Compare commits

...

300 Commits

Author SHA1 Message Date
Recep Aslantas
83d5b2c973 docs: add infinite perspective 2026-02-10 22:59:46 +03:00
Recep Aslantas
7e1bdd0676 Merge pull request #489 from Lephar/master
Implement infinite perspective projection matrix creation functions
2026-02-10 22:45:21 +03:00
Ali Emre Gülcü
0dc17e5d47 Implement default infinite perspective projection matrix creation functions 2026-02-10 16:35:50 +03:00
Ali Emre Gülcü
d6c6b4c542 Implement infinite perspective projection matrix creation functions 2026-02-10 12:30:11 +03:00
Recep Aslantas
0356534c0c Merge pull request #488 from lesleyrs/wextra
fix -ffast-math with -Wextra warnings
2026-01-31 14:44:49 +03:00
lesleyrs
5ff0d80c85 fix -ffast-math with -Wextra warnings 2026-01-22 16:09:11 +01:00
Recep Aslantas
1952042f2c Merge pull request #487 from tayoky/master
add glm_vecx_swap functions
2025-11-19 23:44:21 +03:00
tayoky
3aad5823ca add glm_vecx_swap functions 2025-11-15 10:39:14 +01:00
Recep Aslantas
da957fa421 Merge pull request #483 from Lephar/master
Add missing glmc_perspective_resize_**_**() call/clipspace functions
2025-11-08 17:41:00 +03:00
Ali Emre Gülcü
47e5d48749 Add missing glmc_perspective_resize_**_**() call/clipspace functions 2025-11-05 09:56:28 +03:00
Recep Aslantas
a4602f2d5f Merge pull request #478 from fd00/fix-make
Fix `make` on `srcdir != builddir`
2025-06-18 17:44:56 +03:00
Daisuke Fujimura (fd0)
6af4e0d565 Fix make on srcdir != builddir 2025-06-18 20:55:40 +09:00
Recep Aslantas
a311dbfe4c Merge pull request #476 from aganm/double-promotion
Fix double-promotion warnings in tests
2025-05-13 12:33:55 +03:00
Michael Aganier
a761088e15 Fix double-promotion warnings in tests 2025-05-12 17:38:21 -04:00
Recep Aslantas
a886d6e170 Merge pull request #471 from under-view/feature/mat3-tables
mat3: add tables to docs & fix comments
2025-04-24 16:07:51 +03:00
Recep Aslantas
1a8b105ce6 Merge pull request #472 from under-view/mat2-docs-cleanup
mat2: docs cleanup
2025-04-24 16:07:31 +03:00
Vincent Davis Jr
ec5f8074c4 mat2: docs cleanup
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2025-04-17 18:08:50 -04:00
Vincent Davis Jr
6f5fde8b52 mat3: add tables to docs & fix comments
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2025-04-17 14:22:00 -04:00
Recep Aslantas
9da4e78c2e Merge pull request #469 from under-view/feature/mat2-tables
mat2: add tables to docs & fix comments
2025-04-11 17:14:17 +03:00
Vincent Davis Jr
27a3ddc928 gitignore: ignore vim swp files
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2025-04-11 00:13:55 -04:00
Vincent Davis Jr
5d530cd8e0 mat2: add tables to docs & fix comments
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2025-04-11 00:13:54 -04:00
Vincent Davis Jr
dde053a295 mat2x3[docs]: fix glm_mat2x3_zero parameters
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2025-04-05 09:58:49 -04:00
Recep Aslantas
2128235d42 Merge pull request #467 from recp/textrans
build texture transform matrix helper
2025-04-05 13:52:15 +03:00
Recep Aslantas
9fb418bcac Update include/cglm/mat3.h
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
2025-04-05 13:36:12 +03:00
Recep Aslantas
5fde20d65c build texture transform matrix helper 2025-04-05 13:32:47 +03:00
Recep Aslantas
ebc65782f8 Merge pull request #466 from recp/integration_1 2025-04-05 06:32:01 +03:00
Recep Aslantas
1bd04c819b some apple simd framework integration helpers 2025-04-04 23:02:12 +03:00
Recep Aslantas
8560da0e70 define __cglm__ to publish cglm availability universally
in this way we wont need to check arbitrary header check e.g. cglm_common_h
2025-04-04 23:01:55 +03:00
Recep Aslantas
ed7a658637 Merge pull request #465 from under-view/feature/mat4x3-tables
mat4x3: add tables to docs & fix comments
2025-04-04 22:57:01 +03:00
Recep Aslantas
bcc475e2b7 Merge pull request #464 from under-view/feature/mat4x2-tables
mat4x2: add tables to docs & fix comments
2025-04-04 22:56:30 +03:00
Vincent Davis Jr
bdca98ba48 mat4x2: add tables to docs & fix comments
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2025-04-04 13:29:10 -04:00
Vincent Davis Jr
b33e29d50f mat4x3: add tables to docs & fix comments
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2025-04-04 13:22:27 -04:00
Vincent Davis Jr
4b3e9bb779 mat3x2: fix scale comment
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2025-04-04 11:04:44 -04:00
Recep Aslantas
214842db27 Merge pull request #462 from under-view/feature/mat3x4-tables
mat3x4: add tables to docs & fix comments
2025-04-03 21:42:27 +03:00
Recep Aslantas
60e4d6c188 Merge pull request #461 from under-view/feature/mat3x2-tables
mat3x2: add tables to docs & fix comments
2025-04-03 21:41:44 +03:00
Recep Aslantas
5063d4b2b0 Merge pull request #460 from under-view/feature/mat2x4-tables
mat2x4: add tables to docs & fix comments
2025-04-03 21:40:57 +03:00
Recep Aslantas
a16bc2ae4a Merge pull request #459 from under-view/feature/mat2x3-tables
mat2x3: add tables to docs & fix comments
2025-04-03 21:38:32 +03:00
Vincent Davis Jr
b694c97204 mat2x4: add tables to docs & fix comments
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2025-04-03 11:30:34 -04:00
Vincent Davis Jr
4791fe3f24 mat3x4: add tables to docs & fix comments
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2025-04-03 11:27:00 -04:00
Vincent Davis Jr
b64067a94d mat3x2: add tables to docs & fix comments
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2025-04-03 01:22:55 -04:00
Vincent Davis Jr
43363e8c43 mat2x3: add tables to docs & fix comments
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2025-04-02 19:59:20 -04:00
Recep Aslantas
f3094cdc65 add missing almm_*_set1() to arm and wasm 2025-03-19 23:28:58 +03:00
Recep Aslantas
a7bd64952e Update .gitignore 2025-03-19 23:28:26 +03:00
Recep Aslantas
4141298161 Merge pull request #452 from RolandMarchand/add-tau-constants
Added Tau constant definitions to types.h
2025-03-19 17:27:45 +03:00
Recep Aslantas
05979281ac Merge pull request #457 from MarcinKonowalczyk/typo
Typo
2025-03-19 17:24:56 +03:00
Recep Aslantas
4b3dcceb9d Merge pull request #456 from MarcinKonowalczyk/w-conversion
Add -Wconversion
2025-03-19 17:22:55 +03:00
Marcin
cfb8cd9447 more mat4's 2025-03-18 14:17:35 +00:00
Marcin
8d01d1d135 mat4 in docs 2025-03-18 14:14:37 +00:00
Marcin
c6caddc75e frand48 2025-03-18 13:30:59 +00:00
Marcin
8b810c2280 -Wconversion 2025-03-18 13:25:32 +00:00
Marcin
fd3b21f5d7 newline 2025-03-18 13:24:28 +00:00
Marcin
c1ea9e7a69 -Wextra and -Wpedantic 2025-03-18 13:24:23 +00:00
Roland Marchand
44b5952ec3 Added Tau constant definitions to types.h 2025-03-11 08:05:51 -04:00
Recep Aslantas
6e2976d415 Merge pull request #450 from ATMI/affine2d-post
Added 2D Post Transformations
2025-02-22 14:49:35 +03:00
Artemii Miasoedov
9a7f52202d Fixed broken formatting in test_common.c 2025-02-16 15:55:40 +03:00
Artemii Miasoedov
e96b6a382d Added tests for 2D affine post transformations (translate, rotate, scale) 2025-02-16 15:50:53 +03:00
Artemii Miasoedov
091c475422 Implemented 2D affine post transformations (translate, rotate, scale) 2025-02-16 14:39:10 +03:00
Recep Aslantas
144d1e7c29 build: add missing call/aabb2d.h 2025-02-13 22:35:16 +03:00
Recep Aslantas
643700c05e now working on v0.9.6 2025-02-13 12:25:10 +03:00
Recep Aslantas
fb4eac2ee0 Merge pull request #413 from recp/optimize-inv
WIP: More Optimizations and SIMD fixes for MSVC & ARM
2025-02-12 23:08:07 +03:00
Recep Aslantas
4d0a0a7025 Update wasm.h 2025-02-09 15:30:49 +03:00
Recep Aslantas
a88d32c776 Merge branch 'master' into optimize-inv 2025-02-09 15:13:28 +03:00
Recep Aslantas
3bfd31af99 build, win: add missing files 2025-02-09 15:01:55 +03:00
Recep Aslantas
3ee809b9b3 Merge pull request #444 from wethu/wethu-docs-minor-fix-example-numbering
Fix numbering - opengl matrix uniform examples (docs)
2025-01-30 23:10:03 +03:00
Ellis
8cdf496baf Fix numbering 2025-01-30 21:39:17 +10:00
Recep Aslantas
d42bff7773 Update ci.yml 2025-01-25 11:53:27 +03:00
Recep Aslantas
365d43bef4 Update ci.yml 2025-01-25 11:47:32 +03:00
Recep Aslantas
5770fdb336 ci: add arm builds 2025-01-25 11:08:06 +03:00
Recep Aslantas
042d84f058 ci: add arm builds 2025-01-25 10:58:48 +03:00
Recep Aslantas
70a1a946ee arm: use glmm_div where possible to fix ARMv7 <-> ARM64 2025-01-24 22:21:11 +03:00
Recep Aslantas
8ca1f19aa2 arm: use glmm_div where possible to fix ARMv7 <-> ARM64 2025-01-24 22:20:57 +03:00
Recep Aslantas
adb3ac18c0 Merge branch 'master' into optimize-inv 2025-01-24 16:04:49 +03:00
Recep Aslantas
441f2657ab suppress param-name warns 2025-01-24 11:20:49 +03:00
Recep Aslantas
9b660e8bd0 Update cmake-wasm.yml 2025-01-23 14:10:04 +03:00
Recep Aslantas
40a2aca7ec Update cmake-wasm.yml 2025-01-23 13:55:14 +03:00
Recep Aslantas
a48fa8be65 Update cmake-wasm.yml 2025-01-23 13:54:37 +03:00
Recep Aslantas
2f36faa70a Update cmake-wasm.yml 2025-01-23 13:45:19 +03:00
Recep Aslantas
36f59b7b6c Update cmake-wasm.yml 2025-01-23 13:39:30 +03:00
Recep Aslantas
f4993318d2 Update ci.yml 2025-01-23 13:04:37 +03:00
Recep Aslantas
5672370e31 Update ci.yml 2025-01-23 12:49:52 +03:00
Recep Aslantas
ae1b9a3982 Update ci.yml 2025-01-23 12:44:04 +03:00
Recep Aslantas
a18d9c28e7 Update ci.yml 2025-01-23 12:41:08 +03:00
Recep Aslantas
fc91f95bb2 Merge branch 'master' of https://github.com/recp/cglm 2025-01-23 12:24:49 +03:00
Recep Aslantas
39052494a2 Revert "Update ci.yml"
This reverts commit 488f782704.
2025-01-23 12:22:27 +03:00
Recep Aslantas
488f782704 Update ci.yml
Update ci.yml

Update ci.yml
2025-01-23 12:22:09 +03:00
Recep Aslantas
814c354337 Update ci.yml 2025-01-23 12:18:12 +03:00
Recep Aslantas
1ad56f0e94 Update ci.yml 2025-01-23 12:16:07 +03:00
Recep Aslantas
cc54ad3f92 Update ci.yml 2025-01-23 12:15:22 +03:00
Recep Aslantas
3971ef8ef1 Update ci.yml 2025-01-23 01:09:20 +03:00
Recep Aslantas
b4a3ed32d9 Update ci.yml 2025-01-23 01:07:32 +03:00
Recep Aslantas
eb37a28ff5 Update ci.yml 2025-01-23 00:58:02 +03:00
Recep Aslantas
925f9c1d1a Update ci.yml 2025-01-23 00:50:36 +03:00
Recep Aslantas
9f74fd9597 Update ci.yml 2025-01-23 00:44:12 +03:00
Recep Aslantas
99937807cf Update ci.yml 2025-01-23 00:19:52 +03:00
Recep Aslantas
cc79b440e7 Update ci.yml 2025-01-23 00:13:59 +03:00
Recep Aslantas
e161c4d0a7 Update ci.yml 2025-01-23 00:06:00 +03:00
Recep Aslantas
e8c791e91e Merge pull request #441 from MarcinKonowalczyk/perlin
Implement Perlin noise
2025-01-22 23:23:03 +03:00
Recep Aslantas
241b751d8c build, autotools: add missing file 2025-01-22 23:17:23 +03:00
Marcin
dfc9969f85 vectorise fades
fix fade for vec2
2025-01-22 16:49:27 +00:00
Marcin
2b4aef2a29 glm__noiseDetail_fade_vec2 arg restrict 2025-01-22 16:49:26 +00:00
Marcin
fd0131734f fix granNorm arg order 2025-01-22 16:49:26 +00:00
Marcin
9cfa40f423 glm__noiseDetail_taylorInvSqrt 2025-01-22 16:49:26 +00:00
Marcin
b79347eb13 vdivq_f32 2025-01-22 16:49:26 +00:00
Marcin
450d747867 1/7 patch 2025-01-22 14:40:18 +00:00
Recep Aslantas
26e174db46 Merge pull request #442 from duarm/master
Rename struct/aabb2d.h functions to match aabb2d.h, add tests
2025-01-21 10:00:12 +03:00
Recep Aslantas
e605c1d585 Update aabb2d.h 2025-01-21 09:59:48 +03:00
duarm
f815918a74 rename struct/aabb2d.h functions to match aabb2d.h, add tests 2025-01-20 13:29:21 -03:00
Marcin
948642ff33 _glm_ -> glm__ for internal macros 2025-01-20 14:09:05 +00:00
Marcin
23c0f5f660 couple more // comments 2025-01-18 20:11:00 +00:00
Marcin
d3ad1645fc purged // comments in noise.h 2025-01-18 20:11:00 +00:00
Marcin
fa7bc07ae9 changed noiseDetail to #defines
_glm_noiseDetail_mod289
_glm_noiseDetail_permute
_glm_noiseDetail_fade_vec4
_glm_noiseDetail_fade_vec3
_glm_noiseDetail_fade_vec2
_glm_noiseDetail_taylorInvSqrt
_glm_noiseDetail_gradNorm_vec4
_glm_noiseDetail_gradNorm_vec3
_glm_noiseDetail_gradNorm_vec2
_glm_noiseDetail_i2gxyzw
_glm_noiseDetail_i2gxyz
_glm_noiseDetail_i2gxy
2025-01-18 20:11:00 +00:00
Marcin
f32f18a373 sets -> fill 2025-01-18 20:10:59 +00:00
Marcin
082f1878dd glms_vec2_mods doc 2025-01-18 20:10:59 +00:00
Marcin
4b0e7dadd6 vec2 swizzle 2025-01-18 20:10:59 +00:00
Marcin
b45bf1d571 switch deprecation in cglm/call.h to #define 2025-01-18 20:10:59 +00:00
Marcin
8493a6c0d3 fix cglm_vec3/4_swizzle 2025-01-18 20:10:59 +00:00
Marcin
f50736aee7 vec2_step test 2025-01-18 20:10:59 +00:00
Marcin
6bc980f3d9 add missing vec2 step 2025-01-18 20:10:59 +00:00
Marcin
5cffcf74c4 missing glmc_vec2_stepr 2025-01-18 20:10:58 +00:00
Marcin
fb469c779d missing doc 2025-01-18 20:10:58 +00:00
Marcin
8e69157052 missing vec4 steps and stepr 2025-01-18 20:10:58 +00:00
Marcin
6c0e3e9460 deprecate step_uni in favour of steps
This seems to be the newer naming system
2025-01-18 20:10:58 +00:00
Marcin
4ca0c536af steps and stepr test 2025-01-18 20:10:58 +00:00
Marcin
9a1206f3f1 steps and stepr boilerplate 2025-01-18 20:10:58 +00:00
Marcin
c2ebef3867 change steps -> stepr and move to ext 2025-01-18 20:10:57 +00:00
Marcin
0e0eff71ce correct vec4_mods doc 2025-01-18 20:10:57 +00:00
Marcin
6620adcc16 fix invalid types in vec2_frac/floor 2025-01-18 20:10:57 +00:00
Marcin
a986a4d741 add missing floor tests 2025-01-18 20:10:57 +00:00
Marcin
32e7d5cceb mods test 2025-01-18 20:10:57 +00:00
Marcin
e14c730d5c mods boilerplate 2025-01-18 20:10:57 +00:00
Marcin
fbf0014c82 missing vec4_floor doc 2025-01-18 20:10:56 +00:00
Marcin
0483362f5c move mods to ext 2025-01-18 20:10:56 +00:00
Marcin
35af0c04fe remove extra spaces from vec3.h and vec4.h 2025-01-18 13:19:29 +00:00
Marcin
66d51e5771 double spaces in other files 2025-01-18 13:19:29 +00:00
Marcin
5a3a16d9ad double spaces in noise.h 2025-01-18 13:19:29 +00:00
Marcin
651ad8ca32 vec2-ext docs 2025-01-18 12:57:33 +00:00
Marcin
b1192c8638 vec3-ext docs 2025-01-18 12:57:33 +00:00
Marcin
eaf2d7314e vec4-ext docs 2025-01-18 12:57:33 +00:00
Marcin
200b0875ba vec2_floor test 2025-01-18 12:57:32 +00:00
Marcin
9a25fab6f0 vec2_floor boilerplate 2025-01-18 12:57:32 +00:00
Marcin
bfaf413a5d vec2_floor impl 2025-01-18 12:57:32 +00:00
Marcin
9594d0cc86 add missing glms_vec2_abs 2025-01-18 12:57:32 +00:00
Marcin
2890472a0b add missing test entry for vec2_abs 2025-01-18 12:57:32 +00:00
Marcin
c48befca37 vec2_fract test 2025-01-18 12:57:32 +00:00
Marcin
3c9eecd0be vec2_fract boilerplate 2025-01-18 12:57:32 +00:00
Marcin
a9fee1b4d7 vec2_fract 2025-01-18 12:57:31 +00:00
Marcin
52753672bb vec4_fract test 2025-01-18 12:57:31 +00:00
Marcin
68215526cf vec4_floor boilerplate 2025-01-18 12:57:31 +00:00
Marcin
c27ef7e93b vec3_floor struct doc 2025-01-18 12:57:31 +00:00
Marcin
2ba561cc92 move vec4_floor to ext 2025-01-18 12:57:31 +00:00
Marcin
e66f2f3df4 vec3_floor test 2025-01-18 12:57:31 +00:00
Marcin
967c9e0a09 vec3_floor boilerplate 2025-01-18 12:57:31 +00:00
Marcin
1637d2cef1 move vec3_floor to ext 2025-01-18 12:57:30 +00:00
Marcin
2acdd1e4d0 fix _glm_noiseDetail_gradNorm_vec2 2025-01-18 12:57:30 +00:00
Marcin
606ecbceaa vac_muls -> vec_scale 2025-01-18 12:57:30 +00:00
Marcin
f1a72241b1 docs 2025-01-17 20:34:47 +00:00
Marcin
9085ed020a glm_perlin_vec2 test 2025-01-17 20:22:00 +00:00
Marcin
1377a94a17 glm_perlin_vec2 boilerplate 2025-01-17 20:21:59 +00:00
Marcin
a98c270eee glm_perlin_vec2 impl 2025-01-17 20:21:59 +00:00
Marcin
83b67baa23 glm_perlin_vec3 docs 2025-01-17 16:40:07 +00:00
Marcin
ae82a493f7 note 2025-01-17 16:38:19 +00:00
Marcin
98ab6fcbe0 glm_perlin_vec3 test 2025-01-17 16:38:19 +00:00
Marcin
f0529646b2 glm_perlin_vec3 boilerplate 2025-01-17 16:38:19 +00:00
Marcin
585a999d79 docs 2025-01-17 16:38:19 +00:00
Marcin
5f241a2daf glm_perlin_vec3 impl 2025-01-17 16:38:19 +00:00
Marcin
fbdc46b205 more doc 2025-01-17 16:38:18 +00:00
Marcin
ae1bee7481 doc 2025-01-17 16:38:18 +00:00
Marcin
a0d8803f76 perlin.h -> noise.h 2025-01-15 14:05:08 +00:00
Marcin
43c9f84c8c test_perlin 2025-01-15 13:35:10 +00:00
Marcin
71a0dc6c35 minor reshuffle 2025-01-15 13:35:10 +00:00
Marcin
5d34a04496 refactor gNorm 2025-01-15 13:35:10 +00:00
Marcin
b54dff0124 minor comment 2025-01-15 13:35:10 +00:00
Marcin
fda5406ac0 unnecessary zero init 2025-01-15 13:35:10 +00:00
Marcin
f19dc13e39 missed bracket 2025-01-15 13:35:09 +00:00
Marcin
f3f75a2727 impl but buggy 2025-01-15 13:35:09 +00:00
Marcin
c3e16a53f4 work in progress 2025-01-15 13:35:09 +00:00
Marcin
8a2fd9cda9 docs boilerplate 2025-01-14 17:34:51 +00:00
Marcin
98f53c750d test boilerplate 2025-01-14 17:32:56 +00:00
Marcin
3e52d90ecb boilerplate 2025-01-14 17:32:46 +00:00
Marcin
a4cd7e008d initial impl 2025-01-14 17:31:35 +00:00
Recep Aslantas
5861c37a93 Merge pull request #437 from master30f/readme-restructure
Restructure and rephrase README
2025-01-08 11:28:30 +03:00
zorby
aae82c1d4a README: Add chapter about alignment 2025-01-04 11:51:43 +01:00
zorby
7e51ed88e8 README: Add Features 2025-01-04 11:23:37 +01:00
zorby
32a05a579b README: Move Struct API chapter 2025-01-04 11:22:52 +01:00
Recep Aslantas
9b67866154 Merge pull request #438 from master30f/file-cleanup
Remove .vscode and .gitmodules
2025-01-03 23:42:41 +03:00
zorby
bab7d7bb12 Add .vscode to .gitignore 2025-01-03 17:09:44 +01:00
zorby
5a207d84bb Remove .gitmodules
See issue #436.
2025-01-03 10:43:47 +01:00
zorby
7783acae10 Remove .vscode
See issue #436.
2025-01-03 10:40:17 +01:00
zorby
9d079d3cc3 Restructure README 2024-12-30 13:50:11 +01:00
Recep Aslantas
054b2df004 vscode: disable formatOnSave 2024-12-03 14:27:06 +03:00
Recep Aslantas
93a2926a13 Merge pull request #430 from nitrix/feat/cmake-3.13
Bump CMake minimum version to 3.13
2024-09-10 14:06:45 +03:00
Alex Belanger
5484259328 Undid the formatting. 2024-09-09 10:35:24 -04:00
Alex Belanger
e930737807 Bump CMake minimum version to 3.13 2024-09-09 10:06:09 -04:00
Recep Aslantas
c12f318fab supress fast-math warns 2024-08-27 13:40:34 +03:00
Recep Aslantas
b0f35203f9 suppress warns 2024-08-27 12:32:58 +03:00
Recep Aslantas
ad009d4e49 doc: improve briefs 2024-08-27 12:29:43 +03:00
Recep Aslantas
2f619cdd6f newlines 2024-08-27 12:22:42 +03:00
Recep Aslantas
33e78ca2ad suppress warns about va-args 2024-08-27 12:13:28 +03:00
Recep Aslantas
f82d570dec take -pedantic into account to validate CGLM_USE_ANONYMOUS_STRUCT 2024-08-27 11:58:34 +03:00
Recep Aslantas
48839a38a1 fix refract 2024-07-15 12:41:23 +03:00
Recep Aslantas
d491108386 Merge pull request #423 from waywardmonkeys/reduce-typo-count
Reduce typo count.
2024-07-15 11:29:42 +03:00
Bruce Mitchener
068f6951b3 Reduce typo count. 2024-07-14 09:10:19 +07:00
Recep Aslantas
ed731f991d Merge pull request #421 from myfreeer/patch-1
mat4: wasm simd128 for glm_mat4_inv
2024-07-03 17:06:53 +03:00
myfreeer
07dc9520a4 mat4: wasm simd128 for glm_mat4_inv
The function `glm_mat4_inv_wasm` has been implemented, but not used in `glm_mat4_inv`. This commit adds a conditional macro to add the case of wasm and simd128 case for calling `glm_mat4_inv_wasm`.
2024-07-03 20:04:50 +08:00
Recep Aslantas
be0defb7ac Merge pull request #420 from not-kaz/master
Fixed 'missing-prototypes' warnings for some vec2 funcs.
2024-06-11 14:52:02 +03:00
Kaz
5b2c37f73b Fixed 'missing-prototypes' warnings for some vec2 funcs.
Using gcc and missing-prototypes flag shows warnings for:
glmc_vec2_fill, glmc_vec2_eq and glmc_vec2_eqv. 
Seems they were not added to call/vec2.h for some reason. This should fix the warnings.
2024-06-09 11:06:18 +02:00
Recep Aslantas
a93a9ef9a2 Merge pull request #416 from telephone001/quat_slerp_longest
added quat_slerp_longest
2024-05-13 17:26:49 +03:00
Recep Aslantas
c5b2afc1c4 Update quat.h 2024-05-13 17:20:28 +03:00
John Choi
cd5ed1f4c4 added quat_slerp_longest 2024-05-10 22:32:25 -05:00
Recep Aslantas
eb3a51e591 win: suppress C4996; use snprintf() instead of sprintf() 2024-04-22 21:33:31 +03:00
Recep Aslantas
44cd0ae4fd avx: optimize avx mat4 scale and mat4 mul 2024-04-13 00:33:57 +03:00
Recep Aslantas
d75467f93f avx: implement transpose with AVX 2024-04-13 00:12:14 +03:00
Recep Aslantas
45c1beff51 simd: fix glmm_set1, glmm_splat 2024-04-12 21:53:20 +03:00
Recep Aslantas
14c567d9d9 sse: drop unused macros: glmm_shuff1x, glmm_shuff2 2024-04-11 21:57:46 +03:00
Recep Aslantas
480e1de048 sse: make use of int domain as default behavior if possible ( compiler may ignore it )
also use AVX's `_mm_permute_ps`for shuffling single vector
2024-04-11 21:57:16 +03:00
Recep Aslantas
de66f0a67f glmm, avx: optimize splat macros 2024-04-10 23:49:18 +03:00
Recep Aslantas
68bdec4510 simd: use glmm_set1() to optimize broadcasting single float 2024-04-10 22:52:53 +03:00
Recep Aslantas
62c0448e25 simd, msvc: ensure required definitions are exist on msvc 2024-04-07 22:48:11 +03:00
Recep Aslantas
4f00ce0e52 sse: reduce some instructions in mat4 inv 2024-04-07 22:33:37 +03:00
Recep Aslantas
a7845ffc44 msvc, simd: fix simd headers for _M_ARM64EC 2024-04-07 00:54:29 +03:00
Recep Aslantas
bd941ed7fb arm, neon: fix neon support on GCC ARM 2024-04-06 14:23:36 +03:00
Recep Aslantas
87350f809b msvc bug: dont align types due to "ARM32 = C2719: formal parameter with requested alignment of 16 won't be aligned." on ARM32/MSVC
until a good solution.
2024-04-06 14:11:46 +03:00
Recep Aslantas
f50a7a7d00 arm, neon: improve glm_mat4_inv_neon 2024-04-06 14:10:13 +03:00
Recep Aslantas
b3308af146 arm: fix glmm_vhadd on ARM32 2024-04-06 14:09:52 +03:00
Recep Aslantas
a94f839d6d Merge branch 'master' into optimize-inv 2024-04-04 00:31:08 +03:00
Recep Aslantas
0ff0e8948f Update mat4.h 2024-04-03 00:05:42 +03:00
Recep Aslantas
5b772d0eb4 neon: mat4_inv, reduce 1mul for two extra 2xor 2024-04-03 00:03:55 +03:00
Recep Aslantas
c528ca1095 neon: mat4_inv remastered 2024-04-02 13:21:49 +03:00
Recep Aslantas
f0e09776d7 arm, neon: optimize glmm_vhadd and add glmm_vdot 2024-04-02 02:36:16 +03:00
Recep Aslantas
da4224ba32 now working on v0.9.5 2024-04-02 00:52:54 +03:00
Recep Aslantas
1796cc5ce2 Merge pull request #412 from recp/sse_only
separate SSE and SSE2
2024-04-01 17:52:06 +03:00
Recep Aslantas
568634a79e tests: dont test isinf == true on fast math 2024-04-01 16:48:58 +03:00
Recep Aslantas
c9c7941a72 tests: dont test isnan on fast math 2024-04-01 14:10:38 +03:00
Recep Aslantas
4e929a81c2 Update x86.h 2024-04-01 13:26:08 +03:00
Recep Aslantas
1d09c41e18 make xor enable in SSEonly + fast math 2024-04-01 13:23:52 +03:00
Recep Aslantas
d8e933b5b1 Update test_project.h 2024-04-01 13:23:22 +03:00
Recep Aslantas
8b15fd51ba common way to identify CGLM_FAST_MATH 2024-04-01 13:23:17 +03:00
Recep Aslantas
9ce0a3b625 tests: disable isnan check for min/max which may not work correctly especially in fast-math environment 2024-04-01 13:22:51 +03:00
Recep Aslantas
00d2e8a4cf suppress warnings 2024-04-01 01:46:25 +03:00
Recep Aslantas
35a12ed033 make SSE2-only features not available in SSE 2024-04-01 00:52:59 +03:00
Recep Aslantas
9ad7dd3fbc Merge pull request #409 from EasyIP2023/feature/expand-content-width
docs: expand wy-nav-content width to edge of screen
2024-03-31 23:44:40 +03:00
Recep Aslantas
28142b5912 Merge pull request #411 from EasyIP2023/bugfix/mat4x3-multiplication
mat4x3: fix multiplication functions
2024-03-31 23:44:00 +03:00
Recep Aslantas
f07d75c680 Merge pull request #410 from EasyIP2023/bugfix/mat4x2-multiplication
mat4x2: fix multiplication functions
2024-03-31 23:43:11 +03:00
Recep Aslantas
17d8b83a38 Merge pull request #408 from EasyIP2023/bugfix/mat3x4-multiplication
mat3x4: fix multiplication functions
2024-03-31 23:41:40 +03:00
Recep Aslantas
32a477ef07 separate SSE and SSE2 2024-03-31 23:35:15 +03:00
Recep Aslantas
e3ed9834a1 Update mat2x3.h 2024-03-31 23:06:50 +03:00
Recep Aslantas
8396bbf0b3 coding style 2024-03-31 23:06:30 +03:00
Vincent Davis Jr
013ac5dd07 docs: mat4x3 account for latest mulitplication changes
This also includes tables to explain how
mat4x3, column vectors, and row vectors are
represented. Also includes how resulting
matrix or vector is formed.

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2024-03-31 14:43:31 -04:00
Vincent Davis Jr
a0e3d3766f mat4x3: fix multiplication functions
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2024-03-31 14:43:30 -04:00
Vincent Davis Jr
fc7f0e13fd docs: mat3x4 account for latest mulitplication changes
This also includes tables to explain how
mat3x4, column vectors, and row vectors are
represented. Also includes how resulting
matrix or vector is formed.

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2024-03-31 13:43:41 -04:00
Vincent Davis Jr
1340b5d512 mat3x4: fix multiplication functions
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2024-03-31 13:43:39 -04:00
Vincent Davis Jr
85165dd3e3 docs: mat4x2 account for latest mulitplication changes
This also includes tables to explain how
mat4x2, column vectors, and row vectors are
represented. Also includes how resulting
matrix or vector is formed.

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2024-03-31 13:40:43 -04:00
Vincent Davis Jr
3445f93fbc mat4x2: fix multiplication functions
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2024-03-31 13:40:41 -04:00
Vincent Davis Jr
d2642eb206 docs: expand wy-nav-content width to edge of screen
RTD theme's default is 800px as max width for the content,
but we have tables with tons of columns, which need the
full width of the view-port.

Comment from yocto project theme_overrides.css

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2024-03-31 12:22:13 -04:00
Recep Aslantas
929963c6eb Merge pull request #407 from EasyIP2023/bugfix/mat3x2-multiplication
mat3x2: fix multiplication functions
2024-03-31 13:40:58 +03:00
Recep Aslantas
25b33fab6b Merge pull request #405 from EasyIP2023/bugfix/mat2x4-mutli
mat2x4: fix multiplication functions
2024-03-31 13:40:45 +03:00
Recep Aslantas
c9adbaabd7 Merge pull request #403 from EasyIP2023/bugfix/mat2x3-multiplication
mat2x3: fix multiplication functions
2024-03-31 13:36:39 +03:00
Recep Aslantas
b22e8230d0 Merge pull request #406 from recp/I_macro
dont use I macro defined in standard
2024-03-31 13:30:42 +03:00
Recep Aslantas
bf4c5b4e26 dont use I macro defined in standard 2024-03-31 13:24:50 +03:00
Vincent Davis Jr
54dfbc5a28 docs: mat2x4 account for latest mulitplication changes
This also includes tables to explain how
mat2x4, column vectors, and row vectors are
represented. Also includes how resulting
matrix or vector is formed.

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2024-03-31 00:44:58 -04:00
Vincent Davis Jr
088c66029d docs: mat3x2 account for latest mulitplication changes
This also includes tables to explain how
mat3x2, column vectors, and row vectors are
represented. Also includes how resulting
matrix or vector is formed.

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2024-03-31 00:39:27 -04:00
Vincent Davis Jr
2283c708c6 mat3x2: fix multiplication functions
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2024-03-31 00:23:39 -04:00
Vincent Davis Jr
46864ba2f7 mat2x4: fix multiplication functions
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2024-03-30 22:22:34 -04:00
Vincent Davis Jr
c5dcb93c92 docs: mat2x3 account for latest mulitplication changes
This also includes tables to explain how
mat2x3, column vectors and row vectors are
represented. Also includes how resulting
matrix or vector is formed.

Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2024-03-30 22:08:23 -04:00
Vincent Davis Jr
050bc95264 mat2x3: fix multiplication functions
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2024-03-30 22:08:19 -04:00
Recep Aslantas
f388df7f3e fix typos 2024-03-31 04:40:42 +03:00
Recep Aslantas
4c872238d9 dont use I macro defined in standard 2024-03-31 04:22:42 +03:00
Recep Aslantas
8366e51b47 optimize mat4 scalar inv 2024-03-29 22:13:23 +03:00
Recep Aslantas
30b4ea80a9 optimize mat3 scalar inv 2024-03-29 20:59:54 +03:00
Recep Aslantas
edfb5e3984 docs: alignment 2024-03-29 08:42:07 +03:00
Recep Aslantas
4d43241a69 docs: add note to enable config where may not work is some environments 2024-03-29 08:21:14 +03:00
Recep Aslantas
1337e9cdfb docs: ray sphere docs improvements 2024-03-29 08:10:56 +03:00
Recep Aslantas
9df36ce005 docs: ray sphere docs improvements 2024-03-29 08:05:10 +03:00
Recep Aslantas
55521ecd61 Merge pull request #402 from nitrix/fix/struct-api-ray-at
Struct API glms_ray_at incorrect dir param.
2024-03-29 07:55:28 +03:00
Recep Aslantas
829b7dddce now working on v0.9.4 2024-03-29 07:53:48 +03:00
Alex Belanger
2fced7181a Struct API glms_ray_at incorrect dir param. 2024-03-28 14:22:39 -04:00
Recep Aslantas
1de373a9bd normalize: norm == 0.0f to norm < FLT_EPSILON, improving handling of very small vectors to prevent instability and overflow 2024-03-25 02:22:46 +03:00
Recep Aslantas
6a7d03bafb suppress warnings 2024-03-25 02:17:03 +03:00
Recep Aslantas
aad5223da0 change signature of refraction to let caller know if refraction occurs or not 2024-03-24 06:31:29 +03:00
Recep Aslantas
707bff021c Merge pull request #399 from recp/ray
Some missing ray functions
2024-03-23 11:26:17 +03:00
Recep Aslantas
e4c38ccc4c docs: update ray sphere intersection brief 2024-03-22 23:49:05 +03:00
Recep Aslantas
ceaa54aef8 tests: test for ray, reflect, refract and faceforward 2024-03-22 23:44:43 +03:00
Recep Aslantas
da57558078 docs for new ray functions 2024-03-22 22:30:22 +03:00
Recep Aslantas
6ad0aca7e0 fix refract 2024-03-22 21:59:10 +03:00
Recep Aslantas
96e415daa4 build: add missing file 2024-03-22 10:42:29 +03:00
Recep Aslantas
3701305c9e suppress warnings 2024-03-22 10:36:28 +03:00
Recep Aslantas
2b78f9ab47 refract 2024-03-22 00:18:55 +03:00
Recep Aslantas
41d1a8b9eb faceforward 2024-03-21 02:21:28 +03:00
Recep Aslantas
8ea2fd1cd1 reflect missing stuff 2024-03-21 02:21:07 +03:00
Recep Aslantas
8c81443f24 reflect 2024-03-21 00:18:02 +03:00
Recep Aslantas
608e7d9c2c Update CREDITS 2024-03-20 07:33:43 +03:00
Recep Aslantas
73a4fc76d7 ray: point along a ray at a parameter t 2024-03-20 07:24:07 +03:00
Recep Aslantas
aa45d081fc ray: ray sphere intersection 2024-03-20 07:22:36 +03:00
Recep Aslantas
f1d4aea69b win: add missing files to vsproj 2024-03-20 07:16:17 +03:00
Recep Aslantas
0ef8ebe84e Merge pull request #397 from recp/affine-docs
clarify some rotation rules
2024-03-20 01:05:18 +03:00
Recep Aslantas
8b6eca29cf docs: clarify some rotation rules 2024-03-19 23:55:42 +03:00
Recep Aslantas
0fbad944c5 Merge pull request #398 from waywardmonkeys/make-const-floats
Allow passing `const float*` to `make` functions.
2024-03-18 16:48:02 +03:00
Bruce Mitchener
182c28faf8 Allow passing const float* to make functions. 2024-03-18 19:49:50 +07:00
Recep Aslantas
995fb2e347 clarify some rotation rules 2024-03-16 00:34:11 +03:00
Recep Aslantas
838c5078b7 Merge pull request #395 from recp/ndebug
Ndebug
2024-03-02 11:15:18 +03:00
187 changed files with 10038 additions and 2684 deletions

View File

@@ -8,25 +8,80 @@ on:
jobs:
build_autotools:
name: Autotools / ${{ matrix.os }}
name: Autotools / ${{ matrix.os }} / ${{ matrix.simd }}
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
os: [macos-12, macos-14, ubuntu-22.04]
include:
# x86/x64 builds
- { os: macos-13, simd: none }
- { os: macos-13, simd: sse }
- { os: macos-13, simd: sse2 }
- { os: macos-13, simd: sse3 }
- { os: macos-13, simd: sse4 }
- { os: macos-13, simd: avx }
- { os: macos-13, simd: avx2 }
- { os: macos-14, simd: none }
- { os: macos-14, simd: sse }
- { os: macos-14, simd: sse2 }
- { os: macos-14, simd: sse3 }
- { os: macos-14, simd: sse4 }
- { os: macos-14, simd: avx }
- { os: macos-14, simd: avx2 }
- { os: ubuntu-22.04, simd: none }
- { os: ubuntu-22.04, simd: sse }
- { os: ubuntu-22.04, simd: sse2 }
- { os: ubuntu-22.04, simd: sse3 }
- { os: ubuntu-22.04, simd: sse4 }
- { os: ubuntu-22.04, simd: avx }
- { os: ubuntu-22.04, simd: avx2 }
- { os: ubuntu-24.04, simd: none }
- { os: ubuntu-24.04, simd: sse }
- { os: ubuntu-24.04, simd: sse2 }
- { os: ubuntu-24.04, simd: sse3 }
- { os: ubuntu-24.04, simd: sse4 }
- { os: ubuntu-24.04, simd: avx }
- { os: ubuntu-24.04, simd: avx2 }
# ARM64 builds
- { os: ubuntu-latest-arm64, simd: neon }
steps:
- uses: actions/checkout@v4
- name: Install Autotools
- name: Install Autotools on macOS
if: runner.os == 'macOS'
run: brew upgrade && brew install autoconf automake libtool
- name: Install Autotools on Ubuntu
if: matrix.os == 'ubuntu-22.04' || matrix.os == 'ubuntu-24.04'
run: sudo apt-get install -y autoconf automake libtool
- name: Set SIMD flags
run: |
if [ "${{ matrix.simd }}" == "none" ]; then
export CFLAGS=""
elif [ "${{ matrix.simd }}" == "sse" ]; then
export CFLAGS="-msse"
elif [ "${{ matrix.simd }}" == "sse2" ]; then
export CFLAGS="-msse2"
elif [ "${{ matrix.simd }}" == "sse3" ]; then
export CFLAGS="-msse3"
elif [ "${{ matrix.simd }}" == "sse4" ]; then
export CFLAGS="-msse4"
elif [ "${{ matrix.simd }}" == "avx" ]; then
export CFLAGS="-mavx"
elif [ "${{ matrix.simd }}" == "avx2" ]; then
export CFLAGS="-mavx2"
elif [ "${{ matrix.simd }}" == "neon" ]; then
export CFLAGS="-mfpu=neon"
fi
- name: Generate Autotools
run: ./autogen.sh
- name: Configure Autotools
run: ./configure
run: ./configure CFLAGS="$CFLAGS"
- name: Build
run: make
@@ -55,13 +110,141 @@ jobs:
- name: Build
run: cmake --build build
build_cmake_ubuntu:
name: CMake / ${{ matrix.target.os }} / ${{ matrix.target.cc }} / ${{ matrix.target.arch }} / ${{ matrix.target.simd }}
runs-on: ${{ matrix.target.arch == 'arm64' && 'ubuntu-latest-arm64' || matrix.target.os }}
strategy:
fail-fast: false
matrix:
target:
# GCC 11 builds
- { os: ubuntu-20.04, cc: gcc-11, arch: x64, simd: none }
- { os: ubuntu-20.04, cc: gcc-11, arch: x64, simd: sse }
- { os: ubuntu-20.04, cc: gcc-11, arch: x64, simd: sse2 }
- { os: ubuntu-20.04, cc: gcc-11, arch: x64, simd: sse3 }
- { os: ubuntu-20.04, cc: gcc-11, arch: x64, simd: sse4 }
- { os: ubuntu-20.04, cc: gcc-11, arch: x64, simd: avx }
- { os: ubuntu-20.04, cc: gcc-11, arch: x64, simd: avx2 }
# GCC 12 builds
- { os: ubuntu-22.04, cc: gcc-12, arch: x64, simd: none }
- { os: ubuntu-22.04, cc: gcc-12, arch: x64, simd: sse }
- { os: ubuntu-22.04, cc: gcc-12, arch: x64, simd: sse2 }
- { os: ubuntu-22.04, cc: gcc-12, arch: x64, simd: sse3 }
- { os: ubuntu-22.04, cc: gcc-12, arch: x64, simd: sse4 }
- { os: ubuntu-22.04, cc: gcc-12, arch: x64, simd: avx }
- { os: ubuntu-22.04, cc: gcc-12, arch: x64, simd: avx2 }
# GCC 13 builds
- { os: ubuntu-24.04, cc: gcc-13, arch: x64, simd: none }
- { os: ubuntu-24.04, cc: gcc-13, arch: x64, simd: sse }
- { os: ubuntu-24.04, cc: gcc-13, arch: x64, simd: sse2 }
- { os: ubuntu-24.04, cc: gcc-13, arch: x64, simd: sse3 }
- { os: ubuntu-24.04, cc: gcc-13, arch: x64, simd: sse4 }
- { os: ubuntu-24.04, cc: gcc-13, arch: x64, simd: avx }
- { os: ubuntu-24.04, cc: gcc-13, arch: x64, simd: avx2 }
# Clang 12 builds
- { os: ubuntu-20.04, cc: clang-12, arch: x64, simd: none }
- { os: ubuntu-20.04, cc: clang-12, arch: x64, simd: sse }
- { os: ubuntu-20.04, cc: clang-12, arch: x64, simd: sse2 }
- { os: ubuntu-20.04, cc: clang-12, arch: x64, simd: sse3 }
- { os: ubuntu-20.04, cc: clang-12, arch: x64, simd: sse4 }
- { os: ubuntu-20.04, cc: clang-12, arch: x64, simd: avx }
- { os: ubuntu-20.04, cc: clang-12, arch: x64, simd: avx2 }
# Clang 15 builds
- { os: ubuntu-22.04, cc: clang-15, arch: x64, simd: none }
- { os: ubuntu-22.04, cc: clang-15, arch: x64, simd: sse }
- { os: ubuntu-22.04, cc: clang-15, arch: x64, simd: sse2 }
- { os: ubuntu-22.04, cc: clang-15, arch: x64, simd: sse3 }
- { os: ubuntu-22.04, cc: clang-15, arch: x64, simd: sse4 }
- { os: ubuntu-22.04, cc: clang-15, arch: x64, simd: avx }
- { os: ubuntu-22.04, cc: clang-15, arch: x64, simd: avx2 }
# ARM64 builds
- { os: ubuntu-latest, cc: gcc-12, arch: arm64, simd: neon }
- { os: ubuntu-latest, cc: gcc-13, arch: arm64, simd: neon }
# ARMv7 builds
- { os: ubuntu-latest-arm64, cc: gcc-12, arch: armv7, simd: neon }
- { os: ubuntu-latest-arm64, cc: gcc-12, arch: armv7, simd: none }
steps:
- uses: actions/checkout@v4
- name: Add Ubuntu Toolchain PPA
if: matrix.target.os == 'ubuntu-20.04'
run: |
sudo apt-get update
sudo apt-get install -y software-properties-common
sudo add-apt-repository -y ppa:ubuntu-toolchain-r/test
sudo apt-get update
- name: Install Compiler and Ninja
run: |
sudo apt-get install -y ${{ matrix.target.cc }} ninja-build
- name: Set SIMD flags
run: |
if [ "${{ matrix.simd }}" == "none" ]; then
export CFLAGS=""
elif [ "${{ matrix.simd }}" == "sse" ]; then
export CFLAGS="-msse"
elif [ "${{ matrix.simd }}" == "sse2" ]; then
export CFLAGS="-msse2"
elif [ "${{ matrix.simd }}" == "sse3" ]; then
export CFLAGS="-msse3"
elif [ "${{ matrix.simd }}" == "sse4" ]; then
export CFLAGS="-msse4"
elif [ "${{ matrix.simd }}" == "avx" ]; then
export CFLAGS="-mavx"
elif [ "${{ matrix.simd }}" == "avx2" ]; then
export CFLAGS="-mavx2"
elif [ "${{ matrix.simd }}" == "neon" ]; then
export CFLAGS="-mfpu=neon"
fi
- name: Configure CMake
run: |
if [ "${{ matrix.target.arch }}" == "armv7" ]; then
# Build for ARMv7
neon_flags=""
if [ "${{ matrix.simd }}" == "neon" ]; then
neon_flags="-mfpu=neon -mfloat-abi=hard"
fi
cmake -B build -GNinja -DCMAKE_BUILD_TYPE=Release \
-DCMAKE_C_COMPILER=${{ matrix.target.cc }} \
-DCMAKE_C_FLAGS="$CFLAGS -m32 -march=armv7-a ${neon_flags}" \
-DCGLM_STATIC=ON -DCGLM_USE_TEST=ON
elif [ "${{ matrix.target.arch }}" == "arm64" ]; then
# Build for ARM64 (AArch64)
neon_flags=""
if [ "${{ matrix.simd }}" == "neon" ]; then
neon_flags="+simd" # Enable SIMD/NEON features on ARM64
else
neon_flags="+nosimd" # Explicitly disable SIMD/NEON
fi
cmake -B build -GNinja -DCMAKE_BUILD_TYPE=Release \
-DCMAKE_C_COMPILER=${{ matrix.target.cc }} \
-DCMAKE_C_FLAGS="$CFLAGS -march=armv8-a${neon_flags}" \
-DCGLM_STATIC=ON -DCGLM_USE_TEST=ON
else
# Normal build (x86/x64)
cmake -B build -GNinja -DCMAKE_BUILD_TYPE=Release \
-DCMAKE_C_COMPILER=${{ matrix.target.cc }} \
-DCMAKE_C_FLAGS="$CFLAGS" \
-DCGLM_STATIC=ON -DCGLM_USE_TEST=ON
fi
- name: Build
run: cmake --build build
- name: Test
working-directory: build
run: ./tests
build_cmake_macos:
name: CMake / ${{ matrix.os }}
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
os: [macos-12, macos-14]
os: [macos-13, macos-14]
steps:
- uses: actions/checkout@v4
@@ -86,76 +269,270 @@ jobs:
working-directory: build
run: ./tests
build_cmake_ubuntu:
name: CMake / ${{ matrix.target.os }} / ${{ matrix.target.cc }}
runs-on: ${{ matrix.target.os }}
build_cmake:
name: CMake / ${{ matrix.os }} / ${{ matrix.simd }}
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
target:
- { os: ubuntu-20.04, cc: gcc-11 }
- { os: ubuntu-22.04, cc: gcc-12 }
- { os: ubuntu-22.04, cc: gcc-13 }
- { os: ubuntu-20.04, cc: clang-12 }
- { os: ubuntu-22.04, cc: clang-15 }
include:
# x86/x64 builds
- { os: macos-13, simd: none }
- { os: macos-13, simd: sse }
- { os: macos-13, simd: sse2 }
- { os: macos-13, simd: sse3 }
- { os: macos-13, simd: sse4 }
- { os: macos-13, simd: avx }
- { os: macos-13, simd: avx2 }
- { os: macos-14, simd: none }
- { os: macos-14, simd: sse }
- { os: macos-14, simd: sse2 }
- { os: macos-14, simd: sse3 }
- { os: macos-14, simd: sse4 }
- { os: macos-14, simd: avx }
- { os: macos-14, simd: avx2 }
- { os: windows-2022, simd: none }
- { os: windows-2022, simd: sse }
- { os: windows-2022, simd: sse2 }
- { os: windows-2022, simd: sse3 }
- { os: windows-2022, simd: sse4 }
- { os: windows-2022, simd: avx }
- { os: windows-2022, simd: avx2 }
# ARM64 builds
- { os: macos-14-arm64, simd: neon }
steps:
- uses: actions/checkout@v4
- name: Install Compiler and Ninja
run: |
sudo apt-get update -y
sudo apt-get install -y ${{ matrix.target.cc }} ninja-build
- name: Install Ninja on macOS
if: runner.os == 'macOS'
run: brew upgrade && brew install ninja
- name: Configure CMake
- name: Set SIMD flags (Windows)
if: runner.os == 'Windows'
shell: pwsh
run: |
cmake \
-B build \
-GNinja \
-DCMAKE_C_COMPILER=${{ matrix.target.cc }} \
-DCMAKE_BUILD_TYPE=Release \
-DCGLM_STATIC=ON \
-DCGLM_USE_TEST=ON
$simd = "${{ matrix.simd }}"
if ($simd -eq "none") {
$env:CFLAGS = ""
} elseif ($simd -eq "sse") {
$env:CFLAGS = "-arch:SSE"
} elseif ($simd -eq "sse2") {
$env:CFLAGS = "-arch:SSE2"
} elseif ($simd -eq "sse3") {
$env:CFLAGS = "-arch:SSE3"
} elseif ($simd -eq "sse4") {
$env:CFLAGS = "-arch:SSE4"
} elseif ($simd -eq "avx") {
$env:CFLAGS = "-arch:AVX"
} elseif ($simd -eq "avx2") {
$env:CFLAGS = "-arch:AVX2"
} elseif ($simd -eq "neon") {
$env:CFLAGS = "-arch:NEON"
}
- name: Set SIMD flags (Unix)
if: runner.os != 'Windows'
shell: bash
run: |
if [ "${{ matrix.simd }}" == "none" ]; then
export CFLAGS=""
elif [ "${{ matrix.simd }}" == "sse" ]; then
export CFLAGS="-msse"
elif [ "${{ matrix.simd }}" == "sse2" ]; then
export CFLAGS="-msse2"
elif [ "${{ matrix.simd }}" == "sse3" ]; then
export CFLAGS="-msse3"
elif [ "${{ matrix.simd }}" == "sse4" ]; then
export CFLAGS="-msse4"
elif [ "${{ matrix.simd }}" == "avx" ]; then
export CFLAGS="-mavx"
elif [ "${{ matrix.simd }}" == "avx2" ]; then
export CFLAGS="-mavx2"
elif [ "${{ matrix.simd }}" == "neon" ]; then
export CFLAGS="-mfpu=neon"
fi
- name: Configure CMake (Windows)
if: runner.os == 'Windows'
shell: pwsh
run: cmake -B build -G "Visual Studio 17 2022" -A x64 -T host=x64 -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_FLAGS="$env:CFLAGS" -DCGLM_STATIC=ON -DCGLM_USE_TEST=ON
- name: Configure CMake (Unix)
if: runner.os != 'Windows'
shell: bash
run: cmake -B build -GNinja -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_FLAGS="$CFLAGS" -DCGLM_STATIC=ON -DCGLM_USE_TEST=ON
- name: Build
run: cmake --build build
- name: Test
- name: Test (Windows)
if: runner.os == 'Windows'
shell: pwsh
working-directory: build
run: .\Debug\tests.exe
- name: Test (Unix)
if: runner.os != 'Windows'
shell: bash
working-directory: build
run: ./tests
build_cmake_windows:
name: CMake / ${{ matrix.platform.name }}
runs-on: windows-2022
build_meson:
name: Meson / ${{ matrix.os }} / ${{ matrix.simd }}
runs-on: ${{ contains(matrix.os, 'arm64') && 'ubuntu-latest-arm64' || matrix.os }}
strategy:
fail-fast: false
matrix:
platform:
- { name: Windows (x64), flags: -A x64 }
- { name: Windows (x86), flags: -A Win32 }
- { name: Windows (clang-cl x64), flags: -T ClangCL -A x64 }
- { name: Windows (clang-cl x86), flags: -T ClangCL -A Win32 }
- { name: Windows (ARM), flags: -A ARM, skip_tests: true, skip_build: true } # This fails to build.
- { name: Windows (ARM64), flags: -A ARM64, skip_tests: true }
- { name: UWP (ARM64), flags: -A ARM64, -DCMAKE_SYSTEM_NAME=WindowsStore -DCMAKE_SYSTEM_VERSION="10.0", skip_tests: true }
- { name: UWP (x64), flags: -A x64 -DCMAKE_SYSTEM_NAME=WindowsStore -DCMAKE_SYSTEM_VERSION="10.0", skip_tests: true }
include:
# x86/x64 builds
- { os: macos-14, simd: none }
- { os: macos-14, simd: sse }
- { os: macos-14, simd: sse2 }
- { os: macos-14, simd: sse3 }
- { os: macos-14, simd: sse4 }
- { os: macos-14, simd: avx }
- { os: macos-14, simd: avx2 }
- { os: ubuntu-22.04, simd: none }
- { os: ubuntu-22.04, simd: sse }
- { os: ubuntu-22.04, simd: sse2 }
- { os: ubuntu-22.04, simd: sse3 }
- { os: ubuntu-22.04, simd: sse4 }
- { os: ubuntu-22.04, simd: avx }
- { os: ubuntu-22.04, simd: avx2 }
- { os: ubuntu-24.04, simd: none }
- { os: ubuntu-24.04, simd: sse }
- { os: ubuntu-24.04, simd: sse2 }
- { os: ubuntu-24.04, simd: sse3 }
- { os: ubuntu-24.04, simd: sse4 }
- { os: ubuntu-24.04, simd: avx }
- { os: ubuntu-24.04, simd: avx2 }
- { os: windows-2022, simd: none }
- { os: windows-2022, simd: sse }
- { os: windows-2022, simd: sse2 }
- { os: windows-2022, simd: sse3 }
- { os: windows-2022, simd: sse4 }
- { os: windows-2022, simd: avx }
- { os: windows-2022, simd: avx2 }
# ARM64 builds
- { os: ubuntu-latest-arm64, simd: neon }
steps:
- uses: actions/checkout@v4
- name: Configure CMake
run: cmake -B build `
-DCGLM_STATIC=ON `
-DCGLM_USE_TEST=ON `
${{ matrix.platform.flags }}
- uses: actions/setup-python@v5
with:
python-version: '3.12'
cache: 'pip'
- name: Build
if: ${{ !matrix.platform.skip_build }}
run: cmake --build build --config Release --parallel
- name: Install meson
run: python3 -m pip install meson ninja
- name: Test
if: ${{ !matrix.platform.skip_tests }}
working-directory: build
run: .\Release\tests.exe
- name: Set SIMD flags (Windows)
if: runner.os == 'Windows'
shell: pwsh
run: |
$simd = "${{ matrix.simd }}"
if ($simd -eq "none") {
$env:CFLAGS = ""
} elseif ($simd -eq "sse") {
$env:CFLAGS = "-arch:SSE"
} elseif ($simd -eq "sse2") {
$env:CFLAGS = "-arch:SSE2"
} elseif ($simd -eq "sse3") {
$env:CFLAGS = "-arch:SSE3"
} elseif ($simd -eq "sse4") {
$env:CFLAGS = "-arch:SSE4"
} elseif ($simd -eq "avx") {
$env:CFLAGS = "-arch:AVX"
} elseif ($simd -eq "avx2") {
$env:CFLAGS = "-arch:AVX2"
} elseif ($simd -eq "neon") {
$env:CFLAGS = "-arch:NEON"
}
- name: Set SIMD flags (Unix)
if: runner.os != 'Windows'
shell: bash
run: |
if [ "${{ matrix.simd }}" == "none" ]; then
export CFLAGS=""
elif [ "${{ matrix.simd }}" == "sse" ]; then
export CFLAGS="-msse"
elif [ "${{ matrix.simd }}" == "sse2" ]; then
export CFLAGS="-msse2"
elif [ "${{ matrix.simd }}" == "sse3" ]; then
export CFLAGS="-msse3"
elif [ "${{ matrix.simd }}" == "sse4" ]; then
export CFLAGS="-msse4"
elif [ "${{ matrix.simd }}" == "avx" ]; then
export CFLAGS="-mavx"
elif [ "${{ matrix.simd }}" == "avx2" ]; then
export CFLAGS="-mavx2"
elif [ "${{ matrix.simd }}" == "neon" ]; then
export CFLAGS="-mfpu=neon"
fi
- name: Build with meson (Windows)
if: runner.os == 'Windows'
shell: pwsh
run: |
meson setup build -Dbuildtype=release --default-library=static -Dbuild_tests=true -Dc_args="$env:CFLAGS"
meson test -C build
- name: Build with meson (Unix)
if: runner.os != 'Windows'
shell: bash
run: |
meson setup build -Dbuildtype=release --default-library=static -Dbuild_tests=true -Dc_args="$CFLAGS"
meson test -C build
build_msbuild:
name: MSBuild / Windows / ${{ matrix.simd }}
runs-on: windows-2022
strategy:
fail-fast: false
matrix:
simd: [none, sse, sse2, sse3, sse4, avx, avx2, neon]
steps:
- uses: actions/checkout@v4
- uses: microsoft/setup-msbuild@v2
- name: Retarget solution
run: |
vswhere -latest -products * -requires Microsoft.VisualStudio.Component.VC.Tools.x86.x64 -property installationPath
$vsInstallPath = vswhere -latest -products * -requires Microsoft.VisualStudio.Component.VC.Tools.x86.x64 -property installationPath
& "$vsInstallPath\Common7\IDE\devenv.com" cglm.sln /Upgrade
- name: Set SIMD flags
run: |
if ($Env:SIMD -eq 'none') {
$Env:CFLAGS=""
} elseif ($Env:SIMD -eq 'sse') {
$Env:CFLAGS="-arch:SSE"
} elseif ($Env:SIMD -eq 'sse2') {
$Env:CFLAGS="-arch:SSE2"
} elseif ($Env:SIMD -eq 'sse3') {
$Env:CFLAGS="-arch:SSE3"
} elseif ($Env:SIMD -eq 'sse4') {
$Env:CFLAGS="-arch:SSE4"
} elseif ($Env:SIMD -eq 'avx') {
$Env:CFLAGS="-arch:AVX"
} elseif ($Env:SIMD -eq 'avx2') {
$Env:CFLAGS="-arch:AVX2"
} elseif ($Env:SIMD -eq 'neon') {
$Env:CFLAGS="-arch:NEON"
}
- name: Build (x86)
working-directory: win
run: msbuild cglm.vcxproj /p:Configuration=Release /p:Platform=x86 /p:PlatformToolset=v143 /p:BuildInParallel=true /p:AdditionalOptions="$Env:CFLAGS"
- name: Build (x64)
working-directory: win
run: msbuild cglm.vcxproj /p:Configuration=Release /p:Platform=x64 /p:PlatformToolset=v143 /p:BuildInParallel=true /p:AdditionalOptions="$Env:CFLAGS"
build_documentation:
name: Documentation
@@ -176,57 +553,13 @@ jobs:
working-directory: docs
run: sphinx-build -W --keep-going source build
build_meson:
name: Meson / ${{ matrix.os }}
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
os: [macos-14, ubuntu-22.04]
steps:
- uses: actions/checkout@v4
- uses: actions/setup-python@v5
with:
python-version: '3.12'
cache: 'pip'
- name: Install meson
run: python3 -m pip install meson ninja
- name: Build
run: meson setup build -Dbuildtype=release --default-library=static -Dbuild_tests=true
- name: Test
run: meson test -C build
build_msbuild:
name: MSBuild / Windows
runs-on: windows-2022
# This has no test yet.
# It could also try building for ARM, ARM64, ARM64EC, but those fail currently.
steps:
- uses: actions/checkout@v4
- uses: microsoft/setup-msbuild@v2
- name: Build (x86)
working-directory: win
run: msbuild cglm.vcxproj /p:Configuration=Release /p:Platform=x86 /p:BuildInParallel=true
- name: Build (x64)
working-directory: win
run: msbuild cglm.vcxproj /p:Configuration=Release /p:Platform=x64 /p:BuildInParallel=true
build_swift:
name: Swift ${{ matrix.swift }} / ${{ matrix.os }}
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
os: [macos-12, macos-14, ubuntu-22.04]
os: [macos-13, macos-14, ubuntu-22.04]
# This has no test yet.
steps:
@@ -234,3 +567,79 @@ jobs:
- name: Build
run: swift build
build_cmake_arm:
name: CMake / ARM / ${{ matrix.os }} / ${{ matrix.arch }} / ${{ matrix.simd }}
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
include:
# Linux ARM builds
- os: ubuntu-latest-arm64
arch: arm64
simd: neon
- os: ubuntu-latest-arm64
arch: armv7
simd: neon
- os: ubuntu-latest-arm64
arch: armv7
simd: none
# Windows ARM builds
- os: windows-latest-arm64
arch: arm64
simd: neon
- os: windows-latest-arm64
arch: arm
simd: neon
- os: windows-latest-arm64
arch: arm
simd: none
steps:
- uses: actions/checkout@v4
- name: Configure CMake (Windows)
if: runner.os == 'Windows'
shell: pwsh
run: |
$flags = ""
if ("${{ matrix.arch }}" -eq "arm") {
$flags = "-m32 -march=armv7-a"
if ("${{ matrix.simd }}" -eq "neon") {
$flags += " -mfpu=neon"
}
}
elseif ("${{ matrix.simd }}" -eq "neon") {
$flags = "-march=armv8-a+simd"
}
cmake -B build -G "Visual Studio 17 2022" -A ${{ matrix.arch == 'arm64' && 'ARM64' || 'ARM' }} `
-DCMAKE_BUILD_TYPE=Release `
-DCMAKE_C_FLAGS="$flags" `
-DCGLM_STATIC=ON -DCGLM_USE_TEST=ON
- name: Configure CMake (Unix)
if: runner.os != 'Windows'
shell: bash
run: |
flags=""
if [ "${{ matrix.arch }}" = "armv7" ]; then
flags="-m32 -march=armv7-a"
if [ "${{ matrix.simd }}" = "neon" ]; then
flags="$flags -mfpu=neon -mfloat-abi=hard"
fi
elif [ "${{ matrix.simd }}" = "neon" ]; then
flags="-march=armv8-a+simd"
fi
cmake -B build -GNinja -DCMAKE_BUILD_TYPE=Release \
-DCMAKE_C_FLAGS="$flags" \
-DCGLM_STATIC=ON -DCGLM_USE_TEST=ON
- name: Build
run: cmake --build build
- name: Test
working-directory: build
run: ./tests

View File

@@ -31,10 +31,20 @@ jobs:
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-${{matrix.wasi_sdk_version}}.0-linux.tar.gz
# Building a wasm library without needing to define a main():
# https://github.com/WebAssembly/wasi-sdk/issues/332
- name: Modify CMakeLists.txt for WASI
run: |
echo 'if (CMAKE_SYSTEM_NAME STREQUAL "WASI")' >> CMakeLists.txt
echo ' target_link_options(${PROJECT_NAME} PRIVATE -mexec-model=reactor)' >> CMakeLists.txt
echo 'endif()' >> CMakeLists.txt
- 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
# Below suppress <<'clock' is deprecated: WASI lacks process-associated clocks; ...>> warns:
# -D_WASI_EMULATED_PROCESS_CLOCKS" -DCMAKE_EXE_LINKER_FLAGS="-lwasi-emulated-process-clocks
run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{matrix.BUILD_TYPE}} -DCMAKE_C_FLAGS="${{matrix.C_FLAGS}} -D_WASI_EMULATED_PROCESS_CLOCKS" -DCMAKE_EXE_LINKER_FLAGS="-lwasi-emulated-process-clocks" -DCMAKE_TOOLCHAIN_FILE=${{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_STATIC=ON -DCGLM_SHARED=OFF -DCGLM_USE_TEST=ON
- name: Build
# Build your program with the given configuration

3
.gitignore vendored
View File

@@ -80,3 +80,6 @@ confdefs.h
cmake-build-debug
*.o.tmp
xcode/*
.vscode
.build
*.swp

0
.gitmodules vendored
View File

View File

@@ -1,20 +0,0 @@
{
"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
}

31
.vscode/settings.json vendored
View File

@@ -1,31 +0,0 @@
{
"C_Cpp.default.configurationProvider": "vector-of-bool.cmake-tools",
"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"
}
},
}

199
BUILDING.md Normal file
View File

@@ -0,0 +1,199 @@
# Building the library
cglm can be built using one of the following build systems:
## CMake (All platforms)
```bash
$ mkdir build
$ cd build
$ cmake .. # [Optional] -DCGLM_SHARED=ON
$ make
$ sudo make install # [Optional]
```
### Options with defaults
```CMake
option(CGLM_SHARED "Shared build" ON)
option(CGLM_STATIC "Static build" OFF)
option(CGLM_USE_C99 "" OFF) # C11
option(CGLM_USE_TEST "Enable Tests" OFF) # for make check - make test
```
### Including in a CMake project
#### Header only
This requires no building or installation of cglm.
* Example:
``` cmake
cmake_minimum_required(VERSION 3.8.2)
project(<Your Project Name>)
add_executable(${PROJECT_NAME} src/main.c)
target_link_libraries(${LIBRARY_NAME} PRIVATE
cglm_headers)
add_subdirectory(external/cglm/ EXCLUDE_FROM_ALL)
```
#### Linked
* Example:
```cmake
cmake_minimum_required(VERSION 3.8.2)
project(<Your Project Name>)
add_executable(${PROJECT_NAME} src/main.c)
target_link_libraries(${LIBRARY_NAME} PRIVATE
cglm)
add_subdirectory(external/cglm/)
# or you can use find_package to configure cglm
```
### Using CMake to build for WebAssembly
Since math functions like `sinf` are used, this can not be targeted at `wasm32-unknown-unknown`, one of [wasi-sdk](https://github.com/WebAssembly/wasi-sdk) or [emscripten](https://github.com/emscripten-core/emsdk) should be used.
Should note that shared build is not yet supported for WebAssembly.
For [simd128](https://github.com/WebAssembly/simd) support, add `-msimd128` to `CMAKE_C_FLAGS`, in command line `-DCMAKE_C_FLAGS="-msimd128"`.
For tests, the cmake option `CGLM_USE_TEST` would still work, you'll need a wasi runtime for running tests, see our [ci config file](.github/workflows/cmake-wasm.yml) for a detailed example.
#### WASI SDK
```bash
$ cmake .. \
-DCMAKE_TOOLCHAIN_FILE=/path/to/wasi-sdk-19.0/share/cmake/wasi-sdk.cmake \
-DWASI_SDK_PREFIX=/path/to/wasi-sdk-19.0
```
Where `/path/to/wasi-sdk-19.0/` is the path to extracted [wasi sdk](https://github.com/WebAssembly/wasi-sdk).
In this case it would by default make a static build.
#### Emscripten
```bash
$ emcmake cmake .. \
-DCMAKE_EXE_LINKER_FLAGS="-s STANDALONE_WASM" \
-DCGLM_STATIC=ON
```
The `emcmake` here is the cmake wrapper for Emscripten from installed [emsdk](https://github.com/emscripten-core/emsdk).
## Meson (All platforms)
```bash
$ meson build # [Optional] --default-library=static
$ cd build
$ ninja
$ sudo ninja install # [Optional]
```
### Options with Defaults:
```meson
c_std=c11
buildtype=release
default_library=shared
build_tests=true # to run tests: ninja test
```
### Including in a Meson project
* Example:
```meson
# Clone cglm or create a cglm.wrap under <source_root>/subprojects
project('name', 'c')
cglm_dep = dependency('cglm', fallback : 'cglm', 'cglm_dep')
executable('exe', 'src/main.c', dependencies : cglm_dep)
```
## Swift (Swift Package Manager)
Currently only default build options are supported. Add **cglm** dependency to your project:
```swift
...
Package(
...
dependencies: [
...
.package(url: "https://github.com/recp/cglm", .branch("master")),
]
...
)
```
Now add **cgml** as a dependency to your target. Product choices are:
- **cglm** for inlined version of the library which can be linked only statically
- **cglmc** for a compiled version of the library with no linking limitation
```swift
...
.target(
...
dependencies: [
...
.product(name: "cglm", package: "cglm"),
]
...
)
...
```
## Unix (Autotools)
```bash
$ sh autogen.sh
$ ./configure
$ make
$ make check # [Optional]
$ [sudo] make install # [Optional]
```
This will also install pkg-config files so you can use
`pkg-config --cflags cglm` and `pkg-config --libs cglm` to retrieve compiler
and linker flags.
The files will be installed into the given prefix (usually `/usr/local` by
default on Linux), but your pkg-config may not be configured to actually check
there. You can figure out where it's looking by running `pkg-config --variable
pc_path pkg-config` and change the path the files are installed to via
`./configure --with-pkgconfigdir=/your/path`. Alternatively, you can add the
prefix path to your `PKG_CONFIG_PATH` environment variable.
## Windows (MSBuild)
Windows related build file and project files are located in `win` folder,
make sure you are inside `cglm/win` folder.
Code Analysis is enabled, so it may take awhile to build.
```Powershell
$ cd win
$ .\build.bat
```
if `msbuild` won't work (because of multi version VS) then try to build with `devenv`:
```Powershell
$ devenv cglm.sln /Build Release
```
### Running Tests on Windows
You can see test project in same visual studio solution file. It is enough to run that project to run tests.
# Building the documentation
First you need install Sphinx: http://www.sphinx-doc.org/en/master/usage/installation.html
then:
```bash
$ cd docs
$ sphinx-build source build
```
it will compile docs into build folder, you can run index.html inside that function.

View File

@@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 3.8.2)
cmake_minimum_required(VERSION 3.13)
project(cglm
VERSION 0.9.3
VERSION 0.9.6
HOMEPAGE_URL https://github.com/recp/cglm
DESCRIPTION "OpenGL Mathematics (glm) for C"
LANGUAGES C
@@ -44,7 +44,7 @@ if(MSVC)
endforeach(flag_var)
endif()
else()
add_compile_options(-Wall)
add_compile_options(-Wall -Wextra -Wpedantic -Wconversion)
if(NOT CMAKE_BUILD_TYPE MATCHES Debug)
add_compile_options(-O3)
@@ -93,8 +93,10 @@ add_library(${PROJECT_NAME}
src/mat4x2.c
src/mat4x3.c
src/plane.c
src/noise.c
src/frustum.c
src/box.c
src/aabb2d.c
src/project.c
src/sphere.c
src/ease.c

14
CREDITS
View File

@@ -82,3 +82,17 @@ http://github.com/microsoft/DirectXMath
17. Pick Matrix
glu project -> project.c
18. Ray sphere intersection
RAY TRACING GEMS
HIGH-QUALITY AND REAL-TIME RENDERING WITH DXR AND OTHER APIS
CHAPTER 7
Precision Improvements for Ray/Sphere Intersection
Eric Haines (1), Johannes Günther (2), and Tomas Akenine-Möller (1)
(1) NVIDIA
(2) Intel
Wyman, C., and Haines, E. Getting Started with RTX Ray Tracing.
https://github.com/NVIDIAGameWorks/GettingStartedWithRTXRayTracing

View File

@@ -23,7 +23,7 @@ checkCFLAGS = $(AM_CFLAGS) \
-std=gnu11 \
-O3 \
-DCGLM_DEFINE_PRINTS \
-I./include
-I$(srcdir)/include
check_PROGRAMS = test/tests
TESTS = $(check_PROGRAMS)
@@ -67,6 +67,7 @@ cglm_HEADERS = include/cglm/version.h \
include/cglm/util.h \
include/cglm/quat.h \
include/cglm/plane.h \
include/cglm/noise.h \
include/cglm/frustum.h \
include/cglm/box.h \
include/cglm/aabb2d.h \
@@ -120,6 +121,7 @@ cglm_call_HEADERS = include/cglm/call/mat4.h \
include/cglm/call/quat.h \
include/cglm/call/euler.h \
include/cglm/call/plane.h \
include/cglm/call/noise.h \
include/cglm/call/frustum.h \
include/cglm/call/box.h \
include/cglm/call/project.h \
@@ -129,7 +131,8 @@ cglm_call_HEADERS = include/cglm/call/mat4.h \
include/cglm/call/bezier.h \
include/cglm/call/ray.h \
include/cglm/call/affine.h \
include/cglm/call/affine2d.h
include/cglm/call/affine2d.h \
include/cglm/call/aabb2d.h
cglm_call_clipspacedir=$(includedir)/cglm/call/clipspace
cglm_call_clipspace_HEADERS = include/cglm/call/clipspace/persp_lh_no.h \
@@ -210,13 +213,15 @@ cglm_struct_HEADERS = include/cglm/struct/mat4.h \
include/cglm/struct/quat.h \
include/cglm/struct/euler.h \
include/cglm/struct/plane.h \
include/cglm/struct/noise.h \
include/cglm/struct/frustum.h \
include/cglm/struct/box.h \
include/cglm/struct/aabb2d.h \
include/cglm/struct/project.h \
include/cglm/struct/sphere.h \
include/cglm/struct/color.h \
include/cglm/struct/curve.h
include/cglm/struct/curve.h \
include/cglm/struct/ray.h
cglm_struct_clipspacedir=$(includedir)/cglm/struct/clipspace
cglm_struct_clipspace_HEADERS = include/cglm/struct/clipspace/persp_lh_no.h \
@@ -260,6 +265,7 @@ libcglm_la_SOURCES=\
src/mat4x2.c \
src/mat4x3.c \
src/plane.c \
src/noise.c \
src/frustum.c \
src/box.c \
src/project.c \
@@ -269,6 +275,7 @@ libcglm_la_SOURCES=\
src/bezier.c \
src/ray.c \
src/affine2d.c \
src/aabb2d.c \
src/clipspace/ortho_lh_no.c \
src/clipspace/ortho_lh_zo.c \
src/clipspace/ortho_rh_no.c \

488
README.md
View File

@@ -39,73 +39,100 @@
<br>
<p align="center">
Highly optimized 2D|3D math library, also known as <b>OpenGL Mathematics (glm) for `C`</b>. <b>cglm</b> provides lot of utils to help math operations to be fast and quick to write. It is community friendly, feel free to bring any issues, bugs you faced.
A highly optimized 2D|3D math library. Also known as OpenGL Mathematics (glm) for C. <b>cglm</b> provides fast and ergonomic math functions to ease graphics programming. It is community friendly feel free to report any bugs and issues you face. <br>
<i>If you're using C++, you might want to check out <a href="https://github.com/g-truc/glm">GLM</a></i>
</p>
- Allocation-free
- Header-only
- SIMD-optimized
- API-agnostic
---
#### 📚 Documentation
### 📚 Documentation
Almost all functions (inline versions) and parameters are documented inside the corresponding headers. <br />
Complete documentation: http://cglm.readthedocs.io
All functions and their parameters are documented above their declaration inside their corresponding headers. <br />
Alternatively, you can read the complete documentation [here](http://cglm.readthedocs.io).
#### 📌 Note for previous versions:
### 🔨 Building
- _dup (duplicate) is changed to _copy. For instance `glm_vec_dup -> glm_vec3_copy`
- OpenGL related functions are dropped to make this lib platform/third-party independent
- make sure you have latest version and feel free to report bugs, troubles
- **[bugfix]** euler angles was implemented in reverse order (extrinsic) it was fixed, now they are intrinsic. Make sure that
you have the latest version
- **[major change]** by starting v0.4.0, quaternions are stored as [x, y, z, w], it was [w, x, y, z] in v0.3.5 and earlier versions
- **[api rename]** by starting v0.4.5, **glm_simd** functions are renamed to **glmm_**
- **[new option]** by starting v0.4.5, you can disable alignment requirement, check options in docs.
- **[major change]** by starting v0.5.0, vec3 functions use **glm_vec3_** namespace, it was **glm_vec_** until v0.5.0
- **[major change]** by starting v0.5.1, built-in alignment is removed from **vec3** and **mat3** types
- **[major change]** by starting v0.7.3, inline print functions are disabled in release/production mode to eliminate print costs (see options in documentation). Print output also improved. You can disable colors if you need (see documentation)
- **[major change]** by starting v0.8.3, **cglm** supports alternative clipspace configurations e.g. Left Handed, Zero-to-One (_zo)... `CGLM_FORCE_DEPTH_ZERO_TO_ONE` and `CGLM_FORCE_LEFT_HANDED` is provided to control clipspace. You should be able to use **cglm** with Vulkan, DirectX and Metal now... see https://cglm.readthedocs.io/en/latest/opt.html#clipspace-option-s
cglm can be used in it's entirety as a header-only library simply by including `cglm/cglm.h`. If you wish to link against it instead, it can be built using one of the supported build systems. Detailed information about building on individual platforms and build systems along with the instructions for building the documentation can be found in [BUILDING.md](./BUILDING.md).
#### 📌 Note for C++ developers:
If you are not aware of the original GLM library yet, you may also want to look at:
https://github.com/g-truc/glm
### ✅ Usage
#### 📌 Note for new comers (Important):
- `vec4` and `mat4` variables must be aligned. (There will be unaligned versions later)
- **in** and **[in, out]** parameters must be initialized (please). But **[out]** parameters not, initializing out param is also redundant
- All functions are inline if you don't want to use pre-compiled versions with glmc_ prefix, you can ignore build process. Just include headers.
- if your debugger takes you to cglm headers then make sure you are not trying to copy vec4 to vec3 or alig issues...
- Welcome!
#### Header-only
#### 📌 Note for experienced developers:
- Since I'm testing this library in my projects, sometimes bugs occurs; finding that bug[s] and making improvements would be more easy with multiple developer/contributor and their projects or knowledge. Consider to make some tests if you suspect something is wrong and any feedbacks, contributions and bug reports are always welcome.
Include the `cglm/cglm.h` header and use functions with the `glm_` prefix.
```c
#include "cglm/cglm.h"
#### 📌 Allocations?
`cglm` doesn't alloc any memory on heap. So it doesn't provide any allocator. You should alloc memory for **out** parameters too if you pass pointer of memory location. Don't forget that **vec4** (also quat/**versor**) and **mat4** must be aligned (16-bytes), because *cglm* uses SIMD instructions to optimize most operations if available.
// ...
#### 📌 Returning vector or matrix... ?
vec2 vector;
glm_vec2_zero(vector);
```
**cglm** supports both *ARRAY API* and *STRUCT API*, so you can return structs if you utilize struct api (`glms_`).
#### Struct API
<hr/>
Include `cglm/struct.h` and use `glms_`.
```c
#include "cglm/struct.h"
<table>
<tbody>
<tr>
<td>
<div>Like some other graphics libraries (especially OpenGL) this library use Column-Major layout to keep matrices in the memory. </div>
<div>&nbsp;</div>
<div>In the future the library may support an option to use row-major layout, CURRENTLY if you need to row-major layout you will need to transpose it. </div>
</td>
<td>
<img src="https://upload.wikimedia.org/wikipedia/commons/3/3f/Matrix_Columns.svg" width="300px" />
</td>
</tr>
</tbody>
</table>
// ...
## 🚀 Features
- **scalar** and **simd** (sse, avx, neon...) optimizations
- option to use different clipspaces e.g. Left Handed, Zero-to-One... (currently right handed negative-one is default)
- array api and struct api, you can use arrays or structs.
vec2s vector = glms_vec2_zero();
```
#### Linked
Include `cglm/call.h` and use `glmc_`.
```c
#include "cglm/call.h"
// ...
vec2 vector;
glmc_vec2_zero(vector);
```
### ❗ Alignment
While cglm by default aligns what's necessary, it is possible to disable this by defining `CGLM_ALL_UNALIGNED`. If you're targeting machines with any kind of SIMD support, make sure that all `vec4`, `mat4` and `mat2` arguments you pass to cglm functions are aligned to prevent unexpected crashes, alternatively use the unaligned versions if present.
### Struct API
The struct API works as follows (note the `s` suffix on types, `glms_` prefix on functions and `GLMS_` on constants):
```C
#include <cglm/struct.h>
mat4s mat = GLMS_MAT4_IDENTITY_INIT;
mat4s inv = glms_mat4_inv(mat);
```
Struct functions generally take parameters *by copy* and *return* the results rather than taking pointers and writing to out parameters. That means your variables can usually be `const`, if you're into that.
The types used are actually unions that allow access to the same data in multiple ways. One of these involves anonymous structures available since C11. MSVC supports them in earlier versions out of the box and GCC/Clang as well if you enable `-fms-extensions`.
To explicitly enable anonymous structures `#define CGLM_USE_ANONYMOUS_STRUCT 1`, or `0` to disable them.
For backwards compatibility, you can also `#define CGLM_NO_ANONYMOUS_STRUCT` to disable them. If you don't specify explicitly, cglm will attempt a best guess based on your compiler and C version.
### 📌 Migration notes:
- `_dup` (duplicate) functions were renamed to `_copy`. For instance: `glm_vec_dup` -> `glm_vec3_copy`.
- OpenGL related functions were dropped to make cglm API independent.
- **[bugfix]** Euler angles had been previously implemented in reverse order (extrinsic). This was fixed to be intrinsic.
- **[major change]** Starting with **v0.4.0**, quaternions are stored as [x, y, z, w]. Previously it was [w, x, y, z].
- **[api rename]** Starting with **v0.4.5**, `glm_simd_` functions are renamed to `glmm_`.
- **[new option]** Starting with **v0.4.5**, alignment requirements can be disabled. Read more in the documentation.
- **[major change]** Starting with **v0.5.0**, vec3 functions occupy the **glm_vec3_** namespace. This used to be **glm_vec_** in earlier versions.
- **[major change]** Starting with **v0.5.1**, `vec3` and `mat3` types are not aligned by default.
- **[major change]** Starting with **v0.7.3**, inline print functions are disabled by default in release mode to eliminate printing costs (see the Options chapter of the docs). <br> Colored output can be disabled (see documentation).
- **[major change]** Starting with **v0.8.3**, alternate clipspace configurations are supported. The `CGLM_FORCE_DEPTH_ZERO_TO_ONE` and `CGLM_FORCE_LEFT_HANDED` flags are provided to control clip depth and handedness. This makes it easier to incorporate cglm into projects using graphics APIs such as Vulkan or Metal. See https://cglm.readthedocs.io/en/latest/opt.html#clipspace-option-s
### 🚀 Features
- scalar and simd (sse, avx, neon...) optimizations
- general purpose matrix operations (mat4, mat3)
- chain matrix multiplication (square only)
- general purpose vector operations (cross, dot, rotate, proj, angle...)
@@ -117,49 +144,35 @@ https://github.com/g-truc/glm
- quaternions
- euler angles / yaw-pitch-roll to matrix
- extract euler angles
- inline or pre-compiled function call
- frustum (extract view frustum planes, corners...)
- bounding box (AABB in Frustum (culling), crop, merge...)
- bounding sphere
- project, unproject
- easing functions
- curves
- curve interpolation helpers (S*M*C, deCasteljau...)
- helpers to convert cglm types to Apple's simd library to pass cglm types to Metal GL without packing them on both sides
- curve interpolation helpers (SMC, deCasteljau...)
- comversion helpers from cglm types to Apple's simd library to pass cglm types to Metal GL without packing them on both sides
- ray intersection helpers
- and others...
---
<hr />
<table>
<tbody>
<tr>
<td>
<div>Like other graphics libraries (especially OpenGL), cglm uses column-major layout to keep matrices in memory. </div>
<div>&nbsp;</div>
<div>While we might support row-major matrices in the future, currently if you need your matrices to be in row-major layout you have to transpose them. </div>
</td>
<td>
<img src="https://upload.wikimedia.org/wikipedia/commons/3/3f/Matrix_Columns.svg" width="300px" />
</td>
</tr>
</tbody>
</table>
You have two options to call a function/operation: inline or library call (link)
Almost all functions are marked inline (always_inline) so compiler will probably inline.
To call pre-compiled versions, just use `glmc_` (c stands for 'call') instead of `glm_`.
---
```C
#include <cglm/cglm.h> /* for inline */
#include <cglm/call.h> /* for library call (this also includes cglm.h) */
mat4 rot, trans, rt;
/* ... */
glm_mul(trans, rot, rt); /* inline */
glmc_mul(trans, rot, rt); /* call from library */
```
Most of math functions are optimized manually with SSE2 if available, if not? Dont worry there are non-sse versions of all operations
You can pass matrices and vectors as array to functions rather than get address.
```C
mat4 m = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
glm_translate(m, (vec3){1.0f, 0.0f, 0.0f});
```
Library contains general purpose mat4 mul and inverse functions, and also contains some special forms (optimized) of these functions for affine transformations' matrices. If you want to multiply two affine transformation matrices you can use glm_mul instead of glm_mat4_mul and glm_inv_tr (ROT + TR) instead glm_mat4_inv
cglm contains general purpose mat4 product and inverse functions but also provides optimized versions for affine transformations. If you want to multiply two affine transformation matrices you can use glm_mul instead of glm_mat4_mul and glm_inv_tr (ROT + TR) instead glm_mat4_inv.
```C
/* multiplication */
mat4 modelMat;
@@ -169,311 +182,9 @@ glm_mul(T, R, modelMat);
glm_inv_tr(modelMat);
```
### Struct API
The struct API works as follows, note the `s` suffix on types, the `glms_` prefix on functions and the `GLMS_` prefix on constants:
```C
#include <cglm/struct.h>
mat4s mat = GLMS_MAT4_IDENTITY_INIT;
mat4s inv = glms_mat4_inv(mat);
```
Struct functions generally take their parameters as *values* and *return* their results, rather than taking pointers and writing to out parameters. That means your parameters can usually be `const`, if you're into that.
The types used are actually unions that allow access to the same data multiple ways. One of those ways involves anonymous structures, available since C11. MSVC also supports it for earlier C versions out of the box and GCC/Clang do if you enable `-fms-extensions`. To explicitly enable these anonymous structures, `#define CGLM_USE_ANONYMOUS_STRUCT` to `1`, to disable them, to `0`. For backward compatibility, you can also `#define CGLM_NO_ANONYMOUS_STRUCT` (value is irrelevant) to disable them. If you don't specify explicitly, cglm will do a best guess based on your compiler and the C version you're using.
## 🔨 Build
### CMake (All platforms)
```bash
$ mkdir build
$ cd build
$ cmake .. # [Optional] -DCGLM_SHARED=ON
$ make
$ sudo make install # [Optional]
```
##### Cmake options with Defaults:
```CMake
option(CGLM_SHARED "Shared build" ON)
option(CGLM_STATIC "Static build" OFF)
option(CGLM_USE_C99 "" OFF) # C11
option(CGLM_USE_TEST "Enable Tests" OFF) # for make check - make test
```
#### Use as header-only library with your CMake project
This requires no building or installation of cglm.
* Example:
``` cmake
cmake_minimum_required(VERSION 3.8.2)
project(<Your Project Name>)
add_executable(${PROJECT_NAME} src/main.c)
target_link_libraries(${LIBRARY_NAME} PRIVATE
cglm_headers)
add_subdirectory(external/cglm/ EXCLUDE_FROM_ALL)
```
#### Use with your CMake project
* Example:
```cmake
cmake_minimum_required(VERSION 3.8.2)
project(<Your Project Name>)
add_executable(${PROJECT_NAME} src/main.c)
target_link_libraries(${LIBRARY_NAME} PRIVATE
cglm)
add_subdirectory(external/cglm/)
# or you can use find_package to configure cglm
```
#### Use CMake to build for WebAssembly
Since math functions like `sinf` is used, this can not be targeted at `wasm32-unknown-unknown`, one of [wasi-sdk](https://github.com/WebAssembly/wasi-sdk) or [emscripten](https://github.com/emscripten-core/emsdk) should be used.
Should note that shared build is not yet supported for WebAssembly.
For [simd128](https://github.com/WebAssembly/simd) support, add `-msimd128` to `CMAKE_C_FLAGS`, in command line `-DCMAKE_C_FLAGS="-msimd128"`.
For tests, the cmake option `CGLM_USE_TEST` would still work, you'll need a wasi runtime for running tests, see our [ci config file](.github/workflows/cmake-wasm.yml) for a detailed example.
##### Use CMake and WASI SDK to build for WebAssembly
```bash
$ cmake .. \
-DCMAKE_TOOLCHAIN_FILE=/path/to/wasi-sdk-19.0/share/cmake/wasi-sdk.cmake \
-DWASI_SDK_PREFIX=/path/to/wasi-sdk-19.0
```
Where `/path/to/wasi-sdk-19.0/` is the path to extracted [wasi sdk](https://github.com/WebAssembly/wasi-sdk).
In this case it would by default make a static build.
##### Use CMake and Emscripten SDK to build for WebAssembly
```bash
$ emcmake cmake .. \
-DCMAKE_EXE_LINKER_FLAGS="-s STANDALONE_WASM" \
-DCGLM_STATIC=ON
```
The `emcmake` here is the cmake wrapper for Emscripten from installed [emsdk](https://github.com/emscripten-core/emsdk).
### Meson (All platforms)
```bash
$ meson build # [Optional] --default-library=static
$ cd build
$ ninja
$ sudo ninja install # [Optional]
```
##### Meson options with Defaults:
```meson
c_std=c11
buildtype=release
default_library=shared
build_tests=true # to run tests: ninja test
```
#### Use with your Meson project
* Example:
```meson
# Clone cglm or create a cglm.wrap under <source_root>/subprojects
project('name', 'c')
cglm_dep = dependency('cglm', fallback : 'cglm', 'cglm_dep')
executable('exe', 'src/main.c', dependencies : cglm_dep)
```
### Swift (Swift Package Manager)
Currently only default build options are supported. Add **cglm** dependency to your project:
```swift
...
Package(
...
dependencies: [
...
.package(url: "https://github.com/recp/cglm", .branch("master")),
]
...
)
```
Now add **cgml** as a dependency to your target. Product choices are:
- **cglm** for inlined version of the library which can be linked only statically
- **cglmc** for a compiled version of the library with no linking limitation
```swift
...
.target(
...
dependencies: [
...
.product(name: "cglm", package: "cglm"),
]
...
)
...
```
### Unix (Autotools)
```bash
$ sh autogen.sh
$ ./configure
$ make
$ make check # [Optional]
$ [sudo] make install # [Optional]
```
This will also install pkg-config files so you can use
`pkg-config --cflags cglm` and `pkg-config --libs cglm` to retrieve compiler
and linker flags.
The files will be installed into the given prefix (usually `/usr/local` by
default on Linux), but your pkg-config may not be configured to actually check
there. You can figure out where it's looking by running `pkg-config --variable
pc_path pkg-config` and change the path the files are installed to via
`./configure --with-pkgconfigdir=/your/path`. Alternatively, you can add the
prefix path to your `PKG_CONFIG_PATH` environment variable.
### Windows (MSBuild)
Windows related build file and project files are located in `win` folder,
make sure you are inside `cglm/win` folder.
Code Analysis is enabled, so it may take awhile to build.
```Powershell
$ cd win
$ .\build.bat
```
if `msbuild` won't work (because of multi version VS) then try to build with `devenv`:
```Powershell
$ devenv cglm.sln /Build Release
```
#### Running Tests on Windows
You can see test project in same visual studio solution file. It is enough to run that project to run tests.
### Building Docs
First you need install Sphinx: http://www.sphinx-doc.org/en/master/usage/installation.html
then:
```bash
$ cd docs
$ sphinx-build source build
```
it will compile docs into build folder, you can run index.html inside that function.
## How to use
If you want to use the inline versions of functions, then include the main header
```C
#include <cglm/cglm.h>
```
the header will include all headers. Then call the func you want e.g. rotate vector by axis:
```C
glm_vec3_rotate(v1, glm_rad(45), (vec3){1.0f, 0.0f, 0.0f});
```
some functions are overloaded :) e.g you can normalize vector:
```C
glm_vec3_normalize(vec);
```
this will normalize vec and store normalized vector into `vec` but if you will store normalized vector into another vector do this:
```C
glm_vec3_normalize_to(vec, result);
```
like this function you may see `_to` postfix, this functions store results to another variables and save temp memory
to call pre-compiled versions include header with `c` postfix, c means call. Pre-compiled versions are just wrappers.
```C
#include <cglm/call.h>
```
this header will include all headers with c postfix. You need to call functions with c posfix:
```C
glmc_vec3_normalize(vec);
```
Function usage and parameters are documented inside related headers. You may see same parameter passed twice in some examples like this:
```C
glm_mat4_mul(m1, m2, m1);
/* or */
glm_mat4_mul(m1, m1, m1);
```
the first two parameter are **[in]** and the last one is **[out]** parameter. After multiplying *m1* and *m2*, the result is stored in *m1*. This is why we send *m1* twice. You may store the result in a different matrix, this is just an example.
### Example: Computing MVP matrix
#### Option 1
```C
mat4 proj, view, model, mvp;
/* init proj, view and model ... */
glm_mat4_mul(proj, view, viewProj);
glm_mat4_mul(viewProj, model, mvp);
```
#### Option 2
```C
mat4 proj, view, model, mvp;
/* init proj, view and model ... */
glm_mat4_mulN((mat4 *[]){&proj, &view, &model}, 3, mvp);
```
## How to send matrix to OpenGL
mat4 is array of vec4 and vec4 is array of floats. `glUniformMatrix4fv` functions accecpts `float*` as `value` (last param), so you can cast mat4 to float* or you can pass first column of matrix as beginning of memory of matrix:
Option 1: Send first column
```C
glUniformMatrix4fv(location, 1, GL_FALSE, matrix[0]);
/* array of matrices */
glUniformMatrix4fv(location, 1, GL_FALSE, matrix[0][0]);
```
Option 2: Cast matrix to pointer type (also valid for multiple dimensional arrays)
```C
glUniformMatrix4fv(location, 1, GL_FALSE, (float *)matrix);
```
You can pass matrices the same way to other APIs e.g. Vulkan, DX...
## Notes
- 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:**
- [ ] Unit tests (In Progress)
- [ ] Unit tests for comparing cglm with glm results
- [x] Add version info
- [ ] Unaligned operations (e.g. `glm_umat4_mul`)
- [x] Extra documentation
- [x] ARM Neon Arch
## Contributors
This project exists thanks to all the people who contribute. [[Contribute](CONTRIBUTING.md)].
This project exists thanks to all the people who contribute. [[Contribute](CONTRIBUTING.md)]
<a href="https://github.com/recp/cglm/graphs/contributors"><img src="https://opencollective.com/cglm/contributors.svg?width=890&button=false" /></a>
@@ -498,6 +209,3 @@ Support this project by becoming a sponsor. Your logo will show up here with a l
<a href="https://opencollective.com/cglm/sponsor/7/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/7/avatar.svg"></a>
<a href="https://opencollective.com/cglm/sponsor/8/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/8/avatar.svg"></a>
<a href="https://opencollective.com/cglm/sponsor/9/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/9/avatar.svg"></a>
## License
MIT. check the LICENSE file

View File

@@ -2,7 +2,7 @@ Pod::Spec.new do |s|
# Description
s.name = "cglm"
s.version = "0.9.2"
s.version = "0.9.5"
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], [0.9.3], [info@recp.me])
AC_INIT([cglm], [0.9.6], [info@recp.me])
AM_INIT_AUTOMAKE([-Wall foreign subdir-objects serial-tests])
# Don't use the default cflags (-O2 -g), we set ours manually in Makefile.am.

View File

@@ -82,7 +82,7 @@ Functions documentation
| crops a bounding box with another one.
this could be useful for gettng a bbox which fits with view frustum and
this could be useful for getting a bbox which fits with view frustum and
object bounding boxes. In this case you crop view frustum box with objects
box
@@ -95,7 +95,7 @@ Functions documentation
| crops a bounding box with another one.
this could be useful for gettng a bbox which fits with view frustum and
this could be useful for getting a bbox which fits with view frustum and
object bounding boxes. In this case you crop view frustum box with objects
box

View File

@@ -110,7 +110,24 @@ Functions documentation
.. c:function:: void glm_rotate(mat4 m, float angle, vec3 axis)
rotate existing transform matrix around Z axis by angle and axis
rotate existing transform matrix around given axis by angle at ORIGIN (0,0,0)
**❗IMPORTANT ❗️**
If you need to rotate object around itself e.g. center of object or at
some point [of object] then `glm_rotate_at()` would be better choice to do so.
Even if object's model transform is identity, rotation may not be around
center of object if object does not lay out at ORIGIN perfectly.
Using `glm_rotate_at()` with center of bounding shape ( AABB, Sphere ... )
would be an easy option to rotate around object if object is not at origin.
One another option to rotate around itself at any point is `glm_spin()`
which is perfect if only rotating around model position is desired e.g. not
specific point on model for instance center of geometry or center of mass,
again if geometry is not perfectly centered at origin at identity transform,
rotation may not be around geometry.
Parameters:
| *[in, out]* **m** affine transform

View File

@@ -66,6 +66,7 @@ Follow the :doc:`build` documentation for this
ivec4
color
plane
noise
project
util
io

View File

@@ -9,7 +9,7 @@ By default struct api adds `s` suffix to every type name e.g. vec3s, mat4s, vers
Also struct api `s` suffix to namespace e.g. `glms_vec3_add`, `glms_mat4_mul` etc.
By starting v0.9.0, struct api namespace is configurable. We can omit **glms_** namespace or
even change it with custom name to move existing api integrations to **cglm** more easliy...
even change it with custom name to move existing api integrations to **cglm** more easily...
We can also add **s** to function names if we want e.g. `glms_vec3_add()` -> `vec3_add()` or `vec3s_add()`.
By including **cglm/struct.h** header you will include all struct api. It will also include **cglm/cglm.h** too.
@@ -91,6 +91,9 @@ To configure the Struct API namespace, you can define the following macros befor
- **CGLM_STRUCT_API_NS**: define name space for struct api, DEFAULT is **glms**
- **CGLM_STRUCT_API_NAME_SUFFIX**: define name suffix, DEFAULT is **empty** e.g defining it as #define CGLM_STRUCT_API_NAME_SUFFIX s will add s suffix to mat4_mul -> mat4s_mul
❗️ IMPORTANT ❗️
It's a good idea to set up your config macros in build settings like CMake, Xcode, or Visual Studio. This is especially important if you're using features like Modules in Xcode, where adding macros directly before the **cglm** headers might not work.
Detailed documentation for Struct API:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

View File

@@ -62,7 +62,7 @@ Functions documentation
| crops a bounding box with another one.
this could be useful for gettng a bbox which fits with view frustum and
this could be useful for getting a bbox which fits with view frustum and
object bounding boxes. In this case you crop view frustum box with objects
box
@@ -75,7 +75,7 @@ Functions documentation
| crops a bounding box with another one.
this could be useful for gettng a bbox which fits with view frustum and
this could be useful for getting a bbox which fits with view frustum and
object bounding boxes. In this case you crop view frustum box with objects
box

View File

@@ -36,8 +36,10 @@ Functions:
#. :c:func:`glm_ortho_default`
#. :c:func:`glm_ortho_default_s`
#. :c:func:`glm_perspective`
#. :c:func:`glm_perspective_infinite`
#. :c:func:`glm_persp_move_far`
#. :c:func:`glm_perspective_default`
#. :c:func:`glm_perspective_default_infinite`
#. :c:func:`glm_perspective_resize`
#. :c:func:`glm_lookat`
#. :c:func:`glm_look`
@@ -146,6 +148,21 @@ Functions documentation
| *[in]* **farVal** far clipping planes
| *[out]* **dest** result matrix
.. c:function:: void glm_perspective_infinite(float fovy, float aspect, float nearZ, mat4 dest)
| set up perspective projection matrix with infinite far plane
The far clipping plane is pushed to infinity. This can improve depth
precision for distant objects and is required by some rendering techniques
such as shadow volumes. Dispatches to the appropriate clipspace variant
based on compile-time configuration (LH/RH, NO/ZO).
Parameters:
| *[in]* **fovy** field of view angle (in radians)
| *[in]* **aspect** aspect ratio ( width / height )
| *[in]* **nearZ** near clipping plane
| *[out]* **dest** result matrix
.. c:function:: void glm_persp_move_far(mat4 proj, float deltaFar)
| extend perspective projection matrix's far distance
@@ -165,6 +182,20 @@ Functions documentation
| *[in]* **aspect** aspect aspect ratio ( width / height )
| *[out]* **dest** result matrix
.. c:function:: void glm_perspective_default_infinite(float aspect, mat4 dest)
| set up infinite perspective projection matrix with default near
and angle values
Equivalent to calling :c:func:`glm_perspective_infinite` with
``fovy = GLM_PI_4`` (45°) and ``nearZ = 0.01``. Useful as a
quick drop-in when you need an infinite projection without tuning
the individual parameters.
Parameters:
| *[in]* **aspect** aspect ratio ( width / height )
| *[out]* **dest** result matrix
.. c:function:: void glm_perspective_resize(float aspect, mat4 proj)
| resize perspective matrix by aspect ratio ( width / height )

View File

@@ -62,9 +62,9 @@ author = u'Recep Aslantas'
# built documents.
#
# The short X.Y version.
version = u'0.9.2'
version = u'0.9.6'
# The full version, including alpha/beta/rc tags.
release = u'0.9.2'
release = u'0.9.6'
# The language for content autogenerated by Sphinx. Refer to documentation
# for a list of supported languages.
@@ -91,6 +91,7 @@ todo_include_todos = False
# a list of builtin themes.
#
html_theme = 'sphinx_rtd_theme'
pygments_style = 'monokai'
# Theme options are theme-specific and customize the look and feel of a theme
# further. For a list of options available for each theme, see the
@@ -111,8 +112,11 @@ html_theme_options = {
# Add any paths that contain custom static files (such as style sheets) here,
# relative to this directory. They are copied after the builtin static files,
# so a file named "default.css" will overwrite the builtin "default.css".
# html_static_path = ['_static']
html_static_path = ['sphinx-static']
# Add customm CSS and JS files
html_css_files = ['theme_overrides.css']
html_js_files = []
# -- Options for HTMLHelp output ------------------------------------------

File diff suppressed because it is too large Load Diff

View File

@@ -23,68 +23,183 @@ Functions:
#. :c:func:`glm_mat2x3_transpose`
#. :c:func:`glm_mat2x3_scale`
Represented
~~~~~~~~~~~
.. csv-table:: mat2x3
:header: "", "column 1", "column 2"
"row 1", "m00", "m10"
"row 2", "m01", "m11"
"row 3", "m02", "m12"
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_mat2x3_copy(mat2x3 mat, mat2x3 dest)
.. c:function:: void glm_mat2x3_copy(mat2x3 src, mat2x3 dest)
copy mat2x3 to another one (dest).
Copy mat2x3 (src) to mat2x3 (dest).
Parameters:
| *[in]* **mat** source
| *[out]* **dest** destination
| *[in]* **src** mat2x3 (left)
| *[out]* **dest** destination (result, mat2x3)
.. c:function:: void glm_mat2x3_zero(mat2x3 mat)
.. csv-table:: mat2x3 **(src)**
:header: "", "column 1", "column 2"
make given matrix zero
"row 1", "a00", "a10"
"row 2", "a01", "a11"
"row 3", "a02", "a12"
.. csv-table:: mat2x3 **(dest)**
:header: "", "column 1", "column 2"
"row 1", "b00 = a00", "b10 = a10"
"row 2", "b01 = a01", "b11 = a11"
"row 3", "b02 = a02", "b12 = a12"
.. c:function:: void glm_mat2x3_zero(mat2x3 m)
Zero out the mat2x3 (m).
Parameters:
| *[in,out]* **mat** matrix
| *[in, out]* **m** mat2x3 (src, dest)
.. c:function:: void glm_mat2x3_make(float * __restrict src, mat2x3 dest)
.. csv-table:: mat2x3 **(m)**
:header: "", "column 1", "column 2"
Create mat2x3 matrix from pointer
"row 1", "0.00", "2.00"
"row 2", "5.00", "4.00"
"row 3", "7.00", "6.00"
.. csv-table:: mat2x3 **(m)**
:header: "", "column 1", "column 2"
"row 1", "0.00", "0.00"
"row 2", "0.00", "0.00"
"row 3", "0.00", "0.00"
.. c:function:: void glm_mat2x3_make(const float * __restrict src, mat2x3 dest)
Create mat2x3 (dest) from pointer (src).
.. note:: **@src** must contain at least 6 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix2x3
| *[in]* **src** pointer to an array of floats (left)
| *[out]* **dest** destination (result, mat2x3)
.. c:function:: void glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat2 dest)
.. csv-table:: float array (1x6) **(src)**
:header: "", "column 1"
multiply m1 and m2 to dest
"row 1", "v0"
"row 2", "v1"
"row 3", "v2"
"row 4", "v3"
"row 5", "v4"
"row 6", "v5"
.. csv-table:: mat2x3 **(dest)**
:header: "", "column 1", "column 2"
"row 1", "v0", "v3"
"row 2", "v1", "v4"
"row 3", "v2", "v5"
.. c:function:: void glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat3 dest)
Multiply mat2x3 (m1) by mat3x2 (m2) and store in mat3 (dest).
.. code-block:: c
glm_mat2x3_mul(mat2x3, mat3x2, mat2);
glm_mat2x3_mul(mat2x3, mat3x2, mat3);
Parameters:
| *[in]* **m1** left matrix (mat2x3)
| *[in]* **m2** right matrix (mat3x2)
| *[out]* **dest** destination matrix (mat2)
| *[in]* **m1** mat2x3 (left)
| *[in]* **m2** mat3x2 (right)
| *[out]* **dest** destination (result, mat3)
.. c:function:: void glm_mat2x3_mulv(mat2x3 m, vec3 v, vec2 dest)
.. csv-table:: mat2x3 **(m1)**
:header: "", "column 1", "column 2"
multiply mat2x3 with vec3 (column vector) and store in dest vector
"row 1", "a00", "a10"
"row 2", "a01", "a11"
"row 3", "a02", "a12"
.. csv-table:: mat3x2 **(m2)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "b00", "b10", "b20"
"row 2", "b01", "b11", "b21"
.. csv-table:: mat3 **(dest)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "a00 * b00 + a10 * b01", "a00 * b10 + a10 * b11", "a00 * b20 + a10 * b21"
"row 2", "a01 * b00 + a11 * b01", "a01 * b10 + a11 * b11", "a01 * b20 + a11 * b21"
"row 3", "a02 * b00 + a12 * b01", "a02 * b10 + a12 * b11", "a02 * b20 + a12 * b21"
.. c:function:: void glm_mat2x3_mulv(mat2x3 m, vec2 v, vec3 dest)
Multiply mat2x3 (m) by vec2 (v) and store in vec3 (dest).
Parameters:
| *[in]* **m** mat2x3 (left)
| *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** destination (result, column vector)
| *[in]* **m** mat2x3 (left)
| *[in]* **v** vec2 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. c:function:: void glm_mat2x3_transpose(mat2x3 m, mat3x2 dest)
.. csv-table:: mat2x3 **(m)**
:header: "", "column 1", "column 2"
transpose matrix and store in dest
"row 1", "m00", "m10"
"row 2", "m01", "m11"
"row 3", "m02", "m12"
.. csv-table:: column vec2 (1x2) **(v)**
:header: "", "column 1"
"row 1", "v0"
"row 2", "v1"
.. csv-table:: column vec3 (1x3) **(dest)**
:header: "", "column 1"
"row 1", "m00 * v0 + m10 * v1"
"row 2", "m01 * v0 + m11 * v1"
"row 3", "m02 * v0 + m12 * v1"
.. c:function:: void glm_mat2x3_transpose(mat2x3 src, mat3x2 dest)
Transpose mat2x3 (src) and store in mat3x2 (dest).
Parameters:
| *[in]* **m** matrix
| *[out]* **dest** destination
| *[in]* **src** mat2x3 (left)
| *[out]* **dest** destination (result, mat3x2)
.. c:function:: void glm_mat2x3_scale(mat2x3 m, float s)
.. csv-table:: mat2x3 **(src)**
:header: "", "column 1", "column 2"
multiply matrix with scalar
"row 1", "a00", "a10"
"row 2", "a01", "a11"
"row 3", "a02", "a12"
.. csv-table:: mat3x2 **(dest)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "b00 = a00", "b10 = a01", "b20 = a02"
"row 2", "b01 = a10", "b11 = a11", "b21 = a12"
.. c:function:: void glm_mat2x3_scale(mat2x3 m, float s)
Multiply mat2x3 (m) by scalar constant (s).
Parameters:
| *[in, out]* **m** matrix
| *[in]* **s** scalar
| *[in, out]* **m** mat2x3 (src, dest)
| *[in]* **s** float (scalar)
.. csv-table:: mat2x3 **(m)**
:header: "", "column 1", "column 2"
"row 1", "m00 = m00 * s", "m10 = m10 * s"
"row 2", "m01 = m01 * s", "m11 = m11 * s"
"row 3", "m02 = m02 * s", "m12 = m12 * s"

View File

@@ -23,68 +23,197 @@ Functions:
#. :c:func:`glm_mat2x4_transpose`
#. :c:func:`glm_mat2x4_scale`
Represented
~~~~~~~~~~~
.. csv-table:: mat2x4
:header: "", "column 1", "column 2"
"row 1", "m00", "m10"
"row 2", "m01", "m11"
"row 3", "m02", "m12"
"row 4", "m03", "m13"
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_mat2x4_copy(mat2x4 mat, mat2x4 dest)
.. c:function:: void glm_mat2x4_copy(mat2x4 src, mat2x4 dest)
copy mat2x4 to another one (dest).
Copy mat2x4 (src) to mat2x4 (dest).
Parameters:
| *[in]* **mat** source
| *[out]* **dest** destination
| *[in]* **src** mat2x4 (left)
| *[out]* **dest** destination (result, mat2x4)
.. c:function:: void glm_mat2x4_zero(mat2x4 mat)
.. csv-table:: mat2x4 **(src)**
:header: "", "column 1", "column 2"
make given matrix zero
"row 1", "a00", "a10"
"row 2", "a01", "a11"
"row 3", "a02", "a12"
"row 4", "a03", "a13"
.. csv-table:: mat2x4 **(dest)**
:header: "", "column 1", "column 2"
"row 1", "b00 = a00", "b10 = a10"
"row 2", "b01 = a01", "b11 = a11"
"row 3", "b02 = a02", "b12 = a12"
"row 4", "b03 = a03", "b13 = a13"
.. c:function:: void glm_mat2x4_zero(mat2x4 m)
Zero out the mat2x4 (m).
Parameters:
| *[in,out]* **mat** matrix
| *[in, out]* **m** mat2x4 (src, dest)
.. c:function:: void glm_mat2x4_make(float * __restrict src, mat2x4 dest)
.. csv-table:: mat2x4 **(m)**
:header: "", "column 1", "column 2"
Create mat2x4 matrix from pointer
"row 1", "0.00", "2.00"
"row 2", "5.00", "4.00"
"row 3", "7.00", "6.00"
"row 4", "23.00", "1.00"
.. csv-table:: mat2x4 **(m)**
:header: "", "column 1", "column 2"
"row 1", "0.00", "0.00"
"row 2", "0.00", "0.00"
"row 3", "0.00", "0.00"
"row 4", "0.00", "0.00"
.. c:function:: void glm_mat2x4_make(const float * __restrict src, mat2x4 dest)
Create mat2x4 (dest) from pointer (src).
.. note:: **@src** must contain at least 8 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix2x4
| *[in]* **src** pointer to an array of floats (left)
| *[out]* **dest** destination (result, mat2x4)
.. c:function:: void glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat2 dest)
.. csv-table:: float array (1x8) **(src)**
:header: "", "column 1"
multiply m1 and m2 to dest
"row 1", "v0"
"row 2", "v1"
"row 3", "v2"
"row 4", "v3"
"row 5", "v4"
"row 6", "v5"
"row 7", "v6"
"row 8", "v7"
.. csv-table:: mat2x4 **(dest)**
:header: "", "column 1", "column 2"
"row 1", "v0", "v4"
"row 2", "v1", "v5"
"row 3", "v2", "v6"
"row 4", "v3", "v7"
.. c:function:: void glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat4 dest)
Multiply mat2x4 (m1) by mat4x2 (m2) and store in mat4 (dest).
.. code-block:: c
glm_mat2x4_mul(mat2x4, mat4x2, mat2);
glm_mat2x4_mul(mat2x4, mat4x2, mat4);
Parameters:
| *[in]* **m1** left matrix (mat2x4)
| *[in]* **m2** right matrix (mat4x2)
| *[out]* **dest** destination matrix (mat2)
| *[in]* **m1** mat2x4 (left)
| *[in]* **m2** mat4x2 (right)
| *[out]* **dest** destination (result, mat4)
.. c:function:: void glm_mat2x4_mulv(mat2x4 m, vec4 v, vec2 dest)
.. csv-table:: mat2x4 **(m1)**
:header: "", "column 1", "column 2"
multiply mat2x4 with vec4 (column vector) and store in dest vector
"row 1", "a00", "a10"
"row 2", "a01", "a11"
"row 3", "a02", "a12"
"row 4", "a03", "a13"
.. csv-table:: mat4x2 **(m2)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "b00", "b10", "b20", "b30"
"row 2", "b01", "b11", "b21", "b31"
.. csv-table:: mat4x4 **(dest)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "a00 * b00 + a10 * b01", "a00 * b10 + a10 * b11", "a00 * b20 + a10 * b21", "a00 * b30 + a10 * b31"
"row 2", "a01 * b00 + a11 * b01", "a01 * b10 + a11 * b11", "a01 * b20 + a11 * b21", "a01 * b30 + a11 * b31"
"row 3", "a02 * b00 + a12 * b01", "a02 * b10 + a12 * b11", "a02 * b20 + a12 * b21", "a02 * b30 + a12 * b31"
"row 4", "a03 * b00 + a13 * b01", "a03 * b10 + a13 * b11", "a03 * b20 + a13 * b21", "a03 * b30 + a13 * b31"
.. c:function:: void glm_mat2x4_mulv(mat2x4 m, vec2 v, vec4 dest)
Multiply mat2x4 (m) by vec2 (v) and store in vec4 (dest).
Parameters:
| *[in]* **m** mat2x4 (left)
| *[in]* **v** vec4 (right, column vector)
| *[out]* **dest** destination (result, column vector)
| *[in]* **m** mat2x4 (left)
| *[in]* **v** vec2 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. c:function:: void glm_mat2x4_transpose(mat2x4 m, mat4x2 dest)
.. csv-table:: mat2x4 **(m)**
:header: "", "column 1", "column 2"
transpose matrix and store in dest
"row 1", "m00", "m10"
"row 2", "m01", "m11"
"row 3", "m02", "m12"
"row 4", "m03", "m13"
.. csv-table:: column vec2 (1x2) **(v)**
:header: "", "column 1"
"row 1", "v0"
"row 2", "v1"
.. csv-table:: column vec4 (1x4) **(dest)**
:header: "", "column 1"
"row 1", "m00 * v0 + m10 * v1"
"row 2", "m01 * v0 + m11 * v1"
"row 3", "m02 * v0 + m12 * v1"
"row 4", "m03 * v0 + m13 * v1"
.. c:function:: void glm_mat2x4_transpose(mat2x4 src, mat4x2 dest)
Transpose mat2x4 (src) and store in mat4x2 (dest).
Parameters:
| *[in]* **m** matrix
| *[out]* **dest** destination
| *[in]* **src** mat2x4 (left)
| *[out]* **dest** destination (result, mat4x2)
.. csv-table:: mat2x4 **(src)**
:header: "", "column 1", "column 2"
"row 1", "a00", "a10"
"row 2", "a01", "a11"
"row 3", "a02", "a12"
"row 4", "a03", "a13"
.. csv-table:: mat4x2 **(dest)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "b00 = a00", "b10 = a01", "b20 = a02", "b30 = a03"
"row 2", "b01 = a10", "b11 = a11", "b21 = a12", "b31 = a13"
.. c:function:: void glm_mat2x4_scale(mat2x4 m, float s)
multiply matrix with scalar
Multiply mat2x4 (m) by scalar constant (s).
Parameters:
| *[in, out]* **m** matrix
| *[in]* **s** scalar
| *[in, out]* **m** mat2x4 (src, dest)
| *[in]* **s** float (scalar)
.. csv-table:: mat2x4 **(m)**
:header: "", "column 1", "column 2"
"row 1", "m00 = m00 * s", "m10 = m10 * s"
"row 2", "m01 = m01 * s", "m11 = m11 * s"
"row 3", "m02 = m02 * s", "m12 = m12 * s"
"row 4", "m03 = m03 * s", "m13 = m13 * s"

File diff suppressed because it is too large Load Diff

View File

@@ -23,68 +23,174 @@ Functions:
#. :c:func:`glm_mat3x2_transpose`
#. :c:func:`glm_mat3x2_scale`
Represented
~~~~~~~~~~~
.. csv-table:: mat3x2
:header: "", "column 1", "column 2", "column 3"
"row 1", "m00", "m10", "m20"
"row 2", "m01", "m11", "m21"
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_mat3x2_copy(mat3x2 mat, mat3x2 dest)
.. c:function:: void glm_mat3x2_copy(mat3x2 src, mat3x2 dest)
copy mat3x2 to another one (dest).
Copy mat3x2 (src) to mat3x2 (dest).
Parameters:
| *[in]* **mat** source
| *[out]* **dest** destination
| *[in]* **src** mat3x2 (left)
| *[out]* **dest** destination (result, mat3x2)
.. c:function:: void glm_mat3x2_zero(mat3x2 mat)
.. csv-table:: mat3x2 **(src)**
:header: "", "column 1", "column 2", "column 3"
make given matrix zero
"row 1", "a00", "a10", "a20"
"row 2", "a01", "a11", "a21"
.. csv-table:: mat3x2 **(dest)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "b00 = a00", "b10 = a10", "b20 = a20"
"row 2", "b01 = a01", "b11 = a11", "b21 = a21"
.. c:function:: void glm_mat3x2_zero(mat3x2 m)
Zero out the mat3x2 (m).
Parameters:
| *[in,out]* **mat** matrix
| *[in, out]* **m** mat3x2 (src, dest)
.. c:function:: void glm_mat3x2_make(float * __restrict src, mat3x2 dest)
.. csv-table:: mat3x2 **(m)**
:header: "", "column 1", "column 2", "column 3"
Create mat3x2 matrix from pointer
"row 1", "0.00", "2.00", "15.00"
"row 2", "5.00", "4.00", "6.00"
.. csv-table:: mat3x2 **(m)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "0.00", "0.00", "0.00"
"row 2", "0.00", "0.00", "0.00"
.. c:function:: void glm_mat3x2_make(const float * __restrict src, mat3x2 dest)
Create mat3x2 (dest) from pointer (src).
.. note:: **@src** must contain at least 6 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix3x2
| *[in]* **src** pointer to an array of floats (left)
| *[out]* **dest** destination (result, mat3x2)
.. c:function:: void glm_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat3 dest)
.. csv-table:: float array (1x6) **(src)**
:header: "", "column 1"
multiply m1 and m2 to dest
"row 1", "v0"
"row 2", "v1"
"row 3", "v2"
"row 4", "v3"
"row 5", "v4"
"row 6", "v5"
.. csv-table:: mat3x2 **(dest)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "v0", "v2", "v4"
"row 2", "v1", "v3", "v5"
.. c:function:: void glm_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat2 dest)
Multiply mat3x2 (m1) by mat2x3 (m2) and store in mat2 (dest).
.. code-block:: c
glm_mat3x2_mul(mat3x2, mat2x3, mat3);
glm_mat3x2_mul(mat3x2, mat2x3, mat2);
Parameters:
| *[in]* **m1** left matrix (mat3x2)
| *[in]* **m2** right matrix (mat2x3)
| *[out]* **dest** destination matrix (mat3)
| *[in]* **m1** mat3x2 (left)
| *[in]* **m2** mat2x3 (right)
| *[out]* **dest** destination (result, mat2)
.. c:function:: void glm_mat3x2_mulv(mat3x2 m, vec2 v, vec3 dest)
.. csv-table:: mat3x2 **(m1)**
:header: "", "column 1", "column 2", "column 3"
multiply mat3x2 with vec2 (column vector) and store in dest vector
"row 1", "a00", "a10", "a20"
"row 2", "a01", "a11", "a21"
.. csv-table:: mat2x3 **(m2)**
:header: "", "column 1", "column 2"
"row 1", "b00", "b10"
"row 2", "b01", "b11"
"row 3", "b02", "b12"
.. csv-table:: mat2x2 **(dest)**
:header: "", "column 1", "column 2"
"row 1", "a00 * b00 + a10 * b01 + a20 * b02", "a00 * b10 + a10 * b11 + a20 * b12"
"row 2", "a01 * b00 + a11 * b01 + a21 * b02", "a01 * b10 + a11 * b11 + a21 * b12"
.. c:function:: void glm_mat3x2_mulv(mat3x2 m, vec3 v, vec2 dest)
Multiply mat3x2 (m) by vec3 (v) and store in vec2 (dest).
Parameters:
| *[in]* **m** mat3x2 (left)
| *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** destination (result, column vector)
| *[in]* **m** mat3x2 (left)
| *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. c:function:: void glm_mat3x2_transpose(mat3x2 m, mat2x3 dest)
.. csv-table:: mat3x2 **(m)**
:header: "", "column 1", "column 2", "column 3"
transpose matrix and store in dest
"row 1", "m00", "m10", "m20"
"row 2", "m01", "m11", "m21"
.. csv-table:: column vec3 (1x3) **(v)**
:header: "", "column 1"
"row 1", "v0"
"row 2", "v1"
"row 3", "v2"
.. csv-table:: column vec2 (1x2) **(dest)**
:header: "", "column 1"
"row 1", "m00 * v0 + m10 * v1 + m20 * v2"
"row 2", "m01 * v0 + m11 * v1 + m21 * v2"
.. c:function:: void glm_mat3x2_transpose(mat3x2 src, mat2x3 dest)
Transpose mat3x2 (src) and store in mat2x3 (dest).
Parameters:
| *[in]* **m** matrix
| *[out]* **dest** destination
| *[in]* **src** mat3x2 (left)
| *[out]* **dest** destination (result, mat2x3)
.. c:function:: void glm_mat3x2_scale(mat3x2 m, float s)
.. csv-table:: mat3x2 **(src)**
:header: "", "column 1", "column 2", "column 3"
multiply matrix with scalar
"row 1", "a00", "a10", "a20"
"row 2", "a01", "a11", "a21"
.. csv-table:: mat2x3 **(dest)**
:header: "", "column 1", "column 2"
"row 1", "b00 = a00", "b10 = a01"
"row 2", "b01 = a10", "b11 = a11"
"row 3", "b02 = a20", "b12 = a21"
.. c:function:: void glm_mat3x2_scale(mat3x2 m, float s)
Multiply mat3x2 (m) by scalar constant (s).
Parameters:
| *[in, out]* **m** matrix
| *[in]* **s** scalar
| *[in, out]* **m** mat3x2 (src, dest)
| *[in]* **s** float (scalar)
.. csv-table:: mat3x2 **(m)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "m00 = m00 * s", "m10 = m10 * s", "m20 = m20 * s"
"row 2", "m01 = m01 * s", "m11 = m11 * s", "m21 = m21 * s"

View File

@@ -23,68 +23,204 @@ Functions:
#. :c:func:`glm_mat3x4_transpose`
#. :c:func:`glm_mat3x4_scale`
Represented
~~~~~~~~~~~
.. csv-table:: mat3x4
:header: "", "column 1", "column 2", "column 3"
"row 1", "m00", "m10", "m20"
"row 2", "m01", "m11", "m21"
"row 3", "m02", "m12", "m22"
"row 4", "m03", "m13", "m23"
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_mat3x4_copy(mat3x4 mat, mat3x4 dest)
.. c:function:: void glm_mat3x4_copy(mat3x4 src, mat3x4 dest)
copy mat3x4 to another one (dest).
Copy mat3x4 (src) to mat3x4 (dest).
Parameters:
| *[in]* **mat** source
| *[out]* **dest** destination
| *[in]* **src** mat3x4 (left)
| *[out]* **dest** destination (result, mat3x4)
.. c:function:: void glm_mat3x4_zero(mat3x4 mat)
.. csv-table:: mat3x4 **(src)**
:header: "", "column 1", "column 2", "column 3"
make given matrix zero
"row 1", "a00", "a10", "a20"
"row 2", "a01", "a11", "a21"
"row 3", "a02", "a12", "a22"
"row 4", "a03", "a13", "a23"
.. csv-table:: mat3x4 **(dest)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "b00 = a00", "b10 = a10", "b20 = a20"
"row 2", "b01 = a01", "b11 = a11", "b21 = a21"
"row 3", "b02 = a02", "b12 = a12", "b22 = a22"
"row 4", "b03 = a03", "b13 = a13", "b23 = a23"
.. c:function:: void glm_mat3x4_zero(mat3x4 m)
Zero out the mat3x4 (m).
Parameters:
| *[in,out]* **mat** matrix
| *[in, out]* **m** mat3x4 (src, dest)
.. c:function:: void glm_mat3x4_make(float * __restrict src, mat3x4 dest)
.. csv-table:: mat3x4 **(m)**
:header: "", "column 1", "column 2", "column 3"
Create mat3x4 matrix from pointer
"row 1", "0.00", "2.00", "78.00"
"row 2", "5.00", "4.00", "12.00"
"row 3", "7.00", "6.00", "32.00"
"row 4", "23.00", "1.00", "9.00"
.. note::: **@src** must contain at least 12 elements.
.. csv-table:: mat3x4 **(m)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "0.00", "0.00", "0.00"
"row 2", "0.00", "0.00", "0.00"
"row 3", "0.00", "0.00", "0.00"
"row 4", "0.00", "0.00", "0.00"
.. c:function:: void glm_mat3x4_make(const float * __restrict src, mat3x4 dest)
Create mat3x4 (dest) from pointer (src).
.. note:: **@src** must contain at least 12 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix3x4
| *[in]* **src** pointer to an array of floats (left)
| *[out]* **dest** destination (result, mat3x4)
.. c:function:: void glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest)
.. csv-table:: float array (1x12) **(src)**
:header: "", "column 1"
multiply m1 and m2 to dest
"row 1", "v0"
"row 2", "v1"
"row 3", "v2"
"row 4", "v3"
"row 5", "v4"
"row 6", "v5"
"row 7", "v6"
"row 8", "v7"
"row 9", "v8"
"row 10", "v9"
"row 11", "v10"
"row 12", "v11"
.. csv-table:: mat3x4 **(dest)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "v0", "v4", "v8"
"row 2", "v1", "v5", "v9"
"row 3", "v2", "v6", "v10"
"row 4", "v3", "v7", "v11"
.. c:function:: void glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat4 dest)
Multiply mat3x4 (m1) by mat4x3 (m2) and store in mat4 (dest).
.. code-block:: c
glm_mat3x4_mul(mat3x4, mat4x3, mat3);
glm_mat3x4_mul(mat3x4, mat4x3, mat4);
Parameters:
| *[in]* **m1** left matrix (mat3x4)
| *[in]* **m2** right matrix (mat4x3)
| *[out]* **dest** destination matrix (mat3)
| *[in]* **m1** mat2x4 (left)
| *[in]* **m2** mat4x2 (right)
| *[out]* **dest** destination (result, mat4)
.. c:function:: void glm_mat3x4_mulv(mat3x4 m, vec4 v, vec3 dest)
.. csv-table:: mat3x4 **(m1)**
:header: "", "column 1", "column 2", "column 3"
multiply mat3x4 with vec4 (column vector) and store in dest vector
"row 1", "a00", "a10", "a20"
"row 2", "a01", "a11", "a21"
"row 3", "a02", "a12", "a22"
"row 4", "a03", "a13", "a23"
.. csv-table:: mat4x3 **(m2)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "b00", "b10", "b20", "b30"
"row 2", "b01", "b11", "b21", "b31"
"row 3", "b02", "b12", "b22", "b32"
.. csv-table:: mat4x4 **(dest)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "a00 * b00 + a10 * b01 + a20 * b02", "a00 * b10 + a10 * b11 + a20 * b12", "a00 * b20 + a10 * b21 + a20 * b22", "a00 * b30 + a10 * b31 + a20 * b32"
"row 2", "a01 * b00 + a11 * b01 + a21 * b02", "a01 * b10 + a11 * b11 + a21 * b12", "a01 * b20 + a11 * b21 + a21 * b22", "a01 * b30 + a11 * b31 + a21 * b32"
"row 3", "a02 * b00 + a12 * b01 + a22 * b02", "a02 * b10 + a12 * b11 + a22 * b12", "a02 * b20 + a12 * b21 + a22 * b22", "a02 * b30 + a12 * b31 + a22 * b32"
"row 4", "a03 * b00 + a13 * b01 + a23 * b02", "a03 * b10 + a13 * b11 + a23 * b12", "a03 * b20 + a13 * b21 + a23 * b22", "a03 * b30 + a13 * b31 + a23 * b32"
.. c:function:: void glm_mat3x4_mulv(mat3x4 m, vec3 v, vec4 dest)
Multiply ma3x4 (m) by vec3 (v) and store in vec4 (dest).
Parameters:
| *[in]* **m** mat3x4 (left)
| *[in]* **v** vec4 (right, column vector)
| *[out]* **dest** destination (result, column vector)
| *[in]* **m** mat3x4 (left)
| *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. c:function:: void glm_mat3x4_transpose(mat3x4 m, mat4x3 dest)
.. csv-table:: mat3x4 **(m)**
:header: "", "column 1", "column 2", "column 3"
transpose matrix and store in dest
"row 1", "m00", "m10", "m20"
"row 2", "m01", "m11", "m21"
"row 3", "m02", "m12", "m22"
"row 4", "m03", "m13", "m23"
.. csv-table:: column vec3 (1x3) **(v)**
:header: "", "column 1"
"row 1", "v0"
"row 2", "v1"
"row 3", "v2"
.. csv-table:: column vec4 (1x4) **(dest)**
:header: "", "column 1"
"row 1", "m00 * v0 + m10 * v1 + m20 * v2"
"row 2", "m01 * v0 + m11 * v1 + m21 * v2"
"row 3", "m02 * v0 + m12 * v1 + m22 * v2"
"row 4", "m03 * v0 + m13 * v1 + m23 * v2"
.. c:function:: void glm_mat3x4_transpose(mat3x4 src, mat4x3 dest)
Transpose mat3x4 (src) and store in mat4x3 (dest).
Parameters:
| *[in]* **m** matrix
| *[out]* **dest** destination
| *[in]* **src** mat3x4 (left)
| *[out]* **dest** destination (result, mat4x3)
.. csv-table:: mat3x4 **(src)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "a00", "a10", "a20"
"row 2", "a01", "a11", "a21"
"row 3", "a02", "a12", "a22"
"row 4", "a03", "a13", "a23"
.. csv-table:: mat4x3 **(dest)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "b00 = a00", "b10 = a01", "b20 = a02", "b30 = a03"
"row 2", "b01 = a10", "b11 = a11", "b21 = a12", "b31 = a13"
"row 3", "b02 = a20", "b12 = a21", "b22 = a22", "b32 = a23"
.. c:function:: void glm_mat3x4_scale(mat3x4 m, float s)
multiply matrix with scalar
Multiply mat3x4 (m) by scalar constant (s).
Parameters:
| *[in, out]* **m** matrix
| *[in]* **s** scalar
| *[in, out]* **m** mat3x4 (src, dest)
| *[in]* **s** float (scalar)
.. csv-table:: mat3x4 **(m)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "m00 = m00 * s", "m10 = m10 * s", "m20 = m20 * s"
"row 2", "m01 = m01 * s", "m11 = m11 * s", "m21 = m21 * s"
"row 3", "m02 = m02 * s", "m12 = m12 * s", "m22 = m22 * s"
"row 4", "m03 = m03 * s", "m13 = m13 * s", "m23 = m23 * s"

View File

@@ -48,6 +48,7 @@ Functions:
#. :c:func:`glm_mat4_swap_row`
#. :c:func:`glm_mat4_rmc`
#. :c:func:`glm_mat4_make`
#. :c:func:`glm_mat4_textrans`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
@@ -143,7 +144,7 @@ Functions documentation
.. code-block:: c
mat m1, m2, m3, m4, res;
mat4 m1, m2, m3, m4, res;
glm_mat4_mulN((mat4 *[]){&m1, &m2, &m3, &m4}, 4, res);
Parameters:
@@ -304,7 +305,7 @@ Functions documentation
Returns:
scalar value e.g. Matrix1x1
.. c:function:: void glm_mat4_make(float * __restrict src, mat4 dest)
.. c:function:: void glm_mat4_make(const float * __restrict src, mat4 dest)
Create mat4 matrix from pointer
@@ -313,3 +314,15 @@ Functions documentation
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix4x4
.. c:function:: void glm_mat4_textrans(float sx, float sy, float rot, float tx, float ty, mat4 dest)
Create texture transformation matrix, rotation is in radians CCW/RH
Parameters:
| *[in]* **sx** scale x
| *[in]* **sy** scale y
| *[in]* **rot** rotation in radians CCW/RH
| *[in]* **tx** translation x
| *[in]* **ty** translation y
| *[out]* **dest** destination matrix3x3

View File

@@ -23,68 +23,179 @@ Functions:
#. :c:func:`glm_mat4x2_transpose`
#. :c:func:`glm_mat4x2_scale`
Represented
~~~~~~~~~~~
.. csv-table:: mat4x2
:header: "", "column 1", "column 2", "column 3", "column4"
"row 1", "m00", "m10", "m20", "m30"
"row 2", "m01", "m11", "m21", "m31"
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_mat4x2_copy(mat4x2 mat, mat4x2 dest)
.. c:function:: void glm_mat4x2_copy(mat4x2 src, mat4x2 dest)
copy mat4x2 to another one (dest).
Copy mat4x2 (src) to mat4x2 (dest).
Parameters:
| *[in]* **mat** source
| *[out]* **dest** destination
| *[in]* **src** mat4x2 (left)
| *[out]* **dest** destination (result, mat4x2)
.. c:function:: void glm_mat4x2_zero(mat4x2 mat)
.. csv-table:: mat4x2 **(src)**
:header: "", "column 1", "column 2", "column 3", "column 4"
make given matrix zero
"row 1", "a00", "a10", "a20", "a30"
"row 2", "a01", "a11", "a21", "a31"
.. csv-table:: ma4x2 **(dest)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "b00 = a00", "b10 = a10", "b20 = a20", "b30 = a30"
"row 2", "b01 = a01", "b11 = a11", "b21 = a21", "b31 = a31"
.. c:function:: void glm_mat4x2_zero(mat4x2 m)
Zero out the mat4x2 (m).
Parameters:
| *[in,out]* **mat** matrix
| *[in, out]* **m** mat4x2 (src, dest)
.. c:function:: void glm_mat4x2_make(float * __restrict src, mat4x2 dest)
.. csv-table:: mat4x2 **(m)**
:header: "", "column 1", "column 2", "column 3", "column 4"
Create mat4x2 matrix from pointer
"row 1", "0.00", "2.00", "15.00", "44.00"
"row 2", "5.00", "4.00", "6.00", "12.00"
.. csv-table:: mat4x2 **(m)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "0.00", "0.00", "0.00", "0.00"
"row 2", "0.00", "0.00", "0.00", "0.00"
.. c:function:: void glm_mat4x2_make(const float * __restrict src, mat4x2 dest)
Create mat4x2 (dest) from pointer (src).
.. note:: **@src** must contain at least 8 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix4x2
| *[in]* **src** pointer to an array of floats (left)
| *[out]* **dest** destination (result, mat4x2)
.. c:function:: void glm_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat4 dest)
.. csv-table:: float array (1x8) **(src)**
:header: "", "column 1"
multiply m1 and m2 to dest
"row 1", "v0"
"row 2", "v1"
"row 3", "v2"
"row 4", "v3"
"row 5", "v4"
"row 6", "v5"
"row 7", "v6"
"row 8", "v7"
.. csv-table:: mat4x2 **(dest)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "v0", "v2", "v4", "v6"
"row 2", "v1", "v3", "v5", "v7"
.. c:function:: void glm_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat2 dest)
Multiply mat4x2 (m1) by mat2x4 (m2) and store in mat2 (dest).
.. code-block:: c
glm_mat4x2_mul(mat4x2, mat2x4, mat4);
glm_mat4x2_mul(mat4x2, mat2x4, mat2);
Parameters:
| *[in]* **m1** left matrix (mat4x2)
| *[in]* **m2** right matrix (mat2x4)
| *[out]* **dest** destination matrix (mat4)
| *[in]* **m1** mat4x2 (left)
| *[in]* **m2** mat2x4 (right)
| *[out]* **dest** destination (result, mat2)
.. c:function:: void glm_mat4x2_mulv(mat4x2 m, vec2 v, vec4 dest)
.. csv-table:: mat4x2 **(m1)**
:header: "", "column 1", "column 2", "column 3", "column 4"
multiply mat4x2 with vec2 (column vector) and store in dest vector
"row 1", "a00", "a10", "a20", "a30"
"row 2", "a01", "a11", "a21", "a31"
.. csv-table:: mat2x4 **(m2)**
:header: "", "column 1", "column 2"
"row 1", "b00", "b10"
"row 2", "b01", "b11"
"row 3", "b02", "b12"
"row 4", "b03", "b13"
.. csv-table:: mat2x2 **(dest)**
:header: "", "column 1", "column 2"
"row 1", "a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03", "a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13"
"row 2", "a01 * b00 + a11 * b01 + a21 * b02 + a31 * b03", "a01 * b10 + a11 * b11 + a21 * b12 + a31 * b13"
.. c:function:: void glm_mat4x2_mulv(mat4x2 m, vec4 v, vec2 dest)
Multiply mat4x2 (m) by vec4 (v) and store in vec2 (dest).
Parameters:
| *[in]* **m** mat4x2 (left)
| *[in]* **v** vec2 (right, column vector)
| *[out]* **dest** destination (result, column vector)
| *[in]* **m** mat4x2 (left)
| *[in]* **v** vec4 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. c:function:: void glm_mat4x2_transpose(mat4x2 m, mat2x4 dest)
.. csv-table:: mat4x2 **(m)**
:header: "", "column 1", "column 2", "column 3", "column 4"
transpose matrix and store in dest
"row 1", "m00", "m10", "m20", "m30"
"row 2", "m01", "m11", "m21", "m31"
.. csv-table:: column vec4 (1x4) **(v)**
:header: "", "column 1"
"row 1", "v0"
"row 2", "v1"
"row 3", "v2"
"row 4", "v3"
.. csv-table:: column vec2 (1x2) **(dest)**
:header: "", "column 1"
"row 1", "m00 * v0 + m10 * v1 + m20 * v2 + m30 * v3"
"row 2", "m01 * v0 + m11 * v1 + m21 * v2 + m31 * v3"
.. c:function:: void glm_mat4x2_transpose(mat4x2 src, mat2x4 dest)
Transpose mat4x2 (src) and store in mat2x4 (dest).
Parameters:
| *[in]* **m** matrix
| *[out]* **dest** destination
| *[in]* **src** mat4x2 (left)
| *[out]* **dest** destination (result, mat2x4)
.. csv-table:: mat4x2 **(src)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "a00", "a10", "a20", "a30"
"row 2", "a01", "a11", "a21", "a31"
.. csv-table:: mat2x4 **(dest)**
:header: "", "column 1", "column 2"
"row 1", "b00 = a00", "b10 = a01"
"row 2", "b01 = a10", "b11 = a11"
"row 3", "b02 = a20", "b12 = a21"
"row 4", "b03 = a30", "b13 = a31"
.. c:function:: void glm_mat4x2_scale(mat4x2 m, float s)
multiply matrix with scalar
Multiply mat4x2 (m) by scalar constant (s).
Parameters:
| *[in, out]* **m** matrix
| *[in]* **s** scalar
| *[in, out]* **m** mat4x2 (src, dest)
| *[in]* **s** float (scalar)
.. csv-table:: mat4x2 **(m)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "m00 = m00 * s", "m10 = m10 * s", "m20 = m20 * s", "m30 = m30 * s"
"row 2", "m01 = m01 * s", "m11 = m11 * s", "m21 = m21 * s", "m31 = m31 * s"

View File

@@ -23,68 +23,195 @@ Functions:
#. :c:func:`glm_mat4x3_transpose`
#. :c:func:`glm_mat4x3_scale`
Represented
~~~~~~~~~~~
.. csv-table:: mat4x3
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "m00", "m10", "m20", "m30"
"row 2", "m01", "m11", "m21", "m31"
"row 3", "m02", "m12", "m22", "m32"
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_mat4x3_copy(mat4x3 mat, mat4x3 dest)
.. c:function:: void glm_mat4x3_copy(mat4x3 src, mat4x3 dest)
copy mat4x3 to another one (dest).
Copy mat4x3 (src) to mat4x3 (dest).
Parameters:
| *[in]* **mat** source
| *[out]* **dest** destination
| *[in]* **src** mat4x3 (left)
| *[out]* **dest** destination (result, mat4x3)
.. c:function:: void glm_mat4x3_zero(mat4x3 mat)
.. csv-table:: mat4x3 **(src)**
:header: "", "column 1", "column 2", "column 3", "column 4"
make given matrix zero
"row 1", "a00", "a10", "a20", "a30"
"row 2", "a01", "a11", "a21", "a31"
"row 3", "a02", "a12", "a22", "a32"
.. csv-table:: mat4x3 **(dest)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "b00 = a00", "b10 = a10", "b20 = a20", "b30 = a30"
"row 2", "b01 = a01", "b11 = a11", "b21 = a21", "b31 = a31"
"row 3", "b02 = a02", "b12 = a12", "b22 = a22", "b32 = a32"
.. c:function:: void glm_mat4x3_zero(mat4x3 m)
Zero out the mat4x3 (m).
Parameters:
| *[in,out]* **mat** matrix
| *[in, out]* **m** mat4x3 (src, dest)
.. c:function:: void glm_mat4x3_make(float * __restrict src, mat4x3 dest)
.. csv-table:: mat4x3 **(m)**
:header: "", "column 1", "column 2", "column 3", "column 4"
Create mat4x3 matrix from pointer
"row 1", "0.00", "2.00", "15.00", "44.00"
"row 2", "5.00", "4.00", "6.00", "12.00"
"row 3", "88.00", "8.00", "4.30", "15.00"
.. csv-table:: mat4x3 **(m)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "0.00", "0.00", "0.00", "0.00"
"row 2", "0.00", "0.00", "0.00", "0.00"
"row3", "0.00", "0.00", "0.00", "0.00"
.. c:function:: void glm_mat4x3_make(const float * __restrict src, mat4x3 dest)
Create mat4x3 (dest) from pointer (src).
.. note:: **@src** must contain at least 12 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix4x3
| *[in]* **src** pointer to an array of floats (left)
| *[out]* **dest** destination (result, mat4x3)
.. c:function:: void glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat4 dest)
.. csv-table:: float array (1x12) **(src)**
:header: "", "column 1"
multiply m1 and m2 to dest
"row 1", "v0"
"row 2", "v1"
"row 3", "v2"
"row 4", "v3"
"row 5", "v4"
"row 6", "v5"
"row 7", "v6"
"row 8", "v7"
"row 9", "v8"
"row 10", "v9"
"row 11", "v10"
"row 12", "v11"
.. csv-table:: mat4x3 **(dest)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "v0", "v3", "v6", "v9"
"row 2", "v1", "v4", "v7", "v10"
"row 3", "v2", "v5", "v8", "v11"
.. c:function:: void glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat3 dest)
Multiply mat4x3 (m1) by mat3x4 (m2) and store in mat3 (dest).
.. code-block:: c
glm_mat4x3_mul(mat4x3, mat3x4, mat4);
glm_mat4x3_mul(mat4x3, mat3x4, mat3);
Parameters:
| *[in]* **m1** left matrix (mat4x3)
| *[in]* **m2** right matrix (mat3x4)
| *[out]* **dest** destination matrix (mat4)
| *[in]* **m1** mat4x3 (left)
| *[in]* **m2** mat3x4 (right)
| *[out]* **dest** destination (result, mat3)
.. c:function:: void glm_mat4x3_mulv(mat4x3 m, vec3 v, vec4 dest)
.. csv-table:: mat4x3 **(m1)**
:header: "", "column 1", "column 2", "column 3", "column 4"
multiply mat4x3 with vec3 (column vector) and store in dest vector
"row 1", "a00", "a10", "a20", "a30"
"row 2", "a01", "a11", "a21", "a31"
"row 3", "a02", "a12", "a22", "a32"
.. csv-table:: mat3x4 **(m2)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "b00", "b10", "b20"
"row 2", "b01", "b11", "b21"
"row 3", "b02", "b12", "b22"
"row 4", "b03", "b13", "b23"
.. csv-table:: mat3x3 **(dest)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03", "a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13", "a00 * b20 + a10 * b21 + a20 * b22 + a30 * b23"
"row 2", "a01 * b00 + a11 * b01 + a21 * b02 + a31 * b03", "a01 * b10 + a11 * b11 + a21 * b12 + a31 * b13", "a01 * b20 + a11 * b21 + a21 * b22 + a31 * b23"
"row 3", "a02 * b00 + a12 * b01 + a22 * b02 + a32 * b03", "a02 * b10 + a12 * b11 + a22 * b12 + a32 * b13", "a02 * b20 + a12 * b21 + a22 * b22 + a32 * b23"
.. c:function:: void glm_mat4x3_mulv(mat4x3 m, vec4 v, vec3 dest)
Multiply mat4x3 (m) by vec4 (v) and store in vec3 (dest).
Parameters:
| *[in]* **m** mat4x3 (left)
| *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** destination (result, column vector)
| *[in]* **m** mat4x3 (left)
| *[in]* **v** vec4 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. c:function:: void glm_mat4x3_transpose(mat4x3 m, mat3x4 dest)
.. csv-table:: mat4x3 **(m)**
:header: "", "column 1", "column 2", "column 3", "column 4"
transpose matrix and store in dest
"row 1", "m00", "m10", "m20", "m30"
"row 2", "m01", "m11", "m21", "m31"
"row 3", "m02", "m12", "m22", "m32"
.. csv-table:: column vec4 (1x4) **(v)**
:header: "", "column 1"
"row 1", "v0"
"row 2", "v1"
"row 3", "v2"
"row 4", "v3"
.. csv-table:: column vec3 (1x3) **(dest)**
:header: "", "column 1"
"row 1", "m00 * v0 + m10 * v1 + m20 * v2 + m30 * v3"
"row 2", "m01 * v0 + m11 * v1 + m21 * v2 + m31 * v3"
"row 3", "m02 * v0 + m12 * v1 + m22 * v2 + m32 * v3"
.. c:function:: void glm_mat4x3_transpose(mat4x3 src, mat3x4 dest)
Transpose mat4x3 (src) and store in mat3x4 (dest).
Parameters:
| *[in]* **m** matrix
| *[out]* **dest** destination
| *[in]* **src** mat4x3 (left)
| *[out]* **dest** destination (result, mat3x4)
.. c:function:: void glm_mat4x3_scale(mat4x3 m, float s)
.. csv-table:: mat4x3 **(src)**
:header: "", "column 1", "column 2", "column 3", "column 4"
multiply matrix with scalar
"row 1", "a00", "a10", "a20", "a30"
"row 2", "a01", "a11", "a21", "a31"
"row 3", "a02", "a12", "a22", "a32"
.. csv-table:: mat3x4 **(dest)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "b00 = a00", "b10 = a01", "b20 = a02"
"row 2", "b01 = a10", "b11 = a11", "b21 = a12"
"row 3", "b02 = a20", "b12 = a21", "b22 = a22"
"row 4", "b03 = a30", "b13 = a31", "b23 = a32"
.. c:function:: void glm_mat4x3_scale(mat4x3 m, float s)
Multiply mat4x3 (m) by scalar constant (s).
Parameters:
| *[in, out]* **m** matrix
| *[in]* **s** scalar
| *[in, out]* **m** mat4x3 (src, dest)
| *[in]* **s** float (scalar)
.. csv-table:: mat4x3 **(m)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "m00 = m00 * s", "m10 = m10 * s", "m20 = m20 * s", "m30 = m30 * s"
"row 2", "m01 = m01 * s", "m11 = m11 * s", "m21 = m21 * s", "m31 = m31 * s"
"row 3", "m02 = m02 * s", "m12 = m12 * s", "m22 = m22 * s", "m32 = m32 * s"

60
docs/source/noise.rst Normal file
View File

@@ -0,0 +1,60 @@
.. default-domain:: C
perlin
================================================================================
Header: cglm/noise.h
Classic Perlin noise implementation.
Based on the work of Stefan Gustavson and Ashima Arts on "webgl-noise":
https://github.com/stegu/webgl-noise
Following Stefan Gustavson's paper "Simplex noise demystified":
http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
Implementation based on glm::perlin function:
https://github.com/g-truc/glm/blob/master/glm/gtc/noise.inl
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_perlin_vec4`
#. :c:func:`glm_perlin_vec3`
#. :c:func:`glm_perlin_vec2`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: float glm_perlin_vec4(vec4 point)
| Classic Perlin noise
Parameters:
| *[in]* **point** 4D point
Returns:
| noise value
.. c:function:: float glm_perlin_vec3(vec3 point)
| Classic Perlin noise
Parameters:
| *[in]* **point** 3D point
Returns:
| noise value
.. c:function:: float glm_perlin_vec2(vec2 point)
| Classic Perlin noise
Parameters:
| *[in]* **point** 2D point
Returns:
| noise value

View File

@@ -34,7 +34,7 @@ array of matrices:
/* ... */
glUniformMatrix4fv(location, count, GL_FALSE, matrix[0][0]);
1. Cast matrix to pointer
2. Cast matrix to pointer
--------------------------
.. code-block:: c

View File

@@ -5,35 +5,33 @@
A few options are provided via macros.
❗️ IMPORTANT ❗️
It's a good idea to set up your config macros in build settings like CMake, Xcode, or Visual Studio. This is especially important if you're using features like Modules in Xcode, where adding macros directly before the **cglm** headers might not work.
Alignment Option
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
As default, cglm requires types to be aligned. Alignment requirements:
By default, **cglm** requires types to be aligned with specific byte requirements:
vec3: 8 byte
vec4: 16 byte
mat4: 16 byte
versor: 16 byte
- vec3: 8 bytes
- vec4: 16 bytes
- mat4: 16 bytes (32 on AVX)
- versor: 16 bytes
By starting **v0.4.5** cglm provides an option to disable alignment requirement.
To enable this option define **CGLM_ALL_UNALIGNED** macro before all headers.
You can define it in Xcode, Visual Studio (or other IDEs) or you can also prefer
to define it in build system. If you use pre-compiled versions then you
have to compile cglm with **CGLM_ALL_UNALIGNED** macro.
Starting with **v0.4.5**, **cglm** offers an option to relax these alignment requirements. To use this option, define the **CGLM_ALL_UNALIGNED** macro before including any headers. This definition can be made within Xcode, Visual Studio, other IDEs, or directly in your build system. If using pre-compiled versions of **cglm**, you'll need to compile them with the **CGLM_ALL_UNALIGNED** macro.
**VERY VERY IMPORTANT:** If you use cglm in multiple projects and
those projects are depends on each other, then
**NOTE:❗️** If you're using **cglm** across multiple interdependent projects:
| *ALWAYS* or *NEVER USE* **CGLM_ALL_UNALIGNED** macro in linked projects
- Always or never use the **CGLM_ALL_UNALIGNED** macro in all linked projects to avoid configuration conflicts. A **cglm** header from one project could require alignment, while a header from another might not, leading to **cglm** functions accessing invalid memory locations.
if you do not know what you are doing. Because a cglm header included
via 'project A' may force types to be aligned and another cglm header
included via 'project B' may not require alignment. In this case
cglm functions will read from and write to **INVALID MEMORY LOCATIONSNs**.
- **Key Point:** Maintain the same **cglm** configuration across all your projects. For example, if you activate **CGLM_ALL_UNALIGNED** in one project, ensure it's set in the others too.
ALWAYS USE SAME CONFIGURATION / OPTION for **cglm** if you have multiple projects.
**❗NOTE:❗️**
For instance if you set CGLM_ALL_UNALIGNED in a project then set it in other projects too
While **CGLM_ALL_UNALIGNED** allows for flexibility in alignment, it doesn't override C's fundamental alignment rules. For example, an array like *vec4* decays to a pointer (float*) in functions, which must adhere to the alignment requirements of a float pointer (4 bytes). This adherence is crucial because **cglm** directly dereferences these pointers instead of copying data, and failing to meet alignment requirements can lead to unpredictable errors, such as crashes.
You can use `CGLM_ALIGN` and `CGLM_ALIGN_MAT` macros for aligning local variables or struct members. However, when dealing with dynamic memory allocation or custom memory locations, you'll need to ensure alignment requirements are met appropriately for those cases
Clipspace Option[s]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -78,7 +76,7 @@ SSE and SSE2 Shuffle Option
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**_mm_shuffle_ps** generates **shufps** instruction even if registers are same.
You can force it to generate **pshufd** instruction by defining
**CGLM_USE_INT_DOMAIN** macro. As default it is not defined.
**CGLM_NO_INT_DOMAIN** macro. As default it is not defined.
SSE3 and SSE4 Dot Product Options
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

View File

@@ -11,9 +11,9 @@ Header: cglm/quat.h
What you can do with quaternions with existing functions is (Some of them):
- You can rotate transform matrix using quaterion
- You can rotate vector using quaterion
- You can create view matrix using quaterion
- You can rotate transform matrix using quaternion
- You can rotate vector using quaternion
- You can create view matrix using quaternion
- You can create a lookrotation (from source point to dest)
Table of contents (click to go):
@@ -55,6 +55,7 @@ Functions:
#. :c:func:`glm_quat_lerp`
#. :c:func:`glm_quat_nlerp`
#. :c:func:`glm_quat_slerp`
#. :c:func:`glm_quat_slerp_longest`
#. :c:func:`glm_quat_look`
#. :c:func:`glm_quat_for`
#. :c:func:`glm_quat_forp`
@@ -351,6 +352,17 @@ Functions documentation
| *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** result quaternion
.. c:function:: void glm_quat_slerp_longest(versor q, versor r, float t, versor dest)
| interpolates between two quaternions
| using spherical linear interpolation (SLERP) and always takes the longest path
Parameters:
| *[in]* **from** from
| *[in]* **to** to
| *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** result quaternion
.. c:function:: void glm_quat_look(vec3 eye, versor ori, mat4 dest)
| creates view matrix using quaternion as camera orientation
@@ -422,7 +434,7 @@ Functions documentation
| *[in]* **q** quaternion
| *[in]* **pivot** pivot
.. c:function:: void glm_quat_make(float * __restrict src, versor dest)
.. c:function:: void glm_quat_make(const float * __restrict src, versor dest)
Create quaternion from pointer

View File

@@ -13,6 +13,8 @@ Table of contents (click to go):
Functions:
1. :c:func:`glm_ray_triangle`
#. :c:func:`glm_ray_sphere`
#. :c:func:`glm_ray_at`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
@@ -29,3 +31,39 @@ Functions documentation
| *[in]* **v2** third vertex of triangle
| *[in, out]* **d** float pointer to save distance to intersection
| *[out]* **intersection** whether there is intersection
.. c:function:: bool glm_ray_sphere(vec3 origin, vec3 dir, vec4 s, float * __restrict t1, float * __restrict t2)
ray sphere intersection
returns false if there is no intersection if true:
- t1 > 0, t2 > 0: ray intersects the sphere at t1 and t2 both ahead of the origin
- t1 < 0, t2 > 0: ray starts inside the sphere, exits at t2
- t1 < 0, t2 < 0: no intersection ahead of the ray ( returns false )
- the caller can check if the intersection points (t1 and t2) fall within a
specific range (for example, tmin < t1, t2 < tmax) to determine if the
intersections are within a desired segment of the ray
Parameters:
| *[in]* **origin** ray origin
| *[in]* **dir** normalized ray direction
| *[in]* **s** sphere [center.x, center.y, center.z, radii]
| *[out]* **t1** near point1 (closer to origin)
| *[out]* **t2** far point2 (farther from origin)
Return:
| whether there is intersection
.. c:function:: bool glm_ray_at(vec3 orig, vec3 dir, float t, vec3 point)
point using t by 𝐏(𝑡)=𝐀+𝑡𝐛
Parameters:
| *[in]* **origin** ray origin
| *[in]* **dir** ray direction
| *[out]* **t** parameter
| *[out]* **point** point at t
Return:
| point at t

View File

@@ -0,0 +1,12 @@
@media screen {
/* content column
*
* RTD theme's default is 800px as max width for the content, but we have
* tables with tons of columns, which need the full width of the view-port.
*
* Comment from yocto project theme_overrides.css
*/
.wy-nav-content{ max-width: none; }
}

View File

@@ -27,6 +27,8 @@ Functions:
#. :c:func:`glm_vec2_isvalid`
#. :c:func:`glm_vec2_sign`
#. :c:func:`glm_vec2_abs`
#. :c:func:`glm_vec2_fract`
#. :c:func:`glm_vec2_floor`
#. :c:func:`glm_vec2_sqrt`
Functions documentation
@@ -134,6 +136,22 @@ Functions documentation
| *[in]* **v** vector
| *[out]* **dest** destination vector
.. c:function:: void glm_vec2_fract(vec2 v, vec2 dest)
get fractional part of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector
.. c:function:: void glm_vec2_floor(vec2 v, vec2 dest)
floor 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

View File

@@ -53,6 +53,8 @@ Functions:
#. :c:func:`glm_vec2_clamp`
#. :c:func:`glm_vec2_lerp`
#. :c:func:`glm_vec2_make`
#. :c:func:`glm_vec2_reflect`
#. :c:func:`glm_vec2_refract`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
@@ -385,7 +387,7 @@ Functions documentation
| *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** destination
.. c:function:: void glm_vec2_make(float * __restrict src, vec2 dest)
.. c:function:: void glm_vec2_make(const float * __restrict src, vec2 dest)
Create two dimensional vector from pointer
@@ -394,3 +396,29 @@ Functions documentation
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination vector
.. c:function:: void glm_vec2_reflect(vec2 v, vec2 n, vec2 dest)
Reflection vector using an incident ray and a surface normal
Parameters:
| *[in]* **v** incident vector
| *[in]* **n** *❗️ normalized ❗️* normal vector
| *[out]* **dest** destination: reflection result
.. c:function:: bool glm_vec2_refract(vec2 v, vec2 n, float eta, vec2 dest)
Computes refraction vector for an incident vector and a surface normal.
Calculates the refraction vector based on Snell's law. If total internal reflection
occurs (angle too great given eta), dest is set to zero and returns false.
Otherwise, computes refraction vector, stores it in dest, and returns true.
Parameters:
| *[in]* **v** *❗️ normalized ❗️* incident vector
| *[in]* **n** *❗️ normalized ❗️* normal vector
| *[in]* **eta** ratio of indices of refraction (incident/transmitted)
| *[out]* **dest** refraction vector if refraction occurs; zero vector otherwise
Returns:
returns true if refraction occurs; false if total internal reflection occurs.

View File

@@ -28,6 +28,8 @@ Functions:
#. :c:func:`glm_vec3_isvalid`
#. :c:func:`glm_vec3_sign`
#. :c:func:`glm_vec3_abs`
#. :c:func:`glm_vec3_fract`
#. :c:func:`glm_vec3_floor`
#. :c:func:`glm_vec3_sqrt`
Functions documentation
@@ -151,6 +153,22 @@ Functions documentation
| *[in]* **v** vector
| *[out]* **dest** destination vector
.. c:function:: void glm_vec3_fract(vec3 v, vec3 dest)
fractional part of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector
.. c:function:: void glm_vec3_floor(vec3 v, vec3 dest)
floor 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

@@ -80,6 +80,9 @@ Functions:
#. :c:func:`glm_vec3_clamp`
#. :c:func:`glm_vec3_lerp`
#. :c:func:`glm_vec3_make`
#. :c:func:`glm_vec3_faceforward`
#. :c:func:`glm_vec3_reflect`
#. :c:func:`glm_vec3_refract`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
@@ -503,7 +506,7 @@ Functions documentation
| *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** destination
.. c:function:: void glm_vec3_make(float * __restrict src, vec3 dest)
.. c:function:: void glm_vec3_make(const float * __restrict src, vec3 dest)
Create three dimensional vector from pointer
@@ -512,3 +515,40 @@ Functions documentation
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination vector
.. c:function:: void glm_vec3_faceforward(vec3 n, vec3 v, vec3 nref, vec3 dest)
A vector pointing in the same direction as another
Parameters:
| *[in]* **n** vector to orient
| *[in]* **v** incident vector
| *[in]* **nref** reference vector
| *[out]* **dest** destination: oriented vector, pointing away from the surface.
.. c:function:: void glm_vec3_reflect(vec3 v, vec3 n, vec3 dest)
Reflection vector using an incident ray and a surface normal
Parameters:
| *[in]* **v** incident vector
| *[in]* **n** *❗️ normalized ❗️* normal vector
| *[out]* **dest** destination: reflection result
.. c:function:: bool glm_vec3_refract(vec3 v, vec3 n, float eta, vec3 dest)
Computes refraction vector for an incident vector and a surface normal.
Calculates the refraction vector based on Snell's law. If total internal reflection
occurs (angle too great given eta), dest is set to zero and returns false.
Otherwise, computes refraction vector, stores it in dest, and returns true.
Parameters:
| *[in]* **v** *❗️ normalized ❗️* incident vector
| *[in]* **n** *❗️ normalized ❗️* normal vector
| *[in]* **eta** ratio of indices of refraction (incident/transmitted)
| *[out]* **dest** refraction vector if refraction occurs; zero vector otherwise
Returns:
returns true if refraction occurs; false if total internal reflection occurs.

View File

@@ -23,6 +23,15 @@ Functions:
#. :c:func:`glm_vec4_eqv_eps`
#. :c:func:`glm_vec4_max`
#. :c:func:`glm_vec4_min`
#. :c:func:`glm_vec4_isnan`
#. :c:func:`glm_vec4_isinf`
#. :c:func:`glm_vec4_isvalid`
#. :c:func:`glm_vec4_sign`
#. :c:func:`glm_vec4_abs`
#. :c:func:`glm_vec4_fract`
#. :c:func:`glm_vec4_floor`
#. :c:func:`glm_vec4_sqrt`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
@@ -129,6 +138,30 @@ Functions documentation
| *[in]* **v** vector
| *[out]* **dest** sign vector (only keeps signs as -1, 0, -1)
.. c:function:: void glm_vec4_abs(vec4 v, vec4 dest)
absolute value of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector (abs(v))
.. c:function:: void glm_vec4_fract(vec4 v, vec4 dest)
fractional part of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector (fract(v))
.. c:function:: void glm_vec4_floor(vec4 v, vec4 dest)
floor of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector (floor(v))
.. c:function:: void glm_vec4_sqrt(vec4 v, vec4 dest)
square root of each vector item

View File

@@ -60,6 +60,8 @@ Functions:
#. :c:func:`glm_vec4_lerp`
#. :c:func:`glm_vec4_cubic`
#. :c:func:`glm_vec4_make`
#. :c:func:`glm_vec4_reflect`
#. :c:func:`glm_vec4_refract`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
@@ -415,7 +417,7 @@ Functions documentation
| *[in]* **s** parameter
| *[out]* **dest** destination
.. c:function:: void glm_vec4_make(float * __restrict src, vec4 dest)
.. c:function:: void glm_vec4_make(const float * __restrict src, vec4 dest)
Create four dimensional vector from pointer
@@ -424,3 +426,33 @@ Functions documentation
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination vector
.. c:function:: bool glm_vec4_reflect(vec4 v, vec4 n, vec4 dest)
Reflection vector using an incident ray and a surface normal
Parameters:
| *[in]* **v** incident vector
| *[in]* **n** *❗️ normalized ❗️* normal vector
| *[out]* **dest** destination: reflection result
.. c:function:: bool glm_vec4_refract(vec4 v, vec4 n, float eta, vec4 dest)
computes refraction vector for an incident vector and a surface normal.
Calculates the refraction vector based on Snell's law. If total internal reflection
occurs (angle too great given eta), dest is set to zero and returns false.
Otherwise, computes refraction vector, stores it in dest, and returns true.
This implementation does not explicitly preserve the 'w' component of the
incident vector 'I' in the output 'dest', users requiring the preservation of
the 'w' component should manually adjust 'dest' after calling this function.
Parameters:
| *[in]* **v** *❗️ normalized ❗️* incident vector
| *[in]* **n** *❗️ normalized ❗️* normal vector
| *[in]* **eta** ratio of indices of refraction (incident/transmitted)
| *[out]* **dest** refraction vector if refraction occurs; zero vector otherwise
Returns:
returns true if refraction occurs; false if total internal reflection occurs.

View File

@@ -95,7 +95,7 @@ glm_aabb2d_merge(vec2 aabb1[2], vec2 aabb2[2], vec2 dest[2]) {
/*!
* @brief crops a bounding aabb with another one.
*
* this could be useful for gettng a baabb which fits with view frustum and
* this could be useful for getting a baabb which fits with view frustum and
* object bounding aabbes. In this case you crop view frustum aabb with objects
* aabb
*
@@ -116,7 +116,7 @@ glm_aabb2d_crop(vec2 aabb[2], vec2 cropAabb[2], vec2 dest[2]) {
/*!
* @brief crops a bounding aabb with another one.
*
* this could be useful for gettng a baabb which fits with view frustum and
* this could be useful for getting a baabb which fits with view frustum and
* object bounding aabbes. In this case you crop view frustum aabb with objects
* aabb
*
@@ -268,4 +268,3 @@ glm_aabb2d_contains(vec2 aabb[2], vec2 other[2]) {
}
#endif /* cglm_aabb2d_h */

View File

@@ -207,7 +207,25 @@ glm_rotate_z(mat4 m, float angle, mat4 dest) {
}
/*!
* @brief rotate existing transform matrix around given axis by angle
* @brief rotate existing transform matrix
* around given axis by angle at ORIGIN (0,0,0)
*
* **❗IMPORTANT ❗️**
*
* If you need to rotate object around itself e.g. center of object or at
* some point [of object] then `glm_rotate_at()` would be better choice to do so.
*
* Even if object's model transform is identity, rotation may not be around
* center of object if object does not lay out at ORIGIN perfectly.
*
* Using `glm_rotate_at()` with center of bounding shape ( AABB, Sphere ... )
* would be an easy option to rotate around object if object is not at origin.
*
* One another option to rotate around itself at any point is `glm_spin()`
* which is perfect if only rotating around model position is desired e.g. not
* specific point on model for instance center of geometry or center of mass,
* again if geometry is not perfectly centered at origin at identity transform,
* rotation may not be around geometry.
*
* @param[in, out] m affine transform
* @param[in] angle angle (radians)
@@ -268,7 +286,8 @@ glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) {
}
/*!
* @brief rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
* @brief rotate existing transform matrix
* around given axis by angle around self (doesn't affected by position)
*
* @param[in, out] m affine transform
* @param[in] angle angle (radians)

View File

@@ -0,0 +1,132 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_affine2d_post_h
#define cglm_affine2d_post_h
/*
Functions:
CGLM_INLINE void glm_translated2d(mat3 m, vec2 v);
CGLM_INLINE void glm_translated2d_x(mat3 m, float to);
CGLM_INLINE void glm_translated2d_y(mat3 m, float to);
CGLM_INLINE void glm_rotated2d(mat3 m, float angle);
CGLM_INLINE void glm_scaled2d(mat3 m, vec2 v);
CGLM_INLINE void glm_scaled2d_uni(mat3 m, float s);
*/
#include "vec2.h"
/*!
* @brief translate existing transform matrix by v vector
* and store result in same matrix
*
* this is POST transform, applies to existing transform as last transform
*
* @param[in, out] m affine transform
* @param[in] v translate vector [x, y]
*/
CGLM_INLINE
void
glm_translated2d(mat3 m, vec2 v) {
glm_vec2_add(m[2], v, m[2]);
}
/*!
* @brief translate existing transform matrix by x factor
*
* this is POST transform, applies to existing transform as last transform
*
* @param[in, out] m affine transform
* @param[in] x x factor
*/
CGLM_INLINE
void
glm_translated2d_x(mat3 m, float x) {
m[2][0] += x;
}
/*!
* @brief translate existing transform matrix by y factor
*
* this is POST transform, applies to existing transform as last transform
*
* @param[in, out] m affine transform
* @param[in] y y factor
*/
CGLM_INLINE
void
glm_translated2d_y(mat3 m, float y) {
m[2][1] += y;
}
/*!
* @brief rotate existing transform matrix by angle
*
* this is POST transform, applies to existing transform as last transform
*
* @param[in, out] m affine transform
* @param[in] angle angle (radians)
*/
CGLM_INLINE
void
glm_rotated2d(mat3 m, float angle) {
float c = cosf(angle),
s = sinf(angle),
m00 = m[0][0], m10 = m[1][0], m20 = m[2][0],
m01 = m[0][1], m11 = m[1][1], m21 = m[2][1];
m[0][0] = c * m00 - s * m01;
m[1][0] = c * m10 - s * m11;
m[2][0] = c * m20 - s * m21;
m[0][1] = s * m00 + c * m01;
m[1][1] = s * m10 + c * m11;
m[2][1] = s * m20 + c * m21;
}
/*!
* @brief scale existing 2d transform matrix by v vector
*
* this is POST transform, applies to existing transform as last transform
*
* @param[in, out] m affine transform
* @param[in] v scale vector [x, y]
*/
CGLM_INLINE
void
glm_scaled2d(mat3 m, vec2 v) {
m[0][0] *= v[0];
m[1][0] *= v[0];
m[2][0] *= v[0];
m[0][1] *= v[1];
m[1][1] *= v[1];
m[2][1] *= v[1];
}
/*!
* @brief applies uniform scale to existing 2d transform matrix v = [s, s]
*
* this is POST transform, applies to existing transform as last transform
*
* @param[in, out] m affine transform
* @param[in] s scale factor
*/
CGLM_INLINE
void
glm_scaled2d_uni(mat3 m, float s) {
m[0][0] *= s;
m[1][0] *= s;
m[2][0] *= s;
m[0][1] *= s;
m[1][1] *= s;
m[2][1] *= s;
}
#endif /* cglm_affine2d_post_h */

View File

@@ -14,16 +14,17 @@
&& defined(SIMD_VECTOR_TYPES)
#include "common.h"
#include "struct.h"
/*!
* @brief converts mat4 to Apple's simd type simd_float4x4
* @return simd_float4x4
*/
* @brief converts mat4 to Apple's simd type simd_float4x4
* @return simd_float4x4
*/
CGLM_INLINE
simd_float4x4
glm_mat4_applesimd(mat4 m) {
simd_float4x4 t;
t.columns[0][0] = m[0][0];
t.columns[0][1] = m[0][1];
t.columns[0][2] = m[0][2];
@@ -55,7 +56,7 @@ CGLM_INLINE
simd_float3x3
glm_mat3_applesimd(mat3 m) {
simd_float3x3 t;
t.columns[0][0] = m[0][0];
t.columns[0][1] = m[0][1];
t.columns[0][2] = m[0][2];
@@ -83,7 +84,7 @@ glm_vec4_applesimd(vec4 v) {
/*!
* @brief converts vec3 to Apple's simd type simd_float3
* @return v
* @return simd_float3
*/
CGLM_INLINE
simd_float3
@@ -91,5 +92,45 @@ glm_vec3_applesimd(vec3 v) {
return (simd_float3){v[0], v[1], v[2]};
}
/*!
* @brief generic function to convert cglm types to Apple's simd types
*
* Example usage:
* simd_float4x4 m = applesimd(mat4_value);
* simd_float3 v = applesimd(vec3_value);
*
* @param x cglm type (mat4, mat3, vec4, vec3)
* @return corresponding Apple simd type
*/
#if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 201112L)
# define applesimd(x) _Generic((x), \
mat4: glm_mat4_applesimd, \
mat3: glm_mat3_applesimd, \
vec4: glm_vec4_applesimd, \
vec3: glm_vec3_applesimd \
)((x))
#endif
#ifdef cglm_types_struct_h
CGLM_INLINE simd_float4x4 glms_mat4_(applesimd)(mat4s m) { return glm_mat4_applesimd(m.raw); }
CGLM_INLINE simd_float3x3 glms_mat3_(applesimd)(mat3s m) { return glm_mat3_applesimd(m.raw); }
CGLM_INLINE simd_float4 glms_vec4_(applesimd)(vec4s v) { return glm_vec4_applesimd(v.raw); }
CGLM_INLINE simd_float3 glms_vec3_(applesimd)(vec3s v) { return glm_vec3_applesimd(v.raw); }
#if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 201112L)
# undef applesimd
# define applesimd(x) _Generic((x), \
mat4: glm_mat4_applesimd, \
mat3: glm_mat3_applesimd, \
vec4: glm_vec4_applesimd, \
vec3: glm_vec3_applesimd, \
mat4s: glms_mat4_(applesimd), \
mat3s: glms_mat3_(applesimd), \
vec4s: glms_vec4_(applesimd), \
vec3s: glms_vec3_(applesimd) \
)((x))
#endif
#endif
#endif
#endif /* cglm_applesimd_h */

View File

@@ -75,7 +75,7 @@ glm_aabb_merge(vec3 box1[2], vec3 box2[2], vec3 dest[2]) {
/*!
* @brief crops a bounding box with another one.
*
* this could be useful for gettng a bbox which fits with view frustum and
* this could be useful for getting a bbox which fits with view frustum and
* object bounding boxes. In this case you crop view frustum box with objects
* box
*
@@ -98,7 +98,7 @@ glm_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]) {
/*!
* @brief crops a bounding box with another one.
*
* this could be useful for gettng a bbox which fits with view frustum and
* this could be useful for getting a bbox which fits with view frustum and
* object bounding boxes. In this case you crop view frustum box with objects
* box
*

View File

@@ -32,6 +32,7 @@ extern "C" {
#include "call/quat.h"
#include "call/euler.h"
#include "call/plane.h"
#include "call/noise.h"
#include "call/frustum.h"
#include "call/aabb2d.h"
#include "call/box.h"

View File

@@ -87,5 +87,3 @@ glmc_aabb2d_circle(vec2 aabb[2], vec3 s);
}
#endif
#endif /* cglmc_aabb2d_h */

View File

@@ -76,4 +76,3 @@ glmc_aabb_sphere(vec3 box[2], vec4 s);
}
#endif
#endif /* cglmc_box_h */

View File

@@ -51,6 +51,10 @@ CGLM_EXPORT
void
glmc_perspective(float fovy, float aspect, float nearZ, float farZ, mat4 dest);
CGLM_EXPORT
void
glmc_perspective_infinite(float fovy, float aspect, float nearZ, mat4 dest);
CGLM_EXPORT
void
glmc_persp_move_far(mat4 proj, float deltaFar);
@@ -59,6 +63,10 @@ CGLM_EXPORT
void
glmc_perspective_default(float aspect, mat4 dest);
CGLM_EXPORT
void
glmc_perspective_default_infinite(float aspect, mat4 dest);
CGLM_EXPORT
void
glmc_perspective_resize(float aspect, mat4 proj);

View File

@@ -27,6 +27,10 @@ glmc_perspective_lh_no(float fovy,
float nearVal,
float farVal,
mat4 dest);
CGLM_EXPORT
void
glmc_perspective_resize_lh_no(float aspect, mat4 proj);
CGLM_EXPORT
void

View File

@@ -27,6 +27,10 @@ glmc_perspective_lh_zo(float fovy,
float nearVal,
float farVal,
mat4 dest);
CGLM_EXPORT
void
glmc_perspective_resize_lh_zo(float aspect, mat4 proj);
CGLM_EXPORT
void

View File

@@ -27,6 +27,10 @@ glmc_perspective_rh_no(float fovy,
float nearVal,
float farVal,
mat4 dest);
CGLM_EXPORT
void
glmc_perspective_resize_rh_no(float aspect, mat4 proj);
CGLM_EXPORT
void

View File

@@ -27,6 +27,10 @@ glmc_perspective_rh_zo(float fovy,
float nearVal,
float farVal,
mat4 dest);
CGLM_EXPORT
void
glmc_perspective_resize_rh_zo(float aspect, mat4 proj);
CGLM_EXPORT
void

View File

@@ -13,21 +13,25 @@ extern "C" {
#include "../cglm.h"
CGLM_EXPORT
void
glmc_mat2_make(const float * __restrict src, mat2 dest);
CGLM_EXPORT
void
glmc_mat2_copy(mat2 mat, mat2 dest);
CGLM_EXPORT
void
glmc_mat2_identity(mat2 mat);
glmc_mat2_identity(mat2 m);
CGLM_EXPORT
void
glmc_mat2_identity_array(mat2 * __restrict mat, size_t count);
glmc_mat2_identity_array(mat2 * __restrict mats, size_t count);
CGLM_EXPORT
void
glmc_mat2_zero(mat2 mat);
glmc_mat2_zero(mat2 m);
CGLM_EXPORT
void
@@ -35,28 +39,20 @@ glmc_mat2_mul(mat2 m1, mat2 m2, mat2 dest);
CGLM_EXPORT
void
glmc_mat2_transpose_to(mat2 m, mat2 dest);
glmc_mat2_mulv(mat2 m, vec2 v, vec2 dest);
CGLM_EXPORT
void
glmc_mat2_transpose_to(mat2 mat, mat2 dest);
CGLM_EXPORT
void
glmc_mat2_transpose(mat2 m);
CGLM_EXPORT
void
glmc_mat2_mulv(mat2 m, vec2 v, vec2 dest);
CGLM_EXPORT
float
glmc_mat2_trace(mat2 m);
CGLM_EXPORT
void
glmc_mat2_scale(mat2 m, float s);
CGLM_EXPORT
float
glmc_mat2_det(mat2 mat);
CGLM_EXPORT
void
glmc_mat2_inv(mat2 mat, mat2 dest);
@@ -71,11 +67,15 @@ glmc_mat2_swap_row(mat2 mat, int row1, int row2);
CGLM_EXPORT
float
glmc_mat2_rmc(vec2 r, mat2 m, vec2 c);
glmc_mat2_trace(mat2 m);
CGLM_EXPORT
void
glmc_mat2_make(float * __restrict src, mat2 dest);
float
glmc_mat2_det(mat2 m);
CGLM_EXPORT
float
glmc_mat2_rmc(vec2 r, mat2 m, vec2 c);
#ifdef __cplusplus
}

View File

@@ -15,27 +15,27 @@ extern "C" {
CGLM_EXPORT
void
glmc_mat2x3_copy(mat2x3 mat, mat2x3 dest);
glmc_mat2x3_copy(mat2x3 src, mat2x3 dest);
CGLM_EXPORT
void
glmc_mat2x3_zero(mat2x3 mat);
glmc_mat2x3_zero(mat2x3 m);
CGLM_EXPORT
void
glmc_mat2x3_make(float * __restrict src, mat2x3 dest);
glmc_mat2x3_make(const float * __restrict src, mat2x3 dest);
CGLM_EXPORT
void
glmc_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat2 dest);
glmc_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat3 dest);
CGLM_EXPORT
void
glmc_mat2x3_mulv(mat2x3 m, vec3 v, vec2 dest);
glmc_mat2x3_mulv(mat2x3 m, vec2 v, vec3 dest);
CGLM_EXPORT
void
glmc_mat2x3_transpose(mat2x3 m, mat3x2 dest);
glmc_mat2x3_transpose(mat2x3 src, mat3x2 dest);
CGLM_EXPORT
void

View File

@@ -15,27 +15,27 @@ extern "C" {
CGLM_EXPORT
void
glmc_mat2x4_copy(mat2x4 mat, mat2x4 dest);
glmc_mat2x4_copy(mat2x4 src, mat2x4 dest);
CGLM_EXPORT
void
glmc_mat2x4_zero(mat2x4 mat);
glmc_mat2x4_zero(mat2x4 m);
CGLM_EXPORT
void
glmc_mat2x4_make(float * __restrict src, mat2x4 dest);
glmc_mat2x4_make(const float * __restrict src, mat2x4 dest);
CGLM_EXPORT
void
glmc_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat2 dest);
glmc_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat4 dest);
CGLM_EXPORT
void
glmc_mat2x4_mulv(mat2x4 m, vec4 v, vec2 dest);
glmc_mat2x4_mulv(mat2x4 m, vec2 v, vec4 dest);
CGLM_EXPORT
void
glmc_mat2x4_transpose(mat2x4 m, mat4x2 dest);
glmc_mat2x4_transpose(mat2x4 src, mat4x2 dest);
CGLM_EXPORT
void

View File

@@ -82,7 +82,11 @@ glmc_mat3_rmc(vec3 r, mat3 m, vec3 c);
CGLM_EXPORT
void
glmc_mat3_make(float * __restrict src, mat3 dest);
glmc_mat3_make(const float * __restrict src, mat3 dest);
CGLM_EXPORT
void
glmc_mat3_textrans(float sx, float sy, float rot, float tx, float ty, mat3 dest);
#ifdef __cplusplus
}

View File

@@ -15,27 +15,27 @@ extern "C" {
CGLM_EXPORT
void
glmc_mat3x2_copy(mat3x2 mat, mat3x2 dest);
glmc_mat3x2_copy(mat3x2 src, mat3x2 dest);
CGLM_EXPORT
void
glmc_mat3x2_zero(mat3x2 mat);
glmc_mat3x2_zero(mat3x2 m);
CGLM_EXPORT
void
glmc_mat3x2_make(float * __restrict src, mat3x2 dest);
glmc_mat3x2_make(const float * __restrict src, mat3x2 dest);
CGLM_EXPORT
void
glmc_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat3 dest);
glmc_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat2 dest);
CGLM_EXPORT
void
glmc_mat3x2_mulv(mat3x2 m, vec2 v, vec3 dest);
glmc_mat3x2_mulv(mat3x2 m, vec3 v, vec2 dest);
CGLM_EXPORT
void
glmc_mat3x2_transpose(mat3x2 m, mat2x3 dest);
glmc_mat3x2_transpose(mat3x2 src, mat2x3 dest);
CGLM_EXPORT
void

View File

@@ -15,27 +15,27 @@ extern "C" {
CGLM_EXPORT
void
glmc_mat3x4_copy(mat3x4 mat, mat3x4 dest);
glmc_mat3x4_copy(mat3x4 src, mat3x4 dest);
CGLM_EXPORT
void
glmc_mat3x4_zero(mat3x4 mat);
glmc_mat3x4_zero(mat3x4 m);
CGLM_EXPORT
void
glmc_mat3x4_make(float * __restrict src, mat3x4 dest);
glmc_mat3x4_make(const float * __restrict src, mat3x4 dest);
CGLM_EXPORT
void
glmc_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest);
glmc_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat4 dest);
CGLM_EXPORT
void
glmc_mat3x4_mulv(mat3x4 m, vec4 v, vec3 dest);
glmc_mat3x4_mulv(mat3x4 m, vec3 v, vec4 dest);
CGLM_EXPORT
void
glmc_mat3x4_transpose(mat3x4 m, mat4x3 dest);
glmc_mat3x4_transpose(mat3x4 src, mat4x3 dest);
CGLM_EXPORT
void

View File

@@ -123,7 +123,11 @@ glmc_mat4_rmc(vec4 r, mat4 m, vec4 c);
CGLM_EXPORT
void
glmc_mat4_make(float * __restrict src, mat4 dest);
glmc_mat4_make(const float * __restrict src, mat4 dest);
CGLM_EXPORT
void
glmc_mat4_textrans(float sx, float sy, float rot, float tx, float ty, mat4 dest);
#ifdef __cplusplus
}

View File

@@ -15,27 +15,27 @@ extern "C" {
CGLM_EXPORT
void
glmc_mat4x2_copy(mat4x2 mat, mat4x2 dest);
glmc_mat4x2_copy(mat4x2 src, mat4x2 dest);
CGLM_EXPORT
void
glmc_mat4x2_zero(mat4x2 mat);
glmc_mat4x2_zero(mat4x2 m);
CGLM_EXPORT
void
glmc_mat4x2_make(float * __restrict src, mat4x2 dest);
glmc_mat4x2_make(const float * __restrict src, mat4x2 dest);
CGLM_EXPORT
void
glmc_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat4 dest);
glmc_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat2 dest);
CGLM_EXPORT
void
glmc_mat4x2_mulv(mat4x2 m, vec2 v, vec4 dest);
glmc_mat4x2_mulv(mat4x2 m, vec4 v, vec2 dest);
CGLM_EXPORT
void
glmc_mat4x2_transpose(mat4x2 m, mat2x4 dest);
glmc_mat4x2_transpose(mat4x2 src, mat2x4 dest);
CGLM_EXPORT
void

View File

@@ -15,27 +15,27 @@ extern "C" {
CGLM_EXPORT
void
glmc_mat4x3_copy(mat4x3 mat, mat4x3 dest);
glmc_mat4x3_copy(mat4x3 src, mat4x3 dest);
CGLM_EXPORT
void
glmc_mat4x3_zero(mat4x3 mat);
glmc_mat4x3_zero(mat4x3 m);
CGLM_EXPORT
void
glmc_mat4x3_make(float * __restrict src, mat4x3 dest);
glmc_mat4x3_make(const float * __restrict src, mat4x3 dest);
CGLM_EXPORT
void
glmc_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat4 dest);
glmc_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat3 dest);
CGLM_EXPORT
void
glmc_mat4x3_mulv(mat4x3 m, vec3 v, vec4 dest);
glmc_mat4x3_mulv(mat4x3 m, vec4 v, vec3 dest);
CGLM_EXPORT
void
glmc_mat4x3_transpose(mat4x3 m, mat3x4 dest);
glmc_mat4x3_transpose(mat4x3 src, mat3x4 dest);
CGLM_EXPORT
void

31
include/cglm/call/noise.h Normal file
View File

@@ -0,0 +1,31 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_noise_h
#define cglmc_noise_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
float
glmc_perlin_vec4(vec4 point);
CGLM_EXPORT
float
glmc_perlin_vec3(vec3 point);
CGLM_EXPORT
float
glmc_perlin_vec2(vec2 point);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_noise_h */

View File

@@ -37,5 +37,3 @@ glmc_pickmatrix(vec2 center, vec2 size, vec4 vp, mat4 dest);
}
#endif
#endif /* cglmc_project_h */

View File

@@ -133,6 +133,10 @@ CGLM_EXPORT
void
glmc_quat_slerp(versor q, versor r, float t, versor dest);
CGLM_EXPORT
void
glmc_quat_slerp_longest(versor q, versor r, float t, versor dest);
CGLM_EXPORT
void
glmc_quat_look(vec3 eye, versor ori, mat4 dest);
@@ -163,7 +167,7 @@ glmc_quat_rotate_atm(mat4 m, versor q, vec3 pivot);
CGLM_EXPORT
void
glmc_quat_make(float * __restrict src, versor dest);
glmc_quat_make(const float * __restrict src, versor dest);
#ifdef __cplusplus
}

View File

@@ -20,7 +20,19 @@ glmc_ray_triangle(vec3 origin,
vec3 v1,
vec3 v2,
float *d);
CGLM_EXPORT
bool
glmc_ray_sphere(vec3 origin,
vec3 dir,
vec4 s,
float * __restrict t1,
float * __restrict t2);
CGLM_EXPORT
void
glmc_ray_at(vec3 orig, vec3 dir, float t, vec3 point);
#ifdef __cplusplus
}
#endif

View File

@@ -17,6 +17,18 @@ CGLM_EXPORT
void
glmc_vec2(float * __restrict v, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_fill(vec2 v, float val);
CGLM_EXPORT
bool
glmc_vec2_eq(vec2 v, float val);
CGLM_EXPORT
bool
glmc_vec2_eqv(vec2 a, vec2 b);
CGLM_EXPORT
void
glmc_vec2_copy(vec2 a, vec2 dest);
@@ -177,10 +189,38 @@ CGLM_EXPORT
void
glmc_vec2_abs(vec2 v, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_fract(vec2 v, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_floor(vec2 v, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_mods(vec2 v, float s, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_swizzle(vec2 v, int mask, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_lerp(vec2 from, vec2 to, float t, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_step(vec2 edge, vec2 x, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_steps(float edge, vec2 x, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_stepr(vec2 edge, float x, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_complex_mul(vec2 a, vec2 b, vec2 dest);
@@ -195,7 +235,19 @@ glmc_vec2_complex_conjugate(vec2 a, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_make(float * __restrict src, vec2 dest);
glmc_vec2_make(const float * __restrict src, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_reflect(vec2 v, vec2 n, vec2 dest);
CGLM_EXPORT
bool
glmc_vec2_refract(vec2 v, vec2 n, float eta, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_swap(vec2 a, vec2 b);
#ifdef __cplusplus
}

View File

@@ -19,6 +19,7 @@ extern "C" {
#define glmc_vec3_flipsign_to(v, dest) glmc_vec3_negate_to(v, dest)
#define glmc_vec3_inv(v) glmc_vec3_negate(v)
#define glmc_vec3_inv_to(v, dest) glmc_vec3_negate_to(v, dest)
#define glmc_vec3_step_uni(edge, x, dest) glmc_vec3_steps(edge, x, dest);
CGLM_EXPORT
void
@@ -55,7 +56,7 @@ glmc_vec3_norm(vec3 v);
CGLM_EXPORT
float
glmc_vec3_norm2(vec3 v);
CGLM_EXPORT
float
glmc_vec3_norm_one(vec3 v);
@@ -211,15 +212,15 @@ glmc_vec3_clamp(vec3 v, float minVal, float maxVal);
CGLM_EXPORT
void
glmc_vec3_ortho(vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_lerpc(vec3 from, vec3 to, float t, vec3 dest);
CGLM_INLINE
void
glmc_vec3_mix(vec3 from, vec3 to, float t, vec3 dest) {
@@ -231,31 +232,31 @@ void
glmc_vec3_mixc(vec3 from, vec3 to, float t, vec3 dest) {
glmc_vec3_lerpc(from, to, t, dest);
}
CGLM_EXPORT
void
glmc_vec3_step_uni(float edge, vec3 x, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_step(vec3 edge, vec3 x, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_smoothstep_uni(float edge0, float edge1, vec3 x, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_smoothstep(vec3 edge0, vec3 edge1, vec3 x, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_smoothinterp(vec3 from, vec3 to, float t, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_smoothinterpc(vec3 from, vec3 to, float t, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_swizzle(vec3 v, int mask, vec3 dest);
/* ext */
CGLM_EXPORT
@@ -265,7 +266,7 @@ glmc_vec3_mulv(vec3 a, vec3 b, vec3 d);
CGLM_EXPORT
void
glmc_vec3_broadcast(float val, vec3 d);
CGLM_EXPORT
void
glmc_vec3_fill(vec3 v, float val);
@@ -313,15 +314,31 @@ glmc_vec3_isvalid(vec3 v);
CGLM_EXPORT
void
glmc_vec3_sign(vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_abs(vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_fract(vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_floor(vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_mods(vec3 v, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_steps(float edge, vec3 x, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_stepr(vec3 edge, float x, vec3 dest);
CGLM_EXPORT
float
glmc_vec3_hadd(vec3 v);
@@ -332,7 +349,23 @@ glmc_vec3_sqrt(vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_make(float * __restrict src, vec3 dest);
glmc_vec3_make(const float * __restrict src, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_faceforward(vec3 n, vec3 v, vec3 nref, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_reflect(vec3 v, vec3 n, vec3 dest);
CGLM_EXPORT
bool
glmc_vec3_refract(vec3 v, vec3 n, float eta, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_swap(vec3 a, vec3 b);
#ifdef __cplusplus
}

View File

@@ -20,6 +20,7 @@ extern "C" {
#define glmc_vec4_flipsign_to(v, dest) glmc_vec4_negate_to(v, dest)
#define glmc_vec4_inv(v) glmc_vec4_negate(v)
#define glmc_vec4_inv_to(v, dest) glmc_vec4_negate_to(v, dest)
#define glmc_vec4_step_uni(edge, x, dest) glmc_vec4_steps(edge, x, dest)
CGLM_EXPORT
void
@@ -56,7 +57,7 @@ glmc_vec4_norm(vec4 v);
CGLM_EXPORT
float
glmc_vec4_norm2(vec4 v);
CGLM_EXPORT
float
glmc_vec4_norm_one(vec4 v);
@@ -164,11 +165,11 @@ glmc_vec4_negate(vec4 v);
CGLM_EXPORT
void
glmc_vec4_negate_to(vec4 v, vec4 dest);
CGLM_EXPORT
float
glmc_vec4_distance(vec4 a, vec4 b);
CGLM_EXPORT
float
glmc_vec4_distance2(vec4 a, vec4 b);
@@ -184,15 +185,15 @@ glmc_vec4_minv(vec4 a, vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_clamp(vec4 v, float minVal, float maxVal);
CGLM_EXPORT
void
glmc_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_lerpc(vec4 from, vec4 to, float t, vec4 dest);
CGLM_INLINE
void
glmc_vec4_mix(vec4 from, vec4 to, float t, vec4 dest) {
@@ -204,27 +205,23 @@ void
glmc_vec4_mixc(vec4 from, vec4 to, float t, vec4 dest) {
glmc_vec4_lerpc(from, to, t, dest);
}
CGLM_EXPORT
void
glmc_vec4_step_uni(float edge, vec4 x, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_step(vec4 edge, vec4 x, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_smoothstep_uni(float edge0, float edge1, vec4 x, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_smoothstep(vec4 edge0, vec4 edge1, vec4 x, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_smoothinterp(vec4 from, vec4 to, float t, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_smoothinterpc(vec4 from, vec4 to, float t, vec4 dest);
@@ -233,6 +230,10 @@ CGLM_EXPORT
void
glmc_vec4_cubic(float s, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_swizzle(vec4 v, int mask, vec4 dest);
/* ext */
CGLM_EXPORT
@@ -242,7 +243,7 @@ glmc_vec4_mulv(vec4 a, vec4 b, vec4 d);
CGLM_EXPORT
void
glmc_vec4_broadcast(float val, vec4 d);
CGLM_EXPORT
void
glmc_vec4_fill(vec4 v, float val);
@@ -290,15 +291,31 @@ glmc_vec4_isvalid(vec4 v);
CGLM_EXPORT
void
glmc_vec4_sign(vec4 v, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_abs(vec4 v, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_fract(vec4 v, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_floor(vec4 v, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_mods(vec4 v, float s, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_steps(float edge, vec4 x, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_stepr(vec4 edge, float x, vec4 dest);
CGLM_EXPORT
float
glmc_vec4_hadd(vec4 v);
@@ -309,10 +326,21 @@ glmc_vec4_sqrt(vec4 v, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_make(float * __restrict src, vec4 dest);
glmc_vec4_make(const float * __restrict src, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_reflect(vec4 v, vec4 n, vec4 dest);
CGLM_EXPORT
bool
glmc_vec4_refract(vec4 v, vec4 n, float eta, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_swap(vec4 a, vec4 b);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_vec4_h */

View File

@@ -25,7 +25,12 @@
float nearZ,
float farZ,
mat4 dest)
CGLM_INLINE void glm_perspective_infinite(float fovy,
float aspect,
float nearZ,
mat4 dest)
CGLM_INLINE void glm_perspective_default(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_default_infinite(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_resize(float aspect, mat4 proj)
CGLM_INLINE void glm_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest)
CGLM_INLINE void glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest)
@@ -87,7 +92,7 @@
#endif
/*!
* @brief set up perspective peprojection matrix
* @brief set up perspective projection matrix
*
* @param[in] left viewport.left
* @param[in] right viewport.right
@@ -274,6 +279,28 @@ glm_perspective(float fovy, float aspect, float nearZ, float farZ, mat4 dest) {
#endif
}
/*!
* @brief set up perspective projection matrix with infinite far plane
*
* @param[in] fovy field of view angle
* @param[in] aspect aspect ratio ( width / height )
* @param[in] nearZ near clipping plane
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective_infinite(float fovy, float aspect, float nearZ, mat4 dest) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glm_perspective_infinite_lh_zo(fovy, aspect, nearZ, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glm_perspective_infinite_lh_no(fovy, aspect, nearZ, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_perspective_infinite_rh_zo(fovy, aspect, nearZ, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_perspective_infinite_rh_no(fovy, aspect, nearZ, dest);
#endif
}
/*!
* @brief extend perspective projection matrix's far distance
*
@@ -317,6 +344,27 @@ glm_perspective_default(float aspect, mat4 dest) {
#endif
}
/*!
* @brief set up infinite perspective projection matrix with default near
* and angle values
*
* @param[in] aspect aspect ratio ( width / height )
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective_default_infinite(float aspect, mat4 dest) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glm_perspective_default_infinite_lh_zo(aspect, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glm_perspective_default_infinite_lh_no(aspect, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_perspective_default_infinite_rh_zo(aspect, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_perspective_default_infinite_rh_no(aspect, dest);
#endif
}
/*!
* @brief resize perspective matrix by aspect ratio ( width / height )
* this makes very easy to resize proj matrix when window /viewport

View File

@@ -30,6 +30,7 @@
#include "quat.h"
#include "euler.h"
#include "plane.h"
#include "noise.h"
#include "aabb2d.h"
#include "box.h"
#include "color.h"
@@ -42,5 +43,6 @@
#include "bezier.h"
#include "ray.h"
#include "affine2d.h"
#include "affine2d-post.h"
#endif /* cglm_h */

View File

@@ -16,7 +16,12 @@
float nearZ,
float farZ,
mat4 dest)
CGLM_INLINE void glm_perspective_infinite_lh_no(float fovy,
float aspect,
float nearZ,
mat4 dest)
CGLM_INLINE void glm_perspective_default_lh_no(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_default_infinite_lh_no(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_resize_lh_no(float aspect, mat4 proj)
CGLM_INLINE void glm_persp_move_far_lh_no(mat4 proj,
float deltaFar)
@@ -116,7 +121,35 @@ glm_perspective_lh_no(float fovy,
dest[2][2] =-(nearZ + farZ) * fn;
dest[2][3] = 1.0f;
dest[3][2] = 2.0f * nearZ * farZ * fn;
}
/*!
* @brief set up infinite perspective projection matrix
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] fovy field of view angle
* @param[in] aspect aspect ratio ( width / height )
* @param[in] nearZ near clipping plane
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective_infinite_lh_no(float fovy,
float aspect,
float nearZ,
mat4 dest) {
float f;
glm_mat4_zero(dest);
f = 1.0f / tanf(fovy * 0.5f);
dest[0][0] = f / aspect;
dest[1][1] = f;
dest[2][2] = 1.0f;
dest[2][3] = 1.0f;
dest[3][2] =-2.0f * nearZ;
}
/*!
@@ -133,6 +166,20 @@ glm_perspective_default_lh_no(float aspect, mat4 dest) {
glm_perspective_lh_no(GLM_PI_4f, aspect, 0.01f, 100.0f, dest);
}
/*!
* @brief set up infinite perspective projection matrix with default near
* and angle values with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] aspect aspect ratio ( width / height )
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective_default_infinite_lh_no(float aspect, mat4 dest) {
glm_perspective_infinite_lh_no(GLM_PI_4f, aspect, 0.01f, dest);
}
/*!
* @brief resize perspective matrix by aspect ratio ( width / height )
* this makes very easy to resize proj matrix when window /viewport

View File

@@ -16,7 +16,12 @@
float nearZ,
float farZ,
mat4 dest)
CGLM_INLINE void glm_perspective_infinite_lh_zo(float fovy,
float aspect,
float nearZ,
mat4 dest)
CGLM_INLINE void glm_perspective_default_lh_zo(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_default_infinite_lh_zo(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_resize_lh_zo(float aspect, mat4 proj)
CGLM_INLINE void glm_persp_move_far_lh_zo(mat4 proj,
float deltaFar)
@@ -116,6 +121,35 @@ glm_perspective_lh_zo(float fovy,
dest[3][2] = nearZ * farZ * fn;
}
/*!
* @brief set up infinite perspective projection matrix
* with a left-hand coordinate system and a
* clip-space of [0, 1].
*
* @param[in] fovy field of view angle
* @param[in] aspect aspect ratio ( width / height )
* @param[in] nearZ near clipping plane
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective_infinite_lh_zo(float fovy,
float aspect,
float nearZ,
mat4 dest) {
float f;
glm_mat4_zero(dest);
f = 1.0f / tanf(fovy * 0.5f);
dest[0][0] = f / aspect;
dest[1][1] = f;
dest[2][2] = 1.0f;
dest[2][3] = 1.0f;
dest[3][2] =-nearZ;
}
/*!
* @brief extend perspective projection matrix's far distance with a
* left-hand coordinate system and a clip-space with depth values
@@ -144,7 +178,7 @@ glm_persp_move_far_lh_zo(mat4 proj, float deltaFar) {
/*!
* @brief set up perspective projection matrix with default near/far
* and angle values with a left-hand coordinate system and a
* and angle values with a left-hand coordinate system and a
* clip-space of [0, 1].
*
* @param[in] aspect aspect ratio ( width / height )
@@ -156,6 +190,20 @@ glm_perspective_default_lh_zo(float aspect, mat4 dest) {
glm_perspective_lh_zo(GLM_PI_4f, aspect, 0.01f, 100.0f, dest);
}
/*!
* @brief set up infinite perspective projection matrix with default near
* and angle values with a left-hand coordinate system and a
* clip-space of [0, 1].
*
* @param[in] aspect aspect ratio ( width / height )
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective_default_infinite_lh_zo(float aspect, mat4 dest) {
glm_perspective_infinite_lh_zo(GLM_PI_4f, aspect, 0.01f, dest);
}
/*!
* @brief resize perspective matrix by aspect ratio ( width / height )
* this makes very easy to resize proj matrix when window /viewport

View File

@@ -16,7 +16,12 @@
float nearZ,
float farZ,
mat4 dest)
CGLM_INLINE void glm_perspective_infinite_rh_no(float fovy,
float aspect,
float nearZ,
mat4 dest)
CGLM_INLINE void glm_perspective_default_rh_no(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_default_infinite_rh_no(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_resize_rh_no(float aspect, mat4 proj)
CGLM_INLINE void glm_persp_move_far_rh_no(mat4 proj,
float deltaFar)
@@ -116,7 +121,35 @@ glm_perspective_rh_no(float fovy,
dest[2][2] = (nearZ + farZ) * fn;
dest[2][3] =-1.0f;
dest[3][2] = 2.0f * nearZ * farZ * fn;
}
/*!
* @brief set up infinite perspective projection matrix
* with a right-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] fovy field of view angle
* @param[in] aspect aspect ratio ( width / height )
* @param[in] nearZ near clipping plane
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective_infinite_rh_no(float fovy,
float aspect,
float nearZ,
mat4 dest) {
float f;
glm_mat4_zero(dest);
f = 1.0f / tanf(fovy * 0.5f);
dest[0][0] = f / aspect;
dest[1][1] = f;
dest[2][2] =-1.0f;
dest[2][3] =-1.0f;
dest[3][2] =-2.0f * nearZ;
}
/*!
@@ -133,6 +166,20 @@ glm_perspective_default_rh_no(float aspect, mat4 dest) {
glm_perspective_rh_no(GLM_PI_4f, aspect, 0.01f, 100.0f, dest);
}
/*!
* @brief set up infinite perspective projection matrix with default near
* and angle values with a right-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] aspect aspect ratio ( width / height )
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective_default_infinite_rh_no(float aspect, mat4 dest) {
glm_perspective_infinite_rh_no(GLM_PI_4f, aspect, 0.01f, dest);
}
/*!
* @brief resize perspective matrix by aspect ratio ( width / height )
* this makes very easy to resize proj matrix when window /viewport

View File

@@ -16,7 +16,12 @@
float nearZ,
float farZ,
mat4 dest)
CGLM_INLINE void glm_perspective_infinite_rh_zo(float fovy,
float aspect,
float nearZ,
mat4 dest)
CGLM_INLINE void glm_perspective_default_rh_zo(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_default_infinite_rh_zo(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_resize_rh_zo(float aspect, mat4 proj)
CGLM_INLINE void glm_persp_move_far_rh_zo(mat4 proj,
float deltaFar)
@@ -116,6 +121,35 @@ glm_perspective_rh_zo(float fovy,
dest[3][2] = nearZ * farZ * fn;
}
/*!
* @brief set up infinite perspective projection matrix
* with a right-hand coordinate system and a
* clip-space of [0, 1].
*
* @param[in] fovy field of view angle
* @param[in] aspect aspect ratio ( width / height )
* @param[in] nearZ near clipping plane
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective_infinite_rh_zo(float fovy,
float aspect,
float nearZ,
mat4 dest) {
float f;
glm_mat4_zero(dest);
f = 1.0f / tanf(fovy * 0.5f);
dest[0][0] = f / aspect;
dest[1][1] = f;
dest[2][2] =-1.0f;
dest[2][3] =-1.0f;
dest[3][2] =-nearZ;
}
/*!
* @brief set up perspective projection matrix with default near/far
* and angle values with a right-hand coordinate system and a
@@ -130,6 +164,20 @@ glm_perspective_default_rh_zo(float aspect, mat4 dest) {
glm_perspective_rh_zo(GLM_PI_4f, aspect, 0.01f, 100.0f, dest);
}
/*!
* @brief set up infinite perspective projection matrix with default near
* and angle values with a right-hand coordinate system and a
* clip-space of [0, 1].
*
* @param[in] aspect aspect ratio ( width / height )
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective_default_infinite_rh_zo(float aspect, mat4 dest) {
glm_perspective_infinite_rh_zo(GLM_PI_4f, aspect, 0.01f, dest);
}
/*!
* @brief resize perspective matrix by aspect ratio ( width / height )
* this makes very easy to resize proj matrix when window /viewport

View File

@@ -8,6 +8,8 @@
#ifndef cglm_common_h
#define cglm_common_h
#define __cglm__ 1
#ifndef _USE_MATH_DEFINES
# define _USE_MATH_DEFINES /* for windows */
#endif
@@ -37,8 +39,21 @@
# define CGLM_INLINE static inline __attribute((always_inline))
#endif
#if defined(__GNUC__) || defined(__clang__)
# define CGLM_UNLIKELY(expr) __builtin_expect(!!(expr), 0)
# define CGLM_LIKELY(expr) __builtin_expect(!!(expr), 1)
#else
# define CGLM_UNLIKELY(expr) (expr)
# define CGLM_LIKELY(expr) (expr)
#endif
#if defined(_M_FP_FAST) || defined(__FAST_MATH__)
# define CGLM_FAST_MATH
#endif
#define GLM_SHUFFLE4(z, y, x, w) (((z) << 6) | ((y) << 4) | ((x) << 2) | (w))
#define GLM_SHUFFLE3(z, y, x) (((z) << 4) | ((y) << 2) | (x))
#define GLM_SHUFFLE2(y, x) (((y) << 2) | (x))
#include "types.h"
#include "simd/intrin.h"

View File

@@ -164,4 +164,4 @@ glm_euler_zyx_quat_lh(vec3 angles, versor dest) {
dest[3] = zc * yc * xc + zs * ys * xs;
}
#endif /*cglm_euler_to_quat_lh_h*/
#endif /*cglm_euler_to_quat_lh_h*/

View File

@@ -132,9 +132,9 @@ 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, (double)matrix[i][j]);
cwi = snprintf(buff, sizeof(buff), "% .*f", CGLM_PRINT_PRECISION, (double)matrix[i][j]);
else
cwi = sprintf(buff, "% g", (double)matrix[i][j]);
cwi = snprintf(buff, sizeof(buff), "% g", (double)matrix[i][j]);
cw[i] = GLM_MAX(cw[i], cwi);
}
}
@@ -175,9 +175,9 @@ 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, (double)matrix[i][j]);
cwi = snprintf(buff, sizeof(buff), "% .*f", CGLM_PRINT_PRECISION, (double)matrix[i][j]);
else
cwi = sprintf(buff, "% g", (double)matrix[i][j]);
cwi = snprintf(buff, sizeof(buff), "% g", (double)matrix[i][j]);
cw[i] = GLM_MAX(cw[i], cwi);
}
}
@@ -217,9 +217,9 @@ 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, (double)matrix[i][j]);
cwi = snprintf(buff, sizeof(buff), "% .*f", CGLM_PRINT_PRECISION, (double)matrix[i][j]);
else
cwi = sprintf(buff, "% g", (double)matrix[i][j]);
cwi = snprintf(buff, sizeof(buff), "% g", (double)matrix[i][j]);
cw[i] = GLM_MAX(cw[i], cwi);
}
}

View File

@@ -13,22 +13,22 @@
GLM_MAT2_ZERO
Functions:
CGLM_INLINE void glm_mat2_make(float * restrict src, mat2 dest)
CGLM_INLINE void glm_mat2_copy(mat2 mat, mat2 dest)
CGLM_INLINE void glm_mat2_identity(mat2 mat)
CGLM_INLINE void glm_mat2_identity_array(mat2 * restrict mat, size_t count)
CGLM_INLINE void glm_mat2_zero(mat2 mat)
CGLM_INLINE void glm_mat2_identity(mat2 m)
CGLM_INLINE void glm_mat2_identity_array(mat2 * restrict mats, size_t count)
CGLM_INLINE void glm_mat2_zero(mat2 m)
CGLM_INLINE void glm_mat2_mul(mat2 m1, mat2 m2, mat2 dest)
CGLM_INLINE void glm_mat2_transpose_to(mat2 m, mat2 dest)
CGLM_INLINE void glm_mat2_transpose(mat2 m)
CGLM_INLINE void glm_mat2_mulv(mat2 m, vec2 v, vec2 dest)
CGLM_INLINE float glm_mat2_trace(mat2 m)
CGLM_INLINE void glm_mat2_transpose_to(mat2 mat, mat2 dest)
CGLM_INLINE void glm_mat2_transpose(mat2 m)
CGLM_INLINE void glm_mat2_scale(mat2 m, float s)
CGLM_INLINE float glm_mat2_det(mat2 mat)
CGLM_INLINE void glm_mat2_inv(mat2 mat, mat2 dest)
CGLM_INLINE void glm_mat2_swap_col(mat2 mat, int col1, int col2)
CGLM_INLINE void glm_mat2_swap_row(mat2 mat, int row1, int row2)
CGLM_INLINE float glm_mat2_det(mat2 m)
CGLM_INLINE float glm_mat2_trace(mat2 m)
CGLM_INLINE float glm_mat2_rmc(vec2 r, mat2 m, vec2 c)
CGLM_INLINE void glm_mat2_make(float * restrict src, mat2 dest)
*/
#ifndef cglm_mat2_h
@@ -57,10 +57,25 @@
#define GLM_MAT2_ZERO ((mat2)GLM_MAT2_ZERO_INIT)
/*!
* @brief copy all members of [mat] to [dest]
* @brief Create mat2 (dest) from pointer (src).
*
* @param[in] mat source
* @param[out] dest destination
* @param[in] src pointer to an array of floats (left)
* @param[out] dest destination (result, mat2)
*/
CGLM_INLINE
void
glm_mat2_make(const float * __restrict src, mat2 dest) {
dest[0][0] = src[0];
dest[0][1] = src[1];
dest[1][0] = src[2];
dest[1][1] = src[3];
}
/*!
* @brief Copy mat2 (mat) to mat2 (dest).
*
* @param[in] mat mat2 (left, src)
* @param[out] dest destination (result, mat2)
*/
CGLM_INLINE
void
@@ -69,7 +84,9 @@ glm_mat2_copy(mat2 mat, mat2 dest) {
}
/*!
* @brief make given matrix identity. It is identical with below,
* @brief Copy a mat2 identity to mat2 (m), or makes mat2 (m) an identity.
*
* The same thing may be achieved with either of bellow methods,
* but it is more easy to do that with this func especially for members
* e.g. glm_mat2_identity(aStruct->aMatrix);
*
@@ -80,59 +97,57 @@ glm_mat2_copy(mat2 mat, mat2 dest) {
* mat2 mat = GLM_MAT2_IDENTITY_INIT;
* @endcode
*
* @param[in, out] mat destination
* @param[in, out] m mat2 (src, dest)
*/
CGLM_INLINE
void
glm_mat2_identity(mat2 mat) {
glm_mat2_identity(mat2 m) {
CGLM_ALIGN_MAT mat2 t = GLM_MAT2_IDENTITY_INIT;
glm_mat2_copy(t, mat);
glm_mat2_copy(t, m);
}
/*!
* @brief make given matrix array's each element identity matrix
* @brief Given an array of mat2s (mats) make each matrix an identity matrix.
*
* @param[in, out] mat matrix array (must be aligned (16)
* if alignment is not disabled)
*
* @param[in] count count of matrices
* @param[in, out] mats Array of mat2s (must be aligned (16/32) if alignment is not disabled)
* @param[in] count Array size of mats or number of matrices
*/
CGLM_INLINE
void
glm_mat2_identity_array(mat2 * __restrict mat, size_t count) {
glm_mat2_identity_array(mat2 * __restrict mats, size_t count) {
CGLM_ALIGN_MAT mat2 t = GLM_MAT2_IDENTITY_INIT;
size_t i;
for (i = 0; i < count; i++) {
glm_mat2_copy(t, mat[i]);
glm_mat2_copy(t, mats[i]);
}
}
/*!
* @brief make given matrix zero.
* @brief Zero out the mat2 (m).
*
* @param[in, out] mat matrix
* @param[in, out] m mat2 (src, dest)
*/
CGLM_INLINE
void
glm_mat2_zero(mat2 mat) {
glm_mat2_zero(mat2 m) {
CGLM_ALIGN_MAT mat2 t = GLM_MAT2_ZERO_INIT;
glm_mat2_copy(t, mat);
glm_mat2_copy(t, m);
}
/*!
* @brief multiply m1 and m2 to dest
* @brief Multiply mat2 (m1) by mat2 (m2) and store in mat2 (dest).
*
* m1, m2 and dest matrices can be same matrix, it is possible to write this:
* m1, m2 and dest matrices can be same matrix, it is possible to write this:
*
* @code
* mat2 m = GLM_MAT2_IDENTITY_INIT;
* glm_mat2_mul(m, m, m);
* @endcode
*
* @param[in] m1 left matrix
* @param[in] m2 right matrix
* @param[out] dest destination matrix
* @param[in] m1 mat2 (left)
* @param[in] m2 mat2 (right)
* @param[out] dest destination (result, mat2)
*/
CGLM_INLINE
void
@@ -157,32 +172,44 @@ glm_mat2_mul(mat2 m1, mat2 m2, mat2 dest) {
}
/*!
* @brief transpose mat2 and store in dest
* @brief Multiply mat2 (m) by vec2 (v) and store in vec2 (dest).
*
* source matrix will not be transposed unless dest is m
*
* @param[in] m matrix
* @param[out] dest result
* @param[in] m mat2 (left)
* @param[in] v vec2 (right, column vector)
* @param[out] dest destination (result, column vector)
*/
CGLM_INLINE
void
glm_mat2_transpose_to(mat2 m, mat2 dest) {
glm_mat2_mulv(mat2 m, vec2 v, vec2 dest) {
dest[0] = m[0][0] * v[0] + m[1][0] * v[1];
dest[1] = m[0][1] * v[0] + m[1][1] * v[1];
}
/*!
* @brief Transpose mat2 (mat) and store in mat2 (dest).
*
* @param[in] mat mat2 (left, src)
* @param[out] dest destination (result, mat2)
*/
CGLM_INLINE
void
glm_mat2_transpose_to(mat2 mat, mat2 dest) {
#if defined(__wasm__) && defined(__wasm_simd128__)
glm_mat2_transp_wasm(m, dest);
glm_mat2_transp_wasm(mat, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mat2_transp_sse2(m, dest);
glm_mat2_transp_sse2(mat, dest);
#else
dest[0][0] = m[0][0];
dest[0][1] = m[1][0];
dest[1][0] = m[0][1];
dest[1][1] = m[1][1];
dest[0][0] = mat[0][0];
dest[0][1] = mat[1][0];
dest[1][0] = mat[0][1];
dest[1][1] = mat[1][1];
#endif
}
/*!
* @brief transpose mat2 and store result in same matrix
* @brief Transpose mat2 (m) and store result in the same matrix.
*
* @param[in, out] m source and dest
* @param[in, out] m mat2 (src, dest)
*/
CGLM_INLINE
void
@@ -194,39 +221,10 @@ glm_mat2_transpose(mat2 m) {
}
/*!
* @brief multiply mat2 with vec2 (column vector) and store in dest vector
* @brief Multiply mat2 (m) by scalar constant (s).
*
* @param[in] m mat2 (left)
* @param[in] v vec2 (right, column vector)
* @param[out] dest vec2 (result, column vector)
*/
CGLM_INLINE
void
glm_mat2_mulv(mat2 m, vec2 v, vec2 dest) {
dest[0] = m[0][0] * v[0] + m[1][0] * v[1];
dest[1] = m[0][1] * v[0] + m[1][1] * v[1];
}
/*!
* @brief trace of matrix
*
* sum of the elements on the main diagonal from upper left to the lower right
*
* @param[in] m matrix
*/
CGLM_INLINE
float
glm_mat2_trace(mat2 m) {
return m[0][0] + m[1][1];
}
/*!
* @brief scale (multiply with scalar) matrix
*
* multiply matrix with scalar
*
* @param[in, out] m matrix
* @param[in] s scalar
* @param[in, out] m mat2 (src, dest)
* @param[in] s float (scalar)
*/
CGLM_INLINE
void
@@ -235,7 +233,7 @@ glm_mat2_scale(mat2 m, float s) {
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)));
glmm_store(m[0], _mm_mul_ps(_mm_loadu_ps(m[0]), glmm_set1(s)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(m[0], vmulq_f32(vld1q_f32(m[0]), vdupq_n_f32(s)));
#else
@@ -247,23 +245,10 @@ glm_mat2_scale(mat2 m, float s) {
}
/*!
* @brief mat2 determinant
* @brief Inverse mat2 (mat) and store in mat2 (dest).
*
* @param[in] mat matrix
*
* @return determinant
*/
CGLM_INLINE
float
glm_mat2_det(mat2 mat) {
return mat[0][0] * mat[1][1] - mat[1][0] * mat[0][1];
}
/*!
* @brief inverse mat2 and store in dest
*
* @param[in] mat matrix
* @param[out] dest inverse matrix
* @param[in] mat mat2 (left, src)
* @param[out] dest destination (result, inverse mat2)
*/
CGLM_INLINE
void
@@ -281,11 +266,11 @@ glm_mat2_inv(mat2 mat, mat2 dest) {
}
/*!
* @brief swap two matrix columns
* @brief Swap two columns in mat2 (mat) and store in same matrix.
*
* @param[in,out] mat matrix
* @param[in] col1 col1
* @param[in] col2 col2
* @param[in, out] mat mat2 (src, dest)
* @param[in] col1 Column 1 array index
* @param[in] col2 Column 2 array index
*/
CGLM_INLINE
void
@@ -303,11 +288,11 @@ glm_mat2_swap_col(mat2 mat, int col1, int col2) {
}
/*!
* @brief swap two matrix rows
* @brief Swap two rows in mat2 (mat) and store in same matrix.
*
* @param[in,out] mat matrix
* @param[in] row1 row1
* @param[in] row2 row2
* @param[in, out] mat mat2 (src, dest)
* @param[in] row1 Row 1 array index
* @param[in] row2 Row 2 array index
*/
CGLM_INLINE
void
@@ -325,18 +310,47 @@ glm_mat2_swap_row(mat2 mat, int row1, int row2) {
}
/*!
* @brief helper for R (row vector) * M (matrix) * C (column vector)
* @brief Returns mat2 determinant.
*
* rmc stands for Row * Matrix * Column
* @param[in] m mat2 (src)
*
* the result is scalar because R * M = Matrix1x2 (row vector),
* then Matrix1x2 * Vec2 (column vector) = Matrix1x1 (Scalar)
* @return[out] mat2 determinant (float)
*/
CGLM_INLINE
float
glm_mat2_det(mat2 m) {
return m[0][0] * m[1][1] - m[1][0] * m[0][1];
}
/*!
* @brief Returns trace of matrix. Which is:
*
* @param[in] r row vector or matrix1x2
* @param[in] m matrix2x2
* @param[in] c column vector or matrix2x1
* The sum of the elements on the main diagonal from
* upper left corner to the bottom right corner.
*
* @return scalar value e.g. Matrix1x1
* @param[in] m mat2 (src)
*
* @return[out] mat2 trace (float)
*/
CGLM_INLINE
float
glm_mat2_trace(mat2 m) {
return m[0][0] + m[1][1];
}
/*!
* @brief Helper for R (row vector) * M (matrix) * C (column vector)
*
* rmc stands for Row * Matrix * Column
*
* the result is scalar because M * C = ResC (1x2, column vector),
* then if you take the dot_product(R (2x1), ResC (1x2)) = scalar value.
*
* @param[in] r vec2 (2x1, row vector)
* @param[in] m mat2 (2x2, matrix)
* @param[in] c vec2 (1x2, column vector)
*
* @return[out] Scalar value (float, 1x1)
*/
CGLM_INLINE
float
@@ -346,19 +360,4 @@ glm_mat2_rmc(vec2 r, mat2 m, vec2 c) {
return glm_vec2_dot(r, tmp);
}
/*!
* @brief Create mat2 matrix from pointer
*
* @param[in] src pointer to an array of floats
* @param[out] dest matrix
*/
CGLM_INLINE
void
glm_mat2_make(float * __restrict src, mat2 dest) {
dest[0][0] = src[0];
dest[0][1] = src[1];
dest[1][0] = src[2];
dest[1][1] = src[3];
}
#endif /* cglm_mat2_h */

View File

@@ -11,12 +11,12 @@
GLM_MAT2X3_ZERO
Functions:
CGLM_INLINE void glm_mat2x3_copy(mat2x3 mat, mat2x3 dest);
CGLM_INLINE void glm_mat2x3_zero(mat2x3 mat);
CGLM_INLINE void glm_mat2x3_make(float * __restrict src, mat2x3 dest);
CGLM_INLINE void glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat2 dest);
CGLM_INLINE void glm_mat2x3_mulv(mat2x3 m, vec3 v, vec2 dest);
CGLM_INLINE void glm_mat2x3_transpose(mat2x3 m, mat3x2 dest);
CGLM_INLINE void glm_mat2x3_copy(mat2x3 src, mat2x3 dest);
CGLM_INLINE void glm_mat2x3_zero(mat2x3 m);
CGLM_INLINE void glm_mat2x3_make(const float * __restrict src, mat2x3 dest);
CGLM_INLINE void glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat3 dest);
CGLM_INLINE void glm_mat2x3_mulv(mat2x3 m, vec2 v, vec3 dest);
CGLM_INLINE void glm_mat2x3_transpose(mat2x3 src, mat3x2 dest);
CGLM_INLINE void glm_mat2x3_scale(mat2x3 m, float s);
*/
@@ -31,44 +31,39 @@
#define GLM_MAT2X3_ZERO GLM_MAT2X3_ZERO_INIT
/*!
* @brief copy all members of [mat] to [dest]
* @brief Copy mat2x3 (src) to mat2x3 (dest).
*
* @param[in] mat source
* @param[out] dest destination
* @param[in] src mat2x3 (left)
* @param[out] dest destination (result, mat2x3)
*/
CGLM_INLINE
void
glm_mat2x3_copy(mat2x3 mat, mat2x3 dest) {
dest[0][0] = mat[0][0];
dest[0][1] = mat[0][1];
dest[0][2] = mat[0][2];
dest[1][0] = mat[1][0];
dest[1][1] = mat[1][1];
dest[1][2] = mat[1][2];
glm_mat2x3_copy(mat2x3 src, mat2x3 dest) {
glm_vec3_copy(src[0], dest[0]);
glm_vec3_copy(src[1], dest[1]);
}
/*!
* @brief make given matrix zero.
* @brief Zero out the mat2x3 (m).
*
* @param[in, out] mat matrix
* @param[in, out] mat2x3 (src, dest)
*/
CGLM_INLINE
void
glm_mat2x3_zero(mat2x3 mat) {
glm_mat2x3_zero(mat2x3 m) {
CGLM_ALIGN_MAT mat2x3 t = GLM_MAT2X3_ZERO_INIT;
glm_mat2x3_copy(t, mat);
glm_mat2x3_copy(t, m);
}
/*!
* @brief Create mat2x3 matrix from pointer
* @brief Create mat2x3 (dest) from pointer (src).
*
* @param[in] src pointer to an array of floats
* @param[out] dest matrix
* @param[in] src pointer to an array of floats (left)
* @param[out] dest destination (result, mat2x3)
*/
CGLM_INLINE
void
glm_mat2x3_make(float * __restrict src, mat2x3 dest) {
glm_mat2x3_make(const float * __restrict src, mat2x3 dest) {
dest[0][0] = src[0];
dest[0][1] = src[1];
dest[0][2] = src[2];
@@ -79,70 +74,75 @@ glm_mat2x3_make(float * __restrict src, mat2x3 dest) {
}
/*!
* @brief multiply m1 and m2 to dest
* @brief Multiply mat2x3 (m1) by mat3x2 (m2) and store in mat3 (dest).
*
* @code
* glm_mat2x3_mul(mat2x3, mat3x2, mat2);
* glm_mat2x3_mul(mat2x3, mat3x2, mat3);
* @endcode
*
* @param[in] m1 left matrix (mat2x3)
* @param[in] m2 right matrix (mat3x2)
* @param[out] dest destination matrix (mat2)
* @param[in] m1 mat2x3 (left)
* @param[in] m2 mat3x2 (right)
* @param[out] dest destination (result, mat3)
*/
CGLM_INLINE
void
glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat2 dest) {
float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2],
glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat3 dest) {
float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2],
a10 = m1[1][0], a11 = m1[1][1], a12 = m1[1][2],
b00 = m2[0][0], b01 = m2[0][1],
b10 = m2[1][0], b11 = m2[1][1],
b20 = m2[2][0], b21 = m2[2][1];
dest[0][0] = a00 * b00 + a01 * b10 + a02 * b20;
dest[0][1] = a00 * b01 + a01 * b11 + a02 * b21;
dest[0][0] = a00 * b00 + a10 * b01;
dest[0][1] = a01 * b00 + a11 * b01;
dest[0][2] = a02 * b00 + a12 * b01;
dest[1][0] = a10 * b00 + a11 * b10 + a12 * b20;
dest[1][1] = a10 * b01 + a11 * b11 + a12 * b21;
dest[1][0] = a00 * b10 + a10 * b11;
dest[1][1] = a01 * b10 + a11 * b11;
dest[1][2] = a02 * b10 + a12 * b11;
dest[2][0] = a00 * b20 + a10 * b21;
dest[2][1] = a01 * b20 + a11 * b21;
dest[2][2] = a02 * b20 + a12 * b21;
}
/*!
* @brief multiply matrix with column vector and store in dest vector
* @brief Multiply mat2x3 (m) by vec2 (v) and store in vec3 (dest).
*
* @param[in] m matrix (left)
* @param[in] v vector (right, column vector)
* @param[out] dest result vector
* @param[in] m mat2x3 (left)
* @param[in] v vec2 (right, column vector)
* @param[out] dest destination (result, column vector)
*/
CGLM_INLINE
void
glm_mat2x3_mulv(mat2x3 m, vec3 v, vec2 dest) {
float v0 = v[0], v1 = v[1], v2 = v[2];
glm_mat2x3_mulv(mat2x3 m, vec2 v, vec3 dest) {
float v0 = v[0], v1 = v[1];
dest[0] = m[0][0] * v0 + m[0][1] * v1 + m[0][2] * v2;
dest[1] = m[1][0] * v0 + m[1][1] * v1 + m[1][2] * v2;
dest[0] = m[0][0] * v0 + m[1][0] * v1;
dest[1] = m[0][1] * v0 + m[1][1] * v1;
dest[2] = m[0][2] * v0 + m[1][2] * v1;
}
/*!
* @brief transpose matrix and store in dest
* @brief Transpose mat2x3 (src) and store in mat3x2 (dest).
*
* @param[in] m matrix
* @param[out] dest result
* @param[in] src mat2x3 (left)
* @param[out] dest destination (result, mat3x2)
*/
CGLM_INLINE
void
glm_mat2x3_transpose(mat2x3 m, mat3x2 dest) {
dest[0][0] = m[0][0]; dest[0][1] = m[1][0];
dest[1][0] = m[0][1]; dest[1][1] = m[1][1];
dest[2][0] = m[0][2]; dest[2][1] = m[1][2];
glm_mat2x3_transpose(mat2x3 src, mat3x2 dest) {
dest[0][0] = src[0][0]; dest[0][1] = src[1][0];
dest[1][0] = src[0][1]; dest[1][1] = src[1][1];
dest[2][0] = src[0][2]; dest[2][1] = src[1][2];
}
/*!
* @brief scale (multiply with scalar) matrix
* @brief Multiply mat2x3 (m) by scalar constant (s).
*
* multiply matrix with scalar
*
* @param[in, out] m matrix
* @param[in] s scalar
* @param[in, out] m (src, dest)
* @param[in] float (scalar)
*/
CGLM_INLINE
void

View File

@@ -11,12 +11,12 @@
GLM_MAT2X4_ZERO
Functions:
CGLM_INLINE void glm_mat2x4_copy(mat2x4 mat, mat2x4 dest);
CGLM_INLINE void glm_mat2x4_zero(mat2x4 mat);
CGLM_INLINE void glm_mat2x4_make(float * __restrict src, mat2x4 dest);
CGLM_INLINE void glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat2 dest);
CGLM_INLINE void glm_mat2x4_mulv(mat2x4 m, vec4 v, vec2 dest);
CGLM_INLINE void glm_mat2x4_transpose(mat2x4 m, mat4x2 dest);
CGLM_INLINE void glm_mat2x4_copy(mat2x4 src, mat2x4 dest);
CGLM_INLINE void glm_mat2x4_zero(mat2x4 m);
CGLM_INLINE void glm_mat2x4_make(const float * __restrict src, mat2x4 dest);
CGLM_INLINE void glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat4 dest);
CGLM_INLINE void glm_mat2x4_mulv(mat2x4 m, vec2 v, vec4 dest);
CGLM_INLINE void glm_mat2x4_transpose(mat2x4 src, mat4x2 dest);
CGLM_INLINE void glm_mat2x4_scale(mat2x4 m, float s);
*/
@@ -32,39 +32,39 @@
#define GLM_MAT2X4_ZERO GLM_MAT2X4_ZERO_INIT
/*!
* @brief copy all members of [mat] to [dest]
* @brief Copy mat2x4 (src) to mat2x4 (dest).
*
* @param[in] mat source
* @param[out] dest destination
* @param[in] src mat2x4 (left)
* @param[out] dest destination (result, mat2x4)
*/
CGLM_INLINE
void
glm_mat2x4_copy(mat2x4 mat, mat2x4 dest) {
glm_vec4_ucopy(mat[0], dest[0]);
glm_vec4_ucopy(mat[1], dest[1]);
glm_mat2x4_copy(mat2x4 src, mat2x4 dest) {
glm_vec4_ucopy(src[0], dest[0]);
glm_vec4_ucopy(src[1], dest[1]);
}
/*!
* @brief make given matrix zero.
* @brief Zero out the mat2x4 (m).
*
* @param[in, out] mat matrix
* @param[in, out] mat2x4 (src, dest)
*/
CGLM_INLINE
void
glm_mat2x4_zero(mat2x4 mat) {
glm_mat2x4_zero(mat2x4 m) {
CGLM_ALIGN_MAT mat2x4 t = GLM_MAT2X4_ZERO_INIT;
glm_mat2x4_copy(t, mat);
glm_mat2x4_copy(t, m);
}
/*!
* @brief Create mat2x4 matrix from pointer
* @brief Create mat2x4 (dest) from pointer (src).
*
* @param[in] src pointer to an array of floats
* @param[out] dest matrix
* @param[in] src pointer to an array of floats (left)
* @param[out] dest destination (result, mat2x4)
*/
CGLM_INLINE
void
glm_mat2x4_make(float * __restrict src, mat2x4 dest) {
glm_mat2x4_make(const float * __restrict src, mat2x4 dest) {
dest[0][0] = src[0];
dest[0][1] = src[1];
dest[0][2] = src[2];
@@ -77,19 +77,19 @@ glm_mat2x4_make(float * __restrict src, mat2x4 dest) {
}
/*!
* @brief multiply m1 and m2 to dest
* @brief Multiply mat2x4 (m1) by mat4x2 (m2) and store in mat4 (dest).
*
* @code
* glm_mat2x4_mul(mat2x4, mat4x2, mat2);
* glm_mat2x4_mul(mat2x4, mat4x2, mat4);
* @endcode
*
* @param[in] m1 left matrix (mat2x4)
* @param[in] m2 right matrix (mat4x2)
* @param[out] dest destination matrix (mat2)
* @param[in] m1 mat2x4 (left)
* @param[in] m2 mat4x2 (right)
* @param[out] dest destination (result, mat4)
*/
CGLM_INLINE
void
glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat2 dest) {
glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat4 dest) {
float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2], a03 = m1[0][3],
a10 = m1[1][0], a11 = m1[1][1], a12 = m1[1][2], a13 = m1[1][3],
@@ -98,51 +98,65 @@ glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat2 dest) {
b20 = m2[2][0], b21 = m2[2][1],
b30 = m2[3][0], b31 = m2[3][1];
dest[0][0] = a00 * b00 + a01 * b10 + a02 * b20 + a03 * b30;
dest[0][1] = a00 * b01 + a01 * b11 + a02 * b21 + a03 * b31;
dest[0][0] = a00 * b00 + a10 * b01;
dest[0][1] = a01 * b00 + a11 * b01;
dest[0][2] = a02 * b00 + a12 * b01;
dest[0][3] = a03 * b00 + a13 * b01;
dest[1][0] = a10 * b00 + a11 * b10 + a12 * b20 + a13 * b30;
dest[1][1] = a10 * b01 + a11 * b11 + a12 * b21 + a13 * b31;
dest[1][0] = a00 * b10 + a10 * b11;
dest[1][1] = a01 * b10 + a11 * b11;
dest[1][2] = a02 * b10 + a12 * b11;
dest[1][3] = a03 * b10 + a13 * b11;
dest[2][0] = a00 * b20 + a10 * b21;
dest[2][1] = a01 * b20 + a11 * b21;
dest[2][2] = a02 * b20 + a12 * b21;
dest[2][3] = a03 * b20 + a13 * b21;
dest[3][0] = a00 * b30 + a10 * b31;
dest[3][1] = a01 * b30 + a11 * b31;
dest[3][2] = a02 * b30 + a12 * b31;
dest[3][3] = a03 * b30 + a13 * b31;
}
/*!
* @brief multiply matrix with column vector and store in dest vector
* @brief Multiply mat2x4 (m) by vec2 (v) and store in vec4 (dest).
*
* @param[in] m matrix (left)
* @param[in] v vector (right, column vector)
* @param[out] dest result vector
* @param[in] m mat2x4 (left)
* @param[in] v vec2 (right, column vector)
* @param[out] dest destination (result, column vector)
*/
CGLM_INLINE
void
glm_mat2x4_mulv(mat2x4 m, vec4 v, vec2 dest) {
float v0 = v[0], v1 = v[1], v2 = v[2], v3 = v[3];
glm_mat2x4_mulv(mat2x4 m, vec2 v, vec4 dest) {
float v0 = v[0], v1 = v[1];
dest[0] = m[0][0] * v0 + m[0][1] * v1 + m[0][2] * v2 + m[0][3] * v3;
dest[1] = m[1][0] * v0 + m[1][1] * v1 + m[1][2] * v2 + m[1][3] * v3;
dest[0] = m[0][0] * v0 + m[1][0] * v1;
dest[1] = m[0][1] * v0 + m[1][1] * v1;
dest[2] = m[0][2] * v0 + m[1][2] * v1;
dest[3] = m[0][3] * v0 + m[1][3] * v1;
}
/*!
* @brief transpose matrix and store in dest
* @brief Transpose mat2x4 (src) and store in mat4x2 (dest).
*
* @param[in] m matrix
* @param[out] dest result
* @param[in] src mat2x4 (left)
* @param[out] dest destination (result, mat4x2)
*/
CGLM_INLINE
void
glm_mat2x4_transpose(mat2x4 m, mat4x2 dest) {
dest[0][0] = m[0][0]; dest[0][1] = m[1][0];
dest[1][0] = m[0][1]; dest[1][1] = m[1][1];
dest[2][0] = m[0][2]; dest[2][1] = m[1][2];
dest[3][0] = m[0][3]; dest[3][1] = m[1][3];
glm_mat2x4_transpose(mat2x4 src, mat4x2 dest) {
dest[0][0] = src[0][0]; dest[0][1] = src[1][0];
dest[1][0] = src[0][1]; dest[1][1] = src[1][1];
dest[2][0] = src[0][2]; dest[2][1] = src[1][2];
dest[3][0] = src[0][3]; dest[3][1] = src[1][3];
}
/*!
* @brief scale (multiply with scalar) matrix
* @brief Multiply mat2x4 (m) by scalar constant (s).
*
* multiply matrix with scalar
*
* @param[in, out] m matrix
* @param[in] s scalar
* @param[in, out] m (src, dest)
* @param[in] s float (scalar)
*/
CGLM_INLINE
void

View File

@@ -31,6 +31,7 @@
CGLM_INLINE void glm_mat3_swap_row(mat3 mat, int row1, int row2);
CGLM_INLINE float glm_mat3_rmc(vec3 r, mat3 m, vec3 c);
CGLM_INLINE void glm_mat3_make(float * restrict src, mat3 dest);
CGLM_INLINE void glm_mat3_textrans(float sx, float sy, float rot, float tx, float ty, mat3 dest);
*/
#ifndef cglm_mat3_h
@@ -334,7 +335,7 @@ glm_mat3_det(mat3 mat) {
d = mat[1][0], e = mat[1][1], f = mat[1][2],
g = mat[2][0], h = mat[2][1], i = mat[2][2];
return a * (e * i - h * f) - d * (b * i - c * h) + g * (b * f - c * e);
return a * (e * i - h * f) - d * (b * i - h * c) + g * (b * f - e * c);
}
/*!
@@ -346,24 +347,22 @@ glm_mat3_det(mat3 mat) {
CGLM_INLINE
void
glm_mat3_inv(mat3 mat, mat3 dest) {
float det;
float a = mat[0][0], b = mat[0][1], c = mat[0][2],
d = mat[1][0], e = mat[1][1], f = mat[1][2],
g = mat[2][0], h = mat[2][1], i = mat[2][2];
g = mat[2][0], h = mat[2][1], i = mat[2][2],
dest[0][0] = e * i - f * h;
dest[0][1] = -(b * i - h * c);
dest[0][2] = b * f - e * c;
dest[1][0] = -(d * i - g * f);
dest[1][1] = a * i - c * g;
dest[1][2] = -(a * f - d * c);
dest[2][0] = d * h - g * e;
dest[2][1] = -(a * h - g * b);
dest[2][2] = a * e - b * d;
c1 = e * i - f * h, c2 = d * i - g * f, c3 = d * h - g * e,
idt = 1.0f / (a * c1 - b * c2 + c * c3), ndt = -idt;
det = 1.0f / (a * dest[0][0] + b * dest[1][0] + c * dest[2][0]);
glm_mat3_scale(dest, det);
dest[0][0] = idt * c1;
dest[0][1] = ndt * (b * i - h * c);
dest[0][2] = idt * (b * f - e * c);
dest[1][0] = ndt * c2;
dest[1][1] = idt * (a * i - g * c);
dest[1][2] = ndt * (a * f - d * c);
dest[2][0] = idt * c3;
dest[2][1] = ndt * (a * h - g * b);
dest[2][2] = idt * (a * e - d * b);
}
/*!
@@ -436,7 +435,7 @@ glm_mat3_rmc(vec3 r, mat3 m, vec3 c) {
*/
CGLM_INLINE
void
glm_mat3_make(float * __restrict src, mat3 dest) {
glm_mat3_make(const float * __restrict src, mat3 dest) {
dest[0][0] = src[0];
dest[0][1] = src[1];
dest[0][2] = src[2];
@@ -450,4 +449,32 @@ glm_mat3_make(float * __restrict src, mat3 dest) {
dest[2][2] = src[8];
}
/*!
* @brief Create mat3 matrix from texture transform parameters
*
* @param[in] sx scale x
* @param[in] sy scale y
* @param[in] rot rotation in radians CCW/RH
* @param[in] tx translate x
* @param[in] ty translate y
* @param[out] dest texture transform matrix
*/
CGLM_INLINE
void
glm_mat3_textrans(float sx, float sy, float rot, float tx, float ty, mat3 dest) {
float c, s;
c = cosf(rot);
s = sinf(rot);
glm_mat3_identity(dest);
dest[0][0] = c * sx;
dest[0][1] = -s * sy;
dest[1][0] = s * sx;
dest[1][1] = c * sy;
dest[2][0] = tx;
dest[2][1] = ty;
}
#endif /* cglm_mat3_h */

View File

@@ -11,12 +11,12 @@
GLM_MAT3X2_ZERO
Functions:
CGLM_INLINE void glm_mat3x2_copy(mat3x2 mat, mat3x2 dest);
CGLM_INLINE void glm_mat3x2_zero(mat3x2 mat);
CGLM_INLINE void glm_mat3x2_make(float * __restrict src, mat3x2 dest);
CGLM_INLINE void glm_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat3 dest);
CGLM_INLINE void glm_mat3x2_mulv(mat3x2 m, vec2 v, vec3 dest);
CGLM_INLINE void glm_mat3x2_transpose(mat3x2 m, mat2x3 dest);
CGLM_INLINE void glm_mat3x2_copy(mat3x2 src, mat3x2 dest);
CGLM_INLINE void glm_mat3x2_zero(mat3x2 m);
CGLM_INLINE void glm_mat3x2_make(const float * __restrict src, mat3x2 dest);
CGLM_INLINE void glm_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat2 dest);
CGLM_INLINE void glm_mat3x2_mulv(mat3x2 m, vec3 v, vec2 dest);
CGLM_INLINE void glm_mat3x2_transpose(mat3x2 src, mat2x3 dest);
CGLM_INLINE void glm_mat3x2_scale(mat3x2 m, float s);
*/
@@ -31,45 +31,40 @@
#define GLM_MAT3X2_ZERO GLM_MAT3X2_ZERO_INIT
/*!
* @brief copy all members of [mat] to [dest]
* @brief Copy mat3x2 (src) to mat3x2 (dest).
*
* @param[in] mat source
* @param[out] dest destination
* @param[in] src mat3x2 (left)
* @param[out] dest destination (result, mat3x2)
*/
CGLM_INLINE
void
glm_mat3x2_copy(mat3x2 mat, mat3x2 dest) {
dest[0][0] = mat[0][0];
dest[0][1] = mat[0][1];
dest[1][0] = mat[1][0];
dest[1][1] = mat[1][1];
dest[2][0] = mat[2][0];
dest[2][1] = mat[2][1];
glm_mat3x2_copy(mat3x2 src, mat3x2 dest) {
glm_vec2_copy(src[0], dest[0]);
glm_vec2_copy(src[1], dest[1]);
glm_vec2_copy(src[2], dest[2]);
}
/*!
* @brief make given matrix zero.
* @brief Zero out the mat3x2 (m).
*
* @param[in, out] mat matrix
* @param[in, out] mat3x2 (src, dest)
*/
CGLM_INLINE
void
glm_mat3x2_zero(mat3x2 mat) {
glm_mat3x2_zero(mat3x2 m) {
CGLM_ALIGN_MAT mat3x2 t = GLM_MAT3X2_ZERO_INIT;
glm_mat3x2_copy(t, mat);
glm_mat3x2_copy(t, m);
}
/*!
* @brief Create mat3x2 matrix from pointer
* @brief Create mat3x2 (dest) from pointer (src).
*
* @param[in] src pointer to an array of floats
* @param[out] dest matrix
* @param[in] src pointer to an array of floats (left)
* @param[out] dest destination (result, mat3x2)
*/
CGLM_INLINE
void
glm_mat3x2_make(float * __restrict src, mat3x2 dest) {
glm_mat3x2_make(const float * __restrict src, mat3x2 dest) {
dest[0][0] = src[0];
dest[0][1] = src[1];
@@ -81,19 +76,19 @@ glm_mat3x2_make(float * __restrict src, mat3x2 dest) {
}
/*!
* @brief multiply m1 and m2 to dest
* @brief Multiply mat3x2 (m1) by mat2x3 (m2) and store in mat2 (dest).
*
* @code
* glm_mat3x2_mul(mat3x2, mat2x3, mat3);
* glm_mat3x2_mul(mat3x2, mat2x3, mat2);
* @endcode
*
* @param[in] m1 left matrix (mat3x2)
* @param[in] m2 right matrix (mat2x3)
* @param[out] dest destination matrix (mat3)
* @param[in] m1 mat3x2 (left)
* @param[in] m2 mat2x3 (right)
* @param[out] dest destination (result, mat2)
*/
CGLM_INLINE
void
glm_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat3 dest) {
glm_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat2 dest) {
float a00 = m1[0][0], a01 = m1[0][1],
a10 = m1[1][0], a11 = m1[1][1],
a20 = m1[2][0], a21 = m1[2][1],
@@ -101,56 +96,47 @@ glm_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat3 dest) {
b00 = m2[0][0], b01 = m2[0][1], b02 = m2[0][2],
b10 = m2[1][0], b11 = m2[1][1], b12 = m2[1][2];
dest[0][0] = a00 * b00 + a01 * b10;
dest[0][1] = a00 * b01 + a01 * b11;
dest[0][2] = a00 * b02 + a01 * b12;
dest[0][0] = a00 * b00 + a10 * b01 + a20 * b02;
dest[0][1] = a01 * b00 + a11 * b01 + a21 * b02;
dest[1][0] = a10 * b00 + a11 * b10;
dest[1][1] = a10 * b01 + a11 * b11;
dest[1][2] = a10 * b02 + a11 * b12;
dest[2][0] = a20 * b00 + a21 * b10;
dest[2][1] = a20 * b01 + a21 * b11;
dest[2][2] = a20 * b02 + a21 * b12;
dest[1][0] = a00 * b10 + a10 * b11 + a20 * b12;
dest[1][1] = a01 * b10 + a11 * b11 + a21 * b12;
}
/*!
* @brief multiply matrix with column vector and store in dest vector
* @brief Multiply mat3x2 (m) by vec3 (v) and store in vec2 (dest).
*
* @param[in] m matrix (left)
* @param[in] v vector (right, column vector)
* @param[out] dest result vector
* @param[in] m mat3x2 (left)
* @param[in] v vec3 (right, column vector)
* @param[out] dest destination (result, column vector)
*/
CGLM_INLINE
void
glm_mat3x2_mulv(mat3x2 m, vec2 v, vec3 dest) {
float v0 = v[0], v1 = v[1];
glm_mat3x2_mulv(mat3x2 m, vec3 v, vec2 dest) {
float v0 = v[0], v1 = v[1], v2 = v[2];
dest[0] = m[0][0] * v0 + m[0][1] * v1;
dest[1] = m[1][0] * v0 + m[1][1] * v1;
dest[2] = m[2][0] * v0 + m[2][1] * v1;
dest[0] = m[0][0] * v0 + m[1][0] * v1 + m[2][0] * v2;
dest[1] = m[0][1] * v0 + m[1][1] * v1 + m[2][1] * v2;
}
/*!
* @brief transpose matrix and store in dest
* @brief Transpose mat3x2 (src) and store in mat2x3 (dest).
*
* @param[in] m matrix
* @param[out] dest result
* @param[in] src mat3x2 (left)
* @param[out] dest destination (result, mat2x3)
*/
CGLM_INLINE
void
glm_mat3x2_transpose(mat3x2 m, mat2x3 dest) {
dest[0][0] = m[0][0]; dest[0][1] = m[1][0]; dest[0][2] = m[2][0];
dest[1][0] = m[0][1]; dest[1][1] = m[1][1]; dest[1][2] = m[2][1];
glm_mat3x2_transpose(mat3x2 src, mat2x3 dest) {
dest[0][0] = src[0][0]; dest[0][1] = src[1][0]; dest[0][2] = src[2][0];
dest[1][0] = src[0][1]; dest[1][1] = src[1][1]; dest[1][2] = src[2][1];
}
/*!
* @brief scale (multiply with scalar) matrix
* @brief Multiply mat3x2 (m) by scalar constant (s).
*
* multiply matrix with scalar
*
* @param[in, out] m matrix
* @param[in] s scalar
* @param[in, out] m (src, dest)
* @param[in] s float (scalar)
*/
CGLM_INLINE
void

View File

@@ -11,12 +11,12 @@
GLM_MAT3X4_ZERO
Functions:
CGLM_INLINE void glm_mat3x4_copy(mat3x4 mat, mat3x4 dest);
CGLM_INLINE void glm_mat3x4_zero(mat3x4 mat);
CGLM_INLINE void glm_mat3x4_make(float * __restrict src, mat3x4 dest);
CGLM_INLINE void glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest);
CGLM_INLINE void glm_mat3x4_mulv(mat3x4 m, vec4 v, vec3 dest);
CGLM_INLINE void glm_mat3x4_transpose(mat3x4 m, mat4x3 dest);
CGLM_INLINE void glm_mat3x4_copy(mat3x4 src, mat3x4 dest);
CGLM_INLINE void glm_mat3x4_zero(mat3x4 m);
CGLM_INLINE void glm_mat3x4_make(const float * __restrict src, mat3x4 dest);
CGLM_INLINE void glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat4 dest);
CGLM_INLINE void glm_mat3x4_mulv(mat3x4 m, vec3 v, vec4 dest);
CGLM_INLINE void glm_mat3x4_transpose(mat3x4 src, mat4x3 dest);
CGLM_INLINE void glm_mat3x4_scale(mat3x4 m, float s);
*/
@@ -33,40 +33,40 @@
#define GLM_MAT3X4_ZERO GLM_MAT3X4_ZERO_INIT
/*!
* @brief copy all members of [mat] to [dest]
* @brief Copy mat3x4 (src) to mat3x4 (dest).
*
* @param[in] mat source
* @param[out] dest destination
* @param[in] src mat3x4 (left)
* @param[out] dest destination (result, mat3x4)
*/
CGLM_INLINE
void
glm_mat3x4_copy(mat3x4 mat, mat3x4 dest) {
glm_vec4_ucopy(mat[0], dest[0]);
glm_vec4_ucopy(mat[1], dest[1]);
glm_vec4_ucopy(mat[2], dest[2]);
glm_mat3x4_copy(mat3x4 src, mat3x4 dest) {
glm_vec4_ucopy(src[0], dest[0]);
glm_vec4_ucopy(src[1], dest[1]);
glm_vec4_ucopy(src[2], dest[2]);
}
/*!
* @brief make given matrix zero.
* @brief Zero out the mat3x4 (m).
*
* @param[in, out] mat matrix
* @param[in, out] mat3x4 (src, dest)
*/
CGLM_INLINE
void
glm_mat3x4_zero(mat3x4 mat) {
glm_mat3x4_zero(mat3x4 m) {
CGLM_ALIGN_MAT mat3x4 t = GLM_MAT3X4_ZERO_INIT;
glm_mat3x4_copy(t, mat);
glm_mat3x4_copy(t, m);
}
/*!
* @brief Create mat3x4 matrix from pointer
* @brief Create mat3x4 (dest) from pointer (src).
*
* @param[in] src pointer to an array of floats
* @param[out] dest matrix
* @param[in] src pointer to an array of floats (left)
* @param[out] dest destination (result, mat3x4)
*/
CGLM_INLINE
void
glm_mat3x4_make(float * __restrict src, mat3x4 dest) {
glm_mat3x4_make(const float * __restrict src, mat3x4 dest) {
dest[0][0] = src[0];
dest[0][1] = src[1];
dest[0][2] = src[2];
@@ -84,19 +84,19 @@ glm_mat3x4_make(float * __restrict src, mat3x4 dest) {
}
/*!
* @brief multiply m1 and m2 to dest
* @brief Multiply mat3x4 (m1) by mat4x3 (m2) and store in mat4 (dest).
*
* @code
* glm_mat3x4_mul(mat3x4, mat4x3, mat3);
* glm_mat3x4_mul(mat3x4, mat4x3, mat4);
* @endcode
*
* @param[in] m1 left matrix (mat3x4)
* @param[in] m2 right matrix (mat4x3)
* @param[out] dest destination matrix (mat3)
* @param[in] m1 mat3x4 (left)
* @param[in] m2 mat4x3 (right)
* @param[out] dest destination (result, mat4)
*/
CGLM_INLINE
void
glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest) {
glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat4 dest) {
float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2], a03 = m1[0][3],
a10 = m1[1][0], a11 = m1[1][1], a12 = m1[1][2], a13 = m1[1][3],
a20 = m1[2][0], a21 = m1[2][1], a22 = m1[2][2], a23 = m1[2][3],
@@ -106,66 +106,72 @@ glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest) {
b20 = m2[2][0], b21 = m2[2][1], b22 = m2[2][2],
b30 = m2[3][0], b31 = m2[3][1], b32 = m2[3][2];
dest[0][0] = a00 * b00 + a01 * b10 + a02 * b20 + a03 * b30;
dest[0][1] = a00 * b01 + a01 * b11 + a02 * b21 + a03 * b31;
dest[0][2] = a00 * b02 + a01 * b12 + a02 * b22 + a03 * b32;
dest[0][0] = a00 * b00 + a10 * b01 + a20 * b02;
dest[0][1] = a01 * b00 + a11 * b01 + a21 * b02;
dest[0][2] = a02 * b00 + a12 * b01 + a22 * b02;
dest[0][3] = a03 * b00 + a13 * b01 + a23 * b02;
dest[1][0] = a10 * b00 + a11 * b10 + a12 * b20 + a13 * b30;
dest[1][1] = a10 * b01 + a11 * b11 + a12 * b21 + a13 * b31;
dest[1][2] = a10 * b02 + a11 * b12 + a12 * b22 + a13 * b32;
dest[1][0] = a00 * b10 + a10 * b11 + a20 * b12;
dest[1][1] = a01 * b10 + a11 * b11 + a21 * b12;
dest[1][2] = a02 * b10 + a12 * b11 + a22 * b12;
dest[1][3] = a03 * b10 + a13 * b11 + a23 * b12;
dest[2][0] = a20 * b00 + a21 * b10 + a22 * b20 + a23 * b30;
dest[2][1] = a20 * b01 + a21 * b11 + a22 * b21 + a23 * b31;
dest[2][2] = a20 * b02 + a21 * b12 + a22 * b22 + a23 * b32;
dest[2][0] = a00 * b20 + a10 * b21 + a20 * b22;
dest[2][1] = a01 * b20 + a11 * b21 + a21 * b22;
dest[2][2] = a02 * b20 + a12 * b21 + a22 * b22;
dest[2][3] = a03 * b20 + a13 * b21 + a23 * b22;
dest[3][0] = a00 * b30 + a10 * b31 + a20 * b32;
dest[3][1] = a01 * b30 + a11 * b31 + a21 * b32;
dest[3][2] = a02 * b30 + a12 * b31 + a22 * b32;
dest[3][3] = a03 * b30 + a13 * b31 + a23 * b32;
}
/*!
* @brief multiply matrix with column vector and store in dest vector
* @brief Multiply mat3x4 (m) by vec3 (v) and store in vec4 (dest).
*
* @param[in] m matrix (left)
* @param[in] v vector (right, column vector)
* @param[out] dest result vector
* @param[in] m mat3x4 (left)
* @param[in] v vec3 (right, column vector)
* @param[out] dest destination (result, column vector)
*/
CGLM_INLINE
void
glm_mat3x4_mulv(mat3x4 m, vec4 v, vec3 dest) {
float v0 = v[0], v1 = v[1], v2 = v[2], v3 = v[3];
glm_mat3x4_mulv(mat3x4 m, vec3 v, vec4 dest) {
float v0 = v[0], v1 = v[1], v2 = v[2];
dest[0] = m[0][0] * v0 + m[0][1] * v1 + m[0][2] * v2 + m[0][3] * v3;
dest[1] = m[1][0] * v0 + m[1][1] * v1 + m[1][2] * v2 + m[1][3] * v3;
dest[2] = m[2][0] * v0 + m[2][1] * v1 + m[2][2] * v2 + m[2][3] * v3;
dest[0] = m[0][0] * v0 + m[1][0] * v1 + m[2][0] * v2;
dest[1] = m[0][1] * v0 + m[1][1] * v1 + m[2][1] * v2;
dest[2] = m[0][2] * v0 + m[1][2] * v1 + m[2][2] * v2;
dest[3] = m[0][3] * v0 + m[1][3] * v1 + m[2][3] * v2;
}
/*!
* @brief transpose matrix and store in dest
* @brief Transpose mat3x4 (src) and store in mat4x3 (dest).
*
* @param[in] m matrix
* @param[out] dest result
* @param[in] src mat3x4 (left)
* @param[out] dest destination (result, mat4x3)
*/
CGLM_INLINE
void
glm_mat3x4_transpose(mat3x4 m, mat4x3 dest) {
dest[0][0] = m[0][0]; dest[0][1] = m[1][0]; dest[0][2] = m[2][0];
dest[1][0] = m[0][1]; dest[1][1] = m[1][1]; dest[1][2] = m[2][1];
dest[2][0] = m[0][2]; dest[2][1] = m[1][2]; dest[2][2] = m[2][2];
dest[3][0] = m[0][3]; dest[3][1] = m[1][3]; dest[3][2] = m[2][3];
glm_mat3x4_transpose(mat3x4 src, mat4x3 dest) {
dest[0][0] = src[0][0]; dest[0][1] = src[1][0]; dest[0][2] = src[2][0];
dest[1][0] = src[0][1]; dest[1][1] = src[1][1]; dest[1][2] = src[2][1];
dest[2][0] = src[0][2]; dest[2][1] = src[1][2]; dest[2][2] = src[2][2];
dest[3][0] = src[0][3]; dest[3][1] = src[1][3]; dest[3][2] = src[2][3];
}
/*!
* @brief scale (multiply with scalar) matrix
* @brief Multiply mat3x4 (m) by scalar constant (s).
*
* multiply matrix with scalar
*
* @param[in, out] m matrix
* @param[in] s scalar
* @param[in, out] m (src, dest)
* @param[in] s float (scalar)
*/
CGLM_INLINE
void
glm_mat3x4_scale(mat3x4 m, float s) {
m[0][0] *= s; m[1][0] *= s; m[2][0] *= s;
m[0][1] *= s; m[1][1] *= s; m[2][1] *= s;
m[0][2] *= s; m[1][2] *= s; m[2][2] *= s;
m[0][3] *= s; m[1][3] *= s; m[2][3] *= s;
m[0][0] *= s; m[0][1] *= s; m[0][2] *= s; m[0][3] *= s;
m[1][0] *= s; m[1][1] *= s; m[1][2] *= s; m[1][3] *= s;
m[2][0] *= s; m[2][1] *= s; m[2][2] *= s; m[2][3] *= s;
}
#endif

View File

@@ -44,6 +44,7 @@
CGLM_INLINE void glm_mat4_swap_row(mat4 mat, int row1, int row2);
CGLM_INLINE float glm_mat4_rmc(vec4 r, mat4 m, vec4 c);
CGLM_INLINE void glm_mat4_make(float * restrict src, mat4 dest);
CGLM_INLINE void glm_mat4_textrans(float sx, float sy, float rot, float tx, float ty, mat4 dest);
*/
#ifndef cglm_mat_h
@@ -360,7 +361,7 @@ glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest) {
* size but if <b>len</b> is too small then compiler may unroll whole loop,
* usage:
* @code
* mat m1, m2, m3, m4, res;
* mat4 m1, m2, m3, m4, res;
*
* glm_mat4_mulN((mat4 *[]){&m1, &m2, &m3, &m4}, 4, res);
* @endcode
@@ -520,6 +521,8 @@ void
glm_mat4_transpose_to(mat4 m, mat4 dest) {
#if defined(__wasm__) && defined(__wasm_simd128__)
glm_mat4_transp_wasm(m, dest);
#elif defined(__AVX__)
glm_mat4_transp_avx(m, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_transp_sse2(m, dest);
#elif defined(CGLM_NEON_FP)
@@ -546,6 +549,8 @@ void
glm_mat4_transpose(mat4 m) {
#if defined(__wasm__) && defined(__wasm_simd128__)
glm_mat4_transp_wasm(m, m);
#elif defined(__AVX__)
glm_mat4_transp_avx(m, m);
#elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_transp_sse2(m, m);
#elif defined(CGLM_NEON_FP)
@@ -645,51 +650,44 @@ glm_mat4_det(mat4 mat) {
CGLM_INLINE
void
glm_mat4_inv(mat4 mat, mat4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
#if defined(__wasm__) && defined(__wasm_simd128__)
glm_mat4_inv_wasm(mat, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_inv_sse2(mat, dest);
#elif defined(CGLM_NEON_FP)
glm_mat4_inv_neon(mat, dest);
#else
float t[6];
float det;
float a = mat[0][0], b = mat[0][1], c = mat[0][2], d = mat[0][3],
e = mat[1][0], f = mat[1][1], g = mat[1][2], h = mat[1][3],
i = mat[2][0], j = mat[2][1], k = mat[2][2], l = mat[2][3],
m = mat[3][0], n = mat[3][1], o = mat[3][2], p = mat[3][3];
m = mat[3][0], n = mat[3][1], o = mat[3][2], p = mat[3][3],
t[0] = k * p - o * l; t[1] = j * p - n * l; t[2] = j * o - n * k;
t[3] = i * p - m * l; t[4] = i * o - m * k; t[5] = i * n - m * j;
c1 = k * p - l * o, c2 = c * h - d * g, c3 = i * p - l * m,
c4 = a * h - d * e, c5 = j * p - l * n, c6 = b * h - d * f,
c7 = i * n - j * m, c8 = a * f - b * e, c9 = j * o - k * n,
c10 = b * g - c * f, c11 = i * o - k * m, c12 = a * g - c * e,
dest[0][0] = f * t[0] - g * t[1] + h * t[2];
dest[1][0] =-(e * t[0] - g * t[3] + h * t[4]);
dest[2][0] = e * t[1] - f * t[3] + h * t[5];
dest[3][0] =-(e * t[2] - f * t[4] + g * t[5]);
idt = 1.0f/(c8*c1+c4*c9+c10*c3+c2*c7-c12*c5-c6*c11), ndt = -idt;
dest[0][1] =-(b * t[0] - c * t[1] + d * t[2]);
dest[1][1] = a * t[0] - c * t[3] + d * t[4];
dest[2][1] =-(a * t[1] - b * t[3] + d * t[5]);
dest[3][1] = a * t[2] - b * t[4] + c * t[5];
dest[0][0] = (f * c1 - g * c5 + h * c9) * idt;
dest[0][1] = (b * c1 - c * c5 + d * c9) * ndt;
dest[0][2] = (n * c2 - o * c6 + p * c10) * idt;
dest[0][3] = (j * c2 - k * c6 + l * c10) * ndt;
t[0] = g * p - o * h; t[1] = f * p - n * h; t[2] = f * o - n * g;
t[3] = e * p - m * h; t[4] = e * o - m * g; t[5] = e * n - m * f;
dest[1][0] = (e * c1 - g * c3 + h * c11) * ndt;
dest[1][1] = (a * c1 - c * c3 + d * c11) * idt;
dest[1][2] = (m * c2 - o * c4 + p * c12) * ndt;
dest[1][3] = (i * c2 - k * c4 + l * c12) * idt;
dest[0][2] = b * t[0] - c * t[1] + d * t[2];
dest[1][2] =-(a * t[0] - c * t[3] + d * t[4]);
dest[2][2] = a * t[1] - b * t[3] + d * t[5];
dest[3][2] =-(a * t[2] - b * t[4] + c * t[5]);
dest[2][0] = (e * c5 - f * c3 + h * c7) * idt;
dest[2][1] = (a * c5 - b * c3 + d * c7) * ndt;
dest[2][2] = (m * c6 - n * c4 + p * c8) * idt;
dest[2][3] = (i * c6 - j * c4 + l * c8) * ndt;
t[0] = g * l - k * h; t[1] = f * l - j * h; t[2] = f * k - j * g;
t[3] = e * l - i * h; t[4] = e * k - i * g; t[5] = e * j - i * f;
dest[0][3] =-(b * t[0] - c * t[1] + d * t[2]);
dest[1][3] = a * t[0] - c * t[3] + d * t[4];
dest[2][3] =-(a * t[1] - b * t[3] + d * t[5]);
dest[3][3] = a * t[2] - b * t[4] + c * t[5];
det = 1.0f / (a * dest[0][0] + b * dest[1][0]
+ c * dest[2][0] + d * dest[3][0]);
glm_mat4_scale_p(dest, det);
dest[3][0] = (e * c9 - f * c11 + g * c7) * ndt;
dest[3][1] = (a * c9 - b * c11 + c * c7) * idt;
dest[3][2] = (m * c10 - n * c12 + o * c8) * ndt;
dest[3][3] = (i * c10 - j * c12 + k * c8) * idt;
#endif
}
@@ -790,7 +788,7 @@ glm_mat4_rmc(vec4 r, mat4 m, vec4 c) {
*/
CGLM_INLINE
void
glm_mat4_make(float * __restrict src, mat4 dest) {
glm_mat4_make(const float * __restrict src, mat4 dest) {
dest[0][0] = src[0]; dest[1][0] = src[4];
dest[0][1] = src[1]; dest[1][1] = src[5];
dest[0][2] = src[2]; dest[1][2] = src[6];
@@ -802,4 +800,32 @@ glm_mat4_make(float * __restrict src, mat4 dest) {
dest[2][3] = src[11]; dest[3][3] = src[15];
}
/*!
* @brief Create mat4 matrix from texture transform parameters
*
* @param[in] sx scale x
* @param[in] sy scale y
* @param[in] rot rotation in radians CCW/RH
* @param[in] tx translate x
* @param[in] ty translate y
* @param[out] dest texture transform matrix
*/
CGLM_INLINE
void
glm_mat4_textrans(float sx, float sy, float rot, float tx, float ty, mat4 dest) {
float c, s;
c = cosf(rot);
s = sinf(rot);
glm_mat4_identity(dest);
dest[0][0] = c * sx;
dest[0][1] = -s * sy;
dest[1][0] = s * sx;
dest[1][1] = c * sy;
dest[3][0] = tx;
dest[3][1] = ty;
}
#endif /* cglm_mat_h */

View File

@@ -11,12 +11,12 @@
GLM_MAT4X2_ZERO
Functions:
CGLM_INLINE void glm_mat4x2_copy(mat4x2 mat, mat4x2 dest);
CGLM_INLINE void glm_mat4x2_zero(mat4x2 mat);
CGLM_INLINE void glm_mat4x2_make(float * __restrict src, mat4x2 dest);
CGLM_INLINE void glm_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat4 dest);
CGLM_INLINE void glm_mat4x2_mulv(mat4x2 m, vec2 v, vec4 dest);
CGLM_INLINE void glm_mat4x2_transpose(mat4x2 m, mat2x4 dest);
CGLM_INLINE void glm_mat4x2_copy(mat4x2 src, mat4x2 dest);
CGLM_INLINE void glm_mat4x2_zero(mat4x2 m);
CGLM_INLINE void glm_mat4x2_make(const float * __restrict src, mat4x2 dest);
CGLM_INLINE void glm_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat2 dest);
CGLM_INLINE void glm_mat4x2_mulv(mat4x2 m, vec4 v, vec2 dest);
CGLM_INLINE void glm_mat4x2_transpose(mat4x2 src, mat2x4 dest);
CGLM_INLINE void glm_mat4x2_scale(mat4x2 m, float s);
*/
@@ -31,48 +31,41 @@
#define GLM_MAT4X2_ZERO GLM_MAT4X2_ZERO_INIT
/*!
* @brief copy all members of [mat] to [dest]
* @brief Copy mat4x2 (src) to mat4x2 (dest).
*
* @param[in] mat source
* @param[out] dest destination
* @param[in] src mat4x2 (left)
* @param[out] dest destination (result, mat4x2)
*/
CGLM_INLINE
void
glm_mat4x2_copy(mat4x2 mat, mat4x2 dest) {
dest[0][0] = mat[0][0];
dest[0][1] = mat[0][1];
dest[1][0] = mat[1][0];
dest[1][1] = mat[1][1];
dest[2][0] = mat[2][0];
dest[2][1] = mat[2][1];
dest[3][0] = mat[3][0];
dest[3][1] = mat[3][1];
glm_mat4x2_copy(mat4x2 src, mat4x2 dest) {
glm_vec2_copy(src[0], dest[0]);
glm_vec2_copy(src[1], dest[1]);
glm_vec2_copy(src[2], dest[2]);
glm_vec2_copy(src[3], dest[3]);
}
/*!
* @brief make given matrix zero.
* @brief Zero out the mat4x2 (m).
*
* @param[in, out] mat matrix
* @param[in, out] mat4x2 (src, dest)
*/
CGLM_INLINE
void
glm_mat4x2_zero(mat4x2 mat) {
glm_mat4x2_zero(mat4x2 m) {
CGLM_ALIGN_MAT mat4x2 t = GLM_MAT4X2_ZERO_INIT;
glm_mat4x2_copy(t, mat);
glm_mat4x2_copy(t, m);
}
/*!
* @brief Create mat4x2 matrix from pointer
* @brief Create mat4x2 (dest) from pointer (src).
*
* @param[in] src pointer to an array of floats
* @param[out] dest matrix
* @param[in] src pointer to an array of floats (left)
* @param[out] dest destination (result, mat4x2)
*/
CGLM_INLINE
void
glm_mat4x2_make(float * __restrict src, mat4x2 dest) {
glm_mat4x2_make(const float * __restrict src, mat4x2 dest) {
dest[0][0] = src[0];
dest[0][1] = src[1];
@@ -87,19 +80,19 @@ glm_mat4x2_make(float * __restrict src, mat4x2 dest) {
}
/*!
* @brief multiply m1 and m2 to dest
* @brief Multiply mat4x2 (m1) by mat2x4 (m2) and store in mat2 (dest).
*
* @code
* glm_mat4x2_mul(mat4x2, mat2x4, mat4);
* glm_mat4x2_mul(mat4x2, mat2x4, mat2);
* @endcode
*
* @param[in] m1 left matrix (mat4x2)
* @param[in] m2 right matrix (mat2x4)
* @param[out] dest destination matrix (mat4)
* @param[in] m1 mat4x2 (left)
* @param[in] m2 mat2x4 (right)
* @param[out] dest destination (result, mat2)
*/
CGLM_INLINE
void
glm_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat4 dest) {
glm_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat2 dest) {
float a00 = m1[0][0], a01 = m1[0][1],
a10 = m1[1][0], a11 = m1[1][1],
a20 = m1[2][0], a21 = m1[2][1],
@@ -108,71 +101,47 @@ glm_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat4 dest) {
b00 = m2[0][0], b01 = m2[0][1], b02 = m2[0][2], b03 = m2[0][3],
b10 = m2[1][0], b11 = m2[1][1], b12 = m2[1][2], b13 = m2[1][3];
dest[0][0] = a00 * b00 + a01 * b10;
dest[0][1] = a00 * b01 + a01 * b11;
dest[0][2] = a00 * b02 + a01 * b12;
dest[0][3] = a00 * b03 + a01 * b13;
dest[0][0] = a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03;
dest[0][1] = a01 * b00 + a11 * b01 + a21 * b02 + a31 * b03;
dest[1][0] = a10 * b00 + a11 * b10;
dest[1][1] = a10 * b01 + a11 * b11;
dest[1][2] = a10 * b02 + a11 * b12;
dest[1][3] = a10 * b03 + a11 * b13;
dest[2][0] = a20 * b00 + a21 * b10;
dest[2][1] = a20 * b01 + a21 * b11;
dest[2][2] = a20 * b02 + a21 * b12;
dest[2][3] = a20 * b03 + a21 * b13;
dest[3][0] = a30 * b00 + a31 * b10;
dest[3][1] = a30 * b01 + a31 * b11;
dest[3][2] = a30 * b02 + a31 * b12;
dest[3][3] = a30 * b03 + a31 * b13;
dest[1][0] = a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13;
dest[1][1] = a01 * b10 + a11 * b11 + a21 * b12 + a31 * b13;
}
/*!
* @brief multiply matrix with column vector and store in dest vector
* @brief Multiply mat4x2 (m) by vec4 (v) and store in vec2 (dest).
*
* @param[in] m matrix (left)
* @param[in] v vector (right, column vector)
* @param[out] dest result vector
* @param[in] m mat4x2 (left)
* @param[in] v vec4 (right, column vector)
* @param[out] dest destination (result, column vector)
*/
CGLM_INLINE
void
glm_mat4x2_mulv(mat4x2 m, vec2 v, vec4 dest) {
float v0 = v[0], v1 = v[1];
glm_mat4x2_mulv(mat4x2 m, vec4 v, vec2 dest) {
float v0 = v[0], v1 = v[1], v2 = v[2], v3 = v[3];
dest[0] = m[0][0] * v0 + m[0][1] * v1;
dest[1] = m[1][0] * v0 + m[1][1] * v1;
dest[2] = m[2][0] * v0 + m[2][1] * v1;
dest[3] = m[3][0] * v0 + m[3][1] * v1;
dest[0] = m[0][0] * v0 + m[1][0] * v1 + m[2][0] * v2 + m[3][0] * v3;
dest[1] = m[0][1] * v0 + m[1][1] * v1 + m[2][1] * v2 + m[3][1] * v3;
}
/*!
* @brief transpose matrix and store in dest
* @brief Transpose mat4x2 (src) and store in mat2x4 (dest).
*
* @param[in] m matrix
* @param[out] dest result
* @param[in] src mat4x2 (left)
* @param[out] dest destination (result, mat2x4)
*/
CGLM_INLINE
void
glm_mat4x2_transpose(mat4x2 m, mat2x4 dest) {
dest[0][0] = m[0][0];
dest[0][1] = m[1][0];
dest[0][2] = m[2][0];
dest[0][3] = m[3][0];
dest[1][0] = m[0][1];
dest[1][1] = m[1][1];
dest[1][2] = m[2][1];
dest[1][3] = m[3][1];
dest[0][0] = m[0][0]; dest[0][1] = m[1][0]; dest[0][2] = m[2][0]; dest[0][3] = m[3][0];
dest[1][0] = m[0][1]; dest[1][1] = m[1][1]; dest[1][2] = m[2][1]; dest[1][3] = m[3][1];
}
/*!
* @brief scale (multiply with scalar) matrix
* @brief Multiply mat4x2 (m) by scalar constant (s).
*
* multiply matrix with scalar
*
* @param[in, out] m matrix
* @param[in] s scalar
* @param[in, out] m (src, dest)
* @param[in] s float (scalar)
*/
CGLM_INLINE
void

View File

@@ -11,12 +11,12 @@
GLM_MAT4X3_ZERO
Functions:
CGLM_INLINE void glm_mat4x3_copy(mat4x3 mat, mat4x3 dest);
CGLM_INLINE void glm_mat4x3_zero(mat4x3 mat);
CGLM_INLINE void glm_mat4x3_make(float * __restrict src, mat4x3 dest);
CGLM_INLINE void glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat4 dest);
CGLM_INLINE void glm_mat4x3_mulv(mat4x3 m, vec3 v, vec4 dest);
CGLM_INLINE void glm_mat4x3_transpose(mat4x3 m, mat3x4 dest);
CGLM_INLINE void glm_mat4x3_copy(mat4x3 src, mat4x3 dest);
CGLM_INLINE void glm_mat4x3_zero(mat4x3 m);
CGLM_INLINE void glm_mat4x3_make(const float * __restrict src, mat4x3 dest);
CGLM_INLINE void glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat3 dest);
CGLM_INLINE void glm_mat4x3_mulv(mat4x3 m, vec4 v, vec3 dest);
CGLM_INLINE void glm_mat4x3_transpose(mat4x3 src, mat3x4 dest);
CGLM_INLINE void glm_mat4x3_scale(mat4x3 m, float s);
*/
@@ -32,52 +32,41 @@
#define GLM_MAT4X3_ZERO GLM_MAT4X3_ZERO_INIT
/*!
* @brief copy all members of [mat] to [dest]
* @brief Copy mat4x3 (src) to mat4x3 (dest).
*
* @param[in] mat source
* @param[out] dest destination
* @param[in] src mat4x3 (left)
* @param[out] dest destination (result, mat4x3)
*/
CGLM_INLINE
void
glm_mat4x3_copy(mat4x3 mat, mat4x3 dest) {
dest[0][0] = mat[0][0];
dest[0][1] = mat[0][1];
dest[0][2] = mat[0][2];
dest[1][0] = mat[1][0];
dest[1][1] = mat[1][1];
dest[1][2] = mat[1][2];
dest[2][0] = mat[2][0];
dest[2][1] = mat[2][1];
dest[2][2] = mat[2][2];
dest[3][0] = mat[3][0];
dest[3][1] = mat[3][1];
dest[3][2] = mat[3][2];
glm_mat4x3_copy(mat4x3 src, mat4x3 dest) {
glm_vec3_copy(src[0], dest[0]);
glm_vec3_copy(src[1], dest[1]);
glm_vec3_copy(src[2], dest[2]);
glm_vec3_copy(src[3], dest[3]);
}
/*!
* @brief make given matrix zero.
* @brief Zero out the mat4x3 (m).
*
* @param[in, out] mat matrix
* @param[in, out] mat4x3 (src, dest)
*/
CGLM_INLINE
void
glm_mat4x3_zero(mat4x3 mat) {
glm_mat4x3_zero(mat4x3 m) {
CGLM_ALIGN_MAT mat4x3 t = GLM_MAT4X3_ZERO_INIT;
glm_mat4x3_copy(t, mat);
glm_mat4x3_copy(t, m);
}
/*!
* @brief Create mat4x3 matrix from pointer
* @brief Create mat4x3 (dest) from pointer (src).
*
* @param[in] src pointer to an array of floats
* @param[out] dest matrix
* @param[in] src pointer to an array of floats (left)
* @param[out] dest destination (result, mat4x3)
*/
CGLM_INLINE
void
glm_mat4x3_make(float * __restrict src, mat4x3 dest) {
glm_mat4x3_make(const float * __restrict src, mat4x3 dest) {
dest[0][0] = src[0];
dest[0][1] = src[1];
dest[0][2] = src[2];
@@ -96,19 +85,19 @@ glm_mat4x3_make(float * __restrict src, mat4x3 dest) {
}
/*!
* @brief multiply m1 and m2 to dest
* @brief Multiply mat4x3 (m1) by mat3x4 (m2) and store in mat3 (dest).
*
* @code
* glm_mat4x3_mul(mat4x3, mat3x4, mat4);
* glm_mat4x3_mul(mat4x3, mat3x4, mat3);
* @endcode
*
* @param[in] m1 left matrix (mat4x3)
* @param[in] m2 right matrix (mat3x4)
* @param[out] dest destination matrix (mat4)
* @param[in] m1 mat4x3 (left)
* @param[in] m2 mat3x4 (right)
* @param[out] dest destination (result, mat3)
*/
CGLM_INLINE
void
glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat4 dest) {
glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat3 dest) {
float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2],
a10 = m1[1][0], a11 = m1[1][1], a12 = m1[1][2],
a20 = m1[2][0], a21 = m1[2][1], a22 = m1[2][2],
@@ -118,77 +107,55 @@ glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat4 dest) {
b10 = m2[1][0], b11 = m2[1][1], b12 = m2[1][2], b13 = m2[1][3],
b20 = m2[2][0], b21 = m2[2][1], b22 = m2[2][2], b23 = m2[2][3];
dest[0][0] = a00 * b00 + a01 * b10 + a02 * b20;
dest[0][1] = a00 * b01 + a01 * b11 + a02 * b21;
dest[0][2] = a00 * b02 + a01 * b12 + a02 * b22;
dest[0][3] = a00 * b03 + a01 * b13 + a02 * b23;
dest[0][0] = a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03;
dest[0][1] = a01 * b00 + a11 * b01 + a21 * b02 + a31 * b03;
dest[0][2] = a02 * b00 + a12 * b01 + a22 * b02 + a32 * b03;
dest[1][0] = a10 * b00 + a11 * b10 + a12 * b20;
dest[1][1] = a10 * b01 + a11 * b11 + a12 * b21;
dest[1][2] = a10 * b02 + a11 * b12 + a12 * b22;
dest[1][3] = a10 * b03 + a11 * b13 + a12 * b23;
dest[1][0] = a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13;
dest[1][1] = a01 * b10 + a11 * b11 + a21 * b12 + a31 * b13;
dest[1][2] = a02 * b10 + a12 * b11 + a22 * b12 + a32 * b13;
dest[2][0] = a20 * b00 + a21 * b10 + a22 * b20;
dest[2][1] = a20 * b01 + a21 * b11 + a22 * b21;
dest[2][2] = a20 * b02 + a21 * b12 + a22 * b22;
dest[2][3] = a20 * b03 + a21 * b13 + a22 * b23;
dest[3][0] = a30 * b00 + a31 * b10 + a32 * b20;
dest[3][1] = a30 * b01 + a31 * b11 + a32 * b21;
dest[3][2] = a30 * b02 + a31 * b12 + a32 * b22;
dest[3][3] = a30 * b03 + a31 * b13 + a32 * b23;
dest[2][0] = a00 * b20 + a10 * b21 + a20 * b22 + a30 * b23;
dest[2][1] = a01 * b20 + a11 * b21 + a21 * b22 + a31 * b23;
dest[2][2] = a02 * b20 + a12 * b21 + a22 * b22 + a32 * b23;
}
/*!
* @brief multiply matrix with column vector and store in dest vector
* @brief Multiply mat4x3 (m) by vec4 (v) and store in vec3 (dest).
*
* @param[in] m matrix (left)
* @param[in] v vector (right, column vector)
* @param[out] dest result vector
* @param[in] m mat4x3 (left)
* @param[in] v vec3 (right, column vector)
* @param[out] dest destination (result, column vector)
*/
CGLM_INLINE
void
glm_mat4x3_mulv(mat4x3 m, vec3 v, vec4 dest) {
float v0 = v[0], v1 = v[1], v2 = v[2];
glm_mat4x3_mulv(mat4x3 m, vec4 v, vec3 dest) {
float v0 = v[0], v1 = v[1], v2 = v[2], v3 = v[3];
dest[0] = m[0][0] * v0 + m[0][1] * v1 + m[0][2] * v2;
dest[1] = m[1][0] * v0 + m[1][1] * v1 + m[1][2] * v2;
dest[2] = m[2][0] * v0 + m[2][1] * v1 + m[2][2] * v2;
dest[3] = m[3][0] * v0 + m[3][1] * v1 + m[3][2] * v2;
dest[0] = m[0][0] * v0 + m[1][0] * v1 + m[2][0] * v2 + m[3][0] * v3;
dest[1] = m[0][1] * v0 + m[1][1] * v1 + m[2][1] * v2 + m[3][1] * v3;
dest[2] = m[0][2] * v0 + m[1][2] * v1 + m[2][2] * v2 + m[3][2] * v3;
}
/*!
* @brief transpose matrix and store in dest
* @brief Transpose mat4x3 (src) and store in mat3x4 (dest).
*
* @param[in] m matrix
* @param[out] dest result
* @param[in] src mat4x3 (left)
* @param[out] dest destination (result, mat3x4)
*/
CGLM_INLINE
void
glm_mat4x3_transpose(mat4x3 m, mat3x4 dest) {
dest[0][0] = m[0][0];
dest[0][1] = m[1][0];
dest[0][2] = m[2][0];
dest[0][3] = m[3][0];
dest[1][0] = m[0][1];
dest[1][1] = m[1][1];
dest[1][2] = m[2][1];
dest[1][3] = m[3][1];
dest[2][0] = m[0][2];
dest[2][1] = m[1][2];
dest[2][2] = m[2][2];
dest[2][3] = m[3][2];
glm_mat4x3_transpose(mat4x3 src, mat3x4 dest) {
dest[0][0] = src[0][0]; dest[0][1] = src[1][0]; dest[0][2] = src[2][0]; dest[0][3] = src[3][0];
dest[1][0] = src[0][1]; dest[1][1] = src[1][1]; dest[1][2] = src[2][1]; dest[1][3] = src[3][1];
dest[2][0] = src[0][2]; dest[2][1] = src[1][2]; dest[2][2] = src[2][2]; dest[2][3] = src[3][2];
}
/*!
* @brief scale (multiply with scalar) matrix
* @brief Multiply mat4x3 (m) by scalar constant (s).
*
* multiply matrix with scalar
*
* @param[in, out] m matrix
* @param[in] s scalar
* @param[in, out] m (src, dest)
* @param[in] s float (scalar)
*/
CGLM_INLINE
void
@@ -198,4 +165,4 @@ glm_mat4x3_scale(mat4x3 m, float s) {
m[2][2] *= s; m[3][0] *= s; m[3][1] *= s; m[3][2] *= s;
}
#endif
#endif /* cglm_mat4x3_h */

734
include/cglm/noise.h Normal file
View File

@@ -0,0 +1,734 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*
* Based on the work of Stefan Gustavson and Ashima Arts on "webgl-noise":
* https://github.com/stegu/webgl-noise
* Following Stefan Gustavson's paper "Simplex noise demystified":
* http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
*
* Implementation based on glm::perlin function:
* https://github.com/g-truc/glm/blob/master/glm/gtc/noise.inl
*/
#ifndef cglm_noise_h
#define cglm_noise_h
#include "vec4.h"
#include "vec4-ext.h"
#include "vec3.h"
#include "vec3-ext.h"
#include "vec2.h"
#include "vec2-ext.h"
#define glm__noiseDetail_mod289(x) (x - floorf(x * (1.0f / 289.0f)) * 289.0f)
/* glm__noiseDetail_permute(vec4 x, vec4 dest) */
#define glm__noiseDetail_permute(x, dest) { \
dest[0] = glm__noiseDetail_mod289((x[0] * 34.0f + 1.0f) * x[0]); \
dest[1] = glm__noiseDetail_mod289((x[1] * 34.0f + 1.0f) * x[1]); \
dest[2] = glm__noiseDetail_mod289((x[2] * 34.0f + 1.0f) * x[2]); \
dest[3] = glm__noiseDetail_mod289((x[3] * 34.0f + 1.0f) * x[3]); \
}
/* glm__noiseDetail_fade_vec4(vec4 t, vec4 dest) */
#define glm__noiseDetail_fade_vec4(t, dest) { \
/* dest = (t * t * t) * (t * (t * 6.0f - 15.0f) + 10.0f) */ \
vec4 temp; \
glm_vec4_mul(t, t, temp); \
glm_vec4_mul(temp, t, temp); \
/* dest = (t * (t * 6.0f - 15.0f) + 10.0f) */ \
glm_vec4_scale(t, 6.0f, dest); \
glm_vec4_subs(dest, 15.0f, dest); \
glm_vec4_mul(t, dest, dest); \
glm_vec4_adds(dest, 10.0f, dest); \
/* dest = temp * dest */ \
glm_vec4_mul(temp, dest, dest); \
}
/* glm__noiseDetail_fade_vec3(vec3 t, vec3 dest) */
#define glm__noiseDetail_fade_vec3(t, dest) { \
/* dest = (t * t * t) * (t * (t * 6.0f - 15.0f) + 10.0f) */ \
/* temp = t * t * t */ \
vec3 temp; \
glm_vec3_mul(t, t, temp); \
glm_vec3_mul(temp, t, temp); \
/* dest = (t * (t * 6.0f - 15.0f) + 10.0f) */ \
glm_vec3_scale(t, 6.0f, dest); \
glm_vec3_subs(dest, 15.0f, dest); \
glm_vec3_mul(t, dest, dest); \
glm_vec3_adds(dest, 10.0f, dest); \
/* dest = temp * dest */ \
glm_vec3_mul(temp, dest, dest); \
}
/* glm__noiseDetail_fade_vec2(vec2 t, vec2 dest) */
#define glm__noiseDetail_fade_vec2(t, dest) { \
/* dest = (t * t * t) * (t * (t * 6.0f - 15.0f) + 10.0f) */ \
/* temp = t * t * t */ \
vec2 temp; \
glm_vec2_mul(t, t, temp); \
glm_vec2_mul(temp, t, temp); \
/* dest = (t * (t * 6.0f - 15.0f) + 10.0f) */ \
glm_vec2_scale(t, 6.0f, dest); \
glm_vec2_subs(dest, 15.0f, dest); \
glm_vec2_mul(t, dest, dest); \
glm_vec2_adds(dest, 10.0f, dest); \
/* dest = temp * dest */ \
glm_vec2_mul(temp, dest, dest); \
}
/* glm__noiseDetail_taylorInvSqrt(vec4 x, vec4 dest) */
#define glm__noiseDetail_taylorInvSqrt(x, dest) { \
/* dest = 1.79284291400159f - 0.85373472095314f * x */ \
vec4 temp; \
glm_vec4_scale(x, 0.85373472095314f, temp); /* temp = 0.853...f * x */ \
glm_vec4_fill(dest, 1.79284291400159f); /* dest = 1.792...f */ \
glm_vec4_sub(dest, temp, dest); /* dest = 1.79284291400159f - temp */ \
}
/* norm = taylorInvSqrt(vec4(
* dot(g00__, g00__),
* dot(g01__, g01__),
* dot(g10__, g10__),
* dot(g11__, g11__)
* ));
*/
/* glm__noiseDetail_gradNorm_vec4(vec4 g00__, vec4 g01__, vec4 g10__, vec4 g11__) */
#define glm__noiseDetail_gradNorm_vec4(g00__, g01__, g10__, g11__) { \
vec4 norm; \
norm[0] = glm_vec4_dot(g00__, g00__); /* norm.x = dot(g00__, g00__) */ \
norm[1] = glm_vec4_dot(g01__, g01__); /* norm.y = dot(g01__, g01__) */ \
norm[2] = glm_vec4_dot(g10__, g10__); /* norm.z = dot(g10__, g10__) */ \
norm[3] = glm_vec4_dot(g11__, g11__); /* norm.w = dot(g11__, g11__) */ \
glm__noiseDetail_taylorInvSqrt(norm, norm); /* norm = taylorInvSqrt(norm) */ \
\
glm_vec4_scale(g00__, norm[0], g00__); /* g00__ *= norm.x */ \
glm_vec4_scale(g01__, norm[1], g01__); /* g01__ *= norm.y */ \
glm_vec4_scale(g10__, norm[2], g10__); /* g10__ *= norm.z */ \
glm_vec4_scale(g11__, norm[3], g11__); /* g11__ *= norm.w */ \
}
/* glm__noiseDetail_gradNorm_vec3(vec3 g00_, vec3 g01_, vec3 g10_, vec3 g11_) */
#define glm__noiseDetail_gradNorm_vec3(g00_, g01_, g10_, g11_) { \
vec4 norm; \
norm[0] = glm_vec3_dot(g00_, g00_); /* norm.x = dot(g00_, g00_) */ \
norm[1] = glm_vec3_dot(g01_, g01_); /* norm.y = dot(g01_, g01_) */ \
norm[2] = glm_vec3_dot(g10_, g10_); /* norm.z = dot(g10_, g10_) */ \
norm[3] = glm_vec3_dot(g11_, g11_); /* norm.w = dot(g11_, g11_) */ \
glm__noiseDetail_taylorInvSqrt(norm, norm); /* norm = taylorInvSqrt(norm) */ \
\
glm_vec3_scale(g00_, norm[0], g00_); /* g00_ *= norm.x */ \
glm_vec3_scale(g01_, norm[1], g01_); /* g01_ *= norm.y */ \
glm_vec3_scale(g10_, norm[2], g10_); /* g10_ *= norm.z */ \
glm_vec3_scale(g11_, norm[3], g11_); /* g11_ *= norm.w */ \
}
/* glm__noiseDetail_gradNorm_vec2(vec2 g00, vec2 g01, vec2 g10, vec2 g11) */
#define glm__noiseDetail_gradNorm_vec2(g00, g01, g10, g11) { \
vec4 norm; \
norm[0] = glm_vec2_dot(g00, g00); /* norm.x = dot(g00, g00) */ \
norm[1] = glm_vec2_dot(g01, g01); /* norm.y = dot(g01, g01) */ \
norm[2] = glm_vec2_dot(g10, g10); /* norm.z = dot(g10, g10) */ \
norm[3] = glm_vec2_dot(g11, g11); /* norm.w = dot(g11, g11) */ \
glm__noiseDetail_taylorInvSqrt(norm, norm); /* norm = taylorInvSqrt(norm) */ \
\
glm_vec2_scale(g00, norm[0], g00); /* g00 *= norm.x */ \
glm_vec2_scale(g01, norm[1], g01); /* g01 *= norm.y */ \
glm_vec2_scale(g10, norm[2], g10); /* g10 *= norm.z */ \
glm_vec2_scale(g11, norm[3], g11); /* g11 *= norm.w */ \
}
/* glm__noiseDetail_i2gxyzw(vec4 ixy, vec4 gx, vec4 gy, vec4 gz, vec4 gw) */
#define glm__noiseDetail_i2gxyzw(ixy, gx, gy, gz, gw) { \
/* gx = ixy / 7.0 */ \
glm_vec4_divs(ixy, 7.0f, gx); /* gx = ixy / 7.0 */ \
\
/* gy = fract(gx) / 7.0 */ \
glm_vec4_floor(gx, gy); /* gy = floor(gx) */ \
glm_vec4_divs(gy, 7.0f, gy); /* gy /= 7.0 */ \
\
/* gz = floor(gy) / 6.0 */ \
glm_vec4_floor(gy, gz); /* gz = floor(gy) */ \
glm_vec4_divs(gz, 6.0f, gz); /* gz /= 6.0 */ \
\
/* gx = fract(gx) - 0.5f */ \
glm_vec4_fract(gx, gx); /* gx = fract(gx) */ \
glm_vec4_subs(gx, 0.5f, gx); /* gx -= 0.5f */ \
\
/* gy = fract(gy) - 0.5f */ \
glm_vec4_fract(gy, gy); /* gy = fract(gy) */ \
glm_vec4_subs(gy, 0.5f, gy); /* gy -= 0.5f */ \
\
/* gz = fract(gz) - 0.5f */ \
glm_vec4_fract(gz, gz); /* gz = fract(gz) */ \
glm_vec4_subs(gz, 0.5f, gz); /* gz -= 0.5f */ \
\
/* abs(gx), abs(gy), abs(gz) */ \
vec4 gxa, gya, gza; \
glm_vec4_abs(gx, gxa); /* gxa = abs(gx) */ \
glm_vec4_abs(gy, gya); /* gya = abs(gy) */ \
glm_vec4_abs(gz, gza); /* gza = abs(gz) */ \
\
/* gw = 0.75 - abs(gx) - abs(gy) - abs(gz) */ \
glm_vec4_fill(gw, 0.75f); /* gw = 0.75 */ \
glm_vec4_sub(gw, gxa, gw); /* gw -= gxa */ \
glm_vec4_sub(gw, gza, gw); /* gw -= gza */ \
glm_vec4_sub(gw, gya, gw); /* gw -= gya */ \
\
/* sw = step(gw, 0.0); */ \
vec4 sw; \
glm_vec4_stepr(gw, 0.0f, sw); /* sw = step(gw, 0.0) */ \
\
/* gx -= sw * (step(vec4(0), gx) - T(0.5)); */ \
vec4 temp = {0.0f}; /* temp = 0.0 */ \
glm_vec4_step(temp, gx, temp); /* temp = step(temp, gx) */ \
glm_vec4_subs(temp, 0.5f, temp); /* temp -= 0.5 */ \
glm_vec4_mul(sw, temp, temp); /* temp *= sw */ \
glm_vec4_sub(gx, temp, gx); /* gx -= temp */ \
\
/* gy -= sw * (step(vec4(0), gy) - T(0.5)); */ \
glm_vec4_zero(temp); /* reset temp */ \
glm_vec4_step(temp, gy, temp); /* temp = step(temp, gy) */ \
glm_vec4_subs(temp, 0.5f, temp); /* temp -= 0.5 */ \
glm_vec4_mul(sw, temp, temp); /* temp *= sw */ \
glm_vec4_sub(gy, temp, gy); /* gy -= temp */ \
}
/* NOTE: This function is not *quite* analogous to glm__noiseDetail_i2gxyzw
* to try to match the output of glm::perlin. I think it might be a bug in
* in the original implementation, but for now I'm keeping it consistent. -MK
*
* Follow up: The original implementation (glm v 1.0.1) does:
*
* vec<4, T, Q> gx0 = ixy0 * T(1.0 / 7.0);
*
* as opposed to:
*
* vec<4, T, Q> gx0 = ixy0 / T(7);
*
* This ends up mapping to different simd instructions, at least on AMD.
* The delta is tiny but it gets amplified by the rest of the noise function.
* Hence we too need to do `glm_vec4_scale` as opposed to `glm_vec4_divs`, to
* match it. -MK
*/
/* glm__noiseDetail_i2gxyz(vec4 i, vec4 gx, vec4 gy, vec4 gz) */
#define glm__noiseDetail_i2gxyz(ixy, gx, gy, gz) { \
/* gx = ixy / 7.0 */ \
glm_vec4_scale(ixy, 1.0f / 7.0f, gx); /* gx = ixy * (1/7.0) */\
\
/* gy = fract(floor(gx0) / 7.0)) - 0.5; */ \
glm_vec4_floor(gx, gy); /* gy = floor(gx) */ \
glm_vec4_scale(gy, 1.0f / 7.0f, gy); /* gy *= 1 / 7.0 */ \
glm_vec4_fract(gy, gy); /* gy = fract(gy) */ \
glm_vec4_subs(gy, 0.5f, gy); /* gy -= 0.5f */ \
\
/* gx = fract(gx); */ \
glm_vec4_fract(gx, gx); /* gx = fract(gx) */ \
\
/* abs(gx), abs(gy) */ \
vec4 gxa, gya; \
glm_vec4_abs(gx, gxa); /* gxa = abs(gx) */ \
glm_vec4_abs(gy, gya); /* gya = abs(gy) */ \
\
/* gz = vec4(0.5) - abs(gx0) - abs(gy0); */ \
glm_vec4_fill(gz, 0.5f); /* gz = 0.5 */ \
glm_vec4_sub(gz, gxa, gz); /* gz -= gxa */ \
glm_vec4_sub(gz, gya, gz); /* gz -= gya */ \
\
/* sz = step(gw, 0.0); */ \
vec4 sz; \
glm_vec4_stepr(gz, 0.0f, sz); /* sz = step(gz, 0.0) */ \
\
/* gx0 -= sz0 * (step(0.0, gx0) - T(0.5)); */ \
vec4 temp = {0.0f}; /* temp = 0.0 */ \
glm_vec4_step(temp, gx, temp); /* temp = step(temp, gx) */ \
glm_vec4_subs(temp, 0.5f, temp); /* temp -= 0.5 */ \
glm_vec4_mul(sz, temp, temp); /* temp *= sz */ \
glm_vec4_sub(gx, temp, gx); /* gx -= temp */ \
\
/* gy0 -= sz0 * (step(0.0, gy0) - T(0.5)); */ \
glm_vec4_zero(temp); /* reset temp */ \
glm_vec4_step(temp, gy, temp); /* temp = step(temp, gy) */ \
glm_vec4_subs(temp, 0.5f, temp); /* temp -= 0.5 */ \
glm_vec4_mul(sz, temp, temp); /* temp *= sz */ \
glm_vec4_sub(gy, temp, gy); /* gy -= temp */ \
}
/* glm__noiseDetail_i2gxy(vec4 i, vec4 gx, vec4 gy) */
#define glm__noiseDetail_i2gxy(i, gx, gy) { \
/* gx = 2.0 * fract(i / 41.0) - 1.0; */ \
glm_vec4_divs(i, 41.0f, gx); /* gx = i / 41.0 */ \
glm_vec4_fract(gx, gx); /* gx = fract(gx) */ \
glm_vec4_scale(gx, 2.0f, gx); /* gx *= 2.0 */ \
glm_vec4_subs(gx, 1.0f, gx); /* gx -= 1.0 */ \
\
/* gy = abs(gx) - 0.5; */ \
glm_vec4_abs(gx, gy); /* gy = abs(gx) */ \
glm_vec4_subs(gy, 0.5f, gy); /* gy -= 0.5 */ \
\
/* tx = floor(gx + 0.5); */ \
vec4 tx; \
glm_vec4_adds(gx, 0.5f, tx); /* tx = gx + 0.5 */ \
glm_vec4_floor(tx, tx); /* tx = floor(tx) */ \
\
/* gx = gx - tx; */ \
glm_vec4_sub(gx, tx, gx); /* gx -= tx */ \
}
/* ============================================================================
* Classic perlin noise
* ============================================================================
*/
/*!
* @brief Classic perlin noise
*
* @param[in] point 4D vector
* @returns perlin noise value
*/
CGLM_INLINE
float
glm_perlin_vec4(vec4 point) {
/* Integer part of p for indexing */
vec4 Pi0;
glm_vec4_floor(point, Pi0); /* Pi0 = floor(point); */
/* Integer part + 1 */
vec4 Pi1;
glm_vec4_adds(Pi0, 1.0f, Pi1); /* Pi1 = Pi0 + 1.0f; */
glm_vec4_mods(Pi0, 289.0f, Pi0); /* Pi0 = mod(Pi0, 289.0f); */
glm_vec4_mods(Pi1, 289.0f, Pi1); /* Pi1 = mod(Pi1, 289.0f); */
/* Fractional part of p for interpolation */
vec4 Pf0;
glm_vec4_fract(point, Pf0);
/* Fractional part - 1.0 */
vec4 Pf1;
glm_vec4_subs(Pf0, 1.0f, Pf1);
vec4 ix = {Pi0[0], Pi1[0], Pi0[0], Pi1[0]};
vec4 iy = {Pi0[1], Pi0[1], Pi1[1], Pi1[1]};
vec4 iz0 = {Pi0[2], Pi0[2], Pi0[2], Pi0[2]}; /* iz0 = vec4(Pi0.z); */
vec4 iz1 = {Pi1[2], Pi1[2], Pi1[2], Pi1[2]}; /* iz1 = vec4(Pi1.z); */
vec4 iw0 = {Pi0[3], Pi0[3], Pi0[3], Pi0[3]}; /* iw0 = vec4(Pi0.w); */
vec4 iw1 = {Pi1[3], Pi1[3], Pi1[3], Pi1[3]}; /* iw1 = vec4(Pi1.w); */
/* ------------ */
/* ixy = permute(permute(ix) + iy) */
vec4 ixy;
glm__noiseDetail_permute(ix, ixy); /* ixy = permute(ix) */
glm_vec4_add(ixy, iy, ixy); /* ixy += iy; */
glm__noiseDetail_permute(ixy, ixy); /* ixy = permute(ixy) */
/* ixy0 = permute(ixy + iz0) */
vec4 ixy0;
glm_vec4_add(ixy, iz0, ixy0); /* ixy0 = ixy + iz0 */
glm__noiseDetail_permute(ixy0, ixy0); /* ixy0 = permute(ixy0) */
/* ixy1 = permute(ixy + iz1) */
vec4 ixy1;
glm_vec4_add(ixy, iz1, ixy1); /* ixy1 = ixy, iz1 */
glm__noiseDetail_permute(ixy1, ixy1); /* ixy1 = permute(ixy1) */
/* ixy00 = permute(ixy0 + iw0) */
vec4 ixy00;
glm_vec4_add(ixy0, iw0, ixy00); /* ixy00 = ixy0 + iw0 */
glm__noiseDetail_permute(ixy00, ixy00); /* ixy00 = permute(ixy00) */
/* ixy01 = permute(ixy0 + iw1) */
vec4 ixy01;
glm_vec4_add(ixy0, iw1, ixy01); /* ixy01 = ixy0 + iw1 */
glm__noiseDetail_permute(ixy01, ixy01); /* ixy01 = permute(ixy01) */
/* ixy10 = permute(ixy1 + iw0) */
vec4 ixy10;
glm_vec4_add(ixy1, iw0, ixy10); /* ixy10 = ixy1 + iw0 */
glm__noiseDetail_permute(ixy10, ixy10); /* ixy10 = permute(ixy10) */
/* ixy11 = permute(ixy1 + iw1) */
vec4 ixy11;
glm_vec4_add(ixy1, iw1, ixy11); /* ixy11 = ixy1 + iw1 */
glm__noiseDetail_permute(ixy11, ixy11); /* ixy11 = permute(ixy11) */
/* ------------ */
vec4 gx00, gy00, gz00, gw00;
glm__noiseDetail_i2gxyzw(ixy00, gx00, gy00, gz00, gw00);
vec4 gx01, gy01, gz01, gw01;
glm__noiseDetail_i2gxyzw(ixy01, gx01, gy01, gz01, gw01);
vec4 gx10, gy10, gz10, gw10;
glm__noiseDetail_i2gxyzw(ixy10, gx10, gy10, gz10, gw10);
vec4 gx11, gy11, gz11, gw11;
glm__noiseDetail_i2gxyzw(ixy11, gx11, gy11, gz11, gw11);
/* ------------ */
vec4 g0000 = {gx00[0], gy00[0], gz00[0], gw00[0]}; /* g0000 = vec4(gx00.x, gy00.x, gz00.x, gw00.x); */
vec4 g0100 = {gx00[2], gy00[2], gz00[2], gw00[2]}; /* g0100 = vec4(gx00.z, gy00.z, gz00.z, gw00.z); */
vec4 g1000 = {gx00[1], gy00[1], gz00[1], gw00[1]}; /* g1000 = vec4(gx00.y, gy00.y, gz00.y, gw00.y); */
vec4 g1100 = {gx00[3], gy00[3], gz00[3], gw00[3]}; /* g1100 = vec4(gx00.w, gy00.w, gz00.w, gw00.w); */
vec4 g0001 = {gx01[0], gy01[0], gz01[0], gw01[0]}; /* g0001 = vec4(gx01.x, gy01.x, gz01.x, gw01.x); */
vec4 g0101 = {gx01[2], gy01[2], gz01[2], gw01[2]}; /* g0101 = vec4(gx01.z, gy01.z, gz01.z, gw01.z); */
vec4 g1001 = {gx01[1], gy01[1], gz01[1], gw01[1]}; /* g1001 = vec4(gx01.y, gy01.y, gz01.y, gw01.y); */
vec4 g1101 = {gx01[3], gy01[3], gz01[3], gw01[3]}; /* g1101 = vec4(gx01.w, gy01.w, gz01.w, gw01.w); */
vec4 g0010 = {gx10[0], gy10[0], gz10[0], gw10[0]}; /* g0010 = vec4(gx10.x, gy10.x, gz10.x, gw10.x); */
vec4 g0110 = {gx10[2], gy10[2], gz10[2], gw10[2]}; /* g0110 = vec4(gx10.z, gy10.z, gz10.z, gw10.z); */
vec4 g1010 = {gx10[1], gy10[1], gz10[1], gw10[1]}; /* g1010 = vec4(gx10.y, gy10.y, gz10.y, gw10.y); */
vec4 g1110 = {gx10[3], gy10[3], gz10[3], gw10[3]}; /* g1110 = vec4(gx10.w, gy10.w, gz10.w, gw10.w); */
vec4 g0011 = {gx11[0], gy11[0], gz11[0], gw11[0]}; /* g0011 = vec4(gx11.x, gy11.x, gz11.x, gw11.x); */
vec4 g0111 = {gx11[2], gy11[2], gz11[2], gw11[2]}; /* g0111 = vec4(gx11.z, gy11.z, gz11.z, gw11.z); */
vec4 g1011 = {gx11[1], gy11[1], gz11[1], gw11[1]}; /* g1011 = vec4(gx11.y, gy11.y, gz11.y, gw11.y); */
vec4 g1111 = {gx11[3], gy11[3], gz11[3], gw11[3]}; /* g1111 = vec4(gx11.w, gy11.w, gz11.w, gw11.w); */
glm__noiseDetail_gradNorm_vec4(g0000, g0100, g1000, g1100);
glm__noiseDetail_gradNorm_vec4(g0001, g0101, g1001, g1101);
glm__noiseDetail_gradNorm_vec4(g0010, g0110, g1010, g1110);
glm__noiseDetail_gradNorm_vec4(g0011, g0111, g1011, g1111);
/* ------------ */
float n0000 = glm_vec4_dot(g0000, Pf0); /* n0000 = dot(g0000, Pf0) */
/* n1000 = dot(g1000, vec4(Pf1.x, Pf0.y, Pf0.z, Pf0.w)) */
vec4 n1000d = {Pf1[0], Pf0[1], Pf0[2], Pf0[3]};
float n1000 = glm_vec4_dot(g1000, n1000d);
/* n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.z, Pf0.w)) */
vec4 n0100d = {Pf0[0], Pf1[1], Pf0[2], Pf0[3]};
float n0100 = glm_vec4_dot(g0100, n0100d);
/* n1100 = dot(g1100, vec4(Pf1.x, Pf1.y, Pf0.z, Pf0.w)) */
vec4 n1100d = {Pf1[0], Pf1[1], Pf0[2], Pf0[3]};
float n1100 = glm_vec4_dot(g1100, n1100d);
/* n0010 = dot(g0010, vec4(Pf0.x, Pf0.y, Pf1.z, Pf0.w)) */
vec4 n0010d = {Pf0[0], Pf0[1], Pf1[2], Pf0[3]};
float n0010 = glm_vec4_dot(g0010, n0010d);
/* n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w)) */
vec4 n1010d = {Pf1[0], Pf0[1], Pf1[2], Pf0[3]};
float n1010 = glm_vec4_dot(g1010, n1010d);
/* n0110 = dot(g0110, vec4(Pf0.x, Pf1.y, Pf1.z, Pf0.w)) */
vec4 n0110d = {Pf0[0], Pf1[1], Pf1[2], Pf0[3]};
float n0110 = glm_vec4_dot(g0110, n0110d);
/* n1110 = dot(g1110, vec4(Pf1.x, Pf1.y, Pf1.z, Pf0.w)) */
vec4 n1110d = {Pf1[0], Pf1[1], Pf1[2], Pf0[3]};
float n1110 = glm_vec4_dot(g1110, n1110d);
/* n0001 = dot(g0001, vec4(Pf0.x, Pf0.y, Pf0.z, Pf1.w)) */
vec4 n0001d = {Pf0[0], Pf0[1], Pf0[2], Pf1[3]};
float n0001 = glm_vec4_dot(g0001, n0001d);
/* n1001 = dot(g1001, vec4(Pf1.x, Pf0.y, Pf0.z, Pf1.w)) */
vec4 n1001d = {Pf1[0], Pf0[1], Pf0[2], Pf1[3]};
float n1001 = glm_vec4_dot(g1001, n1001d);
/* n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w)) */
vec4 n0101d = {Pf0[0], Pf1[1], Pf0[2], Pf1[3]};
float n0101 = glm_vec4_dot(g0101, n0101d);
/* n1101 = dot(g1101, vec4(Pf1.x, Pf1.y, Pf0.z, Pf1.w)) */
vec4 n1101d = {Pf1[0], Pf1[1], Pf0[2], Pf1[3]};
float n1101 = glm_vec4_dot(g1101, n1101d);
/* n0011 = dot(g0011, vec4(Pf0.x, Pf0.y, Pf1.z, Pf1.w)) */
vec4 n0011d = {Pf0[0], Pf0[1], Pf1[2], Pf1[3]};
float n0011 = glm_vec4_dot(g0011, n0011d);
/* n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.z, Pf1.w)) */
vec4 n1011d = {Pf1[0], Pf0[1], Pf1[2], Pf1[3]};
float n1011 = glm_vec4_dot(g1011, n1011d);
/* n0111 = dot(g0111, vec4(Pf0.x, Pf1.y, Pf1.z, Pf1.w)) */
vec4 n0111d = {Pf0[0], Pf1[1], Pf1[2], Pf1[3]};
float n0111 = glm_vec4_dot(g0111, n0111d);
float n1111 = glm_vec4_dot(g1111, Pf1); /* n1111 = dot(g1111, Pf1) */
/* ------------ */
vec4 fade_xyzw;
glm__noiseDetail_fade_vec4(Pf0, fade_xyzw); /* fade_xyzw = fade(Pf0) */
/* n_0w = lerp(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w) */
vec4 n_0w1 = {n0000, n1000, n0100, n1100};
vec4 n_0w2 = {n0001, n1001, n0101, n1101};
vec4 n_0w;
glm_vec4_lerp(n_0w1, n_0w2, fade_xyzw[3], n_0w);
/* n_1w = lerp(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w) */
vec4 n_1w1 = {n0010, n1010, n0110, n1110};
vec4 n_1w2 = {n0011, n1011, n0111, n1111};
vec4 n_1w;
glm_vec4_lerp(n_1w1, n_1w2, fade_xyzw[3], n_1w);
/* n_zw = lerp(n_0w, n_1w, fade_xyzw.z) */
vec4 n_zw;
glm_vec4_lerp(n_0w, n_1w, fade_xyzw[2], n_zw);
/* n_yzw = lerp(vec2(n_zw.x, n_zw.y), vec2(n_zw.z, n_zw.w), fade_xyzw.y) */
vec2 n_yzw;
vec2 n_yzw1 = {n_zw[0], n_zw[1]};
vec2 n_yzw2 = {n_zw[2], n_zw[3]};
glm_vec2_lerp(n_yzw1, n_yzw2, fade_xyzw[1], n_yzw);
/* n_xyzw = lerp(n_yzw.x, n_yzw.y, fade_xyzw.x) */
float n_xyzw = glm_lerp(n_yzw[0], n_yzw[1], fade_xyzw[0]);
return n_xyzw * 2.2f;
}
/*!
* @brief Classic perlin noise
*
* @param[in] point 3D vector
* @returns perlin noise value
*/
CGLM_INLINE
float
glm_perlin_vec3(vec3 point) {
/* Integer part of p for indexing */
vec3 Pi0;
glm_vec3_floor(point, Pi0); /* Pi0 = floor(point); */
/* Integer part + 1 */
vec3 Pi1;
glm_vec3_adds(Pi0, 1.0f, Pi1); /* Pi1 = Pi0 + 1.0f; */
glm_vec3_mods(Pi0, 289.0f, Pi0); /* Pi0 = mod(Pi0, 289.0f); */
glm_vec3_mods(Pi1, 289.0f, Pi1); /* Pi1 = mod(Pi1, 289.0f); */
/* Fractional part of p for interpolation */
vec3 Pf0;
glm_vec3_fract(point, Pf0);
/* Fractional part - 1.0 */
vec3 Pf1;
glm_vec3_subs(Pf0, 1.0f, Pf1);
vec4 ix = {Pi0[0], Pi1[0], Pi0[0], Pi1[0]};
vec4 iy = {Pi0[1], Pi0[1], Pi1[1], Pi1[1]};
vec4 iz0 = {Pi0[2], Pi0[2], Pi0[2], Pi0[2]}; /* iz0 = vec4(Pi0.z); */
vec4 iz1 = {Pi1[2], Pi1[2], Pi1[2], Pi1[2]}; /* iz1 = vec4(Pi1.z); */
/* ------------ */
/* ixy = permute(permute(ix) + iy) */
vec4 ixy;
glm__noiseDetail_permute(ix, ixy); /* ixy = permute(ix) */
glm_vec4_add(ixy, iy, ixy); /* ixy += iy; */
glm__noiseDetail_permute(ixy, ixy); /* ixy = permute(ixy) */
/* ixy0 = permute(ixy + iz0) */
vec4 ixy0;
glm_vec4_add(ixy, iz0, ixy0); /* ixy0 = ixy + iz0 */
glm__noiseDetail_permute(ixy0, ixy0); /* ixy0 = permute(ixy0) */
/* ixy1 = permute(ixy + iz1) */
vec4 ixy1;
glm_vec4_add(ixy, iz1, ixy1); /* ixy1 = ixy, iz1 */
glm__noiseDetail_permute(ixy1, ixy1); /* ixy1 = permute(ixy1) */
/* ------------ */
vec4 gx0, gy0, gz0;
glm__noiseDetail_i2gxyz(ixy0, gx0, gy0, gz0);
vec4 gx1, gy1, gz1;
glm__noiseDetail_i2gxyz(ixy1, gx1, gy1, gz1);
/* ------------ */
vec3 g000 = {gx0[0], gy0[0], gz0[0]}; /* g000 = vec3(gx0.x, gy0.x, gz0.x); */
vec3 g100 = {gx0[1], gy0[1], gz0[1]}; /* g100 = vec3(gx0.y, gy0.y, gz0.y); */
vec3 g010 = {gx0[2], gy0[2], gz0[2]}; /* g010 = vec3(gx0.z, gy0.z, gz0.z); */
vec3 g110 = {gx0[3], gy0[3], gz0[3]}; /* g110 = vec3(gx0.w, gy0.w, gz0.w); */
vec3 g001 = {gx1[0], gy1[0], gz1[0]}; /* g001 = vec3(gx1.x, gy1.x, gz1.x); */
vec3 g101 = {gx1[1], gy1[1], gz1[1]}; /* g101 = vec3(gx1.y, gy1.y, gz1.y); */
vec3 g011 = {gx1[2], gy1[2], gz1[2]}; /* g011 = vec3(gx1.z, gy1.z, gz1.z); */
vec3 g111 = {gx1[3], gy1[3], gz1[3]}; /* g111 = vec3(gx1.w, gy1.w, gz1.w); */
glm__noiseDetail_gradNorm_vec3(g000, g010, g100, g110);
glm__noiseDetail_gradNorm_vec3(g001, g011, g101, g111);
/* ------------ */
float n000 = glm_vec3_dot(g000, Pf0); /* n000 = dot(g000, Pf0) */
/* n100 = dot(g100, vec3(Pf1.x, Pf0.y, Pf0.z)) */
vec3 n100d = {Pf1[0], Pf0[1], Pf0[2]};
float n100 = glm_vec3_dot(g100, n100d);
/* n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)) */
vec3 n010d = {Pf0[0], Pf1[1], Pf0[2]};
float n010 = glm_vec3_dot(g010, n010d);
/* n110 = dot(g110, vec3(Pf1.x, Pf1.y, Pf0.z)) */
vec3 n110d = {Pf1[0], Pf1[1], Pf0[2]};
float n110 = glm_vec3_dot(g110, n110d);
/* n001 = dot(g001, vec3(Pf0.x, Pf0.y, Pf1.z)) */
vec3 n001d = {Pf0[0], Pf0[1], Pf1[2]};
float n001 = glm_vec3_dot(g001, n001d);
/* n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)) */
vec3 n101d = {Pf1[0], Pf0[1], Pf1[2]};
float n101 = glm_vec3_dot(g101, n101d);
/* n011 = dot(g011, vec3(Pf0.x, Pf1.y, Pf1.z)) */
vec3 n011d = {Pf0[0], Pf1[1], Pf1[2]};
float n011 = glm_vec3_dot(g011, n011d);
float n111 = glm_vec3_dot(g111, Pf1); /* n111 = dot(g111, Pf1) */
/* ------------ */
vec3 fade_xyz;
glm__noiseDetail_fade_vec3(Pf0, fade_xyz); /* fade_xyz = fade(Pf0) */
/* n_z = lerp(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); */
vec4 n_z;
vec4 n_z1 = {n000, n100, n010, n110};
vec4 n_z2 = {n001, n101, n011, n111};
glm_vec4_lerp(n_z1, n_z2, fade_xyz[2], n_z);
/* vec2 n_yz = lerp(vec2(n_z.x, n_z.y), vec2(n_z.z, n_z.w), fade_xyz.y); */
vec2 n_yz;
vec2 n_yz1 = {n_z[0], n_z[1]};
vec2 n_yz2 = {n_z[2], n_z[3]};
glm_vec2_lerp(n_yz1, n_yz2, fade_xyz[1], n_yz);
/* n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x); */
float n_xyz = glm_lerp(n_yz[0], n_yz[1], fade_xyz[0]);
return n_xyz * 2.2f;
}
/*!
* @brief Classic perlin noise
*
* @param[in] point 2D vector
* @returns perlin noise value
*/
CGLM_INLINE
float
glm_perlin_vec2(vec2 point) {
/* Integer part of p for indexing */
/* Pi = floor(vec4(point.x, point.y, point.x, point.y)) + vec4(0.0, 0.0, 1.0, 1.0); */
vec4 Pi = {point[0], point[1], point[0], point[1]}; /* Pi = vec4(point.x, point.y, point.x, point.y) */
glm_vec4_floor(Pi, Pi); /* Pi = floor(Pi) */
Pi[2] += 1.0f; /* Pi.z += 1.0 */
Pi[3] += 1.0f; /* Pi.w += 1.0 */
/* Fractional part of p for interpolation */
/* vec<4, T, Q> Pf = glm::fract(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) - vec<4, T, Q>(0.0, 0.0, 1.0, 1.0); */
vec4 Pf = {point[0], point[1], point[0], point[1]}; /* Pf = vec4(point.x, point.y, point.x, point.y) */
glm_vec4_fract(Pf, Pf); /* Pf = fract(Pf) */
Pf[2] -= 1.0f; /* Pf.z -= 1.0 */
Pf[3] -= 1.0f; /* Pf.w -= 1.0 */
/* Mod to avoid truncation effects in permutation */
glm_vec4_mods(Pi, 289.0f, Pi); /* Pi = mod(Pi, 289.0f); */
vec4 ix = {Pi[0], Pi[2], Pi[0], Pi[2]}; /* ix = vec4(Pi.x, Pi.z, Pi.x, Pi.z) */
vec4 iy = {Pi[1], Pi[1], Pi[3], Pi[3]}; /* iy = vec4(Pi.y, Pi.y, Pi.w, Pi.w) */
vec4 fx = {Pf[0], Pf[2], Pf[0], Pf[2]}; /* fx = vec4(Pf.x, Pf.z, Pf.x, Pf.z) */
vec4 fy = {Pf[1], Pf[1], Pf[3], Pf[3]}; /* fy = vec4(Pf.y, Pf.y, Pf.w, Pf.w) */
/* ------------ */
/* i = permute(permute(ix) + iy); */
vec4 i;
glm__noiseDetail_permute(ix, i); /* i = permute(ix) */
glm_vec4_add(i, iy, i); /* i += iy; */
glm__noiseDetail_permute(i, i); /* i = permute(i) */
/* ------------ */
vec4 gx, gy;
glm__noiseDetail_i2gxy(i, gx, gy);
/* ------------ */
vec2 g00 = {gx[0], gy[0]}; /* g00 = vec2(gx.x, gy.x) */
vec2 g10 = {gx[1], gy[1]}; /* g10 = vec2(gx.y, gy.y) */
vec2 g01 = {gx[2], gy[2]}; /* g01 = vec2(gx.z, gy.z) */
vec2 g11 = {gx[3], gy[3]}; /* g11 = vec2(gx.w, gy.w) */
glm__noiseDetail_gradNorm_vec2(g00, g01, g10, g11);
/* ------------ */
/* n00 = dot(g00, vec2(fx.x, fy.x)) */
vec2 n00d = {fx[0], fy[0]}; /* n00d = vec2(fx.x, fy.x) */
float n00 = glm_vec2_dot(g00, n00d); /* n00 = dot(g00, n00d) */
/* n10 = dot(g10, vec2(fx.y, fy.y)) */
vec2 n10d = {fx[1], fy[1]}; /* n10d = vec2(fx.y, fy.y) */
float n10 = glm_vec2_dot(g10, n10d); /* n10 = dot(g10, n10d) */
/* n01 = dot(g01, vec2(fx.z, fy.z)) */
vec2 n01d = {fx[2], fy[2]}; /* n01d = vec2(fx.z, fy.z) */
float n01 = glm_vec2_dot(g01, n01d); /* n01 = dot(g01, n01d) */
/* n11 = dot(g11, vec2(fx.w, fy.w)) */
vec2 n11d = {fx[3], fy[3]}; /* n11d = vec2(fx.w, fy.w) */
float n11 = glm_vec2_dot(g11, n11d); /* n11 = dot(g11, n11d) */
/* ------------ */
/* fade_xyz = fade(vec2(Pf.x, Pf.y)) */
vec2 fade_xy;
vec2 temp2 = {Pf[0], Pf[1]}; /* temp = vec2(Pf.x, Pf.y) */
glm__noiseDetail_fade_vec2(temp2, fade_xy); /* fade_xy = fade(temp) */
/* n_x = lerp(vec2(n00, n01), vec2(n10, n11), fade_xy.x); */
vec2 n_x;
vec2 n_x1 = {n00, n01}; /* n_x1 = vec2(n00, n01) */
vec2 n_x2 = {n10, n11}; /* n_x2 = vec2(n10, n11) */
glm_vec2_lerp(n_x1, n_x2, fade_xy[0], n_x); /* n_x = lerp(n_x1, n_x2, fade_xy.x) */
/* T n_xy = mix(n_x.x, n_x.y, fade_xy.y); */
/* n_xy = lerp(n_x.x, n_x.y, fade_xy.y); */
float n_xy = glm_lerp(n_x[0], n_x[1], fade_xy[1]);
return n_xy * 2.3f;
}
/* Undefine all helper macros */
#undef glm__noiseDetail_mod289
#undef glm__noiseDetail_permute
#undef glm__noiseDetail_fade_vec4
#undef glm__noiseDetail_fade_vec3
#undef glm__noiseDetail_fade_vec2
#undef glm__noiseDetail_taylorInvSqrt
#undef glm__noiseDetail_gradNorm_vec4
#undef glm__noiseDetail_gradNorm_vec3
#undef glm__noiseDetail_gradNorm_vec2
#undef glm__noiseDetail_i2gxyzw
#undef glm__noiseDetail_i2gxyz
#undef glm__noiseDetail_i2gxy
#endif /* cglm_noise_h */

View File

@@ -33,7 +33,7 @@ void
glm_plane_normalize(vec4 plane) {
float norm;
if ((norm = glm_vec3_norm(plane)) == 0.0f) {
if (CGLM_UNLIKELY((norm = glm_vec3_norm(plane)) < FLT_EPSILON)) {
glm_vec4_zero(plane);
return;
}

View File

@@ -39,6 +39,7 @@
CGLM_INLINE void glm_quat_lerp(versor from, versor to, float t, versor dest);
CGLM_INLINE void glm_quat_lerpc(versor from, versor to, float t, versor dest);
CGLM_INLINE void glm_quat_slerp(versor q, versor r, float t, versor dest);
CGLM_INLINE void glm_quat_slerp_longest(versor q, versor r, float t, versor dest);
CGLM_INLINE void glm_quat_nlerp(versor q, versor r, float t, versor dest);
CGLM_INLINE void glm_quat_look(vec3 eye, versor ori, mat4 dest);
CGLM_INLINE void glm_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest);
@@ -122,7 +123,7 @@ glm_quat_identity_array(versor * __restrict q, size_t count) {
}
/*!
* @brief inits quaterion with raw values
* @brief inits quaternion with raw values
*
* @param[out] q quaternion
* @param[in] x x
@@ -742,6 +743,52 @@ glm_quat_slerp(versor from, versor to, float t, versor dest) {
glm_vec4_scale(q1, 1.0f / sinTheta, dest);
}
/*!
* @brief interpolates between two quaternions
* using spherical linear interpolation (SLERP) and always takes the long path
*
* @param[in] from from
* @param[in] to to
* @param[in] t amount
* @param[out] dest result quaternion
*/
CGLM_INLINE
void
glm_quat_slerp_longest(versor from, versor to, float t, versor dest) {
CGLM_ALIGN(16) vec4 q1, q2;
float cosTheta, sinTheta, angle;
cosTheta = glm_quat_dot(from, to);
glm_quat_copy(from, q1);
if (fabsf(cosTheta) >= 1.0f) {
glm_quat_copy(q1, dest);
return;
}
/* longest path */
if (!(cosTheta < 0.0f)) {
glm_vec4_negate(q1);
cosTheta = -cosTheta;
}
sinTheta = sqrtf(1.0f - cosTheta * cosTheta);
/* LERP to avoid zero division */
if (fabsf(sinTheta) < 0.001f) {
glm_quat_lerp(from, to, t, dest);
return;
}
/* SLERP */
angle = acosf(cosTheta);
glm_vec4_scale(q1, sinf((1.0f - t) * angle), q1);
glm_vec4_scale(to, sinf(t * angle), q2);
glm_vec4_add(q1, q2, q1);
glm_vec4_scale(q1, 1.0f / sinTheta, dest);
}
/*!
* @brief creates view matrix using quaternion as camera orientation
*
@@ -894,7 +941,7 @@ glm_quat_rotate_atm(mat4 m, versor q, vec3 pivot) {
*/
CGLM_INLINE
void
glm_quat_make(float * __restrict src, versor dest) {
glm_quat_make(const float * __restrict src, versor dest) {
dest[0] = src[0]; dest[1] = src[1];
dest[2] = src[2]; dest[3] = src[3];
}

View File

@@ -7,12 +7,18 @@
/*
Functions:
CGLM_INLINE bool glm_line_triangle_intersect(vec3 origin,
vec3 direction,
vec3 v0,
vec3 v1,
vec3 v2,
float *d);
CGLM_INLINE bool glm_ray_triangle(vec3 origin,
vec3 direction,
vec3 v0,
vec3 v1,
vec3 v2,
float *d);
CGLM_INLINE bool glm_ray_sphere(vec3 origin,
vec3 dir,
vec4 s,
float * __restrict t1,
float * __restrict t2)
CGLM_INLINE void glm_ray_at(vec3 orig, vec3 dir, float t, vec3 point);
*/
#ifndef cglm_ray_h
@@ -31,7 +37,6 @@
* @param[in, out] d distance to intersection
* @return whether there is intersection
*/
CGLM_INLINE
bool
glm_ray_triangle(vec3 origin,
@@ -74,4 +79,96 @@ glm_ray_triangle(vec3 origin,
return dist > epsilon;
}
/*!
* @brief ray sphere intersection
*
* returns false if there is no intersection if true:
*
* - t1 > 0, t2 > 0: ray intersects the sphere at t1 and t2 both ahead of the origin
* - t1 < 0, t2 > 0: ray starts inside the sphere, exits at t2
* - t1 < 0, t2 < 0: no intersection ahead of the ray ( returns false )
* - the caller can check if the intersection points (t1 and t2) fall within a
* specific range (for example, tmin < t1, t2 < tmax) to determine if the
* intersections are within a desired segment of the ray
*
* @param[in] origin ray origin
* @param[out] dir normalized ray direction
* @param[in] s sphere [center.x, center.y, center.z, radii]
* @param[in] t1 near point1 (closer to origin)
* @param[in] t2 far point2 (farther from origin)
*
* @returns whether there is intersection
*/
CGLM_INLINE
bool
glm_ray_sphere(vec3 origin,
vec3 dir,
vec4 s,
float * __restrict t1,
float * __restrict t2) {
vec3 dp;
float r2, ddp, dpp, dscr, q, tmp, _t1, _t2;
glm_vec3_sub(s, origin, dp);
ddp = glm_vec3_dot(dir, dp);
dpp = glm_vec3_norm2(dp);
/* compute the remedy term for numerical stability */
glm_vec3_mulsubs(dir, ddp, dp); /* dp: remedy term */
r2 = s[3] * s[3];
dscr = r2 - glm_vec3_norm2(dp);
if (dscr < 0.0f) {
/* no intersection */
return false;
}
dscr = sqrtf(dscr);
q = (ddp >= 0.0f) ? (ddp + dscr) : (ddp - dscr);
/*
include Press, William H., Saul A. Teukolsky,
William T. Vetterling, and Brian P. Flannery,
"Numerical Recipes in C," Cambridge University Press, 1992.
*/
_t1 = q;
_t2 = (dpp - r2) / q;
/* adjust t1 and t2 to ensure t1 is the closer intersection */
if (_t1 > _t2) {
tmp = _t1;
_t1 = _t2;
_t2 = tmp;
}
*t1 = _t1;
*t2 = _t2;
/* check if the closest intersection (t1) is behind the ray's origin */
if (_t1 < 0.0f && _t2 < 0.0f) {
/* both intersections are behind the ray, no visible intersection */
return false;
}
return true;
}
/*!
* @brief point using t by 𝐏(𝑡)=𝐀+𝑡𝐛
*
* @param[in] orig origin of ray
* @param[in] dir direction of ray
* @param[in] t parameter
* @param[out] point point at t
*/
CGLM_INLINE
void
glm_ray_at(vec3 orig, vec3 dir, float t, vec3 point) {
vec3 dst;
glm_vec3_scale(dir, t, dst);
glm_vec3_add(orig, dst, point);
}
#endif

View File

@@ -19,8 +19,10 @@
#define glmm_load(p) vld1q_f32(p)
#define glmm_store(p, a) vst1q_f32(p, a)
#define glmm_set1(x) vdupq_n_f32(x)
#define glmm_128 float32x4_t
#define glmm_set1(x) vdupq_n_f32(x)
#define glmm_set1_ptr(x) vdupq_n_f32(*x)
#define glmm_set1_rval(x) vdupq_n_f32(x)
#define glmm_128 float32x4_t
#define glmm_splat_x(x) vdupq_lane_f32(vget_low_f32(x), 0)
#define glmm_splat_y(x) vdupq_lane_f32(vget_low_f32(x), 1)
@@ -63,8 +65,21 @@ static inline float32x4_t glmm_max(float32x4_t a, float32x4_t b) { return vmaxq_
static inline
float32x4_t
glmm_vhadd(float32x4_t v) {
#if CGLM_ARM64
float32x4_t p;
p = vpaddq_f32(v, v); /* [a+b, c+d, a+b, c+d] */
return vpaddq_f32(p, p); /* [t, t, t, t] */;
#else
return vaddq_f32(vaddq_f32(glmm_splat_x(v), glmm_splat_y(v)),
vaddq_f32(glmm_splat_z(v), glmm_splat_w(v)));
#endif
/* TODO: measure speed of this compare to above */
/* return vdupq_n_f32(vaddvq_f32(v)); */
/*
return vaddq_f32(vaddq_f32(glmm_splat_x(v), glmm_splat_y(v)),
vaddq_f32(glmm_splat_z(v), glmm_splat_w(v)));
*/
/*
this seems slower:
v = vaddq_f32(v, vrev64q_f32(v));
@@ -108,6 +123,12 @@ glmm_dot(float32x4_t a, float32x4_t b) {
return glmm_hadd(vmulq_f32(a, b));
}
static inline
float32x4_t
glmm_vdot(float32x4_t a, float32x4_t b) {
return glmm_vhadd(vmulq_f32(a, b));
}
static inline
float
glmm_norm(float32x4_t a) {

View File

@@ -12,16 +12,46 @@
#include "../../common.h"
#include "../intrin.h"
#include <immintrin.h>
CGLM_INLINE
void
glm_mat4_scale_avx(mat4 m, float s) {
__m256 y0;
y0 = _mm256_set1_ps(s);
__m256 y0, y1, y2, y3, y4;
y0 = glmm_load256(m[0]); /* h g f e d c b a */
y1 = glmm_load256(m[2]); /* p o n m l k j i */
y2 = _mm256_broadcast_ss(&s);
y3 = _mm256_mul_ps(y0, y2);
y4 = _mm256_mul_ps(y1, y2);
glmm_store256(m[0], y3);
glmm_store256(m[2], y4);
}
/* TODO: this must be tested and compared to SSE version, may be slower!!! */
CGLM_INLINE
void
glm_mat4_transp_avx(mat4 m, mat4 dest) {
__m256 y0, y1, y2, y3;
y0 = glmm_load256(m[0]); /* h g f e d c b a */
y1 = glmm_load256(m[2]); /* p o n m l k j i */
y2 = _mm256_unpacklo_ps(y0, y1); /* n f m e j b i a */
y3 = _mm256_unpackhi_ps(y0, y1); /* p h o g l d k c */
glmm_store256(m[0], _mm256_mul_ps(y0, glmm_load256(m[0])));
glmm_store256(m[2], _mm256_mul_ps(y0, glmm_load256(m[2])));
y0 = _mm256_permute2f128_ps(y2, y3, 0x20); /* l d k c j b i a */
y1 = _mm256_permute2f128_ps(y2, y3, 0x31); /* p h o g n f m e */
y2 = _mm256_unpacklo_ps(y0, y1); /* o k g c m i e a */
y3 = _mm256_unpackhi_ps(y0, y1); /* p l h d n j f b */
y0 = _mm256_permute2f128_ps(y2, y3, 0x20); /* n j f b m i e a */
y1 = _mm256_permute2f128_ps(y2, y3, 0x31); /* p l h d o k g c */
glmm_store256(dest[0], y0);
glmm_store256(dest[2], y1);
}
CGLM_INLINE
@@ -29,7 +59,8 @@ void
glm_mat4_mul_avx(mat4 m1, mat4 m2, mat4 dest) {
/* D = R * L (Column-Major) */
__m256 y0, y1, y2, y3, y4, y5, y6, y7, y8, y9;
__m256 y0, y1, y2, y3, y4, y5, y6, y7, y8, y9, y10, y11, y12, y13;
__m256i yi0, yi1, yi2, yi3;
y0 = glmm_load256(m2[0]); /* h g f e d c b a */
y1 = glmm_load256(m2[2]); /* p o n m l k j i */
@@ -41,35 +72,43 @@ glm_mat4_mul_avx(mat4 m1, mat4 m2, mat4 dest) {
y4 = _mm256_permute2f128_ps(y2, y2, 0x03); /* d c b a h g f e */
y5 = _mm256_permute2f128_ps(y3, y3, 0x03); /* l k j i p o n m */
yi0 = _mm256_set_epi32(1, 1, 1, 1, 0, 0, 0, 0);
yi1 = _mm256_set_epi32(3, 3, 3, 3, 2, 2, 2, 2);
yi2 = _mm256_set_epi32(0, 0, 0, 0, 1, 1, 1, 1);
yi3 = _mm256_set_epi32(2, 2, 2, 2, 3, 3, 3, 3);
/* f f f f a a a a */
/* h h h h c c c c */
/* e e e e b b b b */
/* g g g g d d d d */
y6 = _mm256_permutevar_ps(y0, _mm256_set_epi32(1, 1, 1, 1, 0, 0, 0, 0));
y7 = _mm256_permutevar_ps(y0, _mm256_set_epi32(3, 3, 3, 3, 2, 2, 2, 2));
y8 = _mm256_permutevar_ps(y0, _mm256_set_epi32(0, 0, 0, 0, 1, 1, 1, 1));
y9 = _mm256_permutevar_ps(y0, _mm256_set_epi32(2, 2, 2, 2, 3, 3, 3, 3));
glmm_store256(dest[0],
_mm256_add_ps(_mm256_add_ps(_mm256_mul_ps(y2, y6),
_mm256_mul_ps(y3, y7)),
_mm256_add_ps(_mm256_mul_ps(y4, y8),
_mm256_mul_ps(y5, y9))));
y6 = _mm256_permutevar_ps(y0, yi0);
y7 = _mm256_permutevar_ps(y0, yi1);
y8 = _mm256_permutevar_ps(y0, yi2);
y9 = _mm256_permutevar_ps(y0, yi3);
/* n n n n i i i i */
/* p p p p k k k k */
/* m m m m j j j j */
/* o o o o l l l l */
y6 = _mm256_permutevar_ps(y1, _mm256_set_epi32(1, 1, 1, 1, 0, 0, 0, 0));
y7 = _mm256_permutevar_ps(y1, _mm256_set_epi32(3, 3, 3, 3, 2, 2, 2, 2));
y8 = _mm256_permutevar_ps(y1, _mm256_set_epi32(0, 0, 0, 0, 1, 1, 1, 1));
y9 = _mm256_permutevar_ps(y1, _mm256_set_epi32(2, 2, 2, 2, 3, 3, 3, 3));
y10 = _mm256_permutevar_ps(y1, yi0);
y11 = _mm256_permutevar_ps(y1, yi1);
y12 = _mm256_permutevar_ps(y1, yi2);
y13 = _mm256_permutevar_ps(y1, yi3);
glmm_store256(dest[2],
_mm256_add_ps(_mm256_add_ps(_mm256_mul_ps(y2, y6),
_mm256_mul_ps(y3, y7)),
_mm256_add_ps(_mm256_mul_ps(y4, y8),
_mm256_mul_ps(y5, y9))));
y0 = _mm256_mul_ps(y2, y6);
y1 = _mm256_mul_ps(y2, y10);
y0 = glmm256_fmadd(y3, y7, y0);
y1 = glmm256_fmadd(y3, y11, y1);
y0 = glmm256_fmadd(y4, y8, y0);
y1 = glmm256_fmadd(y4, y12, y1);
y0 = glmm256_fmadd(y5, y9, y0);
y1 = glmm256_fmadd(y5, y13, y1);
glmm_store256(dest[0], y0);
glmm_store256(dest[2], y1);
}
#endif

View File

@@ -8,8 +8,11 @@
#ifndef cglm_intrin_h
#define cglm_intrin_h
#if defined( _MSC_VER )
#if defined(_MSC_VER) && !defined(_M_ARM64EC)
# if (defined(_M_AMD64) || defined(_M_X64)) || _M_IX86_FP == 2
# ifndef __SSE__
# define __SSE__
# endif
# ifndef __SSE2__
# define __SSE2__
# endif
@@ -17,22 +20,53 @@
# 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 */
/* also ARM32 also causes similar error, disable it for now on ARM32 too */
# if _MSC_VER < 1913 || _M_ARM /* Visual Studio 2017 version 15.6 */
# define CGLM_ALL_UNALIGNED
# endif
#endif
#if defined( __SSE__ ) || defined( __SSE2__ )
#ifdef __AVX__
# include <immintrin.h>
# define CGLM_AVX_FP 1
# ifndef __SSE2__
# define __SSE2__
# endif
# ifndef __SSE3__
# define __SSE3__
# endif
# ifndef __SSE4__
# define __SSE4__
# endif
# ifndef __SSE4_1__
# define __SSE4_1__
# endif
# ifndef __SSE4_2__
# define __SSE4_2__
# endif
# ifndef CGLM_SIMD_x86
# define CGLM_SIMD_x86
# endif
#endif
#if defined(__SSE__)
# include <xmmintrin.h>
# include <emmintrin.h>
# define CGLM_SSE_FP 1
# ifndef CGLM_SIMD_x86
# define CGLM_SIMD_x86
# endif
#endif
#if defined(__SSE2__)
# include <emmintrin.h>
# define CGLM_SSE2_FP 1
# ifndef CGLM_SIMD_x86
# define CGLM_SIMD_x86
# endif
#endif
#if defined(__SSE3__)
# include <pmmintrin.h>
# ifndef CGLM_SIMD_x86
@@ -54,14 +88,6 @@
# endif
#endif
#ifdef __AVX__
# include <immintrin.h>
# define CGLM_AVX_FP 1
# ifndef CGLM_SIMD_x86
# define CGLM_SIMD_x86
# endif
#endif
/* ARM Neon */
#if defined(_WIN32) && defined(_MSC_VER)
/* TODO: non-ARM stuff already inported, will this be better option */
@@ -90,7 +116,7 @@
#else /* non-windows */
# if defined(__ARM_NEON) || defined(__ARM_NEON__)
# include <arm_neon.h>
# if defined(__ARM_NEON_FP)
# if defined(__ARM_NEON_FP) || defined(__ARM_FP)
# define CGLM_NEON_FP 1
# endif
# ifndef CGLM_SIMD_ARM

View File

@@ -172,6 +172,8 @@ glm_mat4_det_neon(mat4 mat) {
return glmm_hadd(vmulq_f32(x2, r0));
}
/* old one */
#if 0
CGLM_INLINE
void
glm_mat4_inv_neon(mat4 mat, mat4 dest) {
@@ -297,7 +299,7 @@ glm_mat4_inv_neon(mat4 mat, mat4 dest) {
vget_low_f32(vzipq_f32(v2, v3).val[0]));
/*
x0 = glmm_div(glmm_set1(1.0f), glmm_vhadd(vmulq_f32(x0, r0)));
x0 = glmm_div(glmm_set1_rval(1.0f), glmm_vhadd(vmulq_f32(x0, r0)));
glmm_store(dest[0], vmulq_f32(v0, x0));
glmm_store(dest[1], vmulq_f32(v1, x0));
@@ -312,6 +314,155 @@ glm_mat4_inv_neon(mat4 mat, mat4 dest) {
glmm_store(dest[2], glmm_div(v2, x0));
glmm_store(dest[3], glmm_div(v3, x0));
}
#endif
CGLM_INLINE
void
glm_mat4_inv_neon(mat4 mat, mat4 dest) {
float32x4_t r0, r1, r2, r3,
v0, v1, v2, v3, v4, v5,
t0, t1, t2;
float32x4x2_t a0, a1, a2, a3, a4;
float32x4_t s1 = glmm_float32x4_SIGNMASK_PNPN, s2;
#if !CGLM_ARM64
float32x2_t l0, l1;
#endif
s2 = vrev64q_f32(s1);
/* 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 */
a1 = vzipq_f32(r0, r2); /* l d k c, j b i a */
a2 = vzipq_f32(r1, r3); /* p h o g, n f m e */
a3 = vzipq_f32(a2.val[0], a1.val[0]); /* j n b f, i m a e */
a4 = vzipq_f32(a2.val[1], a1.val[1]); /* l p d h, k o c g */
v0 = vextq_f32(a1.val[0], a1.val[1], 2); /* k c j b */
v1 = vextq_f32(a2.val[0], a2.val[1], 2); /* o g n f */
v2 = vextq_f32(a1.val[1], a2.val[0], 2); /* m e l d */
v3 = vextq_f32(a2.val[1], a1.val[0], 2); /* i a p h */
v4 = vextq_f32(v1, v2, 2); /* l d o g */
v5 = vextq_f32(v0, v3, 2); /* p h k c */
/* c2 = c * h - g * d c12 = a * g - c * e c8 = a * f - b * e
c1 = k * p - o * l c11 = i * o - k * m c7 = i * n - j * m
c4 = h * a - d * e c6 = b * h - d * f c10 = b * g - c * f
c3 = p * i - l * m c5 = j * p - l * n c9 = j * o - k * n */
t0 = vmulq_f32(v5, v3);
t1 = vmulq_f32(a1.val[0], a2.val[1]);
t2 = vmulq_f32(a1.val[0], v1);
t0 = glmm_fnmadd(v4, v2, t0);
t1 = glmm_fnmadd(a1.val[1], a2.val[0], t1);
t2 = glmm_fnmadd(v0, a2.val[0], t2);
t0 = vrev64q_f32(t0);
t1 = vrev64q_f32(t1);
t2 = vrev64q_f32(t2);
/* det */
v0 = vrev64q_f32(t2);
v1 = vextq_f32(t1, t1, 2);
v0 = vmulq_f32(t0, v0);
v1 = vrev64q_f32(v1);
v1 = vmulq_f32(v1, t1);
/* c3 * c10 + c4 * c9 + c1 * c8 + c2 * c7 */
#if CGLM_ARM64
v0 = vpaddq_f32(v0, v0);
v0 = vpaddq_f32(v0, v0);
#else
l0 = vget_low_f32(v0);
l1 = vget_high_f32(v0);
l0 = vpadd_f32(l0, l0); /* [a+b, a+b] */
l1 = vpadd_f32(l1, l1); /* [c+d, c+d] */
l0 = vadd_f32(l0, l1); /* [sum, sum] */
v0 = vcombine_f32(l0, l0);
#endif
/* c5 * c12 + c6 * c11 */
#if CGLM_ARM64
v1 = vpaddq_f32(v1, v1);
#else
l0 = vget_low_f32(v1);
l1 = vget_high_f32(v1);
l0 = vpadd_f32(l0, l0); /* [a+b, a+b] */
l1 = vpadd_f32(l1, l1); /* [c+d, c+d] */
v1 = vcombine_f32(l0, l1);
#endif
v0 = vsubq_f32(v0, v1); /* det */
/* inv div */
v1 = vdupq_n_f32(1.0f);
v0 = glmm_div(v1, v0); /* inv div */
/* multiply t0,t1,t2 by idt to reduce 1mul below: 2eor+4mul vs 3mul+4eor */
t0 = vmulq_f32(t0, v0);
t1 = vmulq_f32(t1, v0);
t2 = vmulq_f32(t2, v0);
a0 = vzipq_f32(t0, t0); /* c4 c4 c3 c3, c2 c2 c1 c1 */
a1 = vzipq_f32(t1, t1); /* c6 c6 c5 c5, c12 c12 c11 c11 */
a2 = vzipq_f32(t2, t2); /* c10 c10 c9 c9, c8 c8 c7 c7 */
/* result */
/* dest[0][0] = (f * c1 - g * c5 + h * c9) * idt;
dest[0][1] = (b * c1 - c * c5 + d * c9) * ndt;
dest[0][2] = (n * c2 - o * c6 + p * c10) * idt;
dest[0][3] = (j * c2 - k * c6 + l * c10) * ndt;
dest[1][0] = (e * c1 - g * c3 + h * c11) * ndt;
dest[1][1] = (a * c1 - c * c3 + d * c11) * idt;
dest[1][2] = (m * c2 - o * c4 + p * c12) * ndt;
dest[1][3] = (i * c2 - k * c4 + l * c12) * idt;
dest[2][0] = (e * c5 - f * c3 + h * c7) * idt;
dest[2][1] = (a * c5 - b * c3 + d * c7) * ndt;
dest[2][2] = (m * c6 - n * c4 + p * c8) * idt;
dest[2][3] = (i * c6 - j * c4 + l * c8) * ndt;
dest[3][0] = (e * c9 - f * c11 + g * c7) * ndt;
dest[3][1] = (a * c9 - b * c11 + c * c7) * idt;
dest[3][2] = (m * c10 - n * c12 + o * c8) * ndt;
dest[3][3] = (i * c10 - j * c12 + k * c8) * idt; */
r0 = vmulq_f32(a3.val[1], a0.val[0]);
r1 = vmulq_f32(a3.val[0], a0.val[0]);
r2 = vmulq_f32(a3.val[0], a1.val[1]);
r3 = vmulq_f32(a3.val[0], a2.val[1]);
r0 = glmm_fnmadd(a4.val[0], a1.val[1], r0);
r1 = glmm_fnmadd(a4.val[0], a0.val[1], r1);
r2 = glmm_fnmadd(a3.val[1], a0.val[1], r2);
r3 = glmm_fnmadd(a3.val[1], a1.val[0], r3);
r0 = glmm_fmadd(a4.val[1], a2.val[1], r0);
r1 = glmm_fmadd(a4.val[1], a1.val[0], r1);
r2 = glmm_fmadd(a4.val[1], a2.val[0], r2);
r3 = glmm_fmadd(a4.val[0], a2.val[0], r3);
/* 4xor may be fastart then 4mul, see above */
r0 = glmm_xor(r0, s1);
r1 = glmm_xor(r1, s2);
r2 = glmm_xor(r2, s1);
r3 = glmm_xor(r3, s2);
glmm_store(dest[0], r0);
glmm_store(dest[1], r1);
glmm_store(dest[2], r2);
glmm_store(dest[3], r3);
}
#endif
#endif /* cglm_mat4_neon_h */

View File

@@ -18,7 +18,7 @@ CGLM_INLINE
void
glm_mat4_scale_sse2(mat4 m, float s) {
__m128 x0;
x0 = _mm_set1_ps(s);
x0 = glmm_set1(s);
glmm_store(m[0], _mm_mul_ps(glmm_load(m[0]), x0));
glmm_store(m[1], _mm_mul_ps(glmm_load(m[1]), x0));
@@ -295,6 +295,8 @@ glm_mat4_inv_fast_sse2(mat4 mat, mat4 dest) {
glmm_store(dest[3], _mm_mul_ps(v3, x0));
}
/* old one */
#if 0
CGLM_INLINE
void
glm_mat4_inv_sse2(mat4 mat, mat4 dest) {
@@ -424,13 +426,148 @@ glm_mat4_inv_sse2(mat4 mat, mat4 dest) {
x1 = _mm_shuffle_ps(v2, v3, _MM_SHUFFLE(0, 0, 0, 0));
x0 = _mm_shuffle_ps(x0, x1, _MM_SHUFFLE(2, 0, 2, 0));
x0 = _mm_div_ps(_mm_set1_ps(1.0f), glmm_vhadd(_mm_mul_ps(x0, r0)));
x0 = _mm_div_ps(glmm_set1(1.0f), glmm_vhadd(_mm_mul_ps(x0, r0)));
glmm_store(dest[0], _mm_mul_ps(v0, x0));
glmm_store(dest[1], _mm_mul_ps(v1, x0));
glmm_store(dest[2], _mm_mul_ps(v2, x0));
glmm_store(dest[3], _mm_mul_ps(v3, x0));
}
#endif
CGLM_INLINE
void
glm_mat4_inv_sse2(mat4 mat, mat4 dest) {
__m128 r0, r1, r2, r3, s1, s2,
v0, v1, v2, v3, v4, v5,
t0, t1, t2,
x0, x1, x2, x3, x4, x5, x6, x7, x8, x9, x10, x11, x12, x13;
/* s1 = _mm_set_ps(-0.f, 0.f, -0.f, 0.f); */
s1 = glmm_float32x4_SIGNMASK_NPNP;
s2 = glmm_shuff1(s1, 2, 1, 2, 1);
/* 127 <- 0 */
r1 = glmm_load(mat[1]); /* h g f e */
r0 = glmm_load(mat[0]); /* d c b a */
r3 = glmm_load(mat[3]); /* p o n m */
r2 = glmm_load(mat[2]); /* l k j i */
x4 = _mm_unpackhi_ps(r0, r2); /* l d k c */
x5 = _mm_unpacklo_ps(r0, r2); /* j b i a */
x6 = _mm_unpackhi_ps(r1, r3); /* p h o g */
x7 = _mm_unpacklo_ps(r1, r3); /* n f m e */
x0 = _mm_unpackhi_ps(x7, x5); /* j n b f */
x1 = _mm_unpacklo_ps(x7, x5); /* i m a e */
x2 = _mm_unpackhi_ps(x6, x4); /* l p d h */
x3 = _mm_unpacklo_ps(x6, x4); /* k o c g */
/* c2 = c * h - d * g c12 = a * g - c * e c8 = a * f - b * e
c1 = k * p - l * o c11 = i * o - k * m c7 = i * n - j * m
c4 = a * h - d * e c6 = b * h - d * f c10 = b * g - c * f
c3 = i * p - l * m c5 = j * p - l * n c9 = j * o - k * n */
x8 = _mm_shuffle_ps(x0, x3, _MM_SHUFFLE(3, 1, 3, 1)); /* k c j b */
x9 = _mm_shuffle_ps(x0, x3, _MM_SHUFFLE(2, 0, 2, 0)); /* o g n f */
x10 = glmm_shuff1(x2, 2, 0, 2, 0); /* p h p h */
x11 = glmm_shuff1(x2, 3, 1, 3, 1); /* l d l d */
#if 0 /* TODO measure both */
x12 = _mm_shuffle_ps(x4, x5, _MM_SHUFFLE(1, 0, 1, 0)); /* i a k c */
x13 = _mm_shuffle_ps(x6, x7, _MM_SHUFFLE(1, 0, 1, 0)); /* m e o g */
#else
x12 = _mm_movelh_ps(x4, x5); /* i a k c */
x13 = _mm_movelh_ps(x6, x7); /* m e o g */
#endif
t0 = _mm_mul_ps(x12, x10);
t1 = _mm_mul_ps(x5, x6);
t2 = _mm_mul_ps(x5, x9);
t0 = glmm_fnmadd(x11, x13, t0);
t1 = glmm_fnmadd(x4, x7, t1);
t2 = glmm_fnmadd(x8, x7, t2);
/* det */
/* v0: c3 * c10 + c4 * c9 + c1 * c8 + c2 * c7 */
/* v1: c5 * c12 + c6 * c11 */
v5 = glmm_set1_rval(1.0f);
v0 = glmm_shuff1(t2, 2, 3, 0, 1);
v1 = glmm_shuff1(t1, 0, 1, 2, 3);
v0 = _mm_mul_ps(t0, v0);
v1 = _mm_mul_ps(t1, v1);
v2 = glmm_shuff1(v1, 1, 0, 0, 1);
v3 = glmm_shuff1(v0, 0, 1, 2, 3);
v1 = _mm_add_ps(v1, v2);
v0 = _mm_add_ps(v0, v3);
v2 = glmm_shuff1(v0, 1, 0, 0, 1);
v0 = _mm_add_ps(v0, v2);
v0 = _mm_sub_ps(v0, v1); /* det */
v0 = _mm_div_ps(v5, v0); /* idt */
/* multiply t0,t1,t2 by idt to reduce 1mul below: 2eor+4mul vs 3mul+4eor */
t0 = _mm_mul_ps(t0, v0);
t1 = _mm_mul_ps(t1, v0);
t2 = _mm_mul_ps(t2, v0);
v0 = glmm_shuff1(t0, 0, 0, 1, 1); /* c2 c2 c1 c1 */
v1 = glmm_shuff1(t0, 2, 2, 3, 3); /* c4 c4 c3 c3 */
v2 = glmm_shuff1(t1, 0, 0, 1, 1); /* c12 c12 c11 c11 */
v3 = glmm_shuff1(t1, 2, 2, 3, 3); /* c6 c6 c5 c5 */
v4 = glmm_shuff1(t2, 0, 0, 1, 1); /* c8 c8 c7 c7 */
v5 = glmm_shuff1(t2, 2, 2, 3, 3); /* c10 c10 c9 c9 */
/* result */
/* dest[0][0] = (f * c1 - g * c5 + h * c9) * idt;
dest[0][1] = (b * c1 - c * c5 + d * c9) * ndt;
dest[0][2] = (n * c2 - o * c6 + p * c10) * idt;
dest[0][3] = (j * c2 - k * c6 + l * c10) * ndt;
dest[1][0] = (e * c1 - g * c3 + h * c11) * ndt;
dest[1][1] = (a * c1 - c * c3 + d * c11) * idt;
dest[1][2] = (m * c2 - o * c4 + p * c12) * ndt;
dest[1][3] = (i * c2 - k * c4 + l * c12) * idt;
dest[2][0] = (e * c5 - f * c3 + h * c7) * idt;
dest[2][1] = (a * c5 - b * c3 + d * c7) * ndt;
dest[2][2] = (m * c6 - n * c4 + p * c8) * idt;
dest[2][3] = (i * c6 - j * c4 + l * c8) * ndt;
dest[3][0] = (e * c9 - f * c11 + g * c7) * ndt;
dest[3][1] = (a * c9 - b * c11 + c * c7) * idt;
dest[3][2] = (m * c10 - n * c12 + o * c8) * ndt;
dest[3][3] = (i * c10 - j * c12 + k * c8) * idt; */
r0 = _mm_mul_ps(x0, v0);
r1 = _mm_mul_ps(x1, v0);
r2 = _mm_mul_ps(x1, v3);
r3 = _mm_mul_ps(x1, v5);
r0 = glmm_fnmadd(x3, v3, r0);
r1 = glmm_fnmadd(x3, v1, r1);
r2 = glmm_fnmadd(x0, v1, r2);
r3 = glmm_fnmadd(x0, v2, r3);
r0 = glmm_fmadd(x2, v5, r0);
r1 = glmm_fmadd(x2, v2, r1);
r2 = glmm_fmadd(x2, v4, r2);
r3 = glmm_fmadd(x3, v4, r3);
/* 4xor may be fastart then 4mul, see above */
r0 = _mm_xor_ps(r0, s1);
r1 = _mm_xor_ps(r1, s2);
r2 = _mm_xor_ps(r2, s1);
r3 = _mm_xor_ps(r3, s2);
glmm_store(dest[0], r0);
glmm_store(dest[1], r1);
glmm_store(dest[2], r2);
glmm_store(dest[3], r3);
}
#endif
#endif /* cglm_mat_sse_h */

View File

@@ -14,8 +14,10 @@
#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_set1(x) wasm_f32x4_splat(x)
#define glmm_set1_ptr(x) wasm_f32x4_splat(*x)
#define glmm_set1_rval(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)

View File

@@ -18,31 +18,46 @@
# define glmm_store(p, a) _mm_store_ps(p, a)
#endif
#define glmm_set1(x) _mm_set1_ps(x)
#define glmm_128 __m128
#ifdef CGLM_USE_INT_DOMAIN
#ifdef __AVX__
# define glmm_shuff1(xmm, z, y, x, w) \
_mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(xmm), \
_MM_SHUFFLE(z, y, x, w)))
_mm_permute_ps((xmm), _MM_SHUFFLE(z, y, x, w))
#else
# define glmm_shuff1(xmm, z, y, x, w) \
# if !defined(CGLM_NO_INT_DOMAIN) && defined(__SSE2__)
# define glmm_shuff1(xmm, z, y, x, w) \
_mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(xmm), \
_MM_SHUFFLE(z, y, x, w)))
# else
# define glmm_shuff1(xmm, z, y, x, w) \
_mm_shuffle_ps(xmm, xmm, _MM_SHUFFLE(z, y, x, w))
# endif
#endif
#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)
#ifdef __AVX__
# define glmm_set1(x) _mm_broadcast_ss(&x)
# define glmm_set1_ptr(x) _mm_broadcast_ss(x)
# define glmm_set1_rval(x) _mm_set1_ps(x)
# ifdef __AVX2__
# define glmm_splat_x(x) _mm_broadcastss_ps(x)
# else
# define glmm_splat_x(x) _mm_permute_ps(x, _MM_SHUFFLE(0, 0, 0, 0))
# endif
# define glmm_splat_y(x) _mm_permute_ps(x, _MM_SHUFFLE(1, 1, 1, 1))
# define glmm_splat_z(x) _mm_permute_ps(x, _MM_SHUFFLE(2, 2, 2, 2))
# define glmm_splat_w(x) _mm_permute_ps(x, _MM_SHUFFLE(3, 3, 3, 3))
#else
# define glmm_set1(x) _mm_set1_ps(x)
# define glmm_set1_ptr(x) _mm_set1_ps(*x)
# define glmm_set1_rval(x) _mm_set1_ps(x)
/* glmm_shuff1x() is DEPRECATED!, use glmm_splat() */
#define glmm_shuff1x(xmm, x) glmm_shuff1(xmm, x, x, x, x)
#define glmm_shuff2(a, b, z0, y0, x0, w0, z1, y1, x1, w1) \
glmm_shuff1(_mm_shuffle_ps(a, b, _MM_SHUFFLE(z0, y0, x0, w0)), \
z1, y1, x1, w1)
# 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)
#endif
#ifdef __AVX__
# ifdef CGLM_ALL_UNALIGNED
@@ -55,17 +70,40 @@
#endif
/* Note that `0x80000000` corresponds to `INT_MIN` for a 32-bit int. */
#define GLMM_NEGZEROf ((int)0x80000000) /* 0x80000000 ---> -0.0f */
#define GLMM__SIGNMASKf(X, Y, Z, W) \
#if defined(__SSE2__)
# define GLMM_NEGZEROf ((int)0x80000000) /* 0x80000000 ---> -0.0f */
# define GLMM_POSZEROf ((int)0x00000000) /* 0x00000000 ---> +0.0f */
#else
# ifdef CGLM_FAST_MATH
union { int i; float f; } static GLMM_NEGZEROf_TU = { .i = (int)0x80000000 };
# define GLMM_NEGZEROf GLMM_NEGZEROf_TU.f
# define GLMM_POSZEROf 0.0f
# else
# define GLMM_NEGZEROf -0.0f
# define GLMM_POSZEROf 0.0f
# endif
#endif
#if defined(__SSE2__)
# define GLMM__SIGNMASKf(X, Y, Z, W) \
_mm_castsi128_ps(_mm_set_epi32(X, Y, Z, W))
/* _mm_set_ps(X, Y, Z, W); */
#else
# define GLMM__SIGNMASKf(X, Y, Z, W) _mm_set_ps(X, Y, Z, W)
#endif
#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_PNPN GLMM__SIGNMASKf(GLMM_POSZEROf, GLMM_NEGZEROf, GLMM_POSZEROf, GLMM_NEGZEROf)
#define glmm_float32x4_SIGNMASK_NPNP GLMM__SIGNMASKf(GLMM_NEGZEROf, GLMM_POSZEROf, GLMM_NEGZEROf, GLMM_POSZEROf)
#define glmm_float32x4_SIGNMASK_NPPN GLMM__SIGNMASKf(GLMM_NEGZEROf, GLMM_POSZEROf, GLMM_POSZEROf, GLMM_NEGZEROf)
/* fasth math prevents -0.0f to work */
#if defined(__SSE2__)
# define glmm_float32x4_SIGNMASK_NEG _mm_castsi128_ps(_mm_set1_epi32(GLMM_NEGZEROf)) /* _mm_set1_ps(-0.0f) */
#else
# define glmm_float32x4_SIGNMASK_NEG glmm_set1(GLMM_NEGZEROf)
#endif
#define glmm_float32x4_SIGNMASK_NEG _mm_castsi128_ps(_mm_set1_epi32(GLMM_NEGZEROf)) /* _mm_set1_ps(-0.0f) */
#define glmm_float32x8_SIGNMASK_NEG _mm256_castsi256_ps(_mm256_set1_epi32(GLMM_NEGZEROf))
static inline
@@ -207,6 +245,7 @@ glmm_norm_inf(__m128 a) {
return _mm_cvtss_f32(glmm_vhmax(glmm_abs(a)));
}
#if defined(__SSE2__)
static inline
__m128
glmm_load3(float v[3]) {
@@ -225,6 +264,7 @@ glmm_store3(float v[3], __m128 vx) {
_mm_storel_pi(CGLM_CASTPTR_ASSUME_ALIGNED(v, __m64), vx);
_mm_store_ss(&v[2], glmm_shuff1(vx, 2, 2, 2, 2));
}
#endif
static inline
__m128

View File

@@ -31,6 +31,7 @@ extern "C" {
#include "struct/affine.h"
#include "struct/frustum.h"
#include "struct/plane.h"
#include "struct/noise.h"
#include "struct/box.h"
#include "struct/color.h"
#include "struct/io.h"
@@ -41,6 +42,7 @@ extern "C" {
#include "struct/sphere.h"
#include "struct/curve.h"
#include "struct/affine2d.h"
#include "struct/ray.h"
#ifdef __cplusplus
}

Some files were not shown because too many files have changed in this diff Show More