 22:15:04 +03:00
Recep Aslantas
17b3911e7c fix struct api calls 2023-04-21 21:20:11 +03:00
Recep Aslantas
7307b1cbbe simd, sse: use 0x80000000 insteaf of -0.f to fix fastmath on msvc 2023-04-21 20:36:50 +03:00
Recep Aslantas
391d8670c2 simd, sse: use 0x80000000 insteaf of -0.f to fix fastmath on msvc 2023-04-21 20:14:58 +03:00
Recep Aslantas
8d441902c0 fix struct api calls 2023-04-21 20:07:14 +03:00
Recep Aslantas
490d0bb9a1 Merge pull request #290 from recp/structapi-conf
struct: provide option to omit struct api namespace e.g. `glms_` and …
2023-04-21 17:38:22 +03:00
Recep Aslantas
4c6fb156ef Merge pull request #286 from myfreeer/master
WIP: Wasm simd128 support
2023-04-21 16:49:51 +03:00
myfreeer
81b7c90271 simd128: simplify calls 2023-04-15 22:06:04 +08:00
Recep Aslantas
c221f8883a struct: provide option to omit struct api namespace e.g. glms_ and an … 2023-04-09 17:20:38 +03:00
Recep Aslantas
ea8ef4a3c9 struct: provide option to omit struct api namespace e.g. glms_ and an option to add s suffix e.g. mat4s_mul if preferred 2023-04-09 14:28:05 +03:00
myfreeer
765771227a io: add case of wasm simd128 2023-04-08 18:28:49 +08:00
myfreeer
1940f1d4bc wasm: build with emsdk on github actions 2023-04-08 15:21:29 +08:00
myfreeer
061f096d8f wasm: add --no-verbose to wget 2023-04-08 14:12:23 +08:00
myfreeer
884be84506 wasm: fix clang path for github actions 2023-04-08 14:07:00 +08:00
myfreeer
18ed15c53a wasm: init github action ci 2023-04-08 14:05:01 +08:00
myfreeer
2614a1805d Merge remote-tracking branch 'upstream/master' 2023-04-08 13:41:53 +08:00
myfreeer
d7c0edcbd9 simd128: minor lint 2023-04-08 13:40:46 +08:00
Recep Aslantas
0b3049dca0 utility to print selected simd path (docs) 2023-04-08 01:03:31 +03:00
Recep Aslantas
a542d54fca utility to print selected simd path 2023-04-08 00:59:06 +03:00
Recep Aslantas
1d51459a4f Merge pull request #287 from krishna2803/patch-1
Updated parameter name (d -> dest)
2023-04-02 14:00:14 +03:00
krishna2803
6e35d927eb Updated parameter name (d -> dest) 2023-04-02 16:20:45 +05:30
myfreeer
07bc4be18b simd128: cmake options
After this, the required options for cmake are listed below:
```
-DCMAKE_C_FLAGS="-msimd128"
-DCMAKE_TOOLCHAIN_FILE=/path/to/wasi-sdk-19.0/share/cmake/wasi-sdk.cmake
-DWASI_SDK_PREFIX=/path/to/wasi-sdk-19.0
-DCGLM_USE_TEST=ON
```
If compiling to wasi with simd128 support, `-DCMAKE_C_FLAGS="-msimd128"` can be removed.
If tests are not needed, `-DCGLM_USE_TEST=ON` can be removed.
2023-04-02 13:09:00 +08:00
myfreeer
3a9e4df393 simd128: handle both sse2 and simd128 enabled by Emscripten
https://github.com/recp/cglm/pull/286#issuecomment-1492985403
2023-04-02 12:39:20 +08:00
myfreeer
7ca9a64ecf simd128: code style 2023-04-01 19:38:57 +08:00
myfreeer
51ce4db82e simd128: code style 2023-04-01 19:38:28 +08:00
myfreeer
73adfe08c0 simd128: inline _mm_cvtss_f32 2023-04-01 19:34:19 +08:00
myfreeer
48d6ab79bd simd128: inline _mm_movehl_ps 2023-04-01 19:28:45 +08:00
myfreeer
e40b477929 simd128: inline _mm_movelh_ps 2023-04-01 19:19:49 +08:00
myfreeer
5e05eec6d6 simd128: inline _MM_TRANSPOSE4_PS 2023-04-01 19:03:48 +08:00
myfreeer
3aca10ecda simd128: minor lint 2023-03-29 20:41:47 +08:00
myfreeer
5c7cd42407 simd128: inline _mm_sqrt_ss 2023-03-29 20:22:03 +08:00
myfreeer
e27f80b0bb simd128: inline _mm_rcp_ps 2023-03-29 20:16:16 +08:00
myfreeer
3845345f4c simd128: inline _mm_storeu_ps and _mm_store_ss 2023-03-29 20:12:51 +08:00
myfreeer
998d9626a2 simd128: inline _mm_unpackhi_ps and _mm_unpacklo_ps 2023-03-26 19:34:08 +08:00
myfreeer
84b482971d simd128: inline _mm_shuffle_ps 2023-03-26 19:34:08 +08:00
myfreeer
f24ec41a26 simd128: inline _mm_shuffle_ps for glmm_shuff1 2023-03-26 19:34:08 +08:00
myfreeer
e62b782039 simd128: fix a const in glm_mat4_inv_fast_wasm
making it the same as glm_mat4_inv_wasm, does not make any difference in tests
2023-03-26 19:34:08 +08:00
myfreeer
be76d96e8f simd128: inline _mm_set_ps 2023-03-26 19:34:07 +08:00
myfreeer
03c7bee863 simd128: inline some functions 2023-03-26 19:34:07 +08:00
myfreeer
71c585b159 simd128: enable in headers 2023-03-26 19:34:07 +08:00
myfreeer
6b7a63953c simd128: enable in mat2 2023-03-26 19:34:07 +08:00
myfreeer
fdef58bd1a simd128: enable in mat3 2023-03-26 19:34:07 +08:00
myfreeer
a0dd85f3d1 simd128: enable in quat 2023-03-26 19:34:07 +08:00
myfreeer
84c521c203 simd128: enable in mat4 2023-03-26 19:34:07 +08:00
myfreeer
5d60c17435 simd128: fix tests for vec4_norm_one and vec4_norm_inf 2023-03-26 19:34:07 +08:00
myfreeer
da5f18f10f simd128: fix tests for glm_inv_tr 2023-03-26 19:34:07 +08:00
myfreeer
2bc9573e1a simd128: include a fix 2023-03-26 19:34:07 +08:00
myfreeer
576d1d141e initial code on wasm simd128 2023-03-26 19:34:07 +08:00
Recep Aslantas
92a8e38162 vscode settings 2023-03-23 23:18:08 +03:00
Recep Aslantas
dd3c3ceae0 Merge pull request #280 from recp/win32-msvc-arm-neon
fix building ARM NEON on windows & msvc
2023-03-16 13:19:47 +03:00
Recep Aslantas
77b4c5cffb reset visual studio tool verisons 2023-03-16 13:16:24 +03:00
Recep Aslantas
e276b5b405 Update intrin.h 2023-03-14 09:54:32 +03:00
Recep Aslantas
13ed79a61a arm: fix checking arm64 2023-03-12 16:43:47 +03:00
Recep Aslantas
ba993b3ea9 arm: use intrin to set/init vec4 as @gottfriedleibniz suggests 2023-03-11 14:15:30 +03:00
Recep Aslantas
4a6fc485fd use CGLM_SIMD_NEON instead of CGLM_NEON_FP 2023-03-09 22:16:39 +03:00
Recep Aslantas
9ed325018d Update intrin.h 2023-03-09 22:06:20 +03:00
Recep Aslantas
a30baffafa arm: update ARM/NEON macros 2023-03-09 21:56:25 +03:00
Recep Aslantas
8a117017ea fix building ARM NEON on windows & msvc 2023-03-07 13:11:08 +03:00
Recep Aslantas
799749fc6a Merge pull request #279 from NeRdTheNed/master
Check for builtin before using it
2023-03-07 03:44:36 +03:00
Ned Loynd
f4c9ddf530 Check for builtin before using it
The check for __has_builtin being defined and using the __has_builtin() macro need to be on different lines, as when __has_builtin is not defined, using the __has_builtin() macro is an invalid preprocessor directive.
2023-03-07 10:17:44 +11:00
Recep Aslantas
bc8dc72739 now working on v0.9.0 2023-02-08 18:12:23 +03:00
Recep Aslantas
3eafc599ac Merge pull request #277 from Ransel117/patch-1
Fixed glm_mat4_mulv3
2023-02-08 18:09:58 +03:00
Ransel117
7fba424f64 Fixed glm_mat4_mulv3
Fixed it so that the function has all of it's parameters in the comments
2023-02-05 20:57:36 +01:00
Recep Aslantas
c51040cd41 Merge pull request #276 from recp/cmake-fix-buildtype
cmake: prevent overriding CMAKE_BUILD_TYPE if it is subdirectory
2023-01-27 21:01:54 +03:00
Recep Aslantas
9fc3a20d0f cmake: prevent overriding CMAKE_BUILD_TYPE if it is subdirectory 2023-01-26 11:07:08 +03:00
Recep Aslantas
7f1c062696 Merge pull request #274 from duarm/master
Adding initialization macros for ivec types
2023-01-17 21:07:32 +03:00
duarm
e70571e9e0 ivec initialization macros docs, fixing vec2 macro docs 2023-01-15 20:52:18 -03:00
duarm
007ee48b58 adding initialization macros for ivec types 2023-01-15 20:47:40 -03:00
Recep Aslantas
38771599c7 Merge pull request #273 from JulianSchoenbaechler/fix-Wdouble-promotion
Make implicit double promotion/casting explicit (fixes #228)
2022-12-31 21:18:40 +03:00
Julian Schönbächler
bfd87acfc4 Make double promotion in printf args explicit
Also use f-suffix on epsilon definitions for float comparisons.
2022-12-29 13:00:15 +01:00
Recep Aslantas
a38622e1d6 Merge pull request #272 from Artturin/revert259
Revert "fix: simplified pkgconfig generation"
2022-12-19 20:07:37 +03:00
Artturin
9c7012bb39 Revert "fix: simplified pkgconfig generation"
This reverts commit c7393f75c3.
2022-12-19 00:22:55 +02:00
Recep Aslantas
71367b67cf now working on v0.8.9 2022-12-14 14:12:29 +03:00
Recep Aslantas
3894ea32fb Merge pull request #270 from suicvne/cglm-pc-fix-cmake
Switch CMAKE_BINARY_DIR to CMAKE_CURRENT_BINARY_DIR for cmake.pc
2022-12-13 20:17:03 +03:00
Michael Santiago
a430408ec4 Switch CMAKE_BINARY_DIR to CMAKE_CURRENT_BINARY_DIR for cmake.pc install target 2022-12-13 10:59:54 -05:00
Recep Aslantas
3815e18fea bring the fix https://github.com/recp/cglm/pull/269 outside Emscripten 2022-12-12 00:37:07 +03:00
Recep Aslantas
8b5eaa5301 Merge pull request #269 from KivApple/master
Fix missing abs declaration on Emscripten
2022-12-09 14:54:37 +03:00
Ivan Kolesikov
6037618942 Fix missing abs declaration on Emscripten 2022-12-09 00:24:53 +01:00
Recep Aslantas
c6d198d780 Merge pull request #268 from bl4ckb0ne/test-clamp-fix
test_clamp: use glm_eq for floating point comparison
2022-12-07 23:17:13 +03:00
Simon Zeni
d001593f9c test_clamp: use glm_eq for floating point comparison
Fixes #266
2022-12-07 15:06:45 -05:00
Recep Aslantas
ac9461778c possible fix for https://github.com/recp/cglm/issues/266 2022-12-07 12:57:26 +03:00
Recep Aslantas
0b3d227568 Merge branch 'master' of https://github.com/recp/cglm 2022-12-07 12:55:57 +03:00
Recep Aslantas
78236d24a1 now working on v0.8.8 2022-12-07 12:55:51 +03:00
Recep Aslantas
b41858f184 Merge pull request #265 from duarm/abs-functions
New abs functions for vec2, ivec2, ivec3, ivec4
2022-11-20 12:16:49 +03:00
duarm
60bf21ba43 add missing table of contents 2022-11-19 17:48:32 -03:00
duarm
2386cdcc19 docs 2022-11-19 17:46:08 -03:00
duarm
a0f01c5ed1 new abs functions for vec2, ivec2, ivec3, ivec4 2022-11-18 14:28:39 -03:00
Recep Aslantas
8cfc98d283 Merge branch 'master' of https://github.com/recp/cglm 2022-10-26 23:15:54 +03:00
Recep Aslantas
074189163f add missing struct affine functions and headers 2022-10-26 23:15:27 +03:00
Recep Aslantas
bfbd9ba1dc add struct affine functions and headers 2022-10-26 23:13:36 +03:00
Recep Aslantas
89cee7912a now working on v0.8.7 2022-10-26 23:12:52 +03:00
Recep Aslantas
da5c66d735 update affine-post.h 2022-10-23 14:27:34 +03:00
Recep Aslantas
c4b45a0917 remove redundant comments 2022-10-23 14:22:16 +03:00
Recep Aslantas
8034073965 Merge pull request #260 from recp/new-affine
new affine transform functions 🚀
2022-10-23 14:06:34 +03:00
Recep Aslantas
53009d69c0 update build files 2022-10-23 12:09:44 +03:00
Recep Aslantas
7c62ad965b add missing call functions 2022-10-23 12:08:37 +03:00
Recep Aslantas
878e829767 update docs 2022-10-23 12:00:17 +03:00
Recep Aslantas
7c7ac8b82e add missing impl for project_z 2022-10-22 23:06:46 +03:00
Recep Aslantas
ba66459708 new project function for projecting Z
someitmes we need to project z only. this function reduces a few calculations and parameters.
2022-10-21 10:20:03 +03:00
Recep Aslantas
45e176680f post rotation operaqtions 2022-10-18 15:43:07 +03:00
Recep Aslantas
c0bd65027a add missing spin impl 2022-10-18 07:38:06 +03:00
Recep Aslantas
03d5699f32 new rotation function: spin; rotate around self at any position 2022-10-17 23:57:41 +03:00
Recep Aslantas
199d1fa031 Merge pull request #259 from bobvanderlinden/pr-cmake-pkgconfig-fix
fix: simplified pkgconfig generation
2022-09-20 16:38:48 +03:00
Bob van der Linden
c7393f75c3 fix: simplified pkgconfig generation 2022-09-16 16:45:12 +02:00
Recep Aslantas
a3186a7f32 Merge pull request #257 from Rokannon/patch-1
Added missing include in io.h which adds GLM_MAX macro
2022-09-11 11:33:46 +03:00
Vladimir Atamanov
5a89faafff Added missing include in io.h which adds GLM_MAX macro 2022-09-11 00:49:24 +02:00
Recep Aslantas
51853db559 Merge pull request #256 from ogtn/master
Fix typo in comment
2022-09-04 07:25:27 +03:00
Olivier Guittonneau
8f8417a883 Fix typo in comment 2022-09-04 01:08:50 +02:00
Recep Aslantas
2238fd127c win: suppress warnings for tests 2022-08-23 18:01:05 +03:00
Recep Aslantas
073a11a6b8 win: add missing files to visual studio project 2022-08-23 16:01:40 +03:00
Recep Aslantas
2d348ceba0 build: add missing files to meson and cmake lists 2022-08-23 15:43:04 +03:00
Recep Aslantas
ce69ecaa5a struct: project_no and project_zo apis for struct api 2022-08-23 15:31:55 +03:00
Recep Aslantas
5ad0f1c6f3 fix MIT License links 2022-08-23 15:30:09 +03:00
Recep Aslantas
aea75bbe7c build: update Makefile.am 2022-08-23 14:13:00 +03:00
Recep Aslantas
7dfe67cdde Update .gitignore 2022-08-07 11:49:13 +03:00
Recep Aslantas
84f64a5b65 Update FUNDING.yml 2022-08-01 05:10:14 +03:00
Recep Aslantas
7df8ffa7fe Merge pull request #254 from Chris-F5/fix-readme-notes
Update README to show that integer types are supported
2022-07-16 12:01:00 +03:00
Christopher Lang
dc5558d8f4 Fix readme supported types note 2022-07-15 20:17:58 +01:00
Recep Aslantas
63990be905 Merge pull request #251 from Chris-F5/add-basic-ivec-functions
Add basic ivec functions
2022-05-22 21:06:07 +03:00
Christopher Lang
cd0ae19459 Add ivec[2|3|4] sources to meson.build 2022-05-21 11:11:34 +01:00
Christopher Lang
838124af49 Declare varables at top of scope for ivec[2|3|4] 2022-05-20 17:30:54 +01:00
Christopher Lang
e3981b6d96 Add ivec[3|4] docs 2022-05-20 17:16:41 +01:00
Christopher Lang
7bb765367e Small ivec2 docs fix 2022-05-20 17:16:09 +01:00
Christopher Lang
82982abaef Add ivec2 documentation 2022-05-20 17:07:16 +01:00
Christopher Lang
dbe3b719c7 Fix ivec[2|3|4]_clamp doc comments 2022-05-20 16:53:02 +01:00
Christopher Lang
09155986fe Update ivec[2|3|4]_distance2 doc comments 2022-05-20 16:49:23 +01:00
Christopher Lang
1b3e2fdaec Improve ivec[2|3|4] documentation comments 2022-05-20 15:24:36 +01:00
Christopher Lang
4aef2510e9 Init ivec[2|3|4] docs 2022-05-20 15:02:58 +01:00
Chris-F5
2432970f90 Merge branch 'recp:master' into add-basic-ivec-functions 2022-05-20 14:45:57 +01:00
Christopher Lang
d1bdfde48d Add ivec4 tests 2022-05-20 14:42:42 +01:00
Christopher Lang
f27e26f632 Fix glm_ivec3 test 2022-05-20 14:41:59 +01:00
Christopher Lang
a3265ebe84 Fix glm_ivec3_one test 2022-05-20 14:27:30 +01:00
Christopher Lang
57ec29bd31 Update glm_ivec3 test 2022-05-20 14:26:49 +01:00
Recep Aslantas
1b217c3dd0 Merge pull request #250 from alexshpilkin/fix-pkg-config
Fix pkg-config generation when CMAKE_INSTALL_*DIR is absolute
2022-05-19 22:23:10 +03:00
Christopher Lang
94a1e6f6e1 Add ivec4 functions 2022-05-19 17:43:17 +01:00
Christopher Lang
a1a2a046a4 Fix ivec[2|3]_clamp comment docs 2022-05-19 17:32:01 +01:00
Christopher Lang
bffaa13bd5 Add ivec3 tests 2022-05-19 17:12:38 +01:00
Christopher Lang
cd4d0a1efe Update glm_ivec2_copy test 2022-05-19 17:11:58 +01:00
Christopher Lang
8916c50a3d Update glm_ivec2 test 2022-05-19 16:52:55 +01:00
Christopher Lang
7a19b8f8a3 Fix glmc_ivec3 naming 2022-05-19 16:52:10 +01:00
Alexander Shpilkin
f587c00f26 allow absolute paths in CMAKE_INSTALL_*DIR 2022-05-19 18:47:00 +03:00
Christopher Lang
65409bcda1 Add ivec3 functions 2022-05-18 18:05:17 +01:00
Christopher Lang
d2957e6275 Fix ivec2 function list comment 2022-05-18 17:55:25 +01:00
Christopher Lang
04bd1bd633 Fix ivec2 doc comment 2022-05-17 23:03:26 +01:00
Christopher Lang
db1a23d13c Add ivec2 tests 2022-05-17 22:27:38 +01:00
Christopher Lang
a85744430a Add ivec2 functions 2022-05-17 22:25:10 +01:00
Christopher Lang
d582146d9a Add ivec3 and ivec4 files 2022-05-17 16:04:47 +01:00
Christopher Lang
ee09707c1c Fix ivec2 test 2022-05-17 15:53:37 +01:00
Christopher Lang
4c85b970a9 Add ivec2 files 2022-05-16 22:41:04 +01:00
Christopher Lang
f7f0f66193 Reorder api docs 2022-05-16 22:14:57 +01:00
Christopher Lang
495b98a54d Fix tests.h comments 2022-05-16 20:51:44 +01:00
Recep Aslantas
aee47ce545 Merge pull request #247 from Chris-F5/improve-docs-index
Fix grammatical errors in docs index
2022-05-12 07:11:38 +03:00
Christopher Lang
52debe6a04 improve docs index 2022-05-08 21:49:30 +01:00
Recep Aslantas
cf7f4231f0 now working on v0.8.6 2022-03-20 22:19:31 +03:00
Recep Aslantas
7e5d1f435f Merge pull request #244 from geckor14/master
Remove unused variable
2022-03-18 12:39:29 +03:00
geckor14
851a58cedb Remove unused variable
The most recent version of Apple Clang (13.1.6) on macOS complains r3 is an unused variable. With -Werror enabled, this breaks the build.
2022-03-18 18:42:19 +11:00
Recep Aslantas
6fa1cefcc2 Merge pull request #243 from Sand3r-/patch-1
Fix a bug in glm_lookat_lh
2022-03-09 09:38:26 +03:00
Michał Gallus
7e211e1f49 Fix bug in view_lh.h #2
Reverse order of parameters in the second crossproduct
2022-03-08 01:42:43 +01:00
Michał Gallus
7d47b7f1fd Fix a bug in glm_lookat_lh
Fix the order of arguments passed to glm_vec3_crossn to avoid the negation of X axis.
2022-03-08 01:29:35 +01:00
Recep Aslantas
2a4748d452 fix glm_pickmatrix()'s param type 2022-01-31 02:56:39 +03:00
Recep Aslantas
f20bf0aaaf Merge pull request #236 from recp/ivec
add missing ivec types
2022-01-07 00:23:32 +03:00
133 changed files with 7506 additions and 1279 deletions

4
.github/FUNDING.yml vendored
View File

@@ -1,7 +1,7 @@
# These are supported funding model platforms
github: # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2]
patreon: # Replace with a single Patreon username
github: [recp]
patreon: recp
open_collective: cglm
ko_fi: # Replace with a single Ko-fi username
tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel

97
.github/workflows/cmake-wasm.yml vendored Normal file
View File

@@ -0,0 +1,97 @@
name: CMake WebAssembly
on:
push:
branches: [ "master" ]
pull_request:
branches: [ "master" ]
env:
wasmtime_version: v7.0.0
wasmer_version: v3.1.1
jobs:
build_wasi_sdk:
strategy:
matrix:
BUILD_TYPE: [Release, Debug, RelWithDebInfo, MinSizeRel]
C_FLAGS: ['', '-msimd128']
wasi_sdk_version: [19, 20]
# The CMake configure and build commands are platform agnostic and should work equally well on Windows or Mac.
# You can convert this to a matrix build if you need cross-platform coverage.
# See: https://docs.github.com/en/free-pro-team@latest/actions/learn-github-actions/managing-complex-workflows#using-a-build-matrix
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- name: Downloading wasi-sdk
run: |
cd ${{github.workspace}}
wget --no-verbose https://github.com/WebAssembly/wasi-sdk/releases/download/wasi-sdk-${{matrix.wasi_sdk_version}}/wasi-sdk-${{matrix.wasi_sdk_version}}.0-linux.tar.gz
tar xf wasi-sdk-${{matrix.wasi_sdk_version}}.0-linux.tar.gz
- name: Configure CMake
# Configure CMake in a 'build' subdirectory. `CMAKE_BUILD_TYPE` is only required if you are using a single-configuration generator such as make.
# See https://cmake.org/cmake/help/latest/variable/CMAKE_BUILD_TYPE.html?highlight=cmake_build_type
run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{matrix.BUILD_TYPE}} -DCMAKE_C_FLAGS="${{matrix.C_FLAGS}}" -DCMAKE_TOOLCHAIN_FILE=${{github.workspace}}/wasi-sdk-${{matrix.wasi_sdk_version}}.0/share/cmake/wasi-sdk.cmake -DWASI_SDK_PREFIX=${{github.workspace}}/wasi-sdk-${{matrix.wasi_sdk_version}}.0 -DCGLM_USE_TEST=ON
- name: Build
# Build your program with the given configuration
run: cmake --build ${{github.workspace}}/build --config ${{matrix.BUILD_TYPE}}
- name: Test with wasmtime
run: |
cd ${{github.workspace}}
ls -lh ${{github.workspace}}/build/
wget --no-verbose https://github.com/bytecodealliance/wasmtime/releases/download/${{env.wasmtime_version}}/wasmtime-${{env.wasmtime_version}}-x86_64-linux.tar.xz
tar xf wasmtime-${{env.wasmtime_version}}-x86_64-linux.tar.xz
./wasmtime-${{env.wasmtime_version}}-x86_64-linux/wasmtime run --wasm-features simd ${{github.workspace}}/build/tests
- name: Test with wasmer
run: |
cd ${{github.workspace}}
mkdir wasmer
cd wasmer
wget --no-verbose https://github.com/wasmerio/wasmer/releases/download/${{env.wasmer_version}}/wasmer-linux-amd64.tar.gz
tar xf wasmer-linux-amd64.tar.gz
./bin/wasmer run --enable-simd ${{github.workspace}}/build/tests
build_emsdk:
strategy:
matrix:
BUILD_TYPE: [Release, Debug, RelWithDebInfo, MinSizeRel]
C_FLAGS: ['', '-msimd128', '-msse -msse2 -msimd128', '-msse -msse2 -msse3 -msse4 -msimd128']
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- name: Setup emsdk
uses: mymindstorm/setup-emsdk@v11
- name: Verify emsdk
run: emcc -v
- name: Configure CMake
# Configure CMake in a 'build' subdirectory. `CMAKE_BUILD_TYPE` is only required if you are using a single-configuration generator such as make.
# See https://cmake.org/cmake/help/latest/variable/CMAKE_BUILD_TYPE.html?highlight=cmake_build_type
run: emcmake cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{matrix.BUILD_TYPE}} -DCMAKE_C_FLAGS="${{matrix.C_FLAGS}}" -DCMAKE_EXE_LINKER_FLAGS="-s STANDALONE_WASM" -DCGLM_STATIC=ON -DCGLM_USE_TEST=ON
- name: Build
# Build your program with the given configuration
run: cmake --build ${{github.workspace}}/build --config ${{matrix.BUILD_TYPE}}
- name: Test with wasmtime
run: |
cd ${{github.workspace}}
ls -lh ${{github.workspace}}/build/
wget --no-verbose https://github.com/bytecodealliance/wasmtime/releases/download/${{env.wasmtime_version}}/wasmtime-${{env.wasmtime_version}}-x86_64-linux.tar.xz
tar xf wasmtime-${{env.wasmtime_version}}-x86_64-linux.tar.xz
./wasmtime-${{env.wasmtime_version}}-x86_64-linux/wasmtime run --wasm-features simd ${{github.workspace}}/build/tests.wasm
- name: Test with wasmer
run: |
cd ${{github.workspace}}
mkdir wasmer
cd wasmer
wget --no-verbose https://github.com/wasmerio/wasmer/releases/download/${{env.wasmer_version}}/wasmer-linux-amd64.tar.gz
tar xf wasmer-linux-amd64.tar.gz
./bin/wasmer run --enable-simd ${{github.workspace}}/build/tests.wasm

1
.gitignore vendored
View File

@@ -79,3 +79,4 @@ confdefs.h
.idea
cmake-build-debug
*.o.tmp
xcode/*

20
.vscode/c_cpp_properties.json vendored Normal file
View File

@@ -0,0 +1,20 @@
{
"configurations": [
{
"name": "Mac",
"includePath": [
"${workspaceFolder}/**"
],
"defines": [],
"macFrameworkPath": [
"/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks"
],
"compilerPath": "/usr/bin/clang",
"cStandard": "c23",
"cppStandard": "c++23",
"intelliSenseMode": "macos-clang-arm64",
"configurationProvider": "vector-of-bool.cmake-tools"
}
],
"version": 4
}

29
.vscode/settings.json vendored
View File

@@ -1,4 +1,31 @@
{
"C_Cpp.default.configurationProvider": "vector-of-bool.cmake-tools",
"restructuredtext.confPath": "${workspaceFolder}/docs/source"
"restructuredtext.confPath": "${workspaceFolder}/docs/source",
"workbench.colorTheme": "Default Light+ Experimental",
"editor.fontSize": 14,
"workbench.colorCustomizations": {
"[Default Light*]": {
"editor.background": "#fefefe",
"sideBar.background": "#fefefe",
"sideBar.foreground": "#343436",
"sideBarTitle.foreground": "#343436",
"sideBar.border": "#e2e2e4",
"statusBar.background": "#fefefe",
"titleBar.activeBackground": "#fefefe",
"tab.activeBackground": "#f4fff4aa",
"tab.inactiveBackground": "#fefefe",
"activityBar.background": "#fefefe",
"editorGroupHeader.tabsBackground": "#fefefe"
},
"[Default Dark*]": {
"editor.background": "#1D1D25",
"sideBar.background": "#1D1D25",
"statusBar.background": "#1D1D25",
"titleBar.activeBackground": "#1D1D25",
"tab.activeBackground": "#2C2C3A",
"tab.inactiveBackground": "#1D1D25",
"activityBar.background": "#1D1D25",
"editorGroupHeader.tabsBackground": "#1D1D25"
}
},
}

View File

@@ -1,5 +1,10 @@
cmake_minimum_required(VERSION 3.8.2)
project(cglm VERSION 0.8.5 LANGUAGES C)
project(cglm
VERSION 0.9.0
HOMEPAGE_URL https://github.com/recp/cglm
DESCRIPTION "OpenGL Mathematics (glm) for C"
LANGUAGES C
)
set(CMAKE_C_STANDARD 11)
set(CMAKE_C_STANDARD_REQUIRED YES)
@@ -11,6 +16,11 @@ option(CGLM_STATIC "Static build" OFF)
option(CGLM_USE_C99 "" OFF)
option(CGLM_USE_TEST "Enable Tests" OFF)
if(CMAKE_SYSTEM_NAME STREQUAL WASI)
set(CGLM_STATIC ON CACHE BOOL "Static option" FORCE)
set(CGLM_SHARED OFF CACHE BOOL "Shared option" FORCE)
endif()
if(NOT CGLM_STATIC AND CGLM_SHARED)
set(CGLM_BUILD SHARED)
else(CGLM_STATIC)
@@ -36,7 +46,9 @@ else()
add_compile_options(-Wall -Werror -O3)
endif()
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
get_directory_property(hasParent PARENT_DIRECTORY)
if(NOT hasParent AND NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
message(STATUS "Setting build type to '${DEFAULT_BUILD_TYPE}' as none was specified.")
set(CMAKE_BUILD_TYPE "${DEFAULT_BUILD_TYPE}" CACHE STRING "Choose the type of build." FORCE)
# Set the possible values of build type for cmake-gui
@@ -61,8 +73,11 @@ add_library(${PROJECT_NAME}
src/quat.c
src/cam.c
src/vec2.c
src/ivec2.c
src/vec3.c
src/ivec3.c
src/vec4.c
src/ivec4.c
src/mat2.c
src/mat3.c
src/mat4.c
@@ -76,18 +91,20 @@ add_library(${PROJECT_NAME}
src/bezier.c
src/ray.c
src/affine2d.c
src/clipspace/persp_lh_zo.c
src/clipspace/persp_rh_zo.c
src/clipspace/persp_lh_no.c
src/clipspace/persp_rh_no.c
src/clipspace/ortho_lh_zo.c
src/clipspace/ortho_rh_zo.c
src/clipspace/ortho_lh_no.c
src/clipspace/ortho_lh_zo.c
src/clipspace/ortho_rh_no.c
src/clipspace/view_lh_zo.c
src/clipspace/view_rh_zo.c
src/clipspace/ortho_rh_zo.c
src/clipspace/persp_lh_no.c
src/clipspace/persp_lh_zo.c
src/clipspace/persp_rh_no.c
src/clipspace/persp_rh_zo.c
src/clipspace/view_lh_no.c
src/clipspace/view_lh_zo.c
src/clipspace/view_rh_no.c
src/clipspace/view_rh_zo.c
src/clipspace/project_no.c
src/clipspace/project_zo.c
)
if(CGLM_SHARED)
@@ -150,10 +167,18 @@ install(EXPORT ${PROJECT_NAME}
set(PACKAGE_NAME ${PROJECT_NAME})
set(prefix ${CMAKE_INSTALL_PREFIX})
set(exec_prefix ${CMAKE_INSTALL_PREFIX})
set(includedir "\${prefix}/${CMAKE_INSTALL_INCLUDEDIR}")
set(libdir "\${prefix}/${CMAKE_INSTALL_LIBDIR}")
if (IS_ABSOLUTE "${CMAKE_INSTALL_INCLUDEDIR}")
set(includedir "${CMAKE_INSTALL_INCLUDEDIR}")
else()
set(includedir "\${prefix}/${CMAKE_INSTALL_INCLUDEDIR}")
endif()
if (IS_ABSOLUTE "${CMAKE_INSTALL_LIBDIR}")
set(libdir "${CMAKE_INSTALL_LIBDIR}")
else()
set(libdir "\${exec_prefix}/${CMAKE_INSTALL_LIBDIR}")
endif()
set(PACKAGE_VERSION "${PROJECT_VERSION}")
configure_file(${CMAKE_CURRENT_LIST_DIR}/cglm.pc.in ${CMAKE_BINARY_DIR}/cglm.pc @ONLY)
configure_file(cglm.pc.in cglm.pc @ONLY)
install(FILES ${CMAKE_BINARY_DIR}/cglm.pc
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/cglm.pc
DESTINATION ${CMAKE_INSTALL_LIBDIR}/pkgconfig)

View File

@@ -45,17 +45,22 @@ cglm_HEADERS = include/cglm/version.h \
include/cglm/mat4.h \
include/cglm/mat3.h \
include/cglm/mat2.h \
include/cglm/affine-pre.h \
include/cglm/affine-post.h \
include/cglm/affine.h \
include/cglm/affine-mat.h \
include/cglm/vec2.h \
include/cglm/vec2-ext.h \
include/cglm/ivec2.h \
include/cglm/vec3.h \
include/cglm/vec3-ext.h \
include/cglm/ivec3.h \
include/cglm/vec4.h \
include/cglm/vec4-ext.h \
include/cglm/ivec4.h \
include/cglm/euler.h \
include/cglm/util.h \
include/cglm/quat.h \
include/cglm/affine-mat.h \
include/cglm/plane.h \
include/cglm/frustum.h \
include/cglm/box.h \
@@ -71,22 +76,22 @@ cglm_HEADERS = include/cglm/version.h \
cglm_clipspacedir=$(includedir)/cglm/clipspace
cglm_clipspace_HEADERS = include/cglm/clipspace/persp.h \
include/cglm/clipspace/persp_lh_zo.h \
include/cglm/clipspace/persp_rh_zo.h \
include/cglm/clipspace/persp_lh_no.h \
include/cglm/clipspace/persp_lh_zo.h \
include/cglm/clipspace/persp_rh_no.h \
include/cglm/clipspace/ortho_lh_zo.h \
include/cglm/clipspace/ortho_rh_zo.h \
include/cglm/clipspace/persp_rh_zo.h \
include/cglm/clipspace/ortho_lh_no.h \
include/cglm/clipspace/ortho_lh_zo.h \
include/cglm/clipspace/ortho_rh_no.h \
include/cglm/clipspace/ortho_rh_zo.h \
include/cglm/clipspace/view_lh.h \
include/cglm/clipspace/view_rh.h \
include/cglm/clipspace/view_lh_zo.h \
include/cglm/clipspace/view_rh_zo.h \
include/cglm/clipspace/view_lh_no.h \
include/cglm/clipspace/view_lh_zo.h \
include/cglm/clipspace/view_rh_no.h \
include/cglm/clipspace/project_zo.h \
include/cglm/clipspace/project_no.h
include/cglm/clipspace/view_rh_zo.h \
include/cglm/clipspace/project_no.h \
include/cglm/clipspace/project_zo.h
cglm_calldir=$(includedir)/cglm/call
cglm_call_HEADERS = include/cglm/call/mat4.h \
@@ -95,7 +100,9 @@ cglm_call_HEADERS = include/cglm/call/mat4.h \
include/cglm/call/vec2.h \
include/cglm/call/vec3.h \
include/cglm/call/vec4.h \
include/cglm/call/affine.h \
include/cglm/call/ivec2.h \
include/cglm/call/ivec3.h \
include/cglm/call/ivec4.h \
include/cglm/call/io.h \
include/cglm/call/cam.h \
include/cglm/call/quat.h \
@@ -109,21 +116,22 @@ cglm_call_HEADERS = include/cglm/call/mat4.h \
include/cglm/call/curve.h \
include/cglm/call/bezier.h \
include/cglm/call/ray.h \
include/cglm/call/affine.h \
include/cglm/call/affine2d.h
cglm_call_clipspacedir=$(includedir)/cglm/call/clipspace
cglm_call_clipspace_HEADERS = include/cglm/call/clipspace/persp_lh_zo.h \
include/cglm/call/clipspace/persp_rh_zo.h \
include/cglm/call/clipspace/persp_lh_no.h \
cglm_call_clipspace_HEADERS = include/cglm/call/clipspace/persp_lh_no.h \
include/cglm/call/clipspace/persp_lh_zo.h \
include/cglm/call/clipspace/persp_rh_no.h \
include/cglm/call/clipspace/ortho_lh_zo.h \
include/cglm/call/clipspace/ortho_rh_zo.h \
include/cglm/call/clipspace/persp_rh_zo.h \
include/cglm/call/clipspace/ortho_lh_no.h \
include/cglm/call/clipspace/ortho_lh_zo.h \
include/cglm/call/clipspace/ortho_rh_no.h \
include/cglm/call/clipspace/view_lh_zo.h \
include/cglm/call/clipspace/view_rh_zo.h \
include/cglm/call/clipspace/ortho_rh_zo.h \
include/cglm/call/clipspace/view_lh_no.h \
include/cglm/call/clipspace/view_lh_zo.h \
include/cglm/call/clipspace/view_rh_no.h \
include/cglm/call/clipspace/view_rh_zo.h \
include/cglm/call/clipspace/project_no.h \
include/cglm/call/clipspace/project_zo.h
@@ -144,22 +152,25 @@ cglm_simd_avx_HEADERS = include/cglm/simd/avx/mat4.h \
include/cglm/simd/avx/affine.h
cglm_simd_neondir=$(includedir)/cglm/simd/neon
cglm_simd_neon_HEADERS = include/cglm/simd/neon/mat4.h \
cglm_simd_neon_HEADERS = include/cglm/simd/neon/affine.h \
include/cglm/simd/neon/mat2.h \
include/cglm/simd/neon/affine.h \
include/cglm/simd/neon/mat4.h \
include/cglm/simd/neon/quat.h
cglm_structdir=$(includedir)/cglm/struct
cglm_struct_HEADERS = include/cglm/struct/mat4.h \
include/cglm/struct/mat3.h \
include/cglm/struct/mat2.h \
include/cglm/struct/affine-pre.h \
include/cglm/struct/affine-post.h \
include/cglm/struct/affine.h \
include/cglm/struct/affine2d.h \
include/cglm/struct/vec2.h \
include/cglm/struct/vec2-ext.h \
include/cglm/struct/vec3.h \
include/cglm/struct/vec3-ext.h \
include/cglm/struct/vec4.h \
include/cglm/struct/vec4-ext.h \
include/cglm/struct/affine.h \
include/cglm/struct/io.h \
include/cglm/struct/cam.h \
include/cglm/struct/quat.h \
@@ -170,22 +181,23 @@ cglm_struct_HEADERS = include/cglm/struct/mat4.h \
include/cglm/struct/project.h \
include/cglm/struct/sphere.h \
include/cglm/struct/color.h \
include/cglm/struct/curve.h \
include/cglm/struct/affine2d.h
include/cglm/struct/curve.h
cglm_struct_clipspacedir=$(includedir)/cglm/struct/clipspace
cglm_struct_clipspace_HEADERS = include/cglm/struct/clipspace/persp_lh_zo.h \
include/cglm/struct/clipspace/persp_rh_zo.h \
include/cglm/struct/clipspace/persp_lh_no.h \
cglm_struct_clipspace_HEADERS = include/cglm/struct/clipspace/persp_lh_no.h \
include/cglm/struct/clipspace/persp_lh_zo.h \
include/cglm/struct/clipspace/persp_rh_no.h \
include/cglm/struct/clipspace/ortho_lh_zo.h \
include/cglm/struct/clipspace/ortho_rh_zo.h \
include/cglm/struct/clipspace/persp_rh_zo.h \
include/cglm/struct/clipspace/ortho_lh_no.h \
include/cglm/struct/clipspace/ortho_lh_zo.h \
include/cglm/struct/clipspace/ortho_rh_no.h \
include/cglm/struct/clipspace/view_lh_zo.h \
include/cglm/struct/clipspace/view_rh_zo.h \
include/cglm/struct/clipspace/ortho_rh_zo.h \
include/cglm/struct/clipspace/view_lh_no.h \
include/cglm/struct/clipspace/view_rh_no.h
include/cglm/struct/clipspace/view_lh_zo.h \
include/cglm/struct/clipspace/view_rh_no.h \
include/cglm/struct/clipspace/view_rh_zo.h \
include/cglm/struct/clipspace/project_no.h \
include/cglm/struct/clipspace/project_zo.h
libcglm_la_SOURCES=\
src/euler.c \
@@ -194,8 +206,11 @@ libcglm_la_SOURCES=\
src/quat.c \
src/cam.c \
src/vec2.c \
src/ivec2.c \
src/vec3.c \
src/ivec3.c \
src/vec4.c \
src/ivec4.c \
src/mat2.c \
src/mat3.c \
src/mat4.c \
@@ -228,11 +243,6 @@ test_tests_SOURCES=\
test/runner.c \
test/src/test_common.c \
test/src/tests.c \
test/src/test_cam.c \
test/src/test_cam_lh_zo.c \
test/src/test_cam_rh_zo.c \
test/src/test_cam_lh_no.c \
test/src/test_cam_rh_no.c \
test/src/test_clamp.c \
test/src/test_euler.c \
test/src/test_bezier.c \

View File

@@ -431,7 +431,7 @@ You can pass matrices the same way to other APIs e.g. Vulkan, DX...
## Notes
- This library uses float types only, does not support Integers, Double... yet
- This library does not support double type... yet
- If headers are not working properly with your compiler, IDE please open an issue, because I'm using GCC and clang to test it maybe sometimes MSVC
**TODO:**

View File

@@ -2,7 +2,7 @@ Pod::Spec.new do |s|
# Description
s.name = "cglm"
s.version = "0.8.4"
s.version = "0.8.9"
s.summary = "📽 Highly Optimized Graphics Math (glm) for C"
s.description = <<-DESC
cglm is math library for graphics programming for C. See the documentation or README for all features.

View File

@@ -7,7 +7,7 @@
#*****************************************************************************
AC_PREREQ([2.69])
AC_INIT([cglm], [0.8.5], [info@recp.me])
AC_INIT([cglm], [0.9.0], [info@recp.me])
AM_INIT_AUTOMAKE([-Wall -Werror foreign subdir-objects serial-tests])
# Don't use the default cflags (-O2 -g), we set ours manually in Makefile.am.

View File

@@ -0,0 +1,129 @@
.. default-domain:: C
3D Affine Transforms (common)
================================================================================
Common transfrom functions.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_translate_make`
#. :c:func:`glm_scale_to`
#. :c:func:`glm_scale_make`
#. :c:func:`glm_scale`
#. :c:func:`glm_scale_uni`
#. :c:func:`glm_rotate_make`
#. :c:func:`glm_rotate_atm`
#. :c:func:`glm_decompose_scalev`
#. :c:func:`glm_uniscaled`
#. :c:func:`glm_decompose_rs`
#. :c:func:`glm_decompose`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_translate_make(mat4 m, vec3 v)
creates NEW translate transform matrix by *v* vector.
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_scale_to(mat4 m, vec3 v, mat4 dest)
scale existing transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
| *[out]* **dest** scaled matrix
.. c:function:: void glm_scale_make(mat4 m, vec3 v)
creates NEW scale matrix by v vector
Parameters:
| *[out]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale(mat4 m, vec3 v)
scales existing transform matrix by v vector
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale_uni(mat4 m, float s)
applies uniform scale to existing transform matrix v = [s, s, s]
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** scale factor
.. c:function:: void glm_rotate_make(mat4 m, float angle, vec3 axis)
creates NEW rotation matrix by angle and axis,
axis will be normalized so you don't need to normalize it
Parameters:
| *[out]* **m** affine transfrom
| *[in]* **axis** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis)
| creates NEW rotation matrix by angle and axis at given point
| this creates rotation matrix, it assumes you don't have a matrix
| this should work faster than glm_rotate_at because it reduces one glm_translate.
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_decompose_scalev(mat4 m, vec3 s)
decompose scale vector
Parameters:
| *[in]* **m** affine transform
| *[out]* **s** scale vector (Sx, Sy, Sz)
.. c:function:: bool glm_uniscaled(mat4 m)
returns true if matrix is uniform scaled.
This is helpful for creating normal matrix.
Parameters:
| *[in]* **m** matrix
.. c:function:: void glm_decompose_rs(mat4 m, mat4 r, vec3 s)
decompose rotation matrix (mat4) and scale vector [Sx, Sy, Sz]
DON'T pass projected matrix here
Parameters:
| *[in]* **m** affine transform
| *[out]* **r** rotation matrix
| *[out]* **s** scale matrix
.. c:function:: void glm_decompose(mat4 m, vec4 t, mat4 r, vec3 s)
decompose affine transform, TODO: extract shear factors.
DON'T pass projected matrix here
Parameters:
| *[in]* **m** affine transfrom
| *[out]* **t** translation vector
| *[out]* **r** rotation matrix (mat4)
| *[out]* **s** scaling vector [X, Y, Z]

129
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@@ -0,0 +1,129 @@
.. default-domain:: C
3D Affine Transforms (post)
================================================================================
Post transfrom functions are similar to pre transform functions except order of application is reversed.
Post transform functions are applied after the object is transformed with given (model matrix) transfrom.
Ther are named af
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_translated_to`
#. :c:func:`glm_translated`
#. :c:func:`glm_translated_x`
#. :c:func:`glm_translated_y`
#. :c:func:`glm_translated_z`
#. :c:func:`glm_rotated_x`
#. :c:func:`glm_rotated_y`
#. :c:func:`glm_rotated_z`
#. :c:func:`glm_rotated`
#. :c:func:`glm_rotated_at`
#. :c:func:`glm_spinned`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_translated_to(mat4 m, vec3 v, mat4 dest)
translate existing transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
| *[out]* **dest** translated matrix
.. c:function:: void glm_translated(mat4 m, vec3 v)
translate existing transform matrix by *v* vector
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_translated_x(mat4 m, float x)
translate existing transform matrix by x factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** x factor
.. c:function:: void glm_translated_y(mat4 m, float y)
translate existing transform matrix by *y* factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** y factor
.. c:function:: void glm_translated_z(mat4 m, float z)
translate existing transform matrix by *z* factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** z factor
.. c:function:: void glm_rotated_x(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around X axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotated_y(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around Y axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotated_z(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around Z axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotated(mat4 m, float angle, vec3 axis)
rotate existing transform matrix around Z axis by angle and axis
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_rotated_at(mat4 m, vec3 pivot, float angle, vec3 axis)
rotate existing transform around given axis by angle at given pivot point (rotation center)
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_spinned(mat4 m, float angle, vec3 axis)
| rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis

240
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@@ -0,0 +1,240 @@
.. default-domain:: C
3D Affine Transforms (pre)
================================================================================
Pre transfrom functions which are regular transfrom functions.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_translate_to`
#. :c:func:`glm_translate`
#. :c:func:`glm_translate_x`
#. :c:func:`glm_translate_y`
#. :c:func:`glm_translate_z`
#. :c:func:`glm_translate_make`
#. :c:func:`glm_scale_to`
#. :c:func:`glm_scale_make`
#. :c:func:`glm_scale`
#. :c:func:`glm_scale_uni`
#. :c:func:`glm_rotate_x`
#. :c:func:`glm_rotate_y`
#. :c:func:`glm_rotate_z`
#. :c:func:`glm_rotate_make`
#. :c:func:`glm_rotate`
#. :c:func:`glm_rotate_at`
#. :c:func:`glm_rotate_atm`
#. :c:func:`glm_decompose_scalev`
#. :c:func:`glm_uniscaled`
#. :c:func:`glm_decompose_rs`
#. :c:func:`glm_decompose`
#. :c:func:`glm_spin`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_translate_to(mat4 m, vec3 v, mat4 dest)
translate existing transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
| *[out]* **dest** translated matrix
.. c:function:: void glm_translate(mat4 m, vec3 v)
translate existing transform matrix by *v* vector
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_translate_x(mat4 m, float x)
translate existing transform matrix by x factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** x factor
.. c:function:: void glm_translate_y(mat4 m, float y)
translate existing transform matrix by *y* factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** y factor
.. c:function:: void glm_translate_z(mat4 m, float z)
translate existing transform matrix by *z* factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** z factor
.. c:function:: void glm_translate_make(mat4 m, vec3 v)
creates NEW translate transform matrix by *v* vector.
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_scale_to(mat4 m, vec3 v, mat4 dest)
scale existing transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
| *[out]* **dest** scaled matrix
.. c:function:: void glm_scale_make(mat4 m, vec3 v)
creates NEW scale matrix by v vector
Parameters:
| *[out]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale(mat4 m, vec3 v)
scales existing transform matrix by v vector
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale_uni(mat4 m, float s)
applies uniform scale to existing transform matrix v = [s, s, s]
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** scale factor
.. c:function:: void glm_rotate_x(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around X axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotate_y(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around Y axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotate_z(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around Z axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotate_make(mat4 m, float angle, vec3 axis)
creates NEW rotation matrix by angle and axis,
axis will be normalized so you don't need to normalize it
Parameters:
| *[out]* **m** affine transfrom
| *[in]* **axis** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_rotate(mat4 m, float angle, vec3 axis)
rotate existing transform matrix around Z axis by angle and axis
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis)
rotate existing transform around given axis by angle at given pivot point (rotation center)
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis)
| creates NEW rotation matrix by angle and axis at given point
| this creates rotation matrix, it assumes you don't have a matrix
| this should work faster than glm_rotate_at because it reduces one glm_translate.
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_decompose_scalev(mat4 m, vec3 s)
decompose scale vector
Parameters:
| *[in]* **m** affine transform
| *[out]* **s** scale vector (Sx, Sy, Sz)
.. c:function:: bool glm_uniscaled(mat4 m)
returns true if matrix is uniform scaled.
This is helpful for creating normal matrix.
Parameters:
| *[in]* **m** matrix
.. c:function:: void glm_decompose_rs(mat4 m, mat4 r, vec3 s)
decompose rotation matrix (mat4) and scale vector [Sx, Sy, Sz]
DON'T pass projected matrix here
Parameters:
| *[in]* **m** affine transform
| *[out]* **r** rotation matrix
| *[out]* **s** scale matrix
.. c:function:: void glm_decompose(mat4 m, vec4 t, mat4 r, vec3 s)
decompose affine transform, TODO: extract shear factors.
DON'T pass projected matrix here
Parameters:
| *[in]* **m** affine transfrom
| *[out]* **t** translation vector
| *[out]* **r** rotation matrix (mat4)
| *[out]* **s** scaling vector [X, Y, Z]
.. c:function:: void glm_spin(mat4 m, float angle, vec3 axis)
| rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis

View File

@@ -5,6 +5,18 @@
Header: cglm/affine.h
Before starting, **cglm** provides two kind of transform functions; pre and post.
Pre functions (`T' = Tnew * T`) are like `glm_translate`, `glm_rotate` which means it will translate the vector first and then apply the model transformation.
Post functions (`T' = T * Tnew`) are like `glm_translated`, `glm_rotated` which means it will apply the model transformation first and then translate the vector.
`glm_translate`, `glm_rotate` are pre functions and are similar to C++ **glm** which you are familiar with.
In new versions of **cglm** we added `glm_translated`, `glm_rotated`... which are post functions,
they are useful in some cases, e.g. append transform to existing transform (apply/append transform as last transfrom T' = T * Tnew).
Post functions are named after pre functions with `ed` suffix, e.g. `glm_translate` -> `glm_translated`. So don't mix them up.
Initialize Transform Matrices
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions with **_make** prefix expect you don't have a matrix and they create
@@ -25,6 +37,9 @@ since scale factors are stored in rotation matrix, same may also true for scalli
cglm provides some functions for rotating around at given point e.g.
**glm_rotate_at**, **glm_quat_rotate_at**. Use them or follow next section for algorihm ("Rotate or Scale around specific Point (Pivot Point / Anchor Point)").
Also **cglm** provides :c:func:`glm_spin` and :c:func:`glm_spinned` functions to rotate around itself. No need to give pivot.
These functions are useful for rotating around center of object.
Rotate or Scale around specific Point (Anchor Point)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -34,7 +49,8 @@ If you want to rotate model around arbibtrary point follow these steps:
2. Apply rotation (or scaling maybe)
3. Move model back from origin to pivot (reverse of step-1): **translate(pivot.x, pivot.y, pivot.z)**
**glm_rotate_at**, **glm_quat_rotate_at** and their helper functions works that way.
**glm_rotate_at**, **glm_quat_rotate_at** and their helper functions works that way.
So if you use them you don't need to do these steps manually which are done by **cglm**.
The implementation would be:
@@ -45,6 +61,13 @@ The implementation would be:
glm_rotate(m, angle, axis);
glm_translate(m, pivotInv); /* pivotInv = -pivot */
or just:
.. code-block:: c
:linenos:
glm_rotate_at(m, pivot, angle, axis);
.. _TransformsOrder:
Transforms Order
@@ -54,7 +77,7 @@ It is important to understand this part especially if you call transform
functions multiple times
`glm_translate`, `glm_rotate`, `glm_scale` and `glm_quat_rotate` and their
helpers functions works like this (cglm may provide reverse order too as alternative in the future):
helpers functions works like this (cglm provides reverse order as `ed` suffix e.g `glm_translated`, `glm_rotated` see post transforms):
.. code-block:: c
:linenos:
@@ -147,199 +170,27 @@ Functions:
#. :c:func:`glm_decompose_rs`
#. :c:func:`glm_decompose`
Post functions (**NEW**):
1. :c:func:`glm_translated_to`
#. :c:func:`glm_translated`
#. :c:func:`glm_translated_x`
#. :c:func:`glm_translated_y`
#. :c:func:`glm_translated_z`
#. :c:func:`glm_rotated_x`
#. :c:func:`glm_rotated_y`
#. :c:func:`glm_rotated_z`
#. :c:func:`glm_rotated`
#. :c:func:`glm_rotated_at`
#. :c:func:`glm_spinned`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_translate_to(mat4 m, vec3 v, mat4 dest)
.. toctree::
:maxdepth: 1
:caption: Affine categories:
translate existing transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
| *[out]* **dest** translated matrix
.. c:function:: void glm_translate(mat4 m, vec3 v)
translate existing transform matrix by *v* vector
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_translate_x(mat4 m, float x)
translate existing transform matrix by x factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** x factor
.. c:function:: void glm_translate_y(mat4 m, float y)
translate existing transform matrix by *y* factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** y factor
.. c:function:: void glm_translate_z(mat4 m, float z)
translate existing transform matrix by *z* factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** z factor
.. c:function:: void glm_translate_make(mat4 m, vec3 v)
creates NEW translate transform matrix by *v* vector.
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_scale_to(mat4 m, vec3 v, mat4 dest)
scale existing transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
| *[out]* **dest** scaled matrix
.. c:function:: void glm_scale_make(mat4 m, vec3 v)
creates NEW scale matrix by v vector
Parameters:
| *[out]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale(mat4 m, vec3 v)
scales existing transform matrix by v vector
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale_uni(mat4 m, float s)
applies uniform scale to existing transform matrix v = [s, s, s]
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** scale factor
.. c:function:: void glm_rotate_x(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around X axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotate_y(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around Y axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotate_z(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around Z axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotate_make(mat4 m, float angle, vec3 axis)
creates NEW rotation matrix by angle and axis,
axis will be normalized so you don't need to normalize it
Parameters:
| *[out]* **m** affine transfrom
| *[in]* **axis** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_rotate(mat4 m, float angle, vec3 axis)
rotate existing transform matrix around Z axis by angle and axis
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis)
rotate existing transform around given axis by angle at given pivot point (rotation center)
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis)
| creates NEW rotation matrix by angle and axis at given point
| this creates rotation matrix, it assumes you don't have a matrix
| this should work faster than glm_rotate_at because it reduces one glm_translate.
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_decompose_scalev(mat4 m, vec3 s)
decompose scale vector
Parameters:
| *[in]* **m** affine transform
| *[out]* **s** scale vector (Sx, Sy, Sz)
.. c:function:: bool glm_uniscaled(mat4 m)
returns true if matrix is uniform scaled.
This is helpful for creating normal matrix.
Parameters:
| *[in]* **m** matrix
.. c:function:: void glm_decompose_rs(mat4 m, mat4 r, vec3 s)
decompose rotation matrix (mat4) and scale vector [Sx, Sy, Sz]
DON'T pass projected matrix here
Parameters:
| *[in]* **m** affine transform
| *[out]* **r** rotation matrix
| *[out]* **s** scale matrix
.. c:function:: void glm_decompose(mat4 m, vec4 t, mat4 r, vec3 s)
decompose affine transform, TODO: extract shear factors.
DON'T pass projected matrix here
Parameters:
| *[in]* **m** affine transfrom
| *[out]* **t** translation vector
| *[out]* **r** rotation matrix (mat4)
| *[out]* **s** scaling vector [X, Y, Z]
affine-common
affine-pre
affine-post

View File

@@ -34,15 +34,18 @@ Follow the :doc:`build` documentation for this
box
quat
euler
mat4
mat3
mat2
mat3
mat4
vec2
vec2-ext
vec3
vec3-ext
vec4
vec4-ext
vec2
vec2-ext
ivec2
ivec3
ivec4
color
plane
project

View File

@@ -101,7 +101,7 @@ Functions documentation
Parameters:
| *[in]* **box** AABB
| *[in]* **padding** padding
| *[out]* **d** result matrix
| *[out]* **dest** result matrix
.. c:function:: void glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest)
@@ -113,7 +113,7 @@ Functions documentation
Parameters:
| *[in]* **box** AABB
| *[in]* **padding** padding for near and far
| *[out]* **d** result matrix
| *[out]* **dest** result matrix
Returns:
square of norm / magnitude

View File

@@ -62,9 +62,9 @@ author = u'Recep Aslantas'
# built documents.
#
# The short X.Y version.
version = u'0.8.5'
version = u'0.9.0'
# The full version, including alpha/beta/rc tags.
release = u'0.8.5'
release = u'0.9.0'
# The language for content autogenerated by Sphinx. Refer to documentation
# for a list of supported languages.

View File

@@ -6,13 +6,12 @@
cglm Documentation
================================
**cglm** is optimized 3D math library written in C99 (compatible with C89).
It is similar to original **glm** library except this is mainly for **C**
**cglm** is an optimized 3D math library written in C99 (compatible with C89).
It is similar to the original **glm** library, except **cglm** is mainly for
**C**.
This library stores matrices as column-major order but in the future row-major
is considered to be supported as optional.
Also currently only **float** type is supported for most operations.
**cglm** stores matrices as column-major order but in the future row-major is
considered to be supported as optional.
.. toctree::
:maxdepth: 2
@@ -46,8 +45,8 @@ Also currently only **float** type is supported for most operations.
troubleshooting
Indices and tables
==================
Indices and Tables:
===================
* :ref:`genindex`
* :ref:`modindex`

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@@ -0,0 +1,179 @@
.. default-domain:: C
ivec2
=====
Header: cglm/ivec2.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Macros:
1. GLM_IVEC2_ONE_INIT
#. GLM_IVEC2_ZERO_INIT
#. GLM_IVEC2_ONE
#. GLM_IVEC2_ZERO
Functions:
1. :c:func:`glm_ivec2`
#. :c:func:`glm_ivec2_copy`
#. :c:func:`glm_ivec2_zero`
#. :c:func:`glm_ivec2_one`
#. :c:func:`glm_ivec2_add`
#. :c:func:`glm_ivec2_adds`
#. :c:func:`glm_ivec2_sub`
#. :c:func:`glm_ivec2_subs`
#. :c:func:`glm_ivec2_mul`
#. :c:func:`glm_ivec2_scale`
#. :c:func:`glm_ivec2_distance2`
#. :c:func:`glm_ivec2_distance`
#. :c:func:`glm_ivec2_maxv`
#. :c:func:`glm_ivec2_minv`
#. :c:func:`glm_ivec2_clamp`
#. :c:func:`glm_ivec2_abs`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_ivec2(int * v, ivec2 dest)
init ivec2 using vec3 or vec4
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_copy(ivec2 a, ivec2 dest)
copy all members of [a] to [dest]
Parameters:
| *[in]* **a** source vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_zero(ivec2 v)
set all members of [v] to zero
Parameters:
| *[out]* **v** vector
.. c:function:: void glm_ivec2_one(ivec2 v)
set all members of [v] to one
Parameters:
| *[out]* **v** vector
.. c:function:: void glm_ivec2_add(ivec2 a, ivec2 b, ivec2 dest)
add vector [a] to vector [b] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_adds(ivec2 v, int s, ivec2 dest)
add scalar s to vector [v] and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_sub(ivec2 a, ivec2 b, ivec2 dest)
subtract vector [b] from vector [a] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_subs(ivec2 v, int s, ivec2 dest)
subtract scalar s from vector [v] and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_mul(ivec2 a, ivec2 b, ivec2 dest)
multiply vector [a] with vector [b] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_scale(ivec2 v, int s, ivec2 dest)
multiply vector [a] with scalar s and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: int glm_ivec2_distance2(ivec2 a, ivec2 b)
squared distance between two vectors
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
Returns:
squared distance (distance * distance)
.. c:function:: float glm_ivec2_distance(ivec2 a, ivec2 b)
distance between two vectors
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
Returns:
distance
.. c:function:: void glm_ivec2_maxv(ivec2 a, ivec2 b, ivec2 dest)
set each member of dest to greater of vector a and b
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_minv(ivec2 a, ivec2 b, ivec2 dest)
set each member of dest to lesser of vector a and b
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_clamp(ivec2 v, int minVal, int maxVal)
clamp each member of [v] between minVal and maxVal (inclusive)
Parameters:
| *[in, out]* **v** vector
| *[in]* **minVal** minimum value
| *[in]* **maxVal** maximum value
.. c:function:: void glm_ivec2_abs(ivec2 v, ivec2 dest)
absolute value of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector

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@@ -0,0 +1,179 @@
.. default-domain:: C
ivec3
=====
Header: cglm/ivec3.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Macros:
1. GLM_IVEC3_ONE_INIT
#. GLM_IVEC3_ZERO_INIT
#. GLM_IVEC3_ONE
#. GLM_IVEC3_ZERO
Functions:
1. :c:func:`glm_ivec3`
#. :c:func:`glm_ivec3_copy`
#. :c:func:`glm_ivec3_zero`
#. :c:func:`glm_ivec3_one`
#. :c:func:`glm_ivec3_add`
#. :c:func:`glm_ivec3_adds`
#. :c:func:`glm_ivec3_sub`
#. :c:func:`glm_ivec3_subs`
#. :c:func:`glm_ivec3_mul`
#. :c:func:`glm_ivec3_scale`
#. :c:func:`glm_ivec3_distance2`
#. :c:func:`glm_ivec3_distance`
#. :c:func:`glm_ivec3_maxv`
#. :c:func:`glm_ivec3_minv`
#. :c:func:`glm_ivec3_clamp`
#. :c:func:`glm_ivec2_abs`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_ivec3(ivec4 v4, ivec3 dest)
init ivec3 using ivec4
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_copy(ivec3 a, ivec3 dest)
copy all members of [a] to [dest]
Parameters:
| *[in]* **a** source vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_zero(ivec3 v)
set all members of [v] to zero
Parameters:
| *[out]* **v** vector
.. c:function:: void glm_ivec3_one(ivec3 v)
set all members of [v] to one
Parameters:
| *[out]* **v** vector
.. c:function:: void glm_ivec3_add(ivec3 a, ivec3 b, ivec3 dest)
add vector [a] to vector [b] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_adds(ivec3 v, int s, ivec3 dest)
add scalar s to vector [v] and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_sub(ivec3 a, ivec3 b, ivec3 dest)
subtract vector [b] from vector [a] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_subs(ivec3 v, int s, ivec3 dest)
subtract scalar s from vector [v] and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_mul(ivec3 a, ivec3 b, ivec3 dest)
multiply vector [a] with vector [b] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_scale(ivec3 v, int s, ivec3 dest)
multiply vector [a] with scalar s and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: int glm_ivec3_distance2(ivec3 a, ivec3 b)
squared distance between two vectors
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
Returns:
squared distance (distance * distance)
.. c:function:: float glm_ivec3_distance(ivec3 a, ivec3 b)
distance between two vectors
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
Returns:
distance
.. c:function:: void glm_ivec3_maxv(ivec3 a, ivec3 b, ivec3 dest)
set each member of dest to greater of vector a and b
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_minv(ivec3 a, ivec3 b, ivec3 dest)
set each member of dest to lesser of vector a and b
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_clamp(ivec3 v, int minVal, int maxVal)
clamp each member of [v] between minVal and maxVal (inclusive)
Parameters:
| *[in, out]* **v** vector
| *[in]* **minVal** minimum value
| *[in]* **maxVal** maximum value
.. c:function:: void glm_ivec3_abs(ivec3 v, ivec3 dest)
absolute value of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector

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@@ -0,0 +1,179 @@
.. default-domain:: C
ivec4
=====
Header: cglm/ivec4.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Macros:
1. GLM_IVEC4_ONE_INIT
#. GLM_IVEC4_ZERO_INIT
#. GLM_IVEC4_ONE
#. GLM_IVEC4_ZERO
Functions:
1. :c:func:`glm_ivec4`
#. :c:func:`glm_ivec4_copy`
#. :c:func:`glm_ivec4_zero`
#. :c:func:`glm_ivec4_one`
#. :c:func:`glm_ivec4_add`
#. :c:func:`glm_ivec4_adds`
#. :c:func:`glm_ivec4_sub`
#. :c:func:`glm_ivec4_subs`
#. :c:func:`glm_ivec4_mul`
#. :c:func:`glm_ivec4_scale`
#. :c:func:`glm_ivec4_distance2`
#. :c:func:`glm_ivec4_distance`
#. :c:func:`glm_ivec4_maxv`
#. :c:func:`glm_ivec4_minv`
#. :c:func:`glm_ivec4_clamp`
#. :c:func:`glm_ivec4_abs`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_ivec4(ivec3 v3, int last, ivec4 dest)
init ivec4 using ivec3
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_copy(ivec4 a, ivec4 dest)
copy all members of [a] to [dest]
Parameters:
| *[in]* **a** source vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_zero(ivec4 v)
set all members of [v] to zero
Parameters:
| *[out]* **v** vector
.. c:function:: void glm_ivec4_one(ivec4 v)
set all members of [v] to one
Parameters:
| *[out]* **v** vector
.. c:function:: void glm_ivec4_add(ivec4 a, ivec4 b, ivec4 dest)
add vector [a] to vector [b] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_adds(ivec4 v, int s, ivec4 dest)
add scalar s to vector [v] and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_sub(ivec4 a, ivec4 b, ivec4 dest)
subtract vector [b] from vector [a] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_subs(ivec4 v, int s, ivec4 dest)
subtract scalar s from vector [v] and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_mul(ivec4 a, ivec4 b, ivec4 dest)
multiply vector [a] with vector [b] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_scale(ivec4 v, int s, ivec4 dest)
multiply vector [a] with scalar s and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: int glm_ivec4_distance2(ivec4 a, ivec4 b)
squared distance between two vectors
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
Returns:
squared distance (distance * distance)
.. c:function:: float glm_ivec4_distance(ivec4 a, ivec4 b)
distance between two vectors
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
Returns:
distance
.. c:function:: void glm_ivec4_maxv(ivec4 a, ivec4 b, ivec4 dest)
set each member of dest to greater of vector a and b
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_minv(ivec4 a, ivec4 b, ivec4 dest)
set each member of dest to lesser of vector a and b
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_clamp(ivec4 v, int minVal, int maxVal)
clamp each member of [v] between minVal and maxVal (inclusive)
Parameters:
| *[in, out]* **v** vector
| *[in]* **minVal** minimum value
| *[in]* **maxVal** maximum value
.. c:function:: void glm_ivec4_abs(ivec4 v, ivec4 dest)
absolute value of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector

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@@ -21,14 +21,14 @@ Functions:
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest)
.. c:function:: void glm_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest)
| maps the specified viewport coordinates into specified space [1]
the matrix should contain projection matrix.
if you don't have ( and don't want to have ) an inverse matrix then use
glm_unproject version. You may use existing inverse of matrix in somewhere
else, this is why glm_unprojecti exists to save save inversion cost
:c:func:`glm_unproject` version. You may use existing inverse of matrix in somewhere
else, this is why **glm_unprojecti** exists to save inversion cost
[1] space:
- if m = invProj: View Space
@@ -57,7 +57,7 @@ Functions documentation
| maps the specified viewport coordinates into specified space [1]
the matrix should contain projection matrix.
this is same as glm_unprojecti except this function get inverse matrix for
this is same as :c:func:`glm_unprojecti` except this function get inverse matrix for
you.
[1] space:
@@ -80,7 +80,7 @@ Functions documentation
| *[in]* **vp** viewport as [x, y, width, height]
| *[out]* **dest** unprojected coordinates
.. c:function:: void glm_project(vec3 pos, mat4 m, vec4 vp, vec3 dest)
.. c:function:: void glm_project(vec3 pos, mat4 m, vec4 vp, vec3 dest)
| map object coordinates to window coordinates
@@ -91,12 +91,29 @@ Functions documentation
glm_mat4_mul(proj, view, viewProj);
glm_mat4_mul(viewProj, model, MVP);
this could be useful for gettng a bbox which fits with view frustum and
object bounding boxes. In this case you crop view frustum box with objects
box
Parameters:
| *[in]* **pos** object coordinates
| *[in]* **m** MVP matrix
| *[in]* **vp** viewport as [x, y, width, height]
| *[out]* **dest** projected coordinates
.. c:function:: float glm_project_z(vec3 pos, mat4 m)
| map object's z coordinate to window coordinates
this is same as :c:func:`glm_project` except this function projects only Z coordinate
which reduces a few calculations and parameters.
Computing MVP:
.. code-block:: c
glm_mat4_mul(proj, view, viewProj);
glm_mat4_mul(viewProj, model, MVP);
Parameters:
| *[in]* **pos** object coordinates
| *[in]* **m** MVP matrix
Returns:
projected z coordinate

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@@ -26,6 +26,7 @@ Functions:
#. :c:func:`glm_vec2_isinf`
#. :c:func:`glm_vec2_isvalid`
#. :c:func:`glm_vec2_sign`
#. :c:func:`glm_vec2_abs`
#. :c:func:`glm_vec2_sqrt`
Functions documentation
@@ -125,6 +126,14 @@ Functions documentation
| *[in]* **v** vector
| *[out]* **dest** sign vector (only keeps signs as -1, 0, -1)
.. c:function:: void glm_vec2_abs(vec2 v, vec2 dest)
absolute value of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector
.. c:function:: void glm_vec2_sqrt(vec2 v, vec2 dest)
square root of each vector item

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@@ -10,10 +10,10 @@ Table of contents (click to go):
Macros:
1. GLM_vec2_ONE_INIT
#. GLM_vec2_ZERO_INIT
#. GLM_vec2_ONE
#. GLM_vec2_ZERO
1. GLM_VEC2_ONE_INIT
#. GLM_VEC2_ZERO_INIT
#. GLM_VEC2_ONE
#. GLM_VEC2_ZERO
Functions:

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@@ -27,6 +27,7 @@ Functions:
#. :c:func:`glm_vec3_isinf`
#. :c:func:`glm_vec3_isvalid`
#. :c:func:`glm_vec3_sign`
#. :c:func:`glm_vec3_abs`
#. :c:func:`glm_vec3_sqrt`
Functions documentation
@@ -134,6 +135,14 @@ Functions documentation
| *[in]* **v** vector
| *[out]* **dest** sign vector (only keeps signs as -1, 0, -1)
.. c:function:: void glm_vec3_abs(vec3 v, vec3 dest)
absolute value of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector
.. c:function:: void glm_vec3_sqrt(vec3 v, vec3 dest)
square root of each vector item

View File

@@ -30,6 +30,10 @@
# include "simd/neon/affine.h"
#endif
#ifdef CGLM_SIMD_WASM
# include "simd/wasm/affine.h"
#endif
/*!
* @brief this is similar to glm_mat4_mul but specialized to affine transform
*
@@ -49,7 +53,9 @@
CGLM_INLINE
void
glm_mul(mat4 m1, mat4 m2, mat4 dest) {
#ifdef __AVX__
#if defined(__wasm__) && defined(__wasm_simd128__)
glm_mul_wasm(m1, m2, dest);
#elif defined(__AVX__)
glm_mul_avx(m1, m2, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mul_sse2(m1, m2, dest);
@@ -107,7 +113,9 @@ glm_mul(mat4 m1, mat4 m2, mat4 dest) {
CGLM_INLINE
void
glm_mul_rot(mat4 m1, mat4 m2, mat4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
#if defined(__wasm__) && defined(__wasm_simd128__)
glm_mul_rot_wasm(m1, m2, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mul_rot_sse2(m1, m2, dest);
#elif defined(CGLM_NEON_FP)
glm_mul_rot_neon(m1, m2, dest);
@@ -156,7 +164,9 @@ glm_mul_rot(mat4 m1, mat4 m2, mat4 dest) {
CGLM_INLINE
void
glm_inv_tr(mat4 mat) {
#if defined( __SSE__ ) || defined( __SSE2__ )
#if defined(__wasm__) && defined(__wasm_simd128__)
glm_inv_tr_wasm(mat);
#elif defined( __SSE__ ) || defined( __SSE2__ )
glm_inv_tr_sse2(mat);
#elif defined(CGLM_NEON_FP)
glm_inv_tr_neon(mat);

247
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@@ -0,0 +1,247 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_affine_post_h
#define cglm_affine_post_h
/*
Functions:
CGLM_INLINE void glm_translated_to(mat4 m, vec3 v, mat4 dest);
CGLM_INLINE void glm_translated(mat4 m, vec3 v);
CGLM_INLINE void glm_translated_x(mat4 m, float to);
CGLM_INLINE void glm_translated_y(mat4 m, float to);
CGLM_INLINE void glm_translated_z(mat4 m, float to);
CGLM_INLINE void glm_rotated_x(mat4 m, float angle, mat4 dest);
CGLM_INLINE void glm_rotated_y(mat4 m, float angle, mat4 dest);
CGLM_INLINE void glm_rotated_z(mat4 m, float angle, mat4 dest);
CGLM_INLINE void glm_rotated(mat4 m, float angle, vec3 axis);
CGLM_INLINE void glm_rotated_at(mat4 m, vec3 pivot, float angle, vec3 axis);
CGLM_INLINE void glm_spinned(mat4 m, float angle, vec3 axis);
*/
#include "common.h"
#include "util.h"
#include "vec3.h"
#include "vec4.h"
#include "mat4.h"
#include "affine-mat.h"
/*!
* @brief translate existing transform matrix by v vector
* and stores result in same matrix
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in, out] m affine transfrom
* @param[in] v translate vector [x, y, z]
*/
CGLM_INLINE
void
glm_translated(mat4 m, vec3 v) {
glm_vec3_add(m[3], v, m[3]);
}
/*!
* @brief translate existing transform matrix by v vector
* and store result in dest
*
* source matrix will remain same
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in] m affine transfrom
* @param[in] v translate vector [x, y, z]
* @param[out] dest translated matrix
*/
CGLM_INLINE
void
glm_translated_to(mat4 m, vec3 v, mat4 dest) {
glm_mat4_copy(m, dest);
glm_translated(dest, v);
}
/*!
* @brief translate existing transform matrix by x factor
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in, out] m affine transfrom
* @param[in] x x factor
*/
CGLM_INLINE
void
glm_translated_x(mat4 m, float x) {
m[3][0] += x;
}
/*!
* @brief translate existing transform matrix by y factor
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in, out] m affine transfrom
* @param[in] y y factor
*/
CGLM_INLINE
void
glm_translated_y(mat4 m, float y) {
m[3][1] += y;
}
/*!
* @brief translate existing transform matrix by z factor
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in, out] m affine transfrom
* @param[in] z z factor
*/
CGLM_INLINE
void
glm_translated_z(mat4 m, float z) {
m[3][2] += z;
}
/*!
* @brief rotate existing transform matrix around X axis by angle
* and store result in dest
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotated_x(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[1][1] = c;
t[1][2] = s;
t[2][1] = -s;
t[2][2] = c;
glm_mul_rot(t, m, dest);
}
/*!
* @brief rotate existing transform matrix around Y axis by angle
* and store result in dest
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotated_y(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[0][0] = c;
t[0][2] = -s;
t[2][0] = s;
t[2][2] = c;
glm_mul_rot(t, m, dest);
}
/*!
* @brief rotate existing transform matrix around Z axis by angle
* and store result in dest
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotated_z(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[0][0] = c;
t[0][1] = s;
t[1][0] = -s;
t[1][1] = c;
glm_mul_rot(t, m, dest);
}
/*!
* @brief rotate existing transform matrix around given axis by angle
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in, out] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotated(mat4 m, float angle, vec3 axis) {
CGLM_ALIGN_MAT mat4 rot;
glm_rotate_make(rot, angle, axis);
glm_mul_rot(rot, m, m);
}
/*!
* @brief rotate existing transform
* around given axis by angle at given pivot point (rotation center)
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in, out] m affine transfrom
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotated_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv);
glm_translated(m, pivot);
glm_rotated(m, angle, axis);
glm_translated(m, pivotInv);
}
/*!
* @brief rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in, out] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_spinned(mat4 m, float angle, vec3 axis) {
CGLM_ALIGN_MAT mat4 rot;
glm_rotate_atm(rot, m[3], angle, axis);
glm_mat4_mul(rot, m, m);
}
#endif /* cglm_affine_post_h */

285
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@@ -0,0 +1,285 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_affine_pre_h
#define cglm_affine_pre_h
/*
Functions:
CGLM_INLINE void glm_translate_to(mat4 m, vec3 v, mat4 dest);
CGLM_INLINE void glm_translate(mat4 m, vec3 v);
CGLM_INLINE void glm_translate_x(mat4 m, float to);
CGLM_INLINE void glm_translate_y(mat4 m, float to);
CGLM_INLINE void glm_translate_z(mat4 m, float to);
CGLM_INLINE void glm_rotate_x(mat4 m, float angle, mat4 dest);
CGLM_INLINE void glm_rotate_y(mat4 m, float angle, mat4 dest);
CGLM_INLINE void glm_rotate_z(mat4 m, float angle, mat4 dest);
CGLM_INLINE void glm_rotate(mat4 m, float angle, vec3 axis);
CGLM_INLINE void glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis);
CGLM_INLINE void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis);
CGLM_INLINE void glm_spin(mat4 m, float angle, vec3 axis);
*/
#include "common.h"
#include "util.h"
#include "vec3.h"
#include "vec4.h"
#include "mat4.h"
#include "affine-mat.h"
/*!
* @brief translate existing transform matrix by v vector
* and stores result in same matrix
*
* @param[in, out] m affine transfrom
* @param[in] v translate vector [x, y, z]
*/
CGLM_INLINE
void
glm_translate(mat4 m, vec3 v) {
#if defined(CGLM_SIMD)
glmm_128 m0, m1, m2, m3;
m0 = glmm_load(m[0]);
m1 = glmm_load(m[1]);
m2 = glmm_load(m[2]);
m3 = glmm_load(m[3]);
glmm_store(m[3],
glmm_fmadd(m0, glmm_set1(v[0]),
glmm_fmadd(m1, glmm_set1(v[1]),
glmm_fmadd(m2, glmm_set1(v[2]), m3))));
#else
glm_vec4_muladds(m[0], v[0], m[3]);
glm_vec4_muladds(m[1], v[1], m[3]);
glm_vec4_muladds(m[2], v[2], m[3]);
#endif
}
/*!
* @brief translate existing transform matrix by v vector
* and store result in dest
*
* source matrix will remain same
*
* @param[in] m affine transfrom
* @param[in] v translate vector [x, y, z]
* @param[out] dest translated matrix
*/
CGLM_INLINE
void
glm_translate_to(mat4 m, vec3 v, mat4 dest) {
glm_mat4_copy(m, dest);
glm_translate(dest, v);
}
/*!
* @brief translate existing transform matrix by x factor
*
* @param[in, out] m affine transfrom
* @param[in] x x factor
*/
CGLM_INLINE
void
glm_translate_x(mat4 m, float x) {
#if defined(CGLM_SIMD)
glmm_store(m[3], glmm_fmadd(glmm_load(m[0]), glmm_set1(x), glmm_load(m[3])));
#else
vec4 v1;
glm_vec4_scale(m[0], x, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
/*!
* @brief translate existing transform matrix by y factor
*
* @param[in, out] m affine transfrom
* @param[in] y y factor
*/
CGLM_INLINE
void
glm_translate_y(mat4 m, float y) {
#if defined(CGLM_SIMD)
glmm_store(m[3], glmm_fmadd(glmm_load(m[1]), glmm_set1(y), glmm_load(m[3])));
#else
vec4 v1;
glm_vec4_scale(m[1], y, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
/*!
* @brief translate existing transform matrix by z factor
*
* @param[in, out] m affine transfrom
* @param[in] z z factor
*/
CGLM_INLINE
void
glm_translate_z(mat4 m, float z) {
#if defined(CGLM_SIMD)
glmm_store(m[3], glmm_fmadd(glmm_load(m[2]), glmm_set1(z), glmm_load(m[3])));
#else
vec4 v1;
glm_vec4_scale(m[2], z, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
/*!
* @brief rotate existing transform matrix around X axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotate_x(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[1][1] = c;
t[1][2] = s;
t[2][1] = -s;
t[2][2] = c;
glm_mul_rot(m, t, dest);
}
/*!
* @brief rotate existing transform matrix around Y axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotate_y(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[0][0] = c;
t[0][2] = -s;
t[2][0] = s;
t[2][2] = c;
glm_mul_rot(m, t, dest);
}
/*!
* @brief rotate existing transform matrix around Z axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotate_z(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[0][0] = c;
t[0][1] = s;
t[1][0] = -s;
t[1][1] = c;
glm_mul_rot(m, t, dest);
}
/*!
* @brief rotate existing transform matrix around given axis by angle
*
* @param[in, out] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotate(mat4 m, float angle, vec3 axis) {
CGLM_ALIGN_MAT mat4 rot;
glm_rotate_make(rot, angle, axis);
glm_mul_rot(m, rot, m);
}
/*!
* @brief rotate existing transform
* around given axis by angle at given pivot point (rotation center)
*
* @param[in, out] m affine transfrom
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv);
glm_translate(m, pivot);
glm_rotate(m, angle, axis);
glm_translate(m, pivotInv);
}
/*!
* @brief creates NEW rotation matrix by angle and axis at given point
*
* this creates rotation matrix, it assumes you don't have a matrix
*
* this should work faster than glm_rotate_at because it reduces
* one glm_translate.
*
* @param[out] m affine transfrom
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) {
CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv);
glm_translate_make(m, pivot);
glm_rotate(m, angle, axis);
glm_translate(m, pivotInv);
}
/*!
* @brief rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
*
* @param[in, out] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_spin(mat4 m, float angle, vec3 axis) {
CGLM_ALIGN_MAT mat4 rot;
glm_rotate_atm(rot, m[3], angle, axis);
glm_mat4_mul(m, rot, m);
}
#endif /* cglm_affine_pre_h */

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@@ -24,6 +24,7 @@
CGLM_INLINE void glm_rotate(mat4 m, float angle, vec3 axis);
CGLM_INLINE void glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis);
CGLM_INLINE void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis);
CGLM_INLINE void glm_spin(mat4 m, float angle, vec3 axis);
CGLM_INLINE void glm_decompose_scalev(mat4 m, vec3 s);
CGLM_INLINE bool glm_uniscaled(mat4 m);
CGLM_INLINE void glm_decompose_rs(mat4 m, mat4 r, vec3 s);
@@ -40,106 +41,6 @@
#include "mat4.h"
#include "affine-mat.h"
/*!
* @brief translate existing transform matrix by v vector
* and stores result in same matrix
*
* @param[in, out] m affine transfrom
* @param[in] v translate vector [x, y, z]
*/
CGLM_INLINE
void
glm_translate(mat4 m, vec3 v) {
#if defined(CGLM_SIMD)
glmm_128 m0, m1, m2, m3;
m0 = glmm_load(m[0]);
m1 = glmm_load(m[1]);
m2 = glmm_load(m[2]);
m3 = glmm_load(m[3]);
glmm_store(m[3],
glmm_fmadd(m0, glmm_set1(v[0]),
glmm_fmadd(m1, glmm_set1(v[1]),
glmm_fmadd(m2, glmm_set1(v[2]), m3))));
#else
glm_vec4_muladds(m[0], v[0], m[3]);
glm_vec4_muladds(m[1], v[1], m[3]);
glm_vec4_muladds(m[2], v[2], m[3]);
#endif
}
/*!
* @brief translate existing transform matrix by v vector
* and store result in dest
*
* source matrix will remain same
*
* @param[in] m affine transfrom
* @param[in] v translate vector [x, y, z]
* @param[out] dest translated matrix
*/
CGLM_INLINE
void
glm_translate_to(mat4 m, vec3 v, mat4 dest) {
glm_mat4_copy(m, dest);
glm_translate(dest, v);
}
/*!
* @brief translate existing transform matrix by x factor
*
* @param[in, out] m affine transfrom
* @param[in] x x factor
*/
CGLM_INLINE
void
glm_translate_x(mat4 m, float x) {
#if defined(CGLM_SIMD)
glmm_store(m[3], glmm_fmadd(glmm_load(m[0]), glmm_set1(x), glmm_load(m[3])));
#else
vec4 v1;
glm_vec4_scale(m[0], x, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
/*!
* @brief translate existing transform matrix by y factor
*
* @param[in, out] m affine transfrom
* @param[in] y y factor
*/
CGLM_INLINE
void
glm_translate_y(mat4 m, float y) {
#if defined(CGLM_SIMD)
glmm_store(m[3], glmm_fmadd(glmm_load(m[1]), glmm_set1(y), glmm_load(m[3])));
#else
vec4 v1;
glm_vec4_scale(m[1], y, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
/*!
* @brief translate existing transform matrix by z factor
*
* @param[in, out] m affine transfrom
* @param[in] z z factor
*/
CGLM_INLINE
void
glm_translate_z(mat4 m, float z) {
#if defined(CGLM_SIMD)
glmm_store(m[3], glmm_fmadd(glmm_load(m[2]), glmm_set1(z), glmm_load(m[3])));
#else
vec4 v1;
glm_vec4_scale(m[2], z, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
/*!
* @brief creates NEW translate transform matrix by v vector
*
@@ -213,81 +114,6 @@ glm_scale_uni(mat4 m, float s) {
glm_scale_to(m, v, m);
}
/*!
* @brief rotate existing transform matrix around X axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotate_x(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[1][1] = c;
t[1][2] = s;
t[2][1] = -s;
t[2][2] = c;
glm_mul_rot(m, t, dest);
}
/*!
* @brief rotate existing transform matrix around Y axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotate_y(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[0][0] = c;
t[0][2] = -s;
t[2][0] = s;
t[2][2] = c;
glm_mul_rot(m, t, dest);
}
/*!
* @brief rotate existing transform matrix around Z axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotate_z(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[0][0] = c;
t[0][1] = s;
t[1][0] = -s;
t[1][1] = c;
glm_mul_rot(m, t, dest);
}
/*!
* @brief creates NEW rotation matrix by angle and axis
*
@@ -321,67 +147,6 @@ glm_rotate_make(mat4 m, float angle, vec3 axis) {
m[3][3] = 1.0f;
}
/*!
* @brief rotate existing transform matrix around given axis by angle
*
* @param[in, out] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotate(mat4 m, float angle, vec3 axis) {
CGLM_ALIGN_MAT mat4 rot;
glm_rotate_make(rot, angle, axis);
glm_mul_rot(m, rot, m);
}
/*!
* @brief rotate existing transform
* around given axis by angle at given pivot point (rotation center)
*
* @param[in, out] m affine transfrom
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv);
glm_translate(m, pivot);
glm_rotate(m, angle, axis);
glm_translate(m, pivotInv);
}
/*!
* @brief creates NEW rotation matrix by angle and axis at given point
*
* this creates rotation matrix, it assumes you don't have a matrix
*
* this should work faster than glm_rotate_at because it reduces
* one glm_translate.
*
* @param[out] m affine transfrom
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) {
CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv);
glm_translate_make(m, pivot);
glm_rotate(m, angle, axis);
glm_translate(m, pivotInv);
}
/*!
* @brief decompose scale vector
*
@@ -467,4 +232,7 @@ glm_decompose(mat4 m, vec4 t, mat4 r, vec3 s) {
glm_decompose_rs(m, r, s);
}
#include "affine-pre.h"
#include "affine-post.h"
#endif /* cglm_affine_h */

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@@ -15,6 +15,9 @@ extern "C" {
#include "call/vec2.h"
#include "call/vec3.h"
#include "call/vec4.h"
#include "call/ivec2.h"
#include "call/ivec3.h"
#include "call/ivec4.h"
#include "call/mat2.h"
#include "call/mat3.h"
#include "call/mat4.h"

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@@ -81,6 +81,10 @@ CGLM_EXPORT
void
glmc_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis);
CGLM_EXPORT
void
glmc_spin(mat4 m, float angle, vec3 axis);
CGLM_EXPORT
void
glmc_decompose_scalev(mat4 m, vec3 s);
@@ -97,6 +101,52 @@ CGLM_EXPORT
void
glmc_decompose(mat4 m, vec4 t, mat4 r, vec3 s);
/* affine-post */
CGLM_EXPORT
void
glmc_translated(mat4 m, vec3 v);
CGLM_EXPORT
void
glmc_translated_to(mat4 m, vec3 v, mat4 dest);
CGLM_EXPORT
void
glmc_translated_x(mat4 m, float x);
CGLM_EXPORT
void
glmc_translated_y(mat4 m, float y);
CGLM_EXPORT
void
glmc_translated_z(mat4 m, float z);
CGLM_EXPORT
void
glmc_rotated_x(mat4 m, float angle, mat4 dest);
CGLM_EXPORT
void
glmc_rotated_y(mat4 m, float angle, mat4 dest);
CGLM_EXPORT
void
glmc_rotated_z(mat4 m, float angle, mat4 dest);
CGLM_EXPORT
void
glmc_rotated(mat4 m, float angle, vec3 axis);
CGLM_EXPORT
void
glmc_rotated_at(mat4 m, vec3 pivot, float angle, vec3 axis);
CGLM_EXPORT
void
glmc_spinned(mat4 m, float angle, vec3 axis);
/* affine-mat */
CGLM_EXPORT

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@@ -21,6 +21,10 @@ CGLM_EXPORT
void
glmc_project_no(vec3 pos, mat4 m, vec4 vp, vec3 dest);
CGLM_EXPORT
float
glmc_project_z_no(vec3 pos, mat4 m);
#ifdef __cplusplus
}
#endif

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@@ -21,6 +21,10 @@ CGLM_EXPORT
void
glmc_project_zo(vec3 pos, mat4 m, vec4 vp, vec3 dest);
CGLM_EXPORT
float
glmc_project_z_zo(vec3 pos, mat4 m);
#ifdef __cplusplus
}
#endif

83
include/cglm/call/ivec2.h Normal file
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@@ -0,0 +1,83 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ivec2_h
#define cglmc_ivec2_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_ivec2(int * __restrict v, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_copy(ivec2 a, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_zero(ivec2 v);
CGLM_EXPORT
void
glmc_ivec2_one(ivec2 v);
CGLM_EXPORT
void
glmc_ivec2_add(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_adds(ivec2 v, int s, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_sub(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_subs(ivec2 v, int s, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_mul(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_scale(ivec2 v, int s, ivec2 dest);
CGLM_EXPORT
int
glmc_ivec2_distance2(ivec2 a, ivec2 b);
CGLM_EXPORT
float
glmc_ivec2_distance(ivec2 a, ivec2 b);
CGLM_EXPORT
void
glmc_ivec2_maxv(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_minv(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_clamp(ivec2 v, int minVal, int maxVal);
CGLM_EXPORT
void
glmc_ivec2_abs(ivec2 v, ivec2 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ivec2_h */

83
include/cglm/call/ivec3.h Normal file
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@@ -0,0 +1,83 @@
/*
* Copyright (c);, Recep Aslantas.
*
* MIT License (MIT);, http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ivec3_h
#define cglmc_ivec3_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_ivec3(ivec4 v4, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_copy(ivec3 a, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_zero(ivec3 v);
CGLM_EXPORT
void
glmc_ivec3_one(ivec3 v);
CGLM_EXPORT
void
glmc_ivec3_add(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_adds(ivec3 v, int s, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_sub(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_subs(ivec3 v, int s, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_mul(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_scale(ivec3 v, int s, ivec3 dest);
CGLM_EXPORT
int
glmc_ivec3_distance2(ivec3 a, ivec3 b);
CGLM_EXPORT
float
glmc_ivec3_distance(ivec3 a, ivec3 b);
CGLM_EXPORT
void
glmc_ivec3_maxv(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_minv(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_clamp(ivec3 v, int minVal, int maxVal);
CGLM_EXPORT
void
glmc_ivec3_abs(ivec3 v, ivec3 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ivec3_h */

83
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@@ -0,0 +1,83 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ivec4_h
#define cglmc_ivec4_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_ivec4(ivec3 v3, int last, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_copy(ivec4 a, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_zero(ivec4 v);
CGLM_EXPORT
void
glmc_ivec4_one(ivec4 v);
CGLM_EXPORT
void
glmc_ivec4_add(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_adds(ivec4 v, int s, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_sub(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_subs(ivec4 v, int s, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_mul(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_scale(ivec4 v, int s, ivec4 dest);
CGLM_EXPORT
int
glmc_ivec4_distance2(ivec4 a, ivec4 b);
CGLM_EXPORT
float
glmc_ivec4_distance(ivec4 a, ivec4 b);
CGLM_EXPORT
void
glmc_ivec4_maxv(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_minv(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_clamp(ivec4 v, int minVal, int maxVal);
CGLM_EXPORT
void
glmc_ivec4_abs(ivec4 v, ivec4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ivec4_h */

View File

@@ -25,6 +25,10 @@ CGLM_EXPORT
void
glmc_project(vec3 pos, mat4 m, vec4 vp, vec3 dest);
CGLM_EXPORT
float
glmc_project_z(vec3 pos, mat4 m);
CGLM_EXPORT
void
glmc_pickmatrix(vec2 center, vec2 size, vec4 vp, mat4 dest);

View File

@@ -145,6 +145,10 @@ CGLM_EXPORT
void
glmc_vec2_clamp(vec2 v, float minval, float maxval);
CGLM_EXPORT
void
glmc_vec2_abs(vec2 v, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_lerp(vec2 from, vec2 to, float t, vec2 dest);

View File

@@ -12,6 +12,9 @@
#include "vec2.h"
#include "vec3.h"
#include "vec4.h"
#include "ivec2.h"
#include "ivec3.h"
#include "ivec4.h"
#include "mat4.h"
#include "mat3.h"
#include "mat2.h"

View File

@@ -83,4 +83,27 @@ glm_project_no(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
dest[2] = pos4[2];
}
/*!
* @brief map object's z coordinate to window coordinates
*
* Computing MVP:
* glm_mat4_mul(proj, view, viewProj);
* glm_mat4_mul(viewProj, model, MVP);
*
* @param[in] v object coordinates
* @param[in] m MVP matrix
*
* @returns projected z coordinate
*/
CGLM_INLINE
float
glm_project_z_no(vec3 v, mat4 m) {
float z, w;
z = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2] + m[3][2];
w = m[0][3] * v[0] + m[1][3] * v[1] + m[2][3] * v[2] + m[3][3];
return 0.5f * (z / w) + 0.5f;
}
#endif /* cglm_project_no_h */

View File

@@ -85,4 +85,27 @@ glm_project_zo(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
dest[1] = pos4[1] * vp[3] + vp[1];
}
/*!
* @brief map object's z coordinate to window coordinates
*
* Computing MVP:
* glm_mat4_mul(proj, view, viewProj);
* glm_mat4_mul(viewProj, model, MVP);
*
* @param[in] v object coordinates
* @param[in] m MVP matrix
*
* @returns projected z coordinate
*/
CGLM_INLINE
float
glm_project_z_zo(vec3 v, mat4 m) {
float z, w;
z = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2] + m[3][2];
w = m[0][3] * v[0] + m[1][3] * v[1] + m[2][3] * v[2] + m[3][3];
return z / w;
}
#endif /* cglm_project_zo_h */

View File

@@ -37,8 +37,8 @@ glm_lookat_lh(vec3 eye, vec3 center, vec3 up, mat4 dest) {
glm_vec3_sub(center, eye, f);
glm_vec3_normalize(f);
glm_vec3_crossn(f, up, s);
glm_vec3_cross(s, f, u);
glm_vec3_crossn(up, f, s);
glm_vec3_cross(f, s, u);
dest[0][0] = s[0];
dest[0][1] = u[0];

View File

@@ -18,6 +18,7 @@
#include <stdint.h>
#include <stddef.h>
#include <stdlib.h>
#include <math.h>
#include <float.h>
#include <stdbool.h>
@@ -44,16 +45,16 @@
#ifndef CGLM_USE_DEFAULT_EPSILON
# ifndef GLM_FLT_EPSILON
# define GLM_FLT_EPSILON 1e-5
# define GLM_FLT_EPSILON 1e-5f
# endif
#else
# define GLM_FLT_EPSILON FLT_EPSILON
#endif
/*
* Clip control: define GLM_FORCE_DEPTH_ZERO_TO_ONE before including
* Clip control: define CGLM_FORCE_DEPTH_ZERO_TO_ONE before including
* CGLM to use a clip space between 0 to 1.
* Coordinate system: define GLM_FORCE_LEFT_HANDED before including
* Coordinate system: define CGLM_FORCE_LEFT_HANDED before including
* CGLM to use the left handed coordinate system by default.
*/
@@ -81,4 +82,34 @@
# endif
#endif
/* struct API configurator */
/* TODO: move struct/common.h? */
/* WARN: dont use concant helpers outside cglm headers, because they may be changed */
#define CGLM_MACRO_CONCAT_HELPER(A, B, C, D, E, ...) A ## B ## C ## D ## E ## __VA_ARGS__
#define CGLM_MACRO_CONCAT(A, B, C, D, E, ...) CGLM_MACRO_CONCAT_HELPER(A, B, C, D, E,__VA_ARGS__)
#ifndef CGLM_OMIT_NS_FROM_STRUCT_API
# ifndef CGLM_STRUCT_API_NS
# define CGLM_STRUCT_API_NS glms
# endif
# ifndef CGLM_STRUCT_API_NS_SEPERATOR
# define CGLM_STRUCT_API_NS_SEPERATOR _
# endif
#else
# define CGLM_STRUCT_API_NS
# define CGLM_STRUCT_API_NS_SEPERATOR
#endif
#ifndef CGLM_STRUCT_API_NAME_SUFFIX
# define CGLM_STRUCT_API_NAME_SUFFIX
#endif
#define CGLM_STRUCTAPI(A, ...) CGLM_MACRO_CONCAT(CGLM_STRUCT_API_NS, \
CGLM_STRUCT_API_NS_SEPERATOR, \
A, \
CGLM_STRUCT_API_NAME_SUFFIX, \
_, \
__VA_ARGS__)
#endif /* cglm_common_h */

View File

@@ -39,6 +39,7 @@
|| defined(CGLM_NO_PRINTS_NOOP)
#include "common.h"
#include "util.h"
#include <stdio.h>
#include <stdlib.h>
@@ -48,7 +49,7 @@
#endif
#ifndef CGLM_PRINT_MAX_TO_SHORT
# define CGLM_PRINT_MAX_TO_SHORT 1e5
# define CGLM_PRINT_MAX_TO_SHORT 1e5f
#endif
#ifndef CGLM_PRINT_COLOR
@@ -59,6 +60,35 @@
# define CGLM_PRINT_COLOR_RESET "\033[0m"
#endif
/*!
* @brief prints current SIMD path in general
*
* @param[in] ostream stream to print e.g. stdout, stderr, FILE ...
*/
CGLM_INLINE
void
glm_arch_print_name(FILE* __restrict ostream) {
#if defined(CGLM_SIMD_WASM)
fprintf(ostream, CGLM_PRINT_COLOR "\ncglm arch: wasm SIMD128"
"\n\n" CGLM_PRINT_COLOR_RESET);
#elif defined(CGLM_SIMD_x86)
fprintf(ostream, CGLM_PRINT_COLOR "\ncglm arch: x86 SSE*"
#ifdef __AVX__
" AVX"
#endif
"\n\n" CGLM_PRINT_COLOR_RESET);
#elif defined(CGLM_SIMD_ARM)
fprintf(ostream, CGLM_PRINT_COLOR "\ncglm arch: arm"
#ifndef __ARM_NEON_FP
" NEON_FP"
#endif
#ifdef CGLM_ARM64
" ARM64"
#endif
"\n\n" CGLM_PRINT_COLOR_RESET);
#endif
}
CGLM_INLINE
void
glm_mat4_print(mat4 matrix,
@@ -76,9 +106,9 @@ glm_mat4_print(mat4 matrix,
for (i = 0; i < m; i++) {
for (j = 0; j < n; j++) {
if (matrix[i][j] < CGLM_PRINT_MAX_TO_SHORT)
cwi = sprintf(buff, "% .*f", CGLM_PRINT_PRECISION, matrix[i][j]);
cwi = sprintf(buff, "% .*f", CGLM_PRINT_PRECISION, (double)matrix[i][j]);
else
cwi = sprintf(buff, "% g", matrix[i][j]);
cwi = sprintf(buff, "% g", (double)matrix[i][j]);
cw[i] = GLM_MAX(cw[i], cwi);
}
}
@@ -88,9 +118,9 @@ glm_mat4_print(mat4 matrix,
for (j = 0; j < n; j++)
if (matrix[i][j] < CGLM_PRINT_MAX_TO_SHORT)
fprintf(ostream, " % *.*f", cw[j], CGLM_PRINT_PRECISION, matrix[j][i]);
fprintf(ostream, " % *.*f", cw[j], CGLM_PRINT_PRECISION, (double)matrix[j][i]);
else
fprintf(ostream, " % *g", cw[j], matrix[j][i]);
fprintf(ostream, " % *g", cw[j], (double)matrix[j][i]);
fprintf(ostream, " |\n");
}
@@ -119,22 +149,22 @@ glm_mat3_print(mat3 matrix,
for (i = 0; i < m; i++) {
for (j = 0; j < n; j++) {
if (matrix[i][j] < CGLM_PRINT_MAX_TO_SHORT)
cwi = sprintf(buff, "% .*f", CGLM_PRINT_PRECISION, matrix[i][j]);
cwi = sprintf(buff, "% .*f", CGLM_PRINT_PRECISION, (double)matrix[i][j]);
else
cwi = sprintf(buff, "% g", matrix[i][j]);
cwi = sprintf(buff, "% g", (double)matrix[i][j]);
cw[i] = GLM_MAX(cw[i], cwi);
}
}
for (i = 0; i < m; i++) {
fprintf(ostream, " |");
for (j = 0; j < n; j++)
if (matrix[i][j] < CGLM_PRINT_MAX_TO_SHORT)
fprintf(ostream, " % *.*f", cw[j], CGLM_PRINT_PRECISION, matrix[j][i]);
fprintf(ostream, " % *.*f", cw[j], CGLM_PRINT_PRECISION, (double)matrix[j][i]);
else
fprintf(ostream, " % *g", cw[j], matrix[j][i]);
fprintf(ostream, " % *g", cw[j], (double)matrix[j][i]);
fprintf(ostream, " |\n");
}
@@ -161,22 +191,22 @@ glm_mat2_print(mat2 matrix,
for (i = 0; i < m; i++) {
for (j = 0; j < n; j++) {
if (matrix[i][j] < CGLM_PRINT_MAX_TO_SHORT)
cwi = sprintf(buff, "% .*f", CGLM_PRINT_PRECISION, matrix[i][j]);
cwi = sprintf(buff, "% .*f", CGLM_PRINT_PRECISION, (double)matrix[i][j]);
else
cwi = sprintf(buff, "% g", matrix[i][j]);
cwi = sprintf(buff, "% g", (double)matrix[i][j]);
cw[i] = GLM_MAX(cw[i], cwi);
}
}
for (i = 0; i < m; i++) {
fprintf(ostream, " |");
for (j = 0; j < n; j++)
if (matrix[i][j] < CGLM_PRINT_MAX_TO_SHORT)
fprintf(ostream, " % *.*f", cw[j], CGLM_PRINT_PRECISION, matrix[j][i]);
fprintf(ostream, " % *.*f", cw[j], CGLM_PRINT_PRECISION, (double)matrix[j][i]);
else
fprintf(ostream, " % *g", cw[j], matrix[j][i]);
fprintf(ostream, " % *g", cw[j], (double)matrix[j][i]);
fprintf(ostream, " |\n");
}
@@ -198,9 +228,9 @@ glm_vec4_print(vec4 vec,
for (i = 0; i < m; i++) {
if (vec[i] < CGLM_PRINT_MAX_TO_SHORT)
fprintf(ostream, " % .*f", CGLM_PRINT_PRECISION, vec[i]);
fprintf(ostream, " % .*f", CGLM_PRINT_PRECISION, (double)vec[i]);
else
fprintf(ostream, " % g", vec[i]);
fprintf(ostream, " % g", (double)vec[i]);
}
fprintf(ostream, " )" CGLM_PRINT_COLOR_RESET "\n\n");
@@ -220,9 +250,9 @@ glm_vec3_print(vec3 vec,
for (i = 0; i < m; i++) {
if (vec[i] < CGLM_PRINT_MAX_TO_SHORT)
fprintf(ostream, " % .*f", CGLM_PRINT_PRECISION, vec[i]);
fprintf(ostream, " % .*f", CGLM_PRINT_PRECISION, (double)vec[i]);
else
fprintf(ostream, " % g", vec[i]);
fprintf(ostream, " % g", (double)vec[i]);
}
fprintf(ostream, " )" CGLM_PRINT_COLOR_RESET "\n\n");
@@ -244,7 +274,7 @@ glm_ivec3_print(ivec3 vec,
fprintf(ostream, " % d", vec[i]);
fprintf(ostream, " )" CGLM_PRINT_COLOR_RESET "\n\n");
#undef m
}
@@ -260,9 +290,9 @@ glm_vec2_print(vec2 vec,
for (i = 0; i < m; i++) {
if (vec[i] < CGLM_PRINT_MAX_TO_SHORT)
fprintf(ostream, " % .*f", CGLM_PRINT_PRECISION, vec[i]);
fprintf(ostream, " % .*f", CGLM_PRINT_PRECISION, (double)vec[i]);
else
fprintf(ostream, " % g", vec[i]);
fprintf(ostream, " % g", (double)vec[i]);
}
fprintf(ostream, " )" CGLM_PRINT_COLOR_RESET "\n\n");
@@ -282,9 +312,9 @@ glm_versor_print(versor vec,
for (i = 0; i < m; i++) {
if (vec[i] < CGLM_PRINT_MAX_TO_SHORT)
fprintf(ostream, " % .*f", CGLM_PRINT_PRECISION, vec[i]);
fprintf(ostream, " % .*f", CGLM_PRINT_PRECISION, (double)vec[i]);
else
fprintf(ostream, " % g", vec[i]);
fprintf(ostream, " % g", (double)vec[i]);
}
@@ -306,12 +336,12 @@ glm_aabb_print(vec3 bbox[2],
for (i = 0; i < 2; i++) {
fprintf(ostream, " (");
for (j = 0; j < m; j++) {
if (bbox[i][j] < CGLM_PRINT_MAX_TO_SHORT)
fprintf(ostream, " % .*f", CGLM_PRINT_PRECISION, bbox[i][j]);
fprintf(ostream, " % .*f", CGLM_PRINT_PRECISION, (double)bbox[i][j]);
else
fprintf(ostream, " % g", bbox[i][j]);
fprintf(ostream, " % g", (double)bbox[i][j]);
}
fprintf(ostream, " )\n");

268
include/cglm/ivec2.h Normal file
View File

@@ -0,0 +1,268 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Macros:
GLM_IVEC2_ONE_INIT
GLM_IVEC2_ZERO_INIT
GLM_IVEC2_ONE
GLM_IVEC2_ZERO
Functions:
CGLM_INLINE void glm_ivec2(int * __restrict v, ivec2 dest)
CGLM_INLINE void glm_ivec2_copy(ivec2 a, ivec2 dest)
CGLM_INLINE void glm_ivec2_zero(ivec2 v)
CGLM_INLINE void glm_ivec2_one(ivec2 v)
CGLM_INLINE void glm_ivec2_add(ivec2 a, ivec2 b, ivec2 dest)
CGLM_INLINE void glm_ivec2_adds(ivec2 v, int s, ivec2 dest)
CGLM_INLINE void glm_ivec2_sub(ivec2 a, ivec2 b, ivec2 dest)
CGLM_INLINE void glm_ivec2_subs(ivec2 v, int s, ivec2 dest)
CGLM_INLINE void glm_ivec2_mul(ivec2 a, ivec2 b, ivec2 dest)
CGLM_INLINE void glm_ivec2_scale(ivec2 v, int s, ivec2 dest)
CGLM_INLINE int glm_ivec2_distance2(ivec2 a, ivec2 b)
CGLM_INLINE float glm_ivec2_distance(ivec2 a, ivec2 b)
CGLM_INLINE void glm_ivec2_maxv(ivec2 a, ivec2 b, ivec2 dest)
CGLM_INLINE void glm_ivec2_minv(ivec2 a, ivec2 b, ivec2 dest)
CGLM_INLINE void glm_ivec2_clamp(ivec2 v, int minVal, int maxVal)
CGLM_INLINE void glm_ivec2_abs(ivec2 v, ivec2 dest)
*/
#ifndef cglm_ivec2_h
#define cglm_ivec2_h
#include "common.h"
#define GLM_IVEC2_ONE_INIT {1, 1}
#define GLM_IVEC2_ZERO_INIT {0, 0}
#define GLM_IVEC2_ONE ((ivec2)GLM_IVEC2_ONE_INIT)
#define GLM_IVEC2_ZERO ((ivec2)GLM_IVEC2_ZERO_INIT)
/*!
* @brief init ivec2 using vec3 or vec4
*
* @param[in] v vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec2(int * __restrict v, ivec2 dest) {
dest[0] = v[0];
dest[1] = v[1];
}
/*!
* @brief copy all members of [a] to [dest]
*
* @param[in] a source vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec2_copy(ivec2 a, ivec2 dest) {
dest[0] = a[0];
dest[1] = a[1];
}
/*!
* @brief set all members of [v] to zero
*
* @param[out] v vector
*/
CGLM_INLINE
void
glm_ivec2_zero(ivec2 v) {
v[0] = v[1] = 0;
}
/*!
* @brief set all members of [v] to one
*
* @param[out] v vector
*/
CGLM_INLINE
void
glm_ivec2_one(ivec2 v) {
v[0] = v[1] = 1;
}
/*!
* @brief add vector [a] to vector [b] and store result in [dest]
*
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec2_add(ivec2 a, ivec2 b, ivec2 dest) {
dest[0] = a[0] + b[0];
dest[1] = a[1] + b[1];
}
/*!
* @brief add scalar s to vector [v] and store result in [dest]
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec2_adds(ivec2 v, int s, ivec2 dest) {
dest[0] = v[0] + s;
dest[1] = v[1] + s;
}
/*!
* @brief subtract vector [b] from vector [a] and store result in [dest]
*
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec2_sub(ivec2 a, ivec2 b, ivec2 dest) {
dest[0] = a[0] - b[0];
dest[1] = a[1] - b[1];
}
/*!
* @brief subtract scalar s from vector [v] and store result in [dest]
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec2_subs(ivec2 v, int s, ivec2 dest) {
dest[0] = v[0] - s;
dest[1] = v[1] - s;
}
/*!
* @brief multiply vector [a] with vector [b] and store result in [dest]
*
* @param[in] a frist vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec2_mul(ivec2 a, ivec2 b, ivec2 dest) {
dest[0] = a[0] * b[0];
dest[1] = a[1] * b[1];
}
/*!
* @brief multiply vector [a] with scalar s and store result in [dest]
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec2_scale(ivec2 v, int s, ivec2 dest) {
dest[0] = v[0] * s;
dest[1] = v[1] * s;
}
/*!
* @brief squared distance between two vectors
*
* @param[in] a first vector
* @param[in] b second vector
* @return returns squared distance (distance * distance)
*/
CGLM_INLINE
int
glm_ivec2_distance2(ivec2 a, ivec2 b) {
int xd, yd;
xd = a[0] - b[0];
yd = a[1] - b[1];
return xd * xd + yd * yd;
}
/*!
* @brief distance between two vectors
*
* @param[in] a first vector
* @param[in] b second vector
* @return returns distance
*/
CGLM_INLINE
float
glm_ivec2_distance(ivec2 a, ivec2 b) {
return sqrtf((float)glm_ivec2_distance2(a, b));
}
/*!
* @brief set each member of dest to greater of vector a and b
*
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec2_maxv(ivec2 a, ivec2 b, ivec2 dest) {
dest[0] = a[0] > b[0] ? a[0] : b[0];
dest[1] = a[1] > b[1] ? a[1] : b[1];
}
/*!
* @brief set each member of dest to lesser of vector a and b
*
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec2_minv(ivec2 a, ivec2 b, ivec2 dest) {
dest[0] = a[0] < b[0] ? a[0] : b[0];
dest[1] = a[1] < b[1] ? a[1] : b[1];
}
/*!
* @brief clamp each member of [v] between minVal and maxVal (inclusive)
*
* @param[in, out] v vector
* @param[in] minVal minimum value
* @param[in] maxVal maximum value
*/
CGLM_INLINE
void
glm_ivec2_clamp(ivec2 v, int minVal, int maxVal) {
if (v[0] < minVal)
v[0] = minVal;
else if(v[0] > maxVal)
v[0] = maxVal;
if (v[1] < minVal)
v[1] = minVal;
else if(v[1] > maxVal)
v[1] = maxVal;
}
/*!
* @brief absolute value of v
*
* @param[in] v vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec2_abs(ivec2 v, ivec2 dest) {
dest[0] = abs(v[0]);
dest[1] = abs(v[1]);
}
#endif /* cglm_ivec2_h */

285
include/cglm/ivec3.h Normal file
View File

@@ -0,0 +1,285 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Macros:
GLM_IVEC3_ONE_INIT
GLM_IVEC3_ZERO_INIT
GLM_IVEC3_ONE
GLM_IVEC3_ZERO
Functions:
CGLM_INLINE void glm_ivec3(ivec4 v4, ivec3 dest)
CGLM_INLINE void glm_ivec3_copy(ivec3 a, ivec3 dest)
CGLM_INLINE void glm_ivec3_zero(ivec3 v)
CGLM_INLINE void glm_ivec3_one(ivec3 v)
CGLM_INLINE void glm_ivec3_add(ivec3 a, ivec3 b, ivec3 dest)
CGLM_INLINE void glm_ivec3_adds(ivec3 v, int s, ivec3 dest)
CGLM_INLINE void glm_ivec3_sub(ivec3 a, ivec3 b, ivec3 dest)
CGLM_INLINE void glm_ivec3_subs(ivec3 v, int s, ivec3 dest)
CGLM_INLINE void glm_ivec3_mul(ivec3 a, ivec3 b, ivec3 dest)
CGLM_INLINE void glm_ivec3_scale(ivec3 v, int s, ivec3 dest)
CGLM_INLINE int glm_ivec3_distance2(ivec3 a, ivec3 b)
CGLM_INLINE float glm_ivec3_distance(ivec3 a, ivec3 b)
CGLM_INLINE void glm_ivec3_maxv(ivec3 a, ivec3 b, ivec3 dest)
CGLM_INLINE void glm_ivec3_minv(ivec3 a, ivec3 b, ivec3 dest)
CGLM_INLINE void glm_ivec3_clamp(ivec3 v, int minVal, int maxVal)
CGLM_INLINE void glm_ivec3_abs(ivec3 v, ivec3 dest)
*/
#ifndef cglm_ivec3_h
#define cglm_ivec3_h
#include "common.h"
#define GLM_IVEC3_ONE_INIT {1, 1, 1}
#define GLM_IVEC3_ZERO_INIT {0, 0, 0}
#define GLM_IVEC3_ONE ((ivec3)GLM_IVEC3_ONE_INIT)
#define GLM_IVEC3_ZERO ((ivec3)GLM_IVEC3_ZERO_INIT)
/*!
* @brief init ivec3 using ivec4
*
* @param[in] v4 vector4
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec3(ivec4 v4, ivec3 dest) {
dest[0] = v4[0];
dest[1] = v4[1];
dest[2] = v4[2];
}
/*!
* @brief copy all members of [a] to [dest]
*
* @param[in] a source vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec3_copy(ivec3 a, ivec3 dest) {
dest[0] = a[0];
dest[1] = a[1];
dest[2] = a[2];
}
/*!
* @brief set all members of [v] to zero
*
* @param[out] v vector
*/
CGLM_INLINE
void
glm_ivec3_zero(ivec3 v) {
v[0] = v[1] = v[2] = 0;
}
/*!
* @brief set all members of [v] to one
*
* @param[out] v vector
*/
CGLM_INLINE
void
glm_ivec3_one(ivec3 v) {
v[0] = v[1] = v[2] = 1;
}
/*!
* @brief add vector [a] to vector [b] and store result in [dest]
*
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec3_add(ivec3 a, ivec3 b, ivec3 dest) {
dest[0] = a[0] + b[0];
dest[1] = a[1] + b[1];
dest[2] = a[2] + b[2];
}
/*!
* @brief add scalar s to vector [v] and store result in [dest]
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec3_adds(ivec3 v, int s, ivec3 dest) {
dest[0] = v[0] + s;
dest[1] = v[1] + s;
dest[2] = v[2] + s;
}
/*!
* @brief subtract vector [b] from vector [a] and store result in [dest]
*
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec3_sub(ivec3 a, ivec3 b, ivec3 dest) {
dest[0] = a[0] - b[0];
dest[1] = a[1] - b[1];
dest[2] = a[2] - b[2];
}
/*!
* @brief subtract scalar s from vector [v] and store result in [dest]
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec3_subs(ivec3 v, int s, ivec3 dest) {
dest[0] = v[0] - s;
dest[1] = v[1] - s;
dest[2] = v[2] - s;
}
/*!
* @brief multiply vector [a] with vector [b] and store result in [dest]
*
* @param[in] a frist vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec3_mul(ivec3 a, ivec3 b, ivec3 dest) {
dest[0] = a[0] * b[0];
dest[1] = a[1] * b[1];
dest[2] = a[2] * b[2];
}
/*!
* @brief multiply vector [a] with scalar s and store result in [dest]
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec3_scale(ivec3 v, int s, ivec3 dest) {
dest[0] = v[0] * s;
dest[1] = v[1] * s;
dest[2] = v[2] * s;
}
/*!
* @brief squared distance between two vectors
*
* @param[in] a first vector
* @param[in] b second vector
* @return returns squared distance (distance * distance)
*/
CGLM_INLINE
int
glm_ivec3_distance2(ivec3 a, ivec3 b) {
int xd, yd, zd;
xd = a[0] - b[0];
yd = a[1] - b[1];
zd = a[2] - b[2];
return xd * xd + yd * yd + zd * zd;
}
/*!
* @brief distance between two vectors
*
* @param[in] a first vector
* @param[in] b second vector
* @return returns distance
*/
CGLM_INLINE
float
glm_ivec3_distance(ivec3 a, ivec3 b) {
return sqrtf((float)glm_ivec3_distance2(a, b));
}
/*!
* @brief set each member of dest to greater of vector a and b
*
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec3_maxv(ivec3 a, ivec3 b, ivec3 dest) {
dest[0] = a[0] > b[0] ? a[0] : b[0];
dest[1] = a[1] > b[1] ? a[1] : b[1];
dest[2] = a[2] > b[2] ? a[2] : b[2];
}
/*!
* @brief set each member of dest to lesser of vector a and b
*
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec3_minv(ivec3 a, ivec3 b, ivec3 dest) {
dest[0] = a[0] < b[0] ? a[0] : b[0];
dest[1] = a[1] < b[1] ? a[1] : b[1];
dest[2] = a[2] < b[2] ? a[2] : b[2];
}
/*!
* @brief clamp each member of [v] between minVal and maxVal (inclusive)
*
* @param[in, out] v vector
* @param[in] minVal minimum value
* @param[in] maxVal maximum value
*/
CGLM_INLINE
void
glm_ivec3_clamp(ivec3 v, int minVal, int maxVal) {
if (v[0] < minVal)
v[0] = minVal;
else if(v[0] > maxVal)
v[0] = maxVal;
if (v[1] < minVal)
v[1] = minVal;
else if(v[1] > maxVal)
v[1] = maxVal;
if (v[2] < minVal)
v[2] = minVal;
else if(v[2] > maxVal)
v[2] = maxVal;
}
/*!
* @brief absolute value of v
*
* @param[in] v vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec3_abs(ivec3 v, ivec3 dest) {
dest[0] = abs(v[0]);
dest[1] = abs(v[1]);
dest[2] = abs(v[2]);
}
#endif /* cglm_ivec3_h */

303
include/cglm/ivec4.h Normal file
View File

@@ -0,0 +1,303 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Macros:
GLM_IVEC4_ONE_INIT
GLM_IVEC4_ZERO_INIT
GLM_IVEC4_ONE
GLM_IVEC4_ZERO
Functions:
CGLM_INLINE void glm_ivec4(ivec3 v3, int last, ivec4 dest)
CGLM_INLINE void glm_ivec4_copy(ivec4 a, ivec4 dest)
CGLM_INLINE void glm_ivec4_zero(ivec4 v)
CGLM_INLINE void glm_ivec4_one(ivec4 v)
CGLM_INLINE void glm_ivec4_add(ivec4 a, ivec4 b, ivec4 dest)
CGLM_INLINE void glm_ivec4_adds(ivec4 v, int s, ivec4 dest)
CGLM_INLINE void glm_ivec4_sub(ivec4 a, ivec4 b, ivec4 dest)
CGLM_INLINE void glm_ivec4_subs(ivec4 v, int s, ivec4 dest)
CGLM_INLINE void glm_ivec4_mul(ivec4 a, ivec4 b, ivec4 dest)
CGLM_INLINE void glm_ivec4_scale(ivec4 v, int s, ivec4 dest)
CGLM_INLINE int glm_ivec4_distance2(ivec4 a, ivec4 b)
CGLM_INLINE float glm_ivec4_distance(ivec4 a, ivec4 b)
CGLM_INLINE void glm_ivec4_maxv(ivec4 a, ivec4 b, ivec4 dest)
CGLM_INLINE void glm_ivec4_minv(ivec4 a, ivec4 b, ivec4 dest)
CGLM_INLINE void glm_ivec4_clamp(ivec4 v, int minVal, int maxVal)
CGLM_INLINE void glm_ivec4_abs(ivec4 v, ivec4 dest)
*/
#ifndef cglm_ivec4_h
#define cglm_ivec4_h
#include "common.h"
#define GLM_IVEC4_ONE_INIT {1, 1, 1, 1}
#define GLM_IVEC4_ZERO_INIT {0, 0, 0, 0}
#define GLM_IVEC4_ONE ((ivec4)GLM_IVEC4_ONE_INIT)
#define GLM_IVEC4_ZERO ((ivec4)GLM_IVEC4_ZERO_INIT)
/*!
* @brief init ivec4 using ivec3
*
* @param[in] v3 vector3
* @param[in] last last item
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec4(ivec3 v3, int last, ivec4 dest) {
dest[0] = v3[0];
dest[1] = v3[1];
dest[2] = v3[2];
dest[3] = last;
}
/*!
* @brief copy all members of [a] to [dest]
*
* @param[in] a source vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec4_copy(ivec4 a, ivec4 dest) {
dest[0] = a[0];
dest[1] = a[1];
dest[2] = a[2];
dest[3] = a[3];
}
/*!
* @brief set all members of [v] to zero
*
* @param[out] v vector
*/
CGLM_INLINE
void
glm_ivec4_zero(ivec4 v) {
v[0] = v[1] = v[2] = v[3] = 0;
}
/*!
* @brief set all members of [v] to one
*
* @param[out] v vector
*/
CGLM_INLINE
void
glm_ivec4_one(ivec4 v) {
v[0] = v[1] = v[2] = v[3] = 1;
}
/*!
* @brief add vector [a] to vector [b] and store result in [dest]
*
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec4_add(ivec4 a, ivec4 b, ivec4 dest) {
dest[0] = a[0] + b[0];
dest[1] = a[1] + b[1];
dest[2] = a[2] + b[2];
dest[3] = a[3] + b[3];
}
/*!
* @brief add scalar s to vector [v] and store result in [dest]
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec4_adds(ivec4 v, int s, ivec4 dest) {
dest[0] = v[0] + s;
dest[1] = v[1] + s;
dest[2] = v[2] + s;
dest[3] = v[3] + s;
}
/*!
* @brief subtract vector [b] from vector [a] and store result in [dest]
*
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec4_sub(ivec4 a, ivec4 b, ivec4 dest) {
dest[0] = a[0] - b[0];
dest[1] = a[1] - b[1];
dest[2] = a[2] - b[2];
dest[3] = a[3] - b[3];
}
/*!
* @brief subtract scalar s from vector [v] and store result in [dest]
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec4_subs(ivec4 v, int s, ivec4 dest) {
dest[0] = v[0] - s;
dest[1] = v[1] - s;
dest[2] = v[2] - s;
dest[3] = v[3] - s;
}
/*!
* @brief multiply vector [a] with vector [b] and store result in [dest]
*
* @param[in] a frist vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec4_mul(ivec4 a, ivec4 b, ivec4 dest) {
dest[0] = a[0] * b[0];
dest[1] = a[1] * b[1];
dest[2] = a[2] * b[2];
dest[3] = a[3] * b[3];
}
/*!
* @brief multiply vector [a] with scalar s and store result in [dest]
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec4_scale(ivec4 v, int s, ivec4 dest) {
dest[0] = v[0] * s;
dest[1] = v[1] * s;
dest[2] = v[2] * s;
dest[3] = v[3] * s;
}
/*!
* @brief squared distance between two vectors
*
* @param[in] a first vector
* @param[in] b second vector
* @return returns squared distance (distance * distance)
*/
CGLM_INLINE
int
glm_ivec4_distance2(ivec4 a, ivec4 b) {
int xd, yd, zd, wd;
xd = a[0] - b[0];
yd = a[1] - b[1];
zd = a[2] - b[2];
wd = a[3] - b[3];
return xd * xd + yd * yd + zd * zd + wd * wd;
}
/*!
* @brief distance between two vectors
*
* @param[in] a first vector
* @param[in] b second vector
* @return returns distance
*/
CGLM_INLINE
float
glm_ivec4_distance(ivec4 a, ivec4 b) {
return sqrtf((float)glm_ivec4_distance2(a, b));
}
/*!
* @brief set each member of dest to greater of vector a and b
*
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec4_maxv(ivec4 a, ivec4 b, ivec4 dest) {
dest[0] = a[0] > b[0] ? a[0] : b[0];
dest[1] = a[1] > b[1] ? a[1] : b[1];
dest[2] = a[2] > b[2] ? a[2] : b[2];
dest[3] = a[3] > b[3] ? a[3] : b[3];
}
/*!
* @brief set each member of dest to lesser of vector a and b
*
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec4_minv(ivec4 a, ivec4 b, ivec4 dest) {
dest[0] = a[0] < b[0] ? a[0] : b[0];
dest[1] = a[1] < b[1] ? a[1] : b[1];
dest[2] = a[2] < b[2] ? a[2] : b[2];
dest[3] = a[3] < b[3] ? a[3] : b[3];
}
/*!
* @brief clamp each member of [v] between minVal and maxVal (inclusive)
*
* @param[in, out] v vector
* @param[in] minVal minimum value
* @param[in] maxVal maximum value
*/
CGLM_INLINE
void
glm_ivec4_clamp(ivec4 v, int minVal, int maxVal) {
if (v[0] < minVal)
v[0] = minVal;
else if(v[0] > maxVal)
v[0] = maxVal;
if (v[1] < minVal)
v[1] = minVal;
else if(v[1] > maxVal)
v[1] = maxVal;
if (v[2] < minVal)
v[2] = minVal;
else if(v[2] > maxVal)
v[2] = maxVal;
if (v[3] < minVal)
v[3] = minVal;
else if(v[3] > maxVal)
v[3] = maxVal;
}
/*!
* @brief absolute value of v
*
* @param[in] v vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec4_abs(ivec4 v, ivec4 dest) {
dest[0] = abs(v[0]);
dest[1] = abs(v[1]);
dest[2] = abs(v[2]);
dest[3] = abs(v[3]);
}
#endif /* cglm_ivec4_h */

View File

@@ -44,6 +44,10 @@
# include "simd/neon/mat2.h"
#endif
#ifdef CGLM_SIMD_WASM
# include "simd/wasm/mat2.h"
#endif
#define GLM_MAT2_IDENTITY_INIT {{1.0f, 0.0f}, {0.0f, 1.0f}}
#define GLM_MAT2_ZERO_INIT {{0.0f, 0.0f}, {0.0f, 0.0f}}
@@ -132,7 +136,9 @@ glm_mat2_zero(mat2 mat) {
CGLM_INLINE
void
glm_mat2_mul(mat2 m1, mat2 m2, mat2 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
#if defined(__wasm__) && defined(__wasm_simd128__)
glm_mat2_mul_wasm(m1, m2, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mat2_mul_sse2(m1, m2, dest);
#elif defined(CGLM_NEON_FP)
glm_mat2_mul_neon(m1, m2, dest);
@@ -160,7 +166,9 @@ glm_mat2_mul(mat2 m1, mat2 m2, mat2 dest) {
CGLM_INLINE
void
glm_mat2_transpose_to(mat2 m, mat2 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
#if defined(__wasm__) && defined(__wasm_simd128__)
glm_mat2_transp_wasm(m, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mat2_transp_sse2(m, dest);
#else
dest[0][0] = m[0][0];
@@ -222,7 +230,10 @@ glm_mat2_trace(mat2 m) {
CGLM_INLINE
void
glm_mat2_scale(mat2 m, float s) {
#if defined( __SSE__ ) || defined( __SSE2__ )
#if defined(__wasm__) && defined(__wasm_simd128__)
glmm_store(m[0], wasm_f32x4_mul(wasm_v128_load(m[0]),
wasm_f32x4_splat(s)));
#elif defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(m[0], _mm_mul_ps(_mm_loadu_ps(m[0]), _mm_set1_ps(s)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(m[0], vmulq_f32(vld1q_f32(m[0]), vdupq_n_f32(s)));

View File

@@ -42,6 +42,10 @@
# include "simd/sse2/mat3.h"
#endif
#ifdef CGLM_SIMD_WASM
# include "simd/wasm/mat3.h"
#endif
#define GLM_MAT3_IDENTITY_INIT {{1.0f, 0.0f, 0.0f}, \
{0.0f, 1.0f, 0.0f}, \
{0.0f, 0.0f, 1.0f}}
@@ -148,7 +152,9 @@ glm_mat3_zero(mat3 mat) {
CGLM_INLINE
void
glm_mat3_mul(mat3 m1, mat3 m2, mat3 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
#if defined(__wasm__) && defined(__wasm_simd128__)
glm_mat3_mul_wasm(m1, m2, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mat3_mul_sse2(m1, m2, dest);
#else
float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2],

View File

@@ -29,7 +29,7 @@
CGLM_INLINE void glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest);
CGLM_INLINE void glm_mat4_mulN(mat4 *matrices[], int len, mat4 dest);
CGLM_INLINE void glm_mat4_mulv(mat4 m, vec4 v, vec4 dest);
CGLM_INLINE void glm_mat4_mulv3(mat4 m, vec3 v, vec3 dest);
CGLM_INLINE void glm_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest);
CGLM_INLINE float glm_mat4_trace(mat4 m);
CGLM_INLINE float glm_mat4_trace3(mat4 m);
CGLM_INLINE void glm_mat4_quat(mat4 m, versor dest) ;
@@ -64,6 +64,10 @@
# include "simd/neon/mat4.h"
#endif
#ifdef CGLM_SIMD_WASM
# include "simd/wasm/mat4.h"
#endif
#ifdef DEBUG
# include <assert.h>
#endif
@@ -121,7 +125,12 @@ glm_mat4_ucopy(mat4 mat, mat4 dest) {
CGLM_INLINE
void
glm_mat4_copy(mat4 mat, mat4 dest) {
#ifdef __AVX__
#if defined(__wasm__) && defined(__wasm_simd128__)
glmm_store(dest[0], glmm_load(mat[0]));
glmm_store(dest[1], glmm_load(mat[1]));
glmm_store(dest[2], glmm_load(mat[2]));
glmm_store(dest[3], glmm_load(mat[3]));
#elif defined(__AVX__)
glmm_store256(dest[0], glmm_load256(mat[0]));
glmm_store256(dest[2], glmm_load256(mat[2]));
#elif defined( __SSE__ ) || defined( __SSE2__ )
@@ -187,7 +196,14 @@ glm_mat4_identity_array(mat4 * __restrict mat, size_t count) {
CGLM_INLINE
void
glm_mat4_zero(mat4 mat) {
#ifdef __AVX__
#if defined(__wasm__) && defined(__wasm_simd128__)
glmm_128 x0;
x0 = wasm_f32x4_const_splat(0.f);
glmm_store(mat[0], x0);
glmm_store(mat[1], x0);
glmm_store(mat[2], x0);
glmm_store(mat[3], x0);
#elif defined(__AVX__)
__m256 y0;
y0 = _mm256_setzero_ps();
glmm_store256(mat[0], y0);
@@ -297,7 +313,9 @@ glm_mat4_ins3(mat3 mat, mat4 dest) {
CGLM_INLINE
void
glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest) {
#ifdef __AVX__
#if defined(__wasm__) && defined(__wasm_simd128__)
glm_mat4_mul_wasm(m1, m2, dest);
#elif defined(__AVX__)
glm_mat4_mul_avx(m1, m2, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_mul_sse2(m1, m2, dest);
@@ -377,7 +395,9 @@ glm_mat4_mulN(mat4 * __restrict matrices[], uint32_t len, mat4 dest) {
CGLM_INLINE
void
glm_mat4_mulv(mat4 m, vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
#if defined(__wasm__) && defined(__wasm_simd128__)
glm_mat4_mulv_wasm(m, v, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_mulv_sse2(m, v, dest);
#elif defined(CGLM_NEON_FP)
glm_mat4_mulv_neon(m, v, dest);
@@ -497,7 +517,9 @@ glm_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest) {
CGLM_INLINE
void
glm_mat4_transpose_to(mat4 m, mat4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
#if defined(__wasm__) && defined(__wasm_simd128__)
glm_mat4_transp_wasm(m, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_transp_sse2(m, dest);
#elif defined(CGLM_NEON_FP)
glm_mat4_transp_neon(m, dest);
@@ -521,7 +543,9 @@ glm_mat4_transpose_to(mat4 m, mat4 dest) {
CGLM_INLINE
void
glm_mat4_transpose(mat4 m) {
#if defined( __SSE__ ) || defined( __SSE2__ )
#if defined(__wasm__) && defined(__wasm_simd128__)
glm_mat4_transp_wasm(m, m);
#elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_transp_sse2(m, m);
#elif defined(CGLM_NEON_FP)
glm_mat4_transp_neon(m, m);
@@ -560,7 +584,9 @@ glm_mat4_scale_p(mat4 m, float s) {
CGLM_INLINE
void
glm_mat4_scale(mat4 m, float s) {
#ifdef __AVX__
#if defined(__wasm__) && defined(__wasm_simd128__)
glm_mat4_scale_wasm(m, s);
#elif defined(__AVX__)
glm_mat4_scale_avx(m, s);
#elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_scale_sse2(m, s);
@@ -581,7 +607,9 @@ glm_mat4_scale(mat4 m, float s) {
CGLM_INLINE
float
glm_mat4_det(mat4 mat) {
#if defined( __SSE__ ) || defined( __SSE2__ )
#if defined(__wasm__) && defined(__wasm_simd128__)
return glm_mat4_det_wasm(mat);
#elif defined( __SSE__ ) || defined( __SSE2__ )
return glm_mat4_det_sse2(mat);
#elif defined(CGLM_NEON_FP)
return glm_mat4_det_neon(mat);
@@ -679,7 +707,9 @@ glm_mat4_inv(mat4 mat, mat4 dest) {
CGLM_INLINE
void
glm_mat4_inv_fast(mat4 mat, mat4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
#if defined(__wasm__) && defined(__wasm_simd128__)
glm_mat4_inv_fast_wasm(mat, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_inv_fast_sse2(mat, dest);
#else
glm_mat4_inv(mat, dest);

View File

@@ -114,6 +114,28 @@ glm_project(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
#endif
}
/*!
* @brief map object's z coordinate to window coordinates
*
* Computing MVP:
* glm_mat4_mul(proj, view, viewProj);
* glm_mat4_mul(viewProj, model, MVP);
*
* @param[in] v object coordinates
* @param[in] m MVP matrix
*
* @returns projected z coordinate
*/
CGLM_INLINE
float
glm_project_z(vec3 v, mat4 m) {
#if CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_ZO_BIT
return glm_project_z_zo(v, m);
#elif CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_NO_BIT
return glm_project_z_no(v, m);
#endif
}
/*!
* @brief define a picking region
*
@@ -124,7 +146,7 @@ glm_project(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
*/
CGLM_INLINE
void
glm_pickmatrix(vec3 center, vec2 size, vec4 vp, mat4 dest) {
glm_pickmatrix(vec2 center, vec2 size, vec4 vp, mat4 dest) {
mat4 res;
vec3 v;

View File

@@ -70,6 +70,10 @@
# include "simd/neon/quat.h"
#endif
#ifdef CGLM_SIMD_WASM
# include "simd/wasm/quat.h"
#endif
CGLM_INLINE void glm_quat_normalize(versor q);
/*
@@ -238,7 +242,22 @@ glm_quat_norm(versor q) {
CGLM_INLINE
void
glm_quat_normalize_to(versor q, versor dest) {
#if defined( __SSE2__ ) || defined( __SSE2__ )
#if defined(__wasm__) && defined(__wasm_simd128__)
glmm_128 xdot, x0;
float dot;
x0 = glmm_load(q);
xdot = glmm_vdot(x0, x0);
/* dot = _mm_cvtss_f32(xdot); */
dot = wasm_f32x4_extract_lane(xdot, 0);
if (dot <= 0.0f) {
glm_quat_identity(dest);
return;
}
glmm_store(dest, wasm_f32x4_div(x0, wasm_f32x4_sqrt(xdot)));
#elif defined( __SSE2__ ) || defined( __SSE2__ )
__m128 xdot, x0;
float dot;
@@ -438,7 +457,9 @@ glm_quat_mul(versor p, versor q, versor dest) {
+ (a1 d2 + b1 c2 c1 b2 + d1 a2)k
a1 a2 b1 b2 c1 c2 d1 d2
*/
#if defined( __SSE__ ) || defined( __SSE2__ )
#if defined(__wasm__) && defined(__wasm_simd128__)
glm_quat_mul_wasm(p, q, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ )
glm_quat_mul_sse2(p, q, dest);
#elif defined(CGLM_NEON_FP)
glm_quat_mul_neon(p, q, dest);

View File

@@ -12,6 +12,8 @@
#if defined(_M_ARM64) || defined(_M_HYBRID_X86_ARM64) || defined(_M_ARM64EC) || defined(__aarch64__)
# define CGLM_ARM64 1
#else
# define CGLM_ARM64 0
#endif
#define glmm_load(p) vld1q_f32(p)
@@ -38,6 +40,22 @@
#define glmm_combine_lh(x, y) vcombine_f32(vget_low_f32(x), vget_high_f32(y))
#define glmm_combine_hh(x, y) vcombine_f32(vget_high_f32(x), vget_high_f32(y))
#if defined(_WIN32) && defined(_MSC_VER)
/* # define glmm_float32x4_init(x, y, z, w) { .n128_f32 = { x, y, z, w } } */
CGLM_INLINE
float32x4_t
glmm_float32x4_init(float x, float y, float z, float w) {
CGLM_ALIGN(16) float v[4] = {x, y, z, w};
return vld1q_f32(v);
}
#else
# define glmm_float32x4_init(x, y, z, w) { x, y, z, w }
#endif
#define glmm_float32x4_SIGNMASK_PNPN glmm_float32x4_init( 0.f, -0.f, 0.f, -0.f)
#define glmm_float32x4_SIGNMASK_NPNP glmm_float32x4_init(-0.f, 0.f, -0.f, 0.f)
#define glmm_float32x4_SIGNMASK_NPPN glmm_float32x4_init(-0.f, 0.f, 0.f, -0.f)
static inline
float32x4_t
glmm_abs(float32x4_t v) {

View File

@@ -17,7 +17,7 @@
# ifndef __SSE__
# define __SSE__
# endif
# endif
#endif
/* do not use alignment for older visual studio versions */
# if _MSC_VER < 1913 /* Visual Studio 2017 version 15.6 */
# define CGLM_ALL_UNALIGNED
@@ -63,23 +63,56 @@
#endif
/* ARM Neon */
#if defined(__ARM_NEON)
# include <arm_neon.h>
# if defined(__ARM_NEON_FP)
# define CGLM_NEON_FP 1
#if defined(_WIN32)
/* TODO: non-ARM stuff already inported, will this be better option */
/* # include <intrin.h> */
# if defined(_M_ARM64) || defined(_M_HYBRID_X86_ARM64) || defined(_M_ARM64EC)
# include <arm64intr.h>
# include <arm64_neon.h>
# ifndef CGLM_NEON_FP
# define CGLM_NEON_FP 1
# endif
# ifndef CGLM_SIMD_ARM
# define CGLM_SIMD_ARM
# endif
# elif defined(_M_ARM)
# include <armintr.h>
# include <arm_neon.h>
# ifndef CGLM_NEON_FP
# define CGLM_NEON_FP 1
# endif
# ifndef CGLM_SIMD_ARM
# define CGLM_SIMD_ARM
# endif
# endif
#else /* non-windows */
# if defined(__ARM_NEON) || defined(__ARM_NEON__)
# include <arm_neon.h>
# if defined(__ARM_NEON_FP)
# define CGLM_NEON_FP 1
# endif
# ifndef CGLM_SIMD_ARM
# define CGLM_SIMD_ARM
# endif
# endif
#endif
#if defined(CGLM_SIMD_x86) || defined(CGLM_NEON_FP)
/* WebAssembly */
#if defined(__wasm__) && defined(__wasm_simd128__)
# ifndef CGLM_SIMD_WASM
# define CGLM_SIMD_WASM
# endif
#endif
#if defined(CGLM_SIMD_x86) || defined(CGLM_SIMD_ARM) || defined(CGLM_SIMD_WASM)
# ifndef CGLM_SIMD
# define CGLM_SIMD
# endif
#endif
#if defined(CGLM_SIMD_x86)
#if defined(CGLM_SIMD_x86) && !defined(CGLM_SIMD_WASM)
# include "x86.h"
#endif
@@ -87,4 +120,8 @@
# include "arm.h"
#endif
#if defined(CGLM_SIMD_WASM)
# include "wasm.h"
#endif
#endif /* cglm_intrin_h */

View File

@@ -7,7 +7,7 @@
#ifndef cglm_affine_neon_h
#define cglm_affine_neon_h
#if defined(__ARM_NEON_FP)
#if defined(CGLM_NEON_FP)
#include "../../common.h"
#include "../intrin.h"
@@ -86,13 +86,12 @@ CGLM_INLINE
void
glm_inv_tr_neon(mat4 mat) {
float32x4x4_t vmat;
glmm_128 r0, r1, r2, r3, x0;
glmm_128 r0, r1, r2, x0;
vmat = vld4q_f32(mat[0]);
r0 = vmat.val[0];
r1 = vmat.val[1];
r2 = vmat.val[2];
r3 = vmat.val[3];
x0 = glmm_fmadd(r0, glmm_splat_w(r0),
glmm_fmadd(r1, glmm_splat_w(r1),

View File

@@ -7,7 +7,7 @@
#ifndef cglm_mat2_neon_h
#define cglm_mat2_neon_h
#if defined(__ARM_NEON_FP)
#if defined(CGLM_NEON_FP)
#include "../../common.h"
#include "../intrin.h"

View File

@@ -7,7 +7,7 @@
#ifndef cglm_mat4_neon_h
#define cglm_mat4_neon_h
#if defined(__ARM_NEON_FP)
#if defined(CGLM_NEON_FP)
#include "../../common.h"
#include "../intrin.h"
@@ -108,7 +108,7 @@ glm_mat4_det_neon(mat4 mat) {
float32x4_t r0, r1, r2, r3, x0, x1, x2;
float32x2_t ij, op, mn, kl, nn, mm, jj, ii, gh, ef, t12, t34;
float32x4x2_t a1;
float32x4_t x3 = { 0.f, -0.f, 0.f, -0.f };
float32x4_t x3 = glmm_float32x4_SIGNMASK_PNPN;
/* 127 <- 0, [square] det(A) = det(At) */
r0 = glmm_load(mat[0]); /* d c b a */
@@ -181,7 +181,7 @@ glm_mat4_inv_neon(mat4 mat, mat4 dest) {
x0, x1, x2, x3, x4, x5, x6, x7, x8;
float32x4x2_t a1;
float32x2_t lp, ko, hg, jn, im, fe, ae, bf, cg, dh;
float32x4_t x9 = { -0.f, 0.f, -0.f, 0.f };
float32x4_t x9 = glmm_float32x4_SIGNMASK_NPNP;
x8 = vrev64q_f32(x9);

View File

@@ -7,7 +7,7 @@
#ifndef cglm_quat_neon_h
#define cglm_quat_neon_h
#if defined(__ARM_NEON_FP)
#if defined(CGLM_NEON_FP)
#include "../../common.h"
#include "../intrin.h"
@@ -23,7 +23,8 @@ glm_quat_mul_neon(versor p, versor q, versor dest) {
*/
glmm_128 xp, xq, xqr, r, x, y, z, s2, s3;
glmm_128 s1 = {-0.f, 0.f, 0.f, -0.f};
glmm_128 s1 = glmm_float32x4_SIGNMASK_NPPN;
float32x2_t qh, ql;
xp = glmm_load(p); /* 3 2 1 0 */

View File

@@ -98,7 +98,7 @@ glm_inv_tr_sse2(mat4 mat) {
x2 = glmm_shuff1(r3, 0, 0, 0, 0);
x3 = glmm_shuff1(r3, 1, 1, 1, 1);
x4 = glmm_shuff1(r3, 2, 2, 2, 2);
x5 = _mm_set1_ps(-0.f);
x5 = glmm_float32x4_SIGNMASK_NEG;
x0 = glmm_fmadd(r0, x2, glmm_fmadd(r1, x3, _mm_mul_ps(r2, x4)));
x0 = _mm_xor_ps(x0, x5);

View File

@@ -153,7 +153,7 @@ glm_mat4_det_sse2(mat4 mat) {
_mm_shuffle_ps(x0, x1, _MM_SHUFFLE(2, 2, 3, 1)),
x2);
x2 = _mm_xor_ps(x2, _mm_set_ps(-0.f, 0.f, -0.f, 0.f));
x2 = _mm_xor_ps(x2, glmm_float32x4_SIGNMASK_NPNP);
return glmm_hadd(_mm_mul_ps(x2, r0));
}
@@ -166,7 +166,8 @@ glm_mat4_inv_fast_sse2(mat4 mat, mat4 dest) {
t0, t1, t2, t3, t4, t5,
x0, x1, x2, x3, x4, x5, x6, x7, x8, x9;
x8 = _mm_set_ps(-0.f, 0.f, -0.f, 0.f);
/* x8 = _mm_set_ps(-0.f, 0.f, -0.f, 0.f); */
x8 = glmm_float32x4_SIGNMASK_NPNP;
x9 = glmm_shuff1(x8, 2, 1, 2, 1);
/* 127 <- 0 */
@@ -302,7 +303,8 @@ glm_mat4_inv_sse2(mat4 mat, mat4 dest) {
t0, t1, t2, t3, t4, t5,
x0, x1, x2, x3, x4, x5, x6, x7, x8, x9;
x8 = _mm_set_ps(-0.f, 0.f, -0.f, 0.f);
/* x8 = _mm_set_ps(-0.f, 0.f, -0.f, 0.f); */
x8 = glmm_float32x4_SIGNMASK_NPNP;
x9 = glmm_shuff1(x8, 2, 1, 2, 1);
/* 127 <- 0 */

View File

@@ -26,9 +26,9 @@ glm_quat_mul_sse2(versor p, versor q, versor dest) {
xp = glmm_load(p); /* 3 2 1 0 */
xq = glmm_load(q);
x1 = _mm_set_ps(-0.f, 0.f, -0.f, 0.f); /* TODO: _mm_set1_ss() + shuff ? */
x1 = glmm_float32x4_SIGNMASK_NPNP; /* TODO: _mm_set1_ss() + shuff ? */
r = _mm_mul_ps(glmm_splat_w(xp), xq);
x2 = _mm_unpackhi_ps(x1, x1);
x3 = glmm_shuff1(x1, 3, 2, 0, 1);
x = glmm_splat_x(xp);

198
include/cglm/simd/wasm.h Normal file
View File

@@ -0,0 +1,198 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_simd_wasm_h
#define cglm_simd_wasm_h
#include "intrin.h"
#ifdef CGLM_SIMD_WASM
#include <wasm_simd128.h>
#define glmm_load(p) wasm_v128_load(p)
#define glmm_store(p, a) wasm_v128_store(p, (a))
#define glmm_set1(x) wasm_f32x4_splat(x)
#define glmm_128 v128_t
#define glmm_shuff1(xmm, z, y, x, w) wasm_i32x4_shuffle(xmm, xmm, w, x, y, z)
#define glmm_splat(x, lane) glmm_shuff1(x, lane, lane, lane, lane)
#define glmm_splat_x(x) glmm_splat(x, 0)
#define glmm_splat_y(x) glmm_splat(x, 1)
#define glmm_splat_z(x) glmm_splat(x, 2)
#define glmm_splat_w(x) glmm_splat(x, 3)
#define GLMM_NEGZEROf 0x80000000 /* 0x80000000 ---> -0.0f */
/* _mm_set_ps(X, Y, Z, W); */
#define GLMM__SIGNMASKf(X, Y, Z, W) wasm_i32x4_const(X, Y, Z, W)
#define glmm_float32x4_SIGNMASK_PNPN GLMM__SIGNMASKf(0, GLMM_NEGZEROf, 0, GLMM_NEGZEROf)
#define glmm_float32x4_SIGNMASK_NPNP GLMM__SIGNMASKf(GLMM_NEGZEROf, 0, GLMM_NEGZEROf, 0)
#define glmm_float32x4_SIGNMASK_NPPN GLMM__SIGNMASKf(GLMM_NEGZEROf, 0, 0, GLMM_NEGZEROf)
#define glmm_float32x4_SIGNMASK_NEG wasm_i32x4_const_splat(GLMM_NEGZEROf)
static inline
glmm_128
glmm_abs(glmm_128 x) {
return wasm_f32x4_abs(x);
}
static inline
glmm_128
glmm_vhadd(glmm_128 v) {
glmm_128 x0;
x0 = wasm_f32x4_add(v, glmm_shuff1(v, 0, 1, 2, 3));
x0 = wasm_f32x4_add(x0, glmm_shuff1(x0, 1, 0, 0, 1));
return x0;
}
static inline
glmm_128
glmm_vhadds(glmm_128 v) {
glmm_128 shuf, sums;
shuf = glmm_shuff1(v, 2, 3, 0, 1);
sums = wasm_f32x4_add(v, shuf);
/* shuf = _mm_movehl_ps(shuf, sums); */
shuf = wasm_i32x4_shuffle(shuf, sums, 6, 7, 2, 3);
sums = wasm_i32x4_shuffle(sums, wasm_f32x4_add(sums, shuf), 4, 1, 2, 3);
return sums;
}
static inline
float
glmm_hadd(glmm_128 v) {
return wasm_f32x4_extract_lane(glmm_vhadds(v), 0);
}
static inline
glmm_128
glmm_vhmin(glmm_128 v) {
glmm_128 x0, x1, x2;
x0 = glmm_shuff1(v, 2, 3, 2, 3); /* [2, 3, 2, 3] */
x1 = wasm_f32x4_pmin(x0, v); /* [0|2, 1|3, 2|2, 3|3] */
x2 = glmm_splat(x1, 1); /* [1|3, 1|3, 1|3, 1|3] */
return wasm_f32x4_pmin(x1, x2);
}
static inline
float
glmm_hmin(glmm_128 v) {
return wasm_f32x4_extract_lane(glmm_vhmin(v), 0);
}
static inline
glmm_128
glmm_vhmax(glmm_128 v) {
glmm_128 x0, x1, x2;
x0 = glmm_shuff1(v, 2, 3, 2, 3); /* [2, 3, 2, 3] */
x1 = wasm_f32x4_pmax(x0, v); /* [0|2, 1|3, 2|2, 3|3] */
x2 = glmm_splat(x1, 1); /* [1|3, 1|3, 1|3, 1|3] */
/* _mm_max_ss */
return wasm_i32x4_shuffle(x1, wasm_f32x4_pmax(x1, x2), 4, 1, 2, 3);
}
static inline
float
glmm_hmax(glmm_128 v) {
return wasm_f32x4_extract_lane(glmm_vhmax(v), 0);
}
static inline
glmm_128
glmm_vdots(glmm_128 a, glmm_128 b) {
return glmm_vhadds(wasm_f32x4_mul(a, b));
}
static inline
glmm_128
glmm_vdot(glmm_128 a, glmm_128 b) {
glmm_128 x0;
x0 = wasm_f32x4_mul(a, b);
x0 = wasm_f32x4_add(x0, glmm_shuff1(x0, 1, 0, 3, 2));
return wasm_f32x4_add(x0, glmm_shuff1(x0, 0, 1, 0, 1));
}
static inline
float
glmm_dot(glmm_128 a, glmm_128 b) {
return wasm_f32x4_extract_lane(glmm_vdots(a, b), 0);
}
static inline
float
glmm_norm(glmm_128 a) {
glmm_128 x0;
x0 = glmm_vhadds(wasm_f32x4_mul(a, a));
return wasm_f32x4_extract_lane(
wasm_i32x4_shuffle(x0, wasm_f32x4_sqrt(x0),4, 1, 2, 3), 0);
}
static inline
float
glmm_norm2(glmm_128 a) {
return wasm_f32x4_extract_lane(glmm_vhadds(wasm_f32x4_mul(a, a)), 0);
}
static inline
float
glmm_norm_one(glmm_128 a) {
return wasm_f32x4_extract_lane(glmm_vhadds(glmm_abs(a)), 0);
}
static inline
float
glmm_norm_inf(glmm_128 a) {
return wasm_f32x4_extract_lane(glmm_vhmax(glmm_abs(a)), 0);
}
static inline
glmm_128
glmm_load3(float v[3]) {
glmm_128 xy = wasm_v128_load64_zero(v);
return wasm_f32x4_replace_lane(xy, 2, v[2]);
}
static inline
void
glmm_store3(float v[3], glmm_128 vx) {
wasm_v128_store64_lane(v, vx, 0);
wasm_v128_store32_lane(&v[2], vx, 2);
}
static inline
glmm_128
glmm_div(glmm_128 a, glmm_128 b) {
return wasm_f32x4_div(a, b);
}
static inline
glmm_128
glmm_fmadd(glmm_128 a, glmm_128 b, glmm_128 c) {
return wasm_f32x4_add(c, wasm_f32x4_mul(a, b));
}
static inline
glmm_128
glmm_fnmadd(glmm_128 a, glmm_128 b, glmm_128 c) {
return wasm_f32x4_sub(c, wasm_f32x4_mul(a, b));
}
static inline
glmm_128
glmm_fmsub(glmm_128 a, glmm_128 b, glmm_128 c) {
return wasm_f32x4_sub(wasm_f32x4_mul(a, b), c);
}
static inline
glmm_128
glmm_fnmsub(glmm_128 a, glmm_128 b, glmm_128 c) {
return wasm_f32x4_neg(wasm_f32x4_add(wasm_f32x4_mul(a, b), c));
}
#endif
#endif /* cglm_simd_wasm_h */

View File

@@ -0,0 +1,127 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_affine_mat_wasm_h
#define cglm_affine_mat_wasm_h
#if defined(__wasm__) && defined(__wasm_simd128__)
#include "../../common.h"
#include "../intrin.h"
CGLM_INLINE
void
glm_mul_wasm(mat4 m1, mat4 m2, mat4 dest) {
/* D = R * L (Column-Major) */
glmm_128 l, r0, r1, r2, r3, v0, v1, v2, v3;
l = glmm_load(m1[0]);
r0 = glmm_load(m2[0]);
r1 = glmm_load(m2[1]);
r2 = glmm_load(m2[2]);
r3 = glmm_load(m2[3]);
v0 = wasm_f32x4_mul(glmm_splat_x(r0), l);
v1 = wasm_f32x4_mul(glmm_splat_x(r1), l);
v2 = wasm_f32x4_mul(glmm_splat_x(r2), l);
v3 = wasm_f32x4_mul(glmm_splat_x(r3), l);
l = glmm_load(m1[1]);
v0 = glmm_fmadd(glmm_splat_y(r0), l, v0);
v1 = glmm_fmadd(glmm_splat_y(r1), l, v1);
v2 = glmm_fmadd(glmm_splat_y(r2), l, v2);
v3 = glmm_fmadd(glmm_splat_y(r3), l, v3);
l = glmm_load(m1[2]);
v0 = glmm_fmadd(glmm_splat_z(r0), l, v0);
v1 = glmm_fmadd(glmm_splat_z(r1), l, v1);
v2 = glmm_fmadd(glmm_splat_z(r2), l, v2);
v3 = glmm_fmadd(glmm_splat_z(r3), l, v3);
l = glmm_load(m1[3]);
v3 = glmm_fmadd(glmm_splat_w(r3), l, v3);
glmm_store(dest[0], v0);
glmm_store(dest[1], v1);
glmm_store(dest[2], v2);
glmm_store(dest[3], v3);
}
CGLM_INLINE
void
glm_mul_rot_wasm(mat4 m1, mat4 m2, mat4 dest) {
/* D = R * L (Column-Major) */
glmm_128 l, r0, r1, r2, v0, v1, v2;
l = glmm_load(m1[0]);
r0 = glmm_load(m2[0]);
r1 = glmm_load(m2[1]);
r2 = glmm_load(m2[2]);
v0 = wasm_f32x4_mul(glmm_splat_x(r0), l);
v1 = wasm_f32x4_mul(glmm_splat_x(r1), l);
v2 = wasm_f32x4_mul(glmm_splat_x(r2), l);
l = glmm_load(m1[1]);
v0 = glmm_fmadd(glmm_splat_y(r0), l, v0);
v1 = glmm_fmadd(glmm_splat_y(r1), l, v1);
v2 = glmm_fmadd(glmm_splat_y(r2), l, v2);
l = glmm_load(m1[2]);
v0 = glmm_fmadd(glmm_splat_z(r0), l, v0);
v1 = glmm_fmadd(glmm_splat_z(r1), l, v1);
v2 = glmm_fmadd(glmm_splat_z(r2), l, v2);
glmm_store(dest[0], v0);
glmm_store(dest[1], v1);
glmm_store(dest[2], v2);
glmm_store(dest[3], glmm_load(m1[3]));
}
CGLM_INLINE
void
glm_inv_tr_wasm(mat4 mat) {
glmm_128 r0, r1, r2, r3, x0, x1, x2, x3, x4, x5;
r0 = glmm_load(mat[0]);
r1 = glmm_load(mat[1]);
r2 = glmm_load(mat[2]);
r3 = glmm_load(mat[3]);
x1 = wasm_f32x4_const(0.0f, 0.0f, 0.0f, 1.0f);
/* _MM_TRANSPOSE4_PS(r0, r1, r2, x1); */
x2 = wasm_i32x4_shuffle(r0, r1, 0, 4, 1, 5);
x3 = wasm_i32x4_shuffle(r0, r1, 2, 6, 3, 7);
x4 = wasm_i32x4_shuffle(r2, x1, 0, 4, 1, 5);
x5 = wasm_i32x4_shuffle(r2, x1, 2, 6, 3, 7);
/* r0 = _mm_movelh_ps(x2, x4); */
r0 = wasm_i32x4_shuffle(x2, x4, 0, 1, 4, 5);
/* r1 = _mm_movehl_ps(x4, x2); */
r1 = wasm_i32x4_shuffle(x4, x2, 6, 7, 2, 3);
/* r2 = _mm_movelh_ps(x3, x5); */
r2 = wasm_i32x4_shuffle(x3, x5, 0, 1, 4, 5);
/* x1 = _mm_movehl_ps(x5, x3); */
x1 = wasm_i32x4_shuffle(x5, x3, 6, 7, 2, 3);
x2 = glmm_shuff1(r3, 0, 0, 0, 0);
x3 = glmm_shuff1(r3, 1, 1, 1, 1);
x4 = glmm_shuff1(r3, 2, 2, 2, 2);
x0 = glmm_fmadd(r0, x2,
glmm_fmadd(r1, x3, wasm_f32x4_mul(r2, x4)));
x0 = wasm_f32x4_neg(x0);
x0 = wasm_f32x4_add(x0, x1);
glmm_store(mat[0], r0);
glmm_store(mat[1], r1);
glmm_store(mat[2], r2);
glmm_store(mat[3], x0);
}
#endif
#endif /* cglm_affine_mat_wasm_h */

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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_mat2_wasm_h
#define cglm_mat2_wasm_h
#if defined(__wasm__) && defined(__wasm_simd128__)
#include "../../common.h"
#include "../intrin.h"
CGLM_INLINE
void
glm_mat2_mul_wasm(mat2 m1, mat2 m2, mat2 dest) {
glmm_128 x0, x1, x2, x3, x4;
x1 = glmm_load(m1[0]); /* d c b a */
x2 = glmm_load(m2[0]); /* h g f e */
x3 = glmm_shuff1(x2, 2, 2, 0, 0);
x4 = glmm_shuff1(x2, 3, 3, 1, 1);
/* x0 = _mm_movelh_ps(x1, x1); */
x0 = wasm_i32x4_shuffle(x1, x1, 0, 1, 4, 5);
/* x2 = _mm_movehl_ps(x1, x1); */
x2 = wasm_i32x4_shuffle(x1, x1, 6, 7, 2, 3);
/*
dest[0][0] = a * e + c * f;
dest[0][1] = b * e + d * f;
dest[1][0] = a * g + c * h;
dest[1][1] = b * g + d * h;
*/
x0 = glmm_fmadd(x0, x3, wasm_f32x4_mul(x2, x4));
glmm_store(dest[0], x0);
}
CGLM_INLINE
void
glm_mat2_transp_wasm(mat2 m, mat2 dest) {
/* d c b a */
/* d b c a */
glmm_store(dest[0], glmm_shuff1(glmm_load(m[0]), 3, 1, 2, 0));
}
#endif
#endif /* cglm_mat2_wasm_h */

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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_mat3_wasm_h
#define cglm_mat3_wasm_h
#if defined(__wasm__) && defined(__wasm_simd128__)
#include "../../common.h"
#include "../intrin.h"
CGLM_INLINE
void
glm_mat3_mul_wasm(mat3 m1, mat3 m2, mat3 dest) {
glmm_128 l0, l1, l2, r0, r1, r2, x0, x1, x2, x3, x4, x5, x6, x7, x8, x9;
l0 = wasm_v128_load(m1[0]);
l1 = wasm_v128_load(&m1[1][1]);
r0 = wasm_v128_load(m2[0]);
r1 = wasm_v128_load(&m2[1][1]);
x8 = glmm_shuff1(l0, 0, 2, 1, 0); /* a00 a02 a01 a00 */
x1 = glmm_shuff1(r0, 3, 0, 0, 0); /* b10 b00 b00 b00 */
x2 = wasm_i32x4_shuffle(l0, l1, 3, 3, 4, 5); /* a12 a11 a10 a10 */
x3 = wasm_i32x4_shuffle(r0, r1, 1, 3, 4, 6); /* b20 b11 b10 b01 */
x0 = wasm_f32x4_mul(x8, x1);
x6 = glmm_shuff1(l0, 1, 0, 2, 1); /* a01 a00 a02 a01 */
x7 = glmm_shuff1(x3, 3, 3, 1, 1); /* b20 b20 b10 b10 */
l2 = wasm_v128_load32_zero(&m1[2][2]);
r2 = wasm_v128_load32_zero(&m2[2][2]);
x1 = wasm_f32x4_mul(x6, x7);
l2 = glmm_shuff1(l2, 0, 0, 1, 0); /* a22 a22 0.f a22 */
r2 = glmm_shuff1(r2, 0, 0, 1, 0); /* b22 b22 0.f b22 */
x4 = glmm_shuff1(x2, 0, 3, 2, 0); /* a10 a12 a11 a10 */
x5 = glmm_shuff1(x2, 2, 0, 3, 2); /* a11 a10 a12 a11 */
x6 = glmm_shuff1(x3, 2, 0, 0, 0); /* b11 b01 b01 b01 */
x2 = glmm_shuff1(r1, 3, 3, 0, 0); /* b21 b21 b11 b11 */
/* x8 = _mm_unpackhi_ps(x8, x4); */
/* x9 = _mm_unpackhi_ps(x7, x2); */
x8 = wasm_i32x4_shuffle(x8, x4, 2, 6, 3, 7); /* a10 a00 a12 a02 */
x9 = wasm_i32x4_shuffle(x7, x2, 2, 6, 3, 7); /* b21 b20 b21 b20 */
x0 = glmm_fmadd(x4, x6, x0);
x1 = glmm_fmadd(x5, x2, x1);
/* x2 = _mm_movehl_ps(l2, l1); */
x2 = wasm_i32x4_shuffle(l2, l1, 6, 7, 2, 3); /* a22 a22 a21 a20 */
x3 = glmm_shuff1(x2, 0, 2, 1, 0); /* a20 a22 a21 a20 */
x2 = glmm_shuff1(x2, 1, 0, 2, 1); /* a21 a20 a22 a21 */
x4 = wasm_i32x4_shuffle(r0, r1, 2, 2, 5, 5); /* b12 b12 b02 b02 */
x5 = glmm_shuff1(x4, 3, 0, 0, 0); /* b12 b02 b02 b02 */
/* x4 = _mm_movehl_ps(r2, x4); */
x4 = wasm_i32x4_shuffle(r2, x4, 6, 7, 2, 3); /* b22 b22 b12 b12 */
x0 = glmm_fmadd(x3, x5, x0);
x1 = glmm_fmadd(x2, x4, x1);
/*
Dot Product : dest[2][2] = a02 * b20 +
a12 * b21 +
a22 * b22 +
0 * 00 */
/* x2 = _mm_movelh_ps(x8, l2); */
/* x3 = _mm_movelh_ps(x9, r2); */
x2 = wasm_i32x4_shuffle(x8, l2, 0, 1, 4, 5); /* 0.f a22 a12 a02 */
x3 = wasm_i32x4_shuffle(x9, r2, 0, 1, 4, 5); /* 0.f b22 b21 b20 */
x2 = glmm_vdots(x2, x3);
/* _mm_storeu_ps(&dest[0][0], x0); */
wasm_v128_store(&dest[0][0], x0);
/* _mm_storeu_ps(&dest[1][1], x1); */
wasm_v128_store(&dest[1][1], x1);
/* _mm_store_ss (&dest[2][2], x2); */
wasm_v128_store32_lane(&dest[2][2], x2, 0);
}
#endif
#endif /* cglm_mat3_wasm_h */

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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_mat_wasm_h
#define cglm_mat_wasm_h
#if defined(__wasm__) && defined(__wasm_simd128__)
#include "../../common.h"
#include "../intrin.h"
#define glm_mat4_inv_precise_wasm(mat, dest) glm_mat4_inv_wasm(mat, dest)
CGLM_INLINE
void
glm_mat4_scale_wasm(mat4 m, float s) {
glmm_128 x0;
x0 = wasm_f32x4_splat(s);
glmm_store(m[0], wasm_f32x4_mul(glmm_load(m[0]), x0));
glmm_store(m[1], wasm_f32x4_mul(glmm_load(m[1]), x0));
glmm_store(m[2], wasm_f32x4_mul(glmm_load(m[2]), x0));
glmm_store(m[3], wasm_f32x4_mul(glmm_load(m[3]), x0));
}
CGLM_INLINE
void
glm_mat4_transp_wasm(mat4 m, mat4 dest) {
glmm_128 r0, r1, r2, r3, tmp0, tmp1, tmp2, tmp3;
r0 = glmm_load(m[0]);
r1 = glmm_load(m[1]);
r2 = glmm_load(m[2]);
r3 = glmm_load(m[3]);
/* _MM_TRANSPOSE4_PS(r0, r1, r2, r3); */
tmp0 = wasm_i32x4_shuffle(r0, r1, 0, 4, 1, 5);
tmp1 = wasm_i32x4_shuffle(r0, r1, 2, 6, 3, 7);
tmp2 = wasm_i32x4_shuffle(r2, r3, 0, 4, 1, 5);
tmp3 = wasm_i32x4_shuffle(r2, r3, 2, 6, 3, 7);
/* r0 = _mm_movelh_ps(tmp0, tmp2); */
r0 = wasm_i32x4_shuffle(tmp0, tmp2, 0, 1, 4, 5);
/* r1 = _mm_movehl_ps(tmp2, tmp0); */
r1 = wasm_i32x4_shuffle(tmp2, tmp0, 6, 7, 2, 3);
/* r2 = _mm_movelh_ps(tmp1, tmp3); */
r2 = wasm_i32x4_shuffle(tmp1, tmp3, 0, 1, 4, 5);
/* r3 = _mm_movehl_ps(tmp3, tmp1); */
r3 = wasm_i32x4_shuffle(tmp3, tmp1, 6, 7, 2, 3);
glmm_store(dest[0], r0);
glmm_store(dest[1], r1);
glmm_store(dest[2], r2);
glmm_store(dest[3], r3);
}
CGLM_INLINE
void
glm_mat4_mul_wasm(mat4 m1, mat4 m2, mat4 dest) {
/* D = R * L (Column-Major) */
glmm_128 l, r0, r1, r2, r3, v0, v1, v2, v3;
l = glmm_load(m1[0]);
r0 = glmm_load(m2[0]);
r1 = glmm_load(m2[1]);
r2 = glmm_load(m2[2]);
r3 = glmm_load(m2[3]);
v0 = wasm_f32x4_mul(glmm_splat_x(r0), l);
v1 = wasm_f32x4_mul(glmm_splat_x(r1), l);
v2 = wasm_f32x4_mul(glmm_splat_x(r2), l);
v3 = wasm_f32x4_mul(glmm_splat_x(r3), l);
l = glmm_load(m1[1]);
v0 = glmm_fmadd(glmm_splat_y(r0), l, v0);
v1 = glmm_fmadd(glmm_splat_y(r1), l, v1);
v2 = glmm_fmadd(glmm_splat_y(r2), l, v2);
v3 = glmm_fmadd(glmm_splat_y(r3), l, v3);
l = glmm_load(m1[2]);
v0 = glmm_fmadd(glmm_splat_z(r0), l, v0);
v1 = glmm_fmadd(glmm_splat_z(r1), l, v1);
v2 = glmm_fmadd(glmm_splat_z(r2), l, v2);
v3 = glmm_fmadd(glmm_splat_z(r3), l, v3);
l = glmm_load(m1[3]);
v0 = glmm_fmadd(glmm_splat_w(r0), l, v0);
v1 = glmm_fmadd(glmm_splat_w(r1), l, v1);
v2 = glmm_fmadd(glmm_splat_w(r2), l, v2);
v3 = glmm_fmadd(glmm_splat_w(r3), l, v3);
glmm_store(dest[0], v0);
glmm_store(dest[1], v1);
glmm_store(dest[2], v2);
glmm_store(dest[3], v3);
}
CGLM_INLINE
void
glm_mat4_mulv_wasm(mat4 m, vec4 v, vec4 dest) {
glmm_128 x0, x1, m0, m1, m2, m3, v0, v1, v2, v3;
m0 = glmm_load(m[0]);
m1 = glmm_load(m[1]);
m2 = glmm_load(m[2]);
m3 = glmm_load(m[3]);
x0 = glmm_load(v);
v0 = glmm_splat_x(x0);
v1 = glmm_splat_y(x0);
v2 = glmm_splat_z(x0);
v3 = glmm_splat_w(x0);
x1 = wasm_f32x4_mul(m3, v3);
x1 = glmm_fmadd(m2, v2, x1);
x1 = glmm_fmadd(m1, v1, x1);
x1 = glmm_fmadd(m0, v0, x1);
glmm_store(dest, x1);
}
CGLM_INLINE
float
glm_mat4_det_wasm(mat4 mat) {
glmm_128 r0, r1, r2, r3, x0, x1, x2;
/* 127 <- 0, [square] det(A) = det(At) */
r0 = glmm_load(mat[0]); /* d c b a */
r1 = glmm_load(mat[1]); /* h g f e */
r2 = glmm_load(mat[2]); /* l k j i */
r3 = glmm_load(mat[3]); /* p o n m */
/*
t[1] = j * p - n * l;
t[2] = j * o - n * k;
t[3] = i * p - m * l;
t[4] = i * o - m * k;
*/
x0 = glmm_fnmadd(glmm_shuff1(r3, 0, 0, 1, 1), glmm_shuff1(r2, 2, 3, 2, 3),
wasm_f32x4_mul(glmm_shuff1(r2, 0, 0, 1, 1),
glmm_shuff1(r3, 2, 3, 2, 3)));
/*
t[0] = k * p - o * l;
t[0] = k * p - o * l;
t[5] = i * n - m * j;
t[5] = i * n - m * j;
*/
x1 = glmm_fnmadd(glmm_shuff1(r3, 0, 0, 2, 2), glmm_shuff1(r2, 1, 1, 3, 3),
wasm_f32x4_mul(glmm_shuff1(r2, 0, 0, 2, 2),
glmm_shuff1(r3, 1, 1, 3, 3)));
/*
a * (f * t[0] - g * t[1] + h * t[2])
- b * (e * t[0] - g * t[3] + h * t[4])
+ c * (e * t[1] - f * t[3] + h * t[5])
- d * (e * t[2] - f * t[4] + g * t[5])
*/
x2 = glmm_fnmadd(glmm_shuff1(r1, 1, 1, 2, 2), glmm_shuff1(x0, 3, 2, 2, 0),
wasm_f32x4_mul(glmm_shuff1(r1, 0, 0, 0, 1),
wasm_i32x4_shuffle(x1, x0, 0, 0, 4, 5)));
x2 = glmm_fmadd(glmm_shuff1(r1, 2, 3, 3, 3),
wasm_i32x4_shuffle(x0, x1, 1, 3, 6, 6),
x2);
/* x2 = wasm_v128_xor(x2, wasm_f32x4_const(0.f, -0.f, 0.f, -0.f)); */
x2 = wasm_v128_xor(x2, glmm_float32x4_SIGNMASK_PNPN);
return glmm_hadd(wasm_f32x4_mul(x2, r0));
}
CGLM_INLINE
void
glm_mat4_inv_fast_wasm(mat4 mat, mat4 dest) {
glmm_128 r0, r1, r2, r3,
v0, v1, v2, v3,
t0, t1, t2, t3, t4, t5,
x0, x1, x2, x3, x4, x5, x6, x7, x8, x9;
/* x8 = wasm_f32x4_const(0.f, -0.f, 0.f, -0.f); */
x8 = glmm_float32x4_SIGNMASK_PNPN;
x9 = glmm_shuff1(x8, 2, 1, 2, 1);
/* 127 <- 0 */
r0 = glmm_load(mat[0]); /* d c b a */
r1 = glmm_load(mat[1]); /* h g f e */
r2 = glmm_load(mat[2]); /* l k j i */
r3 = glmm_load(mat[3]); /* p o n m */
/* x0 = _mm_movehl_ps(r3, r2); */
x0 = wasm_i32x4_shuffle(r3, r2, 6, 7, 2, 3); /* p o l k */
/* x3 = _mm_movelh_ps(r2, r3); */
x3 = wasm_i32x4_shuffle(r2, r3, 0, 1, 4, 5); /* n m j i */
x1 = glmm_shuff1(x0, 1, 3, 3 ,3); /* l p p p */
x2 = glmm_shuff1(x0, 0, 2, 2, 2); /* k o o o */
x4 = glmm_shuff1(x3, 1, 3, 3, 3); /* j n n n */
x7 = glmm_shuff1(x3, 0, 2, 2, 2); /* i m m m */
x6 = wasm_i32x4_shuffle(r2, r1, 0, 0, 4, 4); /* e e i i */
x5 = wasm_i32x4_shuffle(r2, r1, 1, 1, 5, 5); /* f f j j */
x3 = wasm_i32x4_shuffle(r2, r1, 2, 2, 6, 6); /* g g k k */
x0 = wasm_i32x4_shuffle(r2, r1, 3, 3, 7, 7); /* h h l l */
t0 = wasm_f32x4_mul(x3, x1);
t1 = wasm_f32x4_mul(x5, x1);
t2 = wasm_f32x4_mul(x5, x2);
t3 = wasm_f32x4_mul(x6, x1);
t4 = wasm_f32x4_mul(x6, x2);
t5 = wasm_f32x4_mul(x6, x4);
/* t1[0] = k * p - o * l;
t1[0] = k * p - o * l;
t2[0] = g * p - o * h;
t3[0] = g * l - k * h; */
t0 = glmm_fnmadd(x2, x0, t0);
/* t1[1] = j * p - n * l;
t1[1] = j * p - n * l;
t2[1] = f * p - n * h;
t3[1] = f * l - j * h; */
t1 = glmm_fnmadd(x4, x0, t1);
/* t1[2] = j * o - n * k
t1[2] = j * o - n * k;
t2[2] = f * o - n * g;
t3[2] = f * k - j * g; */
t2 = glmm_fnmadd(x4, x3, t2);
/* t1[3] = i * p - m * l;
t1[3] = i * p - m * l;
t2[3] = e * p - m * h;
t3[3] = e * l - i * h; */
t3 = glmm_fnmadd(x7, x0, t3);
/* t1[4] = i * o - m * k;
t1[4] = i * o - m * k;
t2[4] = e * o - m * g;
t3[4] = e * k - i * g; */
t4 = glmm_fnmadd(x7, x3, t4);
/* t1[5] = i * n - m * j;
t1[5] = i * n - m * j;
t2[5] = e * n - m * f;
t3[5] = e * j - i * f; */
t5 = glmm_fnmadd(x7, x5, t5);
/* x4 = _mm_movelh_ps(r0, r1); */
x4 = wasm_i32x4_shuffle(r0, r1, 0, 1, 4, 5); /* f e b a */
/* x5 = _mm_movehl_ps(r1, r0); */
x5 = wasm_i32x4_shuffle(r1, r0, 6, 7, 2, 3); /* h g d c */
x0 = glmm_shuff1(x4, 0, 0, 0, 2); /* a a a e */
x1 = glmm_shuff1(x4, 1, 1, 1, 3); /* b b b f */
x2 = glmm_shuff1(x5, 0, 0, 0, 2); /* c c c g */
x3 = glmm_shuff1(x5, 1, 1, 1, 3); /* d d d h */
v2 = wasm_f32x4_mul(x0, t1);
v1 = wasm_f32x4_mul(x0, t0);
v3 = wasm_f32x4_mul(x0, t2);
v0 = wasm_f32x4_mul(x1, t0);
v2 = glmm_fnmadd(x1, t3, v2);
v3 = glmm_fnmadd(x1, t4, v3);
v0 = glmm_fnmadd(x2, t1, v0);
v1 = glmm_fnmadd(x2, t3, v1);
v3 = glmm_fmadd(x2, t5, v3);
v0 = glmm_fmadd(x3, t2, v0);
v2 = glmm_fmadd(x3, t5, v2);
v1 = glmm_fmadd(x3, t4, v1);
/*
dest[0][0] = f * t1[0] - g * t1[1] + h * t1[2];
dest[0][1] =-(b * t1[0] - c * t1[1] + d * t1[2]);
dest[0][2] = b * t2[0] - c * t2[1] + d * t2[2];
dest[0][3] =-(b * t3[0] - c * t3[1] + d * t3[2]); */
v0 = wasm_v128_xor(v0, x8);
/*
dest[2][0] = e * t1[1] - f * t1[3] + h * t1[5];
dest[2][1] =-(a * t1[1] - b * t1[3] + d * t1[5]);
dest[2][2] = a * t2[1] - b * t2[3] + d * t2[5];
dest[2][3] =-(a * t3[1] - b * t3[3] + d * t3[5]);*/
v2 = wasm_v128_xor(v2, x8);
/*
dest[1][0] =-(e * t1[0] - g * t1[3] + h * t1[4]);
dest[1][1] = a * t1[0] - c * t1[3] + d * t1[4];
dest[1][2] =-(a * t2[0] - c * t2[3] + d * t2[4]);
dest[1][3] = a * t3[0] - c * t3[3] + d * t3[4]; */
v1 = wasm_v128_xor(v1, x9);
/*
dest[3][0] =-(e * t1[2] - f * t1[4] + g * t1[5]);
dest[3][1] = a * t1[2] - b * t1[4] + c * t1[5];
dest[3][2] =-(a * t2[2] - b * t2[4] + c * t2[5]);
dest[3][3] = a * t3[2] - b * t3[4] + c * t3[5]; */
v3 = wasm_v128_xor(v3, x9);
/* determinant */
x0 = wasm_i32x4_shuffle(v0, v1, 0, 0, 4, 4);
x1 = wasm_i32x4_shuffle(v2, v3, 0, 0, 4, 4);
x0 = wasm_i32x4_shuffle(x0, x1, 0, 2, 4, 6);
/* x0 = _mm_rcp_ps(glmm_vhadd(wasm_f32x4_mul(x0, r0))); */
x0 = wasm_f32x4_div(wasm_f32x4_const_splat(1.0f),
glmm_vhadd(wasm_f32x4_mul(x0, r0)));
glmm_store(dest[0], wasm_f32x4_mul(v0, x0));
glmm_store(dest[1], wasm_f32x4_mul(v1, x0));
glmm_store(dest[2], wasm_f32x4_mul(v2, x0));
glmm_store(dest[3], wasm_f32x4_mul(v3, x0));
}
CGLM_INLINE
void
glm_mat4_inv_wasm(mat4 mat, mat4 dest) {
glmm_128 r0, r1, r2, r3,
v0, v1, v2, v3,
t0, t1, t2, t3, t4, t5,
x0, x1, x2, x3, x4, x5, x6, x7, x8, x9;
/* x8 = wasm_f32x4_const(0.f, -0.f, 0.f, -0.f); */
x8 = glmm_float32x4_SIGNMASK_PNPN;
x9 = glmm_shuff1(x8, 2, 1, 2, 1);
/* 127 <- 0 */
r0 = glmm_load(mat[0]); /* d c b a */
r1 = glmm_load(mat[1]); /* h g f e */
r2 = glmm_load(mat[2]); /* l k j i */
r3 = glmm_load(mat[3]); /* p o n m */
/* x0 = _mm_movehl_ps(r3, r2); */
x0 = wasm_i32x4_shuffle(r3, r2, 6, 7, 2, 3); /* p o l k */
/* x3 = _mm_movelh_ps(r2, r3); */
x3 = wasm_i32x4_shuffle(r2, r3, 0, 1, 4, 5); /* n m j i */
x1 = glmm_shuff1(x0, 1, 3, 3 ,3); /* l p p p */
x2 = glmm_shuff1(x0, 0, 2, 2, 2); /* k o o o */
x4 = glmm_shuff1(x3, 1, 3, 3, 3); /* j n n n */
x7 = glmm_shuff1(x3, 0, 2, 2, 2); /* i m m m */
x6 = wasm_i32x4_shuffle(r2, r1, 0, 0, 4, 4); /* e e i i */
x5 = wasm_i32x4_shuffle(r2, r1, 1, 1, 5, 5); /* f f j j */
x3 = wasm_i32x4_shuffle(r2, r1, 2, 2, 6, 6); /* g g k k */
x0 = wasm_i32x4_shuffle(r2, r1, 3, 3, 7, 7); /* h h l l */
t0 = wasm_f32x4_mul(x3, x1);
t1 = wasm_f32x4_mul(x5, x1);
t2 = wasm_f32x4_mul(x5, x2);
t3 = wasm_f32x4_mul(x6, x1);
t4 = wasm_f32x4_mul(x6, x2);
t5 = wasm_f32x4_mul(x6, x4);
/* t1[0] = k * p - o * l;
t1[0] = k * p - o * l;
t2[0] = g * p - o * h;
t3[0] = g * l - k * h; */
t0 = glmm_fnmadd(x2, x0, t0);
/* t1[1] = j * p - n * l;
t1[1] = j * p - n * l;
t2[1] = f * p - n * h;
t3[1] = f * l - j * h; */
t1 = glmm_fnmadd(x4, x0, t1);
/* t1[2] = j * o - n * k
t1[2] = j * o - n * k;
t2[2] = f * o - n * g;
t3[2] = f * k - j * g; */
t2 = glmm_fnmadd(x4, x3, t2);
/* t1[3] = i * p - m * l;
t1[3] = i * p - m * l;
t2[3] = e * p - m * h;
t3[3] = e * l - i * h; */
t3 = glmm_fnmadd(x7, x0, t3);
/* t1[4] = i * o - m * k;
t1[4] = i * o - m * k;
t2[4] = e * o - m * g;
t3[4] = e * k - i * g; */
t4 = glmm_fnmadd(x7, x3, t4);
/* t1[5] = i * n - m * j;
t1[5] = i * n - m * j;
t2[5] = e * n - m * f;
t3[5] = e * j - i * f; */
t5 = glmm_fnmadd(x7, x5, t5);
/* x4 = _mm_movelh_ps(r0, r1); */
x4 = wasm_i32x4_shuffle(r0, r1, 0, 1, 4, 5); /* f e b a */
/* x5 = _mm_movehl_ps(r1, r0); */
x5 = wasm_i32x4_shuffle(r1, r0, 6, 7, 2, 3); /* h g d c */
x0 = glmm_shuff1(x4, 0, 0, 0, 2); /* a a a e */
x1 = glmm_shuff1(x4, 1, 1, 1, 3); /* b b b f */
x2 = glmm_shuff1(x5, 0, 0, 0, 2); /* c c c g */
x3 = glmm_shuff1(x5, 1, 1, 1, 3); /* d d d h */
v2 = wasm_f32x4_mul(x0, t1);
v1 = wasm_f32x4_mul(x0, t0);
v3 = wasm_f32x4_mul(x0, t2);
v0 = wasm_f32x4_mul(x1, t0);
v2 = glmm_fnmadd(x1, t3, v2);
v3 = glmm_fnmadd(x1, t4, v3);
v0 = glmm_fnmadd(x2, t1, v0);
v1 = glmm_fnmadd(x2, t3, v1);
v3 = glmm_fmadd(x2, t5, v3);
v0 = glmm_fmadd(x3, t2, v0);
v2 = glmm_fmadd(x3, t5, v2);
v1 = glmm_fmadd(x3, t4, v1);
/*
dest[0][0] = f * t1[0] - g * t1[1] + h * t1[2];
dest[0][1] =-(b * t1[0] - c * t1[1] + d * t1[2]);
dest[0][2] = b * t2[0] - c * t2[1] + d * t2[2];
dest[0][3] =-(b * t3[0] - c * t3[1] + d * t3[2]); */
v0 = wasm_v128_xor(v0, x8);
/*
dest[2][0] = e * t1[1] - f * t1[3] + h * t1[5];
dest[2][1] =-(a * t1[1] - b * t1[3] + d * t1[5]);
dest[2][2] = a * t2[1] - b * t2[3] + d * t2[5];
dest[2][3] =-(a * t3[1] - b * t3[3] + d * t3[5]);*/
v2 = wasm_v128_xor(v2, x8);
/*
dest[1][0] =-(e * t1[0] - g * t1[3] + h * t1[4]);
dest[1][1] = a * t1[0] - c * t1[3] + d * t1[4];
dest[1][2] =-(a * t2[0] - c * t2[3] + d * t2[4]);
dest[1][3] = a * t3[0] - c * t3[3] + d * t3[4]; */
v1 = wasm_v128_xor(v1, x9);
/*
dest[3][0] =-(e * t1[2] - f * t1[4] + g * t1[5]);
dest[3][1] = a * t1[2] - b * t1[4] + c * t1[5];
dest[3][2] =-(a * t2[2] - b * t2[4] + c * t2[5]);
dest[3][3] = a * t3[2] - b * t3[4] + c * t3[5]; */
v3 = wasm_v128_xor(v3, x9);
/* determinant */
x0 = wasm_i32x4_shuffle(v0, v1, 0, 0, 4, 4);
x1 = wasm_i32x4_shuffle(v2, v3, 0, 0, 4, 4);
x0 = wasm_i32x4_shuffle(x0, x1, 0, 2, 4, 6);
x0 = wasm_f32x4_div(wasm_f32x4_splat(1.0f), glmm_vhadd(wasm_f32x4_mul(x0, r0)));
glmm_store(dest[0], wasm_f32x4_mul(v0, x0));
glmm_store(dest[1], wasm_f32x4_mul(v1, x0));
glmm_store(dest[2], wasm_f32x4_mul(v2, x0));
glmm_store(dest[3], wasm_f32x4_mul(v3, x0));
}
#endif
#endif /* cglm_mat_wasm_h */

View File

@@ -0,0 +1,55 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_quat_wasm_h
#define cglm_quat_wasm_h
#if defined(__wasm__) && defined(__wasm_simd128__)
#include "../../common.h"
#include "../intrin.h"
CGLM_INLINE
void
glm_quat_mul_wasm(versor p, versor q, versor dest) {
/*
+ (a1 b2 + b1 a2 + c1 d2 d1 c2)i
+ (a1 c2 b1 d2 + c1 a2 + d1 b2)j
+ (a1 d2 + b1 c2 c1 b2 + d1 a2)k
a1 a2 b1 b2 c1 c2 d1 d2
*/
glmm_128 xp, xq, x1, x2, x3, r, x, y, z;
xp = glmm_load(p); /* 3 2 1 0 */
xq = glmm_load(q);
/* x1 = wasm_f32x4_const(0.f, -0.f, 0.f, -0.f); */
x1 = glmm_float32x4_SIGNMASK_PNPN; /* TODO: _mm_set1_ss() + shuff ? */
r = wasm_f32x4_mul(glmm_splat_w(xp), xq);
/* x2 = _mm_unpackhi_ps(x1, x1); */
x2 = wasm_i32x4_shuffle(x1, x1, 2, 6, 3, 7);
x3 = glmm_shuff1(x1, 3, 2, 0, 1);
x = glmm_splat_x(xp);
y = glmm_splat_y(xp);
z = glmm_splat_z(xp);
x = wasm_v128_xor(x, x1);
y = wasm_v128_xor(y, x2);
z = wasm_v128_xor(z, x3);
x1 = glmm_shuff1(xq, 0, 1, 2, 3);
x2 = glmm_shuff1(xq, 1, 0, 3, 2);
x3 = glmm_shuff1(xq, 2, 3, 0, 1);
r = glmm_fmadd(x, x1, r);
r = glmm_fmadd(y, x2, r);
r = glmm_fmadd(z, x3, r);
glmm_store(dest, r);
}
#endif
#endif /* cglm_quat_wasm_h */

View File

@@ -54,10 +54,23 @@
# endif
#endif
#define GLMM_NEGZEROf 0x80000000 /* 0x80000000 ---> -0.0f */
#define GLMM__SIGNMASKf(X, Y, Z, W) \
_mm_castsi128_ps(_mm_set_epi32(X, Y, Z, W))
/* _mm_set_ps(X, Y, Z, W); */
#define glmm_float32x4_SIGNMASK_PNPN GLMM__SIGNMASKf(0, GLMM_NEGZEROf, 0, GLMM_NEGZEROf)
#define glmm_float32x4_SIGNMASK_NPNP GLMM__SIGNMASKf(GLMM_NEGZEROf, 0, GLMM_NEGZEROf, 0)
#define glmm_float32x4_SIGNMASK_NPPN GLMM__SIGNMASKf(GLMM_NEGZEROf, 0, 0, GLMM_NEGZEROf)
#define glmm_float32x4_SIGNMASK_NEG _mm_castsi128_ps(_mm_set1_epi32(0x80000000)) /* _mm_set1_ps(-0.0f) */
#define glmm_float32x8_SIGNMASK_NEG _mm256_castsi256_ps(_mm256_set1_epi32(GLMM_NEGZEROf))
static inline
__m128
glmm_abs(__m128 x) {
return _mm_andnot_ps(_mm_set1_ps(-0.0f), x);
return _mm_andnot_ps(glmm_float32x4_SIGNMASK_NEG, x);
}
static inline
@@ -256,7 +269,8 @@ glmm_fnmsub(__m128 a, __m128 b, __m128 c) {
#ifdef __FMA__
return _mm_fnmsub_ps(a, b, c);
#else
return _mm_xor_ps(_mm_add_ps(_mm_mul_ps(a, b), c), _mm_set1_ps(-0.0f));
return _mm_xor_ps(_mm_add_ps(_mm_mul_ps(a, b), c),
glmm_float32x4_SIGNMASK_NEG);
#endif
}
@@ -298,7 +312,7 @@ glmm256_fnmsub(__m256 a, __m256 b, __m256 c) {
return _mm256_fmsub_ps(a, b, c);
#else
return _mm256_xor_ps(_mm256_sub_ps(_mm256_mul_ps(a, b), c),
_mm256_set1_ps(-0.0f));
glmm_float32x8_SIGNMASK_NEG);
#endif
}
#endif

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@@ -0,0 +1,184 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Functions:
CGLM_INLINE mat4s glms_translated(mat4s m, vec3s v);
CGLM_INLINE mat4s glms_translated_x(mat4s m, float x);
CGLM_INLINE mat4s glms_translated_y(mat4s m, float y);
CGLM_INLINE mat4s glms_translated_z(mat4s m, float z);
CGLM_INLINE mat4s glms_rotated_x(mat4s m, float angle);
CGLM_INLINE mat4s glms_rotated_y(mat4s m, float angle);
CGLM_INLINE mat4s glms_rotated_z(mat4s m, float angle);
CGLM_INLINE mat4s glms_rotated(mat4s m, float angle, vec3s axis);
CGLM_INLINE mat4s glms_rotated_at(mat4s m, vec3s pivot, float angle, vec3s axis);
CGLM_INLINE mat4s glms_spinned(mat4s m, float angle, vec3s axis);
*/
#ifndef cglms_affines_post_h
#define cglms_affines_post_h
#include "../common.h"
#include "../types-struct.h"
#include "../affine.h"
#include "vec3.h"
#include "vec4.h"
#include "mat4.h"
/*!
* @brief translate existing transform matrix by v vector
* and stores result in same matrix
*
* @param[in] m affine transfrom
* @param[in] v translate vector [x, y, z]
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translated(mat4s m, vec3s v) {
glm_translated(m.raw, v.raw);
return m;
}
/*!
* @brief translate existing transform matrix by x factor
*
* @param[in] m affine transfrom
* @param[in] x x factor
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translated_x(mat4s m, float x) {
glm_translated_x(m.raw, x);
return m;
}
/*!
* @brief translate existing transform matrix by y factor
*
* @param[in] m affine transfrom
* @param[in] y y factor
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translated_y(mat4s m, float y) {
glm_translated_y(m.raw, y);
return m;
}
/*!
* @brief translate existing transform matrix by z factor
*
* @param[in] m affine transfrom
* @param[in] z z factor
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translated_z(mat4s m, float z) {
glm_translated_z(m.raw, z);
return m;
}
/*!
* @brief rotate existing transform matrix around X axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @returns rotated matrix
*/
CGLM_INLINE
mat4s
glms_rotated_x(mat4s m, float angle) {
mat4s r;
glm_rotated_x(m.raw, angle, r.raw);
return r;
}
/*!
* @brief rotate existing transform matrix around Y axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @returns rotated matrix
*/
CGLM_INLINE
mat4s
glms_rotated_y(mat4s m, float angle) {
mat4s r;
glm_rotated_y(m.raw, angle, r.raw);
return r;
}
/*!
* @brief rotate existing transform matrix around Z axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @returns rotated matrix
*/
CGLM_INLINE
mat4s
glms_rotated_z(mat4s m, float angle) {
mat4s r;
glm_rotated_z(m.raw, angle, r.raw);
return r;
}
/*!
* @brief rotate existing transform matrix around given axis by angle
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_rotated(mat4s m, float angle, vec3s axis) {
glm_rotated(m.raw, angle, axis.raw);
return m;
}
/*!
* @brief rotate existing transform
* around given axis by angle at given pivot point (rotation center)
*
* @param[in] m affine transfrom
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_rotated_at(mat4s m, vec3s pivot, float angle, vec3s axis) {
glm_rotated_at(m.raw, pivot.raw, angle, axis.raw);
return m;
}
/*!
* @brief rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_spinned(mat4s m, float angle, vec3s axis) {
glm_spinned(m.raw, angle, axis.raw);
return m;
}
#endif /* cglms_affines_post_h */

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@@ -0,0 +1,184 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Functions:
CGLM_INLINE mat4s glms_translate(mat4s m, vec3s v);
CGLM_INLINE mat4s glms_translate_x(mat4s m, float x);
CGLM_INLINE mat4s glms_translate_y(mat4s m, float y);
CGLM_INLINE mat4s glms_translate_z(mat4s m, float z);
CGLM_INLINE mat4s glms_rotate_x(mat4s m, float angle);
CGLM_INLINE mat4s glms_rotate_y(mat4s m, float angle);
CGLM_INLINE mat4s glms_rotate_z(mat4s m, float angle);
CGLM_INLINE mat4s glms_rotate(mat4s m, float angle, vec3s axis);
CGLM_INLINE mat4s glms_rotate_at(mat4s m, vec3s pivot, float angle, vec3s axis);
CGLM_INLINE mat4s glms_spin(mat4s m, float angle, vec3s axis);
*/
#ifndef cglms_affines_pre_h
#define cglms_affines_pre_h
#include "../common.h"
#include "../types-struct.h"
#include "../affine.h"
#include "vec3.h"
#include "vec4.h"
#include "mat4.h"
/*!
* @brief translate existing transform matrix by v vector
* and stores result in same matrix
*
* @param[in] m affine transfrom
* @param[in] v translate vector [x, y, z]
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translate(mat4s m, vec3s v) {
glm_translate(m.raw, v.raw);
return m;
}
/*!
* @brief translate existing transform matrix by x factor
*
* @param[in] m affine transfrom
* @param[in] x x factor
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translate_x(mat4s m, float x) {
glm_translate_x(m.raw, x);
return m;
}
/*!
* @brief translate existing transform matrix by y factor
*
* @param[in] m affine transfrom
* @param[in] y y factor
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translate_y(mat4s m, float y) {
glm_translate_y(m.raw, y);
return m;
}
/*!
* @brief translate existing transform matrix by z factor
*
* @param[in] m affine transfrom
* @param[in] z z factor
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translate_z(mat4s m, float z) {
glm_translate_z(m.raw, z);
return m;
}
/*!
* @brief rotate existing transform matrix around X axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @returns rotated matrix
*/
CGLM_INLINE
mat4s
glms_rotate_x(mat4s m, float angle) {
mat4s r;
glm_rotate_x(m.raw, angle, r.raw);
return r;
}
/*!
* @brief rotate existing transform matrix around Y axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @returns rotated matrix
*/
CGLM_INLINE
mat4s
glms_rotate_y(mat4s m, float angle) {
mat4s r;
glm_rotate_y(m.raw, angle, r.raw);
return r;
}
/*!
* @brief rotate existing transform matrix around Z axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @returns rotated matrix
*/
CGLM_INLINE
mat4s
glms_rotate_z(mat4s m, float angle) {
mat4s r;
glm_rotate_z(m.raw, angle, r.raw);
return r;
}
/*!
* @brief rotate existing transform matrix around given axis by angle
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_rotate(mat4s m, float angle, vec3s axis) {
glm_rotate(m.raw, angle, axis.raw);
return m;
}
/*!
* @brief rotate existing transform
* around given axis by angle at given pivot point (rotation center)
*
* @param[in] m affine transfrom
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_rotate_at(mat4s m, vec3s pivot, float angle, vec3s axis) {
glm_rotate_at(m.raw, pivot.raw, angle, axis.raw);
return m;
}
/*!
* @brief rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_spin(mat4s m, float angle, vec3s axis) {
glm_spin(m.raw, angle, axis.raw);
return m;
}
#endif /* cglms_affines_pre_h */

View File

@@ -23,6 +23,7 @@
CGLM_INLINE mat4s glms_rotate(mat4s m, float angle, vec3s axis);
CGLM_INLINE mat4s glms_rotate_at(mat4s m, vec3s pivot, float angle, vec3s axis);
CGLM_INLINE mat4s glms_rotate_atm(mat4s m, vec3s pivot, float angle, vec3s axis);
CGLM_INLINE mat4s glms_spin(mat4s m, float angle, vec3s axis);
CGLM_INLINE vec3s glms_decompose_scalev(mat4s m);
CGLM_INLINE bool glms_uniscaled(mat4s m);
CGLM_INLINE void glms_decompose_rs(mat4s m, mat4s * r, vec3s * s);
@@ -39,63 +40,6 @@
#include "vec4.h"
#include "mat4.h"
/*!
* @brief translate existing transform matrix by v vector
* and stores result in same matrix
*
* @param[in] m affine transfrom
* @param[in] v translate vector [x, y, z]
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translate(mat4s m, vec3s v) {
glm_translate(m.raw, v.raw);
return m;
}
/*!
* @brief translate existing transform matrix by x factor
*
* @param[in] m affine transfrom
* @param[in] x x factor
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translate_x(mat4s m, float x) {
glm_translate_x(m.raw, x);
return m;
}
/*!
* @brief translate existing transform matrix by y factor
*
* @param[in] m affine transfrom
* @param[in] y y factor
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translate_y(mat4s m, float y) {
glm_translate_y(m.raw, y);
return m;
}
/*!
* @brief translate existing transform matrix by z factor
*
* @param[in] m affine transfrom
* @param[in] z z factor
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translate_z(mat4s m, float z) {
glm_translate_z(m.raw, z);
return m;
}
/*!
* @brief creates NEW translate transform matrix by v vector
*
@@ -155,54 +99,6 @@ glms_scale_uni(mat4s m, float s) {
return m;
}
/*!
* @brief rotate existing transform matrix around X axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @returns rotated matrix
*/
CGLM_INLINE
mat4s
glms_rotate_x(mat4s m, float angle) {
mat4s r;
glm_rotate_x(m.raw, angle, r.raw);
return r;
}
/*!
* @brief rotate existing transform matrix around Y axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @returns rotated matrix
*/
CGLM_INLINE
mat4s
glms_rotate_y(mat4s m, float angle) {
mat4s r;
glm_rotate_y(m.raw, angle, r.raw);
return r;
}
/*!
* @brief rotate existing transform matrix around Z axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @returns rotated matrix
*/
CGLM_INLINE
mat4s
glms_rotate_z(mat4s m, float angle) {
mat4s r;
glm_rotate_z(m.raw, angle, r.raw);
return r;
}
/*!
* @brief creates NEW rotation matrix by angle and axis
*
@@ -220,38 +116,6 @@ glms_rotate_make(float angle, vec3s axis) {
return m;
}
/*!
* @brief rotate existing transform matrix around given axis by angle
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_rotate(mat4s m, float angle, vec3s axis) {
glm_rotate(m.raw, angle, axis.raw);
return m;
}
/*!
* @brief rotate existing transform
* around given axis by angle at given pivot point (rotation center)
*
* @param[in] m affine transfrom
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_rotate_at(mat4s m, vec3s pivot, float angle, vec3s axis) {
glm_rotate_at(m.raw, pivot.raw, angle, axis.raw);
return m;
}
/*!
* @brief creates NEW rotation matrix by angle and axis at given point
*
@@ -330,4 +194,7 @@ glms_decompose(mat4s m, vec4s * __restrict t, mat4s * __restrict r, vec3s * __re
glm_decompose(m.raw, t->raw, r->raw, s->raw);
}
#include "affine-pre.h"
#include "affine-post.h"
#endif /* cglms_affines_h */

View File

@@ -15,6 +15,9 @@
#include "vec4.h"
#include "mat4.h"
/* api definition */
#define glms_aabb_(NAME) CGLM_STRUCTAPI(aabb, NAME)
/*!
* @brief apply transform to Axis-Aligned Bounding Box
*
@@ -24,11 +27,11 @@
*/
CGLM_INLINE
void
glms_aabb_transform(vec3s box[2], mat4s m, vec3s dest[2]) {
glms_aabb_(transform)(vec3s box[2], mat4s m, vec3s dest[2]) {
vec3 rawBox[2];
vec3 rawDest[2];
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_(unpack)(rawBox, box, 2);
glm_aabb_transform(rawBox, m.raw, rawDest);
glms_vec3_pack(dest, rawDest, 2);
}
@@ -45,15 +48,15 @@ glms_aabb_transform(vec3s box[2], mat4s m, vec3s dest[2]) {
*/
CGLM_INLINE
void
glms_aabb_merge(vec3s box1[2], vec3s box2[2], vec3s dest[2]) {
glms_aabb_(merge)(vec3s box1[2], vec3s box2[2], vec3s dest[2]) {
vec3 rawBox1[2];
vec3 rawBox2[2];
vec3 rawDest[2];
glms_vec3_unpack(rawBox1, box1, 2);
glms_vec3_unpack(rawBox2, box2, 2);
glms_vec3_(unpack)(rawBox1, box1, 2);
glms_vec3_(unpack)(rawBox2, box2, 2);
glm_aabb_merge(rawBox1, rawBox2, rawDest);
glms_vec3_pack(dest, rawDest, 2);
glms_vec3_(pack)(dest, rawDest, 2);
}
/*!
@@ -69,15 +72,15 @@ glms_aabb_merge(vec3s box1[2], vec3s box2[2], vec3s dest[2]) {
*/
CGLM_INLINE
void
glms_aabb_crop(vec3s box[2], vec3s cropBox[2], vec3s dest[2]) {
glms_aabb_(crop)(vec3s box[2], vec3s cropBox[2], vec3s dest[2]) {
vec3 rawBox[2];
vec3 rawCropBox[2];
vec3 rawDest[2];
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_unpack(rawCropBox, cropBox, 2);
glms_vec3_(unpack)(rawBox, box, 2);
glms_vec3_(unpack)(rawCropBox, cropBox, 2);
glm_aabb_crop(rawBox, rawCropBox, rawDest);
glms_vec3_pack(dest, rawDest, 2);
glms_vec3_(pack)(dest, rawDest, 2);
}
/*!
@@ -94,12 +97,12 @@ glms_aabb_crop(vec3s box[2], vec3s cropBox[2], vec3s dest[2]) {
*/
CGLM_INLINE
void
glms_aabb_crop_until(vec3s box[2],
vec3s cropBox[2],
vec3s clampBox[2],
vec3s dest[2]) {
glms_aabb_crop(box, cropBox, dest);
glms_aabb_merge(clampBox, dest, dest);
glms_aabb_(crop_until)(vec3s box[2],
vec3s cropBox[2],
vec3s clampBox[2],
vec3s dest[2]) {
glms_aabb_(crop)(box, cropBox, dest);
glms_aabb_(merge)(clampBox, dest, dest);
}
/*!
@@ -118,12 +121,12 @@ glms_aabb_crop_until(vec3s box[2],
*/
CGLM_INLINE
bool
glms_aabb_frustum(vec3s box[2], vec4s planes[6]) {
glms_aabb_(frustum)(vec3s box[2], vec4s planes[6]) {
vec3 rawBox[2];
vec4 rawPlanes[6];
glms_vec3_unpack(rawBox, box, 2);
glms_vec4_unpack(rawPlanes, planes, 6);
glms_vec3_(unpack)(rawBox, box, 2);
glms_vec4_(unpack)(rawPlanes, planes, 6);
return glm_aabb_frustum(rawBox, rawPlanes);
}
@@ -134,9 +137,9 @@ glms_aabb_frustum(vec3s box[2], vec4s planes[6]) {
*/
CGLM_INLINE
void
glms_aabb_invalidate(vec3s box[2]) {
box[0] = glms_vec3_broadcast(FLT_MAX);
box[1] = glms_vec3_broadcast(-FLT_MAX);
glms_aabb_(invalidate)(vec3s box[2]) {
box[0] = glms_vec3_(broadcast)(FLT_MAX);
box[1] = glms_vec3_(broadcast)(-FLT_MAX);
}
/*!
@@ -146,9 +149,9 @@ glms_aabb_invalidate(vec3s box[2]) {
*/
CGLM_INLINE
bool
glms_aabb_isvalid(vec3s box[2]) {
glms_aabb_(isvalid)(vec3s box[2]) {
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_(unpack)(rawBox, box, 2);
return glm_aabb_isvalid(rawBox);
}
@@ -159,7 +162,7 @@ glms_aabb_isvalid(vec3s box[2]) {
*/
CGLM_INLINE
float
glms_aabb_size(vec3s box[2]) {
glms_aabb_(size)(vec3s box[2]) {
return glm_vec3_distance(box[0].raw, box[1].raw);
}
@@ -170,8 +173,8 @@ glms_aabb_size(vec3s box[2]) {
*/
CGLM_INLINE
float
glms_aabb_radius(vec3s box[2]) {
return glms_aabb_size(box) * 0.5f;
glms_aabb_(radius)(vec3s box[2]) {
return glms_aabb_(size)(box) * 0.5f;
}
/*!
@@ -182,8 +185,8 @@ glms_aabb_radius(vec3s box[2]) {
*/
CGLM_INLINE
vec3s
glms_aabb_center(vec3s box[2]) {
return glms_vec3_center(box[0], box[1]);
glms_aabb_(center)(vec3s box[2]) {
return glms_vec3_(center)(box[0], box[1]);
}
/*!
@@ -194,12 +197,12 @@ glms_aabb_center(vec3s box[2]) {
*/
CGLM_INLINE
bool
glms_aabb_aabb(vec3s box[2], vec3s other[2]) {
glms_aabb_(aabb)(vec3s box[2], vec3s other[2]) {
vec3 rawBox[2];
vec3 rawOther[2];
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_unpack(rawOther, other, 2);
glms_vec3_(unpack)(rawBox, box, 2);
glms_vec3_(unpack)(rawOther, other, 2);
return glm_aabb_aabb(rawBox, rawOther);
}
@@ -214,10 +217,10 @@ glms_aabb_aabb(vec3s box[2], vec3s other[2]) {
*/
CGLM_INLINE
bool
glms_aabb_sphere(vec3s box[2], vec4s s) {
glms_aabb_(sphere)(vec3s box[2], vec4s s) {
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_(unpack)(rawBox, box, 2);
return glm_aabb_sphere(rawBox, s.raw);
}
@@ -229,10 +232,10 @@ glms_aabb_sphere(vec3s box[2], vec4s s) {
*/
CGLM_INLINE
bool
glms_aabb_point(vec3s box[2], vec3s point) {
glms_aabb_(point)(vec3s box[2], vec3s point) {
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_(unpack)(rawBox, box, 2);
return glm_aabb_point(rawBox, point.raw);
}
@@ -244,12 +247,12 @@ glms_aabb_point(vec3s box[2], vec3s point) {
*/
CGLM_INLINE
bool
glms_aabb_contains(vec3s box[2], vec3s other[2]) {
glms_aabb_(contains)(vec3s box[2], vec3s other[2]) {
vec3 rawBox[2];
vec3 rawOther[2];
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_unpack(rawOther, other, 2);
glms_vec3_(unpack)(rawBox, box, 2);
glms_vec3_(unpack)(rawOther, other, 2);
return glm_aabb_contains(rawBox, rawOther);
}

View File

@@ -1,7 +1,7 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), htt../opensource.org/licenses/MIT
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
@@ -64,7 +64,7 @@ glms_ortho_aabb_lh_no(vec3s box[2]) {
mat4s dest;
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_(unpack)(rawBox, box, 2);
glm_ortho_aabb_lh_no(rawBox, dest.raw);
return dest;
@@ -87,7 +87,7 @@ glms_ortho_aabb_p_lh_no(vec3s box[2], float padding) {
mat4s dest;
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_(unpack)(rawBox, box, 2);
glm_ortho_aabb_p_lh_no(rawBox, padding, dest.raw);
return dest;
@@ -110,7 +110,7 @@ glms_ortho_aabb_pz_lh_no(vec3s box[2], float padding) {
mat4s dest;
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_(unpack)(rawBox, box, 2);
glm_ortho_aabb_pz_lh_no(rawBox, padding, dest.raw);
return dest;

View File

@@ -1,7 +1,7 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), htt../opensource.org/licenses/MIT
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
@@ -64,7 +64,7 @@ glms_ortho_aabb_lh_zo(vec3s box[2]) {
mat4s dest;
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_(unpack)(rawBox, box, 2);
glm_ortho_aabb_lh_zo(rawBox, dest.raw);
return dest;
@@ -87,7 +87,7 @@ glms_ortho_aabb_p_lh_zo(vec3s box[2], float padding) {
mat4s dest;
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_(unpack)(rawBox, box, 2);
glm_ortho_aabb_p_lh_zo(rawBox, padding, dest.raw);
return dest;
@@ -110,7 +110,7 @@ glms_ortho_aabb_pz_lh_zo(vec3s box[2], float padding) {
mat4s dest;
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_(unpack)(rawBox, box, 2);
glm_ortho_aabb_pz_lh_zo(rawBox, padding, dest.raw);
return dest;

View File

@@ -1,7 +1,7 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), htt../opensource.org/licenses/MIT
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
@@ -64,7 +64,7 @@ glms_ortho_aabb_rh_no(vec3s box[2]) {
mat4s dest;
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_(unpack)(rawBox, box, 2);
glm_ortho_aabb_rh_no(rawBox, dest.raw);
return dest;
@@ -87,7 +87,7 @@ glms_ortho_aabb_p_rh_no(vec3s box[2], float padding) {
mat4s dest;
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_(unpack)(rawBox, box, 2);
glm_ortho_aabb_p_rh_no(rawBox, padding, dest.raw);
return dest;
@@ -110,7 +110,7 @@ glms_ortho_aabb_pz_rh_no(vec3s box[2], float padding) {
mat4s dest;
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_(unpack)(rawBox, box, 2);
glm_ortho_aabb_pz_rh_no(rawBox, padding, dest.raw);
return dest;

View File

@@ -1,7 +1,7 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), htt../opensource.org/licenses/MIT
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
@@ -64,7 +64,7 @@ glms_ortho_aabb_rh_zo(vec3s box[2]) {
mat4s dest;
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_(unpack)(rawBox, box, 2);
glm_ortho_aabb_rh_zo(rawBox, dest.raw);
return dest;
@@ -87,7 +87,7 @@ glms_ortho_aabb_p_rh_zo(vec3s box[2], float padding) {
mat4s dest;
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_(unpack)(rawBox, box, 2);
glm_ortho_aabb_p_rh_zo(rawBox, padding, dest.raw);
return dest;
@@ -110,7 +110,7 @@ glms_ortho_aabb_pz_rh_zo(vec3s box[2], float padding) {
mat4s dest;
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_(unpack)(rawBox, box, 2);
glm_ortho_aabb_pz_rh_zo(rawBox, padding, dest.raw);
return dest;

View File

@@ -1,7 +1,7 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), htt../opensource.org/licenses/MIT
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/

View File

@@ -1,7 +1,7 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), htt../opensource.org/licenses/MIT
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/

View File

@@ -1,7 +1,7 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), htt../opensource.org/licenses/MIT
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/

View File

@@ -1,7 +1,7 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), htt../opensource.org/licenses/MIT
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/

View File

@@ -0,0 +1,96 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Functions:
CGLM_INLINE vec3s glms_unprojecti_no(vec3s pos, mat4s invMat, vec4s vp, vec3 dest)
CGLM_INLINE vec3s glms_project_no(vec3s pos, mat4s m, vec4s vp, vec3s dest)
*/
#ifndef cglms_project_no_h
#define cglms_project_no_h
#include "../../common.h"
#include "../../types-struct.h"
#include "../../plane.h"
#include "../../cam.h"
/*!
* @brief maps the specified viewport coordinates into specified space [1]
* the matrix should contain projection matrix.
*
* if you don't have ( and don't want to have ) an inverse matrix then use
* glm_unproject version. You may use existing inverse of matrix in somewhere
* else, this is why glm_unprojecti exists to save save inversion cost
*
* [1] space:
* 1- if m = invProj: View Space
* 2- if m = invViewProj: World Space
* 3- if m = invMVP: Object Space
*
* You probably want to map the coordinates into object space
* so use invMVP as m
*
* Computing viewProj:
* glm_mat4_mul(proj, view, viewProj);
* glm_mat4_mul(viewProj, model, MVP);
* glm_mat4_inv(viewProj, invMVP);
*
* @param[in] pos point/position in viewport coordinates
* @param[in] invMat matrix (see brief)
* @param[in] vp viewport as [x, y, width, height]
*
* @returns unprojected coordinates
*/
CGLM_INLINE
vec3s
glms_unprojecti_no(vec3s pos, mat4s invMat, vec4s vp, vec3 dest) {
vec3s dest;
glm_unprojecti_no(pos.raw, invMat.raw, vp.raw, dest.raw);
return dest;
}
/*!
* @brief map object coordinates to window coordinates
*
* Computing MVP:
* glm_mat4_mul(proj, view, viewProj);
* glm_mat4_mul(viewProj, model, MVP);
*
* @param[in] pos object coordinates
* @param[in] m MVP matrix
* @param[in] vp viewport as [x, y, width, height]
*
* @returns projected coordinates
*/
CGLM_INLINE
vec3s
glms_project_no(vec3s pos, mat4s m, vec4s vp, vec3s dest) {
vec3s dest;
glm_project_no(pos.raw, m.raw, vp.raw, dest.raw);
return dest;
}
/*!
* @brief map object's z coordinate to window coordinates
*
* Computing MVP:
* glm_mat4_mul(proj, view, viewProj);
* glm_mat4_mul(viewProj, model, MVP);
*
* @param[in] v object coordinates
* @param[in] m MVP matrix
*
* @returns projected z coordinate
*/
CGLM_INLINE
vec3s
glms_project_z_no(vec3s v, mat4s m) {
return glm_project_z_no(v.raw, m.raw);
}
#endif /* cglms_project_rh_no_h */

View File

@@ -0,0 +1,96 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Functions:
CGLM_INLINE vec3s glms_unprojecti_no(vec3s pos, mat4s invMat, vec4s vp, vec3 dest)
CGLM_INLINE vec3s glms_project_no(vec3s pos, mat4s m, vec4s vp, vec3s dest)
*/
#ifndef cglms_project_zo_h
#define cglms_project_zo_h
#include "../../common.h"
#include "../../types-struct.h"
#include "../../plane.h"
#include "../../cam.h"
/*!
* @brief maps the specified viewport coordinates into specified space [1]
* the matrix should contain projection matrix.
*
* if you don't have ( and don't want to have ) an inverse matrix then use
* glm_unproject version. You may use existing inverse of matrix in somewhere
* else, this is why glm_unprojecti exists to save save inversion cost
*
* [1] space:
* 1- if m = invProj: View Space
* 2- if m = invViewProj: World Space
* 3- if m = invMVP: Object Space
*
* You probably want to map the coordinates into object space
* so use invMVP as m
*
* Computing viewProj:
* glm_mat4_mul(proj, view, viewProj);
* glm_mat4_mul(viewProj, model, MVP);
* glm_mat4_inv(viewProj, invMVP);
*
* @param[in] pos point/position in viewport coordinates
* @param[in] invMat matrix (see brief)
* @param[in] vp viewport as [x, y, width, height]
*
* @returns unprojected coordinates
*/
CGLM_INLINE
vec3s
glms_unprojecti_zo(vec3s pos, mat4s invMat, vec4s vp, vec3 dest) {
vec3s dest;
glm_unprojecti_zo(pos.raw, invMat.raw, vp.raw, dest.raw);
return dest;
}
/*!
* @brief map object coordinates to window coordinates
*
* Computing MVP:
* glm_mat4_mul(proj, view, viewProj);
* glm_mat4_mul(viewProj, model, MVP);
*
* @param[in] pos object coordinates
* @param[in] m MVP matrix
* @param[in] vp viewport as [x, y, width, height]
*
* @returns projected coordinates
*/
CGLM_INLINE
vec3s
glms_project_zo(vec3s pos, mat4s m, vec4s vp, vec3 dest) {
vec3s dest;
glm_project_zo(pos.raw, m.raw, vp.raw, dest.raw);
return dest;
}
/*!
* @brief map object's z coordinate to window coordinates
*
* Computing MVP:
* glm_mat4_mul(proj, view, viewProj);
* glm_mat4_mul(viewProj, model, MVP);
*
* @param[in] v object coordinates
* @param[in] m MVP matrix
*
* @returns projected z coordinate
*/
CGLM_INLINE
vec3s
glms_project_z_zo(vec3s v, mat4s m) {
return glm_project_z_zo(v.raw, m.raw);
}
#endif /* cglm_project_zo_h */

View File

@@ -1,7 +1,7 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), htt../opensource.org/licenses/MIT
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/

View File

@@ -1,7 +1,7 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), htt../opensource.org/licenses/MIT
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/

View File

@@ -1,7 +1,7 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), htt../opensource.org/licenses/MIT
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/

View File

@@ -1,7 +1,7 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), htt../opensource.org/licenses/MIT
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/

View File

@@ -57,7 +57,7 @@ void
glms_frustum_planes(mat4s m, vec4s dest[6]) {
vec4 rawDest[6];
glm_frustum_planes(m.raw, rawDest);
glms_vec4_pack(dest, rawDest, 6);
glms_vec4_(pack)(dest, rawDest, 6);
}
/*!
@@ -88,7 +88,7 @@ void
glms_frustum_corners(mat4s invMat, vec4s dest[8]) {
vec4 rawDest[8];
glm_frustum_corners(invMat.raw, rawDest);
glms_vec4_pack(dest, rawDest, 8);
glms_vec4_(pack)(dest, rawDest, 8);
}
/*!
@@ -103,7 +103,7 @@ glms_frustum_center(vec4s corners[8]) {
vec4 rawCorners[8];
vec4s r;
glms_vec4_unpack(rawCorners, corners, 8);
glms_vec4_(unpack)(rawCorners, corners, 8);
glm_frustum_center(rawCorners, r.raw);
return r;
}
@@ -121,9 +121,9 @@ glms_frustum_box(vec4s corners[8], mat4s m, vec3s box[2]) {
vec4 rawCorners[8];
vec3 rawBox[2];
glms_vec4_unpack(rawCorners, corners, 8);
glms_vec4_(unpack)(rawCorners, corners, 8);
glm_frustum_box(rawCorners, m.raw, rawBox);
glms_vec3_pack(box, rawBox, 2);
glms_vec3_(pack)(box, rawBox, 2);
}
/*!
@@ -147,9 +147,9 @@ glms_frustum_corners_at(vec4s corners[8],
vec4 rawCorners[8];
vec4 rawPlaneCorners[4];
glms_vec4_unpack(rawCorners, corners, 8);
glms_vec4_(unpack)(rawCorners, corners, 8);
glm_frustum_corners_at(rawCorners, splitDist, farDist, rawPlaneCorners);
glms_vec4_pack(planeCorners, rawPlaneCorners, 8);
glms_vec4_(pack)(planeCorners, rawPlaneCorners, 8);
}
#endif /* cglms_frustums_h */

View File

@@ -75,7 +75,7 @@ glms_aabb_print(vec3s bbox[2],
FILE * __restrict ostream) {
vec3 rawBbox[2];
glms_vec3_unpack(rawBbox, bbox, 2);
glms_vec3_(unpack)(rawBbox, bbox, 2);
glm_aabb_print(rawBbox, tag, ostream);
}

View File

@@ -36,6 +36,9 @@
#include "../types-struct.h"
#include "../mat2.h"
/* api definition */
#define glms_mat2_(NAME) CGLM_STRUCTAPI(mat2, NAME)
#define GLMS_MAT2_IDENTITY_INIT {GLM_MAT2_IDENTITY_INIT}
#define GLMS_MAT2_ZERO_INIT {GLM_MAT2_ZERO_INIT}
@@ -59,7 +62,7 @@
*/
CGLM_INLINE
mat2s
glms_mat2_identity(void) {
glms_mat2_(identity)(void) {
mat2s r;
glm_mat2_identity(r.raw);
return r;
@@ -75,7 +78,7 @@ glms_mat2_identity(void) {
*/
CGLM_INLINE
void
glms_mat2_identity_array(mat2s * __restrict mat, size_t count) {
glms_mat2_(identity_array)(mat2s * __restrict mat, size_t count) {
CGLM_ALIGN_MAT mat2s t = GLMS_MAT2_IDENTITY_INIT;
size_t i;
@@ -91,7 +94,7 @@ glms_mat2_identity_array(mat2s * __restrict mat, size_t count) {
*/
CGLM_INLINE
mat2s
glms_mat2_zero(void) {
glms_mat2_(zero)(void) {
mat2s r;
glm_mat2_zero(r.raw);
return r;
@@ -114,7 +117,7 @@ glms_mat2_zero(void) {
*/
CGLM_INLINE
mat2s
glms_mat2_mul(mat2s m1, mat2s m2) {
glms_mat2_(mul)(mat2s m1, mat2s m2) {
mat2s r;
glm_mat2_mul(m1.raw, m2.raw, r.raw);
return r;
@@ -129,7 +132,7 @@ glms_mat2_mul(mat2s m1, mat2s m2) {
*/
CGLM_INLINE
mat2s
glms_mat2_transpose(mat2s m) {
glms_mat2_(transpose)(mat2s m) {
glm_mat2_transpose(m.raw);
return m;
}
@@ -143,7 +146,7 @@ glms_mat2_transpose(mat2s m) {
*/
CGLM_INLINE
vec2s
glms_mat2_mulv(mat2s m, vec2s v) {
glms_mat2_(mulv)(mat2s m, vec2s v) {
vec2s r;
glm_mat2_mulv(m.raw, v.raw, r.raw);
return r;
@@ -158,7 +161,7 @@ glms_mat2_mulv(mat2s m, vec2s v) {
*/
CGLM_INLINE
float
glms_mat2_trace(mat2s m) {
glms_mat2_(trace)(mat2s m) {
return glm_mat2_trace(m.raw);
}
@@ -173,7 +176,7 @@ glms_mat2_trace(mat2s m) {
*/
CGLM_INLINE
mat2s
glms_mat2_scale(mat2s m, float s) {
glms_mat2_(scale)(mat2s m, float s) {
glm_mat2_scale(m.raw, s);
return m;
}
@@ -187,7 +190,7 @@ glms_mat2_scale(mat2s m, float s) {
*/
CGLM_INLINE
float
glms_mat2_det(mat2s mat) {
glms_mat2_(det)(mat2s mat) {
return glm_mat2_det(mat.raw);
}
@@ -199,7 +202,7 @@ glms_mat2_det(mat2s mat) {
*/
CGLM_INLINE
mat2s
glms_mat2_inv(mat2s mat) {
glms_mat2_(inv)(mat2s mat) {
mat2s r;
glm_mat2_inv(mat.raw, r.raw);
return r;
@@ -215,7 +218,7 @@ glms_mat2_inv(mat2s mat) {
*/
CGLM_INLINE
mat2s
glms_mat2_swap_col(mat2s mat, int col1, int col2) {
glms_mat2_(swap_col)(mat2s mat, int col1, int col2) {
glm_mat2_swap_col(mat.raw, col1, col2);
return mat;
}
@@ -230,7 +233,7 @@ glms_mat2_swap_col(mat2s mat, int col1, int col2) {
*/
CGLM_INLINE
mat2s
glms_mat2_swap_row(mat2s mat, int row1, int row2) {
glms_mat2_(swap_row)(mat2s mat, int row1, int row2) {
glm_mat2_swap_row(mat.raw, row1, row2);
return mat;
}
@@ -251,7 +254,7 @@ glms_mat2_swap_row(mat2s mat, int row1, int row2) {
*/
CGLM_INLINE
float
glms_mat2_rmc(vec2s r, mat2s m, vec2s c) {
glms_mat2_(rmc)(vec2s r, mat2s m, vec2s c) {
return glm_mat2_rmc(r.raw, m.raw, c.raw);
}

View File

@@ -38,6 +38,9 @@
#include "../mat3.h"
#include "vec3.h"
/* api definition */
#define glms_mat3_(NAME) CGLM_STRUCTAPI(mat3, NAME)
#define GLMS_MAT3_IDENTITY_INIT {GLM_MAT3_IDENTITY_INIT}
#define GLMS_MAT3_ZERO_INIT {GLM_MAT3_ZERO_INIT}
@@ -53,7 +56,7 @@
*/
CGLM_INLINE
mat3s
glms_mat3_copy(mat3s mat) {
glms_mat3_(copy)(mat3s mat) {
mat3s r;
glm_mat3_copy(mat.raw, r.raw);
return r;
@@ -75,7 +78,7 @@ glms_mat3_copy(mat3s mat) {
*/
CGLM_INLINE
mat3s
glms_mat3_identity(void) {
glms_mat3_(identity)(void) {
mat3s r;
glm_mat3_identity(r.raw);
return r;
@@ -91,7 +94,7 @@ glms_mat3_identity(void) {
*/
CGLM_INLINE
void
glms_mat3_identity_array(mat3s * __restrict mat, size_t count) {
glms_mat3_(identity_array)(mat3s * __restrict mat, size_t count) {
CGLM_ALIGN_MAT mat3s t = GLMS_MAT3_IDENTITY_INIT;
size_t i;
@@ -107,7 +110,7 @@ glms_mat3_identity_array(mat3s * __restrict mat, size_t count) {
*/
CGLM_INLINE
mat3s
glms_mat3_zero(void) {
glms_mat3_(zero)(void) {
mat3s r;
glm_mat3_zero(r.raw);
return r;
@@ -129,7 +132,7 @@ glms_mat3_zero(void) {
*/
CGLM_INLINE
mat3s
glms_mat3_mul(mat3s m1, mat3s m2) {
glms_mat3_(mul)(mat3s m1, mat3s m2) {
mat3s r;
glm_mat3_mul(m1.raw, m2.raw, r.raw);
return r;
@@ -142,7 +145,7 @@ glms_mat3_mul(mat3s m1, mat3s m2) {
*/
CGLM_INLINE
mat3s
glms_mat3_transpose(mat3s m) {
glms_mat3_(transpose)(mat3s m) {
glm_mat3_transpose(m.raw);
return m;
}
@@ -156,7 +159,7 @@ glms_mat3_transpose(mat3s m) {
*/
CGLM_INLINE
vec3s
glms_mat3_mulv(mat3s m, vec3s v) {
glms_mat3_(mulv)(mat3s m, vec3s v) {
vec3s r;
glm_mat3_mulv(m.raw, v.raw, r.raw);
return r;
@@ -171,7 +174,7 @@ glms_mat3_mulv(mat3s m, vec3s v) {
*/
CGLM_INLINE
float
glms_mat3_trace(mat3s m) {
glms_mat3_(trace)(mat3s m) {
return glm_mat3_trace(m.raw);
}
@@ -183,7 +186,7 @@ glms_mat3_trace(mat3s m) {
*/
CGLM_INLINE
versors
glms_mat3_quat(mat3s m) {
glms_mat3_(quat)(mat3s m) {
versors r;
glm_mat3_quat(m.raw, r.raw);
return r;
@@ -200,7 +203,7 @@ glms_mat3_quat(mat3s m) {
*/
CGLM_INLINE
mat3s
glms_mat3_scale(mat3s m, float s) {
glms_mat3_(scale)(mat3s m, float s) {
glm_mat3_scale(m.raw, s);
return m;
}
@@ -214,7 +217,7 @@ glms_mat3_scale(mat3s m, float s) {
*/
CGLM_INLINE
float
glms_mat3_det(mat3s mat) {
glms_mat3_(det)(mat3s mat) {
return glm_mat3_det(mat.raw);
}
@@ -226,7 +229,7 @@ glms_mat3_det(mat3s mat) {
*/
CGLM_INLINE
mat3s
glms_mat3_inv(mat3s mat) {
glms_mat3_(inv)(mat3s mat) {
mat3s r;
glm_mat3_inv(mat.raw, r.raw);
return r;
@@ -242,7 +245,7 @@ glms_mat3_inv(mat3s mat) {
*/
CGLM_INLINE
mat3s
glms_mat3_swap_col(mat3s mat, int col1, int col2) {
glms_mat3_(swap_col)(mat3s mat, int col1, int col2) {
glm_mat3_swap_col(mat.raw, col1, col2);
return mat;
}
@@ -257,7 +260,7 @@ glms_mat3_swap_col(mat3s mat, int col1, int col2) {
*/
CGLM_INLINE
mat3s
glms_mat3_swap_row(mat3s mat, int row1, int row2) {
glms_mat3_(swap_row)(mat3s mat, int row1, int row2) {
glm_mat3_swap_row(mat.raw, row1, row2);
return mat;
}
@@ -278,7 +281,7 @@ glms_mat3_swap_row(mat3s mat, int row1, int row2) {
*/
CGLM_INLINE
float
glms_mat3_rmc(vec3s r, mat3s m, vec3s c) {
glms_mat3_(rmc)(vec3s r, mat3s m, vec3s c) {
return glm_mat3_rmc(r.raw, m.raw, c.raw);
}

View File

@@ -53,6 +53,9 @@
#include "vec4.h"
#include "vec3.h"
/* api definition */
#define glms_mat4_(NAME) CGLM_STRUCTAPI(mat4, NAME)
#define GLMS_MAT4_IDENTITY_INIT {GLM_MAT4_IDENTITY_INIT}
#define GLMS_MAT4_ZERO_INIT {GLM_MAT4_ZERO_INIT}
@@ -71,7 +74,7 @@
*/
CGLM_INLINE
mat4s
glms_mat4_ucopy(mat4s mat) {
glms_mat4_(ucopy)(mat4s mat) {
mat4s r;
glm_mat4_ucopy(mat.raw, r.raw);
return r;
@@ -85,7 +88,7 @@ glms_mat4_ucopy(mat4s mat) {
*/
CGLM_INLINE
mat4s
glms_mat4_copy(mat4s mat) {
glms_mat4_(copy)(mat4s mat) {
mat4s r;
glm_mat4_copy(mat.raw, r.raw);
return r;
@@ -107,7 +110,7 @@ glms_mat4_copy(mat4s mat) {
*/
CGLM_INLINE
mat4s
glms_mat4_identity(void) {
glms_mat4_(identity)(void) {
mat4s r;
glm_mat4_identity(r.raw);
return r;
@@ -123,7 +126,7 @@ glms_mat4_identity(void) {
*/
CGLM_INLINE
void
glms_mat4_identity_array(mat4s * __restrict mat, size_t count) {
glms_mat4_(identity_array)(mat4s * __restrict mat, size_t count) {
CGLM_ALIGN_MAT mat4s t = GLMS_MAT4_IDENTITY_INIT;
size_t i;
@@ -139,7 +142,7 @@ glms_mat4_identity_array(mat4s * __restrict mat, size_t count) {
*/
CGLM_INLINE
mat4s
glms_mat4_zero(void) {
glms_mat4_(zero)(void) {
mat4s r;
glm_mat4_zero(r.raw);
return r;
@@ -153,7 +156,7 @@ glms_mat4_zero(void) {
*/
CGLM_INLINE
mat3s
glms_mat4_pick3(mat4s mat) {
glms_mat4_(pick3)(mat4s mat) {
mat3s r;
glm_mat4_pick3(mat.raw, r.raw);
return r;
@@ -169,7 +172,7 @@ glms_mat4_pick3(mat4s mat) {
*/
CGLM_INLINE
mat3s
glms_mat4_pick3t(mat4s mat) {
glms_mat4_(pick3t)(mat4s mat) {
mat3s r;
glm_mat4_pick3t(mat.raw, r.raw);
return r;
@@ -183,7 +186,7 @@ glms_mat4_pick3t(mat4s mat) {
*/
CGLM_INLINE
mat4s
glms_mat4_ins3(mat3s mat) {
glms_mat4_(ins3)(mat3s mat) {
mat4s r;
glm_mat4_ins3(mat.raw, r.raw);
return r;
@@ -205,7 +208,7 @@ glms_mat4_ins3(mat3s mat) {
*/
CGLM_INLINE
mat4s
glms_mat4_mul(mat4s m1, mat4s m2) {
glms_mat4_(mul)(mat4s m1, mat4s m2) {
mat4s r;
glm_mat4_mul(m1.raw, m2.raw, r.raw);
return r;
@@ -232,12 +235,12 @@ glms_mat4_mul(mat4s m1, mat4s m2) {
*/
CGLM_INLINE
mat4s
glms_mat4_mulN(mat4s * __restrict matrices[], uint32_t len) {
glms_mat4_(mulN)(mat4s * __restrict matrices[], uint32_t len) {
CGLM_ALIGN_MAT mat4s r = GLMS_MAT4_IDENTITY_INIT;
size_t i;
for (i = 0; i < len; i++) {
r = glms_mat4_mul(r, *matrices[i]);
r = glms_mat4_(mul)(r, *matrices[i]);
}
return r;
@@ -252,7 +255,7 @@ glms_mat4_mulN(mat4s * __restrict matrices[], uint32_t len) {
*/
CGLM_INLINE
vec4s
glms_mat4_mulv(mat4s m, vec4s v) {
glms_mat4_(mulv)(mat4s m, vec4s v) {
vec4s r;
glm_mat4_mulv(m.raw, v.raw, r.raw);
return r;
@@ -267,7 +270,7 @@ glms_mat4_mulv(mat4s m, vec4s v) {
*/
CGLM_INLINE
float
glms_mat4_trace(mat4s m) {
glms_mat4_(trace)(mat4s m) {
return glm_mat4_trace(m.raw);
}
@@ -280,7 +283,7 @@ glms_mat4_trace(mat4s m) {
*/
CGLM_INLINE
float
glms_mat4_trace3(mat4s m) {
glms_mat4_(trace3)(mat4s m) {
return glm_mat4_trace3(m.raw);
}
@@ -292,7 +295,7 @@ glms_mat4_trace3(mat4s m) {
*/
CGLM_INLINE
versors
glms_mat4_quat(mat4s m) {
glms_mat4_(quat)(mat4s m) {
versors r;
glm_mat4_quat(m.raw, r.raw);
return r;
@@ -308,7 +311,7 @@ glms_mat4_quat(mat4s m) {
*/
CGLM_INLINE
vec3s
glms_mat4_mulv3(mat4s m, vec3s v, float last) {
glms_mat4_(mulv3)(mat4s m, vec3s v, float last) {
vec3s r;
glm_mat4_mulv3(m.raw, v.raw, last, r.raw);
return r;
@@ -322,7 +325,7 @@ glms_mat4_mulv3(mat4s m, vec3s v, float last) {
*/
CGLM_INLINE
mat4s
glms_mat4_transpose(mat4s m) {
glms_mat4_(transpose)(mat4s m) {
glm_mat4_transpose(m.raw);
return m;
}
@@ -338,7 +341,7 @@ glms_mat4_transpose(mat4s m) {
*/
CGLM_INLINE
mat4s
glms_mat4_scale_p(mat4s m, float s) {
glms_mat4_(scale_p)(mat4s m, float s) {
glm_mat4_scale_p(m.raw, s);
return m;
}
@@ -354,7 +357,7 @@ glms_mat4_scale_p(mat4s m, float s) {
*/
CGLM_INLINE
mat4s
glms_mat4_scale(mat4s m, float s) {
glms_mat4_(scale)(mat4s m, float s) {
glm_mat4_scale(m.raw, s);
return m;
}
@@ -368,7 +371,7 @@ glms_mat4_scale(mat4s m, float s) {
*/
CGLM_INLINE
float
glms_mat4_det(mat4s mat) {
glms_mat4_(det)(mat4s mat) {
return glm_mat4_det(mat.raw);
}
@@ -380,7 +383,7 @@ glms_mat4_det(mat4s mat) {
*/
CGLM_INLINE
mat4s
glms_mat4_inv(mat4s mat) {
glms_mat4_(inv)(mat4s mat) {
mat4s r;
glm_mat4_inv(mat.raw, r.raw);
return r;
@@ -400,7 +403,7 @@ glms_mat4_inv(mat4s mat) {
*/
CGLM_INLINE
mat4s
glms_mat4_inv_fast(mat4s mat) {
glms_mat4_(inv_fast)(mat4s mat) {
mat4s r;
glm_mat4_inv_fast(mat.raw, r.raw);
return r;
@@ -416,7 +419,7 @@ glms_mat4_inv_fast(mat4s mat) {
*/
CGLM_INLINE
mat4s
glms_mat4_swap_col(mat4s mat, int col1, int col2) {
glms_mat4_(swap_col)(mat4s mat, int col1, int col2) {
glm_mat4_swap_col(mat.raw, col1, col2);
return mat;
}
@@ -431,7 +434,7 @@ glms_mat4_swap_col(mat4s mat, int col1, int col2) {
*/
CGLM_INLINE
mat4s
glms_mat4_swap_row(mat4s mat, int row1, int row2) {
glms_mat4_(swap_row)(mat4s mat, int row1, int row2) {
glm_mat4_swap_row(mat.raw, row1, row2);
return mat;
}
@@ -452,7 +455,7 @@ glms_mat4_swap_row(mat4s mat, int row1, int row2) {
*/
CGLM_INLINE
float
glms_mat4_rmc(vec4s r, mat4s m, vec4s c) {
glms_mat4_(rmc)(vec4s r, mat4s m, vec4s c) {
return glm_mat4_rmc(r.raw, m.raw, c.raw);
}

View File

@@ -111,7 +111,7 @@ glms_project(vec3s pos, mat4s m, vec4s vp) {
*/
CGLM_INLINE
mat4s
glms_pickmatrix(vec3s center, vec2s size, vec4s vp) {
glms_pickmatrix(vec2s center, vec2s size, vec4s vp) {
mat4s res;
glm_pickmatrix(center.raw, size.raw, vp.raw, res.raw);
return res;

View File

@@ -54,6 +54,9 @@
#include "../plane.h"
#include "../quat.h"
/* api definition */
#define glms_quat_(NAME) CGLM_STRUCTAPI(quat, NAME)
/*
* IMPORTANT:
* ----------------------------------------------------------------------------
@@ -74,7 +77,7 @@
*/
CGLM_INLINE
versors
glms_quat_identity(void) {
glms_quat_(identity)(void) {
versors dest;
glm_quat_identity(dest.raw);
return dest;
@@ -90,7 +93,7 @@ glms_quat_identity(void) {
*/
CGLM_INLINE
void
glms_quat_identity_array(versors * __restrict q, size_t count) {
glms_quat_(identity_array)(versors * __restrict q, size_t count) {
CGLM_ALIGN(16) versor v = GLM_QUAT_IDENTITY_INIT;
size_t i;
@@ -110,7 +113,7 @@ glms_quat_identity_array(versors * __restrict q, size_t count) {
*/
CGLM_INLINE
versors
glms_quat_init(float x, float y, float z, float w) {
glms_quat_(init)(float x, float y, float z, float w) {
versors dest;
glm_quat_init(dest.raw, x, y, z, w);
return dest;
@@ -157,7 +160,7 @@ glms_quat(float angle, float x, float y, float z) {
*/
CGLM_INLINE
versors
glms_quat_from_vecs(vec3s a, vec3s b) {
glms_quat_(from_vecs)(vec3s a, vec3s b) {
versors dest;
glm_quat_from_vecs(a.raw, b.raw, dest.raw);
return dest;
@@ -170,7 +173,7 @@ glms_quat_from_vecs(vec3s a, vec3s b) {
*/
CGLM_INLINE
float
glms_quat_norm(versors q) {
glms_quat_(norm)(versors q) {
return glm_quat_norm(q.raw);
}
@@ -182,7 +185,7 @@ glms_quat_norm(versors q) {
*/
CGLM_INLINE
versors
glms_quat_normalize(versors q) {
glms_quat_(normalize)(versors q) {
versors dest;
glm_quat_normalize_to(q.raw, dest.raw);
return dest;
@@ -197,7 +200,7 @@ glms_quat_normalize(versors q) {
*/
CGLM_INLINE
float
glms_quat_dot(versors p, versors q) {
glms_quat_(dot)(versors p, versors q) {
return glm_quat_dot(p.raw, q.raw);
}
@@ -209,7 +212,7 @@ glms_quat_dot(versors p, versors q) {
*/
CGLM_INLINE
versors
glms_quat_conjugate(versors q) {
glms_quat_(conjugate)(versors q) {
versors dest;
glm_quat_conjugate(q.raw, dest.raw);
return dest;
@@ -223,7 +226,7 @@ glms_quat_conjugate(versors q) {
*/
CGLM_INLINE
versors
glms_quat_inv(versors q) {
glms_quat_(inv)(versors q) {
versors dest;
glm_quat_inv(q.raw, dest.raw);
return dest;
@@ -238,7 +241,7 @@ glms_quat_inv(versors q) {
*/
CGLM_INLINE
versors
glms_quat_add(versors p, versors q) {
glms_quat_(add)(versors p, versors q) {
versors dest;
glm_quat_add(p.raw, q.raw, dest.raw);
return dest;
@@ -253,7 +256,7 @@ glms_quat_add(versors p, versors q) {
*/
CGLM_INLINE
versors
glms_quat_sub(versors p, versors q) {
glms_quat_(sub)(versors p, versors q) {
versors dest;
glm_quat_sub(p.raw, q.raw, dest.raw);
return dest;
@@ -266,7 +269,7 @@ glms_quat_sub(versors p, versors q) {
*/
CGLM_INLINE
vec3s
glms_quat_imagn(versors q) {
glms_quat_(imagn)(versors q) {
vec3s dest;
glm_normalize_to(q.raw, dest.raw);
return dest;
@@ -279,7 +282,7 @@ glms_quat_imagn(versors q) {
*/
CGLM_INLINE
float
glms_quat_imaglen(versors q) {
glms_quat_(imaglen)(versors q) {
return glm_quat_imaglen(q.raw);
}
@@ -290,7 +293,7 @@ glms_quat_imaglen(versors q) {
*/
CGLM_INLINE
float
glms_quat_angle(versors q) {
glms_quat_(angle)(versors q) {
return glm_quat_angle(q.raw);
}
@@ -302,7 +305,7 @@ glms_quat_angle(versors q) {
*/
CGLM_INLINE
vec3s
glms_quat_axis(versors q) {
glms_quat_(axis)(versors q) {
vec3s dest;
glm_quat_axis(q.raw, dest.raw);
return dest;
@@ -322,7 +325,7 @@ glms_quat_axis(versors q) {
*/
CGLM_INLINE
versors
glms_quat_mul(versors p, versors q) {
glms_quat_(mul)(versors p, versors q) {
versors dest;
glm_quat_mul(p.raw, q.raw, dest.raw);
return dest;
@@ -336,7 +339,7 @@ glms_quat_mul(versors p, versors q) {
*/
CGLM_INLINE
mat4s
glms_quat_mat4(versors q) {
glms_quat_(mat4)(versors q) {
mat4s dest;
glm_quat_mat4(q.raw, dest.raw);
return dest;
@@ -350,7 +353,7 @@ glms_quat_mat4(versors q) {
*/
CGLM_INLINE
mat4s
glms_quat_mat4t(versors q) {
glms_quat_(mat4t)(versors q) {
mat4s dest;
glm_quat_mat4t(q.raw, dest.raw);
return dest;
@@ -364,7 +367,7 @@ glms_quat_mat4t(versors q) {
*/
CGLM_INLINE
mat3s
glms_quat_mat3(versors q) {
glms_quat_(mat3)(versors q) {
mat3s dest;
glm_quat_mat3(q.raw, dest.raw);
return dest;
@@ -378,7 +381,7 @@ glms_quat_mat3(versors q) {
*/
CGLM_INLINE
mat3s
glms_quat_mat3t(versors q) {
glms_quat_(mat3t)(versors q) {
mat3s dest;
glm_quat_mat3t(q.raw, dest.raw);
return dest;
@@ -395,7 +398,7 @@ glms_quat_mat3t(versors q) {
*/
CGLM_INLINE
versors
glms_quat_lerp(versors from, versors to, float t) {
glms_quat_(lerp)(versors from, versors to, float t) {
versors dest;
glm_quat_lerp(from.raw, to.raw, t, dest.raw);
return dest;
@@ -412,7 +415,7 @@ glms_quat_lerp(versors from, versors to, float t) {
*/
CGLM_INLINE
versors
glms_quat_lerpc(versors from, versors to, float t) {
glms_quat_(lerpc)(versors from, versors to, float t) {
versors dest;
glm_quat_lerpc(from.raw, to.raw, t, dest.raw);
return dest;
@@ -430,7 +433,7 @@ glms_quat_lerpc(versors from, versors to, float t) {
*/
CGLM_INLINE
versors
glms_quat_nlerp(versors from, versors to, float t) {
glms_quat_(nlerp)(versors from, versors to, float t) {
versors dest;
glm_quat_nlerp(from.raw, to.raw, t, dest.raw);
return dest;
@@ -447,7 +450,7 @@ glms_quat_nlerp(versors from, versors to, float t) {
*/
CGLM_INLINE
versors
glms_quat_slerp(versors from, versors to, float t) {
glms_quat_(slerp)(versors from, versors to, float t) {
versors dest;
glm_quat_slerp(from.raw, to.raw, t, dest.raw);
return dest;
@@ -462,7 +465,7 @@ glms_quat_slerp(versors from, versors to, float t) {
*/
CGLM_INLINE
mat4s
glms_quat_look(vec3s eye, versors ori) {
glms_quat_(look)(vec3s eye, versors ori) {
mat4s dest;
glm_quat_look(eye.raw, ori.raw, dest.raw);
return dest;
@@ -477,7 +480,7 @@ glms_quat_look(vec3s eye, versors ori) {
*/
CGLM_INLINE
versors
glms_quat_for(vec3s dir, vec3s up) {
glms_quat_(for)(vec3s dir, vec3s up) {
versors dest;
glm_quat_for(dir.raw, up.raw, dest.raw);
return dest;
@@ -494,7 +497,7 @@ glms_quat_for(vec3s dir, vec3s up) {
*/
CGLM_INLINE
versors
glms_quat_forp(vec3s from, vec3s to, vec3s up) {
glms_quat_(forp)(vec3s from, vec3s to, vec3s up) {
versors dest;
glm_quat_forp(from.raw, to.raw, up.raw, dest.raw);
return dest;
@@ -509,7 +512,7 @@ glms_quat_forp(vec3s from, vec3s to, vec3s up) {
*/
CGLM_INLINE
vec3s
glms_quat_rotatev(versors q, vec3s v) {
glms_quat_(rotatev)(versors q, vec3s v) {
vec3s dest;
glm_quat_rotatev(q.raw, v.raw, dest.raw);
return dest;
@@ -524,7 +527,7 @@ glms_quat_rotatev(versors q, vec3s v) {
*/
CGLM_INLINE
mat4s
glms_quat_rotate(mat4s m, versors q) {
glms_quat_(rotate)(mat4s m, versors q) {
glm_quat_rotate(m.raw, q.raw, m.raw);
return m;
}
@@ -538,7 +541,7 @@ glms_quat_rotate(mat4s m, versors q) {
*/
CGLM_INLINE
mat4s
glms_quat_rotate_at(mat4s m, versors q, vec3s pivot) {
glms_quat_(rotate_at)(mat4s m, versors q, vec3s pivot) {
glm_quat_rotate_at(m.raw, q.raw, pivot.raw);
return m;
}
@@ -556,7 +559,7 @@ glms_quat_rotate_at(mat4s m, versors q, vec3s pivot) {
*/
CGLM_INLINE
mat4s
glms_quat_rotate_atm(versors q, vec3s pivot) {
glms_quat_(rotate_atm)(versors q, vec3s pivot) {
mat4s dest;
glm_quat_rotate_atm(dest.raw, q.raw, pivot.raw);
return dest;

View File

@@ -34,6 +34,9 @@
#include "../util.h"
#include "../vec2-ext.h"
/* api definition */
#define glms_vec2_(NAME) CGLM_STRUCTAPI(vec2, NAME)
/*!
* @brief fill a vector with specified value
*
@@ -42,7 +45,7 @@
*/
CGLM_INLINE
vec2s
glms_vec2_fill(float val) {
glms_vec2_(fill)(float val) {
vec2s r;
glm_vec2_fill(r.raw, val);
return r;
@@ -56,7 +59,7 @@ glms_vec2_fill(float val) {
*/
CGLM_INLINE
bool
glms_vec2_eq(vec2s v, float val) {
glms_vec2_(eq)(vec2s v, float val) {
return glm_vec2_eq(v.raw, val);
}
@@ -68,7 +71,7 @@ glms_vec2_eq(vec2s v, float val) {
*/
CGLM_INLINE
bool
glms_vec2_eq_eps(vec2s v, float val) {
glms_vec2_(eq_eps)(vec2s v, float val) {
return glm_vec2_eq_eps(v.raw, val);
}
@@ -79,7 +82,7 @@ glms_vec2_eq_eps(vec2s v, float val) {
*/
CGLM_INLINE
bool
glms_vec2_eq_all(vec2s v) {
glms_vec2_(eq_all)(vec2s v) {
return glm_vec2_eq_all(v.raw);
}
@@ -91,7 +94,7 @@ glms_vec2_eq_all(vec2s v) {
*/
CGLM_INLINE
bool
glms_vec2_eqv(vec2s a, vec2s b) {
glms_vec2_(eqv)(vec2s a, vec2s b) {
return glm_vec2_eqv(a.raw, b.raw);
}
@@ -103,7 +106,7 @@ glms_vec2_eqv(vec2s a, vec2s b) {
*/
CGLM_INLINE
bool
glms_vec2_eqv_eps(vec2s a, vec2s b) {
glms_vec2_(eqv_eps)(vec2s a, vec2s b) {
return glm_vec2_eqv_eps(a.raw, b.raw);
}
@@ -114,7 +117,7 @@ glms_vec2_eqv_eps(vec2s a, vec2s b) {
*/
CGLM_INLINE
float
glms_vec2_max(vec2s v) {
glms_vec2_(max)(vec2s v) {
return glm_vec2_max(v.raw);
}
@@ -137,7 +140,7 @@ glms_vec2_min(vec2s v) {
*/
CGLM_INLINE
bool
glms_vec2_isnan(vec2s v) {
glms_vec2_(isnan)(vec2s v) {
return glm_vec2_isnan(v.raw);
}
@@ -149,7 +152,7 @@ glms_vec2_isnan(vec2s v) {
*/
CGLM_INLINE
bool
glms_vec2_isinf(vec2s v) {
glms_vec2_(isinf)(vec2s v) {
return glm_vec2_isinf(v.raw);
}
@@ -175,7 +178,7 @@ glms_vec2_isvalid(vec2s v) {
*/
CGLM_INLINE
vec2s
glms_vec2_sign(vec2s v) {
glms_vec2_(sign)(vec2s v) {
vec2s r;
glm_vec2_sign(v.raw, r.raw);
return r;
@@ -189,7 +192,7 @@ glms_vec2_sign(vec2s v) {
*/
CGLM_INLINE
vec2s
glms_vec2_sqrt(vec2s v) {
glms_vec2_(sqrt)(vec2s v) {
vec2s r;
glm_vec2_sqrt(v.raw, r.raw);
return r;
@@ -204,7 +207,7 @@ glms_vec2_sqrt(vec2s v) {
*/
CGLM_INLINE
vec2s
glms_vec2_complex_mul(vec2s a, vec2s b, vec2s dest) {
glms_vec2_(complex_mul)(vec2s a, vec2s b, vec2s dest) {
glm_vec2_complex_mul(a.raw, b.raw, dest.raw);
return dest;
}
@@ -218,7 +221,7 @@ glms_vec2_complex_mul(vec2s a, vec2s b, vec2s dest) {
*/
CGLM_INLINE
vec2s
glms_vec2_complex_div(vec2s a, vec2s b, vec2s dest) {
glms_vec2_(complex_div)(vec2s a, vec2s b, vec2s dest) {
glm_vec2_complex_div(a.raw, b.raw, dest.raw);
return dest;
}
@@ -231,7 +234,7 @@ glms_vec2_complex_div(vec2s a, vec2s b, vec2s dest) {
*/
CGLM_INLINE
vec2s
glms_vec2_complex_conjugate(vec2s a, vec2s dest) {
glms_vec2_(complex_conjugate)(vec2s a, vec2s dest) {
glm_vec2_complex_conjugate(a.raw, dest.raw);
return dest;
}

View File

@@ -86,7 +86,7 @@ glms_vec2(vec3s v3) {
*/
CGLM_INLINE
void
glms_vec2_pack(vec2s dst[], vec2 src[], size_t len) {
glms_vec2_(pack)(vec2s dst[], vec2 src[], size_t len) {
size_t i;
for (i = 0; i < len; i++) {
@@ -103,7 +103,7 @@ glms_vec2_pack(vec2s dst[], vec2 src[], size_t len) {
*/
CGLM_INLINE
void
glms_vec2_unpack(vec2 dst[], vec2s src[], size_t len) {
glms_vec2_(unpack)(vec2 dst[], vec2s src[], size_t len) {
size_t i;
for (i = 0; i < len; i++) {
@@ -118,7 +118,7 @@ glms_vec2_unpack(vec2 dst[], vec2s src[], size_t len) {
*/
CGLM_INLINE
vec2s
glms_vec2_zero(void) {
glms_vec2_(zero)(void) {
vec2s r;
glm_vec2_zero(r.raw);
return r;
@@ -131,7 +131,7 @@ glms_vec2_zero(void) {
*/
CGLM_INLINE
vec2s
glms_vec2_one(void) {
glms_vec2_(one)(void) {
vec2s r;
glm_vec2_one(r.raw);
return r;
@@ -147,7 +147,7 @@ glms_vec2_one(void) {
*/
CGLM_INLINE
float
glms_vec2_dot(vec2s a, vec2s b) {
glms_vec2_(dot)(vec2s a, vec2s b) {
return glm_vec2_dot(a.raw, b.raw);
}
@@ -163,7 +163,7 @@ glms_vec2_dot(vec2s a, vec2s b) {
*/
CGLM_INLINE
float
glms_vec2_cross(vec2s a, vec2s b) {
glms_vec2_(cross)(vec2s a, vec2s b) {
return glm_vec2_cross(a.raw, b.raw);
}
@@ -180,7 +180,7 @@ glms_vec2_cross(vec2s a, vec2s b) {
*/
CGLM_INLINE
float
glms_vec2_norm2(vec2s v) {
glms_vec2_(norm2)(vec2s v) {
return glm_vec2_norm2(v.raw);
}
@@ -193,7 +193,7 @@ glms_vec2_norm2(vec2s v) {
*/
CGLM_INLINE
float
glms_vec2_norm(vec2s v) {
glms_vec2_(norm)(vec2s v) {
return glm_vec2_norm(v.raw);
}
@@ -206,7 +206,7 @@ glms_vec2_norm(vec2s v) {
*/
CGLM_INLINE
vec2s
glms_vec2_add(vec2s a, vec2s b) {
glms_vec2_(add)(vec2s a, vec2s b) {
vec2s r;
glm_vec2_add(a.raw, b.raw, r.raw);
return r;
@@ -221,7 +221,7 @@ glms_vec2_add(vec2s a, vec2s b) {
*/
CGLM_INLINE
vec2s
glms_vec2_adds(vec2s a, float s) {
glms_vec2_(adds)(vec2s a, float s) {
vec2s r;
glm_vec2_adds(a.raw, s, r.raw);
return r;
@@ -236,7 +236,7 @@ glms_vec2_adds(vec2s a, float s) {
*/
CGLM_INLINE
vec2s
glms_vec2_sub(vec2s a, vec2s b) {
glms_vec2_(sub)(vec2s a, vec2s b) {
vec2s r;
glm_vec2_sub(a.raw, b.raw, r.raw);
return r;
@@ -251,7 +251,7 @@ glms_vec2_sub(vec2s a, vec2s b) {
*/
CGLM_INLINE
vec2s
glms_vec2_subs(vec2s a, float s) {
glms_vec2_(subs)(vec2s a, float s) {
vec2s r;
glm_vec2_subs(a.raw, s, r.raw);
return r;
@@ -266,7 +266,7 @@ glms_vec2_subs(vec2s a, float s) {
*/
CGLM_INLINE
vec2s
glms_vec2_mul(vec2s a, vec2s b) {
glms_vec2_(mul)(vec2s a, vec2s b) {
vec2s r;
glm_vec2_mul(a.raw, b.raw, r.raw);
return r;
@@ -281,7 +281,7 @@ glms_vec2_mul(vec2s a, vec2s b) {
*/
CGLM_INLINE
vec2s
glms_vec2_scale(vec2s v, float s) {
glms_vec2_(scale)(vec2s v, float s) {
vec2s r;
glm_vec2_scale(v.raw, s, r.raw);
return r;
@@ -296,7 +296,7 @@ glms_vec2_scale(vec2s v, float s) {
*/
CGLM_INLINE
vec2s
glms_vec2_scale_as(vec2s v, float s) {
glms_vec2_(scale_as)(vec2s v, float s) {
vec2s r;
glm_vec2_scale_as(v.raw, s, r.raw);
return r;
@@ -311,7 +311,7 @@ glms_vec2_scale_as(vec2s v, float s) {
*/
CGLM_INLINE
vec2s
glms_vec2_div(vec2s a, vec2s b) {
glms_vec2_(div)(vec2s a, vec2s b) {
vec2s r;
glm_vec2_div(a.raw, b.raw, r.raw);
return r;
@@ -326,7 +326,7 @@ glms_vec2_div(vec2s a, vec2s b) {
*/
CGLM_INLINE
vec2s
glms_vec2_divs(vec2s a, float s) {
glms_vec2_(divs)(vec2s a, float s) {
vec2s r;
glm_vec2_divs(a.raw, s, r.raw);
return r;
@@ -343,7 +343,7 @@ glms_vec2_divs(vec2s a, float s) {
*/
CGLM_INLINE
vec2s
glms_vec2_addadd(vec2s a, vec2s b, vec2s dest) {
glms_vec2_(addadd)(vec2s a, vec2s b, vec2s dest) {
glm_vec2_addadd(a.raw, b.raw, dest.raw);
return dest;
}
@@ -359,7 +359,7 @@ glms_vec2_addadd(vec2s a, vec2s b, vec2s dest) {
*/
CGLM_INLINE
vec2s
glms_vec2_subadd(vec2s a, vec2s b, vec2s dest) {
glms_vec2_(subadd)(vec2s a, vec2s b, vec2s dest) {
glm_vec2_subadd(a.raw, b.raw, dest.raw);
return dest;
}
@@ -375,7 +375,7 @@ glms_vec2_subadd(vec2s a, vec2s b, vec2s dest) {
*/
CGLM_INLINE
vec2s
glms_vec2_muladd(vec2s a, vec2s b, vec2s dest) {
glms_vec2_(muladd)(vec2s a, vec2s b, vec2s dest) {
glm_vec2_muladd(a.raw, b.raw, dest.raw);
return dest;
}
@@ -391,7 +391,7 @@ glms_vec2_muladd(vec2s a, vec2s b, vec2s dest) {
*/
CGLM_INLINE
vec2s
glms_vec2_muladds(vec2s a, float s, vec2s dest) {
glms_vec2_(muladds)(vec2s a, float s, vec2s dest) {
glm_vec2_muladds(a.raw, s, dest.raw);
return dest;
}
@@ -407,7 +407,7 @@ glms_vec2_muladds(vec2s a, float s, vec2s dest) {
*/
CGLM_INLINE
vec2s
glms_vec2_maxadd(vec2s a, vec2s b, vec2s dest) {
glms_vec2_(maxadd)(vec2s a, vec2s b, vec2s dest) {
glm_vec2_maxadd(a.raw, b.raw, dest.raw);
return dest;
}
@@ -423,7 +423,7 @@ glms_vec2_maxadd(vec2s a, vec2s b, vec2s dest) {
*/
CGLM_INLINE
vec2s
glms_vec2_minadd(vec2s a, vec2s b, vec2s dest) {
glms_vec2_(minadd)(vec2s a, vec2s b, vec2s dest) {
glm_vec2_minadd(a.raw, b.raw, dest.raw);
return dest;
}
@@ -436,7 +436,7 @@ glms_vec2_minadd(vec2s a, vec2s b, vec2s dest) {
*/
CGLM_INLINE
vec2s
glms_vec2_negate(vec2s v) {
glms_vec2_(negate)(vec2s v) {
glm_vec2_negate(v.raw);
return v;
}
@@ -449,7 +449,7 @@ glms_vec2_negate(vec2s v) {
*/
CGLM_INLINE
vec2s
glms_vec2_normalize(vec2s v) {
glms_vec2_(normalize)(vec2s v) {
glm_vec2_normalize(v.raw);
return v;
}
@@ -463,7 +463,7 @@ glms_vec2_normalize(vec2s v) {
*/
CGLM_INLINE
vec2s
glms_vec2_rotate(vec2s v, float angle) {
glms_vec2_(rotate)(vec2s v, float angle) {
vec2s r;
glm_vec2_rotate(v.raw, angle, r.raw);
return r;
@@ -478,7 +478,7 @@ glms_vec2_rotate(vec2s v, float angle) {
*/
CGLM_INLINE
float
glms_vec2_distance(vec2s a, vec2s b) {
glms_vec2_(distance)(vec2s a, vec2s b) {
return glm_vec2_distance(a.raw, b.raw);
}
@@ -491,7 +491,7 @@ glms_vec2_distance(vec2s a, vec2s b) {
*/
CGLM_INLINE
float
glms_vec2_distance2(vec2s a, vec2s b) {
glms_vec2_(distance2)(vec2s a, vec2s b) {
return glm_vec2_distance2(a.raw, b.raw);
}
@@ -504,7 +504,7 @@ glms_vec2_distance2(vec2s a, vec2s b) {
*/
CGLM_INLINE
vec2s
glms_vec2_maxv(vec2s a, vec2s b) {
glms_vec2_(maxv)(vec2s a, vec2s b) {
vec2s r;
glm_vec2_maxv(a.raw, b.raw, r.raw);
return r;
@@ -519,7 +519,7 @@ glms_vec2_maxv(vec2s a, vec2s b) {
*/
CGLM_INLINE
vec2s
glms_vec2_minv(vec2s a, vec2s b) {
glms_vec2_(minv)(vec2s a, vec2s b) {
vec2s r;
glm_vec2_minv(a.raw, b.raw, r.raw);
return r;
@@ -535,7 +535,7 @@ glms_vec2_minv(vec2s a, vec2s b) {
*/
CGLM_INLINE
vec2s
glms_vec2_clamp(vec2s v, float minVal, float maxVal) {
glms_vec2_(clamp)(vec2s v, float minVal, float maxVal) {
glm_vec2_clamp(v.raw, minVal, maxVal);
return v;
}
@@ -552,7 +552,7 @@ glms_vec2_clamp(vec2s v, float minVal, float maxVal) {
*/
CGLM_INLINE
vec2s
glms_vec2_lerp(vec2s from, vec2s to, float t) {
glms_vec2_(lerp)(vec2s from, vec2s to, float t) {
vec2s r;
glm_vec2_lerp(from.raw, to.raw, t, r.raw);
return r;

View File

@@ -38,6 +38,9 @@
#include "../util.h"
#include "../vec3-ext.h"
/* api definition */
#define glms_vec3_(NAME) CGLM_STRUCTAPI(vec3, NAME)
/*!
* @brief fill a vector with specified value
*
@@ -46,7 +49,7 @@
*/
CGLM_INLINE
vec3s
glms_vec3_broadcast(float val) {
glms_vec3_(broadcast)(float val) {
vec3s r;
glm_vec3_broadcast(val, r.raw);
return r;
@@ -60,7 +63,7 @@ glms_vec3_broadcast(float val) {
*/
CGLM_INLINE
vec3s
glms_vec3_fill(float val) {
glms_vec3_(fill)(float val) {
vec3s r;
glm_vec3_fill(r.raw, val);
return r;
@@ -74,7 +77,7 @@ glms_vec3_fill(float val) {
*/
CGLM_INLINE
bool
glms_vec3_eq(vec3s v, float val) {
glms_vec3_(eq)(vec3s v, float val) {
return glm_vec3_eq(v.raw, val);
}
@@ -86,7 +89,7 @@ glms_vec3_eq(vec3s v, float val) {
*/
CGLM_INLINE
bool
glms_vec3_eq_eps(vec3s v, float val) {
glms_vec3_(eq_eps)(vec3s v, float val) {
return glm_vec3_eq_eps(v.raw, val);
}
@@ -97,7 +100,7 @@ glms_vec3_eq_eps(vec3s v, float val) {
*/
CGLM_INLINE
bool
glms_vec3_eq_all(vec3s v) {
glms_vec3_(eq_all)(vec3s v) {
return glm_vec3_eq_all(v.raw);
}
@@ -109,7 +112,7 @@ glms_vec3_eq_all(vec3s v) {
*/
CGLM_INLINE
bool
glms_vec3_eqv(vec3s a, vec3s b) {
glms_vec3_(eqv)(vec3s a, vec3s b) {
return glm_vec3_eqv(a.raw, b.raw);
}
@@ -121,7 +124,7 @@ glms_vec3_eqv(vec3s a, vec3s b) {
*/
CGLM_INLINE
bool
glms_vec3_eqv_eps(vec3s a, vec3s b) {
glms_vec3_(eqv_eps)(vec3s a, vec3s b) {
return glm_vec3_eqv_eps(a.raw, b.raw);
}
@@ -132,7 +135,7 @@ glms_vec3_eqv_eps(vec3s a, vec3s b) {
*/
CGLM_INLINE
float
glms_vec3_max(vec3s v) {
glms_vec3_(max)(vec3s v) {
return glm_vec3_max(v.raw);
}
@@ -143,7 +146,7 @@ glms_vec3_max(vec3s v) {
*/
CGLM_INLINE
float
glms_vec3_min(vec3s v) {
glms_vec3_(min)(vec3s v) {
return glm_vec3_min(v.raw);
}
@@ -155,7 +158,7 @@ glms_vec3_min(vec3s v) {
*/
CGLM_INLINE
bool
glms_vec3_isnan(vec3s v) {
glms_vec3_(isnan)(vec3s v) {
return glm_vec3_isnan(v.raw);
}
@@ -167,7 +170,7 @@ glms_vec3_isnan(vec3s v) {
*/
CGLM_INLINE
bool
glms_vec3_isinf(vec3s v) {
glms_vec3_(isinf)(vec3s v) {
return glm_vec3_isinf(v.raw);
}
@@ -179,7 +182,7 @@ glms_vec3_isinf(vec3s v) {
*/
CGLM_INLINE
bool
glms_vec3_isvalid(vec3s v) {
glms_vec3_(isvalid)(vec3s v) {
return glm_vec3_isvalid(v.raw);
}
@@ -193,7 +196,7 @@ glms_vec3_isvalid(vec3s v) {
*/
CGLM_INLINE
vec3s
glms_vec3_sign(vec3s v) {
glms_vec3_(sign)(vec3s v) {
vec3s r;
glm_vec3_sign(v.raw, r.raw);
return r;
@@ -207,7 +210,7 @@ glms_vec3_sign(vec3s v) {
*/
CGLM_INLINE
vec3s
glms_vec3_abs(vec3s v) {
glms_vec3_(abs)(vec3s v) {
vec3s r;
glm_vec3_abs(v.raw, r.raw);
return r;
@@ -221,7 +224,7 @@ glms_vec3_abs(vec3s v) {
*/
CGLM_INLINE
vec3s
glms_vec3_fract(vec3s v) {
glms_vec3_(fract)(vec3s v) {
vec3s r;
glm_vec3_fract(v.raw, r.raw);
return r;
@@ -236,7 +239,7 @@ glms_vec3_fract(vec3s v) {
*/
CGLM_INLINE
float
glms_vec3_hadd(vec3s v) {
glms_vec3_(hadd)(vec3s v) {
return glm_vec3_hadd(v.raw);
}
@@ -248,7 +251,7 @@ glms_vec3_hadd(vec3s v) {
*/
CGLM_INLINE
vec3s
glms_vec3_sqrt(vec3s v) {
glms_vec3_(sqrt)(vec3s v) {
vec3s r;
glm_vec3_sqrt(v.raw, r.raw);
return r;

View File

@@ -119,7 +119,7 @@ glms_vec3(vec4s v4) {
*/
CGLM_INLINE
void
glms_vec3_pack(vec3s dst[], vec3 src[], size_t len) {
glms_vec3_(pack)(vec3s dst[], vec3 src[], size_t len) {
size_t i;
for (i = 0; i < len; i++) {
@@ -136,7 +136,7 @@ glms_vec3_pack(vec3s dst[], vec3 src[], size_t len) {
*/
CGLM_INLINE
void
glms_vec3_unpack(vec3 dst[], vec3s src[], size_t len) {
glms_vec3_(unpack)(vec3 dst[], vec3s src[], size_t len) {
size_t i;
for (i = 0; i < len; i++) {
@@ -151,7 +151,7 @@ glms_vec3_unpack(vec3 dst[], vec3s src[], size_t len) {
*/
CGLM_INLINE
vec3s
glms_vec3_zero(void) {
glms_vec3_(zero)(void) {
vec3s r;
glm_vec3_zero(r.raw);
return r;
@@ -164,7 +164,7 @@ glms_vec3_zero(void) {
*/
CGLM_INLINE
vec3s
glms_vec3_one(void) {
glms_vec3_(one)(void) {
vec3s r;
glm_vec3_one(r.raw);
return r;
@@ -180,7 +180,7 @@ glms_vec3_one(void) {
*/
CGLM_INLINE
float
glms_vec3_dot(vec3s a, vec3s b) {
glms_vec3_(dot)(vec3s a, vec3s b) {
return glm_vec3_dot(a.raw, b.raw);
}
@@ -197,7 +197,7 @@ glms_vec3_dot(vec3s a, vec3s b) {
*/
CGLM_INLINE
float
glms_vec3_norm2(vec3s v) {
glms_vec3_(norm2)(vec3s v) {
return glm_vec3_norm2(v.raw);
}
@@ -210,7 +210,7 @@ glms_vec3_norm2(vec3s v) {
*/
CGLM_INLINE
float
glms_vec3_norm(vec3s v) {
glms_vec3_(norm)(vec3s v) {
return glm_vec3_norm(v.raw);
}
@@ -230,7 +230,7 @@ glms_vec3_norm(vec3s v) {
*/
CGLM_INLINE
float
glms_vec3_norm_one(vec3s v) {
glms_vec3_(norm_one)(vec3s v) {
return glm_vec3_norm_one(v.raw);
}
@@ -249,7 +249,7 @@ glms_vec3_norm_one(vec3s v) {
*/
CGLM_INLINE
float
glms_vec3_norm_inf(vec3s v) {
glms_vec3_(norm_inf)(vec3s v) {
return glm_vec3_norm_inf(v.raw);
}
@@ -262,7 +262,7 @@ glms_vec3_norm_inf(vec3s v) {
*/
CGLM_INLINE
vec3s
glms_vec3_add(vec3s a, vec3s b) {
glms_vec3_(add)(vec3s a, vec3s b) {
vec3s r;
glm_vec3_add(a.raw, b.raw, r.raw);
return r;
@@ -277,7 +277,7 @@ glms_vec3_add(vec3s a, vec3s b) {
*/
CGLM_INLINE
vec3s
glms_vec3_adds(vec3s a, float s) {
glms_vec3_(adds)(vec3s a, float s) {
vec3s r;
glm_vec3_adds(a.raw, s, r.raw);
return r;
@@ -292,7 +292,7 @@ glms_vec3_adds(vec3s a, float s) {
*/
CGLM_INLINE
vec3s
glms_vec3_sub(vec3s a, vec3s b) {
glms_vec3_(sub)(vec3s a, vec3s b) {
vec3s r;
glm_vec3_sub(a.raw, b.raw, r.raw);
return r;
@@ -307,7 +307,7 @@ glms_vec3_sub(vec3s a, vec3s b) {
*/
CGLM_INLINE
vec3s
glms_vec3_subs(vec3s a, float s) {
glms_vec3_(subs)(vec3s a, float s) {
vec3s r;
glm_vec3_subs(a.raw, s, r.raw);
return r;
@@ -322,7 +322,7 @@ glms_vec3_subs(vec3s a, float s) {
*/
CGLM_INLINE
vec3s
glms_vec3_mul(vec3s a, vec3s b) {
glms_vec3_(mul)(vec3s a, vec3s b) {
vec3s r;
glm_vec3_mul(a.raw, b.raw, r.raw);
return r;
@@ -337,7 +337,7 @@ glms_vec3_mul(vec3s a, vec3s b) {
*/
CGLM_INLINE
vec3s
glms_vec3_scale(vec3s v, float s) {
glms_vec3_(scale)(vec3s v, float s) {
vec3s r;
glm_vec3_scale(v.raw, s, r.raw);
return r;
@@ -352,7 +352,7 @@ glms_vec3_scale(vec3s v, float s) {
*/
CGLM_INLINE
vec3s
glms_vec3_scale_as(vec3s v, float s) {
glms_vec3_(scale_as)(vec3s v, float s) {
vec3s r;
glm_vec3_scale_as(v.raw, s, r.raw);
return r;
@@ -367,7 +367,7 @@ glms_vec3_scale_as(vec3s v, float s) {
*/
CGLM_INLINE
vec3s
glms_vec3_div(vec3s a, vec3s b) {
glms_vec3_(div)(vec3s a, vec3s b) {
vec3s r;
glm_vec3_div(a.raw, b.raw, r.raw);
return r;
@@ -382,7 +382,7 @@ glms_vec3_div(vec3s a, vec3s b) {
*/
CGLM_INLINE
vec3s
glms_vec3_divs(vec3s a, float s) {
glms_vec3_(divs)(vec3s a, float s) {
vec3s r;
glm_vec3_divs(a.raw, s, r.raw);
return r;
@@ -399,7 +399,7 @@ glms_vec3_divs(vec3s a, float s) {
*/
CGLM_INLINE
vec3s
glms_vec3_addadd(vec3s a, vec3s b, vec3s dest) {
glms_vec3_(addadd)(vec3s a, vec3s b, vec3s dest) {
glm_vec3_addadd(a.raw, b.raw, dest.raw);
return dest;
}
@@ -415,7 +415,7 @@ glms_vec3_addadd(vec3s a, vec3s b, vec3s dest) {
*/
CGLM_INLINE
vec3s
glms_vec3_subadd(vec3s a, vec3s b, vec3s dest) {
glms_vec3_(subadd)(vec3s a, vec3s b, vec3s dest) {
glm_vec3_subadd(a.raw, b.raw, dest.raw);
return dest;
}
@@ -431,7 +431,7 @@ glms_vec3_subadd(vec3s a, vec3s b, vec3s dest) {
*/
CGLM_INLINE
vec3s
glms_vec3_muladd(vec3s a, vec3s b, vec3s dest) {
glms_vec3_(muladd)(vec3s a, vec3s b, vec3s dest) {
glm_vec3_muladd(a.raw, b.raw, dest.raw);
return dest;
}
@@ -447,7 +447,7 @@ glms_vec3_muladd(vec3s a, vec3s b, vec3s dest) {
*/
CGLM_INLINE
vec3s
glms_vec3_muladds(vec3s a, float s, vec3s dest) {
glms_vec3_(muladds)(vec3s a, float s, vec3s dest) {
glm_vec3_muladds(a.raw, s, dest.raw);
return dest;
}
@@ -463,7 +463,7 @@ glms_vec3_muladds(vec3s a, float s, vec3s dest) {
*/
CGLM_INLINE
vec3s
glms_vec3_maxadd(vec3s a, vec3s b, vec3s dest) {
glms_vec3_(maxadd)(vec3s a, vec3s b, vec3s dest) {
glm_vec3_maxadd(a.raw, b.raw, dest.raw);
return dest;
}
@@ -479,7 +479,7 @@ glms_vec3_maxadd(vec3s a, vec3s b, vec3s dest) {
*/
CGLM_INLINE
vec3s
glms_vec3_minadd(vec3s a, vec3s b, vec3s dest) {
glms_vec3_(minadd)(vec3s a, vec3s b, vec3s dest) {
glm_vec3_minadd(a.raw, b.raw, dest.raw);
return dest;
}
@@ -492,7 +492,7 @@ glms_vec3_minadd(vec3s a, vec3s b, vec3s dest) {
*/
CGLM_INLINE
vec3s
glms_vec3_flipsign(vec3s v) {
glms_vec3_(flipsign)(vec3s v) {
glm_vec3_flipsign(v.raw);
return v;
}
@@ -505,7 +505,7 @@ glms_vec3_flipsign(vec3s v) {
*/
CGLM_INLINE
vec3s
glms_vec3_negate(vec3s v) {
glms_vec3_(negate)(vec3s v) {
glm_vec3_negate(v.raw);
return v;
}
@@ -518,7 +518,7 @@ glms_vec3_negate(vec3s v) {
*/
CGLM_INLINE
vec3s
glms_vec3_normalize(vec3s v) {
glms_vec3_(normalize)(vec3s v) {
glm_vec3_normalize(v.raw);
return v;
}
@@ -532,7 +532,7 @@ glms_vec3_normalize(vec3s v) {
*/
CGLM_INLINE
vec3s
glms_vec3_cross(vec3s a, vec3s b) {
glms_vec3_(cross)(vec3s a, vec3s b) {
vec3s r;
glm_vec3_cross(a.raw, b.raw, r.raw);
return r;
@@ -547,7 +547,7 @@ glms_vec3_cross(vec3s a, vec3s b) {
*/
CGLM_INLINE
vec3s
glms_vec3_crossn(vec3s a, vec3s b) {
glms_vec3_(crossn)(vec3s a, vec3s b) {
vec3s r;
glm_vec3_crossn(a.raw, b.raw, r.raw);
return r;
@@ -563,7 +563,7 @@ glms_vec3_crossn(vec3s a, vec3s b) {
*/
CGLM_INLINE
float
glms_vec3_angle(vec3s a, vec3s b) {
glms_vec3_(angle)(vec3s a, vec3s b) {
return glm_vec3_angle(a.raw, b.raw);
}
@@ -577,7 +577,7 @@ glms_vec3_angle(vec3s a, vec3s b) {
*/
CGLM_INLINE
vec3s
glms_vec3_rotate(vec3s v, float angle, vec3s axis) {
glms_vec3_(rotate)(vec3s v, float angle, vec3s axis) {
glm_vec3_rotate(v.raw, angle, axis.raw);
return v;
}
@@ -597,7 +597,7 @@ glms_vec3_rotate(vec3s v, float angle, vec3s axis) {
*/
CGLM_INLINE
vec3s
glms_vec3_rotate_m4(mat4s m, vec3s v) {
glms_vec3_(rotate_m4)(mat4s m, vec3s v) {
vec3s r;
glm_vec3_rotate_m4(m.raw, v.raw, r.raw);
return r;
@@ -612,7 +612,7 @@ glms_vec3_rotate_m4(mat4s m, vec3s v) {
*/
CGLM_INLINE
vec3s
glms_vec3_rotate_m3(mat3s m, vec3s v) {
glms_vec3_(rotate_m3)(mat3s m, vec3s v) {
vec3s r;
glm_vec3_rotate_m3(m.raw, v.raw, r.raw);
return r;
@@ -627,7 +627,7 @@ glms_vec3_rotate_m3(mat3s m, vec3s v) {
*/
CGLM_INLINE
vec3s
glms_vec3_proj(vec3s a, vec3s b) {
glms_vec3_(proj)(vec3s a, vec3s b) {
vec3s r;
glm_vec3_proj(a.raw, b.raw, r.raw);
return r;
@@ -642,7 +642,7 @@ glms_vec3_proj(vec3s a, vec3s b) {
*/
CGLM_INLINE
vec3s
glms_vec3_center(vec3s a, vec3s b) {
glms_vec3_(center)(vec3s a, vec3s b) {
vec3s r;
glm_vec3_center(a.raw, b.raw, r.raw);
return r;
@@ -657,7 +657,7 @@ glms_vec3_center(vec3s a, vec3s b) {
*/
CGLM_INLINE
float
glms_vec3_distance(vec3s a, vec3s b) {
glms_vec3_(distance)(vec3s a, vec3s b) {
return glm_vec3_distance(a.raw, b.raw);
}
@@ -670,7 +670,7 @@ glms_vec3_distance(vec3s a, vec3s b) {
*/
CGLM_INLINE
float
glms_vec3_distance2(vec3s a, vec3s b) {
glms_vec3_(distance2)(vec3s a, vec3s b) {
return glm_vec3_distance2(a.raw, b.raw);
}
@@ -683,7 +683,7 @@ glms_vec3_distance2(vec3s a, vec3s b) {
*/
CGLM_INLINE
vec3s
glms_vec3_maxv(vec3s a, vec3s b) {
glms_vec3_(maxv)(vec3s a, vec3s b) {
vec3s r;
glm_vec3_maxv(a.raw, b.raw, r.raw);
return r;
@@ -698,7 +698,7 @@ glms_vec3_maxv(vec3s a, vec3s b) {
*/
CGLM_INLINE
vec3s
glms_vec3_minv(vec3s a, vec3s b) {
glms_vec3_(minv)(vec3s a, vec3s b) {
vec3s r;
glm_vec3_minv(a.raw, b.raw, r.raw);
return r;
@@ -712,7 +712,7 @@ glms_vec3_minv(vec3s a, vec3s b) {
*/
CGLM_INLINE
vec3s
glms_vec3_ortho(vec3s v) {
glms_vec3_(ortho)(vec3s v) {
vec3s r;
glm_vec3_ortho(v.raw, r.raw);
return r;
@@ -728,7 +728,7 @@ glms_vec3_ortho(vec3s v) {
*/
CGLM_INLINE
vec3s
glms_vec3_clamp(vec3s v, float minVal, float maxVal) {
glms_vec3_(clamp)(vec3s v, float minVal, float maxVal) {
glm_vec3_clamp(v.raw, minVal, maxVal);
return v;
}
@@ -745,7 +745,7 @@ glms_vec3_clamp(vec3s v, float minVal, float maxVal) {
*/
CGLM_INLINE
vec3s
glms_vec3_lerp(vec3s from, vec3s to, float t) {
glms_vec3_(lerp)(vec3s from, vec3s to, float t) {
vec3s r;
glm_vec3_lerp(from.raw, to.raw, t, r.raw);
return r;
@@ -763,7 +763,7 @@ glms_vec3_lerp(vec3s from, vec3s to, float t) {
*/
CGLM_INLINE
vec3s
glms_vec3_lerpc(vec3s from, vec3s to, float t) {
glms_vec3_(lerpc)(vec3s from, vec3s to, float t) {
vec3s r;
glm_vec3_lerpc(from.raw, to.raw, t, r.raw);
return r;
@@ -781,7 +781,7 @@ glms_vec3_lerpc(vec3s from, vec3s to, float t) {
*/
CGLM_INLINE
vec3s
glms_vec3_mix(vec3s from, vec3s to, float t) {
glms_vec3_(mix)(vec3s from, vec3s to, float t) {
vec3s r;
glm_vec3_mix(from.raw, to.raw, t, r.raw);
return r;
@@ -799,7 +799,7 @@ glms_vec3_mix(vec3s from, vec3s to, float t) {
*/
CGLM_INLINE
vec3s
glms_vec3_mixc(vec3s from, vec3s to, float t) {
glms_vec3_(mixc)(vec3s from, vec3s to, float t) {
vec3s r;
glm_vec3_mixc(from.raw, to.raw, t, r.raw);
return r;
@@ -814,7 +814,7 @@ glms_vec3_mixc(vec3s from, vec3s to, float t) {
*/
CGLM_INLINE
vec3s
glms_vec3_step_uni(float edge, vec3s x) {
glms_vec3_(step_uni)(float edge, vec3s x) {
vec3s r;
glm_vec3_step_uni(edge, x.raw, r.raw);
return r;
@@ -829,7 +829,7 @@ glms_vec3_step_uni(float edge, vec3s x) {
*/
CGLM_INLINE
vec3s
glms_vec3_step(vec3s edge, vec3s x) {
glms_vec3_(step)(vec3s edge, vec3s x) {
vec3s r;
glm_vec3_step(edge.raw, x.raw, r.raw);
return r;
@@ -845,7 +845,7 @@ glms_vec3_step(vec3s edge, vec3s x) {
*/
CGLM_INLINE
vec3s
glms_vec3_smoothstep_uni(float edge0, float edge1, vec3s x) {
glms_vec3_(smoothstep_uni)(float edge0, float edge1, vec3s x) {
vec3s r;
glm_vec3_smoothstep_uni(edge0, edge1, x.raw, r.raw);
return r;
@@ -861,7 +861,7 @@ glms_vec3_smoothstep_uni(float edge0, float edge1, vec3s x) {
*/
CGLM_INLINE
vec3s
glms_vec3_smoothstep(vec3s edge0, vec3s edge1, vec3s x) {
glms_vec3_(smoothstep)(vec3s edge0, vec3s edge1, vec3s x) {
vec3s r;
glm_vec3_smoothstep(edge0.raw, edge1.raw, x.raw, r.raw);
return r;
@@ -879,7 +879,7 @@ glms_vec3_smoothstep(vec3s edge0, vec3s edge1, vec3s x) {
*/
CGLM_INLINE
vec3s
glms_vec3_smoothinterp(vec3s from, vec3s to, float t) {
glms_vec3_(smoothinterp)(vec3s from, vec3s to, float t) {
vec3s r;
glm_vec3_smoothinterp(from.raw, to.raw, t, r.raw);
return r;
@@ -897,7 +897,7 @@ glms_vec3_smoothinterp(vec3s from, vec3s to, float t) {
*/
CGLM_INLINE
vec3s
glms_vec3_smoothinterpc(vec3s from, vec3s to, float t) {
glms_vec3_(smoothinterpc)(vec3s from, vec3s to, float t) {
vec3s r;
glm_vec3_smoothinterpc(from.raw, to.raw, t, r.raw);
return r;
@@ -961,7 +961,7 @@ glms_normalize(vec3s v) {
*/
CGLM_INLINE
vec3s
glms_vec3_swizzle(vec3s v, int mask) {
glms_vec3_(swizzle)(vec3s v, int mask) {
vec3s dest;
glm_vec3_swizzle(v.raw, mask, dest.raw);
return dest;

View File

@@ -38,6 +38,9 @@
#include "../util.h"
#include "../vec4-ext.h"
/* api definition */
#define glms_vec4_(NAME) CGLM_STRUCTAPI(vec4, NAME)
/*!
* @brief fill a vector with specified value
*
@@ -46,7 +49,7 @@
*/
CGLM_INLINE
vec4s
glms_vec4_broadcast(float val) {
glms_vec4_(broadcast)(float val) {
vec4s r;
glm_vec4_broadcast(val, r.raw);
return r;
@@ -60,7 +63,7 @@ glms_vec4_broadcast(float val) {
*/
CGLM_INLINE
vec4s
glms_vec4_fill(float val) {
glms_vec4_(fill)(float val) {
vec4s r;
glm_vec4_fill(r.raw, val);
return r;
@@ -74,7 +77,7 @@ glms_vec4_fill(float val) {
*/
CGLM_INLINE
bool
glms_vec4_eq(vec4s v, float val) {
glms_vec4_(eq)(vec4s v, float val) {
return glm_vec4_eq(v.raw, val);
}
@@ -86,7 +89,7 @@ glms_vec4_eq(vec4s v, float val) {
*/
CGLM_INLINE
bool
glms_vec4_eq_eps(vec4s v, float val) {
glms_vec4_(eq_eps)(vec4s v, float val) {
return glm_vec4_eq_eps(v.raw, val);
}
@@ -97,7 +100,7 @@ glms_vec4_eq_eps(vec4s v, float val) {
*/
CGLM_INLINE
bool
glms_vec4_eq_all(vec4s v) {
glms_vec4_(eq_all)(vec4s v) {
return glm_vec4_eq_all(v.raw);
}
@@ -109,7 +112,7 @@ glms_vec4_eq_all(vec4s v) {
*/
CGLM_INLINE
bool
glms_vec4_eqv(vec4s a, vec4s b) {
glms_vec4_(eqv)(vec4s a, vec4s b) {
return glm_vec4_eqv(a.raw, b.raw);
}
@@ -121,7 +124,7 @@ glms_vec4_eqv(vec4s a, vec4s b) {
*/
CGLM_INLINE
bool
glms_vec4_eqv_eps(vec4s a, vec4s b) {
glms_vec4_(eqv_eps)(vec4s a, vec4s b) {
return glm_vec4_eqv_eps(a.raw, b.raw);
}
@@ -132,7 +135,7 @@ glms_vec4_eqv_eps(vec4s a, vec4s b) {
*/
CGLM_INLINE
float
glms_vec4_max(vec4s v) {
glms_vec4_(max)(vec4s v) {
return glm_vec4_max(v.raw);
}
@@ -143,7 +146,7 @@ glms_vec4_max(vec4s v) {
*/
CGLM_INLINE
float
glms_vec4_min(vec4s v) {
glms_vec4_(min)(vec4s v) {
return glm_vec4_min(v.raw);
}
@@ -155,7 +158,7 @@ glms_vec4_min(vec4s v) {
*/
CGLM_INLINE
bool
glms_vec4_isnan(vec4s v) {
glms_vec4_(isnan)(vec4s v) {
return glm_vec4_isnan(v.raw);
}
@@ -167,7 +170,7 @@ glms_vec4_isnan(vec4s v) {
*/
CGLM_INLINE
bool
glms_vec4_isinf(vec4s v) {
glms_vec4_(isinf)(vec4s v) {
return glm_vec4_isinf(v.raw);
}
@@ -179,7 +182,7 @@ glms_vec4_isinf(vec4s v) {
*/
CGLM_INLINE
bool
glms_vec4_isvalid(vec4s v) {
glms_vec4_(isvalid)(vec4s v) {
return glm_vec4_isvalid(v.raw);
}
@@ -193,7 +196,7 @@ glms_vec4_isvalid(vec4s v) {
*/
CGLM_INLINE
vec4s
glms_vec4_sign(vec4s v) {
glms_vec4_(sign)(vec4s v) {
vec4s r;
glm_vec4_sign(v.raw, r.raw);
return r;
@@ -207,7 +210,7 @@ glms_vec4_sign(vec4s v) {
*/
CGLM_INLINE
vec4s
glms_vec4_abs(vec4s v) {
glms_vec4_(abs)(vec4s v) {
vec4s r;
glm_vec4_abs(v.raw, r.raw);
return r;
@@ -221,7 +224,7 @@ glms_vec4_abs(vec4s v) {
*/
CGLM_INLINE
vec4s
glms_vec4_fract(vec4s v) {
glms_vec4_(fract)(vec4s v) {
vec4s r;
glm_vec4_fract(v.raw, r.raw);
return r;
@@ -236,7 +239,7 @@ glms_vec4_fract(vec4s v) {
*/
CGLM_INLINE
float
glms_vec4_hadd(vec4s v) {
glms_vec4_(hadd)(vec4s v) {
return glm_vec4_hadd(v.raw);
}
@@ -248,7 +251,7 @@ glms_vec4_hadd(vec4s v) {
*/
CGLM_INLINE
vec4s
glms_vec4_sqrt(vec4s v) {
glms_vec4_(sqrt)(vec4s v) {
vec4s r;
glm_vec4_sqrt(v.raw, r.raw);
return r;

View File

@@ -103,7 +103,7 @@ glms_vec4(vec3s v3, float last) {
*/
CGLM_INLINE
vec3s
glms_vec4_copy3(vec4s v) {
glms_vec4_(copy3)(vec4s v) {
vec3s r;
glm_vec4_copy3(v.raw, r.raw);
return r;
@@ -117,7 +117,7 @@ glms_vec4_copy3(vec4s v) {
*/
CGLM_INLINE
vec4s
glms_vec4_copy(vec4s v) {
glms_vec4_(copy)(vec4s v) {
vec4s r;
glm_vec4_copy(v.raw, r.raw);
return r;
@@ -133,7 +133,7 @@ glms_vec4_copy(vec4s v) {
*/
CGLM_INLINE
vec4s
glms_vec4_ucopy(vec4s v) {
glms_vec4_(ucopy)(vec4s v) {
vec4s r;
glm_vec4_ucopy(v.raw, r.raw);
return r;
@@ -148,7 +148,7 @@ glms_vec4_ucopy(vec4s v) {
*/
CGLM_INLINE
void
glms_vec4_pack(vec4s dst[], vec4 src[], size_t len) {
glms_vec4_(pack)(vec4s dst[], vec4 src[], size_t len) {
size_t i;
for (i = 0; i < len; i++) {
@@ -165,7 +165,7 @@ glms_vec4_pack(vec4s dst[], vec4 src[], size_t len) {
*/
CGLM_INLINE
void
glms_vec4_unpack(vec4 dst[], vec4s src[], size_t len) {
glms_vec4_(unpack)(vec4 dst[], vec4s src[], size_t len) {
size_t i;
for (i = 0; i < len; i++) {
@@ -180,7 +180,7 @@ glms_vec4_unpack(vec4 dst[], vec4s src[], size_t len) {
*/
CGLM_INLINE
vec4s
glms_vec4_zero(void) {
glms_vec4_(zero)(void) {
vec4s r;
glm_vec4_zero(r.raw);
return r;
@@ -193,7 +193,7 @@ glms_vec4_zero(void) {
*/
CGLM_INLINE
vec4s
glms_vec4_one(void) {
glms_vec4_(one)(void) {
vec4s r;
glm_vec4_one(r.raw);
return r;
@@ -209,7 +209,7 @@ glms_vec4_one(void) {
*/
CGLM_INLINE
float
glms_vec4_dot(vec4s a, vec4s b) {
glms_vec4_(dot)(vec4s a, vec4s b) {
return glm_vec4_dot(a.raw, b.raw);
}
@@ -226,7 +226,7 @@ glms_vec4_dot(vec4s a, vec4s b) {
*/
CGLM_INLINE
float
glms_vec4_norm2(vec4s v) {
glms_vec4_(norm2)(vec4s v) {
return glm_vec4_norm2(v.raw);
}
@@ -239,7 +239,7 @@ glms_vec4_norm2(vec4s v) {
*/
CGLM_INLINE
float
glms_vec4_norm(vec4s v) {
glms_vec4_(norm)(vec4s v) {
return glm_vec4_norm(v.raw);
}
@@ -259,7 +259,7 @@ glms_vec4_norm(vec4s v) {
*/
CGLM_INLINE
float
glms_vec4_norm_one(vec4s v) {
glms_vec4_(norm_one)(vec4s v) {
return glm_vec4_norm_one(v.raw);
}
@@ -278,7 +278,7 @@ glms_vec4_norm_one(vec4s v) {
*/
CGLM_INLINE
float
glms_vec4_norm_inf(vec4s v) {
glms_vec4_(norm_inf)(vec4s v) {
return glm_vec4_norm_inf(v.raw);
}
@@ -291,7 +291,7 @@ glms_vec4_norm_inf(vec4s v) {
*/
CGLM_INLINE
vec4s
glms_vec4_add(vec4s a, vec4s b) {
glms_vec4_(add)(vec4s a, vec4s b) {
vec4s r;
glm_vec4_add(a.raw, b.raw, r.raw);
return r;
@@ -306,7 +306,7 @@ glms_vec4_add(vec4s a, vec4s b) {
*/
CGLM_INLINE
vec4s
glms_vec4_adds(vec4s v, float s) {
glms_vec4_(adds)(vec4s v, float s) {
vec4s r;
glm_vec4_adds(v.raw, s, r.raw);
return r;
@@ -321,7 +321,7 @@ glms_vec4_adds(vec4s v, float s) {
*/
CGLM_INLINE
vec4s
glms_vec4_sub(vec4s a, vec4s b) {
glms_vec4_(sub)(vec4s a, vec4s b) {
vec4s r;
glm_vec4_sub(a.raw, b.raw, r.raw);
return r;
@@ -336,7 +336,7 @@ glms_vec4_sub(vec4s a, vec4s b) {
*/
CGLM_INLINE
vec4s
glms_vec4_subs(vec4s v, float s) {
glms_vec4_(subs)(vec4s v, float s) {
vec4s r;
glm_vec4_subs(v.raw, s, r.raw);
return r;
@@ -351,7 +351,7 @@ glms_vec4_subs(vec4s v, float s) {
*/
CGLM_INLINE
vec4s
glms_vec4_mul(vec4s a, vec4s b) {
glms_vec4_(mul)(vec4s a, vec4s b) {
vec4s r;
glm_vec4_mul(a.raw, b.raw, r.raw);
return r;
@@ -366,7 +366,7 @@ glms_vec4_mul(vec4s a, vec4s b) {
*/
CGLM_INLINE
vec4s
glms_vec4_scale(vec4s v, float s) {
glms_vec4_(scale)(vec4s v, float s) {
vec4s r;
glm_vec4_scale(v.raw, s, r.raw);
return r;
@@ -381,7 +381,7 @@ glms_vec4_scale(vec4s v, float s) {
*/
CGLM_INLINE
vec4s
glms_vec4_scale_as(vec4s v, float s) {
glms_vec4_(scale_as)(vec4s v, float s) {
vec4s r;
glm_vec4_scale_as(v.raw, s, r.raw);
return r;
@@ -396,7 +396,7 @@ glms_vec4_scale_as(vec4s v, float s) {
*/
CGLM_INLINE
vec4s
glms_vec4_div(vec4s a, vec4s b) {
glms_vec4_(div)(vec4s a, vec4s b) {
vec4s r;
glm_vec4_div(a.raw, b.raw, r.raw);
return r;
@@ -411,7 +411,7 @@ glms_vec4_div(vec4s a, vec4s b) {
*/
CGLM_INLINE
vec4s
glms_vec4_divs(vec4s v, float s) {
glms_vec4_(divs)(vec4s v, float s) {
vec4s r;
glm_vec4_divs(v.raw, s, r.raw);
return r;
@@ -428,7 +428,7 @@ glms_vec4_divs(vec4s v, float s) {
*/
CGLM_INLINE
vec4s
glms_vec4_addadd(vec4s a, vec4s b, vec4s dest) {
glms_vec4_(addadd)(vec4s a, vec4s b, vec4s dest) {
glm_vec4_addadd(a.raw, b.raw, dest.raw);
return dest;
}
@@ -444,7 +444,7 @@ glms_vec4_addadd(vec4s a, vec4s b, vec4s dest) {
*/
CGLM_INLINE
vec4s
glms_vec4_subadd(vec4s a, vec4s b, vec4s dest) {
glms_vec4_(subadd)(vec4s a, vec4s b, vec4s dest) {
glm_vec4_subadd(a.raw, b.raw, dest.raw);
return dest;
}
@@ -460,7 +460,7 @@ glms_vec4_subadd(vec4s a, vec4s b, vec4s dest) {
*/
CGLM_INLINE
vec4s
glms_vec4_muladd(vec4s a, vec4s b, vec4s dest) {
glms_vec4_(muladd)(vec4s a, vec4s b, vec4s dest) {
glm_vec4_muladd(a.raw, b.raw, dest.raw);
return dest;
}
@@ -476,7 +476,7 @@ glms_vec4_muladd(vec4s a, vec4s b, vec4s dest) {
*/
CGLM_INLINE
vec4s
glms_vec4_muladds(vec4s a, float s, vec4s dest) {
glms_vec4_(muladds)(vec4s a, float s, vec4s dest) {
glm_vec4_muladds(a.raw, s, dest.raw);
return dest;
}
@@ -492,7 +492,7 @@ glms_vec4_muladds(vec4s a, float s, vec4s dest) {
*/
CGLM_INLINE
vec4s
glms_vec4_maxadd(vec4s a, vec4s b, vec4s dest) {
glms_vec4_(maxadd)(vec4s a, vec4s b, vec4s dest) {
glm_vec4_maxadd(a.raw, b.raw, dest.raw);
return dest;
}
@@ -508,7 +508,7 @@ glms_vec4_maxadd(vec4s a, vec4s b, vec4s dest) {
*/
CGLM_INLINE
vec4s
glms_vec4_minadd(vec4s a, vec4s b, vec4s dest) {
glms_vec4_(minadd)(vec4s a, vec4s b, vec4s dest) {
glm_vec4_minadd(a.raw, b.raw, dest.raw);
return dest;
}
@@ -521,7 +521,7 @@ glms_vec4_minadd(vec4s a, vec4s b, vec4s dest) {
*/
CGLM_INLINE
vec4s
glms_vec4_negate(vec4s v) {
glms_vec4_(negate)(vec4s v) {
glm_vec4_negate(v.raw);
return v;
}
@@ -534,7 +534,7 @@ glms_vec4_negate(vec4s v) {
*/
CGLM_INLINE
vec4s
glms_vec4_normalize(vec4s v) {
glms_vec4_(normalize)(vec4s v) {
glm_vec4_normalize(v.raw);
return v;
}
@@ -548,7 +548,7 @@ glms_vec4_normalize(vec4s v) {
*/
CGLM_INLINE
float
glms_vec4_distance(vec4s a, vec4s b) {
glms_vec4_(distance)(vec4s a, vec4s b) {
return glm_vec4_distance(a.raw, b.raw);
}
@@ -561,7 +561,7 @@ glms_vec4_distance(vec4s a, vec4s b) {
*/
CGLM_INLINE
float
glms_vec4_distance2(vec4s a, vec4s b) {
glms_vec4_(distance2)(vec4s a, vec4s b) {
return glm_vec4_distance2(a.raw, b.raw);
}
@@ -574,7 +574,7 @@ glms_vec4_distance2(vec4s a, vec4s b) {
*/
CGLM_INLINE
vec4s
glms_vec4_maxv(vec4s a, vec4s b) {
glms_vec4_(maxv)(vec4s a, vec4s b) {
vec4s r;
glm_vec4_maxv(a.raw, b.raw, r.raw);
return r;
@@ -589,7 +589,7 @@ glms_vec4_maxv(vec4s a, vec4s b) {
*/
CGLM_INLINE
vec4s
glms_vec4_minv(vec4s a, vec4s b) {
glms_vec4_(minv)(vec4s a, vec4s b) {
vec4s r;
glm_vec4_minv(a.raw, b.raw, r.raw);
return r;
@@ -605,7 +605,7 @@ glms_vec4_minv(vec4s a, vec4s b) {
*/
CGLM_INLINE
vec4s
glms_vec4_clamp(vec4s v, float minVal, float maxVal) {
glms_vec4_(clamp)(vec4s v, float minVal, float maxVal) {
glm_vec4_clamp(v.raw, minVal, maxVal);
return v;
}
@@ -622,7 +622,7 @@ glms_vec4_clamp(vec4s v, float minVal, float maxVal) {
*/
CGLM_INLINE
vec4s
glms_vec4_lerp(vec4s from, vec4s to, float t) {
glms_vec4_(lerp)(vec4s from, vec4s to, float t) {
vec4s r;
glm_vec4_lerp(from.raw, to.raw, t, r.raw);
return r;
@@ -640,7 +640,7 @@ glms_vec4_lerp(vec4s from, vec4s to, float t) {
*/
CGLM_INLINE
vec4s
glms_vec4_lerpc(vec4s from, vec4s to, float t) {
glms_vec4_(lerpc)(vec4s from, vec4s to, float t) {
vec4s r;
glm_vec4_lerpc(from.raw, to.raw, t, r.raw);
return r;
@@ -658,7 +658,7 @@ glms_vec4_lerpc(vec4s from, vec4s to, float t) {
*/
CGLM_INLINE
vec4s
glms_vec4_mix(vec4s from, vec4s to, float t) {
glms_vec4_(mix)(vec4s from, vec4s to, float t) {
vec4s r;
glm_vec4_mix(from.raw, to.raw, t, r.raw);
return r;
@@ -676,7 +676,7 @@ glms_vec4_mix(vec4s from, vec4s to, float t) {
*/
CGLM_INLINE
vec4s
glms_vec4_mixc(vec4s from, vec4s to, float t) {
glms_vec4_(mixc)(vec4s from, vec4s to, float t) {
vec4s r;
glm_vec4_mixc(from.raw, to.raw, t, r.raw);
return r;
@@ -691,7 +691,7 @@ glms_vec4_mixc(vec4s from, vec4s to, float t) {
*/
CGLM_INLINE
vec4s
glms_vec4_step_uni(float edge, vec4s x) {
glms_vec4_(step_uni)(float edge, vec4s x) {
vec4s r;
glm_vec4_step_uni(edge, x.raw, r.raw);
return r;
@@ -706,7 +706,7 @@ glms_vec4_step_uni(float edge, vec4s x) {
*/
CGLM_INLINE
vec4s
glms_vec4_step(vec4s edge, vec4s x) {
glms_vec4_(step)(vec4s edge, vec4s x) {
vec4s r;
glm_vec4_step(edge.raw, x.raw, r.raw);
return r;
@@ -722,7 +722,7 @@ glms_vec4_step(vec4s edge, vec4s x) {
*/
CGLM_INLINE
vec4s
glms_vec4_smoothstep_uni(float edge0, float edge1, vec4s x) {
glms_vec4_(smoothstep_uni)(float edge0, float edge1, vec4s x) {
vec4s r;
glm_vec4_smoothstep_uni(edge0, edge1, x.raw, r.raw);
return r;
@@ -738,7 +738,7 @@ glms_vec4_smoothstep_uni(float edge0, float edge1, vec4s x) {
*/
CGLM_INLINE
vec4s
glms_vec4_smoothstep(vec4s edge0, vec4s edge1, vec4s x) {
glms_vec4_(smoothstep)(vec4s edge0, vec4s edge1, vec4s x) {
vec4s r;
glm_vec4_smoothstep(edge0.raw, edge1.raw, x.raw, r.raw);
return r;
@@ -756,7 +756,7 @@ glms_vec4_smoothstep(vec4s edge0, vec4s edge1, vec4s x) {
*/
CGLM_INLINE
vec4s
glms_vec4_smoothinterp(vec4s from, vec4s to, float t) {
glms_vec4_(smoothinterp)(vec4s from, vec4s to, float t) {
vec4s r;
glm_vec4_smoothinterp(from.raw, to.raw, t, r.raw);
return r;
@@ -774,7 +774,7 @@ glms_vec4_smoothinterp(vec4s from, vec4s to, float t) {
*/
CGLM_INLINE
vec4s
glms_vec4_smoothinterpc(vec4s from, vec4s to, float t) {
glms_vec4_(smoothinterpc)(vec4s from, vec4s to, float t) {
vec4s r;
glm_vec4_smoothinterpc(from.raw, to.raw, t, r.raw);
return r;
@@ -788,7 +788,7 @@ glms_vec4_smoothinterpc(vec4s from, vec4s to, float t) {
*/
CGLM_INLINE
vec4s
glms_vec4_cubic(float s) {
glms_vec4_(cubic)(float s) {
vec4s r;
glm_vec4_cubic(s, r.raw);
return r;
@@ -805,7 +805,7 @@ glms_vec4_cubic(float s) {
*/
CGLM_INLINE
vec4s
glms_vec4_swizzle(vec4s v, int mask) {
glms_vec4_(swizzle)(vec4s v, int mask) {
vec4s dest;
glm_vec4_swizzle(v.raw, mask, dest.raw);
return dest;

View File

@@ -32,9 +32,13 @@
# define CGLM_ALIGN_MAT CGLM_ALIGN(16)
#endif
#ifdef __GNUC__
# define CGLM_ASSUME_ALIGNED(expr, alignment) \
__builtin_assume_aligned((expr), (alignment))
#if defined(__has_builtin)
# if __has_builtin(__builtin_assume_aligned)
# define CGLM_ASSUME_ALIGNED(expr, alignment) \
__builtin_assume_aligned((expr), (alignment))
# else
# define CGLM_ASSUME_ALIGNED(expr, alignment) (expr)
# endif
#else
# define CGLM_ASSUME_ALIGNED(expr, alignment) (expr)
#endif

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