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ndebug ... ray

Author SHA1 Message Date
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
82 changed files with 1162 additions and 95 deletions

14
CREDITS
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@@ -82,3 +82,17 @@ http://github.com/microsoft/DirectXMath
17. Pick Matrix 17. Pick Matrix
glu project -> project.c 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

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@@ -216,7 +216,8 @@ cglm_struct_HEADERS = include/cglm/struct/mat4.h \
include/cglm/struct/project.h \ include/cglm/struct/project.h \
include/cglm/struct/sphere.h \ include/cglm/struct/sphere.h \
include/cglm/struct/color.h \ include/cglm/struct/color.h \
include/cglm/struct/curve.h include/cglm/struct/curve.h \
include/cglm/struct/ray.h
cglm_struct_clipspacedir=$(includedir)/cglm/struct/clipspace cglm_struct_clipspacedir=$(includedir)/cglm/struct/clipspace
cglm_struct_clipspace_HEADERS = include/cglm/struct/clipspace/persp_lh_no.h \ cglm_struct_clipspace_HEADERS = include/cglm/struct/clipspace/persp_lh_no.h \

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@@ -110,7 +110,24 @@ Functions documentation
.. c:function:: void glm_rotate(mat4 m, float angle, vec3 axis) .. 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 identiy, 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: Parameters:
| *[in, out]* **m** affine transform | *[in, out]* **m** affine transform

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@@ -180,7 +180,7 @@ Functions documentation
Returns: Returns:
scalar value e.g. Matrix1x1 scalar value e.g. Matrix1x1
.. c:function:: void glm_mat2_make(float * __restrict src, mat2 dest) .. c:function:: void glm_mat2_make(const float * __restrict src, mat2 dest)
Create mat2 matrix from pointer Create mat2 matrix from pointer

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@@ -41,7 +41,7 @@ Functions documentation
Parameters: Parameters:
| *[in,out]* **mat** matrix | *[in,out]* **mat** matrix
.. c:function:: void glm_mat2x3_make(float * __restrict src, mat2x3 dest) .. c:function:: void glm_mat2x3_make(const float * __restrict src, mat2x3 dest)
Create mat2x3 matrix from pointer Create mat2x3 matrix from pointer

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@@ -41,7 +41,7 @@ Functions documentation
Parameters: Parameters:
| *[in,out]* **mat** matrix | *[in,out]* **mat** matrix
.. c:function:: void glm_mat2x4_make(float * __restrict src, mat2x4 dest) .. c:function:: void glm_mat2x4_make(const float * __restrict src, mat2x4 dest)
Create mat2x4 matrix from pointer Create mat2x4 matrix from pointer

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@@ -190,7 +190,7 @@ Functions documentation
Returns: Returns:
scalar value e.g. Matrix1x1 scalar value e.g. Matrix1x1
.. c:function:: void glm_mat3_make(float * __restrict src, mat3 dest) .. c:function:: void glm_mat3_make(const float * __restrict src, mat3 dest)
Create mat3 matrix from pointer Create mat3 matrix from pointer

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@@ -41,7 +41,7 @@ Functions documentation
Parameters: Parameters:
| *[in,out]* **mat** matrix | *[in,out]* **mat** matrix
.. c:function:: void glm_mat3x2_make(float * __restrict src, mat3x2 dest) .. c:function:: void glm_mat3x2_make(const float * __restrict src, mat3x2 dest)
Create mat3x2 matrix from pointer Create mat3x2 matrix from pointer

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@@ -41,7 +41,7 @@ Functions documentation
Parameters: Parameters:
| *[in,out]* **mat** matrix | *[in,out]* **mat** matrix
.. c:function:: void glm_mat3x4_make(float * __restrict src, mat3x4 dest) .. c:function:: void glm_mat3x4_make(const float * __restrict src, mat3x4 dest)
Create mat3x4 matrix from pointer Create mat3x4 matrix from pointer

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@@ -304,7 +304,7 @@ Functions documentation
Returns: Returns:
scalar value e.g. Matrix1x1 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 Create mat4 matrix from pointer

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@@ -41,7 +41,7 @@ Functions documentation
Parameters: Parameters:
| *[in,out]* **mat** matrix | *[in,out]* **mat** matrix
.. c:function:: void glm_mat4x2_make(float * __restrict src, mat4x2 dest) .. c:function:: void glm_mat4x2_make(const float * __restrict src, mat4x2 dest)
Create mat4x2 matrix from pointer Create mat4x2 matrix from pointer

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@@ -41,7 +41,7 @@ Functions documentation
Parameters: Parameters:
| *[in,out]* **mat** matrix | *[in,out]* **mat** matrix
.. c:function:: void glm_mat4x3_make(float * __restrict src, mat4x3 dest) .. c:function:: void glm_mat4x3_make(const float * __restrict src, mat4x3 dest)
Create mat4x3 matrix from pointer Create mat4x3 matrix from pointer

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@@ -422,7 +422,7 @@ Functions documentation
| *[in]* **q** quaternion | *[in]* **q** quaternion
| *[in]* **pivot** pivot | *[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 Create quaternion from pointer

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@@ -13,6 +13,8 @@ Table of contents (click to go):
Functions: Functions:
1. :c:func:`glm_ray_triangle` 1. :c:func:`glm_ray_triangle`
#. :c:func:`glm_ray_sphere`
#. :c:func:`glm_ray_at`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -29,3 +31,37 @@ Functions documentation
| *[in]* **v2** third vertex of triangle | *[in]* **v2** third vertex of triangle
| *[in, out]* **d** float pointer to save distance to intersection | *[in, out]* **d** float pointer to save distance to intersection
| *[out]* **intersection** whether there is 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
- 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
- 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

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@@ -53,6 +53,8 @@ Functions:
#. :c:func:`glm_vec2_clamp` #. :c:func:`glm_vec2_clamp`
#. :c:func:`glm_vec2_lerp` #. :c:func:`glm_vec2_lerp`
#. :c:func:`glm_vec2_make` #. :c:func:`glm_vec2_make`
#. :c:func:`glm_vec2_reflect`
#. :c:func:`glm_vec2_refract`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -385,7 +387,7 @@ Functions documentation
| *[in]* **t** interpolant (amount) clamped between 0 and 1 | *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** destination | *[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 Create two dimensional vector from pointer
@@ -394,3 +396,25 @@ Functions documentation
Parameters: Parameters:
| *[in]* **src** pointer to an array of floats | *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination vector | *[out]* **dest** destination vector
.. c:function:: void glm_vec2_reflect(vec2 I, vec2 N, vec2 dest)
Reflection vector using an incident ray and a surface normal
Parameters:
| *[in]* **I** incident vector
| *[in]* **N** *❗️ normalized ❗️* normal vector
| *[out]* **dest** destination: reflection result
.. c:function:: void glm_vec2_refract(vec2 I, vec2 N, float eta, vec2 dest)
Refraction vector using entering ray, surface normal and refraction index
If the angle between the entering ray I and the surface normal N is too
great for a given refraction index, the return value is zero
Parameters:
| *[in]* **I** *❗️ normalized ❗️* incident vector
| *[in]* **N** *❗️ normalized ❗️* normal vector
| *[in]* **eta** ratio of indices of refraction ( η )
| *[out]* **dest** destination: refraction result

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@@ -80,6 +80,9 @@ Functions:
#. :c:func:`glm_vec3_clamp` #. :c:func:`glm_vec3_clamp`
#. :c:func:`glm_vec3_lerp` #. :c:func:`glm_vec3_lerp`
#. :c:func:`glm_vec3_make` #. :c:func:`glm_vec3_make`
#. :c:func:`glm_vec3_faceforward`
#. :c:func:`glm_vec3_reflect`
#. :c:func:`glm_vec3_refract`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -503,7 +506,7 @@ Functions documentation
| *[in]* **t** interpolant (amount) clamped between 0 and 1 | *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** destination | *[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 Create three dimensional vector from pointer
@@ -512,3 +515,35 @@ Functions documentation
Parameters: Parameters:
| *[in]* **src** pointer to an array of floats | *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination vector | *[out]* **dest** destination vector
.. c:function:: void glm_vec3_faceforward(vec3 N, vec3 I, vec3 Nref, vec3 dest)
A vector pointing in the same direction as another
Parameters:
| *[in]* **N** vector to orient
| *[in]* **I** incident vector
| *[in]* **Nref** reference vector
| *[out]* **dest** destination: oriented vector, pointing away from the surface.
.. c:function:: void glm_vec3_reflect(vec3 I, vec3 N, vec3 dest)
Reflection vector using an incident ray and a surface normal
Parameters:
| *[in]* **I** incident vector
| *[in]* **N** *❗️ normalized ❗️* normal vector
| *[out]* **dest** destination: reflection result
.. c:function:: void glm_vec3_refract(vec3 I, vec3 N, float eta, vec3 dest)
Refraction vector using entering ray, surface normal and refraction index
If the angle between the entering ray I and the surface normal N is too
great for a given refraction index, the return value is zero
Parameters:
| *[in]* **I** *❗️ normalized ❗️* incident vector
| *[in]* **N** *❗️ normalized ❗️* normal vector
| *[in]* **eta** ratio of indices of refraction ( η )
| *[out]* **dest** destination: refraction result

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@@ -60,6 +60,8 @@ Functions:
#. :c:func:`glm_vec4_lerp` #. :c:func:`glm_vec4_lerp`
#. :c:func:`glm_vec4_cubic` #. :c:func:`glm_vec4_cubic`
#. :c:func:`glm_vec4_make` #. :c:func:`glm_vec4_make`
#. :c:func:`glm_vec4_reflect`
#. :c:func:`glm_vec4_refract`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -415,7 +417,7 @@ Functions documentation
| *[in]* **s** parameter | *[in]* **s** parameter
| *[out]* **dest** destination | *[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 Create four dimensional vector from pointer
@@ -424,3 +426,29 @@ Functions documentation
Parameters: Parameters:
| *[in]* **src** pointer to an array of floats | *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination vector | *[out]* **dest** destination vector
.. c:function:: void glm_vec4_reflect(vec4 I, vec4 N, vec4 dest)
Reflection vector using an incident ray and a surface normal
Parameters:
| *[in]* **I** incident vector
| *[in]* **N** *❗️ normalized ❗️* normal vector
| *[out]* **dest** destination: reflection result
.. c:function:: void glm_vec4_refract(vec4 I, vec4 N, float eta, vec4 dest)
Refraction vector using entering ray, surface normal and refraction index
If the angle between the entering ray I and the surface normal N is too
great for a given refraction index, the return value is zero
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]* **I** *❗️ normalized ❗️* incident vector
| *[in]* **N** *❗️ normalized ❗️* normal vector
| *[in]* **eta** ratio of indices of refraction ( η )
| *[out]* **dest** destination: refraction result

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@@ -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 identiy, 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, out] m affine transform
* @param[in] angle angle (radians) * @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, out] m affine transform
* @param[in] angle angle (radians) * @param[in] angle angle (radians)

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@@ -75,7 +75,7 @@ glmc_mat2_rmc(vec2 r, mat2 m, vec2 c);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat2_make(float * __restrict src, mat2 dest); glmc_mat2_make(const float * __restrict src, mat2 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }

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@@ -23,7 +23,7 @@ glmc_mat2x3_zero(mat2x3 mat);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat2x3_make(float * __restrict src, mat2x3 dest); glmc_mat2x3_make(const float * __restrict src, mat2x3 dest);
CGLM_EXPORT CGLM_EXPORT
void void

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@@ -23,7 +23,7 @@ glmc_mat2x4_zero(mat2x4 mat);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat2x4_make(float * __restrict src, mat2x4 dest); glmc_mat2x4_make(const float * __restrict src, mat2x4 dest);
CGLM_EXPORT CGLM_EXPORT
void void

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

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@@ -23,7 +23,7 @@ glmc_mat3x2_zero(mat3x2 mat);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3x2_make(float * __restrict src, mat3x2 dest); glmc_mat3x2_make(const float * __restrict src, mat3x2 dest);
CGLM_EXPORT CGLM_EXPORT
void void

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@@ -23,7 +23,7 @@ glmc_mat3x4_zero(mat3x4 mat);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3x4_make(float * __restrict src, mat3x4 dest); glmc_mat3x4_make(const float * __restrict src, mat3x4 dest);
CGLM_EXPORT CGLM_EXPORT
void void

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

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@@ -23,7 +23,7 @@ glmc_mat4x2_zero(mat4x2 mat);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4x2_make(float * __restrict src, mat4x2 dest); glmc_mat4x2_make(const float * __restrict src, mat4x2 dest);
CGLM_EXPORT CGLM_EXPORT
void void

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@@ -23,7 +23,7 @@ glmc_mat4x3_zero(mat4x3 mat);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4x3_make(float * __restrict src, mat4x3 dest); glmc_mat4x3_make(const float * __restrict src, mat4x3 dest);
CGLM_EXPORT CGLM_EXPORT
void void

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@@ -163,7 +163,7 @@ glmc_quat_rotate_atm(mat4 m, versor q, vec3 pivot);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_make(float * __restrict src, versor dest); glmc_quat_make(const float * __restrict src, versor dest);
#ifdef __cplusplus #ifdef __cplusplus
} }

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@@ -20,7 +20,19 @@ glmc_ray_triangle(vec3 origin,
vec3 v1, vec3 v1,
vec3 v2, vec3 v2,
float *d); 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 #ifdef __cplusplus
} }
#endif #endif

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@@ -195,7 +195,15 @@ glmc_vec2_complex_conjugate(vec2 a, vec2 dest);
CGLM_EXPORT CGLM_EXPORT
void 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 I, vec2 N, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_refract(vec2 I, vec2 N, float eta, vec2 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }

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@@ -332,7 +332,19 @@ glmc_vec3_sqrt(vec3 v, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void 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 I, vec3 Nref, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_reflect(vec3 I, vec3 N, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_refract(vec3 I, vec3 N, float eta, vec3 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }

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@@ -309,7 +309,15 @@ glmc_vec4_sqrt(vec4 v, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void 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 I, vec4 N, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_refract(vec4 I, vec4 N, float eta, vec4 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }

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@@ -354,7 +354,7 @@ glm_mat2_rmc(vec2 r, mat2 m, vec2 c) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat2_make(float * __restrict src, mat2 dest) { glm_mat2_make(const float * __restrict src, mat2 dest) {
dest[0][0] = src[0]; dest[0][0] = src[0];
dest[0][1] = src[1]; dest[0][1] = src[1];
dest[1][0] = src[2]; dest[1][0] = src[2];

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@@ -13,7 +13,7 @@
Functions: Functions:
CGLM_INLINE void glm_mat2x3_copy(mat2x3 mat, mat2x3 dest); CGLM_INLINE void glm_mat2x3_copy(mat2x3 mat, mat2x3 dest);
CGLM_INLINE void glm_mat2x3_zero(mat2x3 mat); CGLM_INLINE void glm_mat2x3_zero(mat2x3 mat);
CGLM_INLINE void glm_mat2x3_make(float * __restrict src, mat2x3 dest); CGLM_INLINE void glm_mat2x3_make(const float * __restrict src, mat2x3 dest);
CGLM_INLINE void glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat2 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_mulv(mat2x3 m, vec3 v, vec2 dest);
CGLM_INLINE void glm_mat2x3_transpose(mat2x3 m, mat3x2 dest); CGLM_INLINE void glm_mat2x3_transpose(mat2x3 m, mat3x2 dest);
@@ -68,7 +68,7 @@ glm_mat2x3_zero(mat2x3 mat) {
*/ */
CGLM_INLINE CGLM_INLINE
void 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][0] = src[0];
dest[0][1] = src[1]; dest[0][1] = src[1];
dest[0][2] = src[2]; dest[0][2] = src[2];

View File

@@ -13,7 +13,7 @@
Functions: Functions:
CGLM_INLINE void glm_mat2x4_copy(mat2x4 mat, mat2x4 dest); CGLM_INLINE void glm_mat2x4_copy(mat2x4 mat, mat2x4 dest);
CGLM_INLINE void glm_mat2x4_zero(mat2x4 mat); CGLM_INLINE void glm_mat2x4_zero(mat2x4 mat);
CGLM_INLINE void glm_mat2x4_make(float * __restrict src, mat2x4 dest); CGLM_INLINE void glm_mat2x4_make(const float * __restrict src, mat2x4 dest);
CGLM_INLINE void glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat2 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_mulv(mat2x4 m, vec4 v, vec2 dest);
CGLM_INLINE void glm_mat2x4_transpose(mat2x4 m, mat4x2 dest); CGLM_INLINE void glm_mat2x4_transpose(mat2x4 m, mat4x2 dest);
@@ -64,7 +64,7 @@ glm_mat2x4_zero(mat2x4 mat) {
*/ */
CGLM_INLINE CGLM_INLINE
void 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][0] = src[0];
dest[0][1] = src[1]; dest[0][1] = src[1];
dest[0][2] = src[2]; dest[0][2] = src[2];

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@@ -436,7 +436,7 @@ glm_mat3_rmc(vec3 r, mat3 m, vec3 c) {
*/ */
CGLM_INLINE CGLM_INLINE
void 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][0] = src[0];
dest[0][1] = src[1]; dest[0][1] = src[1];
dest[0][2] = src[2]; dest[0][2] = src[2];

View File

@@ -13,7 +13,7 @@
Functions: Functions:
CGLM_INLINE void glm_mat3x2_copy(mat3x2 mat, mat3x2 dest); CGLM_INLINE void glm_mat3x2_copy(mat3x2 mat, mat3x2 dest);
CGLM_INLINE void glm_mat3x2_zero(mat3x2 mat); CGLM_INLINE void glm_mat3x2_zero(mat3x2 mat);
CGLM_INLINE void glm_mat3x2_make(float * __restrict src, mat3x2 dest); CGLM_INLINE void glm_mat3x2_make(const float * __restrict src, mat3x2 dest);
CGLM_INLINE void glm_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat3 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_mulv(mat3x2 m, vec2 v, vec3 dest);
CGLM_INLINE void glm_mat3x2_transpose(mat3x2 m, mat2x3 dest); CGLM_INLINE void glm_mat3x2_transpose(mat3x2 m, mat2x3 dest);
@@ -69,7 +69,7 @@ glm_mat3x2_zero(mat3x2 mat) {
*/ */
CGLM_INLINE CGLM_INLINE
void 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][0] = src[0];
dest[0][1] = src[1]; dest[0][1] = src[1];

View File

@@ -13,7 +13,7 @@
Functions: Functions:
CGLM_INLINE void glm_mat3x4_copy(mat3x4 mat, mat3x4 dest); CGLM_INLINE void glm_mat3x4_copy(mat3x4 mat, mat3x4 dest);
CGLM_INLINE void glm_mat3x4_zero(mat3x4 mat); CGLM_INLINE void glm_mat3x4_zero(mat3x4 mat);
CGLM_INLINE void glm_mat3x4_make(float * __restrict src, mat3x4 dest); CGLM_INLINE void glm_mat3x4_make(const float * __restrict src, mat3x4 dest);
CGLM_INLINE void glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 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_mulv(mat3x4 m, vec4 v, vec3 dest);
CGLM_INLINE void glm_mat3x4_transpose(mat3x4 m, mat4x3 dest); CGLM_INLINE void glm_mat3x4_transpose(mat3x4 m, mat4x3 dest);
@@ -66,7 +66,7 @@ glm_mat3x4_zero(mat3x4 mat) {
*/ */
CGLM_INLINE CGLM_INLINE
void 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][0] = src[0];
dest[0][1] = src[1]; dest[0][1] = src[1];
dest[0][2] = src[2]; dest[0][2] = src[2];

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@@ -790,7 +790,7 @@ glm_mat4_rmc(vec4 r, mat4 m, vec4 c) {
*/ */
CGLM_INLINE CGLM_INLINE
void 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][0] = src[0]; dest[1][0] = src[4];
dest[0][1] = src[1]; dest[1][1] = src[5]; dest[0][1] = src[1]; dest[1][1] = src[5];
dest[0][2] = src[2]; dest[1][2] = src[6]; dest[0][2] = src[2]; dest[1][2] = src[6];

View File

@@ -13,7 +13,7 @@
Functions: Functions:
CGLM_INLINE void glm_mat4x2_copy(mat4x2 mat, mat4x2 dest); CGLM_INLINE void glm_mat4x2_copy(mat4x2 mat, mat4x2 dest);
CGLM_INLINE void glm_mat4x2_zero(mat4x2 mat); CGLM_INLINE void glm_mat4x2_zero(mat4x2 mat);
CGLM_INLINE void glm_mat4x2_make(float * __restrict src, mat4x2 dest); CGLM_INLINE void glm_mat4x2_make(const float * __restrict src, mat4x2 dest);
CGLM_INLINE void glm_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat4 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_mulv(mat4x2 m, vec2 v, vec4 dest);
CGLM_INLINE void glm_mat4x2_transpose(mat4x2 m, mat2x4 dest); CGLM_INLINE void glm_mat4x2_transpose(mat4x2 m, mat2x4 dest);
@@ -72,7 +72,7 @@ glm_mat4x2_zero(mat4x2 mat) {
*/ */
CGLM_INLINE CGLM_INLINE
void 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][0] = src[0];
dest[0][1] = src[1]; dest[0][1] = src[1];

View File

@@ -13,7 +13,7 @@
Functions: Functions:
CGLM_INLINE void glm_mat4x3_copy(mat4x3 mat, mat4x3 dest); CGLM_INLINE void glm_mat4x3_copy(mat4x3 mat, mat4x3 dest);
CGLM_INLINE void glm_mat4x3_zero(mat4x3 mat); CGLM_INLINE void glm_mat4x3_zero(mat4x3 mat);
CGLM_INLINE void glm_mat4x3_make(float * __restrict src, mat4x3 dest); CGLM_INLINE void glm_mat4x3_make(const float * __restrict src, mat4x3 dest);
CGLM_INLINE void glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat4 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_mulv(mat4x3 m, vec3 v, vec4 dest);
CGLM_INLINE void glm_mat4x3_transpose(mat4x3 m, mat3x4 dest); CGLM_INLINE void glm_mat4x3_transpose(mat4x3 m, mat3x4 dest);
@@ -77,7 +77,7 @@ glm_mat4x3_zero(mat4x3 mat) {
*/ */
CGLM_INLINE CGLM_INLINE
void 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][0] = src[0];
dest[0][1] = src[1]; dest[0][1] = src[1];
dest[0][2] = src[2]; dest[0][2] = src[2];

View File

@@ -894,7 +894,7 @@ glm_quat_rotate_atm(mat4 m, versor q, vec3 pivot) {
*/ */
CGLM_INLINE CGLM_INLINE
void 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[0] = src[0]; dest[1] = src[1];
dest[2] = src[2]; dest[3] = src[3]; dest[2] = src[2]; dest[3] = src[3];
} }

View File

@@ -7,12 +7,18 @@
/* /*
Functions: Functions:
CGLM_INLINE bool glm_line_triangle_intersect(vec3 origin, CGLM_INLINE bool glm_ray_triangle(vec3 origin,
vec3 direction, vec3 direction,
vec3 v0, vec3 v0,
vec3 v1, vec3 v1,
vec3 v2, vec3 v2,
float *d); 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 #ifndef cglm_ray_h
@@ -31,7 +37,6 @@
* @param[in, out] d distance to intersection * @param[in, out] d distance to intersection
* @return whether there is intersection * @return whether there is intersection
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_ray_triangle(vec3 origin, glm_ray_triangle(vec3 origin,
@@ -74,4 +79,93 @@ glm_ray_triangle(vec3 origin,
return dist > epsilon; return dist > epsilon;
} }
/*!
* @brief ray sphere intersection
*
* - 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
* - 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)
*/
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;
/* ensure dir is normalized */
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 #endif

View File

@@ -41,6 +41,7 @@ extern "C" {
#include "struct/sphere.h" #include "struct/sphere.h"
#include "struct/curve.h" #include "struct/curve.h"
#include "struct/affine2d.h" #include "struct/affine2d.h"
#include "struct/ray.h"
#ifdef __cplusplus #ifdef __cplusplus
} }

View File

@@ -27,7 +27,7 @@
CGLM_INLINE void glms_mat2_swap_col(mat2 mat, int col1, int col2) CGLM_INLINE void glms_mat2_swap_col(mat2 mat, int col1, int col2)
CGLM_INLINE void glms_mat2_swap_row(mat2 mat, int row1, int row2) CGLM_INLINE void glms_mat2_swap_row(mat2 mat, int row1, int row2)
CGLM_INLINE float glms_mat2_rmc(vec2 r, mat2 m, vec2 c) CGLM_INLINE float glms_mat2_rmc(vec2 r, mat2 m, vec2 c)
CGLM_INLINE mat2s glms_mat2_make(float * __restrict src); CGLM_INLINE mat2s glms_mat2_make(const float * __restrict src);
*/ */
#ifndef cglms_mat2_h #ifndef cglms_mat2_h
@@ -267,7 +267,7 @@ glms_mat2_(rmc)(vec2s r, mat2s m, vec2s c) {
*/ */
CGLM_INLINE CGLM_INLINE
mat2s mat2s
glms_mat2_(make)(float * __restrict src) { glms_mat2_(make)(const float * __restrict src) {
mat2s r; mat2s r;
glm_mat2_make(src, r.raw); glm_mat2_make(src, r.raw);
return r; return r;

View File

@@ -12,7 +12,7 @@
Functions: Functions:
CGLM_INLINE mat2x3s glms_mat2x3_zero(void); CGLM_INLINE mat2x3s glms_mat2x3_zero(void);
CGLM_INLINE mat2x3s glms_mat2x3_make(float * __restrict src); CGLM_INLINE mat2x3s glms_mat2x3_make(const float * __restrict src);
CGLM_INLINE mat2s glms_mat2x3_mul(mat2x3s m1, mat3x2s m2); CGLM_INLINE mat2s glms_mat2x3_mul(mat2x3s m1, mat3x2s m2);
CGLM_INLINE vec2s glms_mat2x3_mulv(mat2x3s m, vec3s v); CGLM_INLINE vec2s glms_mat2x3_mulv(mat2x3s m, vec3s v);
CGLM_INLINE mat3x2s glms_mat2x3_transpose(mat2x3s m); CGLM_INLINE mat3x2s glms_mat2x3_transpose(mat2x3s m);
@@ -55,7 +55,7 @@ glms_mat2x3_(zero)(void) {
*/ */
CGLM_INLINE CGLM_INLINE
mat2x3s mat2x3s
glms_mat2x3_(make)(float * __restrict src) { glms_mat2x3_(make)(const float * __restrict src) {
mat2x3s r; mat2x3s r;
glm_mat2x3_make(src, r.raw); glm_mat2x3_make(src, r.raw);
return r; return r;

View File

@@ -12,7 +12,7 @@
Functions: Functions:
CGLM_INLINE mat2x4s glms_mat2x4_zero(void); CGLM_INLINE mat2x4s glms_mat2x4_zero(void);
CGLM_INLINE mat2x4s glms_mat2x4_make(float * __restrict src); CGLM_INLINE mat2x4s glms_mat2x4_make(const float * __restrict src);
CGLM_INLINE mat2s glms_mat2x4_mul(mat2x4s m1, mat4x2s m2); CGLM_INLINE mat2s glms_mat2x4_mul(mat2x4s m1, mat4x2s m2);
CGLM_INLINE vec2s glms_mat2x4_mulv(mat2x4s m, vec4s v); CGLM_INLINE vec2s glms_mat2x4_mulv(mat2x4s m, vec4s v);
CGLM_INLINE mat4x2s glms_mat2x4_transpose(mat2x4s m); CGLM_INLINE mat4x2s glms_mat2x4_transpose(mat2x4s m);
@@ -55,7 +55,7 @@ glms_mat2x4_(zero)(void) {
*/ */
CGLM_INLINE CGLM_INLINE
mat2x4s mat2x4s
glms_mat2x4_(make)(float * __restrict src) { glms_mat2x4_(make)(const float * __restrict src) {
mat2x4s r; mat2x4s r;
glm_mat2x4_make(src, r.raw); glm_mat2x4_make(src, r.raw);
return r; return r;

View File

@@ -28,7 +28,7 @@
CGLM_INLINE mat3s glms_mat3_swap_col(mat3s mat, int col1, int col2); CGLM_INLINE mat3s glms_mat3_swap_col(mat3s mat, int col1, int col2);
CGLM_INLINE mat3s glms_mat3_swap_row(mat3s mat, int row1, int row2); CGLM_INLINE mat3s glms_mat3_swap_row(mat3s mat, int row1, int row2);
CGLM_INLINE float glms_mat3_rmc(vec3s r, mat3s m, vec3s c); CGLM_INLINE float glms_mat3_rmc(vec3s r, mat3s m, vec3s c);
CGLM_INLINE mat3s glms_mat3_make(float * __restrict src); CGLM_INLINE mat3s glms_mat3_make(const float * __restrict src);
*/ */
#ifndef cglms_mat3s_h #ifndef cglms_mat3s_h
@@ -294,7 +294,7 @@ glms_mat3_(rmc)(vec3s r, mat3s m, vec3s c) {
*/ */
CGLM_INLINE CGLM_INLINE
mat3s mat3s
glms_mat3_(make)(float * __restrict src) { glms_mat3_(make)(const float * __restrict src) {
mat3s r; mat3s r;
glm_mat3_make(src, r.raw); glm_mat3_make(src, r.raw);
return r; return r;

View File

@@ -12,7 +12,7 @@
Functions: Functions:
CGLM_INLINE mat3x2s glms_mat3x2_zero(void); CGLM_INLINE mat3x2s glms_mat3x2_zero(void);
CGLM_INLINE mat3x2s glms_mat3x2_make(float * __restrict src); CGLM_INLINE mat3x2s glms_mat3x2_make(const float * __restrict src);
CGLM_INLINE mat3s glms_mat3x2_mul(mat3x2s m1, mat2x3s m2); CGLM_INLINE mat3s glms_mat3x2_mul(mat3x2s m1, mat2x3s m2);
CGLM_INLINE vec3s glms_mat3x2_mulv(mat3x2s m, vec2s v); CGLM_INLINE vec3s glms_mat3x2_mulv(mat3x2s m, vec2s v);
CGLM_INLINE mat2x3s glms_mat3x2_transpose(mat3x2s m); CGLM_INLINE mat2x3s glms_mat3x2_transpose(mat3x2s m);
@@ -55,7 +55,7 @@ glms_mat3x2_(zero)(void) {
*/ */
CGLM_INLINE CGLM_INLINE
mat3x2s mat3x2s
glms_mat3x2_(make)(float * __restrict src) { glms_mat3x2_(make)(const float * __restrict src) {
mat3x2s r; mat3x2s r;
glm_mat3x2_make(src, r.raw); glm_mat3x2_make(src, r.raw);
return r; return r;

View File

@@ -12,7 +12,7 @@
Functions: Functions:
CGLM_INLINE mat3x4s glms_mat3x4_zero(void); CGLM_INLINE mat3x4s glms_mat3x4_zero(void);
CGLM_INLINE mat3x4s glms_mat3x4_make(float * __restrict src); CGLM_INLINE mat3x4s glms_mat3x4_make(const float * __restrict src);
CGLM_INLINE mat3s glms_mat3x4_mul(mat3x4s m1, mat4x3s m2); CGLM_INLINE mat3s glms_mat3x4_mul(mat3x4s m1, mat4x3s m2);
CGLM_INLINE vec3s glms_mat3x4_mulv(mat3x4s m, vec4s v); CGLM_INLINE vec3s glms_mat3x4_mulv(mat3x4s m, vec4s v);
CGLM_INLINE mat4x3s glms_mat3x4_transpose(mat3x4s m); CGLM_INLINE mat4x3s glms_mat3x4_transpose(mat3x4s m);
@@ -55,7 +55,7 @@ glms_mat3x4_(zero)(void) {
*/ */
CGLM_INLINE CGLM_INLINE
mat3x4s mat3x4s
glms_mat3x4_(make)(float * __restrict src) { glms_mat3x4_(make)(const float * __restrict src) {
mat3x4s r; mat3x4s r;
glm_mat3x4_make(src, r.raw); glm_mat3x4_make(src, r.raw);
return r; return r;

View File

@@ -42,7 +42,7 @@
CGLM_INLINE mat4s glms_mat4_swap_col(mat4s mat, int col1, int col2); CGLM_INLINE mat4s glms_mat4_swap_col(mat4s mat, int col1, int col2);
CGLM_INLINE mat4s glms_mat4_swap_row(mat4s mat, int row1, int row2); CGLM_INLINE mat4s glms_mat4_swap_row(mat4s mat, int row1, int row2);
CGLM_INLINE float glms_mat4_rmc(vec4s r, mat4s m, vec4s c); CGLM_INLINE float glms_mat4_rmc(vec4s r, mat4s m, vec4s c);
CGLM_INLINE mat4s glms_mat4_make(float * __restrict src); CGLM_INLINE mat4s glms_mat4_make(const float * __restrict src);
*/ */
#ifndef cglms_mat4s_h #ifndef cglms_mat4s_h
@@ -468,7 +468,7 @@ glms_mat4_(rmc)(vec4s r, mat4s m, vec4s c) {
*/ */
CGLM_INLINE CGLM_INLINE
mat4s mat4s
glms_mat4_(make)(float * __restrict src) { glms_mat4_(make)(const float * __restrict src) {
mat4s r; mat4s r;
glm_mat4_make(src, r.raw); glm_mat4_make(src, r.raw);
return r; return r;

View File

@@ -12,7 +12,7 @@
Functions: Functions:
CGLM_INLINE mat4x2s glms_mat4x2_zero(void); CGLM_INLINE mat4x2s glms_mat4x2_zero(void);
CGLM_INLINE mat4x2s glms_mat4x2_make(float * __restrict src); CGLM_INLINE mat4x2s glms_mat4x2_make(const float * __restrict src);
CGLM_INLINE mat4s glms_mat4x2_mul(mat4x2s m1, mat2x4s m2); CGLM_INLINE mat4s glms_mat4x2_mul(mat4x2s m1, mat2x4s m2);
CGLM_INLINE vec4s glms_mat4x2_mulv(mat4x2s m, vec2s v); CGLM_INLINE vec4s glms_mat4x2_mulv(mat4x2s m, vec2s v);
CGLM_INLINE mat2x4s glms_mat4x2_transpose(mat4x2s m); CGLM_INLINE mat2x4s glms_mat4x2_transpose(mat4x2s m);
@@ -56,7 +56,7 @@ glms_mat4x2_(zero)(void) {
*/ */
CGLM_INLINE CGLM_INLINE
mat4x2s mat4x2s
glms_mat4x2_(make)(float * __restrict src) { glms_mat4x2_(make)(const float * __restrict src) {
mat4x2s r; mat4x2s r;
glm_mat4x2_make(src, r.raw); glm_mat4x2_make(src, r.raw);
return r; return r;

View File

@@ -12,7 +12,7 @@
Functions: Functions:
CGLM_INLINE mat4x3s glms_mat4x3_zero(void); CGLM_INLINE mat4x3s glms_mat4x3_zero(void);
CGLM_INLINE mat4x3s glms_mat4x3_make(float * __restrict src); CGLM_INLINE mat4x3s glms_mat4x3_make(const float * __restrict src);
CGLM_INLINE mat4s glms_mat4x3_mul(mat4x3s m1, mat3x4s m2); CGLM_INLINE mat4s glms_mat4x3_mul(mat4x3s m1, mat3x4s m2);
CGLM_INLINE vec4s glms_mat4x3_mulv(mat4x3s m, vec3s v); CGLM_INLINE vec4s glms_mat4x3_mulv(mat4x3s m, vec3s v);
CGLM_INLINE mat3x4s glms_mat4x3_transpose(mat4x3s m); CGLM_INLINE mat3x4s glms_mat4x3_transpose(mat4x3s m);
@@ -55,7 +55,7 @@ glms_mat4x3_(zero)(void) {
*/ */
CGLM_INLINE CGLM_INLINE
mat4x3s mat4x3s
glms_mat4x3_(make)(float * __restrict src) { glms_mat4x3_(make)(const float * __restrict src) {
mat4x3s r; mat4x3s r;
glm_mat4x3_make(src, r.raw); glm_mat4x3_make(src, r.raw);
return r; return r;

View File

@@ -574,7 +574,7 @@ glms_quat_(rotate_atm)(versors q, vec3s pivot) {
*/ */
CGLM_INLINE CGLM_INLINE
versors versors
glms_quat_(make)(float * __restrict src) { glms_quat_(make)(const float * __restrict src) {
versors dest; versors dest;
glm_quat_make(src, dest.raw); glm_quat_make(src, dest.raw);
return dest; return dest;

82
include/cglm/struct/ray.h Normal file
View File

@@ -0,0 +1,82 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglms_ray_h
#define cglms_ray_h
#include "../common.h"
#include "../types-struct.h"
#include "../ray.h"
/* api definition */
#define glms_ray_(NAME) CGLM_STRUCTAPI(ray, NAME)
/*!
* @brief MöllerTrumbore ray-triangle intersection algorithm
*
* @param[in] origin origin of ray
* @param[in] direction direction of ray
* @param[in] v0 first vertex of triangle
* @param[in] v1 second vertex of triangle
* @param[in] v2 third vertex of triangle
* @param[in, out] d distance to intersection
* @return whether there is intersection
*/
CGLM_INLINE
bool
glms_ray_(triangle)(vec3s origin,
vec3s direction,
vec3s v0,
vec3s v1,
vec3s v2,
float *d) {
return glm_ray_triangle(origin.raw, direction.raw, v0.raw, v1.raw, v2.raw, d);
}
/*!
* @brief ray sphere intersection
*
* - 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
* - 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)
*/
CGLM_INLINE
bool
glms_ray_(sphere)(vec3s origin,
vec3s dir,
vec4s s,
float * __restrict t1,
float * __restrict t2) {
return glm_ray_sphere(origin.raw, dir.raw, s.raw, t1, t2);
}
/*!
* @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
* @returns point point at t
*/
CGLM_INLINE
vec3s
glms_ray_(at)(vec3s orig, vec3s dir, float t) {
vec3s r;
glm_ray_at(orig.raw, orig.raw, t, r.raw);
return r;
}
#endif /* cglms_ray_h */

View File

@@ -54,6 +54,8 @@
CGLM_INLINE vec2s glms_vec2_clamp(vec2s v, float minVal, float maxVal) CGLM_INLINE vec2s glms_vec2_clamp(vec2s v, float minVal, float maxVal)
CGLM_INLINE vec2s glms_vec2_lerp(vec2s from, vec2s to, float t) CGLM_INLINE vec2s glms_vec2_lerp(vec2s from, vec2s to, float t)
CGLM_INLINE vec2s glms_vec2_make(float * restrict src) CGLM_INLINE vec2s glms_vec2_make(float * restrict src)
CGLM_INLINE vec2s glms_vec2_reflect(vec2s I, vec2s N)
CGLM_INLINE vec2s glms_vec2_refract(vec2s I, vec2s N, float eta)
*/ */
#ifndef cglms_vec2s_h #ifndef cglms_vec2s_h
@@ -685,10 +687,44 @@ glms_vec2_(lerp)(vec2s from, vec2s to, float t) {
*/ */
CGLM_INLINE CGLM_INLINE
vec2s vec2s
glms_vec2_(make)(float * __restrict src) { glms_vec2_(make)(const float * __restrict src) {
vec2s dest; vec2s dest;
glm_vec2_make(src, dest.raw); glm_vec2_make(src, dest.raw);
return dest; return dest;
} }
/*!
* @brief reflection vector using an incident ray and a surface normal
*
* @param[in] I incident vector
* @param[in] N normalized normal vector
* @returns reflection result
*/
CGLM_INLINE
vec2s
glms_vec2_(reflect)(vec2s I, vec2s N) {
vec2s dest;
glm_vec2_reflect(I.raw, N.raw, dest.raw);
return dest;
}
/*!
* @brief refraction vector using entering ray, surface normal and refraction index
*
* if the angle between the entering ray I and the surface normal N is too great
* for a given refraction index, the return value is zero
*
* @param[in] I normalized incident vector
* @param[in] N normalized normal vector
* @param[in] eta ratio of indices of refraction
* @param[out] dest refraction result
*/
CGLM_INLINE
vec2s
glms_vec2_(refract)(vec2s I, vec2s N, float eta) {
vec2s dest;
glm_vec2_refract(I.raw, N.raw, eta, dest.raw);
return dest;
}
#endif /* cglms_vec2s_h */ #endif /* cglms_vec2s_h */

View File

@@ -76,6 +76,9 @@
CGLM_INLINE vec3s glms_vec3_smoothinterpc(vec3s from, vec3s to, float t); CGLM_INLINE vec3s glms_vec3_smoothinterpc(vec3s from, vec3s to, float t);
CGLM_INLINE vec3s glms_vec3_swizzle(vec3s v, int mask); CGLM_INLINE vec3s glms_vec3_swizzle(vec3s v, int mask);
CGLM_INLINE vec3s glms_vec3_make(float * restrict src); CGLM_INLINE vec3s glms_vec3_make(float * restrict src);
CGLM_INLINE vec3s glms_vec3_faceforward(vec3s N, vec3s I, vec3s Nref);
CGLM_INLINE vec3s glms_vec3_reflect(vec3s I, vec3s N);
CGLM_INLINE vec3s glms_vec3_refract(vec3s I, vec3s N, float eta);
Convenient: Convenient:
CGLM_INLINE vec3s glms_cross(vec3s a, vec3s b); CGLM_INLINE vec3s glms_cross(vec3s a, vec3s b);
@@ -1077,10 +1080,62 @@ glms_vec3_(swizzle)(vec3s v, int mask) {
*/ */
CGLM_INLINE CGLM_INLINE
vec3s vec3s
glms_vec3_(make)(float * __restrict src) { glms_vec3_(make)(const float * __restrict src) {
vec3s dest; vec3s dest;
glm_vec3_make(src, dest.raw); glm_vec3_make(src, dest.raw);
return dest; return dest;
} }
/*!
* @brief a vector pointing in the same direction as another
*
* orients a vector to point away from a surface as defined by its normal
*
* @param[in] N vector to orient.
* @param[in] I incident vector
* @param[in] Nref reference vector
* @returns oriented vector, pointing away from the surface.
*/
CGLM_INLINE
vec3s
glms_vec3_(faceforward)(vec3s N, vec3s I, vec3s Nref) {
vec3s dest;
glm_vec3_faceforward(N.raw, I.raw, Nref.raw, dest.raw);
return dest;
}
/*!
* @brief reflection vector using an incident ray and a surface normal
*
* @param[in] I incident vector
* @param[in] N normalized normal vector
* @returns reflection result
*/
CGLM_INLINE
vec3s
glms_vec3_(reflect)(vec3s I, vec3s N) {
vec3s dest;
glm_vec3_reflect(I.raw, N.raw, dest.raw);
return dest;
}
/*!
* @brief refraction vector using entering ray, surface normal and refraction index
*
* if the angle between the entering ray I and the surface normal N is too great
* for a given refraction index, the return value is zero
*
* @param[in] I normalized incident vector
* @param[in] N normalized normal vector
* @param[in] eta ratio of indices of refraction
* @returns refraction result
*/
CGLM_INLINE
vec3s
glms_vec3_(refract)(vec3s I, vec3s N, float eta) {
vec3s dest;
glm_vec3_refract(I.raw, N.raw, eta, dest.raw);
return dest;
}
#endif /* cglms_vec3s_h */ #endif /* cglms_vec3s_h */

View File

@@ -67,6 +67,8 @@
CGLM_INLINE vec4s glms_vec4_cubic(float s); CGLM_INLINE vec4s glms_vec4_cubic(float s);
CGLM_INLINE vec4s glms_vec4_swizzle(vec4s v, int mask); CGLM_INLINE vec4s glms_vec4_swizzle(vec4s v, int mask);
CGLM_INLINE vec4s glms_vec4_make(float * restrict src); CGLM_INLINE vec4s glms_vec4_make(float * restrict src);
CGLM_INLINE vec4s glms_vec4_reflect(vec4s I, vec4s N);
CGLM_INLINE vec4s glms_vec4_refract(vec4s I, vec4s N, float eta);
*/ */
#ifndef cglms_vec4s_h #ifndef cglms_vec4s_h
@@ -921,10 +923,48 @@ glms_vec4_(swizzle)(vec4s v, int mask) {
*/ */
CGLM_INLINE CGLM_INLINE
vec4s vec4s
glms_vec4_(make)(float * __restrict src) { glms_vec4_(make)(const float * __restrict src) {
vec4s dest; vec4s dest;
glm_vec4_make(src, dest.raw); glm_vec4_make(src, dest.raw);
return dest; return dest;
} }
/*!
* @brief reflection vector using an incident ray and a surface normal
*
* @param[in] I incident vector
* @param[in] N normalized normal vector
* @returns reflection result
*/
CGLM_INLINE
vec4s
glms_vec4_(reflect)(vec4s I, vec4s N) {
vec4s dest;
glm_vec4_reflect(I.raw, N.raw, dest.raw);
return dest;
}
/*!
* @brief refraction vector using entering ray, surface normal and refraction index
*
* if the angle between the entering ray I and the surface normal N is too great
* for a given refraction index, the return value is zero
*
* 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.
*
* @param[in] I normalized incident vector
* @param[in] N normalized normal vector
* @param[in] eta ratio of indices of refraction
* @returns refraction result
*/
CGLM_INLINE
vec4s
glms_vec4_(refract)(vec4s I, vec4s N, float eta) {
vec4s dest;
glm_vec4_refract(I.raw, N.raw, eta, dest.raw);
return dest;
}
#endif /* cglms_vec4s_h */ #endif /* cglms_vec4s_h */

View File

@@ -55,7 +55,8 @@
CGLM_INLINE void glm_vec2_clamp(vec2 v, float minVal, float maxVal) CGLM_INLINE void glm_vec2_clamp(vec2 v, float minVal, float maxVal)
CGLM_INLINE void glm_vec2_lerp(vec2 from, vec2 to, float t, vec2 dest) CGLM_INLINE void glm_vec2_lerp(vec2 from, vec2 to, float t, vec2 dest)
CGLM_INLINE void glm_vec2_make(float * restrict src, vec2 dest) CGLM_INLINE void glm_vec2_make(float * restrict src, vec2 dest)
CGLM_INLINE void glm_vec2_reflect(vec2 I, vec2 N, vec2 dest)
CGLM_INLINE void glm_vec2_refract(vec2 I, vec2 N, float eta, vec2 dest)
*/ */
#ifndef cglm_vec2_h #ifndef cglm_vec2_h
@@ -708,8 +709,52 @@ glm_vec2_lerp(vec2 from, vec2 to, float t, vec2 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec2_make(float * __restrict src, vec2 dest) { glm_vec2_make(const float * __restrict src, vec2 dest) {
dest[0] = src[0]; dest[1] = src[1]; dest[0] = src[0]; dest[1] = src[1];
} }
/*!
* @brief reflection vector using an incident ray and a surface normal
*
* @param[in] I incident vector
* @param[in] N normalized normal vector
* @param[out] dest destination vector for the reflection result
*/
CGLM_INLINE
void
glm_vec2_reflect(vec2 I, vec2 N, vec2 dest) {
vec2 temp;
glm_vec2_scale(N, 2.0f * glm_vec2_dot(I, N), temp);
glm_vec2_sub(I, temp, dest);
}
/*!
* @brief refraction vector using entering ray, surface normal and refraction index
*
* if the angle between the entering ray I and the surface normal N is too great
* for a given refraction index, the return value is zero
*
* @param[in] I normalized incident vector
* @param[in] N normalized normal vector
* @param[in] eta ratio of indices of refraction
* @param[out] dest refraction result
*/
CGLM_INLINE
void
glm_vec2_refract(vec2 I, vec2 N, float eta, vec2 dest) {
float ndi, eni, k;
ndi = glm_vec2_dot(N, I);
eni = eta * ndi;
k = 1.0f + eta * eta - eni * eni;
if (k < 0.0f) {
glm_vec2_zero(dest);
return;
}
glm_vec2_scale(I, eta, dest);
glm_vec2_mulsubs(N, eni + sqrtf(k), dest);
}
#endif /* cglm_vec2_h */ #endif /* cglm_vec2_h */

View File

@@ -80,6 +80,9 @@
CGLM_INLINE void glm_vec3_smoothinterpc(vec3 from, vec3 to, float t, vec3 dest); CGLM_INLINE void glm_vec3_smoothinterpc(vec3 from, vec3 to, float t, vec3 dest);
CGLM_INLINE void glm_vec3_swizzle(vec3 v, int mask, vec3 dest); CGLM_INLINE void glm_vec3_swizzle(vec3 v, int mask, vec3 dest);
CGLM_INLINE void glm_vec3_make(float * restrict src, vec3 dest); CGLM_INLINE void glm_vec3_make(float * restrict src, vec3 dest);
CGLM_INLINE void glm_vec3_faceforward(vec3 N, vec3 I, vec3 Nref, vec3 dest);
CGLM_INLINE void glm_vec3_reflect(vec3 I, vec3 N, vec3 dest);
CGLM_INLINE void glm_vec3_refract(vec3 I, vec3 N, float eta, vec3 dest);
Convenient: Convenient:
CGLM_INLINE void glm_cross(vec3 a, vec3 b, vec3 d); CGLM_INLINE void glm_cross(vec3 a, vec3 b, vec3 d);
@@ -1196,10 +1199,76 @@ glm_normalize_to(vec3 v, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_make(float * __restrict src, vec3 dest) { glm_vec3_make(const float * __restrict src, vec3 dest) {
dest[0] = src[0]; dest[0] = src[0];
dest[1] = src[1]; dest[1] = src[1];
dest[2] = src[2]; dest[2] = src[2];
} }
/*!
* @brief a vector pointing in the same direction as another
*
* orients a vector to point away from a surface as defined by its normal
*
* @param[in] N vector to orient
* @param[in] I incident vector
* @param[in] Nref reference vector
* @param[out] dest oriented vector, pointing away from the surface
*/
CGLM_INLINE
void
glm_vec3_faceforward(vec3 N, vec3 I, vec3 Nref, vec3 dest) {
if (glm_vec3_dot(I, Nref) < 0.0f) {
/* N is facing away from I */
glm_vec3_copy(N, dest);
} else {
/* N is facing towards I, negate it */
glm_vec3_negate_to(N, dest);
}
}
/*!
* @brief reflection vector using an incident ray and a surface normal
*
* @param[in] I incident vector
* @param[in] N normalized normal vector
* @param[out] dest reflection result
*/
CGLM_INLINE
void
glm_vec3_reflect(vec3 I, vec3 N, vec3 dest) {
vec3 temp;
glm_vec3_scale(N, 2.0f * glm_vec3_dot(I, N), temp);
glm_vec3_sub(I, temp, dest);
}
/*!
* @brief refraction vector using entering ray, surface normal and refraction index
*
* if the angle between the entering ray I and the surface normal N is too great
* for a given refraction index, the return value is zero
*
* @param[in] I normalized incident vector
* @param[in] N normalized normal vector
* @param[in] eta ratio of indices of refraction
* @param[out] dest refraction result
*/
CGLM_INLINE
void
glm_vec3_refract(vec3 I, vec3 N, float eta, vec3 dest) {
float ndi, eni, k;
ndi = glm_vec3_dot(N, I);
eni = eta * ndi;
k = 1.0f + eta * eta - eni * eni;
if (k < 0.0f) {
glm_vec3_zero(dest);
return;
}
glm_vec3_scale(I, eta, dest);
glm_vec3_mulsubs(N, eni + sqrtf(k), dest);
}
#endif /* cglm_vec3_h */ #endif /* cglm_vec3_h */

View File

@@ -65,6 +65,8 @@
CGLM_INLINE void glm_vec4_smoothinterpc(vec4 from, vec4 to, float t, vec4 dest); CGLM_INLINE void glm_vec4_smoothinterpc(vec4 from, vec4 to, float t, vec4 dest);
CGLM_INLINE void glm_vec4_swizzle(vec4 v, int mask, vec4 dest); CGLM_INLINE void glm_vec4_swizzle(vec4 v, int mask, vec4 dest);
CGLM_INLINE void glm_vec4_make(float * restrict src, vec4 dest); CGLM_INLINE void glm_vec4_make(float * restrict src, vec4 dest);
CGLM_INLINE void glm_vec4_reflect(vec4 I, vec4 N, vec4 dest);
CGLM_INLINE void glm_vec4_refract(vec4 I, vec4 N, float eta, vec4 dest);
DEPRECATED: DEPRECATED:
glm_vec4_dup glm_vec4_dup
@@ -1299,9 +1301,61 @@ glm_vec4_swizzle(vec4 v, int mask, vec4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4_make(float * __restrict src, vec4 dest) { glm_vec4_make(const float * __restrict src, vec4 dest) {
dest[0] = src[0]; dest[1] = src[1]; dest[0] = src[0]; dest[1] = src[1];
dest[2] = src[2]; dest[3] = src[3]; dest[2] = src[2]; dest[3] = src[3];
} }
/*!
* @brief reflection vector using an incident ray and a surface normal
*
* @param[in] I incident vector
* @param[in] N normalized normal vector
* @param[out] dest destination vector for the reflection result
*/
CGLM_INLINE
void
glm_vec4_reflect(vec4 I, vec4 N, vec4 dest) {
vec4 temp;
/* TODO: direct simd touch */
glm_vec4_scale(N, 2.0f * glm_vec4_dot(I, N), temp);
glm_vec4_sub(I, temp, dest);
dest[3] = I[3];
}
/*!
* @brief refraction vector using entering ray, surface normal and refraction index
*
* if the angle between the entering ray I and the surface normal N is too great
* for a given refraction index, the return value is zero
*
* 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.
*
* @param[in] I normalized incident vector
* @param[in] N normalized normal vector
* @param[in] eta ratio of indices of refraction
* @param[out] dest refraction result
*/
CGLM_INLINE
void
glm_vec4_refract(vec4 I, vec4 N, float eta, vec4 dest) {
float ndi, eni, k;
ndi = glm_vec4_dot(N, I);
eni = eta * ndi;
k = 1.0f + eta * eta - eni * eni;
if (k < 0.0f) {
glm_vec4_zero(dest);
return;
}
glm_vec4_scale(I, eta, dest);
glm_vec4_mulsubs(N, eni + sqrtf(k), dest);
}
#endif /* cglm_vec4_h */ #endif /* cglm_vec4_h */

View File

@@ -100,6 +100,6 @@ glmc_mat2_rmc(vec2 r, mat2 m, vec2 c) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat2_make(float * __restrict src, mat2 dest) { glmc_mat2_make(const float * __restrict src, mat2 dest) {
glm_mat2_make(src, dest); glm_mat2_make(src, dest);
} }

View File

@@ -22,7 +22,7 @@ glmc_mat2x3_zero(mat2x3 mat) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat2x3_make(float * __restrict src, mat2x3 dest) { glmc_mat2x3_make(const float * __restrict src, mat2x3 dest) {
glm_mat2x3_make(src, dest); glm_mat2x3_make(src, dest);
} }

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@@ -22,7 +22,7 @@ glmc_mat2x4_zero(mat2x4 mat) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat2x4_make(float * __restrict src, mat2x4 dest) { glmc_mat2x4_make(const float * __restrict src, mat2x4 dest) {
glm_mat2x4_make(src, dest); glm_mat2x4_make(src, dest);
} }

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@@ -106,6 +106,6 @@ glmc_mat3_rmc(vec3 r, mat3 m, vec3 c) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3_make(float * __restrict src, mat3 dest) { glmc_mat3_make(const float * __restrict src, mat3 dest) {
glm_mat3_make(src, dest); glm_mat3_make(src, dest);
} }

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@@ -22,7 +22,7 @@ glmc_mat3x2_zero(mat3x2 mat) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3x2_make(float * __restrict src, mat3x2 dest) { glmc_mat3x2_make(const float * __restrict src, mat3x2 dest) {
glm_mat3x2_make(src, dest); glm_mat3x2_make(src, dest);
} }

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@@ -22,7 +22,7 @@ glmc_mat3x4_zero(mat3x4 mat) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3x4_make(float * __restrict src, mat3x4 dest) { glmc_mat3x4_make(const float * __restrict src, mat3x4 dest) {
glm_mat3x4_make(src, dest); glm_mat3x4_make(src, dest);
} }

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@@ -166,6 +166,6 @@ glmc_mat4_rmc(vec4 r, mat4 m, vec4 c) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_make(float * __restrict src, mat4 dest) { glmc_mat4_make(const float * __restrict src, mat4 dest) {
glm_mat4_make(src, dest); glm_mat4_make(src, dest);
} }

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@@ -22,7 +22,7 @@ glmc_mat4x2_zero(mat4x2 mat) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4x2_make(float * __restrict src, mat4x2 dest) { glmc_mat4x2_make(const float * __restrict src, mat4x2 dest) {
glm_mat4x2_make(src, dest); glm_mat4x2_make(src, dest);
} }

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@@ -22,7 +22,7 @@ glmc_mat4x3_zero(mat4x3 mat) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4x3_make(float * __restrict src, mat4x3 dest) { glmc_mat4x3_make(const float * __restrict src, mat4x3 dest) {
glm_mat4x3_make(src, dest); glm_mat4x3_make(src, dest);
} }

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@@ -232,6 +232,6 @@ glmc_quat_rotate_atm(mat4 m, versor q, vec3 pivot) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_make(float * __restrict src, versor dest) { glmc_quat_make(const float * __restrict src, versor dest) {
glm_quat_make(src, dest); glm_quat_make(src, dest);
} }

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@@ -9,5 +9,21 @@ glmc_ray_triangle(vec3 origin,
vec3 v1, vec3 v1,
vec3 v2, vec3 v2,
float *d) { float *d) {
return glm_ray_triangle(origin, direction, v0, v1, v2, d); return glm_ray_triangle(origin, direction, v0, v1, v2, d);
}
CGLM_EXPORT
bool
glmc_ray_sphere(vec3 origin,
vec3 dir,
vec4 s,
float * __restrict t1,
float * __restrict t2) {
return glm_ray_sphere(origin, dir, s, t1, t2);
}
CGLM_EXPORT
void
glmc_ray_at(vec3 orig, vec3 dir, float t, vec3 point) {
glm_ray_at(orig, dir, t, point);
} }

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@@ -299,6 +299,18 @@ glmc_vec2_complex_conjugate(vec2 a, vec2 dest) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec2_make(float * __restrict src, vec2 dest) { glmc_vec2_make(const float * __restrict src, vec2 dest) {
glm_vec2_make(src, dest); glm_vec2_make(src, dest);
} }
CGLM_EXPORT
void
glmc_vec2_reflect(vec2 I, vec2 N, vec2 dest) {
glm_vec2_reflect(I, N, dest);
}
CGLM_EXPORT
void
glmc_vec2_refract(vec2 I, vec2 N, float eta, vec2 dest) {
glm_vec2_refract(I, N, eta, dest);
}

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@@ -456,6 +456,24 @@ glmc_vec3_sqrt(vec3 v, vec3 dest) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_make(float * __restrict src, vec3 dest) { glmc_vec3_make(const float * __restrict src, vec3 dest) {
glm_vec3_make(src, dest); glm_vec3_make(src, dest);
} }
CGLM_EXPORT
void
glmc_vec3_faceforward(vec3 N, vec3 I, vec3 Nref, vec3 dest) {
glm_vec3_faceforward(N, I, Nref, dest);
}
CGLM_EXPORT
void
glmc_vec3_reflect(vec3 I, vec3 N, vec3 dest) {
glm_vec3_reflect(I, N, dest);
}
CGLM_EXPORT
void
glmc_vec3_refract(vec3 I, vec3 N, float eta, vec3 dest) {
glm_vec3_refract(I, N, eta, dest);
}

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@@ -420,6 +420,18 @@ glmc_vec4_sqrt(vec4 v, vec4 dest) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_make(float * __restrict src, vec4 dest) { glmc_vec4_make(const float * __restrict src, vec4 dest) {
glm_vec4_make(src, dest); glm_vec4_make(src, dest);
} }
CGLM_EXPORT
void
glmc_vec4_reflect(vec4 I, vec4 N, vec4 dest) {
glm_vec4_reflect(I, N, dest);
}
CGLM_EXPORT
void
glmc_vec4_refract(vec4 I, vec4 N, float eta, vec4 dest) {
glm_vec4_refract(I, N, eta, dest);
}

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@@ -32,3 +32,43 @@ TEST_IMPL(GLM_PREFIX, ray_triangle) {
TEST_SUCCESS TEST_SUCCESS
} }
TEST_IMPL(GLM_PREFIX, ray_sphere) {
vec4 sphere = {5.0f, 0.0f, 0.0f, 1.0f}; /* Sphere: center at (5, 0, 0) with radius 1 */
float t1, t2;
bool hit;
/* Case 1: Ray misses the sphere */
hit = GLM(ray_sphere)((vec3){10.0f, 3.0f, 0.0f}, (vec3){1.0f, 0.0f, 0.0f}, sphere, &t1, &t2);
ASSERT(!hit); /* Expect no intersection */
/* Case 2: Ray starts inside the sphere */
hit = GLM(ray_sphere)((vec3){5.0f, 0.5f, 0.0f}, (vec3){1.0f, 0.0f, 0.0f}, sphere, &t1, &t2);
ASSERT(hit); /* Expect an intersection */
ASSERT(t1 < 0 && t2 > 0); /* Ray exits at t2 */
/* Case 3: Ray intersects the sphere from outside */
hit = GLM(ray_sphere)((vec3){0.0f, 0.0f, 0.0f}, (vec3){1.0f, 0.0f, 0.0f}, sphere, &t1, &t2);
ASSERT(hit); /* Expect an intersection */
ASSERT(t1 > 0 && t2 > 0); /* Intersections at t1 and t2 */
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, ray_at) {
vec3 origin = {0.0f, 0.0f, 0.0f};
vec3 direction = {1.0f, 1.0f, 1.0f}; /* Diagonal direction */
float distance = sqrtf(3.0f); /* Distance along the ray; sqrt(3) for unit length due to direction normalization */
vec3 result;
/* Normalize the direction to ensure accurate distance measurement */
glm_vec3_normalize(direction);
GLM(ray_at)(origin, direction, distance, result);
ASSERT(fabsf(result[0] - 1.0f) <= 0.0000009); /* Expecting to be 1 unit along the x-axis */
ASSERT(fabsf(result[1] - 1.0f) <= 0.0000009); /* Expecting to be 1 unit along the y-axis */
ASSERT(fabsf(result[2] - 1.0f) <= 0.0000009); /* Expecting to be 1 unit along the z-axis */
TEST_SUCCESS
}

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@@ -752,3 +752,70 @@ TEST_IMPL(GLM_PREFIX, vec2_make) {
TEST_SUCCESS TEST_SUCCESS
} }
TEST_IMPL(GLM_PREFIX, vec2_reflect) {
vec2 dest;
/* Reflecting off a "horizontal" surface in 2D */
vec2 I1 = {1.0f, -1.0f}; /* Incoming vector */
vec2 N1 = {0.0f, 1.0f}; /* Normal vector */
GLM(vec2_reflect)(I1, N1, dest);
ASSERT(fabsf(dest[0] - 1.0f) < 0.00001f &&
fabsf(dest[1] - 1.0f) < 0.00001f); /* Expect reflection upwards */
/* Reflecting at an angle in 2D */
vec2 I2 = {sqrtf(2)/2, -sqrtf(2)/2}; /* Incoming vector at 45 degrees */
vec2 N2 = {0.0f, 1.0f}; /* Upwards normal vector */
GLM(vec2_reflect)(I2, N2, dest);
ASSERT(fabsf(dest[0] - sqrtf(2)/2) < 0.00001f &&
fabsf(dest[1] - sqrtf(2)/2) < 0.00001f); /* Expect reflection upwards */
/* Reflecting off a line in 2D representing a "vertical" surface analogy */
vec2 I3 = {1.0f, 0.0f}; /* Incoming vector */
vec2 N3 = {-1.0f, 0.0f}; /* Normal vector representing a "vertical" line */
GLM(vec2_reflect)(I3, N3, dest);
ASSERT(fabsf(dest[0] + 1.0f) < 0.00001f &&
fabsf(dest[1]) < 0.00001f); /* Expect reflection to the left */
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, vec2_refract) {
vec2 I = {sqrtf(0.5f), -sqrtf(0.5f)}; /* Incoming vector at 45 degrees to normal */
vec2 N = {0.0f, 1.0f}; /* Surface normal */
vec2 dest;
float eta;
/* Water to Air (eta = 1.33/1.0) */
eta = 1.33f / 1.0f;
GLM(vec2_refract)(I, N, eta, dest);
// In 2D, we expect a similar bending behavior as in 3D, so we check dest[1]
if (!(dest[0] == 0.0f && dest[1] == 0.0f)) {
ASSERT(dest[1] < -sqrtf(0.5f)); // Refracted ray bends away from the normal
} else {
ASSERT(dest[0] == 0.0f && dest[1] == 0.0f); // Total internal reflection
}
/* Air to Glass (eta = 1.0 / 1.5) */
eta = 1.0f / 1.5f;
GLM(vec2_refract)(I, N, eta, dest);
ASSERT(dest[1] < -sqrtf(0.5f)); // Expect bending towards the normal
/* Glass to Water (eta = 1.5 / 1.33) */
eta = 1.5f / 1.33f;
GLM(vec2_refract)(I, N, eta, dest);
ASSERT(dest[1] < -sqrtf(0.5f)); // Expect bending towards the normal, less bending than air to glass
/* Diamond to Air (eta = 2.42 / 1.0) */
eta = 2.42f / 1.0f;
GLM(vec2_refract)(I, N, eta, dest);
if (!(dest[0] == 0.0f && dest[1] == 0.0f)) {
/* High potential for total internal reflection, but if it occurs, expect significant bending */
ASSERT(dest[1] < -sqrtf(0.5f));
} else {
ASSERT(dest[0] == 0.0f && dest[1] == 0.0f); // Total internal reflection
}
TEST_SUCCESS
}

View File

@@ -1840,3 +1840,89 @@ TEST_IMPL(GLM_PREFIX, vec3_make) {
TEST_SUCCESS TEST_SUCCESS
} }
TEST_IMPL(GLM_PREFIX, vec3_faceforward) {
vec3 N = {0.0f, 1.0f, 0.0f};
vec3 I = {1.0f, -1.0f, 0.0f};
vec3 Nref = {0.0f, -1.0f, 0.0f};
vec3 dest;
GLM(vec3_faceforward)(N, I, Nref, dest);
ASSERT(dest[0] == 0.0f
&& dest[1] == -1.0f
&& dest[2] == 0.0f); /* Expect N flipped */
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, vec3_reflect) {
vec3 dest;
/* Original test: Reflecting off a horizontal surface */
vec3 I1 = {1.0f, -1.0f, 0.0f}; /* Incoming vector */
vec3 N1 = {0.0f, 1.0f, 0.0f}; /* Normal vector */
GLM(vec3_reflect)(I1, N1, dest);
ASSERT(fabsf(dest[0] - 1.0f) < 0.00001f
&& fabsf(dest[1] - 1.0f) < 0.00001f
&& fabsf(dest[2] - 0.0f) < 0.00001f); /* Expect reflection */
/* Scenario 2: Reflecting off a vertical surface */
vec3 I2 = {1.0f, 0.0f, 0.0f}; /* Incoming vector */
vec3 N2 = {-1.0f, 0.0f, 0.0f}; /* Normal vector */
GLM(vec3_reflect)(I2, N2, dest);
ASSERT(fabsf(dest[0] + 1.0f) < 0.00001f
&& fabsf(dest[1]) < 0.00001f
&& fabsf(dest[2]) < 0.00001f); /* Expect reflection to the left */
/* Scenario 3: Reflecting at an angle */
vec3 I3 = {sqrtf(2)/2, -sqrtf(2)/2, 0.0f}; /* Incoming vector at 45 degrees */
vec3 N3 = {0.0f, 1.0f, 0.0f}; /* Upwards normal vector */
GLM(vec3_reflect)(I3, N3, dest);
ASSERT(fabsf(dest[0] - sqrtf(2)/2) < 0.00001f
&& fabsf(dest[1] - sqrtf(2)/2) < 0.00001f
&& fabsf(dest[2]) < 0.00001f); /* Expect reflection upwards */
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, vec3_refract) {
vec3 I = {sqrtf(0.5f), -sqrtf(0.5f), 0.0f}; /* Incoming vector at 45 degrees to normal */
vec3 N = {0.0f, 1.0f, 0.0f}; /* Surface normal */
vec3 dest;
float eta;
/* Water to Air (eta = 1.33/1.0) */
eta = 1.33f / 1.0f;
GLM(vec3_refract)(I, N, eta, dest);
if (!(dest[0] == 0.0f && dest[1] == 0.0f && dest[2] == 0.0f)) {
ASSERT(dest[1] < -sqrtf(0.5f));
} else {
ASSERT(dest[0] == 0.0f && dest[1] == 0.0f && dest[2] == 0.0f);
}
/* Air to Glass (eta = 1.0 / 1.5) */
eta = 1.0f / 1.5f;
GLM(vec3_refract)(I, N, eta, dest);
/* Expect bending towards the normal */
ASSERT(dest[1] < -sqrtf(0.5f));
/* Glass to Water (eta = 1.5 / 1.33) */
eta = 1.5f / 1.33f;
GLM(vec3_refract)(I, N, eta, dest);
/* Expect bending towards the normal, less bending than air to glass */
ASSERT(dest[1] < -sqrtf(0.5f));
/* Diamond to Air (eta = 2.42 / 1.0) */
eta = 2.42f / 1.0f;
GLM(vec3_refract)(I, N, eta, dest);
if (!(dest[0] == 0.0f && dest[1] == 0.0f && dest[2] == 0.0f)) {
/* High potential for total internal reflection, but if it occurs, expect significant bending */
ASSERT(dest[1] < -sqrtf(0.5f));
} else {
ASSERT(dest[0] == 0.0f && dest[1] == 0.0f && dest[2] == 0.0f);
}
TEST_SUCCESS
}

View File

@@ -1536,3 +1536,75 @@ TEST_IMPL(GLM_PREFIX, vec4_make) {
TEST_SUCCESS TEST_SUCCESS
} }
TEST_IMPL(GLM_PREFIX, vec4_reflect) {
vec4 dest;
/* Original test: Reflecting off a horizontal surface */
vec4 I1 = {1.0f, -1.0f, 0.0f, 0.0f}; /* Incoming vector */
vec4 N1 = {0.0f, 1.0f, 0.0f, 0.0f}; /* Normal vector */
GLM(vec4_reflect)(I1, N1, dest);
ASSERT(fabsf(dest[0] - 1.0f) < 0.00001f &&
fabsf(dest[1] - 1.0f) < 0.00001f &&
fabsf(dest[2] - 0.0f) < 0.00001f &&
fabsf(dest[3] - 0.0f) < 0.00001f); /* Expect reflection */
/* Scenario 2: Reflecting off a vertical surface */
vec4 I2 = {1.0f, 0.0f, 0.0f, 0.0f}; /* Incoming vector */
vec4 N2 = {-1.0f, 0.0f, 0.0f, 0.0f}; /* Normal vector */
GLM(vec4_reflect)(I2, N2, dest);
ASSERT(fabsf(dest[0] + 1.0f) < 0.00001f &&
fabsf(dest[1]) < 0.00001f &&
fabsf(dest[2]) < 0.00001f &&
fabsf(dest[3] - 0.0f) < 0.00001f); /* Expect reflection to the left */
/* Scenario 3: Reflecting at an angle */
vec4 I3 = {sqrtf(2)/2, -sqrtf(2)/2, 0.0f, 0.0f}; /* Incoming vector at 45 degrees */
vec4 N3 = {0.0f, 1.0f, 0.0f, 0.0f}; /* Upwards normal vector */
GLM(vec4_reflect)(I3, N3, dest);
ASSERT(fabsf(dest[0] - sqrtf(2)/2) < 0.00001f &&
fabsf(dest[1] - sqrtf(2)/2) < 0.00001f &&
fabsf(dest[2]) < 0.00001f &&
fabsf(dest[3] - 0.0f) < 0.00001f); /* Expect reflection upwards */
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, vec4_refract) {
vec4 I = {sqrtf(0.5f), -sqrtf(0.5f), 0.0f, 0.0f}; /* Incoming vector */
vec4 N = {0.0f, 1.0f, 0.0f, 0.0f}; /* Surface normal */
vec4 dest;
float eta;
/* Water to Air (eta = 1.33/1.0) */
eta = 1.33f / 1.0f;
GLM(vec4_refract)(I, N, eta, dest);
if (!(dest[0] == 0.0f && dest[1] == 0.0f && dest[2] == 0.0f && dest[3] == 0.0f)) {
ASSERT(dest[1] < -sqrtf(0.5f));
} else {
ASSERT(dest[0] == 0.0f && dest[1] == 0.0f && dest[2] == 0.0f && dest[3] == 0.0f);
}
/* Air to Glass (eta = 1.0 / 1.5) */
eta = 1.0f / 1.5f;
GLM(vec4_refract)(I, N, eta, dest);
ASSERT(dest[1] < -sqrtf(0.5f)); // Expect bending towards the normal
/* Glass to Water (eta = 1.5 / 1.33) */
eta = 1.5f / 1.33f;
GLM(vec4_refract)(I, N, eta, dest);
ASSERT(dest[1] < -sqrtf(0.5f)); // Expect bending towards the normal, less bending than air to glass
/* Diamond to Air (eta = 2.42 / 1.0) */
eta = 2.42f / 1.0f;
GLM(vec4_refract)(I, N, eta, dest);
if (!(dest[0] == 0.0f && dest[1] == 0.0f && dest[2] == 0.0f && dest[3] == 0.0f)) {
/* High potential for total internal reflection, but if it occurs, expect significant bending */
ASSERT(dest[1] < -sqrtf(0.5f));
} else {
ASSERT(dest[0] == 0.0f && dest[1] == 0.0f && dest[2] == 0.0f && dest[3] == 0.0f);
}
TEST_SUCCESS
}

View File

@@ -392,7 +392,12 @@ TEST_DECLARE(euler)
/* ray */ /* ray */
TEST_DECLARE(glm_ray_triangle) TEST_DECLARE(glm_ray_triangle)
TEST_DECLARE(glm_ray_sphere)
TEST_DECLARE(glm_ray_at)
TEST_DECLARE(glmc_ray_triangle) TEST_DECLARE(glmc_ray_triangle)
TEST_DECLARE(glmc_ray_sphere)
TEST_DECLARE(glmc_ray_at)
/* quat */ /* quat */
TEST_DECLARE(MACRO_GLM_QUAT_IDENTITY_INIT) TEST_DECLARE(MACRO_GLM_QUAT_IDENTITY_INIT)
@@ -530,6 +535,8 @@ TEST_DECLARE(glm_vec2_lerp)
TEST_DECLARE(glm_vec2_complex_mul) TEST_DECLARE(glm_vec2_complex_mul)
TEST_DECLARE(glm_vec2_complex_div) TEST_DECLARE(glm_vec2_complex_div)
TEST_DECLARE(glm_vec2_make) TEST_DECLARE(glm_vec2_make)
TEST_DECLARE(glm_vec2_reflect)
TEST_DECLARE(glm_vec2_refract)
TEST_DECLARE(glmc_vec2) TEST_DECLARE(glmc_vec2)
TEST_DECLARE(glmc_vec2_copy) TEST_DECLARE(glmc_vec2_copy)
@@ -576,6 +583,8 @@ TEST_DECLARE(glmc_vec2_lerp)
TEST_DECLARE(glmc_vec2_complex_mul) TEST_DECLARE(glmc_vec2_complex_mul)
TEST_DECLARE(glmc_vec2_complex_div) TEST_DECLARE(glmc_vec2_complex_div)
TEST_DECLARE(glmc_vec2_make) TEST_DECLARE(glmc_vec2_make)
TEST_DECLARE(glmc_vec2_reflect)
TEST_DECLARE(glmc_vec2_refract)
/* vec3 */ /* vec3 */
TEST_DECLARE(MACRO_GLM_VEC3_ONE_INIT) TEST_DECLARE(MACRO_GLM_VEC3_ONE_INIT)
@@ -678,6 +687,9 @@ TEST_DECLARE(glm_vec3_fract)
TEST_DECLARE(glm_vec3_hadd) TEST_DECLARE(glm_vec3_hadd)
TEST_DECLARE(glm_vec3_sqrt) TEST_DECLARE(glm_vec3_sqrt)
TEST_DECLARE(glm_vec3_make) TEST_DECLARE(glm_vec3_make)
TEST_DECLARE(glm_vec3_faceforward)
TEST_DECLARE(glm_vec3_reflect)
TEST_DECLARE(glm_vec3_refract)
TEST_DECLARE(glmc_vec3) TEST_DECLARE(glmc_vec3)
TEST_DECLARE(glmc_vec3_copy) TEST_DECLARE(glmc_vec3_copy)
@@ -754,6 +766,9 @@ TEST_DECLARE(glmc_vec3_fract)
TEST_DECLARE(glmc_vec3_hadd) TEST_DECLARE(glmc_vec3_hadd)
TEST_DECLARE(glmc_vec3_sqrt) TEST_DECLARE(glmc_vec3_sqrt)
TEST_DECLARE(glmc_vec3_make) TEST_DECLARE(glmc_vec3_make)
TEST_DECLARE(glmc_vec3_faceforward)
TEST_DECLARE(glmc_vec3_reflect)
TEST_DECLARE(glmc_vec3_refract)
/* vec4 */ /* vec4 */
TEST_DECLARE(MACRO_GLM_VEC4_ONE_INIT) TEST_DECLARE(MACRO_GLM_VEC4_ONE_INIT)
@@ -842,6 +857,8 @@ TEST_DECLARE(glm_vec4_fract)
TEST_DECLARE(glm_vec4_hadd) TEST_DECLARE(glm_vec4_hadd)
TEST_DECLARE(glm_vec4_sqrt) TEST_DECLARE(glm_vec4_sqrt)
TEST_DECLARE(glm_vec4_make) TEST_DECLARE(glm_vec4_make)
TEST_DECLARE(glm_vec4_reflect)
TEST_DECLARE(glm_vec4_refract)
TEST_DECLARE(glmc_vec4) TEST_DECLARE(glmc_vec4)
TEST_DECLARE(glmc_vec4_copy3) TEST_DECLARE(glmc_vec4_copy3)
@@ -914,6 +931,8 @@ TEST_DECLARE(glmc_vec4_fract)
TEST_DECLARE(glmc_vec4_hadd) TEST_DECLARE(glmc_vec4_hadd)
TEST_DECLARE(glmc_vec4_sqrt) TEST_DECLARE(glmc_vec4_sqrt)
TEST_DECLARE(glmc_vec4_make) TEST_DECLARE(glmc_vec4_make)
TEST_DECLARE(glmc_vec4_reflect)
TEST_DECLARE(glmc_vec4_refract)
/* ivec2 */ /* ivec2 */
TEST_DECLARE(glm_ivec2) TEST_DECLARE(glm_ivec2)
@@ -1548,10 +1567,15 @@ TEST_LIST {
TEST_ENTRY(glmc_euler_zyx_quat_lh) TEST_ENTRY(glmc_euler_zyx_quat_lh)
TEST_ENTRY(euler) TEST_ENTRY(euler)
/* ray */ /* ray */
TEST_ENTRY(glm_ray_triangle) TEST_ENTRY(glm_ray_triangle)
TEST_ENTRY(glm_ray_sphere)
TEST_ENTRY(glm_ray_at)
TEST_ENTRY(glmc_ray_triangle) TEST_ENTRY(glmc_ray_triangle)
TEST_ENTRY(glmc_ray_sphere)
TEST_ENTRY(glmc_ray_at)
/* quat */ /* quat */
TEST_ENTRY(MACRO_GLM_QUAT_IDENTITY_INIT) TEST_ENTRY(MACRO_GLM_QUAT_IDENTITY_INIT)
@@ -1688,6 +1712,8 @@ TEST_LIST {
TEST_ENTRY(glm_vec2_complex_mul) TEST_ENTRY(glm_vec2_complex_mul)
TEST_ENTRY(glm_vec2_complex_div) TEST_ENTRY(glm_vec2_complex_div)
TEST_ENTRY(glm_vec2_make) TEST_ENTRY(glm_vec2_make)
TEST_ENTRY(glm_vec2_reflect)
TEST_ENTRY(glm_vec2_refract)
TEST_ENTRY(glmc_vec2) TEST_ENTRY(glmc_vec2)
TEST_ENTRY(glmc_vec2_copy) TEST_ENTRY(glmc_vec2_copy)
@@ -1734,6 +1760,8 @@ TEST_LIST {
TEST_ENTRY(glmc_vec2_complex_mul) TEST_ENTRY(glmc_vec2_complex_mul)
TEST_ENTRY(glmc_vec2_complex_div) TEST_ENTRY(glmc_vec2_complex_div)
TEST_ENTRY(glmc_vec2_make) TEST_ENTRY(glmc_vec2_make)
TEST_ENTRY(glmc_vec2_reflect)
TEST_ENTRY(glmc_vec2_refract)
/* vec3 */ /* vec3 */
TEST_ENTRY(MACRO_GLM_VEC3_ONE_INIT) TEST_ENTRY(MACRO_GLM_VEC3_ONE_INIT)
@@ -1835,6 +1863,9 @@ TEST_LIST {
TEST_ENTRY(glm_vec3_hadd) TEST_ENTRY(glm_vec3_hadd)
TEST_ENTRY(glm_vec3_sqrt) TEST_ENTRY(glm_vec3_sqrt)
TEST_ENTRY(glm_vec3_make) TEST_ENTRY(glm_vec3_make)
TEST_ENTRY(glm_vec3_faceforward)
TEST_ENTRY(glm_vec3_reflect)
TEST_ENTRY(glm_vec3_refract)
TEST_ENTRY(glmc_vec3) TEST_ENTRY(glmc_vec3)
TEST_ENTRY(glmc_vec3_copy) TEST_ENTRY(glmc_vec3_copy)
@@ -1911,6 +1942,9 @@ TEST_LIST {
TEST_ENTRY(glmc_vec3_hadd) TEST_ENTRY(glmc_vec3_hadd)
TEST_ENTRY(glmc_vec3_sqrt) TEST_ENTRY(glmc_vec3_sqrt)
TEST_ENTRY(glmc_vec3_make) TEST_ENTRY(glmc_vec3_make)
TEST_ENTRY(glmc_vec3_faceforward)
TEST_ENTRY(glmc_vec3_reflect)
TEST_ENTRY(glmc_vec3_refract)
/* vec4 */ /* vec4 */
TEST_ENTRY(MACRO_GLM_VEC4_ONE_INIT) TEST_ENTRY(MACRO_GLM_VEC4_ONE_INIT)
@@ -1999,6 +2033,8 @@ TEST_LIST {
TEST_ENTRY(glm_vec4_hadd) TEST_ENTRY(glm_vec4_hadd)
TEST_ENTRY(glm_vec4_sqrt) TEST_ENTRY(glm_vec4_sqrt)
TEST_ENTRY(glm_vec4_make) TEST_ENTRY(glm_vec4_make)
TEST_ENTRY(glm_vec4_reflect)
TEST_ENTRY(glm_vec4_refract)
TEST_ENTRY(glmc_vec4) TEST_ENTRY(glmc_vec4)
TEST_ENTRY(glmc_vec4_copy3) TEST_ENTRY(glmc_vec4_copy3)
@@ -2071,6 +2107,8 @@ TEST_LIST {
TEST_ENTRY(glmc_vec4_hadd) TEST_ENTRY(glmc_vec4_hadd)
TEST_ENTRY(glmc_vec4_sqrt) TEST_ENTRY(glmc_vec4_sqrt)
TEST_ENTRY(glmc_vec4_make) TEST_ENTRY(glmc_vec4_make)
TEST_ENTRY(glmc_vec4_reflect)
TEST_ENTRY(glmc_vec4_refract)
/* ivec2 */ /* ivec2 */
TEST_ENTRY(glm_ivec2) TEST_ENTRY(glm_ivec2)

View File

@@ -238,6 +238,9 @@
<ClInclude Include="..\include\cglm\struct\handed\euler_to_quat_lh.h" /> <ClInclude Include="..\include\cglm\struct\handed\euler_to_quat_lh.h" />
<ClInclude Include="..\include\cglm\struct\handed\euler_to_quat_rh.h" /> <ClInclude Include="..\include\cglm\struct\handed\euler_to_quat_rh.h" />
<ClInclude Include="..\include\cglm\struct\io.h" /> <ClInclude Include="..\include\cglm\struct\io.h" />
<ClInclude Include="..\include\cglm\struct\ivec2.h" />
<ClInclude Include="..\include\cglm\struct\ivec3.h" />
<ClInclude Include="..\include\cglm\struct\ivec4.h" />
<ClInclude Include="..\include\cglm\struct\mat2.h" /> <ClInclude Include="..\include\cglm\struct\mat2.h" />
<ClInclude Include="..\include\cglm\struct\mat2x3.h" /> <ClInclude Include="..\include\cglm\struct\mat2x3.h" />
<ClInclude Include="..\include\cglm\struct\mat2x4.h" /> <ClInclude Include="..\include\cglm\struct\mat2x4.h" />
@@ -250,6 +253,7 @@
<ClInclude Include="..\include\cglm\struct\plane.h" /> <ClInclude Include="..\include\cglm\struct\plane.h" />
<ClInclude Include="..\include\cglm\struct\project.h" /> <ClInclude Include="..\include\cglm\struct\project.h" />
<ClInclude Include="..\include\cglm\struct\quat.h" /> <ClInclude Include="..\include\cglm\struct\quat.h" />
<ClInclude Include="..\include\cglm\struct\ray.h" />
<ClInclude Include="..\include\cglm\struct\sphere.h" /> <ClInclude Include="..\include\cglm\struct\sphere.h" />
<ClInclude Include="..\include\cglm\struct\vec2-ext.h" /> <ClInclude Include="..\include\cglm\struct\vec2-ext.h" />
<ClInclude Include="..\include\cglm\struct\vec2.h" /> <ClInclude Include="..\include\cglm\struct\vec2.h" />

View File

@@ -720,5 +720,17 @@
<ClInclude Include="..\include\cglm\struct\handed\euler_to_quat_rh.h"> <ClInclude Include="..\include\cglm\struct\handed\euler_to_quat_rh.h">
<Filter>include\cglm\struct\handed</Filter> <Filter>include\cglm\struct\handed</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\include\cglm\struct\ivec2.h">
<Filter>include\cglm\struct</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\struct\ivec3.h">
<Filter>include\cglm\struct</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\struct\ivec4.h">
<Filter>include\cglm\struct</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\struct\ray.h">
<Filter>include\cglm\struct</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
</Project> </Project>