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...

48 Commits
ray ... v0.9.4

Author SHA1 Message Date
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
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
72 changed files with 1086 additions and 621 deletions

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@@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 3.8.2)
project(cglm
VERSION 0.9.3
VERSION 0.9.4
HOMEPAGE_URL https://github.com/recp/cglm
DESCRIPTION "OpenGL Mathematics (glm) for C"
LANGUAGES C

View File

@@ -2,7 +2,7 @@ Pod::Spec.new do |s|
# Description
s.name = "cglm"
s.version = "0.9.2"
s.version = "0.9.3"
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], [0.9.4], [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

@@ -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

@@ -62,9 +62,9 @@ author = u'Recep Aslantas'
# built documents.
#
# The short X.Y version.
version = u'0.9.2'
version = u'0.9.4'
# The full version, including alpha/beta/rc tags.
release = u'0.9.2'
release = u'0.9.4'
# 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 ------------------------------------------

View File

@@ -23,6 +23,16 @@ 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
~~~~~~~~~~~~~~~~~~~~~~~
@@ -51,28 +61,68 @@ Functions documentation
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix2x3
.. c:function:: void glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat2 dest)
.. c:function:: void glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat3 dest)
multiply m1 and m2 to 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)
| *[out]* **dest** destination matrix (mat3)
.. c:function:: void glm_mat2x3_mulv(mat2x3 m, vec3 v, vec2 dest)
.. csv-table:: mat2x3
: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
:header: "", "column 1", "column 2", "column 3"
"row 1", "b00", "b10", "b20"
"row 2", "b01", "b11", "b21"
.. csv-table:: mat3x3
: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 with vec2 (column vector) and store in dest column vector
Parameters:
| *[in]* **m** mat2x3 (left)
| *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. csv-table:: mat2x3
:header: "", "column 1", "column 2"
"row 1", "m00", "m10"
"row 2", "m01", "m11"
"row 3", "m02", "m12"
.. csv-table:: column vec2 (1x2)
:header: "", "column 1"
"row 1", "v0"
"row 2", "v1"
.. csv-table:: column vec3 (1x3)
: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 m, mat3x2 dest)
transpose matrix and store in dest

View File

@@ -23,6 +23,17 @@ 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
~~~~~~~~~~~~~~~~~~~~~~~
@@ -51,28 +62,72 @@ Functions documentation
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix2x4
.. c:function:: void glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat2 dest)
.. c:function:: void glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat4 dest)
multiply m1 and m2 to 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)
| *[out]* **dest** destination matrix (mat4)
.. c:function:: void glm_mat2x4_mulv(mat2x4 m, vec4 v, vec2 dest)
.. csv-table:: mat2x4
: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
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "b00", "b10", "b20", "b30"
"row 2", "b01", "b11", "b21", "b31"
.. csv-table:: mat4x4
: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 with vec2 (column vector) and store in dest column vector
Parameters:
| *[in]* **m** mat2x4 (left)
| *[in]* **v** vec4 (right, column vector)
| *[in]* **v** vec2 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. csv-table:: mat2x4
:header: "", "column 1", "column 2"
"row 1", "m00", "m10"
"row 2", "m01", "m11"
"row 3", "m02", "m12"
"row 4", "m03", "m13"
.. csv-table:: column vec2 (1x2)
:header: "", "column 1"
"row 1", "v0"
"row 2", "v1"
.. csv-table:: column vec4 (1x4)
: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 m, mat4x2 dest)
transpose matrix and store in dest

View File

@@ -23,6 +23,15 @@ 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
~~~~~~~~~~~~~~~~~~~~~~~
@@ -51,28 +60,66 @@ Functions documentation
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix3x2
.. c:function:: void glm_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat3 dest)
.. c:function:: void glm_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat2 dest)
multiply m1 and m2 to 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)
| *[out]* **dest** destination matrix (mat2)
.. c:function:: void glm_mat3x2_mulv(mat3x2 m, vec2 v, vec3 dest)
.. csv-table:: mat3x2
: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
:header: "", "column 1", "column 2"
"row 1", "b00", "b10"
"row 2", "b01", "b11"
"row 3", "b02", "b12"
.. csv-table:: mat2x2
: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 with vec3 (column vector) and store in dest vector
Parameters:
| *[in]* **m** mat3x2 (left)
| *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. csv-table:: mat3x2
:header: "", "column 1", "column 2", "column 3"
"row 1", "m00", "m10", "m20"
"row 2", "m01", "m11", "m21"
.. csv-table:: column vec3 (1x3)
:header: "", "column 1"
"row 1", "v0"
"row 2", "v1"
"row 3", "v2"
.. csv-table:: column vec2 (1x2)
: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 m, mat2x3 dest)
transpose matrix and store in dest

View File

@@ -23,6 +23,17 @@ 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
~~~~~~~~~~~~~~~~~~~~~~~
@@ -51,28 +62,74 @@ Functions documentation
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix3x4
.. c:function:: void glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest)
.. c:function:: void glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat4 dest)
multiply m1 and m2 to 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)
| *[out]* **dest** destination matrix (mat4)
.. c:function:: void glm_mat3x4_mulv(mat3x4 m, vec4 v, vec3 dest)
.. csv-table:: mat3x4
: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
: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
: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 mat3x4 with vec3 (column vector) and store in dest vector
Parameters:
| *[in]* **m** mat3x4 (left)
| *[in]* **v** vec4 (right, column vector)
| *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. 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"
.. csv-table:: column vec3 (1x3)
:header: "", "column 1"
"row 1", "v0"
"row 2", "v1"
"row 3", "v2"
.. csv-table:: column vec4 (1x4)
: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 m, mat4x3 dest)
transpose matrix and store in dest

View File

@@ -23,6 +23,15 @@ 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
~~~~~~~~~~~~~~~~~~~~~~~
@@ -51,28 +60,70 @@ Functions documentation
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix4x2
.. c:function:: void glm_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat4 dest)
.. c:function:: void glm_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat2 dest)
multiply m1 and m2 to 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)
| *[out]* **dest** destination matrix (mat2)
.. c:function:: void glm_mat4x2_mulv(mat4x2 m, vec2 v, vec4 dest)
.. csv-table:: mat4x2
: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
:header: "", "column 1", "column 2"
"row 1", "b00", "b10"
"row 2", "b01", "b11"
"row 3", "b02", "b12"
"row 4", "b03", "b13"
.. csv-table:: mat2x2
: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 with vec4 (column vector) and store in dest vector
Parameters:
| *[in]* **m** mat4x2 (left)
| *[in]* **v** vec2 (right, column vector)
| *[in]* **v** vec4 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. csv-table:: mat4x2
: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"
.. csv-table:: column vec4 (1x4)
:header: "", "column 1"
"row 1", "v0"
"row 2", "v1"
"row 3", "v2"
"row 4", "v3"
.. csv-table:: column vec2 (1x2)
: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 m, mat2x4 dest)
transpose matrix and store in dest

View File

@@ -23,6 +23,16 @@ Functions:
#. :c:func:`glm_mat4x3_transpose`
#. :c:func:`glm_mat4x3_scale`
Represented
~~~~~~~~~~~
.. csv-table:: mat4x3
:header: "", "column 1", "column 2", "column 3", "column4"
"row 1", "m00", "m10", "m20", "m30"
"row 2", "m01", "m11", "m21", "m31"
"row 3", "m02", "m12", "m22", "m32"
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
@@ -51,28 +61,72 @@ Functions documentation
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix4x3
.. c:function:: void glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat4 dest)
.. c:function:: void glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat3 dest)
multiply m1 and m2 to 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)
| *[out]* **dest** destination matrix (mat3)
.. c:function:: void glm_mat4x3_mulv(mat4x3 m, vec3 v, vec4 dest)
.. csv-table:: mat4x3
: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
: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
: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 with vec4 (column vector) and store in dest column vector
Parameters:
| *[in]* **m** mat4x3 (left)
| *[in]* **v** vec3 (right, column vector)
| *[in]* **v** vec4 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. 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"
.. csv-table:: column vec4 (1x4)
:header: "", "column 1"
"row 1", "v0"
"row 2", "v1"
"row 3", "v2"
"row 4", "v3"
.. csv-table:: column vec3 (1x3)
: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 m, mat3x4 dest)
transpose matrix and store in dest

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]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

View File

@@ -36,9 +36,11 @@ Functions documentation
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
- 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

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

@@ -397,24 +397,28 @@ Functions documentation
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination vector
.. c:function:: void glm_vec2_reflect(vec2 I, vec2 N, vec2 dest)
.. c:function:: void glm_vec2_reflect(vec2 v, vec2 n, vec2 dest)
Reflection vector using an incident ray and a surface normal
Parameters:
| *[in]* **I** incident vector
| *[in]* **N** *❗️ normalized ❗️* normal vector
| *[in]* **v** 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)
.. c:function:: bool glm_vec2_refract(vec2 v, vec2 n, float eta, vec2 dest)
Refraction vector using entering ray, surface normal and refraction index
Computes refraction vector for an incident vector and a surface normal.
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
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]* **I** *❗️ normalized ❗️* incident vector
| *[in]* **N** *❗️ normalized ❗️* normal vector
| *[in]* **eta** ratio of indices of refraction ( η )
| *[out]* **dest** destination: refraction result
| *[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

@@ -516,34 +516,39 @@ Functions documentation
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination vector
.. c:function:: void glm_vec3_faceforward(vec3 N, vec3 I, vec3 Nref, vec3 dest)
.. 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]* **I** incident vector
| *[in]* **Nref** reference vector
| *[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 I, vec3 N, vec3 dest)
.. c:function:: void glm_vec3_reflect(vec3 v, vec3 n, vec3 dest)
Reflection vector using an incident ray and a surface normal
Parameters:
| *[in]* **I** incident vector
| *[in]* **N** *❗️ normalized ❗️* normal vector
| *[in]* **v** 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)
.. c:function:: bool glm_vec3_refract(vec3 v, 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
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]* **I** *❗️ normalized ❗️* incident vector
| *[in]* **N** *❗️ normalized ❗️* normal vector
| *[in]* **eta** ratio of indices of refraction ( η )
| *[out]* **dest** destination: refraction result
| *[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

@@ -427,28 +427,32 @@ Functions documentation
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination vector
.. c:function:: void glm_vec4_reflect(vec4 I, vec4 N, vec4 dest)
.. c:function:: bool glm_vec4_reflect(vec4 v, vec4 n, vec4 dest)
Reflection vector using an incident ray and a surface normal
Parameters:
| *[in]* **I** incident vector
| *[in]* **N** *❗️ normalized ❗️* normal vector
| *[in]* **v** 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)
.. c:function:: bool glm_vec4_refract(vec4 v, vec4 n, float eta, vec4 dest)
Refraction vector using entering ray, surface normal and refraction index
computes refraction vector for an incident vector and a surface normal.
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
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
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
| *[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

@@ -27,11 +27,11 @@ 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

View File

@@ -27,11 +27,11 @@ 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

View File

@@ -27,11 +27,11 @@ 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

View File

@@ -27,11 +27,11 @@ 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

View File

@@ -27,11 +27,11 @@ 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

View File

@@ -27,11 +27,11 @@ 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

View File

@@ -199,11 +199,11 @@ glmc_vec2_make(const float * __restrict src, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_reflect(vec2 I, vec2 N, vec2 dest);
glmc_vec2_reflect(vec2 v, vec2 n, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_refract(vec2 I, vec2 N, float eta, vec2 dest);
bool
glmc_vec2_refract(vec2 v, vec2 n, float eta, vec2 dest);
#ifdef __cplusplus
}

View File

@@ -336,15 +336,15 @@ glmc_vec3_make(const float * __restrict src, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_faceforward(vec3 N, vec3 I, vec3 Nref, vec3 dest);
glmc_vec3_faceforward(vec3 n, vec3 v, vec3 nref, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_reflect(vec3 I, vec3 N, vec3 dest);
glmc_vec3_reflect(vec3 v, vec3 n, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_refract(vec3 I, vec3 N, float eta, vec3 dest);
bool
glmc_vec3_refract(vec3 v, vec3 n, float eta, vec3 dest);
#ifdef __cplusplus
}

View File

@@ -313,11 +313,11 @@ glmc_vec4_make(const float * __restrict src, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_reflect(vec4 I, vec4 N, vec4 dest);
glmc_vec4_reflect(vec4 v, vec4 n, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_refract(vec4 I, vec4 N, float eta, vec4 dest);
bool
glmc_vec4_refract(vec4 v, vec4 n, float eta, vec4 dest);
#ifdef __cplusplus
}

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@@ -37,6 +37,18 @@
# 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))

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@@ -14,8 +14,8 @@
CGLM_INLINE void glm_mat2x3_copy(mat2x3 mat, mat2x3 dest);
CGLM_INLINE void glm_mat2x3_zero(mat2x3 mat);
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_mulv(mat2x3 m, vec3 v, vec2 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 m, mat3x2 dest);
CGLM_INLINE void glm_mat2x3_scale(mat2x3 m, float s);
*/
@@ -82,7 +82,7 @@ glm_mat2x3_make(const float * __restrict src, mat2x3 dest) {
* @brief multiply m1 and m2 to dest
*
* @code
* glm_mat2x3_mul(mat2x3, mat3x2, mat2);
* glm_mat2x3_mul(mat2x3, mat3x2, mat3);
* @endcode
*
* @param[in] m1 left matrix (mat2x3)
@@ -91,7 +91,7 @@ glm_mat2x3_make(const float * __restrict src, mat2x3 dest) {
*/
CGLM_INLINE
void
glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat2 dest) {
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],
@@ -99,11 +99,17 @@ glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat2 dest) {
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;
}
/*!
@@ -115,11 +121,12 @@ glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat2 dest) {
*/
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;
}
/*!

View File

@@ -14,8 +14,8 @@
CGLM_INLINE void glm_mat2x4_copy(mat2x4 mat, mat2x4 dest);
CGLM_INLINE void glm_mat2x4_zero(mat2x4 mat);
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_mulv(mat2x4 m, vec4 v, vec2 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 m, mat4x2 dest);
CGLM_INLINE void glm_mat2x4_scale(mat2x4 m, float s);
*/
@@ -80,16 +80,16 @@ glm_mat2x4_make(const float * __restrict src, mat2x4 dest) {
* @brief multiply m1 and m2 to 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[out] dest destination matrix (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],
@@ -98,15 +98,29 @@ 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 matrix with column vector and store in dest column vector
*
* @param[in] m matrix (left)
* @param[in] v vector (right, column vector)
@@ -114,11 +128,13 @@ glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat2 dest) {
*/
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;
}
/*!

View File

@@ -14,8 +14,8 @@
CGLM_INLINE void glm_mat3x2_copy(mat3x2 mat, mat3x2 dest);
CGLM_INLINE void glm_mat3x2_zero(mat3x2 mat);
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_mulv(mat3x2 m, vec2 v, vec3 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 m, mat2x3 dest);
CGLM_INLINE void glm_mat3x2_scale(mat3x2 m, float s);
*/
@@ -84,16 +84,16 @@ glm_mat3x2_make(const float * __restrict src, mat3x2 dest) {
* @brief multiply m1 and m2 to 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[out] dest destination matrix (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],
@@ -101,21 +101,15 @@ 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 matrix with column vector and store in dest column vector
*
* @param[in] m matrix (left)
* @param[in] v vector (right, column vector)
@@ -123,12 +117,11 @@ glm_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat3 dest) {
*/
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;
}
/*!

View File

@@ -14,8 +14,8 @@
CGLM_INLINE void glm_mat3x4_copy(mat3x4 mat, mat3x4 dest);
CGLM_INLINE void glm_mat3x4_zero(mat3x4 mat);
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_mulv(mat3x4 m, vec4 v, vec3 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 m, mat4x3 dest);
CGLM_INLINE void glm_mat3x4_scale(mat3x4 m, float s);
*/
@@ -87,16 +87,16 @@ glm_mat3x4_make(const float * __restrict src, mat3x4 dest) {
* @brief multiply m1 and m2 to 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[out] dest destination matrix (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],
@@ -106,21 +106,29 @@ 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 matrix with column vector and store in dest column vector
*
* @param[in] m matrix (left)
* @param[in] v vector (right, column vector)
@@ -128,12 +136,13 @@ glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest) {
*/
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;
}
/*!
@@ -162,10 +171,9 @@ glm_mat3x4_transpose(mat3x4 m, mat4x3 dest) {
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

@@ -14,8 +14,8 @@
CGLM_INLINE void glm_mat4x2_copy(mat4x2 mat, mat4x2 dest);
CGLM_INLINE void glm_mat4x2_zero(mat4x2 mat);
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_mulv(mat4x2 m, vec2 v, vec4 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 m, mat2x4 dest);
CGLM_INLINE void glm_mat4x2_scale(mat4x2 m, float s);
*/
@@ -90,16 +90,16 @@ glm_mat4x2_make(const float * __restrict src, mat4x2 dest) {
* @brief multiply m1 and m2 to 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[out] dest destination matrix (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],
@@ -108,29 +108,15 @@ 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 matrix with column vector and store in dest column vector
*
* @param[in] m matrix (left)
* @param[in] v vector (right, column vector)
@@ -138,13 +124,11 @@ glm_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat4 dest) {
*/
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;
}
/*!

View File

@@ -14,8 +14,8 @@
CGLM_INLINE void glm_mat4x3_copy(mat4x3 mat, mat4x3 dest);
CGLM_INLINE void glm_mat4x3_zero(mat4x3 mat);
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_mulv(mat4x3 m, vec3 v, vec4 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 m, mat3x4 dest);
CGLM_INLINE void glm_mat4x3_scale(mat4x3 m, float s);
*/
@@ -99,16 +99,16 @@ glm_mat4x3_make(const float * __restrict src, mat4x3 dest) {
* @brief multiply m1 and m2 to 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[out] dest destination matrix (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],
@@ -118,29 +118,21 @@ 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 matrix with column vector and store in dest column vector
*
* @param[in] m matrix (left)
* @param[in] v vector (right, column vector)
@@ -148,13 +140,12 @@ glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat4 dest) {
*/
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;
}
/*!

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

@@ -82,9 +82,11 @@ glm_ray_triangle(vec3 origin,
/*!
* @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
* - 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
@@ -94,6 +96,8 @@ glm_ray_triangle(vec3 origin,
* @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
@@ -105,7 +109,6 @@ glm_ray_sphere(vec3 origin,
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);

View File

@@ -10,6 +10,9 @@
#if defined( _MSC_VER )
# if (defined(_M_AMD64) || defined(_M_X64)) || _M_IX86_FP == 2
# ifndef __SSE__
# define __SSE__
# endif
# ifndef __SSE2__
# define __SSE2__
# endif
@@ -24,15 +27,22 @@
# endif
#endif
#if defined( __SSE__ ) || defined( __SSE2__ )
#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

View File

@@ -21,7 +21,7 @@
#define glmm_set1(x) _mm_set1_ps(x)
#define glmm_128 __m128
#ifdef CGLM_USE_INT_DOMAIN
#if defined(CGLM_USE_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)))
@@ -55,17 +55,40 @@
#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 _mm_set1_ps(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 +230,7 @@ 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 +249,7 @@ 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

@@ -14,7 +14,7 @@
CGLM_INLINE mat2x3s glms_mat2x3_zero(void);
CGLM_INLINE mat2x3s glms_mat2x3_make(const float * __restrict src);
CGLM_INLINE mat2s glms_mat2x3_mul(mat2x3s m1, mat3x2s m2);
CGLM_INLINE vec2s glms_mat2x3_mulv(mat2x3s m, vec3s v);
CGLM_INLINE vec3s glms_mat2x3_mulv(mat2x3s m, vec2s v);
CGLM_INLINE mat3x2s glms_mat2x3_transpose(mat2x3s m);
CGLM_INLINE mat2x3s glms_mat2x3_scale(mat2x3s m, float s);
*/
@@ -73,9 +73,9 @@ glms_mat2x3_(make)(const float * __restrict src) {
* @returns destination matrix (mat2s)
*/
CGLM_INLINE
mat2s
mat3s
glms_mat2x3_(mul)(mat2x3s m1, mat3x2s m2) {
mat2s r;
mat3s r;
glm_mat2x3_mul(m1.raw, m2.raw, r.raw);
return r;
}
@@ -85,12 +85,12 @@ glms_mat2x3_(mul)(mat2x3s m1, mat3x2s m2) {
*
* @param[in] m matrix (left)
* @param[in] v vector (right, column vector)
* @param[out] dest result vector
* @returns destination vector (vec3s)
*/
CGLM_INLINE
vec2s
glms_mat2x3_(mulv)(mat2x3s m, vec3s v) {
vec2s r;
vec3s
glms_mat2x3_(mulv)(mat2x3s m, vec2s v) {
vec3s r;
glm_mat2x3_mulv(m.raw, v.raw, r.raw);
return r;
}

View File

@@ -14,7 +14,7 @@
CGLM_INLINE mat2x4s glms_mat2x4_zero(void);
CGLM_INLINE mat2x4s glms_mat2x4_make(const float * __restrict src);
CGLM_INLINE mat2s glms_mat2x4_mul(mat2x4s m1, mat4x2s m2);
CGLM_INLINE vec2s glms_mat2x4_mulv(mat2x4s m, vec4s v);
CGLM_INLINE vec4s glms_mat2x4_mulv(mat2x4s m, vec2s v);
CGLM_INLINE mat4x2s glms_mat2x4_transpose(mat2x4s m);
CGLM_INLINE mat2x4s glms_mat2x4_scale(mat2x4s m, float s);
*/
@@ -73,24 +73,24 @@ glms_mat2x4_(make)(const float * __restrict src) {
* @returns destination matrix (mat2s)
*/
CGLM_INLINE
mat2s
mat4s
glms_mat2x4_(mul)(mat2x4s m1, mat4x2s m2) {
mat2s r;
mat4s r;
glm_mat2x4_mul(m1.raw, m2.raw, r.raw);
return r;
}
/*!
* @brief multiply matrix with column vector and store in dest vector
* @brief multiply matrix with column vector and store in dest column vector
*
* @param[in] m matrix (left)
* @param[in] v vector (right, column vector)
* @param[out] dest result vector
*/
CGLM_INLINE
vec2s
glms_mat2x4_(mulv)(mat2x4s m, vec4s v) {
vec2s r;
vec4s
glms_mat2x4_(mulv)(mat2x4s m, vec2s v) {
vec4s r;
glm_mat2x4_mulv(m.raw, v.raw, r.raw);
return r;
}

View File

@@ -13,8 +13,8 @@
Functions:
CGLM_INLINE mat3x2s glms_mat3x2_zero(void);
CGLM_INLINE mat3x2s glms_mat3x2_make(const float * __restrict src);
CGLM_INLINE mat3s glms_mat3x2_mul(mat3x2s m1, mat2x3s m2);
CGLM_INLINE vec3s glms_mat3x2_mulv(mat3x2s m, vec2s v);
CGLM_INLINE mat2s glms_mat3x2_mul(mat3x2s m1, mat2x3s m2);
CGLM_INLINE vec2s glms_mat3x2_mulv(mat3x2s m, vec3s v);
CGLM_INLINE mat2x3s glms_mat3x2_transpose(mat3x2s m);
CGLM_INLINE mat3x2s glms_mat3x2_scale(mat3x2s m, float s);
*/
@@ -73,9 +73,9 @@ glms_mat3x2_(make)(const float * __restrict src) {
* @returns destination matrix (mat3s)
*/
CGLM_INLINE
mat3s
mat2s
glms_mat3x2_(mul)(mat3x2s m1, mat2x3s m2) {
mat3s r;
mat2s r;
glm_mat3x2_mul(m1.raw, m2.raw, r.raw);
return r;
}
@@ -88,9 +88,9 @@ glms_mat3x2_(mul)(mat3x2s m1, mat2x3s m2) {
* @param[out] dest result vector
*/
CGLM_INLINE
vec3s
glms_mat3x2_(mulv)(mat3x2s m, vec2s v) {
vec3s r;
vec2s
glms_mat3x2_(mulv)(mat3x2s m, vec3s v) {
vec2s r;
glm_mat3x2_mulv(m.raw, v.raw, r.raw);
return r;
}

View File

@@ -13,8 +13,8 @@
Functions:
CGLM_INLINE mat3x4s glms_mat3x4_zero(void);
CGLM_INLINE mat3x4s glms_mat3x4_make(const float * __restrict src);
CGLM_INLINE mat3s glms_mat3x4_mul(mat3x4s m1, mat4x3s m2);
CGLM_INLINE vec3s glms_mat3x4_mulv(mat3x4s m, vec4s v);
CGLM_INLINE mat4s glms_mat3x4_mul(mat3x4s m1, mat4x3s m2);
CGLM_INLINE vec4s glms_mat3x4_mulv(mat3x4s m, vec3s v);
CGLM_INLINE mat4x3s glms_mat3x4_transpose(mat3x4s m);
CGLM_INLINE mat3x4s glms_mat3x4_scale(mat3x4s m, float s);
*/
@@ -70,27 +70,27 @@ glms_mat3x4_(make)(const float * __restrict src) {
*
* @param[in] m1 left matrix (mat3x4s)
* @param[in] m2 right matrix (mat4x3s)
* @returns destination matrix (mat3s)
* @returns destination matrix (mat4s)
*/
CGLM_INLINE
mat3s
mat4s
glms_mat3x4_(mul)(mat3x4s m1, mat4x3s m2) {
mat3s r;
mat4s r;
glm_mat3x4_mul(m1.raw, m2.raw, r.raw);
return r;
}
/*!
* @brief multiply matrix with column vector and store in dest vector
* @brief multiply matrix with column vector and store in dest column vector
*
* @param[in] m matrix (left)
* @param[in] v vector (right, column vector)
* @param[out] dest result vector
* @returns destination vector (vec4s)
*/
CGLM_INLINE
vec3s
glms_mat3x4_(mulv)(mat3x4s m, vec4s v) {
vec3s r;
vec4s
glms_mat3x4_(mulv)(mat3x4s m, vec3s v) {
vec4s r;
glm_mat3x4_mulv(m.raw, v.raw, r.raw);
return r;
}

View File

@@ -13,8 +13,8 @@
Functions:
CGLM_INLINE mat4x2s glms_mat4x2_zero(void);
CGLM_INLINE mat4x2s glms_mat4x2_make(const float * __restrict src);
CGLM_INLINE mat4s glms_mat4x2_mul(mat4x2s m1, mat2x4s m2);
CGLM_INLINE vec4s glms_mat4x2_mulv(mat4x2s m, vec2s v);
CGLM_INLINE mat2s glms_mat4x2_mul(mat4x2s m1, mat2x4s m2);
CGLM_INLINE vec2s glms_mat4x2_mulv(mat4x2s m, vec4s v);
CGLM_INLINE mat2x4s glms_mat4x2_transpose(mat4x2s m);
CGLM_INLINE mat4x2s glms_mat4x2_scale(mat4x2s m, float s);
*/
@@ -71,27 +71,27 @@ glms_mat4x2_(make)(const float * __restrict src) {
*
* @param[in] m1 left matrix (mat4x2s)
* @param[in] m2 right matrix (mat2x4s)
* @returns destination matrix (mat4s)
* @returns destination matrix (mat2s)
*/
CGLM_INLINE
mat4s
mat2s
glms_mat4x2_(mul)(mat4x2s m1, mat2x4s m2) {
mat4s r;
mat2s r;
glm_mat4x2_mul(m1.raw, m2.raw, r.raw);
return r;
}
/*!
* @brief multiply matrix with column vector and store in dest vector
* @brief multiply matrix with column vector and store in dest column vector
*
* @param[in] m matrix (left)
* @param[in] v vector (right, column vector)
* @param[out] dest result vector
* @returns destination vector (vec2s)
*/
CGLM_INLINE
vec4s
glms_mat4x2_(mulv)(mat4x2s m, vec2s v) {
vec4s r;
vec2s
glms_mat4x2_(mulv)(mat4x2s m, vec4s v) {
vec2s r;
glm_mat4x2_mulv(m.raw, v.raw, r.raw);
return r;
}

View File

@@ -13,8 +13,8 @@
Functions:
CGLM_INLINE mat4x3s glms_mat4x3_zero(void);
CGLM_INLINE mat4x3s glms_mat4x3_make(const float * __restrict src);
CGLM_INLINE mat4s glms_mat4x3_mul(mat4x3s m1, mat3x4s m2);
CGLM_INLINE vec4s glms_mat4x3_mulv(mat4x3s m, vec3s v);
CGLM_INLINE mat3s glms_mat4x3_mul(mat4x3s m1, mat3x4s m2);
CGLM_INLINE vec3s glms_mat4x3_mulv(mat4x3s m, vec4s v);
CGLM_INLINE mat3x4s glms_mat4x3_transpose(mat4x3s m);
CGLM_INLINE mat4x3s glms_mat4x3_scale(mat4x3s m, float s);
*/
@@ -70,12 +70,12 @@ glms_mat4x3_(make)(const float * __restrict src) {
*
* @param[in] m1 left matrix (mat4x3s)
* @param[in] m2 right matrix (mat3x4s)
* @returns destination matrix (mat4s)
* @returns destination matrix (mat3s)
*/
CGLM_INLINE
mat4s
mat3s
glms_mat4x3_(mul)(mat4x3s m1, mat3x4s m2) {
mat4s r;
mat3s r;
glm_mat4x3_mul(m1.raw, m2.raw, r.raw);
return r;
}
@@ -85,12 +85,12 @@ glms_mat4x3_(mul)(mat4x3s m1, mat3x4s m2) {
*
* @param[in] m matrix (left)
* @param[in] v vector (right, column vector)
* @param[out] dest result vector
* @returns destination vector (vec3s)
*/
CGLM_INLINE
vec4s
glms_mat4x3_(mulv)(mat4x3s m, vec3s v) {
vec4s r;
vec3s
glms_mat4x3_(mulv)(mat4x3s m, vec4s v) {
vec3s r;
glm_mat4x3_mulv(m.raw, v.raw, r.raw);
return r;
}

View File

@@ -40,9 +40,11 @@ glms_ray_(triangle)(vec3s origin,
/*!
* @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
* - 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
@@ -52,6 +54,8 @@ glms_ray_(triangle)(vec3s origin,
* @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
@@ -75,7 +79,7 @@ CGLM_INLINE
vec3s
glms_ray_(at)(vec3s orig, vec3s dir, float t) {
vec3s r;
glm_ray_at(orig.raw, orig.raw, t, r.raw);
glm_ray_at(orig.raw, dir.raw, t, r.raw);
return r;
}

View File

@@ -54,8 +54,8 @@
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_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)
CGLM_INLINE vec2s glms_vec2_reflect(vec2s v, vec2s n)
CGLM_INLINE bool glms_vec2_refract(vec2s v, vec2s n, float eta, vec2s *dest)
*/
#ifndef cglms_vec2s_h
@@ -702,29 +702,30 @@ glms_vec2_(make)(const float * __restrict src) {
*/
CGLM_INLINE
vec2s
glms_vec2_(reflect)(vec2s I, vec2s N) {
glms_vec2_(reflect)(vec2s v, vec2s n) {
vec2s dest;
glm_vec2_reflect(I.raw, N.raw, dest.raw);
glm_vec2_reflect(v.raw, n.raw, dest.raw);
return dest;
}
/*!
* @brief refraction vector using entering ray, surface normal and refraction index
* @brief computes refraction vector for an incident vector and a surface normal.
*
* 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
* 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.
*
* @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
* @param[in] v normalized incident vector
* @param[in] n normalized normal vector
* @param[in] eta ratio of indices of refraction (incident/transmitted)
* @param[out] dest refraction vector if refraction occurs; zero vector otherwise
*
* @returns true if refraction occurs; false if total internal reflection occurs.
*/
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;
bool
glms_vec2_(refract)(vec2s v, vec2s n, float eta, vec2s * __restrict dest) {
return glm_vec2_refract(v.raw, n.raw, eta, dest->raw);
}
#endif /* cglms_vec2s_h */

View File

@@ -76,9 +76,9 @@
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_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);
CGLM_INLINE vec3s glms_vec3_faceforward(vec3s n, vec3s v, vec3s nref);
CGLM_INLINE vec3s glms_vec3_reflect(vec3s v, vec3s n);
CGLM_INLINE bool glms_vec3_refract(vec3s v, vec3s n, float eta, vec3s *dest)
Convenient:
CGLM_INLINE vec3s glms_cross(vec3s a, vec3s b);
@@ -1091,16 +1091,16 @@ glms_vec3_(make)(const float * __restrict src) {
*
* 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[in] n vector to orient.
* @param[in] v 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) {
glms_vec3_(faceforward)(vec3s n, vec3s v, vec3s nref) {
vec3s dest;
glm_vec3_faceforward(N.raw, I.raw, Nref.raw, dest.raw);
glm_vec3_faceforward(n.raw, v.raw, nref.raw, dest.raw);
return dest;
}
@@ -1113,29 +1113,30 @@ glms_vec3_(faceforward)(vec3s N, vec3s I, vec3s Nref) {
*/
CGLM_INLINE
vec3s
glms_vec3_(reflect)(vec3s I, vec3s N) {
glms_vec3_(reflect)(vec3s v, vec3s n) {
vec3s dest;
glm_vec3_reflect(I.raw, N.raw, dest.raw);
glm_vec3_reflect(v.raw, n.raw, dest.raw);
return dest;
}
/*!
* @brief refraction vector using entering ray, surface normal and refraction index
* @brief computes refraction vector for an incident vector and a surface normal.
*
* 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
* 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.
*
* @param[in] I normalized incident vector
* @param[in] N normalized normal vector
* @param[in] eta ratio of indices of refraction
* @returns refraction result
* @param[in] v normalized incident vector
* @param[in] n normalized normal vector
* @param[in] eta ratio of indices of refraction (incident/transmitted)
* @param[out] dest refraction vector if refraction occurs; zero vector otherwise
*
* @returns true if refraction occurs; false if total internal reflection occurs.
*/
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;
bool
glms_vec3_(refract)(vec3s v, vec3s n, float eta, vec3s * __restrict dest) {
return glm_vec3_refract(v.raw, n.raw, eta, dest->raw);
}
#endif /* cglms_vec3s_h */

View File

@@ -67,8 +67,8 @@
CGLM_INLINE vec4s glms_vec4_cubic(float s);
CGLM_INLINE vec4s glms_vec4_swizzle(vec4s v, int mask);
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);
CGLM_INLINE vec4s glms_vec4_reflect(vec4s v, vec4s n);
CGLM_INLINE bool glms_vec4_refract(vec4s v, vec4s n, float eta, vec4s *dest)
*/
#ifndef cglms_vec4s_h
@@ -932,39 +932,40 @@ glms_vec4_(make)(const float * __restrict src) {
/*!
* @brief reflection vector using an incident ray and a surface normal
*
* @param[in] I incident vector
* @param[in] N normalized normal vector
* @param[in] v incident vector
* @param[in] n normalized normal vector
* @returns reflection result
*/
CGLM_INLINE
vec4s
glms_vec4_(reflect)(vec4s I, vec4s N) {
glms_vec4_(reflect)(vec4s v, vec4s n) {
vec4s dest;
glm_vec4_reflect(I.raw, N.raw, dest.raw);
glm_vec4_reflect(v.raw, n.raw, dest.raw);
return dest;
}
/*!
* @brief refraction vector using entering ray, surface normal and refraction index
* @brief computes refraction vector for an incident vector and a surface normal.
*
* 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
* 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.
*
* @param[in] I normalized incident vector
* @param[in] N normalized normal vector
* @param[in] eta ratio of indices of refraction
* @returns refraction result
* @param[in] v normalized incident vector
* @param[in] n normalized normal vector
* @param[in] eta ratio of indices of refraction (incident/transmitted)
* @param[out] dest refraction vector if refraction occurs; zero vector otherwise
*
* @returns true if refraction occurs; false if total internal reflection occurs.
*/
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;
bool
glms_vec4_(refract)(vec4s v, vec4s n, float eta, vec4s * __restrict dest) {
return glm_vec4_refract(v.raw, n.raw, eta, dest->raw);
}
#endif /* cglms_vec4s_h */

View File

@@ -55,8 +55,8 @@
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_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)
CGLM_INLINE void glm_vec2_reflect(vec2 v, vec2 n, vec2 dest)
CGLM_INLINE void glm_vec2_refract(vec2 v, vec2 n, float eta, vec2 dest)
*/
#ifndef cglm_vec2_h
@@ -278,7 +278,7 @@ glm_vec2_scale_as(vec2 v, float s, vec2 dest) {
float norm;
norm = glm_vec2_norm(v);
if (norm == 0.0f) {
if (CGLM_UNLIKELY(norm < FLT_EPSILON)) {
glm_vec2_zero(dest);
return;
}
@@ -542,7 +542,7 @@ glm_vec2_normalize(vec2 v) {
norm = glm_vec2_norm(v);
if (norm == 0.0f) {
if (CGLM_UNLIKELY(norm < FLT_EPSILON)) {
v[0] = v[1] = 0.0f;
return;
}
@@ -563,7 +563,7 @@ glm_vec2_normalize_to(vec2 v, vec2 dest) {
norm = glm_vec2_norm(v);
if (norm == 0.0f) {
if (CGLM_UNLIKELY(norm < FLT_EPSILON)) {
glm_vec2_zero(dest);
return;
}
@@ -716,45 +716,49 @@ glm_vec2_make(const float * __restrict src, vec2 dest) {
/*!
* @brief reflection vector using an incident ray and a surface normal
*
* @param[in] I incident vector
* @param[in] N normalized normal vector
* @param[in] v 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) {
glm_vec2_reflect(vec2 v, vec2 n, vec2 dest) {
vec2 temp;
glm_vec2_scale(N, 2.0f * glm_vec2_dot(I, N), temp);
glm_vec2_sub(I, temp, dest);
glm_vec2_scale(n, 2.0f * glm_vec2_dot(v, n), temp);
glm_vec2_sub(v, temp, dest);
}
/*!
* @brief refraction vector using entering ray, surface normal and refraction index
* @brief computes refraction vector for an incident vector and a surface normal.
*
* 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
* 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.
*
* @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
* @param[in] v normalized incident vector
* @param[in] n normalized normal vector
* @param[in] eta ratio of indices of refraction (incident/transmitted)
* @param[out] dest refraction vector if refraction occurs; zero vector otherwise
*
* @returns true if refraction occurs; false if total internal reflection occurs.
*/
CGLM_INLINE
void
glm_vec2_refract(vec2 I, vec2 N, float eta, vec2 dest) {
bool
glm_vec2_refract(vec2 v, vec2 n, float eta, vec2 dest) {
float ndi, eni, k;
ndi = glm_vec2_dot(N, I);
ndi = glm_vec2_dot(n, v);
eni = eta * ndi;
k = 1.0f + eta * eta - eni * eni;
if (k < 0.0f) {
glm_vec2_zero(dest);
return;
return false;
}
glm_vec2_scale(I, eta, dest);
glm_vec2_mulsubs(N, eni + sqrtf(k), dest);
glm_vec2_scale(v, eta, dest);
glm_vec2_mulsubs(n, eni + sqrtf(k), dest);
return true;
}
#endif /* cglm_vec2_h */

View File

@@ -80,9 +80,9 @@
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_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);
CGLM_INLINE void glm_vec3_faceforward(vec3 n, vec3 v, vec3 nref, vec3 dest);
CGLM_INLINE void glm_vec3_reflect(vec3 v, vec3 n, vec3 dest);
CGLM_INLINE void glm_vec3_refract(vec3 v, vec3 n, float eta, vec3 dest);
Convenient:
CGLM_INLINE void glm_cross(vec3 a, vec3 b, vec3 d);
@@ -372,7 +372,7 @@ glm_vec3_scale_as(vec3 v, float s, vec3 dest) {
float norm;
norm = glm_vec3_norm(v);
if (norm == 0.0f) {
if (CGLM_UNLIKELY(norm < FLT_EPSILON)) {
glm_vec3_zero(dest);
return;
}
@@ -651,7 +651,7 @@ glm_vec3_normalize(vec3 v) {
norm = glm_vec3_norm(v);
if (norm == 0.0f) {
if (CGLM_UNLIKELY(norm < FLT_EPSILON)) {
v[0] = v[1] = v[2] = 0.0f;
return;
}
@@ -672,7 +672,7 @@ glm_vec3_normalize_to(vec3 v, vec3 dest) {
norm = glm_vec3_norm(v);
if (norm == 0.0f) {
if (CGLM_UNLIKELY(norm < FLT_EPSILON)) {
glm_vec3_zero(dest);
return;
}
@@ -1210,65 +1210,69 @@ glm_vec3_make(const float * __restrict src, vec3 dest) {
*
* 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[in] n vector to orient
* @param[in] v 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) {
glm_vec3_faceforward(vec3 n, vec3 v, vec3 nref, vec3 dest) {
if (glm_vec3_dot(v, nref) < 0.0f) {
/* N is facing away from I */
glm_vec3_copy(N, dest);
glm_vec3_copy(n, dest);
} else {
/* N is facing towards I, negate it */
glm_vec3_negate_to(N, dest);
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[in] v 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) {
glm_vec3_reflect(vec3 v, vec3 n, vec3 dest) {
vec3 temp;
glm_vec3_scale(N, 2.0f * glm_vec3_dot(I, N), temp);
glm_vec3_sub(I, temp, dest);
glm_vec3_scale(n, 2.0f * glm_vec3_dot(v, n), temp);
glm_vec3_sub(v, temp, dest);
}
/*!
* @brief refraction vector using entering ray, surface normal and refraction index
* @brief computes refraction vector for an incident vector and a surface normal.
*
* 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
* 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.
*
* @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
* @param[in] v normalized incident vector
* @param[in] n normalized normal vector
* @param[in] eta ratio of indices of refraction (incident/transmitted)
* @param[out] dest refraction vector if refraction occurs; zero vector otherwise
*
* @returns true if refraction occurs; false if total internal reflection occurs.
*/
CGLM_INLINE
void
glm_vec3_refract(vec3 I, vec3 N, float eta, vec3 dest) {
bool
glm_vec3_refract(vec3 v, vec3 n, float eta, vec3 dest) {
float ndi, eni, k;
ndi = glm_vec3_dot(N, I);
ndi = glm_vec3_dot(n, v);
eni = eta * ndi;
k = 1.0f + eta * eta - eni * eni;
if (k < 0.0f) {
glm_vec3_zero(dest);
return;
return false;
}
glm_vec3_scale(I, eta, dest);
glm_vec3_mulsubs(N, eni + sqrtf(k), dest);
glm_vec3_scale(v, eta, dest);
glm_vec3_mulsubs(n, eni + sqrtf(k), dest);
return true;
}
#endif /* cglm_vec3_h */

View File

@@ -65,8 +65,8 @@
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_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);
CGLM_INLINE void glm_vec4_reflect(vec4 v, vec4 n, vec4 dest);
CGLM_INLINE void glm_vec4_refract(vec4 v, vec4 n, float eta, vec4 dest);
DEPRECATED:
glm_vec4_dup
@@ -487,7 +487,7 @@ glm_vec4_scale_as(vec4 v, float s, vec4 dest) {
float norm;
norm = glm_vec4_norm(v);
if (norm == 0.0f) {
if (CGLM_UNLIKELY(norm < FLT_EPSILON)) {
glm_vec4_zero(dest);
return;
}
@@ -918,7 +918,7 @@ glm_vec4_normalize_to(vec4 v, vec4 dest) {
/* dot = _mm_cvtss_f32(xdot); */
dot = wasm_f32x4_extract_lane(xdot, 0);
if (dot == 0.0f) {
if (CGLM_UNLIKELY(dot < FLT_EPSILON)) {
glmm_store(dest, wasm_f32x4_const_splat(0.f));
return;
}
@@ -932,7 +932,7 @@ glm_vec4_normalize_to(vec4 v, vec4 dest) {
xdot = glmm_vdot(x0, x0);
dot = _mm_cvtss_f32(xdot);
if (dot == 0.0f) {
if (CGLM_UNLIKELY(dot < FLT_EPSILON)) {
glmm_store(dest, _mm_setzero_ps());
return;
}
@@ -943,7 +943,7 @@ glm_vec4_normalize_to(vec4 v, vec4 dest) {
norm = glm_vec4_norm(v);
if (norm == 0.0f) {
if (CGLM_UNLIKELY(norm < FLT_EPSILON)) {
glm_vec4_zero(dest);
return;
}
@@ -1309,53 +1309,57 @@ glm_vec4_make(const float * __restrict src, vec4 dest) {
/*!
* @brief reflection vector using an incident ray and a surface normal
*
* @param[in] I incident vector
* @param[in] N normalized normal vector
* @param[in] v 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) {
glm_vec4_reflect(vec4 v, 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);
glm_vec4_scale(n, 2.0f * glm_vec4_dot(v, n), temp);
glm_vec4_sub(v, temp, dest);
dest[3] = I[3];
dest[3] = v[3];
}
/*!
* @brief refraction vector using entering ray, surface normal and refraction index
* @brief computes refraction vector for an incident vector and a surface normal.
*
* 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
* 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.
*
* @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
* @param[in] v normalized incident vector
* @param[in] n normalized normal vector
* @param[in] eta ratio of indices of refraction (incident/transmitted)
* @param[out] dest refraction vector if refraction occurs; zero vector otherwise
*
* @returns true if refraction occurs; false if total internal reflection occurs.
*/
CGLM_INLINE
void
glm_vec4_refract(vec4 I, vec4 N, float eta, vec4 dest) {
bool
glm_vec4_refract(vec4 v, vec4 n, float eta, vec4 dest) {
float ndi, eni, k;
ndi = glm_vec4_dot(N, I);
ndi = glm_vec4_dot(n, v);
eni = eta * ndi;
k = 1.0f + eta * eta - eni * eni;
if (k < 0.0f) {
glm_vec4_zero(dest);
return;
return false;
}
glm_vec4_scale(I, eta, dest);
glm_vec4_mulsubs(N, eni + sqrtf(k), dest);
glm_vec4_scale(v, eta, dest);
glm_vec4_mulsubs(n, eni + sqrtf(k), dest);
return true;
}
#endif /* cglm_vec4_h */

View File

@@ -10,6 +10,6 @@
#define CGLM_VERSION_MAJOR 0
#define CGLM_VERSION_MINOR 9
#define CGLM_VERSION_PATCH 3
#define CGLM_VERSION_PATCH 4
#endif /* cglm_version_h */

View File

@@ -1,5 +1,5 @@
project('cglm', 'c',
version : '0.9.3',
version : '0.9.4',
license : 'mit',
default_options : [
'c_std=c11',

View File

@@ -28,13 +28,13 @@ 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) {
glm_mat2x3_mul(m1, m2, dest);
}
CGLM_EXPORT
void
glmc_mat2x3_mulv(mat2x3 m, vec3 v, vec2 dest) {
glmc_mat2x3_mulv(mat2x3 m, vec2 v, vec3 dest) {
glm_mat2x3_mulv(m, v, dest);
}

View File

@@ -28,13 +28,13 @@ 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) {
glm_mat2x4_mul(m1, m2, dest);
}
CGLM_EXPORT
void
glmc_mat2x4_mulv(mat2x4 m, vec4 v, vec2 dest) {
glmc_mat2x4_mulv(mat2x4 m, vec2 v, vec4 dest) {
glm_mat2x4_mulv(m, v, dest);
}

View File

@@ -28,13 +28,13 @@ 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) {
glm_mat3x2_mul(m1, m2, dest);
}
CGLM_EXPORT
void
glmc_mat3x2_mulv(mat3x2 m, vec2 v, vec3 dest) {
glmc_mat3x2_mulv(mat3x2 m, vec3 v, vec2 dest) {
glm_mat3x2_mulv(m, v, dest);
}

View File

@@ -28,13 +28,13 @@ 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) {
glm_mat3x4_mul(m1, m2, dest);
}
CGLM_EXPORT
void
glmc_mat3x4_mulv(mat3x4 m, vec4 v, vec3 dest) {
glmc_mat3x4_mulv(mat3x4 m, vec3 v, vec4 dest) {
glm_mat3x4_mulv(m, v, dest);
}

View File

@@ -28,13 +28,13 @@ 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) {
glm_mat4x2_mul(m1, m2, dest);
}
CGLM_EXPORT
void
glmc_mat4x2_mulv(mat4x2 m, vec2 v, vec4 dest) {
glmc_mat4x2_mulv(mat4x2 m, vec4 v, vec2 dest) {
glm_mat4x2_mulv(m, v, dest);
}

View File

@@ -28,13 +28,13 @@ 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) {
glm_mat4x3_mul(m1, m2, dest);
}
CGLM_EXPORT
void
glmc_mat4x3_mulv(mat4x3 m, vec3 v, vec4 dest) {
glmc_mat4x3_mulv(mat4x3 m, vec4 v, vec3 dest) {
glm_mat4x3_mulv(m, v, dest);
}

View File

@@ -305,12 +305,12 @@ glmc_vec2_make(const float * __restrict src, vec2 dest) {
CGLM_EXPORT
void
glmc_vec2_reflect(vec2 I, vec2 N, vec2 dest) {
glm_vec2_reflect(I, N, dest);
glmc_vec2_reflect(vec2 v, vec2 n, vec2 dest) {
glm_vec2_reflect(v, n, dest);
}
CGLM_EXPORT
void
glmc_vec2_refract(vec2 I, vec2 N, float eta, vec2 dest) {
glm_vec2_refract(I, N, eta, dest);
bool
glmc_vec2_refract(vec2 v, vec2 n, float eta, vec2 dest) {
return glm_vec2_refract(v, n, eta, dest);
}

View File

@@ -462,18 +462,18 @@ glmc_vec3_make(const float * __restrict src, vec3 dest) {
CGLM_EXPORT
void
glmc_vec3_faceforward(vec3 N, vec3 I, vec3 Nref, vec3 dest) {
glm_vec3_faceforward(N, I, Nref, dest);
glmc_vec3_faceforward(vec3 n, vec3 v, vec3 nref, vec3 dest) {
glm_vec3_faceforward(n, v, nref, dest);
}
CGLM_EXPORT
void
glmc_vec3_reflect(vec3 I, vec3 N, vec3 dest) {
glm_vec3_reflect(I, N, dest);
glmc_vec3_reflect(vec3 v, vec3 n, vec3 dest) {
glm_vec3_reflect(v, n, dest);
}
CGLM_EXPORT
void
glmc_vec3_refract(vec3 I, vec3 N, float eta, vec3 dest) {
glm_vec3_refract(I, N, eta, dest);
bool
glmc_vec3_refract(vec3 v, vec3 n, float eta, vec3 dest) {
return glm_vec3_refract(v, n, eta, dest);
}

View File

@@ -426,12 +426,12 @@ glmc_vec4_make(const float * __restrict src, vec4 dest) {
CGLM_EXPORT
void
glmc_vec4_reflect(vec4 I, vec4 N, vec4 dest) {
glm_vec4_reflect(I, N, dest);
glmc_vec4_reflect(vec4 v, vec4 n, vec4 dest) {
glm_vec4_reflect(v, n, dest);
}
CGLM_EXPORT
void
glmc_vec4_refract(vec4 I, vec4 N, float eta, vec4 dest) {
glm_vec4_refract(I, N, eta, dest);
bool
glmc_vec4_refract(vec4 v, vec4 n, float eta, vec4 dest) {
return glm_vec4_refract(v, n, eta, dest);
}

View File

@@ -83,42 +83,42 @@ TEST_IMPL(GLM_PREFIX, mat2x3_mul) {
mat2x3 m1 = GLM_MAT2X3_ZERO_INIT;
mat3x2 m2 = GLM_MAT3X2_ZERO_INIT;
mat2 m3 = GLM_MAT2_ZERO_INIT;
mat2 m4 = GLM_MAT2_ZERO_INIT;
mat3 m3 = GLM_MAT3_ZERO_INIT;
mat3 m4 = GLM_MAT3_ZERO_INIT;
int i, j, k;
int c, r, k;
/* test random matrices */
/* random matrices */
test_rand_mat2x3(m1);
test_rand_mat3x2(m2);
for (i = 0; i < 2; i++) {
for (j = 0; j < 2; j++) {
for (k = 0; k < 3; k++) {
m4[i][j] += m1[i][k] * m2[k][j];
for (r = 0; r < 3; r++) {
for (c = 0; c < 3; c++) {
for (k = 0; k < 2; k++) {
m4[c][r] += m1[k][r] * m2[c][k];
}
}
}
GLM(mat2x3_mul)(m1, m2, m3);
ASSERTIFY(test_assert_mat2_eq(m3, m4))
ASSERTIFY(test_assert_mat3_eq(m3, m4))
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, mat2x3_mulv) {
mat2x3 mat = A_MATRIX2X3;
vec3 v = {11.0f, 21.0f, 31.0f};
vec2 v = {11.0f, 21.0f};
int i;
vec2 dest;
vec3 dest;
float res = 0.0;
GLM(mat2x3_mulv)(mat, v, dest);
for (i = 0; i < 2; i++) {
res = mat[i][0] * v[0] + mat[i][1] * v[1] + mat[i][2] * v[2];
for (i = 0; i < 3; i++) {
res = mat[0][i] * v[0] + mat[1][i] * v[1];
ASSERT(test_eq(dest[i], res))
}

View File

@@ -86,42 +86,42 @@ TEST_IMPL(GLM_PREFIX, mat2x4_mul) {
mat2x4 m1 = GLM_MAT2X4_ZERO_INIT;
mat4x2 m2 = GLM_MAT4X2_ZERO_INIT;
mat2 m3 = GLM_MAT2_ZERO_INIT;
mat2 m4 = GLM_MAT2_ZERO_INIT;
mat4 m3 = GLM_MAT4_ZERO_INIT;
mat4 m4 = GLM_MAT4_ZERO_INIT;
int i, j, k;
int c, r, k;
/* test random matrices */
/* random matrices */
test_rand_mat2x4(m1);
test_rand_mat4x2(m2);
for (i = 0; i < 2; i++) {
for (j = 0; j < 2; j++) {
for (k = 0; k < 4; k++) {
m4[i][j] += m1[i][k] * m2[k][j];
for (r = 0; r < 4; r++) {
for (c = 0; c < 4; c++) {
for (k = 0; k < 2; k++) {
m4[c][r] += m1[k][r] * m2[c][k];
}
}
}
GLM(mat2x4_mul)(m1, m2, m3);
ASSERTIFY(test_assert_mat2_eq(m3, m4))
ASSERTIFY(test_assert_mat4_eq(m3, m4))
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, mat2x4_mulv) {
mat2x4 mat = A_MATRIX2X4;
vec4 v = {11.0f, 21.0f, 31.0f, 41.0f};
vec2 v = {11.0f, 21.0f};
int i;
vec2 dest;
vec4 dest;
float res = 0.0;
GLM(mat2x4_mulv)(mat, v, dest);
for (i = 0; i < 2; i++) {
res = mat[i][0] * v[0] + mat[i][1] * v[1] + mat[i][2] * v[2] + mat[i][3] * v[3];
for (i = 0; i < 4; i++) {
res = mat[0][i] * v[0] + mat[1][i] * v[1];
ASSERT(test_eq(dest[i], res))
}

View File

@@ -84,40 +84,40 @@ TEST_IMPL(GLM_PREFIX, mat3x2_mul) {
mat3x2 m1 = GLM_MAT3X2_ZERO_INIT;
mat2x3 m2 = GLM_MAT2X3_ZERO_INIT;
mat3 m3 = GLM_MAT3_ZERO_INIT;
mat3 m4 = GLM_MAT3_ZERO_INIT;
mat2 m3 = GLM_MAT2_ZERO_INIT;
mat2 m4 = GLM_MAT2_ZERO_INIT;
int i, j, k;
int c, r, k;
test_rand_mat3x2(m1);
test_rand_mat2x3(m2);
for (i = 0; i < 3; i++) {
for (j = 0; j < 3; j++) {
for (k = 0; k < 2; k++) {
m4[i][j] += m1[i][k] * m2[k][j];
for (r = 0; r < 2; r++) {
for (c = 0; c < 2; c++) {
for (k = 0; k < 3; k++) {
m4[c][r] += m1[k][r] * m2[c][k];
}
}
}
GLM(mat3x2_mul)(m1, m2, m3);
ASSERTIFY(test_assert_mat3_eq(m3, m4))
ASSERTIFY(test_assert_mat2_eq(m3, m4))
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, mat3x2_mulv) {
mat3x2 mat = A_MATRIX3X2;
vec2 v = {11.0f, 21.0f};
vec3 v = {11.0f, 21.0f, 31.0f};
int i;
vec3 dest;
vec2 dest;
float res = 0.0;
GLM(mat3x2_mulv)(mat, v, dest);
for (i = 0; i < 3; i++) {
res = mat[i][0] * v[0] + mat[i][1] * v[1];
for (i = 0; i < 2; i++) {
res = mat[0][i] * v[0] + mat[1][i] * v[1] + mat[2][i] * v[2];
ASSERT(test_eq(dest[i], res))
}

View File

@@ -90,40 +90,40 @@ TEST_IMPL(GLM_PREFIX, mat3x4_mul) {
mat3x4 m1 = GLM_MAT3X4_ZERO_INIT;
mat4x3 m2 = GLM_MAT4X3_ZERO_INIT;
mat3 m3 = GLM_MAT3_ZERO_INIT;
mat3 m4 = GLM_MAT3_ZERO_INIT;
mat4 m3 = GLM_MAT4_ZERO_INIT;
mat4 m4 = GLM_MAT4_ZERO_INIT;
int i, j, k;
int c, r, k;
test_rand_mat3x4(m1);
test_rand_mat4x3(m2);
for (i = 0; i < 3; i++) {
for (j = 0; j < 3; j++) {
for (k = 0; k < 4; k++) {
m4[i][j] += m1[i][k] * m2[k][j];
for (r = 0; r < 4; r++) {
for (c = 0; c < 4; c++) {
for (k = 0; k < 3; k++) {
m4[c][r] += m1[k][r] * m2[c][k];
}
}
}
GLM(mat3x4_mul)(m1, m2, m3);
ASSERTIFY(test_assert_mat3_eq(m3, m4))
ASSERTIFY(test_assert_mat4_eq(m3, m4))
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, mat3x4_mulv) {
mat3x4 mat = A_MATRIX3X4;
vec4 v = {11.0f, 21.0f, 31.0f, 41.0f};
vec4 v = {11.0f, 21.0f, 31.0f};
int i;
vec3 dest;
vec4 dest;
float res = 0.0;
GLM(mat3x4_mulv)(mat, v, dest);
for (i = 0; i < 3; i++) {
res = mat[i][0] * v[0] + mat[i][1] * v[1] + mat[i][2] * v[2];
for (i = 0; i < 4; i++) {
res = mat[0][i] * v[0] + mat[1][i] * v[1] + mat[2][i] * v[2];
ASSERT(test_eq(dest[i], res))
}

View File

@@ -87,40 +87,40 @@ TEST_IMPL(GLM_PREFIX, mat4x2_mul) {
mat4x2 m1 = GLM_MAT4X2_ZERO_INIT;
mat2x4 m2 = GLM_MAT2X4_ZERO_INIT;
mat4 m3 = GLM_MAT4_ZERO_INIT;
mat4 m4 = GLM_MAT4_ZERO_INIT;
mat2 m3 = GLM_MAT2_ZERO_INIT;
mat2 m4 = GLM_MAT2_ZERO_INIT;
int i, j, k;
int c, r, k;
test_rand_mat4x2(m1);
test_rand_mat2x4(m2);
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
for (k = 0; k < 2; k++) {
m4[i][j] += m1[i][k] * m2[k][j];
for (r = 0; r < 2; r++) {
for (c = 0; c < 2; c++) {
for (k = 0; k < 4; k++) {
m4[c][r] += m1[k][r] * m2[c][k];
}
}
}
GLM(mat4x2_mul)(m1, m2, m3);
ASSERTIFY(test_assert_mat4_eq(m3, m4))
ASSERTIFY(test_assert_mat2_eq(m3, m4))
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, mat4x2_mulv) {
mat4x2 mat = A_MATRIX4X2;
vec2 v = {11.0f, 21.0f};
vec4 v = {11.0f, 21.0f, 31.0f, 41.0f};
int i;
vec4 dest;
vec2 dest;
float res = 0.0;
GLM(mat4x2_mulv)(mat, v, dest);
for (i = 0; i < 4; i++) {
res = mat[i][0] * v[0] + mat[i][1] * v[1];
for (i = 0; i < 2; i++) {
res = mat[0][i] * v[0] + mat[1][i] * v[1] + mat[2][i] * v[2] + mat[3][i] * v[3];
ASSERT(test_eq(dest[i], res))
}

View File

@@ -91,40 +91,40 @@ TEST_IMPL(GLM_PREFIX, mat4x3_mul) {
mat4x3 m1 = GLM_MAT4X3_ZERO_INIT;
mat3x4 m2 = GLM_MAT3X4_ZERO_INIT;
mat4 m3 = GLM_MAT4_ZERO_INIT;
mat4 m4 = GLM_MAT4_ZERO_INIT;
mat3 m3 = GLM_MAT3_ZERO_INIT;
mat3 m4 = GLM_MAT3_ZERO_INIT;
int i, j, k;
int c, r, k;
test_rand_mat4x3(m1);
test_rand_mat3x4(m2);
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
for (k = 0; k < 3; k++) {
m4[i][j] += m1[i][k] * m2[k][j];
for (r = 0; r < 3; r++) {
for (c = 0; c < 3; c++) {
for (k = 0; k < 4; k++) {
m4[c][r] += m1[k][r] * m2[c][k];
}
}
}
GLM(mat4x3_mul)(m1, m2, m3);
ASSERTIFY(test_assert_mat4_eq(m3, m4))
ASSERTIFY(test_assert_mat3_eq(m3, m4))
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, mat4x3_mulv) {
mat4x3 mat = A_MATRIX4X3;
vec3 v = {11.0f, 21.0f, 31.0f};
vec4 v = {11.0f, 21.0f, 31.0f, 41.0f};
int i;
vec4 dest;
vec3 dest;
float res = 0.0;
GLM(mat4x3_mulv)(mat, v, dest);
for (i = 0; i < 4; i++) {
res = mat[i][0] * v[0] + mat[i][1] * v[1] + mat[i][2] * v[2];
for (i = 0; i < 3; i++) {
res = mat[0][i] * v[0] + mat[1][i] * v[1] + mat[2][i] * v[2] + mat[3][i] * v[3];
ASSERT(test_eq(dest[i], res))
}

View File

@@ -26,9 +26,15 @@ TEST_IMPL(GLM_PREFIX, unprojecti) {
/* unprojected of projected vector must be same as original one */
/* we used 0.01 because of projection floating point errors */
#ifndef CGLM_FAST_MATH
ASSERT(fabsf(pos[0] - unprojected[0]) < 0.01)
ASSERT(fabsf(pos[1] - unprojected[1]) < 0.01)
ASSERT(fabsf(pos[2] - unprojected[2]) < 0.01)
#else
ASSERT(fabsf(pos[0] - unprojected[0]) < 0.1)
ASSERT(fabsf(pos[1] - unprojected[1]) < 0.1)
ASSERT(fabsf(pos[2] - unprojected[2]) < 0.1)
#endif
TEST_SUCCESS
}
@@ -50,9 +56,16 @@ TEST_IMPL(GLM_PREFIX, unproject) {
/* unprojected of projected vector must be same as original one */
/* we used 0.01 because of projection floating point errors */
#ifndef CGLM_FAST_MATH
ASSERT(fabsf(pos[0] - unprojected[0]) < 0.01)
ASSERT(fabsf(pos[1] - unprojected[1]) < 0.01)
ASSERT(fabsf(pos[2] - unprojected[2]) < 0.01)
#else
ASSERT(fabsf(pos[0] - unprojected[0]) < 0.1)
ASSERT(fabsf(pos[1] - unprojected[1]) < 0.1)
ASSERT(fabsf(pos[2] - unprojected[2]) < 0.1)
#endif
TEST_SUCCESS
}
@@ -74,9 +87,16 @@ TEST_IMPL(GLM_PREFIX, project) {
/* unprojected of projected vector must be same as original one */
/* we used 0.01 because of projection floating point errors */
#ifndef CGLM_FAST_MATH
ASSERT(fabsf(pos[0] - unprojected[0]) < 0.01)
ASSERT(fabsf(pos[1] - unprojected[1]) < 0.01)
ASSERT(fabsf(pos[2] - unprojected[2]) < 0.01)
#else
ASSERT(fabsf(pos[0] - unprojected[0]) < 0.1)
ASSERT(fabsf(pos[1] - unprojected[1]) < 0.1)
ASSERT(fabsf(pos[2] - unprojected[2]) < 0.1)
#endif
/* test with no projection */
glm_mat4_identity(mvp);

View File

@@ -241,7 +241,7 @@ TEST_IMPL(GLM_PREFIX, vec2_scale_as) {
GLM(vec2_scale_as)(v1, s, v2);
norm = sqrtf(v1[0] * v1[0] + v1[1] * v1[1]);
if (norm == 0.0f) {
if (norm < FLT_EPSILON) {
ASSERT(test_eq(v1[0], 0.0f))
ASSERT(test_eq(v1[1], 0.0f))
@@ -492,7 +492,7 @@ TEST_IMPL(GLM_PREFIX, vec2_normalize) {
GLM(vec2_normalize)(v2);
norm = sqrtf(v1[0] * v1[0] + v1[1] * v1[1]);
if (norm == 0.0f) {
if (norm < FLT_EPSILON) {
ASSERT(test_eq(v1[0], 0.0f))
ASSERT(test_eq(v1[1], 0.0f))
@@ -519,7 +519,7 @@ TEST_IMPL(GLM_PREFIX, vec2_normalize_to) {
GLM(vec2_normalize_to)(v1, v2);
norm = sqrtf(v1[0] * v1[0] + v1[1] * v1[1]);
if (norm == 0.0f) {
if (norm < FLT_EPSILON) {
ASSERT(test_eq(v1[0], 0.0f))
ASSERT(test_eq(v1[1], 0.0f))
@@ -781,39 +781,46 @@ TEST_IMPL(GLM_PREFIX, vec2_reflect) {
}
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;
vec2 v = {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;
float r;
/* Water to Air (eta = 1.33/1.0) */
eta = 1.33f / 1.0f;
GLM(vec2_refract)(I, N, eta, dest);
r = GLM(vec2_refract)(v, 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
ASSERT(r == true);
} else {
ASSERT(dest[0] == 0.0f && dest[1] == 0.0f); // Total internal reflection
ASSERT(r == false);
}
/* Air to Glass (eta = 1.0 / 1.5) */
eta = 1.0f / 1.5f;
GLM(vec2_refract)(I, N, eta, dest);
r = GLM(vec2_refract)(v, N, eta, dest);
ASSERT(r == true);
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);
r = GLM(vec2_refract)(v, N, eta, dest);
ASSERT(r == true);
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);
r = GLM(vec2_refract)(v, 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));
ASSERT(r == true);
} else {
ASSERT(dest[0] == 0.0f && dest[1] == 0.0f); // Total internal reflection
ASSERT(r == false);
}
TEST_SUCCESS

View File

@@ -433,7 +433,7 @@ TEST_IMPL(GLM_PREFIX, vec3_scale_as) {
GLM(vec3_scale_as)(v1, s, v2);
norm = sqrtf(v1[0] * v1[0] + v1[1] * v1[1] + v1[2] * v1[2]);
if (norm == 0.0f) {
if (norm < FLT_EPSILON) {
ASSERT(test_eq(v1[0], 0.0f))
ASSERT(test_eq(v1[1], 0.0f))
ASSERT(test_eq(v1[2], 0.0f))
@@ -704,7 +704,7 @@ TEST_IMPL(GLM_PREFIX, vec3_normalize) {
GLM(vec3_normalize)(v2);
norm = sqrtf(v1[0] * v1[0] + v1[1] * v1[1] + v1[2] * v1[2]);
if (norm == 0.0f) {
if (norm < FLT_EPSILON) {
ASSERT(test_eq(v1[0], 0.0f))
ASSERT(test_eq(v1[1], 0.0f))
ASSERT(test_eq(v1[2], 0.0f))
@@ -733,7 +733,7 @@ TEST_IMPL(GLM_PREFIX, vec3_normalize_to) {
GLM(vec3_normalize_to)(v1, v2);
norm = sqrtf(v1[0] * v1[0] + v1[1] * v1[1] + v1[2] * v1[2]);
if (norm == 0.0f) {
if (norm < FLT_EPSILON) {
ASSERT(test_eq(v1[0], 0.0f))
ASSERT(test_eq(v1[1], 0.0f))
ASSERT(test_eq(v1[2], 0.0f))
@@ -764,7 +764,7 @@ TEST_IMPL(GLM_PREFIX, normalize) {
GLM(vec3_normalize)(v2);
norm = sqrtf(v1[0] * v1[0] + v1[1] * v1[1] + v1[2] * v1[2]);
if (norm == 0.0f) {
if (norm < FLT_EPSILON) {
ASSERT(test_eq(v1[0], 0.0f))
ASSERT(test_eq(v1[1], 0.0f))
ASSERT(test_eq(v1[2], 0.0f))
@@ -795,7 +795,7 @@ TEST_IMPL(GLM_PREFIX, normalize_to) {
GLM(vec3_normalize_to)(v1, v2);
norm = sqrtf(v1[0] * v1[0] + v1[1] * v1[1] + v1[2] * v1[2]);
if (norm == 0.0f) {
if (norm < FLT_EPSILON) {
ASSERT(test_eq(v1[0], 0.0f))
ASSERT(test_eq(v1[1], 0.0f))
ASSERT(test_eq(v1[2], 0.0f))
@@ -1673,14 +1673,16 @@ TEST_IMPL(GLM_PREFIX, vec3_eqv_eps) {
TEST_IMPL(GLM_PREFIX, vec3_max) {
vec3 v1 = {2.104f, -3.012f, -4.10f}, v2 = {-12.35f, -31.140f, -43.502f};
vec3 v3 = {INFINITY, 0.0f, 0.0f}, v4 = {NAN, INFINITY, 2.0f};
vec3 v5 = {NAN, -1.0f, -1.0f}, v6 = {-1.0f, -11.0f, 11.0f};
vec3 v3 = {INFINITY, 0.0f, 0.0f}/*, v4 = {NAN, INFINITY, 2.0f}*/;
vec3 /*v5 = {NAN, -1.0f, -1.0f}, */v6 = {-1.0f, -11.0f, 11.0f};
ASSERT(test_eq(GLM(vec3_max)(v1), 2.104f))
ASSERT(test_eq(GLM(vec3_max)(v2), -12.35f))
#ifndef CGLM_FAST_MATH
ASSERT(isinf(GLM(vec3_max)(v3)))
ASSERT(isnan(GLM(vec3_max)(v4)))
ASSERT(isnan(GLM(vec3_max)(v5)))
#endif
// ASSERT(isnan(GLM(vec3_max)(v4)))
// ASSERT(isnan(GLM(vec3_max)(v5)))
ASSERT(test_eq(GLM(vec3_max)(v6), 11.0f))
TEST_SUCCESS
@@ -1688,20 +1690,21 @@ TEST_IMPL(GLM_PREFIX, vec3_max) {
TEST_IMPL(GLM_PREFIX, vec3_min) {
vec3 v1 = {2.104f, -3.012f, -4.10f}, v2 = {-12.35f, -31.140f, -43.502f};
vec3 v3 = {INFINITY, 0.0f, 0.0f}, v4 = {NAN, INFINITY, 2.0f};
vec3 v5 = {NAN, -1.0f, -1.0f}, v6 = {-1.0f, -11.0f, 11.0f};
vec3 v3 = {INFINITY, 0.0f, 0.0f}/*, v4 = {NAN, INFINITY, 2.0f}*/;
vec3 /*v5 = {NAN, -1.0f, -1.0f},*/ v6 = {-1.0f, -11.0f, 11.0f};
ASSERT(test_eq(GLM(vec3_min)(v1), -4.10f))
ASSERT(test_eq(GLM(vec3_min)(v2), -43.502f))
ASSERT(test_eq(GLM(vec3_min)(v3), 0.0f))
ASSERT(isnan(GLM(vec3_min)(v4)))
ASSERT(isnan(GLM(vec3_min)(v5)))
// ASSERT(isnan(GLM(vec3_min)(v4)))
// ASSERT(isnan(GLM(vec3_min)(v5)))
ASSERT(test_eq(GLM(vec3_min)(v6), -11.0f))
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, vec3_isnan) {
#ifndef CGLM_FAST_MATH
vec3 v1 = {2.104f, -3.012f, -4.10f}, v2 = {-12.35f, -31.140f, -43.502f};
vec3 v3 = {INFINITY, 0.0f, 0.0f}, v4 = {NAN, INFINITY, 2.0f};
vec3 v5 = {NAN, -1.0f, -1.0f}, v6 = {-1.0f, -1.0f, 11.0f};
@@ -1712,11 +1715,12 @@ TEST_IMPL(GLM_PREFIX, vec3_isnan) {
ASSERT(GLM(vec3_isnan)(v4))
ASSERT(GLM(vec3_isnan)(v5))
ASSERT(!GLM(vec3_isnan)(v6))
#endif
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, vec3_isinf) {
#ifndef CGLM_FAST_MATH
vec3 v1 = {2.104f, -3.012f, -4.10f}, v2 = {-12.35f, -31.140f, -43.502f};
vec3 v3 = {INFINITY, 0.0f, 0.0f}, v4 = {NAN, INFINITY, 2.0f};
vec3 v5 = {NAN, -1.0f, -1.0f}, v6 = {-1.0f, -1.0f, 11.0f};
@@ -1727,11 +1731,12 @@ TEST_IMPL(GLM_PREFIX, vec3_isinf) {
ASSERT(GLM(vec3_isinf)(v4))
ASSERT(!GLM(vec3_isinf)(v5))
ASSERT(!GLM(vec3_isinf)(v6))
#endif
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, vec3_isvalid) {
#ifndef CGLM_FAST_MATH
vec3 v1 = {2.104f, -3.012f, -4.10f}, v2 = {-12.35f, -31.140f, -43.502f};
vec3 v3 = {INFINITY, 0.0f, 0.0f}, v4 = {NAN, INFINITY, 2.0f};
vec3 v5 = {NAN, -1.0f, -1.0f}, v6 = {-1.0f, -1.0f, 11.0f};
@@ -1742,7 +1747,7 @@ TEST_IMPL(GLM_PREFIX, vec3_isvalid) {
ASSERT(!GLM(vec3_isvalid)(v4))
ASSERT(!GLM(vec3_isvalid)(v5))
ASSERT(GLM(vec3_isvalid)(v6))
#endif
TEST_SUCCESS
}
@@ -1843,11 +1848,11 @@ TEST_IMPL(GLM_PREFIX, vec3_make) {
TEST_IMPL(GLM_PREFIX, vec3_faceforward) {
vec3 N = {0.0f, 1.0f, 0.0f};
vec3 I = {1.0f, -1.0f, 0.0f};
vec3 v = {1.0f, -1.0f, 0.0f};
vec3 Nref = {0.0f, -1.0f, 0.0f};
vec3 dest;
GLM(vec3_faceforward)(N, I, Nref, dest);
GLM(vec3_faceforward)(N, v, Nref, dest);
ASSERT(dest[0] == 0.0f
&& dest[1] == -1.0f
&& dest[2] == 0.0f); /* Expect N flipped */
@@ -1886,42 +1891,49 @@ TEST_IMPL(GLM_PREFIX, vec3_reflect) {
}
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;
vec3 v = {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;
bool r;
/* Water to Air (eta = 1.33/1.0) */
eta = 1.33f / 1.0f;
GLM(vec3_refract)(I, N, eta, dest);
r = GLM(vec3_refract)(v, N, eta, dest);
if (!(dest[0] == 0.0f && dest[1] == 0.0f && dest[2] == 0.0f)) {
ASSERT(dest[1] < -sqrtf(0.5f));
ASSERT(r == true);
} else {
ASSERT(dest[0] == 0.0f && dest[1] == 0.0f && dest[2] == 0.0f);
ASSERT(r == false);
}
/* Air to Glass (eta = 1.0 / 1.5) */
eta = 1.0f / 1.5f;
GLM(vec3_refract)(I, N, eta, dest);
r = GLM(vec3_refract)(v, N, eta, dest);
/* Expect bending towards the normal */
ASSERT(r == true);
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);
r = GLM(vec3_refract)(v, N, eta, dest);
/* Expect bending towards the normal, less bending than air to glass */
ASSERT(r == true);
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);
r = GLM(vec3_refract)(v, 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));
ASSERT(r == true);
} else {
ASSERT(dest[0] == 0.0f && dest[1] == 0.0f && dest[2] == 0.0f);
ASSERT(r == false);
}
TEST_SUCCESS

View File

@@ -410,7 +410,7 @@ TEST_IMPL(GLM_PREFIX, vec4_scale_as) {
GLM(vec4_scale_as)(v1, s, v2);
norm = sqrtf(v1[0] * v1[0] + v1[1] * v1[1] + v1[2] * v1[2] + v1[3] * v1[3]);
if (norm == 0.0f) {
if (norm < FLT_EPSILON) {
ASSERT(test_eq(v1[0], 0.0f))
ASSERT(test_eq(v1[1], 0.0f))
ASSERT(test_eq(v1[2], 0.0f))
@@ -701,7 +701,7 @@ TEST_IMPL(GLM_PREFIX, vec4_normalize) {
GLM(vec4_normalize)(v2);
norm = sqrtf(v1[0] * v1[0] + v1[1] * v1[1] + v1[2] * v1[2] + v1[3] * v1[3]);
if (norm == 0.0f) {
if (norm < FLT_EPSILON) {
ASSERT(test_eq(v1[0], 0.0f))
ASSERT(test_eq(v1[1], 0.0f))
ASSERT(test_eq(v1[2], 0.0f))
@@ -732,7 +732,7 @@ TEST_IMPL(GLM_PREFIX, vec4_normalize_to) {
GLM(vec4_normalize_to)(v1, v2);
norm = sqrtf(v1[0] * v1[0] + v1[1] * v1[1] + v1[2] * v1[2] + v1[3] * v1[3]);
if (norm == 0.0f) {
if (norm < FLT_EPSILON) {
ASSERT(test_eq(v1[0], 0.0f))
ASSERT(test_eq(v1[1], 0.0f))
ASSERT(test_eq(v1[2], 0.0f))
@@ -1345,15 +1345,17 @@ TEST_IMPL(GLM_PREFIX, vec4_max) {
vec4 v1 = {2.104f, -3.012f, -4.10f, -4.10f};
vec4 v2 = {-12.35f, -31.140f, -43.502f, -43.502f};
vec4 v3 = {INFINITY, 0.0f, 0.0f, 0.0f};
vec4 v4 = {NAN, INFINITY, 2.0f, 2.0f};
vec4 v5 = {NAN, -1.0f, -1.0f, -1.0f};
// vec4 v4 = {NAN, INFINITY, 2.0f, 2.0f};
// vec4 v5 = {NAN, -1.0f, -1.0f, -1.0f};
vec4 v6 = {-1.0f, -11.0f, 11.0f, 11.0f};
ASSERT(test_eq(GLM(vec4_max)(v1), 2.104f))
ASSERT(test_eq(GLM(vec4_max)(v2), -12.35f))
#ifndef CGLM_FAST_MATH
ASSERT(isinf(GLM(vec4_max)(v3)))
ASSERT(isnan(GLM(vec4_max)(v4)))
ASSERT(isnan(GLM(vec4_max)(v5)))
#endif
// ASSERT(isnan(GLM(vec4_max)(v4)))
// ASSERT(isnan(GLM(vec4_max)(v5)))
ASSERT(test_eq(GLM(vec4_max)(v6), 11.0f))
TEST_SUCCESS
@@ -1363,21 +1365,22 @@ TEST_IMPL(GLM_PREFIX, vec4_min) {
vec4 v1 = {2.104f, -3.012f, -4.10f, -4.10f};
vec4 v2 = {-12.35f, -31.140f, -43.502f, -43.502f};
vec4 v3 = {INFINITY, 0.0f, 0.0f, 0.0f};
vec4 v4 = {NAN, INFINITY, 2.0f, 2.0f};
vec4 v5 = {NAN, -1.0f, -1.0f, -1.0f};
// vec4 v4 = {NAN, INFINITY, 2.0f, 2.0f};
// vec4 v5 = {NAN, -1.0f, -1.0f, -1.0f};
vec4 v6 = {-1.0f, -11.0f, 11.0f, 11.0f};
ASSERT(test_eq(GLM(vec4_min)(v1), -4.10f))
ASSERT(test_eq(GLM(vec4_min)(v2), -43.502f))
ASSERT(test_eq(GLM(vec4_min)(v3), 0.0f))
ASSERT(isnan(GLM(vec4_min)(v4)))
ASSERT(isnan(GLM(vec4_min)(v5)))
// ASSERT(isnan(GLM(vec4_min)(v4)))
// ASSERT(isnan(GLM(vec4_min)(v5)))
ASSERT(test_eq(GLM(vec4_min)(v6), -11.0f))
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, vec4_isnan) {
#ifndef CGLM_FAST_MATH
vec4 v1 = {2.104f, -3.012f, -4.10f, -4.10f};
vec4 v2 = {-12.35f, -31.140f, -43.502f, -43.502f};
vec4 v3 = {INFINITY, 0.0f, 0.0f, 0.0f};
@@ -1391,11 +1394,12 @@ TEST_IMPL(GLM_PREFIX, vec4_isnan) {
ASSERT(GLM(vec4_isnan)(v4))
ASSERT(GLM(vec4_isnan)(v5))
ASSERT(!GLM(vec4_isnan)(v6))
#endif
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, vec4_isinf) {
#ifndef CGLM_FAST_MATH
vec4 v1 = {2.104f, -3.012f, -4.10f, -4.10f};
vec4 v2 = {-12.35f, -31.140f, -43.502f, -43.502f};
vec4 v3 = {INFINITY, 0.0f, 0.0f, 0.0f};
@@ -1409,11 +1413,12 @@ TEST_IMPL(GLM_PREFIX, vec4_isinf) {
ASSERT(GLM(vec4_isinf)(v4))
ASSERT(!GLM(vec4_isinf)(v5))
ASSERT(!GLM(vec4_isinf)(v6))
#endif
TEST_SUCCESS
}
TEST_IMPL(GLM_PREFIX, vec4_isvalid) {
#ifndef CGLM_FAST_MATH
vec4 v1 = {2.104f, -3.012f, -4.10f, -4.10f};
vec4 v2 = {-12.35f, -31.140f, -43.502f, -43.502f};
vec4 v3 = {INFINITY, 0.0f, 0.0f, 0.0f};
@@ -1427,7 +1432,7 @@ TEST_IMPL(GLM_PREFIX, vec4_isvalid) {
ASSERT(!GLM(vec4_isvalid)(v4))
ASSERT(!GLM(vec4_isvalid)(v5))
ASSERT(GLM(vec4_isvalid)(v6))
#endif
TEST_SUCCESS
}
@@ -1571,38 +1576,45 @@ TEST_IMPL(GLM_PREFIX, vec4_reflect) {
}
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;
vec4 v = {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;
float r;
/* Water to Air (eta = 1.33/1.0) */
eta = 1.33f / 1.0f;
GLM(vec4_refract)(I, N, eta, dest);
r = GLM(vec4_refract)(v, 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));
ASSERT(r == true);
} else {
ASSERT(dest[0] == 0.0f && dest[1] == 0.0f && dest[2] == 0.0f && dest[3] == 0.0f);
ASSERT(r == false);
}
/* Air to Glass (eta = 1.0 / 1.5) */
eta = 1.0f / 1.5f;
GLM(vec4_refract)(I, N, eta, dest);
r = GLM(vec4_refract)(v, N, eta, dest);
ASSERT(r == true);
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);
r = GLM(vec4_refract)(v, N, eta, dest);
ASSERT(r == true);
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);
r = GLM(vec4_refract)(v, 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));
ASSERT(r == true);
} else {
ASSERT(dest[0] == 0.0f && dest[1] == 0.0f && dest[2] == 0.0f && dest[3] == 0.0f);
ASSERT(r == false);
}
TEST_SUCCESS

View File

@@ -1494,13 +1494,13 @@ TEST_LIST {
TEST_ENTRY(glm_mat2x4_transpose)
TEST_ENTRY(glm_mat2x4_scale)
TEST_ENTRY(glm_mat2x4_copy)
TEST_ENTRY(glm_mat2x4_zero)
TEST_ENTRY(glm_mat2x4_make)
TEST_ENTRY(glm_mat2x4_mul)
TEST_ENTRY(glm_mat2x4_mulv)
TEST_ENTRY(glm_mat2x4_transpose)
TEST_ENTRY(glm_mat2x4_scale)
TEST_ENTRY(glmc_mat2x4_copy)
TEST_ENTRY(glmc_mat2x4_zero)
TEST_ENTRY(glmc_mat2x4_make)
TEST_ENTRY(glmc_mat2x4_mul)
TEST_ENTRY(glmc_mat2x4_mulv)
TEST_ENTRY(glmc_mat2x4_transpose)
TEST_ENTRY(glmc_mat2x4_scale)
/* camera (incl [LR]H cross [NZ]O) */
TEST_ENTRY(glm_perspective_lh_zo)