Compare commits

..

4 Commits

Author SHA1 Message Date
Recep Aslantas
6626d2b74f Update affine.h 2020-11-22 01:25:34 +03:00
Recep Aslantas
5bda762df6 use epsilon to compare results in glm_uniscaled() 2020-11-22 01:14:18 +03:00
Recep Aslantas
f9824a8dc6 test: use custom epsilon to compare 2020-11-22 00:59:48 +03:00
Recep Aslantas
ccd3058adc remove CGLM_USE_DEFAULT_EPSILON
* to override float epsilon we just need to define GLM_FLT_EPSILON
* CGLM_USE_DEFAULT_EPSILON was redundant, also it forces to override system default epsilon which may not be good idea, because not all systems may support smaller epsilon values
2020-11-22 00:38:57 +03:00
283 changed files with 2197 additions and 29942 deletions

4
.github/FUNDING.yml vendored
View File

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

View File

@@ -1,97 +0,0 @@
name: CMake WebAssembly
on:
push:
branches: [ "master" ]
pull_request:
branches: [ "master" ]
env:
wasmtime_version: v7.0.0
wasmer_version: v3.1.1
jobs:
build_wasi_sdk:
strategy:
matrix:
BUILD_TYPE: [Release, Debug, RelWithDebInfo, MinSizeRel]
C_FLAGS: ['', '-msimd128']
wasi_sdk_version: [19, 20]
# The CMake configure and build commands are platform agnostic and should work equally well on Windows or Mac.
# You can convert this to a matrix build if you need cross-platform coverage.
# See: https://docs.github.com/en/free-pro-team@latest/actions/learn-github-actions/managing-complex-workflows#using-a-build-matrix
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Downloading wasi-sdk
run: |
cd ${{github.workspace}}
wget --no-verbose https://github.com/WebAssembly/wasi-sdk/releases/download/wasi-sdk-${{matrix.wasi_sdk_version}}/wasi-sdk-${{matrix.wasi_sdk_version}}.0-linux.tar.gz
tar xf wasi-sdk-${{matrix.wasi_sdk_version}}.0-linux.tar.gz
- name: Configure CMake
# Configure CMake in a 'build' subdirectory. `CMAKE_BUILD_TYPE` is only required if you are using a single-configuration generator such as make.
# See https://cmake.org/cmake/help/latest/variable/CMAKE_BUILD_TYPE.html?highlight=cmake_build_type
run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{matrix.BUILD_TYPE}} -DCMAKE_C_FLAGS="${{matrix.C_FLAGS}}" -DCMAKE_TOOLCHAIN_FILE=${{github.workspace}}/wasi-sdk-${{matrix.wasi_sdk_version}}.0/share/cmake/wasi-sdk.cmake -DWASI_SDK_PREFIX=${{github.workspace}}/wasi-sdk-${{matrix.wasi_sdk_version}}.0 -DCGLM_USE_TEST=ON
- name: Build
# Build your program with the given configuration
run: cmake --build ${{github.workspace}}/build --config ${{matrix.BUILD_TYPE}}
- name: Test with wasmtime
run: |
cd ${{github.workspace}}
ls -lh ${{github.workspace}}/build/
wget --no-verbose https://github.com/bytecodealliance/wasmtime/releases/download/${{env.wasmtime_version}}/wasmtime-${{env.wasmtime_version}}-x86_64-linux.tar.xz
tar xf wasmtime-${{env.wasmtime_version}}-x86_64-linux.tar.xz
./wasmtime-${{env.wasmtime_version}}-x86_64-linux/wasmtime run --wasm-features simd ${{github.workspace}}/build/tests
- name: Test with wasmer
run: |
cd ${{github.workspace}}
mkdir wasmer
cd wasmer
wget --no-verbose https://github.com/wasmerio/wasmer/releases/download/${{env.wasmer_version}}/wasmer-linux-amd64.tar.gz
tar xf wasmer-linux-amd64.tar.gz
./bin/wasmer run --enable-simd ${{github.workspace}}/build/tests
build_emsdk:
strategy:
matrix:
BUILD_TYPE: [Release, Debug, RelWithDebInfo, MinSizeRel]
C_FLAGS: ['', '-msimd128', '-msse -msse2 -msimd128', '-msse -msse2 -msse3 -msse4 -msimd128']
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Setup emsdk
uses: mymindstorm/setup-emsdk@v12
- name: Verify emsdk
run: emcc -v
- name: Configure CMake
# Configure CMake in a 'build' subdirectory. `CMAKE_BUILD_TYPE` is only required if you are using a single-configuration generator such as make.
# See https://cmake.org/cmake/help/latest/variable/CMAKE_BUILD_TYPE.html?highlight=cmake_build_type
run: emcmake cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{matrix.BUILD_TYPE}} -DCMAKE_C_FLAGS="${{matrix.C_FLAGS}}" -DCMAKE_EXE_LINKER_FLAGS="-s STANDALONE_WASM" -DCGLM_STATIC=ON -DCGLM_USE_TEST=ON
- name: Build
# Build your program with the given configuration
run: cmake --build ${{github.workspace}}/build --config ${{matrix.BUILD_TYPE}}
- name: Test with wasmtime
run: |
cd ${{github.workspace}}
ls -lh ${{github.workspace}}/build/
wget --no-verbose https://github.com/bytecodealliance/wasmtime/releases/download/${{env.wasmtime_version}}/wasmtime-${{env.wasmtime_version}}-x86_64-linux.tar.xz
tar xf wasmtime-${{env.wasmtime_version}}-x86_64-linux.tar.xz
./wasmtime-${{env.wasmtime_version}}-x86_64-linux/wasmtime run --wasm-features simd ${{github.workspace}}/build/tests.wasm
- name: Test with wasmer
run: |
cd ${{github.workspace}}
mkdir wasmer
cd wasmer
wget --no-verbose https://github.com/wasmerio/wasmer/releases/download/${{env.wasmer_version}}/wasmer-linux-amd64.tar.gz
tar xf wasmer-linux-amd64.tar.gz
./bin/wasmer run --enable-simd ${{github.workspace}}/build/tests.wasm

View File

@@ -1,79 +0,0 @@
name: Meson WebAssembly
on:
push:
branches: [ "master" ]
pull_request:
branches: [ "master" ]
env:
wasmtime_version: v7.0.0
wasmer_version: v3.1.1
jobs:
build_emsdk:
strategy:
matrix:
BUILD_TYPE: [debug, debugoptimized, release, minsize]
C_FLAGS: ['', '-msimd128', '-msse -msse2 -msimd128', '-msse -msse2 -msse3 -msse4 -msimd128']
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Setup emsdk
uses: mymindstorm/setup-emsdk@v13
- name: Verify emsdk
run: emcc -v
- name: Creating cross file
run: |
cat << EOF > ${{github.workspace}}/meson_cross_emsdk.txt
[binaries]
c = '`which emcc`'
cpp = '`which em++`'
ar = '`which emar`'
[built-in options]
c_args = ['-Wno-unused-parameter']
c_link_args = ['-s', 'STANDALONE_WASM']
cpp_args = ['-Wno-unused-parameter']
cpp_link_args = ['-s', 'STANDALONE_WASM']
[host_machine]
system = 'emscripten'
cpu_family = 'wasm32'
cpu = 'wasm32'
endian = 'little'
EOF
cat ${{github.workspace}}/meson_cross_emsdk.txt
- uses: actions/setup-python@v4
- name: Install meson
run: |
sudo python3 -m pip install meson ninja
- name: Build with meson
run: |
meson setup build -Dbuildtype=${{matrix.BUILD_TYPE}} --cross-file ${{github.workspace}}/meson_cross_emsdk.txt --default-library=static -Dbuild_tests=true
meson test -C build
- name: Test with wasmtime
run: |
cd ${{github.workspace}}
ls -lh ${{github.workspace}}/build/
wget --no-verbose https://github.com/bytecodealliance/wasmtime/releases/download/${{env.wasmtime_version}}/wasmtime-${{env.wasmtime_version}}-x86_64-linux.tar.xz
tar xf wasmtime-${{env.wasmtime_version}}-x86_64-linux.tar.xz
./wasmtime-${{env.wasmtime_version}}-x86_64-linux/wasmtime run --wasm-features simd ${{github.workspace}}/build/tests.wasm
- name: Test with wasmer
run: |
cd ${{github.workspace}}
mkdir wasmer
cd wasmer
wget --no-verbose https://github.com/wasmerio/wasmer/releases/download/${{env.wasmer_version}}/wasmer-linux-amd64.tar.gz
tar xf wasmer-linux-amd64.tar.gz
./bin/wasmer run --enable-simd ${{github.workspace}}/build/tests.wasm

4
.gitignore vendored
View File

@@ -76,7 +76,3 @@ build/
conftest.dir/* conftest.dir/*
confdefs.h confdefs.h
*.xcuserdatad *.xcuserdatad
.idea
cmake-build-debug
*.o.tmp
xcode/*

View File

@@ -1,39 +0,0 @@
# Read the Docs configuration file for Sphinx projects
# See https://docs.readthedocs.io/en/stable/config-file/v2.html for details
# Required
version: 2
# Set the OS, Python version and other tools you might need
build:
os: ubuntu-22.04
tools:
python: "3.12"
# You can also specify other tool versions:
# nodejs: "20"
# rust: "1.70"
# golang: "1.20"
# Build documentation in the "docs/" directory with Sphinx
sphinx:
configuration: docs/source/conf.py
# You can configure Sphinx to use a different builder, for instance use the dirhtml builder for simpler URLs
# builder: "dirhtml"
# Fail on all warnings to avoid broken references
# fail_on_warning: true
# Optionally build your docs in additional formats such as PDF and ePub
# formats:
# - pdf
# - epub
# Optional but recommended, declare the Python requirements required
# to build your documentation
# See https://docs.readthedocs.io/en/stable/guides/reproducible-builds.html
# python:
# install:
# - requirements: docs/requirements.txt
python:
install:
- requirements: docs/requirements.txt

View File

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

29
.vscode/settings.json vendored
View File

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

View File

@@ -1,10 +1,5 @@
cmake_minimum_required(VERSION 3.8.2) cmake_minimum_required(VERSION 3.8.2)
project(cglm project(cglm VERSION 0.8.0 LANGUAGES C)
VERSION 0.9.3
HOMEPAGE_URL https://github.com/recp/cglm
DESCRIPTION "OpenGL Mathematics (glm) for C"
LANGUAGES C
)
set(CMAKE_C_STANDARD 11) set(CMAKE_C_STANDARD 11)
set(CMAKE_C_STANDARD_REQUIRED YES) set(CMAKE_C_STANDARD_REQUIRED YES)
@@ -16,11 +11,6 @@ option(CGLM_STATIC "Static build" OFF)
option(CGLM_USE_C99 "" OFF) option(CGLM_USE_C99 "" OFF)
option(CGLM_USE_TEST "Enable Tests" OFF) option(CGLM_USE_TEST "Enable Tests" OFF)
if(CMAKE_SYSTEM_NAME STREQUAL WASI)
set(CGLM_STATIC ON CACHE BOOL "Static option" FORCE)
set(CGLM_SHARED OFF CACHE BOOL "Shared option" FORCE)
endif()
if(NOT CGLM_STATIC AND CGLM_SHARED) if(NOT CGLM_STATIC AND CGLM_SHARED)
set(CGLM_BUILD SHARED) set(CGLM_BUILD SHARED)
else(CGLM_STATIC) else(CGLM_STATIC)
@@ -28,7 +18,7 @@ else(CGLM_STATIC)
endif() endif()
if(CGLM_USE_C99) if(CGLM_USE_C99)
set(CMAKE_C_STANDARD 99) set(C_STANDARD 99)
endif() endif()
if(MSVC) if(MSVC)
@@ -43,12 +33,10 @@ if(MSVC)
string(REGEX REPLACE "/RTC(su|[1su])" "" ${flag_var} "${${flag_var}}") string(REGEX REPLACE "/RTC(su|[1su])" "" ${flag_var} "${${flag_var}}")
endforeach(flag_var) endforeach(flag_var)
else() else()
add_compile_options(-Wall -O3) add_compile_options(-Wall -Werror -O3)
endif() endif()
get_directory_property(hasParent PARENT_DIRECTORY) if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
if(NOT hasParent AND NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
message(STATUS "Setting build type to '${DEFAULT_BUILD_TYPE}' as none was specified.") message(STATUS "Setting build type to '${DEFAULT_BUILD_TYPE}' as none was specified.")
set(CMAKE_BUILD_TYPE "${DEFAULT_BUILD_TYPE}" CACHE STRING "Choose the type of build." FORCE) set(CMAKE_BUILD_TYPE "${DEFAULT_BUILD_TYPE}" CACHE STRING "Choose the type of build." FORCE)
# Set the possible values of build type for cmake-gui # Set the possible values of build type for cmake-gui
@@ -59,10 +47,7 @@ include(GNUInstallDirs)
set(CPACK_PROJECT_NAME ${PROJECT_NAME}) set(CPACK_PROJECT_NAME ${PROJECT_NAME})
set(CPACK_PROJECT_VERSION ${PROJECT_VERSION}) set(CPACK_PROJECT_VERSION ${PROJECT_VERSION})
include(CPack)
if(NOT CPack_CMake_INCLUDED)
include(CPack)
endif()
# Target Start # Target Start
add_library(${PROJECT_NAME} add_library(${PROJECT_NAME}
@@ -73,20 +58,11 @@ add_library(${PROJECT_NAME}
src/quat.c src/quat.c
src/cam.c src/cam.c
src/vec2.c src/vec2.c
src/ivec2.c
src/vec3.c src/vec3.c
src/ivec3.c
src/vec4.c src/vec4.c
src/ivec4.c
src/mat2.c src/mat2.c
src/mat2x3.c
src/mat2x4.c
src/mat3.c src/mat3.c
src/mat3x2.c
src/mat3x4.c
src/mat4.c src/mat4.c
src/mat4x2.c
src/mat4x3.c
src/plane.c src/plane.c
src/frustum.c src/frustum.c
src/box.c src/box.c
@@ -97,20 +73,6 @@ add_library(${PROJECT_NAME}
src/bezier.c src/bezier.c
src/ray.c src/ray.c
src/affine2d.c src/affine2d.c
src/clipspace/ortho_lh_no.c
src/clipspace/ortho_lh_zo.c
src/clipspace/ortho_rh_no.c
src/clipspace/ortho_rh_zo.c
src/clipspace/persp_lh_no.c
src/clipspace/persp_lh_zo.c
src/clipspace/persp_rh_no.c
src/clipspace/persp_rh_zo.c
src/clipspace/view_lh_no.c
src/clipspace/view_lh_zo.c
src/clipspace/view_rh_no.c
src/clipspace/view_rh_zo.c
src/clipspace/project_no.c
src/clipspace/project_zo.c
) )
if(CGLM_SHARED) if(CGLM_SHARED)
@@ -123,12 +85,6 @@ set_target_properties(${PROJECT_NAME} PROPERTIES
VERSION ${PROJECT_VERSION} VERSION ${PROJECT_VERSION}
SOVERSION ${PROJECT_VERSION_MAJOR}) SOVERSION ${PROJECT_VERSION_MAJOR})
if(WIN32)
# Because SOVERSION has no effect to file naming on Windows
set_target_properties(${PROJECT_NAME} PROPERTIES
RUNTIME_OUTPUT_NAME ${PROJECT_NAME}-${PROJECT_VERSION_MAJOR})
endif()
target_include_directories(${PROJECT_NAME} target_include_directories(${PROJECT_NAME}
PUBLIC PUBLIC
$<INSTALL_INTERFACE:include> $<INSTALL_INTERFACE:include>
@@ -137,11 +93,6 @@ target_include_directories(${PROJECT_NAME}
${CMAKE_CURRENT_SOURCE_DIR}/src ${CMAKE_CURRENT_SOURCE_DIR}/src
) )
# Target for header-only usage
add_library(${PROJECT_NAME}_headers INTERFACE)
target_include_directories(${PROJECT_NAME}_headers INTERFACE
${CMAKE_CURRENT_SOURCE_DIR}/include)
# Test Configuration # Test Configuration
if(CGLM_USE_TEST) if(CGLM_USE_TEST)
include(CTest) include(CTest)
@@ -154,7 +105,7 @@ install(TARGETS ${PROJECT_NAME}
EXPORT ${PROJECT_NAME} EXPORT ${PROJECT_NAME}
LIBRARY DESTINATION ${CMAKE_INSTALL_LIBDIR} LIBRARY DESTINATION ${CMAKE_INSTALL_LIBDIR}
ARCHIVE DESTINATION ${CMAKE_INSTALL_LIBDIR} ARCHIVE DESTINATION ${CMAKE_INSTALL_LIBDIR}
RUNTIME DESTINATION ${CMAKE_INSTALL_BINDIR}) RUNTIME DESTINATION ${CMAKE_INSTALL_LIBDIR})
install(DIRECTORY include/${PROJECT_NAME} DESTINATION ${CMAKE_INSTALL_INCLUDEDIR} install(DIRECTORY include/${PROJECT_NAME} DESTINATION ${CMAKE_INSTALL_INCLUDEDIR}
PATTERN ".*" EXCLUDE) PATTERN ".*" EXCLUDE)
@@ -166,25 +117,6 @@ export(TARGETS ${PROJECT_NAME}
) )
install(EXPORT ${PROJECT_NAME} install(EXPORT ${PROJECT_NAME}
FILE "${PROJECT_NAME}Config.cmake"
NAMESPACE ${PROJECT_NAME}:: NAMESPACE ${PROJECT_NAME}::
DESTINATION ${CMAKE_INSTALL_LIBDIR}/cmake/${PROJECT_NAME}) DESTINATION ${CMAKE_INSTALL_LIBDIR}/${PROJECT_NAME}/cmake)
set(PACKAGE_NAME ${PROJECT_NAME})
set(prefix ${CMAKE_INSTALL_PREFIX})
set(exec_prefix ${CMAKE_INSTALL_PREFIX})
if (IS_ABSOLUTE "${CMAKE_INSTALL_INCLUDEDIR}")
set(includedir "${CMAKE_INSTALL_INCLUDEDIR}")
else()
set(includedir "\${prefix}/${CMAKE_INSTALL_INCLUDEDIR}")
endif()
if (IS_ABSOLUTE "${CMAKE_INSTALL_LIBDIR}")
set(libdir "${CMAKE_INSTALL_LIBDIR}")
else()
set(libdir "\${exec_prefix}/${CMAKE_INSTALL_LIBDIR}")
endif()
set(PACKAGE_VERSION "${PROJECT_VERSION}")
configure_file(cglm.pc.in cglm.pc @ONLY)
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/cglm.pc
DESTINATION ${CMAKE_INSTALL_LIBDIR}/pkgconfig)

View File

@@ -74,11 +74,3 @@ Link to paper: http://webserver2.tecgraf.puc-rio.br/~mgattass/cg/trbRR/Fast%20Mi
14. ARM NEON: Matrix Vector Multiplication 14. ARM NEON: Matrix Vector Multiplication
https://stackoverflow.com/a/57793352/2676533 https://stackoverflow.com/a/57793352/2676533
16. ARM NEON Div
http://github.com/microsoft/DirectXMath
17. Pick Matrix
glu project -> project.c

View File

@@ -11,7 +11,8 @@ AM_CFLAGS = -Wall \
-std=gnu11 \ -std=gnu11 \
-O3 \ -O3 \
-Wstrict-aliasing=2 \ -Wstrict-aliasing=2 \
-fstrict-aliasing -fstrict-aliasing \
-Werror=strict-prototypes
lib_LTLIBRARIES = libcglm.la lib_LTLIBRARIES = libcglm.la
libcglm_la_LDFLAGS = -no-undefined -version-info 0:1:0 libcglm_la_LDFLAGS = -no-undefined -version-info 0:1:0
@@ -42,34 +43,22 @@ cglm_HEADERS = include/cglm/version.h \
include/cglm/cam.h \ include/cglm/cam.h \
include/cglm/io.h \ include/cglm/io.h \
include/cglm/mat4.h \ include/cglm/mat4.h \
include/cglm/mat4x2.h \
include/cglm/mat4x3.h \
include/cglm/mat3.h \ include/cglm/mat3.h \
include/cglm/mat3x2.h \
include/cglm/mat3x4.h \
include/cglm/mat2.h \ include/cglm/mat2.h \
include/cglm/mat2x3.h \
include/cglm/mat2x4.h \
include/cglm/affine-pre.h \
include/cglm/affine-post.h \
include/cglm/affine.h \ include/cglm/affine.h \
include/cglm/affine-mat.h \
include/cglm/vec2.h \ include/cglm/vec2.h \
include/cglm/vec2-ext.h \ include/cglm/vec2-ext.h \
include/cglm/ivec2.h \
include/cglm/vec3.h \ include/cglm/vec3.h \
include/cglm/vec3-ext.h \ include/cglm/vec3-ext.h \
include/cglm/ivec3.h \
include/cglm/vec4.h \ include/cglm/vec4.h \
include/cglm/vec4-ext.h \ include/cglm/vec4-ext.h \
include/cglm/ivec4.h \
include/cglm/euler.h \ include/cglm/euler.h \
include/cglm/util.h \ include/cglm/util.h \
include/cglm/quat.h \ include/cglm/quat.h \
include/cglm/affine-mat.h \
include/cglm/plane.h \ include/cglm/plane.h \
include/cglm/frustum.h \ include/cglm/frustum.h \
include/cglm/box.h \ include/cglm/box.h \
include/cglm/aabb2d.h \
include/cglm/color.h \ include/cglm/color.h \
include/cglm/project.h \ include/cglm/project.h \
include/cglm/sphere.h \ include/cglm/sphere.h \
@@ -80,41 +69,14 @@ cglm_HEADERS = include/cglm/version.h \
include/cglm/ray.h \ include/cglm/ray.h \
include/cglm/affine2d.h include/cglm/affine2d.h
cglm_clipspacedir=$(includedir)/cglm/clipspace
cglm_clipspace_HEADERS = include/cglm/clipspace/persp.h \
include/cglm/clipspace/persp_lh_no.h \
include/cglm/clipspace/persp_lh_zo.h \
include/cglm/clipspace/persp_rh_no.h \
include/cglm/clipspace/persp_rh_zo.h \
include/cglm/clipspace/ortho_lh_no.h \
include/cglm/clipspace/ortho_lh_zo.h \
include/cglm/clipspace/ortho_rh_no.h \
include/cglm/clipspace/ortho_rh_zo.h \
include/cglm/clipspace/view_lh.h \
include/cglm/clipspace/view_rh.h \
include/cglm/clipspace/view_lh_no.h \
include/cglm/clipspace/view_lh_zo.h \
include/cglm/clipspace/view_rh_no.h \
include/cglm/clipspace/view_rh_zo.h \
include/cglm/clipspace/project_no.h \
include/cglm/clipspace/project_zo.h
cglm_calldir=$(includedir)/cglm/call cglm_calldir=$(includedir)/cglm/call
cglm_call_HEADERS = include/cglm/call/mat4.h \ cglm_call_HEADERS = include/cglm/call/mat4.h \
include/cglm/call/mat4x2.h \
include/cglm/call/mat4x3.h \
include/cglm/call/mat3.h \ include/cglm/call/mat3.h \
include/cglm/call/mat3x2.h \
include/cglm/call/mat3x4.h \
include/cglm/call/mat2.h \ include/cglm/call/mat2.h \
include/cglm/call/mat2x3.h \
include/cglm/call/mat2x4.h \
include/cglm/call/vec2.h \ include/cglm/call/vec2.h \
include/cglm/call/vec3.h \ include/cglm/call/vec3.h \
include/cglm/call/vec4.h \ include/cglm/call/vec4.h \
include/cglm/call/ivec2.h \ include/cglm/call/affine.h \
include/cglm/call/ivec3.h \
include/cglm/call/ivec4.h \
include/cglm/call/io.h \ include/cglm/call/io.h \
include/cglm/call/cam.h \ include/cglm/call/cam.h \
include/cglm/call/quat.h \ include/cglm/call/quat.h \
@@ -128,30 +90,12 @@ cglm_call_HEADERS = include/cglm/call/mat4.h \
include/cglm/call/curve.h \ include/cglm/call/curve.h \
include/cglm/call/bezier.h \ include/cglm/call/bezier.h \
include/cglm/call/ray.h \ include/cglm/call/ray.h \
include/cglm/call/affine.h \
include/cglm/call/affine2d.h include/cglm/call/affine2d.h
cglm_call_clipspacedir=$(includedir)/cglm/call/clipspace
cglm_call_clipspace_HEADERS = include/cglm/call/clipspace/persp_lh_no.h \
include/cglm/call/clipspace/persp_lh_zo.h \
include/cglm/call/clipspace/persp_rh_no.h \
include/cglm/call/clipspace/persp_rh_zo.h \
include/cglm/call/clipspace/ortho_lh_no.h \
include/cglm/call/clipspace/ortho_lh_zo.h \
include/cglm/call/clipspace/ortho_rh_no.h \
include/cglm/call/clipspace/ortho_rh_zo.h \
include/cglm/call/clipspace/view_lh_no.h \
include/cglm/call/clipspace/view_lh_zo.h \
include/cglm/call/clipspace/view_rh_no.h \
include/cglm/call/clipspace/view_rh_zo.h \
include/cglm/call/clipspace/project_no.h \
include/cglm/call/clipspace/project_zo.h
cglm_simddir=$(includedir)/cglm/simd cglm_simddir=$(includedir)/cglm/simd
cglm_simd_HEADERS = include/cglm/simd/intrin.h \ cglm_simd_HEADERS = include/cglm/simd/intrin.h \
include/cglm/simd/x86.h \ include/cglm/simd/x86.h \
include/cglm/simd/arm.h \ include/cglm/simd/arm.h
include/cglm/simd/wasm.h
cglm_simd_sse2dir=$(includedir)/cglm/simd/sse2 cglm_simd_sse2dir=$(includedir)/cglm/simd/sse2
cglm_simd_sse2_HEADERS = include/cglm/simd/sse2/affine.h \ cglm_simd_sse2_HEADERS = include/cglm/simd/sse2/affine.h \
@@ -165,43 +109,19 @@ cglm_simd_avx_HEADERS = include/cglm/simd/avx/mat4.h \
include/cglm/simd/avx/affine.h include/cglm/simd/avx/affine.h
cglm_simd_neondir=$(includedir)/cglm/simd/neon cglm_simd_neondir=$(includedir)/cglm/simd/neon
cglm_simd_neon_HEADERS = include/cglm/simd/neon/affine.h \ cglm_simd_neon_HEADERS = include/cglm/simd/neon/mat4.h
include/cglm/simd/neon/mat2.h \
include/cglm/simd/neon/mat4.h \
include/cglm/simd/neon/quat.h
cglm_simd_wasmdir=$(includedir)/cglm/simd/wasm
cglm_simd_wasm_HEADERS = include/cglm/simd/wasm/affine.h \
include/cglm/simd/wasm/mat2.h \
include/cglm/simd/wasm/mat3.h \
include/cglm/simd/wasm/mat4.h \
include/cglm/simd/wasm/quat.h
cglm_handeddir=$(includedir)/cglm/handed
cglm_handed_HEADERS = include/cglm/handed/euler_to_quat_lh.h \
include/cglm/handed/euler_to_quat_rh.h
cglm_structdir=$(includedir)/cglm/struct cglm_structdir=$(includedir)/cglm/struct
cglm_struct_HEADERS = include/cglm/struct/mat4.h \ cglm_struct_HEADERS = include/cglm/struct/mat4.h \
include/cglm/struct/mat4x2.h \
include/cglm/struct/mat4x3.h \
include/cglm/struct/mat3.h \ include/cglm/struct/mat3.h \
include/cglm/struct/mat3x2.h \
include/cglm/struct/mat3x4.h \
include/cglm/struct/mat2.h \ include/cglm/struct/mat2.h \
include/cglm/struct/mat2x3.h \
include/cglm/struct/mat2x4.h \
include/cglm/struct/affine-pre.h \
include/cglm/struct/affine-post.h \
include/cglm/struct/affine-mat.h \
include/cglm/struct/affine.h \
include/cglm/struct/affine2d.h \
include/cglm/struct/vec2.h \ include/cglm/struct/vec2.h \
include/cglm/struct/vec2-ext.h \ include/cglm/struct/vec2-ext.h \
include/cglm/struct/vec3.h \ include/cglm/struct/vec3.h \
include/cglm/struct/vec3-ext.h \ include/cglm/struct/vec3-ext.h \
include/cglm/struct/vec4.h \ include/cglm/struct/vec4.h \
include/cglm/struct/vec4-ext.h \ include/cglm/struct/vec4-ext.h \
include/cglm/struct/affine.h \
include/cglm/struct/io.h \ include/cglm/struct/io.h \
include/cglm/struct/cam.h \ include/cglm/struct/cam.h \
include/cglm/struct/quat.h \ include/cglm/struct/quat.h \
@@ -209,32 +129,12 @@ cglm_struct_HEADERS = include/cglm/struct/mat4.h \
include/cglm/struct/plane.h \ include/cglm/struct/plane.h \
include/cglm/struct/frustum.h \ include/cglm/struct/frustum.h \
include/cglm/struct/box.h \ include/cglm/struct/box.h \
include/cglm/struct/aabb2d.h \
include/cglm/struct/project.h \ include/cglm/struct/project.h \
include/cglm/struct/sphere.h \ include/cglm/struct/sphere.h \
include/cglm/struct/color.h \ include/cglm/struct/color.h \
include/cglm/struct/curve.h include/cglm/struct/curve.h \
include/cglm/struct/affine2d.h
cglm_struct_clipspacedir=$(includedir)/cglm/struct/clipspace
cglm_struct_clipspace_HEADERS = include/cglm/struct/clipspace/persp_lh_no.h \
include/cglm/struct/clipspace/persp_lh_zo.h \
include/cglm/struct/clipspace/persp_rh_no.h \
include/cglm/struct/clipspace/persp_rh_zo.h \
include/cglm/struct/clipspace/ortho_lh_no.h \
include/cglm/struct/clipspace/ortho_lh_zo.h \
include/cglm/struct/clipspace/ortho_rh_no.h \
include/cglm/struct/clipspace/ortho_rh_zo.h \
include/cglm/struct/clipspace/view_lh_no.h \
include/cglm/struct/clipspace/view_lh_zo.h \
include/cglm/struct/clipspace/view_rh_no.h \
include/cglm/struct/clipspace/view_rh_zo.h \
include/cglm/struct/clipspace/project_no.h \
include/cglm/struct/clipspace/project_zo.h
cglm_struct_handeddir=$(includedir)/cglm/struct/handed
cglm_struct_handed_HEADERS = include/cglm/struct/handed/euler_to_quat_lh.h \
include/cglm/struct/handed/euler_to_quat_rh.h
libcglm_la_SOURCES=\ libcglm_la_SOURCES=\
src/euler.c \ src/euler.c \
src/affine.c \ src/affine.c \
@@ -242,20 +142,11 @@ libcglm_la_SOURCES=\
src/quat.c \ src/quat.c \
src/cam.c \ src/cam.c \
src/vec2.c \ src/vec2.c \
src/ivec2.c \
src/vec3.c \ src/vec3.c \
src/ivec3.c \
src/vec4.c \ src/vec4.c \
src/ivec4.c \
src/mat2.c \ src/mat2.c \
src/mat2x3.c \
src/mat2x4.c \
src/mat3.c \ src/mat3.c \
src/mat3x2.c \
src/mat3x4.c \
src/mat4.c \ src/mat4.c \
src/mat4x2.c \
src/mat4x3.c \
src/plane.c \ src/plane.c \
src/frustum.c \ src/frustum.c \
src/box.c \ src/box.c \
@@ -265,26 +156,13 @@ libcglm_la_SOURCES=\
src/curve.c \ src/curve.c \
src/bezier.c \ src/bezier.c \
src/ray.c \ src/ray.c \
src/affine2d.c \ src/affine2d.c
src/clipspace/ortho_lh_no.c \
src/clipspace/ortho_lh_zo.c \
src/clipspace/ortho_rh_no.c \
src/clipspace/ortho_rh_zo.c \
src/clipspace/persp_lh_no.c \
src/clipspace/persp_lh_zo.c \
src/clipspace/persp_rh_no.c \
src/clipspace/persp_rh_zo.c \
src/clipspace/view_lh_no.c \
src/clipspace/view_lh_zo.c \
src/clipspace/view_rh_no.c \
src/clipspace/view_rh_zo.c \
src/clipspace/project_no.c \
src/clipspace/project_zo.c
test_tests_SOURCES=\ test_tests_SOURCES=\
test/runner.c \ test/runner.c \
test/src/test_common.c \ test/src/test_common.c \
test/src/tests.c \ test/src/tests.c \
test/src/test_cam.c \
test/src/test_clamp.c \ test/src/test_clamp.c \
test/src/test_euler.c \ test/src/test_euler.c \
test/src/test_bezier.c \ test/src/test_bezier.c \

142
README.md
View File

@@ -1,59 +1,19 @@
# 🎥 OpenGL Mathematics (glm) for `C` # 🎥 OpenGL Mathematics (glm) for `C`
[![Build Status](https://travis-ci.org/recp/cglm.svg?branch=master)](https://travis-ci.org/recp/cglm)
[![Build status](https://ci.appveyor.com/api/projects/status/av7l3gc0yhfex8y4/branch/master?svg=true)](https://ci.appveyor.com/project/recp/cglm/branch/master)
[![Documentation Status](https://readthedocs.org/projects/cglm/badge/?version=latest)](http://cglm.readthedocs.io/en/latest/?badge=latest)
[![Coverage Status](https://coveralls.io/repos/github/recp/cglm/badge.svg?branch=master)](https://coveralls.io/github/recp/cglm?branch=master)
[![codecov](https://codecov.io/gh/recp/cglm/branch/master/graph/badge.svg)](https://codecov.io/gh/recp/cglm)
[![Codacy Badge](https://api.codacy.com/project/badge/Grade/6a62b37d5f214f178ebef269dc4a6bf1)](https://www.codacy.com/app/recp/cglm?utm_source=github.com&amp;utm_medium=referral&amp;utm_content=recp/cglm&amp;utm_campaign=Badge_Grade)
[![Backers on Open Collective](https://opencollective.com/cglm/backers/badge.svg)](#backers)
[![Sponsors on Open Collective](https://opencollective.com/cglm/sponsors/badge.svg)](#sponsors)
<p align="center"> #### Documentation
<img alt="" src="cglm.png" width="550" />
</p>
<br>
<p align="center">
<a href="https://travis-ci.com/recp/cglm">
<img src="https://travis-ci.com/recp/cglm.svg?branch=master"
alt="Build Status">
</a>
<a href="https://ci.appveyor.com/project/recp/cglm/branch/master">
<img src="https://ci.appveyor.com/api/projects/status/av7l3gc0yhfex8y4/branch/master?svg=true"
alt="Windows Build Status">
</a>
<a href="http://cglm.readthedocs.io/en/latest/?badge=latest">
<img src="https://readthedocs.org/projects/cglm/badge/?version=latest"
alt="Documentation Status">
</a>
<a href="https://www.codacy.com/app/recp/cglm?utm_source=github.com&amp;utm_medium=referral&amp;utm_content=recp/cglm&amp;utm_campaign=Badge_Grade">
<img src="https://api.codacy.com/project/badge/Grade/6a62b37d5f214f178ebef269dc4a6bf1"
alt="Codacy Badge"/>
</a>
<a href="https://coveralls.io/github/recp/cglm?branch=master">
<img src="https://coveralls.io/repos/github/recp/cglm/badge.svg?branch=master"
alt="Coverage Status"/>
</a>
<a href="https://codecov.io/gh/recp/cglm">
<img src="https://codecov.io/gh/recp/cglm/branch/master/graph/badge.svg"
alt="Coverage Status"/>
</a>
<br /><br />
<a href="#sponsors">
<img src="https://opencollective.com/cglm/sponsors/badge.svg"
alt="Sponsors on Open Collective"/>
</a>
<a href="#backers">
<img src="https://opencollective.com/cglm/backers/badge.svg"
alt="Backers on Open Collective"/>
</a>
</p>
<br>
<p align="center">
Highly optimized 2D|3D math library, also known as <b>OpenGL Mathematics (glm) for `C`</b>. <b>cglm</b> provides lot of utils to help math operations to be fast and quick to write. It is community friendly, feel free to bring any issues, bugs you faced.
</p>
---
#### 📚 Documentation
Almost all functions (inline versions) and parameters are documented inside the corresponding headers. <br /> Almost all functions (inline versions) and parameters are documented inside the corresponding headers. <br />
Complete documentation: http://cglm.readthedocs.io Complete documentation: http://cglm.readthedocs.io
#### 📌 Note for previous versions: #### Note for previous versions:
- _dup (duplicate) is changed to _copy. For instance `glm_vec_dup -> glm_vec3_copy` - _dup (duplicate) is changed to _copy. For instance `glm_vec_dup -> glm_vec3_copy`
- OpenGL related functions are dropped to make this lib platform/third-party independent - OpenGL related functions are dropped to make this lib platform/third-party independent
@@ -66,29 +26,31 @@ you have the latest version
- **[major change]** by starting v0.5.0, vec3 functions use **glm_vec3_** namespace, it was **glm_vec_** until v0.5.0 - **[major change]** by starting v0.5.0, vec3 functions use **glm_vec3_** namespace, it was **glm_vec_** until v0.5.0
- **[major change]** by starting v0.5.1, built-in alignment is removed from **vec3** and **mat3** types - **[major change]** by starting v0.5.1, built-in alignment is removed from **vec3** and **mat3** types
- **[major change]** by starting v0.7.3, inline print functions are disabled in release/production mode to eliminate print costs (see options in documentation). Print output also improved. You can disable colors if you need (see documentation) - **[major change]** by starting v0.7.3, inline print functions are disabled in release/production mode to eliminate print costs (see options in documentation). Print output also improved. You can disable colors if you need (see documentation)
- **[major change]** by starting v0.8.3, **cglm** supports alternative clipspace configuations e.g. Left Handed, Zero-to-One (_zo)... `CGLM_FORCE_DEPTH_ZERO_TO_ONE` and `CGLM_FORCE_LEFT_HANDED` is provided to control clipspace. You should be able to use **cglm** with Vulkan, DirectX and Metal now... see https://cglm.readthedocs.io/en/latest/opt.html#clipspace-option-s
#### 📌 Note for C++ developers: #### Note for C++ developers:
If you are not aware of the original GLM library yet, you may also want to look at: If you are not aware of the original GLM library yet, you may also want to look at:
https://github.com/g-truc/glm https://github.com/g-truc/glm
#### 📌 Note for new comers (Important): #### Note for new comers (Important):
- `vec4` and `mat4` variables must be aligned. (There will be unaligned versions later) - `vec4` and `mat4` variables must be aligned. (There will be unaligned versions later)
- **in** and **[in, out]** parameters must be initialized (please). But **[out]** parameters not, initializing out param is also redundant - **in** and **[in, out]** parameters must be initialized (please). But **[out]** parameters not, initializing out param is also redundant
- All functions are inline if you don't want to use pre-compiled versions with glmc_ prefix, you can ignore build process. Just include headers. - All functions are inline if you don't want to use pre-compiled versions with glmc_ prefix, you can ignore build process. Just include headers.
- if your debugger takes you to cglm headers then make sure you are not trying to copy vec4 to vec3 or alig issues... - if your debugger takes you to cglm headers then make sure you are not trying to copy vec4 to vec3 or alig issues...
- Welcome! - Welcome!
#### 📌 Note for experienced developers: #### Note for experienced developers:
- Since I'm testing this library in my projects, sometimes bugs occurs; finding that bug[s] and making improvements would be more easy with multiple developer/contributor and their projects or knowledge. Consider to make some tests if you suspect something is wrong and any feedbacks, contributions and bug reports are always welcome. - Since I'm testing this library in my projects, sometimes bugs occurs; finding that bug[s] and making improvements would be more easy with multiple developer/contributor and their projects or knowledge. Consider to make some tests if you suspect something is wrong and any feedbacks, contributions and bug reports are always welcome.
#### 📌 Allocations? #### Allocations?
`cglm` doesn't alloc any memory on heap. So it doesn't provide any allocator. You should alloc memory for **out** parameters too if you pass pointer of memory location. Don't forget that **vec4** (also quat/**versor**) and **mat4** must be aligned (16-bytes), because *cglm* uses SIMD instructions to optimize most operations if available. `cglm` doesn't alloc any memory on heap. So it doesn't provide any allocator. You should alloc memory for **out** parameters too if you pass pointer of memory location. Don't forget that **vec4** (also quat/**versor**) and **mat4** must be aligned (16-bytes), because *cglm* uses SIMD instructions to optimize most operations if available.
#### 📌 Returning vector or matrix... ? #### Returning vector or matrix... ?
**cglm** supports both *ARRAY API* and *STRUCT API*, so you can return structs if you utilize struct api (`glms_`). **cglm** supports both *ARRAY API* and *STRUCT API*, so you can return structs if you utilize struct api (`glms_`).
#### Other APIs like Vulkan, Metal, Dx?
Currently *cglm* uses default clip space configuration (-1, 1) for camera functions (perspective, extract corners...), in the future other clip space configurations will be supported
<hr/> <hr/>
<table> <table>
@@ -106,9 +68,7 @@ https://github.com/g-truc/glm
</tbody> </tbody>
</table> </table>
## 🚀 Features ## Features
- **scalar** and **simd** (sse, avx, neon...) optimizations
- option to use different clipspaces e.g. Left Handed, Zero-to-One... (currrently right handed negative-one is default)
- array api and struct api, you can use arrays or structs. - array api and struct api, you can use arrays or structs.
- general purpose matrix operations (mat4, mat3) - general purpose matrix operations (mat4, mat3)
- chain matrix multiplication (square only) - chain matrix multiplication (square only)
@@ -123,7 +83,7 @@ https://github.com/g-truc/glm
- extract euler angles - extract euler angles
- inline or pre-compiled function call - inline or pre-compiled function call
- frustum (extract view frustum planes, corners...) - frustum (extract view frustum planes, corners...)
- bounding box (AABB in Frustum (culling), crop, merge...) - bounding box (AABB in Frustum (culling), crop, merge...)
- bounding sphere - bounding sphere
- project, unproject - project, unproject
- easing functions - easing functions
@@ -135,9 +95,9 @@ https://github.com/g-truc/glm
<hr /> <hr />
You have two options to call a function/operation: inline or library call (link) You have two option to call a function/operation: inline or library call (link)
Almost all functions are marked inline (always_inline) so compiler will probably inline. Almost all functions are marked inline (always_inline) so compiler will probably inline.
To call pre-compiled versions, just use `glmc_` (c stands for 'call') instead of `glm_`. To call pre-compiled version, just use `glmc_` (c stands for 'call') instead of `glm_`.
```C ```C
#include <cglm/cglm.h> /* for inline */ #include <cglm/cglm.h> /* for inline */
@@ -188,7 +148,7 @@ Struct functions generally take their parameters as *values* and *return* their
The types used are actually unions that allow access to the same data multiple ways. One of those ways involves anonymous structures, available since C11. MSVC also supports it for earlier C versions out of the box and GCC/Clang do if you enable `-fms-extensions`. To explicitly enable these anonymous structures, `#define CGLM_USE_ANONYMOUS_STRUCT` to `1`, to disable them, to `0`. For backward compatibility, you can also `#define CGLM_NO_ANONYMOUS_STRUCT` (value is irrelevant) to disable them. If you don't specify explicitly, cglm will do a best guess based on your compiler and the C version you're using. The types used are actually unions that allow access to the same data multiple ways. One of those ways involves anonymous structures, available since C11. MSVC also supports it for earlier C versions out of the box and GCC/Clang do if you enable `-fms-extensions`. To explicitly enable these anonymous structures, `#define CGLM_USE_ANONYMOUS_STRUCT` to `1`, to disable them, to `0`. For backward compatibility, you can also `#define CGLM_NO_ANONYMOUS_STRUCT` (value is irrelevant) to disable them. If you don't specify explicitly, cglm will do a best guess based on your compiler and the C version you're using.
## 🔨 Build ## Build
### CMake (All platforms) ### CMake (All platforms)
```bash ```bash
@@ -208,24 +168,6 @@ option(CGLM_USE_C99 "" OFF) # C11
option(CGLM_USE_TEST "Enable Tests" OFF) # for make check - make test option(CGLM_USE_TEST "Enable Tests" OFF) # for make check - make test
``` ```
#### Use as header-only library with your CMake project
This requires no building or installation of cglm.
* Example:
``` cmake
cmake_minimum_required(VERSION 3.8.2)
project(<Your Project Name>)
add_executable(${PROJECT_NAME} src/main.c)
target_link_libraries(${LIBRARY_NAME} PRIVATE
cglm_headers)
add_subdirectory(external/cglm/ EXCLUDE_FROM_ALL)
```
#### Use with your CMake project #### Use with your CMake project
* Example: * Example:
```cmake ```cmake
@@ -242,38 +184,6 @@ add_subdirectory(external/cglm/)
# or you can use find_package to configure cglm # or you can use find_package to configure cglm
``` ```
#### Use CMake to build for WebAssembly
Since math functions like `sinf` is used, this can not be targeted at `wasm32-unknown-unknown`, one of [wasi-sdk](https://github.com/WebAssembly/wasi-sdk) or [emscripten](https://github.com/emscripten-core/emsdk) should be used.
Should note that shared build is not yet supported for WebAssembly.
For [simd128](https://github.com/WebAssembly/simd) support, add `-msimd128` to `CMAKE_C_FLAGS`, in command line `-DCMAKE_C_FLAGS="-msimd128"`.
For tests, the cmake option `CGLM_USE_TEST` would still work, you'll need a wasi runtime for running tests, see our [ci config file](.github/workflows/cmake-wasm.yml) for a detailed example.
##### Use CMake and WASI SDK to build for WebAssembly
```bash
$ cmake .. \
-DCMAKE_TOOLCHAIN_FILE=/path/to/wasi-sdk-19.0/share/cmake/wasi-sdk.cmake \
-DWASI_SDK_PREFIX=/path/to/wasi-sdk-19.0
```
Where `/path/to/wasi-sdk-19.0/` is the path to extracted [wasi sdk](https://github.com/WebAssembly/wasi-sdk).
In this case it would by default make a static build.
##### Use CMake and Emscripten SDK to build for WebAssembly
```bash
$ emcmake cmake .. \
-DCMAKE_EXE_LINKER_FLAGS="-s STANDALONE_WASM" \
-DCGLM_STATIC=ON
```
The `emcmake` here is the cmake wrapper for Emscripten from installed [emsdk](https://github.com/emscripten-core/emsdk).
### Meson (All platforms) ### Meson (All platforms)
```bash ```bash
@@ -289,7 +199,7 @@ $ sudo ninja install # [Optional]
c_std=c11 c_std=c11
buildtype=release buildtype=release
default_library=shared default_library=shared
build_tests=true # to run tests: ninja test enable_tests=false # to run tests: ninja test
``` ```
#### Use with your Meson project #### Use with your Meson project
* Example: * Example:
@@ -463,7 +373,7 @@ You can pass matrices the same way to other APIs e.g. Vulkan, DX...
## Notes ## Notes
- This library does not support double type... yet - This library uses float types only, does not support Integers, Double... yet
- If headers are not working properly with your compiler, IDE please open an issue, because I'm using GCC and clang to test it maybe sometimes MSVC - If headers are not working properly with your compiler, IDE please open an issue, because I'm using GCC and clang to test it maybe sometimes MSVC
**TODO:** **TODO:**
@@ -472,7 +382,7 @@ You can pass matrices the same way to other APIs e.g. Vulkan, DX...
- [x] Add version info - [x] Add version info
- [ ] Unaligned operations (e.g. `glm_umat4_mul`) - [ ] Unaligned operations (e.g. `glm_umat4_mul`)
- [x] Extra documentation - [x] Extra documentation
- [x] ARM Neon Arch - [ ] ARM Neon Arch (In Progress)
## Contributors ## Contributors

BIN
cglm.png

Binary file not shown.

Before

Width:  |  Height:  |  Size: 378 KiB

View File

@@ -2,7 +2,7 @@ Pod::Spec.new do |s|
# Description # Description
s.name = "cglm" s.name = "cglm"
s.version = "0.9.2" s.version = "0.7.9"
s.summary = "📽 Highly Optimized Graphics Math (glm) for C" s.summary = "📽 Highly Optimized Graphics Math (glm) for C"
s.description = <<-DESC s.description = <<-DESC
cglm is math library for graphics programming for C. See the documentation or README for all features. cglm is math library for graphics programming for C. See the documentation or README for all features.

View File

@@ -7,8 +7,8 @@
#***************************************************************************** #*****************************************************************************
AC_PREREQ([2.69]) AC_PREREQ([2.69])
AC_INIT([cglm], [0.9.3], [info@recp.me]) AC_INIT([cglm], [0.8.0], [info@recp.me])
AM_INIT_AUTOMAKE([-Wall foreign subdir-objects serial-tests]) AM_INIT_AUTOMAKE([-Wall -Werror foreign subdir-objects serial-tests])
# Don't use the default cflags (-O2 -g), we set ours manually in Makefile.am. # Don't use the default cflags (-O2 -g), we set ours manually in Makefile.am.
: ${CFLAGS=""} : ${CFLAGS=""}

View File

@@ -1,4 +0,0 @@
# Defining the exact version will make sure things don't break
sphinx==5.3.0
sphinx_rtd_theme==1.1.1
readthedocs-sphinx-search==0.1.1

View File

@@ -1,173 +0,0 @@
.. default-domain:: C
2d axis aligned bounding box (AABB)
================================================================================
Header: cglm/aabb2d.h
Some convenient functions provided for AABB.
**Definition of aabb:**
cglm defines an aabb as a two dimensional array of vec2's.
The first element is the **min** point and the second one is the **max** point.
If you have another type e.g. struct or even another representation then you must
convert it before and after calling a cglm aabb2d function.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_aabb2d_copy`
#. :c:func:`glm_aabb2d_transform`
#. :c:func:`glm_aabb2d_merge`
#. :c:func:`glm_aabb2d_crop`
#. :c:func:`glm_aabb2d_crop_until`
#. :c:func:`glm_aabb2d_invalidate`
#. :c:func:`glm_aabb2d_isvalid`
#. :c:func:`glm_aabb2d_size`
#. :c:func:`glm_aabb2d_radius`
#. :c:func:`glm_aabb2d_center`
#. :c:func:`glm_aabb2d_aabb`
#. :c:func:`glm_aabb2d_circle`
#. :c:func:`glm_aabb2d_point`
#. :c:func:`glm_aabb2d_contains`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_aabb2d_copy(vec2 aabb[2], vec2 dest[2])
| copy all members of [aabb] to [dest]
Parameters:
| *[in]* **aabb** bounding box
| *[out]* **dest** destination
.. c:function:: void glm_aabb2d_transform(vec2 aabb[2], mat3 m, vec2 dest[2])
| apply transform to Axis-Aligned Bounding Box
Parameters:
| *[in]* **aabb** bounding box
| *[in]* **m** transform matrix
| *[out]* **dest** transformed bounding box
.. c:function:: void glm_aabb2d_merge(vec2 aabb1[2], vec2 aabb2[2], vec2 dest[2])
| merges two AABB bounding box and creates new one
two aabb must be in the same space
Parameters:
| *[in]* **aabb1** bounding box 1
| *[in]* **aabb2** bounding box 2
| *[out]* **dest** merged bounding box
.. c:function:: void glm_aabb2d_crop(vec2 aabb[2], vec2 cropAabb[2], vec2 dest[2])
| crops a bounding box with another one.
this could be useful for gettng a bbox which fits with view frustum and
object bounding boxes. In this case you crop view frustum box with objects
box
Parameters:
| *[in]* **aabb** bounding box 1
| *[in]* **cropAabb** crop box
| *[out]* **dest** cropped bounding box
.. c:function:: void glm_aabb2d_crop_until(vec2 aabb[2], vec2 cropAabb[2], vec2 clampAabb[2], vec2 dest[2])
| crops a bounding box with another one.
this could be useful for gettng a bbox which fits with view frustum and
object bounding boxes. In this case you crop view frustum box with objects
box
Parameters:
| *[in]* **aabb** bounding box
| *[in]* **cropAabb** crop box
| *[in]* **clampAabb** miniumum box
| *[out]* **dest** cropped bounding box
.. c:function:: void glm_aabb2d_invalidate(vec2 aabb[2])
| invalidate AABB min and max values
| It fills *max* values with -FLT_MAX and *min* values with +FLT_MAX
Parameters:
| *[in, out]* **aabb** bounding box
.. c:function:: bool glm_aabb2d_isvalid(vec2 aabb[2])
| check if AABB is valid or not
Parameters:
| *[in]* **aabb** bounding box
Returns:
returns true if aabb is valid otherwise false
.. c:function:: float glm_aabb2d_size(vec2 aabb[2])
| distance between of min and max
Parameters:
| *[in]* **aabb** bounding box
Returns:
distance between min - max
.. c:function:: float glm_aabb2d_radius(vec2 aabb[2])
| radius of sphere which surrounds AABB
Parameters:
| *[in]* **aabb** bounding box
.. c:function:: void glm_aabb2d_center(vec2 aabb[2], vec2 dest)
| computes center point of AABB
Parameters:
| *[in]* **aabb** bounding box
| *[out]* **dest** center of bounding box
.. c:function:: bool glm_aabb2d_aabb(vec2 aabb[2], vec2 other[2])
| check if two AABB intersects
Parameters:
| *[in]* **aabb** bounding box
| *[out]* **other** other bounding box
.. c:function:: bool glm_aabb2d_circle(vec2 aabb[2], vec3 c)
| check if AABB intersects with sphere
| https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c
| Solid Box - Solid Sphere test.
Parameters:
| *[in]* **aabb** solid bounding box
| *[out]* **c** solid circle
.. c:function:: bool glm_aabb2d_point(vec2 aabb[2], vec2 point)
| check if point is inside of AABB
Parameters:
| *[in]* **aabb** bounding box
| *[out]* **point** point
.. c:function:: bool glm_aabb2d_contains(vec2 aabb[2], vec2 other[2])
| check if AABB contains other AABB
Parameters:
| *[in]* **aabb** bounding box
| *[out]* **other** other bounding box

View File

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

View File

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

View File

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

View File

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

View File

@@ -1,28 +1,56 @@
📚 API documentation API documentation
================================ ================================
**cglm** provides a few APIs for similar functions. Some functions may exist twice,
once for their namespace and once for global namespace
to make easier to write very common functions
* 📦 **Inline API**: All functions are inline. You can include **cglm/cglm.h** header For instance, in general we use :code:`glm_vec3_dot` to get dot product
to use this API. This is the default API. `glm_` is namespace/prefix for this API. of two **vec3**. Now we can also do this with :code:`glm_dot`,
* 📦 **Call API**: All functions are not inline. You need to build *cglm* and link it same for *_cross* and so on...
to your project. You can include **cglm/call.h** header to use this API. `glmc_` is namespace/prefix for this API.
And also there are also sub categories: The original function stays where it is, the function in global namespace
of same name is just an alias, so there is no call version of those functions.
e.g there is no func like :code:`glmc_dot` because *glm_dot* is just alias for
:code:`glm_vec3_dot`
* 📦 **Array API**: Types are raw arrays and functions takes array as argument. You can include **cglm/cglm.h** header By including **cglm/cglm.h** header you will include all inline version
to use this API. This is the default API. `glm_` is namespace/prefix for this API. of functions. Since functions in this header[s] are inline you don't need to
* 📦 **Struct API**: Types are union/struct and functions takes struct as argument and return structs if needed. You can include **cglm/struct.h** header build or link *cglm* against your project.
to use this API. This also includes **cglm/cglm.h** header.`glms_` is namespace/prefix for this API but your can omit or change it, see struct api docs.
* 📦 **SIMD API**: SIMD functions and helpers. `glmm_` is namespace/prefix for this API.
📌 Since struct api and call api are built top of inline array api, follow inline array api docs for individual functions. But by including **cglm/call.h** header you will include all *non-inline*
version of functions. You need to build *cglm* and link it.
Follow the :doc:`build` documentation for this
.. toctree:: .. toctree::
:maxdepth: 1 :maxdepth: 1
:caption: API documentations: :caption: API categories:
api_inline_array affine
api_struct affine-mat
api_call affine2d
api_simd cam
frustum
box
quat
euler
mat4
mat3
mat2
vec3
vec3-ext
vec4
vec4-ext
vec2
vec2-ext
color
plane
project
util
io
call
sphere
curve
bezier
version
ray

View File

@@ -1,11 +0,0 @@
Call API
================================
Call API is pre-built API for making calls from library. It is built on top of the array api. **glmc_** is the namespace for the call api.
**c** stands for call.
You need to built cglm to use call api. See build instructions (:doc:`build`) for more details.
The functions except namespace **glmc_** are same as inline api. See ( :doc:`api_inline_array` ) for more details.
📌 In the future we can define option to forward inline functions or struct api to call api.

View File

@@ -1,76 +0,0 @@
Array API - Inline (Default)
========================================
This is the default API of *cglm*. All functions are forced to be inlined
and struct api, call api uses this inline api to share implementation.
📌 Call api is also array api but it is not inlined.
In the future there may be option to forward struct api to call api instead of inline api to reduce binary size if needed.
📌 **USE this API docs for similar functions in struct and call api**
📌 In struct api you can omit namespace e.g :code:`glms_vec3_dot` can be called as :code:`vec3_dot` in struct api, see :doc:`struct-api` to configure struct api for more details.
📌 In struct api functions can return struct/union
📌 In struct api you can access items like **.x**, **.y**, **.z**, **.w**, **.r**, **.g**, **.b**, **.a**, **.m00**, **m01**...
Some functions may exist twice, once for their namespace and once for global namespace
to make easier to write very common functions
For instance, in general we use :code:`glm_vec3_dot` to get dot product
of two **vec3**. Now we can also do this with :code:`glm_dot`,
same for *_cross* and so on...
The original function stays where it is, the function in global namespace
of same name is just an alias, so there is no call version of those functions.
e.g there is no func like :code:`glmc_dot` because *glm_dot* is just alias for
:code:`glm_vec3_dot`
By including **cglm/cglm.h** header you will include all inline version
of functions. Since functions in this header[s] are inline you don't need to
build or link *cglm* against your project.
But by including **cglm/call.h** header you will include all *non-inline*
version of functions. You need to build *cglm* and link it.
Follow the :doc:`build` documentation for this
.. toctree::
:maxdepth: 1
:caption: API categories:
affine
affine-mat
affine2d
cam
frustum
box
quat
euler
mat2
mat2x3
mat2x4
mat3
mat3x2
mat3x4
mat4
mat4x2
mat4x3
vec2
vec2-ext
vec3
vec3-ext
vec4
vec4-ext
ivec2
ivec3
ivec4
color
plane
project
util
io
call
sphere
curve
bezier
version
ray

View File

@@ -1,12 +0,0 @@
SIMD API
================================
SIMD api is special api for SIMD operations. **glmm_** prefix is used for SIMD operations in cglm. It is used in many places in cglm.
You can use it for your own SIMD operations too. In the future the api may be extended by time.
Supported SIMD architectures ( may vary by time )
* SSE / SSE2
* AVX
* NEON
* WASM 128

View File

@@ -1,98 +0,0 @@
Struct API
================================
Struct API is alternative API to array api to use **cglm** with improved type safety and easy to use.
Since struct api is built top of array api, every struct API is not documented here.
See array api documentation for more information for individual functions.
By default struct api adds `s` suffix to every type name e.g. vec3s, mat4s, versors etc.
Also struct api `s` suffix to namespace e.g. `glms_vec3_add`, `glms_mat4_mul` etc.
By starting v0.9.0, struct api namespace is configurable. We can omit **glms_** namespace or
even change it with custom name to move existing api integrations to **cglm** more easliy...
We can also add **s** to functin names if we want e.g. `glms_vec3_add()` -> `vec3_add()` or `vec3s_add()`.
By including **cglm/struct.h** header you will include all struct api. It will also include **cglm/cglm.h** too.
Since struct apis are inline you don't need to build or link *cglm* against
your project unless if you want to use pre-built call-api too.
Struct API is built top of array api. So you can mix them.
Use **.raw** union member to access raw array data to use it with array api.
Unlike array api ([0], [1], [0][0] ...), it is also possible to use struct api
with **.x**, **.y**, **.z**, **.w**, **.r**, **.g**, **.b**, **.a**, **.m00**, **m01**...
accessors to access individual elements/properties of vectors and matrices.
Struct API usage:
-----------------
.. code-block:: c
#include <cglm/struct.h>
mat4s m1 = glms_mat4_identity(); /* init... */
mat4s m2 = glms_mat4_identity(); /* init... */
mat4s m3 = glms_mat4_mul(glms_mat4_mul(m1, m2), glms_mat4_mul(m3, m4));
vec3s v1 = { 1.0f, 0.0f, 0.0f };
vec3s v2 = { 0.0f, 1.0f, 0.0f };
vec4s v4 = { 0.0f, 1.0f, 0.0f, 0.0f };
vec4 v5a = { 0.0f, 1.0f, 0.0f, 0.0f };
mat4s m4 = glms_rotate(m3, M_PI_2,
glms_vec3_cross(glms_vec3_add(v1, v6)
glms_vec3_add(v1, v7)));
v1.x = 1.0f; v1.y = 0.0f; v1.z = 0.0f;
// or
v1.raw[0] = 1.0f; v1.raw[1] = 0.0f; v1.raw[2] = 0.0f;
/* use struct api with array api (mix them). */
/* use .raw to access array and use it with array api */
glm_vec4_add(m4.col[0].raw, v5a, m4.col[0].raw);
glm_mat4_mulv(m4.raw, v4.raw, v5a);
or omit `glms_` namespace completely (see options below):
.. code-block:: c
#define CGLM_OMIT_NS_FROM_STRUCT_API
#include <cglm/struct.h>
mat4s m1 = mat4_identity(); /* init... */
mat4s m2 = mat4_identity(); /* init... */
mat4s m3 = mat4_mul(mat4_mul(m1, m2), mat4_mul(m3, m4));
vec3s v1 = { 1.0f, 0.0f, 0.0f };
vec3s v2 = { 0.0f, 1.0f, 0.0f };
vec4s v4 = { 0.0f, 1.0f, 0.0f, 0.0f };
vec4 v5a = { 0.0f, 1.0f, 0.0f, 0.0f };
mat4s m4 = glms_rotate(m3, M_PI_2,
vec3_cross(vec3_add(v1, v6)
vec3_add(v1, v7)));
v1.x = 1.0f; v1.y = 0.0f; v1.z = 0.0f;
// or
v1.raw[0] = 1.0f; v1.raw[1] = 0.0f; v1.raw[2] = 0.0f;
/* use struct api with array api (mix them) */
glm_vec4_add(m4.col[0].raw, v5a, m4.col[0].raw);
glm_mat4_mulv(m4.raw, v4.raw, v5a);
Configuring the Struct API:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
To configure the Struct API namespace, you can define the following macros before including the cglm/struct.h header:
- **CGLM_OMIT_NS_FROM_STRUCT_API**: omits CGLM_STRUCT_API_NS (`glms_`) namespace completely if there is sub namespace e.g `mat4_`, `vec4_` ... DEFAULT is not defined
- **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
Detailed documentation for Struct API:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Since struct api if built top of array api, see array api functions for more information about individual functions.

View File

@@ -32,22 +32,6 @@ If you don't want to install **cglm** to your system's folder you can get static
option(CGLM_USE_C99 "" OFF) # C11 option(CGLM_USE_C99 "" OFF) # C11
option(CGLM_USE_TEST "Enable Tests" OFF) # for make check - make test option(CGLM_USE_TEST "Enable Tests" OFF) # for make check - make test
**Use as header-only library with your CMake project example**
This requires no building or installation of cglm.
.. code-block:: CMake
:linenos:
cmake_minimum_required(VERSION 3.8.2)
project(<Your Project Name>)
add_executable(${PROJECT_NAME} src/main.c)
target_link_libraries(${LIBRARY_NAME} PRIVATE
cglm_headers)
add_subdirectory(external/cglm/ EXCLUDE_FROM_ALL)
**Use with your CMake project example** **Use with your CMake project example**
.. code-block:: CMake .. code-block:: CMake

View File

@@ -101,7 +101,7 @@ Functions documentation
Parameters: Parameters:
| *[in]* **box** AABB | *[in]* **box** AABB
| *[in]* **padding** padding | *[in]* **padding** padding
| *[out]* **dest** result matrix | *[out]* **d** result matrix
.. c:function:: void glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) .. c:function:: void glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest)
@@ -113,7 +113,7 @@ Functions documentation
Parameters: Parameters:
| *[in]* **box** AABB | *[in]* **box** AABB
| *[in]* **padding** padding for near and far | *[in]* **padding** padding for near and far
| *[out]* **dest** result matrix | *[out]* **d** result matrix
Returns: Returns:
square of norm / magnitude square of norm / magnitude
@@ -140,7 +140,7 @@ Functions documentation
| set up perspective projection matrix | set up perspective projection matrix
Parameters: Parameters:
| *[in]* **fovy** field of view angle (in radians) | *[in]* **fovy** field of view angle
| *[in]* **aspect** aspect ratio ( width / height ) | *[in]* **aspect** aspect ratio ( width / height )
| *[in]* **nearVal** near clipping plane | *[in]* **nearVal** near clipping plane
| *[in]* **farVal** far clipping planes | *[in]* **farVal** far clipping planes

View File

@@ -62,16 +62,16 @@ author = u'Recep Aslantas'
# built documents. # built documents.
# #
# The short X.Y version. # The short X.Y version.
version = u'0.9.2' version = u'0.8.0'
# The full version, including alpha/beta/rc tags. # The full version, including alpha/beta/rc tags.
release = u'0.9.2' release = u'0.8.0'
# The language for content autogenerated by Sphinx. Refer to documentation # The language for content autogenerated by Sphinx. Refer to documentation
# for a list of supported languages. # for a list of supported languages.
# #
# This is also used if you do content translation via gettext catalogs. # This is also used if you do content translation via gettext catalogs.
# Usually you set "language" from the command line for these cases. # Usually you set "language" from the command line for these cases.
language = 'en' language = None
# List of patterns, relative to source directory, that match files and # List of patterns, relative to source directory, that match files and
# directories to ignore when looking for source files. # directories to ignore when looking for source files.
@@ -111,7 +111,7 @@ html_theme_options = {
# Add any paths that contain custom static files (such as style sheets) here, # 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, # relative to this directory. They are copied after the builtin static files,
# so a file named "default.css" will overwrite the builtin "default.css". # so a file named "default.css" will overwrite the builtin "default.css".
# html_static_path = ['_static'] html_static_path = ['_static']
# -- Options for HTMLHelp output ------------------------------------------ # -- Options for HTMLHelp output ------------------------------------------

View File

@@ -1,8 +1,6 @@
Features Features
================================================================================ ================================================================================
* **scalar** and **simd** (sse, avx, neon, wasm...) optimizations
* option to use different clipspaces e.g. Left Handed, Zero-to-One... (currrently right handed negative-one is default)
* array api and struct api, you can use arrays or structs. * array api and struct api, you can use arrays or structs.
* general purpose matrix operations (mat4, mat3) * general purpose matrix operations (mat4, mat3)
* chain matrix multiplication (square only) * chain matrix multiplication (square only)
@@ -18,7 +16,6 @@ Features
* inline or pre-compiled function call * inline or pre-compiled function call
* frustum (extract view frustum planes, corners...) * frustum (extract view frustum planes, corners...)
* bounding box (AABB in Frustum (culling), crop, merge...) * bounding box (AABB in Frustum (culling), crop, merge...)
* 2d bounding box (crop, merge...)
* bounding sphere * bounding sphere
* project, unproject * project, unproject
* easing functions * easing functions

View File

@@ -6,12 +6,13 @@
cglm Documentation cglm Documentation
================================ ================================
**cglm** is an optimized 3D math library written in C99 (compatible with C89). **cglm** is optimized 3D math library written in C99 (compatible with C89).
It is similar to the original **glm** library, except **cglm** is mainly for It is similar to original **glm** library except this is mainly for **C**
**C**.
**cglm** stores matrices as column-major order but in the future row-major is This library stores matrices as column-major order but in the future row-major
considered to be supported as optional. is considered to be supported as optional.
Also currently only **float** type is supported for most operations.
.. toctree:: .. toctree::
:maxdepth: 2 :maxdepth: 2
@@ -28,7 +29,7 @@ considered to be supported as optional.
opengl opengl
.. toctree:: .. toctree::
:maxdepth: 3 :maxdepth: 2
:caption: API: :caption: API:
api api
@@ -45,8 +46,8 @@ considered to be supported as optional.
troubleshooting troubleshooting
Indices and Tables: Indices and tables
=================== ==================
* :ref:`genindex` * :ref:`genindex`
* :ref:`modindex` * :ref:`modindex`

View File

@@ -53,11 +53,8 @@ Functions:
1. :c:func:`glm_mat4_print` 1. :c:func:`glm_mat4_print`
#. :c:func:`glm_mat3_print` #. :c:func:`glm_mat3_print`
#. :c:func:`glm_vec4_print` #. :c:func:`glm_vec4_print`
#. :c:func:`glm_ivec4_print`
#. :c:func:`glm_vec3_print` #. :c:func:`glm_vec3_print`
#. :c:func:`glm_ivec3_print` #. :c:func:`glm_ivec3_print`
#. :c:func:`glm_vec2_print`
#. :c:func:`glm_ivec2_print`
#. :c:func:`glm_versor_print` #. :c:func:`glm_versor_print`
#. :c:func:`glm_aabb_print` #. :c:func:`glm_aabb_print`
@@ -66,7 +63,7 @@ Functions documentation
.. c:function:: void glm_mat4_print(mat4 matrix, FILE * __restrict ostream) .. c:function:: void glm_mat4_print(mat4 matrix, FILE * __restrict ostream)
| print matrix to given stream | print mat4 to given stream
Parameters: Parameters:
| *[in]* **matrix** matrix | *[in]* **matrix** matrix
@@ -74,7 +71,7 @@ Functions documentation
.. c:function:: void glm_mat3_print(mat3 matrix, FILE * __restrict ostream) .. c:function:: void glm_mat3_print(mat3 matrix, FILE * __restrict ostream)
| print matrix to given stream | print mat3 to given stream
Parameters: Parameters:
| *[in]* **matrix** matrix | *[in]* **matrix** matrix
@@ -82,15 +79,7 @@ Functions documentation
.. c:function:: void glm_vec4_print(vec4 vec, FILE * __restrict ostream) .. c:function:: void glm_vec4_print(vec4 vec, FILE * __restrict ostream)
| print vector to given stream | print vec4 to given stream
Parameters:
| *[in]* **vec** vector
| *[in]* **ostream** FILE to write
.. c:function:: void glm_ivec4_print(ivec4 vec, FILE * __restrict ostream)
| print vector to given stream
Parameters: Parameters:
| *[in]* **vec** vector | *[in]* **vec** vector
@@ -98,7 +87,7 @@ Functions documentation
.. c:function:: void glm_vec3_print(vec3 vec, FILE * __restrict ostream) .. c:function:: void glm_vec3_print(vec3 vec, FILE * __restrict ostream)
| print vector to given stream | print vec3 to given stream
Parameters: Parameters:
| *[in]* **vec** vector | *[in]* **vec** vector
@@ -106,29 +95,12 @@ Functions documentation
.. c:function:: void glm_ivec3_print(ivec3 vec, FILE * __restrict ostream) .. c:function:: void glm_ivec3_print(ivec3 vec, FILE * __restrict ostream)
| print vector to given stream | print ivec3 to given stream
Parameters: Parameters:
| *[in]* **vec** vector | *[in]* **vec** vector
| *[in]* **ostream** FILE to write | *[in]* **ostream** FILE to write
.. c:function:: void glm_vec2_print(vec2 vec, FILE * __restrict ostream)
| print vector to given stream
Parameters:
| *[in]* **vec** vector
| *[in]* **ostream** FILE to write
.. c:function:: void glm_ivec2_print(ivec2 vec, FILE * __restrict ostream)
| print vector to given stream
Parameters:
| *[in]* **vec** vector
| *[in]* **ostream** FILE to write
.. c:function:: void glm_versor_print(versor vec, FILE * __restrict ostream) .. c:function:: void glm_versor_print(versor vec, FILE * __restrict ostream)
| print quaternion to given stream | print quaternion to given stream

View File

@@ -1,204 +0,0 @@
.. default-domain:: C
ivec2
=====
Header: cglm/ivec2.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Macros:
1. GLM_IVEC2_ONE_INIT
#. GLM_IVEC2_ZERO_INIT
#. GLM_IVEC2_ONE
#. GLM_IVEC2_ZERO
Functions:
1. :c:func:`glm_ivec2`
#. :c:func:`glm_ivec2_copy`
#. :c:func:`glm_ivec2_zero`
#. :c:func:`glm_ivec2_one`
#. :c:func:`glm_ivec2_add`
#. :c:func:`glm_ivec2_adds`
#. :c:func:`glm_ivec2_sub`
#. :c:func:`glm_ivec2_subs`
#. :c:func:`glm_ivec2_mul`
#. :c:func:`glm_ivec2_scale`
#. :c:func:`glm_ivec2_distance2`
#. :c:func:`glm_ivec2_distance`
#. :c:func:`glm_ivec2_maxv`
#. :c:func:`glm_ivec2_minv`
#. :c:func:`glm_ivec2_clamp`
#. :c:func:`glm_ivec2_abs`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_ivec2(int * v, ivec2 dest)
init ivec2 using vec3 or vec4
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_copy(ivec2 a, ivec2 dest)
copy all members of [a] to [dest]
Parameters:
| *[in]* **a** source vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_zero(ivec2 v)
set all members of [v] to zero
Parameters:
| *[out]* **v** vector
.. c:function:: void glm_ivec2_one(ivec2 v)
set all members of [v] to one
Parameters:
| *[out]* **v** vector
.. c:function:: void glm_ivec2_add(ivec2 a, ivec2 b, ivec2 dest)
add vector [a] to vector [b] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_adds(ivec2 v, int s, ivec2 dest)
add scalar s to vector [v] and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_sub(ivec2 a, ivec2 b, ivec2 dest)
subtract vector [b] from vector [a] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_subs(ivec2 v, int s, ivec2 dest)
subtract scalar s from vector [v] and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_mul(ivec2 a, ivec2 b, ivec2 dest)
multiply vector [a] with vector [b] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_scale(ivec2 v, int s, ivec2 dest)
multiply vector [a] with scalar s and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: int glm_ivec2_distance2(ivec2 a, ivec2 b)
squared distance between two vectors
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
Returns:
squared distance (distance * distance)
.. c:function:: float glm_ivec2_distance(ivec2 a, ivec2 b)
distance between two vectors
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
Returns:
distance
.. c:function:: void glm_ivec2_fill(ivec2 v, int val)
fill a vector with specified value
Parameters:
| *[out]* **v** vector
| *[in]* **val** value
.. c:function:: bool glm_ivec2_eq(ivec2 v, int val)
check if vector is equal to value
Parameters:
| *[in]* **v** vector
| *[in]* **val** value
.. c:function:: bool glm_ivec2_eqv(ivec2 v1, ivec2 v2)
check if vector is equal to another vector
Parameters:
| *[in]* **vec** vector 1
| *[in]* **vec** vector 2
.. c:function:: void glm_ivec2_maxv(ivec2 a, ivec2 b, ivec2 dest)
set each member of dest to greater of vector a and b
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_minv(ivec2 a, ivec2 b, ivec2 dest)
set each member of dest to lesser of vector a and b
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_clamp(ivec2 v, int minVal, int maxVal)
clamp each member of [v] between minVal and maxVal (inclusive)
Parameters:
| *[in, out]* **v** vector
| *[in]* **minVal** minimum value
| *[in]* **maxVal** maximum value
.. c:function:: void glm_ivec2_abs(ivec2 v, ivec2 dest)
absolute value of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector

View File

@@ -1,206 +0,0 @@
.. default-domain:: C
ivec3
=====
Header: cglm/ivec3.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Macros:
1. GLM_IVEC3_ONE_INIT
#. GLM_IVEC3_ZERO_INIT
#. GLM_IVEC3_ONE
#. GLM_IVEC3_ZERO
Functions:
1. :c:func:`glm_ivec3`
#. :c:func:`glm_ivec3_copy`
#. :c:func:`glm_ivec3_zero`
#. :c:func:`glm_ivec3_one`
#. :c:func:`glm_ivec3_add`
#. :c:func:`glm_ivec3_adds`
#. :c:func:`glm_ivec3_sub`
#. :c:func:`glm_ivec3_subs`
#. :c:func:`glm_ivec3_mul`
#. :c:func:`glm_ivec3_scale`
#. :c:func:`glm_ivec3_distance2`
#. :c:func:`glm_ivec3_distance`
#. :c:func:`glm_ivec3_fill`
#. :c:func:`glm_ivec3_eq`
#. :c:func:`glm_ivec3_eqv`
#. :c:func:`glm_ivec3_maxv`
#. :c:func:`glm_ivec3_minv`
#. :c:func:`glm_ivec3_clamp`
#. :c:func:`glm_ivec2_abs`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_ivec3(ivec4 v4, ivec3 dest)
init ivec3 using ivec4
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_copy(ivec3 a, ivec3 dest)
copy all members of [a] to [dest]
Parameters:
| *[in]* **a** source vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_zero(ivec3 v)
set all members of [v] to zero
Parameters:
| *[out]* **v** vector
.. c:function:: void glm_ivec3_one(ivec3 v)
set all members of [v] to one
Parameters:
| *[out]* **v** vector
.. c:function:: void glm_ivec3_add(ivec3 a, ivec3 b, ivec3 dest)
add vector [a] to vector [b] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_adds(ivec3 v, int s, ivec3 dest)
add scalar s to vector [v] and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_sub(ivec3 a, ivec3 b, ivec3 dest)
subtract vector [b] from vector [a] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_subs(ivec3 v, int s, ivec3 dest)
subtract scalar s from vector [v] and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_mul(ivec3 a, ivec3 b, ivec3 dest)
multiply vector [a] with vector [b] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_scale(ivec3 v, int s, ivec3 dest)
multiply vector [a] with scalar s and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: int glm_ivec3_distance2(ivec3 a, ivec3 b)
squared distance between two vectors
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
Returns:
squared distance (distance * distance)
.. c:function:: float glm_ivec3_distance(ivec3 a, ivec3 b)
distance between two vectors
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
Returns:
distance
.. c:function:: void glm_ivec3_fill(ivec3 v, int val)
fill a vector with specified value
Parameters:
| *[out]* **v** vector
| *[in]* **val** value
.. c:function:: bool glm_ivec3_eq(ivec3 v, int val)
check if vector is equal to value
Parameters:
| *[in]* **v** vector
| *[in]* **val** value
.. c:function:: bool glm_ivec3_eqv(ivec3 v1, ivec3 v2)
check if vector is equal to another vector
Parameters:
| *[in]* **vec** vector 1
| *[in]* **vec** vector 2
.. c:function:: void glm_ivec3_maxv(ivec3 a, ivec3 b, ivec3 dest)
set each member of dest to greater of vector a and b
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_minv(ivec3 a, ivec3 b, ivec3 dest)
set each member of dest to lesser of vector a and b
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_clamp(ivec3 v, int minVal, int maxVal)
clamp each member of [v] between minVal and maxVal (inclusive)
Parameters:
| *[in, out]* **v** vector
| *[in]* **minVal** minimum value
| *[in]* **maxVal** maximum value
.. c:function:: void glm_ivec3_abs(ivec3 v, ivec3 dest)
absolute value of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector

View File

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

View File

@@ -32,7 +32,6 @@ Functions:
#. :c:func:`glm_mat2_swap_col` #. :c:func:`glm_mat2_swap_col`
#. :c:func:`glm_mat2_swap_row` #. :c:func:`glm_mat2_swap_row`
#. :c:func:`glm_mat2_rmc` #. :c:func:`glm_mat2_rmc`
#. :c:func:`glm_mat2_make`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -65,12 +64,11 @@ Functions documentation
make given matrix zero make given matrix zero
Parameters: Parameters:
| *[in,out]* **mat** matrix | *[in,out]* **mat** matrix to
.. c:function:: void glm_mat2_mul(mat2 m1, mat2 m2, mat2 dest) .. c:function:: void glm_mat2_mul(mat2 m1, mat2 m2, mat2 dest)
multiply m1 and m2 to dest multiply m1 and m2 to dest
m1, m2 and dest matrices can be same matrix, it is possible to write this: m1, m2 and dest matrices can be same matrix, it is possible to write this:
.. code-block:: c .. code-block:: c
@@ -102,7 +100,7 @@ Functions documentation
.. c:function:: void glm_mat2_mulv(mat2 m, vec2 v, vec2 dest) .. c:function:: void glm_mat2_mulv(mat2 m, vec2 v, vec2 dest)
multiply mat2 with vec2 (column vector) and store in dest vector multiply mat4 with vec4 (column vector) and store in dest vector
Parameters: Parameters:
| *[in]* **mat** mat2 (left) | *[in]* **mat** mat2 (left)
@@ -114,8 +112,8 @@ Functions documentation
multiply matrix with scalar multiply matrix with scalar
Parameters: Parameters:
| *[in, out]* **m** matrix | *[in, out]* **mat** matrix
| *[in]* **s** scalar | *[in]* **dest** scalar
.. c:function:: float glm_mat2_det(mat2 mat) .. c:function:: float glm_mat2_det(mat2 mat)
@@ -179,13 +177,3 @@ Functions documentation
Returns: Returns:
scalar value e.g. Matrix1x1 scalar value e.g. Matrix1x1
.. c:function:: void glm_mat2_make(float * __restrict src, mat2 dest)
Create mat2 matrix from pointer
| NOTE: **@src** must contain at least 4 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix2x2

View File

@@ -1,90 +0,0 @@
.. default-domain:: C
mat2x3
======
Header: cglm/mat2x3.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Macros:
1. GLM_MAT2X3_ZERO_INIT
#. GLM_MAT2X3_ZERO
Functions:
1. :c:func:`glm_mat2x3_copy`
#. :c:func:`glm_mat2x3_zero`
#. :c:func:`glm_mat2x3_make`
#. :c:func:`glm_mat2x3_mul`
#. :c:func:`glm_mat2x3_mulv`
#. :c:func:`glm_mat2x3_transpose`
#. :c:func:`glm_mat2x3_scale`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_mat2x3_copy(mat2x3 mat, mat2x3 dest)
copy mat2x3 to another one (dest).
Parameters:
| *[in]* **mat** source
| *[out]* **dest** destination
.. c:function:: void glm_mat2x3_zero(mat2x3 mat)
make given matrix zero
Parameters:
| *[in,out]* **mat** matrix
.. c:function:: void glm_mat2x3_make(float * __restrict src, mat2x3 dest)
Create mat2x3 matrix from pointer
| NOTE: **@src** must contain at least 6 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix2x3
.. c:function:: void glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat2 dest)
multiply m1 and m2 to dest
.. code-block:: c
glm_mat2x3_mul(mat2x3, mat3x2, mat2);
Parameters:
| *[in]* **m1** left matrix (mat2x3)
| *[in]* **m2** right matrix (mat3x2)
| *[out]* **dest** destination matrix (mat2)
.. c:function:: void glm_mat2x3_mulv(mat2x3 m, vec3 v, vec2 dest)
multiply mat2x3 with vec3 (column vector) and store in dest vector
Parameters:
| *[in]* **m** mat2x3 (left)
| *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. c:function:: void glm_mat2x3_transpose(mat2x3 m, mat3x2 dest)
transpose matrix and store in dest
Parameters:
| *[in]* **m** matrix
| *[out]* **dest** destination
.. c:function:: void glm_mat2x3_scale(mat2x3 m, float s)
multiply matrix with scalar
Parameters:
| *[in, out]* **m** matrix
| *[in]* **s** scalar

View File

@@ -1,90 +0,0 @@
.. default-domain:: C
mat2x4
======
Header: cglm/mat2x4.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Macros:
1. GLM_MAT2X4_ZERO_INIT
#. GLM_MAT2X4_ZERO
Functions:
1. :c:func:`glm_mat2x4_copy`
#. :c:func:`glm_mat2x4_zero`
#. :c:func:`glm_mat2x4_make`
#. :c:func:`glm_mat2x4_mul`
#. :c:func:`glm_mat2x4_mulv`
#. :c:func:`glm_mat2x4_transpose`
#. :c:func:`glm_mat2x4_scale`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_mat2x4_copy(mat2x4 mat, mat2x4 dest)
copy mat2x4 to another one (dest).
Parameters:
| *[in]* **mat** source
| *[out]* **dest** destination
.. c:function:: void glm_mat2x4_zero(mat2x4 mat)
make given matrix zero
Parameters:
| *[in,out]* **mat** matrix
.. c:function:: void glm_mat2x4_make(float * __restrict src, mat2x4 dest)
Create mat2x4 matrix from pointer
| NOTE: **@src** must contain at least 8 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix2x4
.. c:function:: void glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat2 dest)
multiply m1 and m2 to dest
.. code-block:: c
glm_mat2x4_mul(mat2x4, mat4x2, mat2);
Parameters:
| *[in]* **m1** left matrix (mat2x4)
| *[in]* **m2** right matrix (mat4x2)
| *[out]* **dest** destination matrix (mat2)
.. c:function:: void glm_mat2x4_mulv(mat2x4 m, vec4 v, vec2 dest)
multiply mat2x4 with vec4 (column vector) and store in dest vector
Parameters:
| *[in]* **m** mat2x4 (left)
| *[in]* **v** vec4 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. c:function:: void glm_mat2x4_transpose(mat2x4 m, mat4x2 dest)
transpose matrix and store in dest
Parameters:
| *[in]* **m** matrix
| *[out]* **dest** destination
.. c:function:: void glm_mat2x4_scale(mat2x4 m, float s)
multiply matrix with scalar
Parameters:
| *[in, out]* **m** matrix
| *[in]* **s** scalar

View File

@@ -34,7 +34,6 @@ Functions:
#. :c:func:`glm_mat3_swap_col` #. :c:func:`glm_mat3_swap_col`
#. :c:func:`glm_mat3_swap_row` #. :c:func:`glm_mat3_swap_row`
#. :c:func:`glm_mat3_rmc` #. :c:func:`glm_mat3_rmc`
#. :c:func:`glm_mat3_make`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -72,7 +71,6 @@ Functions documentation
.. c:function:: void glm_mat3_mul(mat3 m1, mat3 m2, mat3 dest) .. c:function:: void glm_mat3_mul(mat3 m1, mat3 m2, mat3 dest)
multiply m1 and m2 to dest multiply m1 and m2 to dest
m1, m2 and dest matrices can be same matrix, it is possible to write this: m1, m2 and dest matrices can be same matrix, it is possible to write this:
.. code-block:: c .. code-block:: c
@@ -104,10 +102,10 @@ Functions documentation
.. c:function:: void glm_mat3_mulv(mat3 m, vec3 v, vec3 dest) .. c:function:: void glm_mat3_mulv(mat3 m, vec3 v, vec3 dest)
multiply mat3 with vec3 (column vector) and store in dest vector multiply mat4 with vec4 (column vector) and store in dest vector
Parameters: Parameters:
| *[in]* **m** mat3 (left) | *[in]* **mat** mat3 (left)
| *[in]* **v** vec3 (right, column vector) | *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** destination (result, column vector) | *[out]* **dest** destination (result, column vector)
@@ -124,8 +122,8 @@ Functions documentation
multiply matrix with scalar multiply matrix with scalar
Parameters: Parameters:
| *[in, out]* **m** matrix | *[in, out]* **mat** matrix
| *[in]* **s** scalar | *[in]* **dest** scalar
.. c:function:: float glm_mat3_det(mat3 mat) .. c:function:: float glm_mat3_det(mat3 mat)
@@ -189,13 +187,3 @@ Functions documentation
Returns: Returns:
scalar value e.g. Matrix1x1 scalar value e.g. Matrix1x1
.. c:function:: void glm_mat3_make(float * __restrict src, mat3 dest)
Create mat3 matrix from pointer
| NOTE: **@src** must contain at least 9 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix3x3

View File

@@ -1,89 +0,0 @@
.. default-domain:: C
mat3x2
======
Header: cglm/mat3x2.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Macros:
1. GLM_MAT3X2_ZERO_INIT
#. GLM_MAT3X2_ZERO
Functions:
1. :c:func:`glm_mat3x2_copy`
#. :c:func:`glm_mat3x2_zero`
#. :c:func:`glm_mat3x2_make`
#. :c:func:`glm_mat3x2_mul`
#. :c:func:`glm_mat3x2_mulv`
#. :c:func:`glm_mat3x2_transpose`
#. :c:func:`glm_mat3x2_scale`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_mat3x2_copy(mat3x2 mat, mat3x2 dest)
copy mat3x2 to another one (dest).
Parameters:
| *[in]* **mat** source
| *[out]* **dest** destination
.. c:function:: void glm_mat3x2_zero(mat3x2 mat)
make given matrix zero
Parameters:
| *[in,out]* **mat** matrix
.. c:function:: void glm_mat3x2_make(float * __restrict src, mat3x2 dest)
Create mat3x2 matrix from pointer
| NOTE: **@src** must contain at least 6 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix3x2
.. c:function:: void glm_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat3 dest)
multiply m1 and m2 to dest
.. code-block:: c
glm_mat3x2_mul(mat3x2, mat2x3, mat3);
Parameters:
| *[in]* **m1** left matrix (mat3x2)
| *[in]* **m2** right matrix (mat2x3)
| *[out]* **dest** destination matrix (mat3)
.. c:function:: void glm_mat3x2_mulv(mat3x2 m, vec2 v, vec3 dest)
multiply mat3x2 with vec2 (column vector) and store in dest vector
Parameters:
| *[in]* **m** mat3x2 (left)
| *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. c:function:: void glm_mat3x2_transpose(mat3x2 m, mat2x3 dest)
transpose matrix and store in dest
Parameters:
| *[in]* **m** matrix
| *[out]* **dest** destination
.. c:function:: void glm_mat3x2_scale(mat3x2 m, float s)
multiply matrix with scalar
Parameters:
| *[in, out]* **m** matrix
| *[in]* **s** scalar

View File

@@ -1,89 +0,0 @@
.. default-domain:: C
mat3x4
======
Header: cglm/mat3x4.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Macros:
1. GLM_MAT3X4_ZERO_INIT
#. GLM_MAT3X4_ZERO
Functions:
1. :c:func:`glm_mat3x4_copy`
#. :c:func:`glm_mat3x4_zero`
#. :c:func:`glm_mat3x4_make`
#. :c:func:`glm_mat3x4_mul`
#. :c:func:`glm_mat3x4_mulv`
#. :c:func:`glm_mat3x4_transpose`
#. :c:func:`glm_mat3x4_scale`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_mat3x4_copy(mat3x4 mat, mat3x4 dest)
copy mat3x4 to another one (dest).
Parameters:
| *[in]* **mat** source
| *[out]* **dest** destination
.. c:function:: void glm_mat3x4_zero(mat3x4 mat)
make given matrix zero
Parameters:
| *[in,out]* **mat** matrix
.. c:function:: void glm_mat3x4_make(float * __restrict src, mat3x4 dest)
Create mat3x4 matrix from pointer
| NOTE: **@src** must contain at least 12 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix3x4
.. c:function:: void glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest)
multiply m1 and m2 to dest
.. code-block:: c
glm_mat3x4_mul(mat3x4, mat4x3, mat3);
Parameters:
| *[in]* **m1** left matrix (mat3x4)
| *[in]* **m2** right matrix (mat4x3)
| *[out]* **dest** destination matrix (mat3)
.. c:function:: void glm_mat3x4_mulv(mat3x4 m, vec4 v, vec3 dest)
multiply mat3x4 with vec4 (column vector) and store in dest vector
Parameters:
| *[in]* **m** mat3x4 (left)
| *[in]* **v** vec4 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. c:function:: void glm_mat3x4_transpose(mat3x4 m, mat4x3 dest)
transpose matrix and store in dest
Parameters:
| *[in]* **m** matrix
| *[out]* **dest** destination
.. c:function:: void glm_mat3x4_scale(mat3x4 m, float s)
multiply matrix with scalar
Parameters:
| *[in, out]* **m** matrix
| *[in]* **s** scalar

View File

@@ -47,7 +47,6 @@ Functions:
#. :c:func:`glm_mat4_swap_col` #. :c:func:`glm_mat4_swap_col`
#. :c:func:`glm_mat4_swap_row` #. :c:func:`glm_mat4_swap_row`
#. :c:func:`glm_mat4_rmc` #. :c:func:`glm_mat4_rmc`
#. :c:func:`glm_mat4_make`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -119,7 +118,6 @@ Functions documentation
.. c:function:: void glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest) .. c:function:: void glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest)
multiply m1 and m2 to dest multiply m1 and m2 to dest
m1, m2 and dest matrices can be same matrix, it is possible to write this: m1, m2 and dest matrices can be same matrix, it is possible to write this:
.. code-block:: c .. code-block:: c
@@ -158,6 +156,7 @@ Functions documentation
Parameters: Parameters:
| *[in]* **m** mat4 (left) | *[in]* **m** mat4 (left)
| *[in]* **v** vec4 (right, column vector) | *[in]* **v** vec4 (right, column vector)
| *[in]* **last** 4th item to make it vec4
| *[out]* **dest** vec4 (result, column vector) | *[out]* **dest** vec4 (result, column vector)
.. c:function:: void glm_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest) .. c:function:: void glm_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest)
@@ -303,13 +302,3 @@ Functions documentation
Returns: Returns:
scalar value e.g. Matrix1x1 scalar value e.g. Matrix1x1
.. c:function:: void glm_mat4_make(float * __restrict src, mat4 dest)
Create mat4 matrix from pointer
| NOTE: **@src** must contain at least 16 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix4x4

View File

@@ -1,89 +0,0 @@
.. default-domain:: C
mat4x2
======
Header: cglm/mat4x2.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Macros:
1. GLM_MAT4X2_ZERO_INIT
#. GLM_MAT4X2_ZERO
Functions:
1. :c:func:`glm_mat4x2_copy`
#. :c:func:`glm_mat4x2_zero`
#. :c:func:`glm_mat4x2_make`
#. :c:func:`glm_mat4x2_mul`
#. :c:func:`glm_mat4x2_mulv`
#. :c:func:`glm_mat4x2_transpose`
#. :c:func:`glm_mat4x2_scale`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_mat4x2_copy(mat4x2 mat, mat4x2 dest)
copy mat4x2 to another one (dest).
Parameters:
| *[in]* **mat** source
| *[out]* **dest** destination
.. c:function:: void glm_mat4x2_zero(mat4x2 mat)
make given matrix zero
Parameters:
| *[in,out]* **mat** matrix
.. c:function:: void glm_mat4x2_make(float * __restrict src, mat4x2 dest)
Create mat4x2 matrix from pointer
| NOTE: **@src** must contain at least 8 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix4x2
.. c:function:: void glm_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat4 dest)
multiply m1 and m2 to dest
.. code-block:: c
glm_mat4x2_mul(mat4x2, mat2x4, mat4);
Parameters:
| *[in]* **m1** left matrix (mat4x2)
| *[in]* **m2** right matrix (mat2x4)
| *[out]* **dest** destination matrix (mat4)
.. c:function:: void glm_mat4x2_mulv(mat4x2 m, vec2 v, vec4 dest)
multiply mat4x2 with vec2 (column vector) and store in dest vector
Parameters:
| *[in]* **m** mat4x2 (left)
| *[in]* **v** vec2 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. c:function:: void glm_mat4x2_transpose(mat4x2 m, mat2x4 dest)
transpose matrix and store in dest
Parameters:
| *[in]* **m** matrix
| *[out]* **dest** destination
.. c:function:: void glm_mat4x2_scale(mat4x2 m, float s)
multiply matrix with scalar
Parameters:
| *[in, out]* **m** matrix
| *[in]* **s** scalar

View File

@@ -1,89 +0,0 @@
.. default-domain:: C
mat4x3
======
Header: cglm/mat4x3.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Macros:
1. GLM_MAT4X3_ZERO_INIT
#. GLM_MAT4X3_ZERO
Functions:
1. :c:func:`glm_mat4x3_copy`
#. :c:func:`glm_mat4x3_zero`
#. :c:func:`glm_mat4x3_make`
#. :c:func:`glm_mat4x3_mul`
#. :c:func:`glm_mat4x3_mulv`
#. :c:func:`glm_mat4x3_transpose`
#. :c:func:`glm_mat4x3_scale`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_mat4x3_copy(mat4x3 mat, mat4x3 dest)
copy mat4x3 to another one (dest).
Parameters:
| *[in]* **mat** source
| *[out]* **dest** destination
.. c:function:: void glm_mat4x3_zero(mat4x3 mat)
make given matrix zero
Parameters:
| *[in,out]* **mat** matrix
.. c:function:: void glm_mat4x3_make(float * __restrict src, mat4x3 dest)
Create mat4x3 matrix from pointer
| NOTE: **@src** must contain at least 12 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix4x3
.. c:function:: void glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat4 dest)
multiply m1 and m2 to dest
.. code-block:: c
glm_mat4x3_mul(mat4x3, mat3x4, mat4);
Parameters:
| *[in]* **m1** left matrix (mat4x3)
| *[in]* **m2** right matrix (mat3x4)
| *[out]* **dest** destination matrix (mat4)
.. c:function:: void glm_mat4x3_mulv(mat4x3 m, vec3 v, vec4 dest)
multiply mat4x3 with vec3 (column vector) and store in dest vector
Parameters:
| *[in]* **m** mat4x3 (left)
| *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. c:function:: void glm_mat4x3_transpose(mat4x3 m, mat3x4 dest)
transpose matrix and store in dest
Parameters:
| *[in]* **m** matrix
| *[out]* **dest** destination
.. c:function:: void glm_mat4x3_scale(mat4x3 m, float s)
multiply matrix with scalar
Parameters:
| *[in, out]* **m** matrix
| *[in]* **s** scalar

View File

@@ -2,7 +2,7 @@ How to send vector or matrix to OpenGL like API
================================================== ==================================================
*cglm*'s vector and matrix types are arrays. So you can send them directly to a *cglm*'s vector and matrix types are arrays. So you can send them directly to a
function which accepts pointer. But you may got warnings for matrix because it is function which accecpts pointer. But you may got warnings for matrix because it is
two dimensional array. two dimensional array.
Passing / Uniforming Matrix to OpenGL: Passing / Uniforming Matrix to OpenGL:

View File

@@ -1,6 +1,6 @@
.. default-domain:: C .. default-domain:: C
🛠️ Options Options
=============================================================================== ===============================================================================
A few options are provided via macros. A few options are provided via macros.
@@ -35,45 +35,6 @@ have to compile cglm with **CGLM_ALL_UNALIGNED** macro.
For instance if you set CGLM_ALL_UNALIGNED in a project then set it in other projects too For instance if you set CGLM_ALL_UNALIGNED in a project then set it in other projects too
Clipspace Option[s]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
By starting **v0.8.3** cglm provides options to switch between clipspace configurations.
Clipspace related files are located at `include/cglm/[struct]/clipspace.h` but
these are included in related files like `cam.h`. If you don't want to change your existing
clipspace configuration and want to use different clipspace function like `glm_lookat_zo` or `glm_lookat_lh_zo`...
then you can include individual headers or just define `CGLM_CLIPSPACE_INCLUDE_ALL` which will iclude all headers for you.
1. **CGLM_CLIPSPACE_INCLUDE_ALL**
2. **CGLM_FORCE_DEPTH_ZERO_TO_ONE**
3. **CGLM_FORCE_LEFT_HANDED**
1. **CGLM_CLIPSPACE_INCLUDE_ALL**:
By defining this macro, **cglm** will include all clipspace functions for you by just using
`#include cglm/cglm.h` or `#include cglm/struct.h` or `#include cglm/call.h`
Otherwise you need to include header you want manually e.g. `#include cglm/clipspace/view_rh_zo.h`
2. **CGLM_FORCE_DEPTH_ZERO_TO_ONE**
This is similar to **GLM**'s **GLM_FORCE_DEPTH_ZERO_TO_ONE** option.
This will set clip space between 0 to 1 which makes **cglm** Vulkan, Metal friendly.
You can use functions like `glm_lookat_lh_zo()` individually. By setting **CGLM_FORCE_DEPTH_ZERO_TO_ONE**
functions in cam.h for instance will use `_zo` versions.
3. **CGLM_FORCE_LEFT_HANDED**
Force **cglm** to use the left handed coordinate system by default, currently **cglm** uses right handed coordinate system as default,
you can change this behavior with this option.
**VERY VERY IMPORTANT:**
Be careful if you include **cglm** in multiple projects.
SSE and SSE2 Shuffle Option SSE and SSE2 Shuffle Option
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**_mm_shuffle_ps** generates **shufps** instruction even if registers are same. **_mm_shuffle_ps** generates **shufps** instruction even if registers are same.
@@ -90,16 +51,6 @@ You have to extra options for dot product: **CGLM_SSE4_DOT** and **CGLM_SSE3_DOT
otherwise cglm will use custom cglm's hadd functions which are optimized too. otherwise cglm will use custom cglm's hadd functions which are optimized too.
Struct API Options
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
To configure the Struct API namespace, you can define the following macros before including the cglm/struct.h header:
- **CGLM_OMIT_NS_FROM_STRUCT_API**: omits CGLM_STRUCT_API_NS (`glms_`) namespace completely if there is sub namespace e.g `mat4_`, `vec4_` ... DEFAULT is not defined
- **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
Print Options Print Options
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

View File

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

View File

@@ -32,7 +32,6 @@ Functions:
#. :c:func:`glm_quat` #. :c:func:`glm_quat`
#. :c:func:`glm_quatv` #. :c:func:`glm_quatv`
#. :c:func:`glm_quat_copy` #. :c:func:`glm_quat_copy`
#. :c:func:`glm_quat_from_vecs`
#. :c:func:`glm_quat_norm` #. :c:func:`glm_quat_norm`
#. :c:func:`glm_quat_normalize` #. :c:func:`glm_quat_normalize`
#. :c:func:`glm_quat_normalize_to` #. :c:func:`glm_quat_normalize_to`
@@ -53,7 +52,6 @@ Functions:
#. :c:func:`glm_quat_mat3` #. :c:func:`glm_quat_mat3`
#. :c:func:`glm_quat_mat3t` #. :c:func:`glm_quat_mat3t`
#. :c:func:`glm_quat_lerp` #. :c:func:`glm_quat_lerp`
#. :c:func:`glm_quat_nlerp`
#. :c:func:`glm_quat_slerp` #. :c:func:`glm_quat_slerp`
#. :c:func:`glm_quat_look` #. :c:func:`glm_quat_look`
#. :c:func:`glm_quat_for` #. :c:func:`glm_quat_for`
@@ -62,7 +60,6 @@ Functions:
#. :c:func:`glm_quat_rotate` #. :c:func:`glm_quat_rotate`
#. :c:func:`glm_quat_rotate_at` #. :c:func:`glm_quat_rotate_at`
#. :c:func:`glm_quat_rotate_atm` #. :c:func:`glm_quat_rotate_atm`
#. :c:func:`glm_quat_make`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -125,20 +122,6 @@ Functions documentation
| *[in]* **q** source quaternion | *[in]* **q** source quaternion
| *[out]* **dest** destination quaternion | *[out]* **dest** destination quaternion
.. c:function:: void glm_quat_from_vecs(vec3 a, vec3 b, versor dest)
| compute unit quaternion needed to rotate a into b
References:
* `Finding quaternion representing the rotation from one vector to another <https://stackoverflow.com/a/11741520/183120>`_
* `Quaternion from two vectors <http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final>`_
* `Angle between vectors <http://www.euclideanspace.com/maths/algebra/vectors/angleBetween/minorlogic.htm>`_
Parameters:
| *[in]* **a** unit vector
| *[in]* **b** unit vector
| *[in]* **dest** unit quaternion
.. c:function:: float glm_quat_norm(versor q) .. c:function:: float glm_quat_norm(versor q)
| returns norm (magnitude) of quaternion | returns norm (magnitude) of quaternion
@@ -321,25 +304,6 @@ Functions documentation
| *[in]* **t** interpolant (amount) clamped between 0 and 1 | *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** result quaternion | *[out]* **dest** result quaternion
.. c:function:: void glm_quat_nlerp(versor q, versor r, float t, versor dest)
| interpolates between two quaternions
| taking the shortest rotation path using
| normalized linear interpolation (NLERP)
| This is a cheaper alternative to slerp; most games use nlerp
| for animations as it visually makes little difference.
References:
* `Understanding Slerp, Then Not Using it <http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%20It>`_
* `Lerp, Slerp and Nlerp <https://keithmaggio.wordpress.com/2011/02/15/math-magician-lerp-slerp-and-nlerp/>`_
Parameters:
| *[in]* **from** from
| *[in]* **to** to
| *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** result quaternion
.. c:function:: void glm_quat_slerp(versor q, versor r, float t, versor dest) .. c:function:: void glm_quat_slerp(versor q, versor r, float t, versor dest)
| interpolates between two quaternions | interpolates between two quaternions
@@ -421,13 +385,3 @@ Functions documentation
| *[in, out]* **m** existing transform matrix to rotate | *[in, out]* **m** existing transform matrix to rotate
| *[in]* **q** quaternion | *[in]* **q** quaternion
| *[in]* **pivot** pivot | *[in]* **pivot** pivot
.. c:function:: void glm_quat_make(float * __restrict src, versor dest)
Create quaternion from pointer
| NOTE: **@src** must contain at least 4 elements. cglm store quaternions as [x, y, z, w].
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination quaternion

View File

@@ -3,30 +3,30 @@
Troubleshooting Troubleshooting
================================================================================ ================================================================================
It is possible that you may sometimes get crashes or wrong results. It is possible that sometimes you may get crashes or wrong results.
Follow these topics Follow these topics
Memory Allocation: Memory Allocation:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Recall that **cglm** does not alloc any memory on the heap. Again, **cglm** doesn't alloc any memory on heap.
cglm functions work like memcpy; they copy data from src, cglm functions works like memcpy; it copies data from src,
make calculations, then copy the result to dest. makes calculations then copy the result to dest.
You are responsible for allocation of **src** and **dest** parameters. You are responsible for allocation of **src** and **dest** parameters.
Alignment: Alignment:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**vec4** and **mat4** types require 16 byte alignment. **vec4** and **mat4** types requires 16 byte alignment.
These types are marked with the align attribute to let the compiler know about this These types are marked with align attribute to let compiler know about this
requirement. requirement.
Since MSVC (Windows) throws this error: But since MSVC (Windows) throws the error:
**"formal parameter with requested alignment of 16 won't be aligned"** **"formal parameter with requested alignment of 16 won't be aligned"**
The alignment attribute has been commented out for MSVC The alignment attribute has been commented for MSVC
.. code-block:: c .. code-block:: c
@@ -37,61 +37,61 @@ The alignment attribute has been commented out for MSVC
#endif. #endif.
So MSVC may not know about alignment requirements when creating variables. So MSVC may not know about alignment requirements when creating variables.
The interesting thing is that, if I remember correctly, Visual Studio 2017 The interesting thing is that, if I remember correctly Visual Studio 2017
doesn't throw the above error. So we may uncomment that line for Visual Studio 2017, doesn't throw the above error. So we may uncomment that line for Visual Studio 2017,
you may do it yourself. you may do it yourself.
**This MSVC issue is still in TODOs.** **This MSVC issue is still in TODOs.**
**UPDATE:** Starting with v0.4.5, cglm provides an option to disable the alignment requirement. **UPDATE:** By starting v0.4.5 cglm provides an option to disable alignment requirement.
Also, alignment is disabled for older msvc versions by default. Now alignment is only required in Visual Studio 2017 version 15.6+ if the CGLM_ALL_UNALIGNED macro is not defined. Also alignment is disabled for older msvc verisons as default. Now alignment is only required in Visual Studio 2017 version 15.6+ if CGLM_ALL_UNALIGNED macro is not defined.
Crashes, Invalid Memory Access: Crashes, Invalid Memory Access:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Most likely, you are trying to write to an invalid memory location. Probably you are trying to write to invalid memory location.
You may have used a wrong function for what you want to do. You may used wrong function for what you want to do.
For example, you may have called a **glm_vec4_** function for a **vec3** data type. For instance you may called **glm_vec4_** functions for **vec3** data type.
It will try to write 32 bytes, but since **vec3** is 24 bytes, it should throw It will try to write 32 byte but since **vec3** is 24 byte it should throw
a memory access error or exit the app without saying anything. memory access error or exit the app without saying anything.
**UPDATE - IMPORTANT:** **UPDATE - IMPORTANT:**
| On MSVC or some other compilers, if alignment is enabled (default) then double check alignment requirements if you got a crash. | On MSVC or some other compilers, if alignment is enabled (default) then double check alignment requirements if you got a crash.
| If you send GLM_VEC4_ONE or similar macros directly to a function, it may crash. | If you send GLM_VEC4_ONE or similar macros directly to a function, it may be crashed.
| Because the compiler may not apply alignment as defined on **typedef** to that macro while passing it (on stack) to a function. | Because compiler may not apply alignment as defined on **typedef** to that macro while passing it (on stack) to a function.
Wrong Results: Wrong Results:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Again, you may have used a wrong function. Again, you may used wrong function.
For instance if you use **glm_normalize()** or **glm_vec3_normalize()** for a **vec4**, For instance if you use **glm_normalize()** or **glm_vec3_normalize()** for **vec4**,
it will assume that the passed param is a **vec3**, and will normalize it for **vec3**. it will assume that passed param is **vec3** and will normalize it for **vec3**.
Since you need a **vec4** to be normalized in your case, you will get wrong results. Since you need to **vec4** to be normalized in your case, you will get wrong results.
Accessing a vec4 type with vec3 functions is valid, you will not get any error, exception or crash. Accessing vec4 type with vec3 functions is valid, you will not get any error, exception or crash.
You only get wrong results if you don't know what you are doing! You only get wrong results if you don't know what you are doing!
So be careful, when your IDE (Xcode, Visual Studio ...) tries to autocomplete function names, READ IT :) So be carefull, when your IDE (Xcode, Visual Studio ...) tried to autocomplete function names, READ IT :)
**Also implementation may be wrong, please let us know by creating an issue on Github.** **Also implementation may be wrong please let us know by creating an issue on Github.**
BAD_ACCESS : Thread 1: EXC_BAD_ACCESS (code=EXC_I386_GPFLT) or Similar Errors/Crashes BAD_ACCESS : Thread 1: EXC_BAD_ACCESS (code=EXC_I386_GPFLT) or Similar Errors/Crashes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is a similar issue with alignment. For instance if you compiled **cglm** with This is similar issue with alignment. For instance if you compiled **cglm** with
AVX (**-mavx**, intentionally or not) and if you use **cglm** in an environment that doesn't AVX (**-mavx**, intentionally or not) and if you use **cglm** in an environment that doesn't
support AVX (or if AVX is disabled intentionally) e.g. environment that max support SSE2/3/4, support AVX (or if AVX is disabled intentionally) e.g. environment that max support SSE2/3/4,
then you probably get **BAD ACCESS** or similar... then you probably get **BAD ACCESS** or similar...
Because if you compile **cglm** with AVX it aligns **mat4** with 32 byte boundary, Because if you compile **cglm** with AVX it aligns **mat4** with 32 byte boundary,
and your project aligns that as a 16 byte boundary... and your project aligns that as 16 byte boundary...
Check alignment, supported vector extension, or simd in **cglm** and linked projects... Check alignment, supported vector extension or simd in **cglm** and linked projects...
Other Issues? Other Issues?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

View File

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

View File

@@ -10,10 +10,10 @@ Table of contents (click to go):
Macros: Macros:
1. GLM_VEC2_ONE_INIT 1. GLM_vec2_ONE_INIT
#. GLM_VEC2_ZERO_INIT #. GLM_vec2_ZERO_INIT
#. GLM_VEC2_ONE #. GLM_vec2_ONE
#. GLM_VEC2_ZERO #. GLM_vec2_ZERO
Functions: Functions:
@@ -45,14 +45,12 @@ Functions:
#. :c:func:`glm_vec2_normalize` #. :c:func:`glm_vec2_normalize`
#. :c:func:`glm_vec2_normalize_to` #. :c:func:`glm_vec2_normalize_to`
#. :c:func:`glm_vec2_rotate` #. :c:func:`glm_vec2_rotate`
#. :c:func:`glm_vec2_center`
#. :c:func:`glm_vec2_distance2` #. :c:func:`glm_vec2_distance2`
#. :c:func:`glm_vec2_distance` #. :c:func:`glm_vec2_distance`
#. :c:func:`glm_vec2_maxv` #. :c:func:`glm_vec2_maxv`
#. :c:func:`glm_vec2_minv` #. :c:func:`glm_vec2_minv`
#. :c:func:`glm_vec2_clamp` #. :c:func:`glm_vec2_clamp`
#. :c:func:`glm_vec2_lerp` #. :c:func:`glm_vec2_lerp`
#. :c:func:`glm_vec2_make`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -315,15 +313,6 @@ Functions documentation
| *[in]* **axis** axis vector | *[in]* **axis** axis vector
| *[out]* **dest** destination | *[out]* **dest** destination
.. c:function:: void glm_vec2_center(vec2 v1, vec2 v2, vec2 dest)
find center point of two vector
Parameters:
| *[in]* **v1** vector1
| *[in]* **v2** vector2
| *[out]* **dest** center point
.. c:function:: float glm_vec2_distance2(vec2 v1, vec2 v2) .. c:function:: float glm_vec2_distance2(vec2 v1, vec2 v2)
squared distance between two vectors squared distance between two vectors
@@ -384,12 +373,3 @@ Functions documentation
| *[in]* **to** to value | *[in]* **to** to value
| *[in]* **t** interpolant (amount) clamped between 0 and 1 | *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** destination | *[out]* **dest** destination
.. c:function:: void glm_vec2_make(float * __restrict src, vec2 dest)
Create two dimensional vector from pointer
| NOTE: **@src** must contain at least 2 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination vector

View File

@@ -27,7 +27,6 @@ Functions:
#. :c:func:`glm_vec3_isinf` #. :c:func:`glm_vec3_isinf`
#. :c:func:`glm_vec3_isvalid` #. :c:func:`glm_vec3_isvalid`
#. :c:func:`glm_vec3_sign` #. :c:func:`glm_vec3_sign`
#. :c:func:`glm_vec3_abs`
#. :c:func:`glm_vec3_sqrt` #. :c:func:`glm_vec3_sqrt`
Functions documentation Functions documentation
@@ -50,14 +49,6 @@ Functions documentation
| *[in]* **val** value | *[in]* **val** value
| *[out]* **dest** destination | *[out]* **dest** destination
.. c:function:: void glm_vec3_fill(vec3 v, float val)
fill a vector with specified value
Parameters:
| *[out]* **v** vector
| *[in]* **val** value
.. c:function:: bool glm_vec3_eq(vec3 v, float val) .. c:function:: bool glm_vec3_eq(vec3 v, float val)
check if vector is equal to value (without epsilon) check if vector is equal to value (without epsilon)
@@ -143,14 +134,6 @@ Functions documentation
| *[in]* **v** vector | *[in]* **v** vector
| *[out]* **dest** sign vector (only keeps signs as -1, 0, -1) | *[out]* **dest** sign vector (only keeps signs as -1, 0, -1)
.. c:function:: void glm_vec3_abs(vec3 v, vec3 dest)
absolute value of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector
.. c:function:: void glm_vec3_sqrt(vec3 v, vec3 dest) .. c:function:: void glm_vec3_sqrt(vec3 v, vec3 dest)
square root of each vector item square root of each vector item

View File

@@ -79,7 +79,6 @@ Functions:
#. :c:func:`glm_vec3_ortho` #. :c:func:`glm_vec3_ortho`
#. :c:func:`glm_vec3_clamp` #. :c:func:`glm_vec3_clamp`
#. :c:func:`glm_vec3_lerp` #. :c:func:`glm_vec3_lerp`
#. :c:func:`glm_vec3_make`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -475,9 +474,6 @@ Functions documentation
possible orthogonal/perpendicular vector possible orthogonal/perpendicular vector
References:
* `On picking an orthogonal vector (and combing coconuts) <http://lolengine.net/blog/2013/09/21/picking-orthogonal-vector-combing-coconuts>`_
Parameters: Parameters:
| *[in]* **v** vector | *[in]* **v** vector
| *[out]* **dest** orthogonal/perpendicular vector | *[out]* **dest** orthogonal/perpendicular vector
@@ -502,13 +498,3 @@ Functions documentation
| *[in]* **to** to value | *[in]* **to** to value
| *[in]* **t** interpolant (amount) clamped between 0 and 1 | *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** destination | *[out]* **dest** destination
.. c:function:: void glm_vec3_make(float * __restrict src, vec3 dest)
Create three dimensional vector from pointer
| NOTE: **@src** must contain at least 3 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination vector

View File

@@ -59,7 +59,6 @@ Functions:
#. :c:func:`glm_vec4_clamp` #. :c:func:`glm_vec4_clamp`
#. :c:func:`glm_vec4_lerp` #. :c:func:`glm_vec4_lerp`
#. :c:func:`glm_vec4_cubic` #. :c:func:`glm_vec4_cubic`
#. :c:func:`glm_vec4_make`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -407,12 +406,3 @@ Functions documentation
Parameters: Parameters:
| *[in]* **s** parameter | *[in]* **s** parameter
| *[out]* **dest** destination | *[out]* **dest** destination
.. c:function:: void glm_vec4_make(float * __restrict src, vec4 dest)
Create four dimensional vector from pointer
| NOTE: **@src** must contain at least 4 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination vector

View File

@@ -1,245 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_aabb2d_h
#define cglm_aabb2d_h
#include "common.h"
#include "vec2.h"
#include "vec4.h"
#include "util.h"
/*!
* @brief copy all members of [aabb] to [dest]
*
* @param[in] aabb source
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_aabb2d_copy(vec2 aabb[2], vec2 dest[2]) {
glm_vec2_copy(aabb[0], dest[0]);
glm_vec2_copy(aabb[1], dest[1]);
}
/*!
* @brief apply transform to Axis-Aligned Bounding aabb
*
* @param[in] aabb bounding aabb
* @param[in] m transform matrix
* @param[out] dest transformed bounding aabb
*/
CGLM_INLINE
void
glm_aabb2d_transform(vec2 aabb[2], mat3 m, vec2 dest[2]) {
vec2 v[2], xa, xb, ya, yb;
glm_vec2_scale(m[0], aabb[0][0], xa);
glm_vec2_scale(m[0], aabb[1][0], xb);
glm_vec2_scale(m[1], aabb[0][1], ya);
glm_vec2_scale(m[1], aabb[1][1], yb);
/* translation + min(xa, xb) + min(ya, yb) */
glm_vec2(m[2], v[0]);
glm_vec2_minadd(xa, xb, v[0]);
glm_vec2_minadd(ya, yb, v[0]);
/* translation + max(xa, xb) + max(ya, yb) */
glm_vec2(m[2], v[1]);
glm_vec2_maxadd(xa, xb, v[1]);
glm_vec2_maxadd(ya, yb, v[1]);
glm_vec2_copy(v[0], dest[0]);
glm_vec2_copy(v[1], dest[1]);
}
/*!
* @brief merges two AABB bounding aabb and creates new one
*
* two aabb must be in same space, if one of aabb is in different space then
* you should consider to convert it's space by glm_aabb_space
*
* @param[in] aabb1 bounding aabb 1
* @param[in] aabb2 bounding aabb 2
* @param[out] dest merged bounding aabb
*/
CGLM_INLINE
void
glm_aabb2d_merge(vec2 aabb1[2], vec2 aabb2[2], vec2 dest[2]) {
dest[0][0] = glm_min(aabb1[0][0], aabb2[0][0]);
dest[0][1] = glm_min(aabb1[0][1], aabb2[0][1]);
dest[1][0] = glm_max(aabb1[1][0], aabb2[1][0]);
dest[1][1] = glm_max(aabb1[1][1], aabb2[1][1]);
}
/*!
* @brief crops a bounding aabb with another one.
*
* this could be useful for gettng a baabb which fits with view frustum and
* object bounding aabbes. In this case you crop view frustum aabb with objects
* aabb
*
* @param[in] aabb bounding aabb 1
* @param[in] cropAabb crop aabb
* @param[out] dest cropped bounding aabb
*/
CGLM_INLINE
void
glm_aabb2d_crop(vec2 aabb[2], vec2 cropAabb[2], vec2 dest[2]) {
dest[0][0] = glm_max(aabb[0][0], cropAabb[0][0]);
dest[0][1] = glm_max(aabb[0][1], cropAabb[0][1]);
dest[1][0] = glm_min(aabb[1][0], cropAabb[1][0]);
dest[1][1] = glm_min(aabb[1][1], cropAabb[1][1]);
}
/*!
* @brief crops a bounding aabb with another one.
*
* this could be useful for gettng a baabb which fits with view frustum and
* object bounding aabbes. In this case you crop view frustum aabb with objects
* aabb
*
* @param[in] aabb bounding aabb
* @param[in] cropAabb crop aabb
* @param[in] clampAabb miniumum aabb
* @param[out] dest cropped bounding aabb
*/
CGLM_INLINE
void
glm_aabb2d_crop_until(vec2 aabb[2],
vec2 cropAabb[2],
vec2 clampAabb[2],
vec2 dest[2]) {
glm_aabb2d_crop(aabb, cropAabb, dest);
glm_aabb2d_merge(clampAabb, dest, dest);
}
/*!
* @brief invalidate AABB min and max values
*
* @param[in, out] aabb bounding aabb
*/
CGLM_INLINE
void
glm_aabb2d_invalidate(vec2 aabb[2]) {
glm_vec2_fill(aabb[0], FLT_MAX);
glm_vec2_fill(aabb[1], -FLT_MAX);
}
/*!
* @brief check if AABB is valid or not
*
* @param[in] aabb bounding aabb
*/
CGLM_INLINE
bool
glm_aabb2d_isvalid(vec2 aabb[2]) {
return glm_vec2_max(aabb[0]) != FLT_MAX
&& glm_vec2_min(aabb[1]) != -FLT_MAX;
}
/*!
* @brief distance between of min and max
*
* @param[in] aabb bounding aabb
*/
CGLM_INLINE
float
glm_aabb2d_size(vec2 aabb[2]) {
return glm_vec2_distance(aabb[0], aabb[1]);
}
/*!
* @brief radius of sphere which surrounds AABB
*
* @param[in] aabb bounding aabb
*/
CGLM_INLINE
float
glm_aabb2d_radius(vec2 aabb[2]) {
return glm_aabb2d_size(aabb) * 0.5f;
}
/*!
* @brief computes center point of AABB
*
* @param[in] aabb bounding aabb
* @param[out] dest center of bounding aabb
*/
CGLM_INLINE
void
glm_aabb2d_center(vec2 aabb[2], vec2 dest) {
glm_vec2_center(aabb[0], aabb[1], dest);
}
/*!
* @brief check if two AABB intersects
*
* @param[in] aabb bounding aabb
* @param[in] other other bounding aabb
*/
CGLM_INLINE
bool
glm_aabb2d_aabb(vec2 aabb[2], vec2 other[2]) {
return (aabb[0][0] <= other[1][0] && aabb[1][0] >= other[0][0])
&& (aabb[0][1] <= other[1][1] && aabb[1][1] >= other[0][1]);
}
/*!
* @brief check if AABB intersects with a circle
*
* Circle Representation in cglm: [center.x, center.y, radii]
*
* @param[in] aabb solid bounding aabb
* @param[in] c solid circle
*/
CGLM_INLINE
bool
glm_aabb2d_circle(vec2 aabb[2], vec3 c) {
float dmin;
int a, b;
a = (c[0] < aabb[0][0]) + (c[0] > aabb[1][0]);
b = (c[1] < aabb[0][1]) + (c[1] > aabb[1][1]);
dmin = glm_pow2((c[0] - aabb[!(a - 1)][0]) * (a != 0))
+ glm_pow2((c[1] - aabb[!(b - 1)][1]) * (b != 0));
return dmin <= glm_pow2(c[2]);
}
/*!
* @brief check if point is inside of AABB
*
* @param[in] aabb bounding aabb
* @param[in] point point
*/
CGLM_INLINE
bool
glm_aabb2d_point(vec2 aabb[2], vec2 point) {
return (point[0] >= aabb[0][0] && point[0] <= aabb[1][0])
&& (point[1] >= aabb[0][1] && point[1] <= aabb[1][1]);
}
/*!
* @brief check if AABB contains other AABB
*
* @param[in] aabb bounding aabb
* @param[in] other other bounding aabb
*/
CGLM_INLINE
bool
glm_aabb2d_contains(vec2 aabb[2], vec2 other[2]) {
return (aabb[0][0] <= other[0][0] && aabb[1][0] >= other[1][0])
&& (aabb[0][1] <= other[0][1] && aabb[1][1] >= other[1][1]);
}
#endif /* cglm_aabb2d_h */

View File

@@ -8,7 +8,6 @@
/* /*
Functions: Functions:
CGLM_INLINE void glm_mul(mat4 m1, mat4 m2, mat4 dest); CGLM_INLINE void glm_mul(mat4 m1, mat4 m2, mat4 dest);
CGLM_INLINE void glm_mul_rot(mat4 m1, mat4 m2, mat4 dest);
CGLM_INLINE void glm_inv_tr(mat4 mat); CGLM_INLINE void glm_inv_tr(mat4 mat);
*/ */
@@ -27,14 +26,6 @@
# include "simd/avx/affine.h" # include "simd/avx/affine.h"
#endif #endif
#ifdef CGLM_NEON_FP
# include "simd/neon/affine.h"
#endif
#ifdef CGLM_SIMD_WASM
# include "simd/wasm/affine.h"
#endif
/*! /*!
* @brief this is similar to glm_mat4_mul but specialized to affine transform * @brief this is similar to glm_mat4_mul but specialized to affine transform
* *
@@ -54,14 +45,10 @@
CGLM_INLINE CGLM_INLINE
void void
glm_mul(mat4 m1, mat4 m2, mat4 dest) { glm_mul(mat4 m1, mat4 m2, mat4 dest) {
#if defined(__wasm__) && defined(__wasm_simd128__) #ifdef __AVX__
glm_mul_wasm(m1, m2, dest);
#elif defined(__AVX__)
glm_mul_avx(m1, m2, dest); glm_mul_avx(m1, m2, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ ) #elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mul_sse2(m1, m2, dest); glm_mul_sse2(m1, m2, dest);
#elif defined(CGLM_NEON_FP)
glm_mul_neon(m1, m2, dest);
#else #else
float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2], a03 = m1[0][3], 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], a10 = m1[1][0], a11 = m1[1][1], a12 = m1[1][2], a13 = m1[1][3],
@@ -114,12 +101,8 @@ glm_mul(mat4 m1, mat4 m2, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_mul_rot(mat4 m1, mat4 m2, mat4 dest) { glm_mul_rot(mat4 m1, mat4 m2, mat4 dest) {
#if defined(__wasm__) && defined(__wasm_simd128__) #if defined( __SSE__ ) || defined( __SSE2__ )
glm_mul_rot_wasm(m1, m2, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mul_rot_sse2(m1, m2, dest); glm_mul_rot_sse2(m1, m2, dest);
#elif defined(CGLM_NEON_FP)
glm_mul_rot_neon(m1, m2, dest);
#else #else
float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2], a03 = m1[0][3], 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], a10 = m1[1][0], a11 = m1[1][1], a12 = m1[1][2], a13 = m1[1][3],
@@ -165,12 +148,8 @@ glm_mul_rot(mat4 m1, mat4 m2, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_inv_tr(mat4 mat) { glm_inv_tr(mat4 mat) {
#if defined(__wasm__) && defined(__wasm_simd128__) #if defined( __SSE__ ) || defined( __SSE2__ )
glm_inv_tr_wasm(mat);
#elif defined( __SSE__ ) || defined( __SSE2__ )
glm_inv_tr_sse2(mat); glm_inv_tr_sse2(mat);
#elif defined(CGLM_NEON_FP)
glm_inv_tr_neon(mat);
#else #else
CGLM_ALIGN_MAT mat3 r; CGLM_ALIGN_MAT mat3 r;
CGLM_ALIGN(8) vec3 t; CGLM_ALIGN(8) vec3 t;

View File

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

View File

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

View File

@@ -24,7 +24,6 @@
CGLM_INLINE void glm_rotate(mat4 m, float angle, vec3 axis); CGLM_INLINE void glm_rotate(mat4 m, float angle, vec3 axis);
CGLM_INLINE void glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis); CGLM_INLINE void glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis);
CGLM_INLINE void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis); CGLM_INLINE void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis);
CGLM_INLINE void glm_spin(mat4 m, float angle, vec3 axis);
CGLM_INLINE void glm_decompose_scalev(mat4 m, vec3 s); CGLM_INLINE void glm_decompose_scalev(mat4 m, vec3 s);
CGLM_INLINE bool glm_uniscaled(mat4 m); CGLM_INLINE bool glm_uniscaled(mat4 m);
CGLM_INLINE void glm_decompose_rs(mat4 m, mat4 r, vec3 s); CGLM_INLINE void glm_decompose_rs(mat4 m, mat4 r, vec3 s);
@@ -41,6 +40,122 @@
#include "mat4.h" #include "mat4.h"
#include "affine-mat.h" #include "affine-mat.h"
/*!
* @brief translate existing transform matrix by v vector
* and stores result in same matrix
*
* @param[in, out] m affine transfrom
* @param[in] v translate vector [x, y, z]
*/
CGLM_INLINE
void
glm_translate(mat4 m, vec3 v) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(m[3],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_load(m[0]),
_mm_set1_ps(v[0])),
_mm_mul_ps(glmm_load(m[1]),
_mm_set1_ps(v[1]))),
_mm_add_ps(_mm_mul_ps(glmm_load(m[2]),
_mm_set1_ps(v[2])),
glmm_load(m[3]))))
;
#else
vec4 v1, v2, v3;
glm_vec4_scale(m[0], v[0], v1);
glm_vec4_scale(m[1], v[1], v2);
glm_vec4_scale(m[2], v[2], v3);
glm_vec4_add(v1, m[3], m[3]);
glm_vec4_add(v2, m[3], m[3]);
glm_vec4_add(v3, m[3], m[3]);
#endif
}
/*!
* @brief translate existing transform matrix by v vector
* and store result in dest
*
* source matrix will remain same
*
* @param[in] m affine transfrom
* @param[in] v translate vector [x, y, z]
* @param[out] dest translated matrix
*/
CGLM_INLINE
void
glm_translate_to(mat4 m, vec3 v, mat4 dest) {
glm_mat4_copy(m, dest);
glm_translate(dest, v);
}
/*!
* @brief translate existing transform matrix by x factor
*
* @param[in, out] m affine transfrom
* @param[in] x x factor
*/
CGLM_INLINE
void
glm_translate_x(mat4 m, float x) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(m[3],
_mm_add_ps(_mm_mul_ps(glmm_load(m[0]),
_mm_set1_ps(x)),
glmm_load(m[3])))
;
#else
vec4 v1;
glm_vec4_scale(m[0], x, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
/*!
* @brief translate existing transform matrix by y factor
*
* @param[in, out] m affine transfrom
* @param[in] y y factor
*/
CGLM_INLINE
void
glm_translate_y(mat4 m, float y) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(m[3],
_mm_add_ps(_mm_mul_ps(glmm_load(m[1]),
_mm_set1_ps(y)),
glmm_load(m[3])))
;
#else
vec4 v1;
glm_vec4_scale(m[1], y, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
/*!
* @brief translate existing transform matrix by z factor
*
* @param[in, out] m affine transfrom
* @param[in] z z factor
*/
CGLM_INLINE
void
glm_translate_z(mat4 m, float z) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(m[3],
_mm_add_ps(_mm_mul_ps(glmm_load(m[2]),
_mm_set1_ps(z)),
glmm_load(m[3])))
;
#else
vec4 v1;
glm_vec4_scale(m[2], z, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
/*! /*!
* @brief creates NEW translate transform matrix by v vector * @brief creates NEW translate transform matrix by v vector
* *
@@ -114,6 +229,81 @@ glm_scale_uni(mat4 m, float s) {
glm_scale_to(m, v, m); glm_scale_to(m, v, m);
} }
/*!
* @brief rotate existing transform matrix around X axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotate_x(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[1][1] = c;
t[1][2] = s;
t[2][1] = -s;
t[2][2] = c;
glm_mul_rot(m, t, dest);
}
/*!
* @brief rotate existing transform matrix around Y axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotate_y(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[0][0] = c;
t[0][2] = -s;
t[2][0] = s;
t[2][2] = c;
glm_mul_rot(m, t, dest);
}
/*!
* @brief rotate existing transform matrix around Z axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotate_z(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[0][0] = c;
t[0][1] = s;
t[1][0] = -s;
t[1][1] = c;
glm_mul_rot(m, t, dest);
}
/*! /*!
* @brief creates NEW rotation matrix by angle and axis * @brief creates NEW rotation matrix by angle and axis
* *
@@ -147,6 +337,67 @@ glm_rotate_make(mat4 m, float angle, vec3 axis) {
m[3][3] = 1.0f; m[3][3] = 1.0f;
} }
/*!
* @brief rotate existing transform matrix around given axis by angle
*
* @param[in, out] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotate(mat4 m, float angle, vec3 axis) {
CGLM_ALIGN_MAT mat4 rot;
glm_rotate_make(rot, angle, axis);
glm_mul_rot(m, rot, m);
}
/*!
* @brief rotate existing transform
* around given axis by angle at given pivot point (rotation center)
*
* @param[in, out] m affine transfrom
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv);
glm_translate(m, pivot);
glm_rotate(m, angle, axis);
glm_translate(m, pivotInv);
}
/*!
* @brief creates NEW rotation matrix by angle and axis at given point
*
* this creates rotation matrix, it assumes you don't have a matrix
*
* this should work faster than glm_rotate_at because it reduces
* one glm_translate.
*
* @param[out] m affine transfrom
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) {
CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv);
glm_translate_make(m, pivot);
glm_rotate(m, angle, axis);
glm_translate(m, pivotInv);
}
/*! /*!
* @brief decompose scale vector * @brief decompose scale vector
* *
@@ -174,7 +425,7 @@ bool
glm_uniscaled(mat4 m) { glm_uniscaled(mat4 m) {
CGLM_ALIGN(8) vec3 s; CGLM_ALIGN(8) vec3 s;
glm_decompose_scalev(m, s); glm_decompose_scalev(m, s);
return glm_vec3_eq_all(s); return glm_vec3_eq_eps(s, s[0]);
} }
/*! /*!
@@ -204,7 +455,7 @@ glm_decompose_rs(mat4 m, mat4 r, vec3 s) {
glm_vec4_scale(r[1], 1.0f/s[1], r[1]); glm_vec4_scale(r[1], 1.0f/s[1], r[1]);
glm_vec4_scale(r[2], 1.0f/s[2], r[2]); glm_vec4_scale(r[2], 1.0f/s[2], r[2]);
/* Note from Apple Open Source (assume that the matrix is orthonormal): /* Note from Apple Open Source (asume that the matrix is orthonormal):
check for a coordinate system flip. If the determinant check for a coordinate system flip. If the determinant
is -1, then negate the matrix and the scaling factors. */ is -1, then negate the matrix and the scaling factors. */
glm_vec3_cross(m[0], m[1], v); glm_vec3_cross(m[0], m[1], v);
@@ -232,7 +483,4 @@ glm_decompose(mat4 m, vec4 t, mat4 r, vec3 s) {
glm_decompose_rs(m, r, s); glm_decompose_rs(m, r, s);
} }
#include "affine-pre.h"
#include "affine-post.h"
#endif /* cglm_affine_h */ #endif /* cglm_affine_h */

View File

@@ -23,7 +23,7 @@
#define GLM_HERMITE_MAT ((mat4)GLM_HERMITE_MAT_INIT) #define GLM_HERMITE_MAT ((mat4)GLM_HERMITE_MAT_INIT)
#define CGLM_DECASTEL_EPS 1e-9f #define CGLM_DECASTEL_EPS 1e-9f
#define CGLM_DECASTEL_MAX 1000 #define CGLM_DECASTEL_MAX 1000.0f
#define CGLM_DECASTEL_SMALL 1e-20f #define CGLM_DECASTEL_SMALL 1e-20f
/*! /*!

View File

@@ -228,8 +228,6 @@ glm_aabb_aabb(vec3 box[2], vec3 other[2]) {
* https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c * https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c
* Solid Box - Solid Sphere test. * Solid Box - Solid Sphere test.
* *
* Sphere Representation in cglm: [center.x, center.y, center.z, radii]
*
* @param[in] box solid bounding box * @param[in] box solid bounding box
* @param[in] s solid sphere * @param[in] s solid sphere
*/ */
@@ -239,13 +237,13 @@ glm_aabb_sphere(vec3 box[2], vec4 s) {
float dmin; float dmin;
int a, b, c; int a, b, c;
a = (s[0] < box[0][0]) + (s[0] > box[1][0]); a = s[0] >= box[0][0];
b = (s[1] < box[0][1]) + (s[1] > box[1][1]); b = s[1] >= box[0][1];
c = (s[2] < box[0][2]) + (s[2] > box[1][2]); c = s[2] >= box[0][2];
dmin = glm_pow2((s[0] - box[!(a - 1)][0]) * (a != 0)) dmin = glm_pow2(s[0] - box[a][0])
+ glm_pow2((s[1] - box[!(b - 1)][1]) * (b != 0)) + glm_pow2(s[1] - box[b][1])
+ glm_pow2((s[2] - box[!(c - 1)][2]) * (c != 0)); + glm_pow2(s[2] - box[c][2]);
return dmin <= glm_pow2(s[3]); return dmin <= glm_pow2(s[3]);
} }

View File

@@ -15,25 +15,15 @@ extern "C" {
#include "call/vec2.h" #include "call/vec2.h"
#include "call/vec3.h" #include "call/vec3.h"
#include "call/vec4.h" #include "call/vec4.h"
#include "call/ivec2.h"
#include "call/ivec3.h"
#include "call/ivec4.h"
#include "call/mat2.h" #include "call/mat2.h"
#include "call/mat2x3.h"
#include "call/mat2x4.h"
#include "call/mat3.h" #include "call/mat3.h"
#include "call/mat3x2.h"
#include "call/mat3x4.h"
#include "call/mat4.h" #include "call/mat4.h"
#include "call/mat4x2.h"
#include "call/mat4x3.h"
#include "call/affine.h" #include "call/affine.h"
#include "call/cam.h" #include "call/cam.h"
#include "call/quat.h" #include "call/quat.h"
#include "call/euler.h" #include "call/euler.h"
#include "call/plane.h" #include "call/plane.h"
#include "call/frustum.h" #include "call/frustum.h"
#include "call/aabb2d.h"
#include "call/box.h" #include "call/box.h"
#include "call/io.h" #include "call/io.h"
#include "call/project.h" #include "call/project.h"

View File

@@ -1,80 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_aabb2d_h
#define cglmc_aabb2d_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_aabb2d_copy(vec2 aabb[2], vec2 dest[2]);
CGLM_EXPORT
void
glmc_aabb2d_transform(vec2 aabb[2], mat3 m, vec2 dest[2]);
CGLM_EXPORT
void
glmc_aabb2d_merge(vec2 aabb1[2], vec2 aabb2[2], vec2 dest[2]);
CGLM_EXPORT
void
glmc_aabb2d_crop(vec2 aabb[2], vec2 cropAabb[2], vec2 dest[2]);
CGLM_EXPORT
void
glmc_aabb2d_crop_until(vec2 aabb[2],
vec2 cropAabb[2],
vec2 clampAabb[2],
vec2 dest[2]);
CGLM_EXPORT
void
glmc_aabb2d_invalidate(vec2 aabb[2]);
CGLM_EXPORT
bool
glmc_aabb2d_isvalid(vec2 aabb[2]);
CGLM_EXPORT
float
glmc_aabb2d_size(vec2 aabb[2]);
CGLM_EXPORT
float
glmc_aabb2d_radius(vec2 aabb[2]);
CGLM_EXPORT
void
glmc_aabb2d_center(vec2 aabb[2], vec2 dest);
CGLM_EXPORT
bool
glmc_aabb2d_aabb(vec2 aabb[2], vec2 other[2]);
CGLM_EXPORT
bool
glmc_aabb2d_point(vec2 aabb[2], vec2 point);
CGLM_EXPORT
bool
glmc_aabb2d_contains(vec2 aabb[2], vec2 other[2]);
CGLM_EXPORT
bool
glmc_aabb2d_circle(vec2 aabb[2], vec3 s);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_aabb2d_h */

View File

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

View File

@@ -15,17 +15,23 @@ extern "C" {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_frustum(float left, float right, glmc_frustum(float left,
float bottom, float top, float right,
float nearZ, float farZ, float bottom,
mat4 dest); float top,
float nearVal,
float farVal,
mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_ortho(float left, float right, glmc_ortho(float left,
float bottom, float top, float right,
float nearZ, float farZ, float bottom,
mat4 dest); float top,
float nearVal,
float farVal,
mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -49,7 +55,11 @@ glmc_ortho_default_s(float aspect, float size, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_perspective(float fovy, float aspect, float nearZ, float farZ, mat4 dest); glmc_perspective(float fovy,
float aspect,
float nearVal,
float farVal,
mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -78,8 +88,8 @@ glmc_look_anyup(vec3 eye, vec3 dir, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decomp(mat4 proj, glmc_persp_decomp(mat4 proj,
float * __restrict nearZ, float * __restrict nearVal,
float * __restrict farZ, float * __restrict farVal,
float * __restrict top, float * __restrict top,
float * __restrict bottom, float * __restrict bottom,
float * __restrict left, float * __restrict left,
@@ -104,16 +114,16 @@ glmc_persp_decomp_y(mat4 proj,
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decomp_z(mat4 proj, glmc_persp_decomp_z(mat4 proj,
float * __restrict nearZ, float * __restrict nearVal,
float * __restrict farZ); float * __restrict farVal);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decomp_far(mat4 proj, float * __restrict farZ); glmc_persp_decomp_far(mat4 proj, float * __restrict farVal);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decomp_near(mat4 proj, float * __restrict nearZ); glmc_persp_decomp_near(mat4 proj, float * __restrict nearVal);
CGLM_EXPORT CGLM_EXPORT
float float

View File

@@ -1,46 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ortho_lh_no_h
#define cglmc_ortho_lh_no_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_ortho_lh_no(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_lh_no(vec3 box[2], mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_p_lh_no(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_pz_lh_no(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default_lh_no(float aspect, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default_s_lh_no(float aspect, float size, mat4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ortho_lh_no_h */

View File

@@ -1,46 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ortho_lh_zo_h
#define cglmc_ortho_lh_zo_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_ortho_lh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_lh_zo(vec3 box[2], mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_p_lh_zo(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_pz_lh_zo(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default_lh_zo(float aspect, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default_s_lh_zo(float aspect, float size, mat4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ortho_lh_zo_h */

View File

@@ -1,46 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ortho_rh_no_h
#define cglmc_ortho_rh_no_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_ortho_rh_no(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_rh_no(vec3 box[2], mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_p_rh_no(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_pz_rh_no(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default_rh_no(float aspect, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default_s_rh_no(float aspect, float size, mat4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ortho_rh_no_h */

View File

@@ -1,46 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ortho_rh_zo_h
#define cglmc_ortho_rh_zo_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_ortho_rh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_rh_zo(vec3 box[2], mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_p_rh_zo(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_pz_rh_zo(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default_rh_zo(float aspect, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default_s_rh_zo(float aspect, float size, mat4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ortho_rh_zo_h */

View File

@@ -1,87 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_persp_lh_no_h
#define cglmc_persp_lh_no_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_frustum_lh_no(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest);
CGLM_EXPORT
void
glmc_perspective_lh_no(float fovy,
float aspect,
float nearVal,
float farVal,
mat4 dest);
CGLM_EXPORT
void
glmc_persp_move_far_lh_no(mat4 proj, float deltaFar);
CGLM_EXPORT
void
glmc_persp_decomp_lh_no(mat4 proj,
float * __restrict nearZ, float * __restrict farZ,
float * __restrict top, float * __restrict bottom,
float * __restrict left, float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decompv_lh_no(mat4 proj, float dest[6]);
CGLM_EXPORT
void
glmc_persp_decomp_x_lh_no(mat4 proj,
float * __restrict left,
float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decomp_y_lh_no(mat4 proj,
float * __restrict top,
float * __restrict bottom);
CGLM_EXPORT
void
glmc_persp_decomp_z_lh_no(mat4 proj,
float * __restrict nearZ,
float * __restrict farZ);
CGLM_EXPORT
void
glmc_persp_decomp_far_lh_no(mat4 proj, float * __restrict farZ);
CGLM_EXPORT
void
glmc_persp_decomp_near_lh_no(mat4 proj, float * __restrict nearZ);
CGLM_EXPORT
void
glmc_persp_sizes_lh_no(mat4 proj, float fovy, vec4 dest);
CGLM_EXPORT
float
glmc_persp_fovy_lh_no(mat4 proj);
CGLM_EXPORT
float
glmc_persp_aspect_lh_no(mat4 proj);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_persp_lh_no_h */

View File

@@ -1,87 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_persp_lh_zo_h
#define cglmc_persp_lh_zo_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_frustum_lh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest);
CGLM_EXPORT
void
glmc_perspective_lh_zo(float fovy,
float aspect,
float nearVal,
float farVal,
mat4 dest);
CGLM_EXPORT
void
glmc_persp_move_far_lh_zo(mat4 proj, float deltaFar);
CGLM_EXPORT
void
glmc_persp_decomp_lh_zo(mat4 proj,
float * __restrict nearZ, float * __restrict farZ,
float * __restrict top, float * __restrict bottom,
float * __restrict left, float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decompv_lh_zo(mat4 proj, float dest[6]);
CGLM_EXPORT
void
glmc_persp_decomp_x_lh_zo(mat4 proj,
float * __restrict left,
float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decomp_y_lh_zo(mat4 proj,
float * __restrict top,
float * __restrict bottom);
CGLM_EXPORT
void
glmc_persp_decomp_z_lh_zo(mat4 proj,
float * __restrict nearZ,
float * __restrict farZ);
CGLM_EXPORT
void
glmc_persp_decomp_far_lh_zo(mat4 proj, float * __restrict farZ);
CGLM_EXPORT
void
glmc_persp_decomp_near_lh_zo(mat4 proj, float * __restrict nearZ);
CGLM_EXPORT
void
glmc_persp_sizes_lh_zo(mat4 proj, float fovy, vec4 dest);
CGLM_EXPORT
float
glmc_persp_fovy_lh_zo(mat4 proj);
CGLM_EXPORT
float
glmc_persp_aspect_lh_zo(mat4 proj);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_persp_lh_zo_h */

View File

@@ -1,87 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_persp_rh_no_h
#define cglmc_persp_rh_no_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_frustum_rh_no(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest);
CGLM_EXPORT
void
glmc_perspective_rh_no(float fovy,
float aspect,
float nearVal,
float farVal,
mat4 dest);
CGLM_EXPORT
void
glmc_persp_move_far_rh_no(mat4 proj, float deltaFar);
CGLM_EXPORT
void
glmc_persp_decomp_rh_no(mat4 proj,
float * __restrict nearZ, float * __restrict farZ,
float * __restrict top, float * __restrict bottom,
float * __restrict left, float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decompv_rh_no(mat4 proj, float dest[6]);
CGLM_EXPORT
void
glmc_persp_decomp_x_rh_no(mat4 proj,
float * __restrict left,
float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decomp_y_rh_no(mat4 proj,
float * __restrict top,
float * __restrict bottom);
CGLM_EXPORT
void
glmc_persp_decomp_z_rh_no(mat4 proj,
float * __restrict nearZ,
float * __restrict farZ);
CGLM_EXPORT
void
glmc_persp_decomp_far_rh_no(mat4 proj, float * __restrict farZ);
CGLM_EXPORT
void
glmc_persp_decomp_near_rh_no(mat4 proj, float * __restrict nearZ);
CGLM_EXPORT
void
glmc_persp_sizes_rh_no(mat4 proj, float fovy, vec4 dest);
CGLM_EXPORT
float
glmc_persp_fovy_rh_no(mat4 proj);
CGLM_EXPORT
float
glmc_persp_aspect_rh_no(mat4 proj);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_persp_rh_no_h */

View File

@@ -1,87 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_persp_rh_zo_h
#define cglmc_persp_rh_zo_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_frustum_rh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest);
CGLM_EXPORT
void
glmc_perspective_rh_zo(float fovy,
float aspect,
float nearVal,
float farVal,
mat4 dest);
CGLM_EXPORT
void
glmc_persp_move_far_rh_zo(mat4 proj, float deltaFar);
CGLM_EXPORT
void
glmc_persp_decomp_rh_zo(mat4 proj,
float * __restrict nearZ, float * __restrict farZ,
float * __restrict top, float * __restrict bottom,
float * __restrict left, float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decompv_rh_zo(mat4 proj, float dest[6]);
CGLM_EXPORT
void
glmc_persp_decomp_x_rh_zo(mat4 proj,
float * __restrict left,
float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decomp_y_rh_zo(mat4 proj,
float * __restrict top,
float * __restrict bottom);
CGLM_EXPORT
void
glmc_persp_decomp_z_rh_zo(mat4 proj,
float * __restrict nearZ,
float * __restrict farZ);
CGLM_EXPORT
void
glmc_persp_decomp_far_rh_zo(mat4 proj, float * __restrict farZ);
CGLM_EXPORT
void
glmc_persp_decomp_near_rh_zo(mat4 proj, float * __restrict nearZ);
CGLM_EXPORT
void
glmc_persp_sizes_rh_zo(mat4 proj, float fovy, vec4 dest);
CGLM_EXPORT
float
glmc_persp_fovy_rh_zo(mat4 proj);
CGLM_EXPORT
float
glmc_persp_aspect_rh_zo(mat4 proj);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_persp_rh_zo_h */

View File

@@ -1,31 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_project_no_h
#define cglmc_project_no_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_unprojecti_no(vec3 pos, mat4 invMat, vec4 vp, vec3 dest);
CGLM_EXPORT
void
glmc_project_no(vec3 pos, mat4 m, vec4 vp, vec3 dest);
CGLM_EXPORT
float
glmc_project_z_no(vec3 pos, mat4 m);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_project_no_h */

View File

@@ -1,31 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_project_zo_h
#define cglmc_project_zo_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_unprojecti_zo(vec3 pos, mat4 invMat, vec4 vp, vec3 dest);
CGLM_EXPORT
void
glmc_project_zo(vec3 pos, mat4 m, vec4 vp, vec3 dest);
CGLM_EXPORT
float
glmc_project_z_zo(vec3 pos, mat4 m);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_project_zo_h */

View File

@@ -1,31 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_view_lh_no_h
#define cglmc_view_lh_no_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_lookat_lh_no(vec3 eye, vec3 center, vec3 up, mat4 dest);
CGLM_EXPORT
void
glmc_look_lh_no(vec3 eye, vec3 dir, vec3 up, mat4 dest);
CGLM_EXPORT
void
glmc_look_anyup_lh_no(vec3 eye, vec3 dir, mat4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_view_lh_no_h */

View File

@@ -1,31 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_view_lh_zo_h
#define cglmc_view_lh_zo_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_lookat_lh_zo(vec3 eye, vec3 center, vec3 up, mat4 dest);
CGLM_EXPORT
void
glmc_look_lh_zo(vec3 eye, vec3 dir, vec3 up, mat4 dest);
CGLM_EXPORT
void
glmc_look_anyup_lh_zo(vec3 eye, vec3 dir, mat4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_view_lh_zo_h */

View File

@@ -1,31 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_view_rh_no_h
#define cglmc_view_rh_no_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_lookat_rh_no(vec3 eye, vec3 center, vec3 up, mat4 dest);
CGLM_EXPORT
void
glmc_look_rh_no(vec3 eye, vec3 dir, vec3 up, mat4 dest);
CGLM_EXPORT
void
glmc_look_anyup_rh_no(vec3 eye, vec3 dir, mat4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_view_rh_no_h */

View File

@@ -1,31 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_view_rh_zo_h
#define cglmc_view_rh_zo_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_lookat_rh_zo(vec3 eye, vec3 center, vec3 up, mat4 dest);
CGLM_EXPORT
void
glmc_look_rh_zo(vec3 eye, vec3 dir, vec3 up, mat4 dest);
CGLM_EXPORT
void
glmc_look_anyup_rh_zo(vec3 eye, vec3 dir, mat4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_view_rh_zo_h */

View File

@@ -49,31 +49,6 @@ CGLM_EXPORT
void void
glmc_euler_by_order(vec3 angles, glm_euler_seq axis, mat4 dest); glmc_euler_by_order(vec3 angles, glm_euler_seq axis, mat4 dest);
CGLM_EXPORT
void
glmc_euler_xyz_quat(vec3 angles, versor dest);
CGLM_EXPORT
void
glmc_euler_xzy_quat(vec3 angles, versor dest);
CGLM_EXPORT
void
glmc_euler_yxz_quat(vec3 angles, versor dest);
CGLM_EXPORT
void
glmc_euler_yzx_quat(vec3 angles, versor dest);
CGLM_EXPORT
void
glmc_euler_zxy_quat(vec3 angles, versor dest);
CGLM_EXPORT
void
glmc_euler_zyx_quat(vec3 angles, versor dest);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

View File

@@ -1,159 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ivec2_h
#define cglmc_ivec2_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_ivec2(int * __restrict v, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_copy(ivec2 a, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_zero(ivec2 v);
CGLM_EXPORT
void
glmc_ivec2_one(ivec2 v);
CGLM_EXPORT
void
glmc_ivec2_add(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_adds(ivec2 v, int s, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_sub(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_subs(ivec2 v, int s, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_mul(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_scale(ivec2 v, int s, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_addadd(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_addadds(ivec2 a, int s, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_subadd(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_subadds(ivec2 a, int s, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_muladd(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_muladds(ivec2 a, int s, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_maxadd(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_minadd(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_subsub(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_subsubs(ivec2 a, int s, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_addsub(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_addsubs(ivec2 a, int s, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_mulsub(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_mulsubs(ivec2 a, int s, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_maxsub(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_minsub(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
int
glmc_ivec2_distance2(ivec2 a, ivec2 b);
CGLM_EXPORT
float
glmc_ivec2_distance(ivec2 a, ivec2 b);
CGLM_EXPORT
void
glmc_ivec2_fill(ivec2 v, int val);
CGLM_EXPORT
bool
glmc_ivec2_eq(ivec2 v, int val);
CGLM_EXPORT
bool
glmc_ivec2_eqv(ivec2 a, ivec2 b);
CGLM_EXPORT
void
glmc_ivec2_maxv(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_minv(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_clamp(ivec2 v, int minVal, int maxVal);
CGLM_EXPORT
void
glmc_ivec2_abs(ivec2 v, ivec2 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ivec2_h */

View File

@@ -1,159 +0,0 @@
/*
* Copyright (c);, Recep Aslantas.
*
* MIT License (MIT);, http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ivec3_h
#define cglmc_ivec3_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_ivec3(ivec4 v4, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_copy(ivec3 a, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_zero(ivec3 v);
CGLM_EXPORT
void
glmc_ivec3_one(ivec3 v);
CGLM_EXPORT
void
glmc_ivec3_add(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_adds(ivec3 v, int s, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_sub(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_subs(ivec3 v, int s, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_mul(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_scale(ivec3 v, int s, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_addadd(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_addadds(ivec3 a, int s, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_subadd(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_subadds(ivec3 a, int s, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_muladd(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_muladds(ivec3 a, int s, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_maxadd(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_minadd(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_subsub(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_subsubs(ivec3 a, int s, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_addsub(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_addsubs(ivec3 a, int s, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_mulsub(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_mulsubs(ivec3 a, int s, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_maxsub(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_minsub(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
int
glmc_ivec3_distance2(ivec3 a, ivec3 b);
CGLM_EXPORT
float
glmc_ivec3_distance(ivec3 a, ivec3 b);
CGLM_EXPORT
void
glmc_ivec3_fill(ivec3 v, int val);
CGLM_EXPORT
bool
glmc_ivec3_eq(ivec3 v, int val);
CGLM_EXPORT
bool
glmc_ivec3_eqv(ivec3 a, ivec3 b);
CGLM_EXPORT
void
glmc_ivec3_maxv(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_minv(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_clamp(ivec3 v, int minVal, int maxVal);
CGLM_EXPORT
void
glmc_ivec3_abs(ivec3 v, ivec3 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ivec3_h */

View File

@@ -1,147 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ivec4_h
#define cglmc_ivec4_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_ivec4(ivec3 v3, int last, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_copy(ivec4 a, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_zero(ivec4 v);
CGLM_EXPORT
void
glmc_ivec4_one(ivec4 v);
CGLM_EXPORT
void
glmc_ivec4_add(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_adds(ivec4 v, int s, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_sub(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_subs(ivec4 v, int s, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_mul(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_scale(ivec4 v, int s, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_addadd(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_addadds(ivec4 a, int s, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_subadd(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_subadds(ivec4 a, int s, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_muladd(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_muladds(ivec4 a, int s, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_maxadd(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_minadd(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_subsub(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_subsubs(ivec4 a, int s, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_addsub(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_addsubs(ivec4 a, int s, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_mulsub(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_mulsubs(ivec4 a, int s, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_maxsub(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_minsub(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
int
glmc_ivec4_distance2(ivec4 a, ivec4 b);
CGLM_EXPORT
float
glmc_ivec4_distance(ivec4 a, ivec4 b);
CGLM_EXPORT
void
glmc_ivec4_maxv(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_minv(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_clamp(ivec4 v, int minVal, int maxVal);
CGLM_EXPORT
void
glmc_ivec4_abs(ivec4 v, ivec4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ivec4_h */

View File

@@ -73,10 +73,6 @@ CGLM_EXPORT
float float
glmc_mat2_rmc(vec2 r, mat2 m, vec2 c); glmc_mat2_rmc(vec2 r, mat2 m, vec2 c);
CGLM_EXPORT
void
glmc_mat2_make(float * __restrict src, mat2 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

View File

@@ -1,47 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_mat2x3_h
#define cglmc_mat2x3_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_mat2x3_copy(mat2x3 mat, mat2x3 dest);
CGLM_EXPORT
void
glmc_mat2x3_zero(mat2x3 mat);
CGLM_EXPORT
void
glmc_mat2x3_make(float * __restrict src, mat2x3 dest);
CGLM_EXPORT
void
glmc_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat2 dest);
CGLM_EXPORT
void
glmc_mat2x3_mulv(mat2x3 m, vec3 v, vec2 dest);
CGLM_EXPORT
void
glmc_mat2x3_transpose(mat2x3 m, mat3x2 dest);
CGLM_EXPORT
void
glmc_mat2x3_scale(mat2x3 m, float s);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_mat2x3_h */

View File

@@ -1,47 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_mat2x4_h
#define cglmc_mat2x4_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_mat2x4_copy(mat2x4 mat, mat2x4 dest);
CGLM_EXPORT
void
glmc_mat2x4_zero(mat2x4 mat);
CGLM_EXPORT
void
glmc_mat2x4_make(float * __restrict src, mat2x4 dest);
CGLM_EXPORT
void
glmc_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat2 dest);
CGLM_EXPORT
void
glmc_mat2x4_mulv(mat2x4 m, vec4 v, vec2 dest);
CGLM_EXPORT
void
glmc_mat2x4_transpose(mat2x4 m, mat4x2 dest);
CGLM_EXPORT
void
glmc_mat2x4_scale(mat2x4 m, float s);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_mat2x4_h */

View File

@@ -80,10 +80,6 @@ CGLM_EXPORT
float float
glmc_mat3_rmc(vec3 r, mat3 m, vec3 c); glmc_mat3_rmc(vec3 r, mat3 m, vec3 c);
CGLM_EXPORT
void
glmc_mat3_make(float * __restrict src, mat3 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

View File

@@ -1,47 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_mat3x2_h
#define cglmc_mat3x2_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_mat3x2_copy(mat3x2 mat, mat3x2 dest);
CGLM_EXPORT
void
glmc_mat3x2_zero(mat3x2 mat);
CGLM_EXPORT
void
glmc_mat3x2_make(float * __restrict src, mat3x2 dest);
CGLM_EXPORT
void
glmc_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat3 dest);
CGLM_EXPORT
void
glmc_mat3x2_mulv(mat3x2 m, vec2 v, vec3 dest);
CGLM_EXPORT
void
glmc_mat3x2_transpose(mat3x2 m, mat2x3 dest);
CGLM_EXPORT
void
glmc_mat3x2_scale(mat3x2 m, float s);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_mat3x2_h */

View File

@@ -1,47 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_mat3x4_h
#define cglmc_mat3x4_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_mat3x4_copy(mat3x4 mat, mat3x4 dest);
CGLM_EXPORT
void
glmc_mat3x4_zero(mat3x4 mat);
CGLM_EXPORT
void
glmc_mat3x4_make(float * __restrict src, mat3x4 dest);
CGLM_EXPORT
void
glmc_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest);
CGLM_EXPORT
void
glmc_mat3x4_mulv(mat3x4 m, vec4 v, vec3 dest);
CGLM_EXPORT
void
glmc_mat3x4_transpose(mat3x4 m, mat4x3 dest);
CGLM_EXPORT
void
glmc_mat3x4_scale(mat3x4 m, float s);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_mat3x4_h */

View File

@@ -121,10 +121,6 @@ CGLM_EXPORT
float float
glmc_mat4_rmc(vec4 r, mat4 m, vec4 c); glmc_mat4_rmc(vec4 r, mat4 m, vec4 c);
CGLM_EXPORT
void
glmc_mat4_make(float * __restrict src, mat4 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

View File

@@ -1,47 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_mat4x2_h
#define cglmc_mat4x2_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_mat4x2_copy(mat4x2 mat, mat4x2 dest);
CGLM_EXPORT
void
glmc_mat4x2_zero(mat4x2 mat);
CGLM_EXPORT
void
glmc_mat4x2_make(float * __restrict src, mat4x2 dest);
CGLM_EXPORT
void
glmc_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat4 dest);
CGLM_EXPORT
void
glmc_mat4x2_mulv(mat4x2 m, vec2 v, vec4 dest);
CGLM_EXPORT
void
glmc_mat4x2_transpose(mat4x2 m, mat2x4 dest);
CGLM_EXPORT
void
glmc_mat4x2_scale(mat4x2 m, float s);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_mat4x2_h */

View File

@@ -1,47 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_mat4x3_h
#define cglmc_mat4x3_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_mat4x3_copy(mat4x3 mat, mat4x3 dest);
CGLM_EXPORT
void
glmc_mat4x3_zero(mat4x3 mat);
CGLM_EXPORT
void
glmc_mat4x3_make(float * __restrict src, mat4x3 dest);
CGLM_EXPORT
void
glmc_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat4 dest);
CGLM_EXPORT
void
glmc_mat4x3_mulv(mat4x3 m, vec3 v, vec4 dest);
CGLM_EXPORT
void
glmc_mat4x3_transpose(mat4x3 m, mat3x4 dest);
CGLM_EXPORT
void
glmc_mat4x3_scale(mat4x3 m, float s);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_mat4x3_h */

View File

@@ -25,14 +25,6 @@ CGLM_EXPORT
void void
glmc_project(vec3 pos, mat4 m, vec4 vp, vec3 dest); glmc_project(vec3 pos, mat4 m, vec4 vp, vec3 dest);
CGLM_EXPORT
float
glmc_project_z(vec3 pos, mat4 m);
CGLM_EXPORT
void
glmc_pickmatrix(vec2 center, vec2 size, vec4 vp, mat4 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

View File

@@ -37,10 +37,6 @@ CGLM_EXPORT
void void
glmc_quat_copy(versor q, versor dest); glmc_quat_copy(versor q, versor dest);
CGLM_EXPORT
void
glmc_quat_from_vecs(vec3 a, vec3 b, versor dest);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_quat_norm(versor q); glmc_quat_norm(versor q);
@@ -120,15 +116,11 @@ glmc_quat_mat3t(versor q, mat3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_lerp(versor from, versor to, float t, versor dest); glmc_quat_lerp(versor from, versor to, float t, versor dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_lerpc(versor from, versor to, float t, versor dest); glmc_quat_lerpc(versor from, versor to, float t, versor dest);
CGLM_EXPORT
void
glmc_quat_nlerp(versor q, versor r, float t, versor dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_slerp(versor q, versor r, float t, versor dest); glmc_quat_slerp(versor q, versor r, float t, versor dest);
@@ -161,10 +153,6 @@ CGLM_EXPORT
void void
glmc_quat_rotate_atm(mat4 m, versor q, vec3 pivot); glmc_quat_rotate_atm(mat4 m, versor q, vec3 pivot);
CGLM_EXPORT
void
glmc_quat_make(float * __restrict src, versor dest);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

View File

@@ -105,30 +105,6 @@ CGLM_EXPORT
void void
glmc_vec2_minadd(vec2 a, vec2 b, vec2 dest); glmc_vec2_minadd(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_subsub(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_addsub(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_mulsub(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_mulsubs(vec2 a, float s, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_maxsub(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_minsub(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec2_negate_to(vec2 v, vec2 dest); glmc_vec2_negate_to(vec2 v, vec2 dest);
@@ -149,10 +125,6 @@ CGLM_EXPORT
void void
glmc_vec2_rotate(vec2 v, float angle, vec2 dest); glmc_vec2_rotate(vec2 v, float angle, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_center(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec2_distance2(vec2 a, vec2 b); glmc_vec2_distance2(vec2 a, vec2 b);
@@ -173,30 +145,10 @@ CGLM_EXPORT
void void
glmc_vec2_clamp(vec2 v, float minval, float maxval); glmc_vec2_clamp(vec2 v, float minval, float maxval);
CGLM_EXPORT
void
glmc_vec2_abs(vec2 v, vec2 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec2_lerp(vec2 from, vec2 to, float t, vec2 dest); glmc_vec2_lerp(vec2 from, vec2 to, float t, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_complex_mul(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_complex_div(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_complex_conjugate(vec2 a, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_make(float * __restrict src, vec2 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

View File

@@ -132,30 +132,6 @@ CGLM_EXPORT
void void
glmc_vec3_minadd(vec3 a, vec3 b, vec3 dest); glmc_vec3_minadd(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_subsub(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_addsub(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_mulsub(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_mulsubs(vec3 a, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_maxsub(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_minsub(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_negate(vec3 v); glmc_vec3_negate(vec3 v);
@@ -330,10 +306,6 @@ CGLM_EXPORT
void void
glmc_vec3_sqrt(vec3 v, vec3 dest); glmc_vec3_sqrt(vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_make(float * __restrict src, vec3 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

View File

@@ -99,7 +99,7 @@ glmc_vec4_scale(vec4 v, float s, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_scale_as(vec4 v, float s, vec4 dest); glmc_vec4_scale_as(vec3 v, float s, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -133,30 +133,6 @@ CGLM_EXPORT
void void
glmc_vec4_minadd(vec4 a, vec4 b, vec4 dest); glmc_vec4_minadd(vec4 a, vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_subsub(vec4 a, vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_addsub(vec4 a, vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_mulsub(vec4 a, vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_mulsubs(vec4 a, float s, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_maxsub(vec4 a, vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_minsub(vec4 a, vec4 b, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_negate(vec4 v); glmc_vec4_negate(vec4 v);
@@ -307,10 +283,6 @@ CGLM_EXPORT
void void
glmc_vec4_sqrt(vec4 v, vec4 dest); glmc_vec4_sqrt(vec4 v, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_make(float * __restrict src, vec4 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

View File

@@ -7,13 +7,13 @@
/* /*
Functions: Functions:
CGLM_INLINE void glm_frustum(float left, float right, CGLM_INLINE void glm_frustum(float left, float right,
float bottom, float top, float bottom, float top,
float nearZ, float farZ, float nearVal, float farVal,
mat4 dest) mat4 dest)
CGLM_INLINE void glm_ortho(float left, float right, CGLM_INLINE void glm_ortho(float left, float right,
float bottom, float top, float bottom, float top,
float nearZ, float farZ, float nearVal, float farVal,
mat4 dest) mat4 dest)
CGLM_INLINE void glm_ortho_aabb(vec3 box[2], mat4 dest) CGLM_INLINE void glm_ortho_aabb(vec3 box[2], mat4 dest)
CGLM_INLINE void glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) CGLM_INLINE void glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest)
@@ -22,8 +22,8 @@
CGLM_INLINE void glm_ortho_default_s(float aspect, float size, mat4 dest) CGLM_INLINE void glm_ortho_default_s(float aspect, float size, mat4 dest)
CGLM_INLINE void glm_perspective(float fovy, CGLM_INLINE void glm_perspective(float fovy,
float aspect, float aspect,
float nearZ, float nearVal,
float farZ, float farVal,
mat4 dest) mat4 dest)
CGLM_INLINE void glm_perspective_default(float aspect, mat4 dest) CGLM_INLINE void glm_perspective_default(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_resize(float aspect, mat4 proj) CGLM_INLINE void glm_perspective_resize(float aspect, mat4 proj)
@@ -31,61 +31,26 @@
CGLM_INLINE void glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) CGLM_INLINE void glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest)
CGLM_INLINE void glm_look_anyup(vec3 eye, vec3 dir, mat4 dest) CGLM_INLINE void glm_look_anyup(vec3 eye, vec3 dir, mat4 dest)
CGLM_INLINE void glm_persp_decomp(mat4 proj, CGLM_INLINE void glm_persp_decomp(mat4 proj,
float *nearZ, float *farZ, float *nearVal, float *farVal,
float *top, float *bottom, float *top, float *bottom,
float *left, float *right) float *left, float *right)
CGLM_INLINE void glm_persp_decompv(mat4 proj, float dest[6]) CGLM_INLINE void glm_persp_decompv(mat4 proj, float dest[6])
CGLM_INLINE void glm_persp_decomp_x(mat4 proj, float *left, float *right) CGLM_INLINE void glm_persp_decomp_x(mat4 proj, float *left, float *right)
CGLM_INLINE void glm_persp_decomp_y(mat4 proj, float *top, float *bottom) CGLM_INLINE void glm_persp_decomp_y(mat4 proj, float *top, float *bottom)
CGLM_INLINE void glm_persp_decomp_z(mat4 proj, float *nearv, float *farv) CGLM_INLINE void glm_persp_decomp_z(mat4 proj, float *nearv, float *farv)
CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float *farZ) CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float *farVal)
CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *nearZ) CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *nearVal)
CGLM_INLINE float glm_persp_fovy(mat4 proj) CGLM_INLINE float glm_persp_fovy(mat4 proj)
CGLM_INLINE float glm_persp_aspect(mat4 proj) CGLM_INLINE float glm_persp_aspect(mat4 proj)
CGLM_INLINE void glm_persp_sizes(mat4 proj, float fovy, vec4 dest) CGLM_INLINE void glm_persp_sizes(mat4 proj, float fovy, vec4 dest)
*/ */
#ifndef cglm_cam_h #ifndef cglm_vcam_h
#define cglm_cam_h #define cglm_vcam_h
#include "common.h" #include "common.h"
#include "plane.h" #include "plane.h"
#include "clipspace/persp.h"
#ifndef CGLM_CLIPSPACE_INCLUDE_ALL
# if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
# include "clipspace/ortho_lh_zo.h"
# include "clipspace/persp_lh_zo.h"
# include "clipspace/view_lh_zo.h"
# elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
# include "clipspace/ortho_lh_no.h"
# include "clipspace/persp_lh_no.h"
# include "clipspace/view_lh_no.h"
# elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
# include "clipspace/ortho_rh_zo.h"
# include "clipspace/persp_rh_zo.h"
# include "clipspace/view_rh_zo.h"
# elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
# include "clipspace/ortho_rh_no.h"
# include "clipspace/persp_rh_no.h"
# include "clipspace/view_rh_no.h"
# endif
#else
# include "clipspace/ortho_lh_zo.h"
# include "clipspace/persp_lh_zo.h"
# include "clipspace/ortho_lh_no.h"
# include "clipspace/persp_lh_no.h"
# include "clipspace/ortho_rh_zo.h"
# include "clipspace/persp_rh_zo.h"
# include "clipspace/ortho_rh_no.h"
# include "clipspace/persp_rh_no.h"
# include "clipspace/view_lh_zo.h"
# include "clipspace/view_lh_no.h"
# include "clipspace/view_rh_zo.h"
# include "clipspace/view_rh_no.h"
#endif
/*! /*!
* @brief set up perspective peprojection matrix * @brief set up perspective peprojection matrix
* *
@@ -93,25 +58,32 @@
* @param[in] right viewport.right * @param[in] right viewport.right
* @param[in] bottom viewport.bottom * @param[in] bottom viewport.bottom
* @param[in] top viewport.top * @param[in] top viewport.top
* @param[in] nearZ near clipping plane * @param[in] nearVal near clipping plane
* @param[in] farZ far clipping plane * @param[in] farVal far clipping plane
* @param[out] dest result matrix * @param[out] dest result matrix
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_frustum(float left, float right, glm_frustum(float left, float right,
float bottom, float top, float bottom, float top,
float nearZ, float farZ, float nearVal, float farVal,
mat4 dest) { mat4 dest) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO float rl, tb, fn, nv;
glm_frustum_lh_zo(left, right, bottom, top, nearZ, farZ, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO glm_mat4_zero(dest);
glm_frustum_lh_no(left, right, bottom, top, nearZ, farZ, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO rl = 1.0f / (right - left);
glm_frustum_rh_zo(left, right, bottom, top, nearZ, farZ, dest); tb = 1.0f / (top - bottom);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO fn =-1.0f / (farVal - nearVal);
glm_frustum_rh_no(left, right, bottom, top, nearZ, farZ, dest); nv = 2.0f * nearVal;
#endif
dest[0][0] = nv * rl;
dest[1][1] = nv * tb;
dest[2][0] = (right + left) * rl;
dest[2][1] = (top + bottom) * tb;
dest[2][2] = (farVal + nearVal) * fn;
dest[2][3] =-1.0f;
dest[3][2] = farVal * nv * fn;
} }
/*! /*!
@@ -121,25 +93,31 @@ glm_frustum(float left, float right,
* @param[in] right viewport.right * @param[in] right viewport.right
* @param[in] bottom viewport.bottom * @param[in] bottom viewport.bottom
* @param[in] top viewport.top * @param[in] top viewport.top
* @param[in] nearZ near clipping plane * @param[in] nearVal near clipping plane
* @param[in] farZ far clipping plane * @param[in] farVal far clipping plane
* @param[out] dest result matrix * @param[out] dest result matrix
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_ortho(float left, float right, glm_ortho(float left, float right,
float bottom, float top, float bottom, float top,
float nearZ, float farZ, float nearVal, float farVal,
mat4 dest) { mat4 dest) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO float rl, tb, fn;
glm_ortho_lh_zo(left, right, bottom, top, nearZ, farZ, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO glm_mat4_zero(dest);
glm_ortho_lh_no(left, right, bottom, top, nearZ, farZ, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO rl = 1.0f / (right - left);
glm_ortho_rh_zo(left, right, bottom, top, nearZ, farZ, dest); tb = 1.0f / (top - bottom);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO fn =-1.0f / (farVal - nearVal);
glm_ortho_rh_no(left, right, bottom, top, nearZ, farZ, dest);
#endif dest[0][0] = 2.0f * rl;
dest[1][1] = 2.0f * tb;
dest[2][2] = 2.0f * fn;
dest[3][0] =-(right + left) * rl;
dest[3][1] =-(top + bottom) * tb;
dest[3][2] = (farVal + nearVal) * fn;
dest[3][3] = 1.0f;
} }
/*! /*!
@@ -153,15 +131,10 @@ glm_ortho(float left, float right,
CGLM_INLINE CGLM_INLINE
void void
glm_ortho_aabb(vec3 box[2], mat4 dest) { glm_ortho_aabb(vec3 box[2], mat4 dest) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO glm_ortho(box[0][0], box[1][0],
glm_ortho_aabb_lh_zo(box, dest); box[0][1], box[1][1],
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO -box[1][2], -box[0][2],
glm_ortho_aabb_lh_no(box, dest); dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_ortho_aabb_rh_zo(box, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_ortho_aabb_rh_no(box, dest);
#endif
} }
/*! /*!
@@ -176,15 +149,10 @@ glm_ortho_aabb(vec3 box[2], mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) { glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO glm_ortho(box[0][0] - padding, box[1][0] + padding,
glm_ortho_aabb_p_lh_zo(box, padding, dest); box[0][1] - padding, box[1][1] + padding,
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO -(box[1][2] + padding), -(box[0][2] - padding),
glm_ortho_aabb_p_lh_no(box, padding, dest); dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_ortho_aabb_p_rh_zo(box, padding, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_ortho_aabb_p_rh_no(box, padding, dest);
#endif
} }
/*! /*!
@@ -199,15 +167,10 @@ glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) { glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO glm_ortho(box[0][0], box[1][0],
glm_ortho_aabb_pz_lh_zo(box, padding, dest); box[0][1], box[1][1],
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO -(box[1][2] + padding), -(box[0][2] - padding),
glm_ortho_aabb_pz_lh_no(box, padding, dest); dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_ortho_aabb_pz_rh_zo(box, padding, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_ortho_aabb_pz_rh_no(box, padding, dest);
#endif
} }
/*! /*!
@@ -219,15 +182,14 @@ glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_ortho_default(float aspect, mat4 dest) { glm_ortho_default(float aspect, mat4 dest) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO if (aspect >= 1.0f) {
glm_ortho_default_lh_zo(aspect, dest); glm_ortho(-aspect, aspect, -1.0f, 1.0f, -100.0f, 100.0f, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO return;
glm_ortho_default_lh_no(aspect, dest); }
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_ortho_default_rh_zo(aspect, dest); aspect = 1.0f / aspect;
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_ortho_default_rh_no(aspect, dest); glm_ortho(-1.0f, 1.0f, -aspect, aspect, -100.0f, 100.0f, dest);
#endif
} }
/*! /*!
@@ -240,15 +202,24 @@ glm_ortho_default(float aspect, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_ortho_default_s(float aspect, float size, mat4 dest) { glm_ortho_default_s(float aspect, float size, mat4 dest) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO if (aspect >= 1.0f) {
glm_ortho_default_s_lh_zo(aspect, size, dest); glm_ortho(-size * aspect,
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO size * aspect,
glm_ortho_default_s_lh_no(aspect, size, dest); -size,
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO size,
glm_ortho_default_s_rh_zo(aspect, size, dest); -size - 100.0f,
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO size + 100.0f,
glm_ortho_default_s_rh_no(aspect, size, dest); dest);
#endif return;
}
glm_ortho(-size,
size,
-size / aspect,
size / aspect,
-size - 100.0f,
size + 100.0f,
dest);
} }
/*! /*!
@@ -256,22 +227,29 @@ glm_ortho_default_s(float aspect, float size, mat4 dest) {
* *
* @param[in] fovy field of view angle * @param[in] fovy field of view angle
* @param[in] aspect aspect ratio ( width / height ) * @param[in] aspect aspect ratio ( width / height )
* @param[in] nearZ near clipping plane * @param[in] nearVal near clipping plane
* @param[in] farZ far clipping planes * @param[in] farVal far clipping planes
* @param[out] dest result matrix * @param[out] dest result matrix
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_perspective(float fovy, float aspect, float nearZ, float farZ, mat4 dest) { glm_perspective(float fovy,
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO float aspect,
glm_perspective_lh_zo(fovy, aspect, nearZ, farZ, dest); float nearVal,
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO float farVal,
glm_perspective_lh_no(fovy, aspect, nearZ, farZ, dest); mat4 dest) {
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO float f, fn;
glm_perspective_rh_zo(fovy, aspect, nearZ, farZ, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO glm_mat4_zero(dest);
glm_perspective_rh_no(fovy, aspect, nearZ, farZ, dest);
#endif f = 1.0f / tanf(fovy * 0.5f);
fn = 1.0f / (nearVal - farVal);
dest[0][0] = f / aspect;
dest[1][1] = f;
dest[2][2] = (nearVal + farVal) * fn;
dest[2][3] =-1.0f;
dest[3][2] = 2.0f * nearVal * farVal * fn;
} }
/*! /*!
@@ -285,15 +263,17 @@ glm_perspective(float fovy, float aspect, float nearZ, float farZ, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_persp_move_far(mat4 proj, float deltaFar) { glm_persp_move_far(mat4 proj, float deltaFar) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO float fn, farVal, nearVal, p22, p32;
glm_persp_move_far_lh_zo(proj, deltaFar);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO p22 = proj[2][2];
glm_persp_move_far_lh_no(proj, deltaFar); p32 = proj[3][2];
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_persp_move_far_rh_zo(proj, deltaFar); nearVal = p32 / (p22 - 1.0f);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO farVal = p32 / (p22 + 1.0f) + deltaFar;
glm_persp_move_far_rh_no(proj, deltaFar); fn = 1.0f / (nearVal - farVal);
#endif
proj[2][2] = (nearVal + farVal) * fn;
proj[3][2] = 2.0f * nearVal * farVal * fn;
} }
/*! /*!
@@ -306,15 +286,7 @@ glm_persp_move_far(mat4 proj, float deltaFar) {
CGLM_INLINE CGLM_INLINE
void void
glm_perspective_default(float aspect, mat4 dest) { glm_perspective_default(float aspect, mat4 dest) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO glm_perspective(GLM_PI_4f, aspect, 0.01f, 100.0f, dest);
glm_perspective_default_lh_zo(aspect, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glm_perspective_default_lh_no(aspect, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_perspective_default_rh_zo(aspect, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_perspective_default_rh_no(aspect, dest);
#endif
} }
/*! /*!
@@ -348,11 +320,28 @@ glm_perspective_resize(float aspect, mat4 proj) {
CGLM_INLINE CGLM_INLINE
void void
glm_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest) { glm_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest) {
#if CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_LH_BIT CGLM_ALIGN(8) vec3 f, u, s;
glm_lookat_lh(eye, center, up, dest);
#elif CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_RH_BIT glm_vec3_sub(center, eye, f);
glm_lookat_rh(eye, center, up, dest); glm_vec3_normalize(f);
#endif
glm_vec3_crossn(f, up, s);
glm_vec3_cross(s, f, u);
dest[0][0] = s[0];
dest[0][1] = u[0];
dest[0][2] =-f[0];
dest[1][0] = s[1];
dest[1][1] = u[1];
dest[1][2] =-f[1];
dest[2][0] = s[2];
dest[2][1] = u[2];
dest[2][2] =-f[2];
dest[3][0] =-glm_vec3_dot(s, eye);
dest[3][1] =-glm_vec3_dot(u, eye);
dest[3][2] = glm_vec3_dot(f, eye);
dest[0][3] = dest[1][3] = dest[2][3] = 0.0f;
dest[3][3] = 1.0f;
} }
/*! /*!
@@ -372,11 +361,9 @@ glm_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) { glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) {
#if CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_LH_BIT CGLM_ALIGN(8) vec3 target;
glm_look_lh(eye, dir, up, dest); glm_vec3_add(eye, dir, target);
#elif CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_RH_BIT glm_lookat(eye, target, up, dest);
glm_look_rh(eye, dir, up, dest);
#endif
} }
/*! /*!
@@ -392,19 +379,17 @@ glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_look_anyup(vec3 eye, vec3 dir, mat4 dest) { glm_look_anyup(vec3 eye, vec3 dir, mat4 dest) {
#if CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_LH_BIT CGLM_ALIGN(8) vec3 up;
glm_look_anyup_lh(eye, dir, dest); glm_vec3_ortho(dir, up);
#elif CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_RH_BIT glm_look(eye, dir, up, dest);
glm_look_anyup_rh(eye, dir, dest);
#endif
} }
/*! /*!
* @brief decomposes frustum values of perspective projection. * @brief decomposes frustum values of perspective projection.
* *
* @param[in] proj perspective projection matrix * @param[in] proj perspective projection matrix
* @param[out] nearZ near * @param[out] nearVal near
* @param[out] farZ far * @param[out] farVal far
* @param[out] top top * @param[out] top top
* @param[out] bottom bottom * @param[out] bottom bottom
* @param[out] left left * @param[out] left left
@@ -413,18 +398,31 @@ glm_look_anyup(vec3 eye, vec3 dir, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decomp(mat4 proj, glm_persp_decomp(mat4 proj,
float * __restrict nearZ, float * __restrict farZ, float * __restrict nearVal, float * __restrict farVal,
float * __restrict top, float * __restrict bottom, float * __restrict top, float * __restrict bottom,
float * __restrict left, float * __restrict right) { float * __restrict left, float * __restrict right) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO float m00, m11, m20, m21, m22, m32, n, f;
glm_persp_decomp_lh_zo(proj, nearZ, farZ, top, bottom, left, right); float n_m11, n_m00;
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glm_persp_decomp_lh_no(proj, nearZ, farZ, top, bottom, left, right); m00 = proj[0][0];
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO m11 = proj[1][1];
glm_persp_decomp_rh_zo(proj, nearZ, farZ, top, bottom, left, right); m20 = proj[2][0];
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO m21 = proj[2][1];
glm_persp_decomp_rh_no(proj, nearZ, farZ, top, bottom, left, right); m22 = proj[2][2];
#endif m32 = proj[3][2];
n = m32 / (m22 - 1.0f);
f = m32 / (m22 + 1.0f);
n_m11 = n / m11;
n_m00 = n / m00;
*nearVal = n;
*farVal = f;
*bottom = n_m11 * (m21 - 1.0f);
*top = n_m11 * (m21 + 1.0f);
*left = n_m00 * (m20 - 1.0f);
*right = n_m00 * (m20 + 1.0f);
} }
/*! /*!
@@ -437,15 +435,8 @@ glm_persp_decomp(mat4 proj,
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decompv(mat4 proj, float dest[6]) { glm_persp_decompv(mat4 proj, float dest[6]) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO glm_persp_decomp(proj, &dest[0], &dest[1], &dest[2],
glm_persp_decompv_lh_zo(proj, dest); &dest[3], &dest[4], &dest[5]);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glm_persp_decompv_lh_no(proj, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_persp_decompv_rh_zo(proj, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_persp_decompv_rh_no(proj, dest);
#endif
} }
/*! /*!
@@ -461,15 +452,14 @@ void
glm_persp_decomp_x(mat4 proj, glm_persp_decomp_x(mat4 proj,
float * __restrict left, float * __restrict left,
float * __restrict right) { float * __restrict right) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO float nearVal, m20, m00;
glm_persp_decomp_x_lh_zo(proj, left, right);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO m00 = proj[0][0];
glm_persp_decomp_x_lh_no(proj, left, right); m20 = proj[2][0];
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_persp_decomp_x_rh_zo(proj, left, right); nearVal = proj[3][2] / (proj[3][3] - 1.0f);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO *left = nearVal * (m20 - 1.0f) / m00;
glm_persp_decomp_x_rh_no(proj, left, right); *right = nearVal * (m20 + 1.0f) / m00;
#endif
} }
/*! /*!
@@ -485,15 +475,14 @@ void
glm_persp_decomp_y(mat4 proj, glm_persp_decomp_y(mat4 proj,
float * __restrict top, float * __restrict top,
float * __restrict bottom) { float * __restrict bottom) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO float nearVal, m21, m11;
glm_persp_decomp_y_lh_zo(proj, top, bottom);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO m21 = proj[2][1];
glm_persp_decomp_y_lh_no(proj, top, bottom); m11 = proj[1][1];
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_persp_decomp_y_rh_zo(proj, top, bottom); nearVal = proj[3][2] / (proj[3][3] - 1.0f);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO *bottom = nearVal * (m21 - 1) / m11;
glm_persp_decomp_y_rh_no(proj, top, bottom); *top = nearVal * (m21 + 1) / m11;
#endif
} }
/*! /*!
@@ -501,61 +490,70 @@ glm_persp_decomp_y(mat4 proj,
* z stands for z axis (near / far axis) * z stands for z axis (near / far axis)
* *
* @param[in] proj perspective projection matrix * @param[in] proj perspective projection matrix
* @param[out] nearZ near * @param[out] nearVal near
* @param[out] farZ far * @param[out] farVal far
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decomp_z(mat4 proj, float * __restrict nearZ, float * __restrict farZ) { glm_persp_decomp_z(mat4 proj,
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO float * __restrict nearVal,
glm_persp_decomp_z_lh_zo(proj, nearZ, farZ); float * __restrict farVal) {
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO float m32, m22;
glm_persp_decomp_z_lh_no(proj, nearZ, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO m32 = proj[3][2];
glm_persp_decomp_z_rh_zo(proj, nearZ, farZ); m22 = proj[2][2];
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_persp_decomp_z_rh_no(proj, nearZ, farZ); *nearVal = m32 / (m22 - 1.0f);
#endif *farVal = m32 / (m22 + 1.0f);
} }
/*! /*!
* @brief decomposes far value of perspective projection. * @brief decomposes far value of perspective projection.
* *
* @param[in] proj perspective projection matrix * @param[in] proj perspective projection matrix
* @param[out] farZ far * @param[out] farVal far
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decomp_far(mat4 proj, float * __restrict farZ) { glm_persp_decomp_far(mat4 proj, float * __restrict farVal) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO *farVal = proj[3][2] / (proj[2][2] + 1.0f);
glm_persp_decomp_far_lh_zo(proj, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glm_persp_decomp_far_lh_no(proj, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_persp_decomp_far_rh_zo(proj, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_persp_decomp_far_rh_no(proj, farZ);
#endif
} }
/*! /*!
* @brief decomposes near value of perspective projection. * @brief decomposes near value of perspective projection.
* *
* @param[in] proj perspective projection matrix * @param[in] proj perspective projection matrix
* @param[out] nearZ near * @param[out] nearVal near
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decomp_near(mat4 proj, float * __restrict nearZ) { glm_persp_decomp_near(mat4 proj, float * __restrict nearVal) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO *nearVal = proj[3][2] / (proj[2][2] - 1.0f);
glm_persp_decomp_near_lh_zo(proj, nearZ); }
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glm_persp_decomp_near_lh_no(proj, nearZ); /*!
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO * @brief returns field of view angle along the Y-axis (in radians)
glm_persp_decomp_near_rh_zo(proj, nearZ); *
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO * if you need to degrees, use glm_deg to convert it or use this:
glm_persp_decomp_near_rh_no(proj, nearZ); * fovy_deg = glm_deg(glm_persp_fovy(projMatrix))
#endif *
* @param[in] proj perspective projection matrix
*/
CGLM_INLINE
float
glm_persp_fovy(mat4 proj) {
return 2.0f * atanf(1.0f / proj[1][1]);
}
/*!
* @brief returns aspect ratio of perspective projection
*
* @param[in] proj perspective projection matrix
*/
CGLM_INLINE
float
glm_persp_aspect(mat4 proj) {
return proj[1][1] / proj[0][0];
} }
/*! /*!
@@ -568,15 +566,17 @@ glm_persp_decomp_near(mat4 proj, float * __restrict nearZ) {
CGLM_INLINE CGLM_INLINE
void void
glm_persp_sizes(mat4 proj, float fovy, vec4 dest) { glm_persp_sizes(mat4 proj, float fovy, vec4 dest) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO float t, a, nearVal, farVal;
glm_persp_sizes_lh_zo(proj, fovy, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO t = 2.0f * tanf(fovy * 0.5f);
glm_persp_sizes_lh_no(proj, fovy, dest); a = glm_persp_aspect(proj);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_persp_sizes_rh_zo(proj, fovy, dest); glm_persp_decomp_z(proj, &nearVal, &farVal);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_persp_sizes_rh_no(proj, fovy, dest); dest[1] = t * nearVal;
#endif dest[3] = t * farVal;
dest[0] = a * dest[1];
dest[2] = a * dest[3];
} }
#endif /* cglm_cam_h */ #endif /* cglm_vcam_h */

View File

@@ -12,25 +12,15 @@
#include "vec2.h" #include "vec2.h"
#include "vec3.h" #include "vec3.h"
#include "vec4.h" #include "vec4.h"
#include "ivec2.h"
#include "ivec3.h"
#include "ivec4.h"
#include "mat4.h" #include "mat4.h"
#include "mat4x2.h"
#include "mat4x3.h"
#include "mat3.h" #include "mat3.h"
#include "mat3x2.h"
#include "mat3x4.h"
#include "mat2.h" #include "mat2.h"
#include "mat2x3.h"
#include "mat2x4.h"
#include "affine.h" #include "affine.h"
#include "cam.h" #include "cam.h"
#include "frustum.h" #include "frustum.h"
#include "quat.h" #include "quat.h"
#include "euler.h" #include "euler.h"
#include "plane.h" #include "plane.h"
#include "aabb2d.h"
#include "box.h" #include "box.h"
#include "color.h" #include "color.h"
#include "util.h" #include "util.h"

View File

@@ -1,183 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Functions:
CGLM_INLINE void glm_ortho_lh_no(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest)
CGLM_INLINE void glm_ortho_aabb_lh_no(vec3 box[2], mat4 dest)
CGLM_INLINE void glm_ortho_aabb_p_lh_no(vec3 box[2],
float padding,
mat4 dest)
CGLM_INLINE void glm_ortho_aabb_pz_lh_no(vec3 box[2],
float padding,
mat4 dest)
CGLM_INLINE void glm_ortho_default_lh_no(float aspect,
mat4 dest)
CGLM_INLINE void glm_ortho_default_s_lh_no(float aspect,
float size,
mat4 dest)
*/
#ifndef cglm_ortho_lh_no_h
#define cglm_ortho_lh_no_h
#include "../common.h"
#include "../plane.h"
#include "../mat4.h"
/*!
* @brief set up orthographic projection matrix
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] left viewport.left
* @param[in] right viewport.right
* @param[in] bottom viewport.bottom
* @param[in] top viewport.top
* @param[in] nearZ near clipping plane
* @param[in] farZ far clipping plane
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_lh_no(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest) {
float rl, tb, fn;
glm_mat4_zero(dest);
rl = 1.0f / (right - left);
tb = 1.0f / (top - bottom);
fn =-1.0f / (farZ - nearZ);
dest[0][0] = 2.0f * rl;
dest[1][1] = 2.0f * tb;
dest[2][2] =-2.0f * fn;
dest[3][0] =-(right + left) * rl;
dest[3][1] =-(top + bottom) * tb;
dest[3][2] = (farZ + nearZ) * fn;
dest[3][3] = 1.0f;
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_lh_no(vec3 box[2], mat4 dest) {
glm_ortho_lh_no(box[0][0], box[1][0],
box[0][1], box[1][1],
-box[1][2], -box[0][2],
dest);
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[in] padding padding
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_p_lh_no(vec3 box[2], float padding, mat4 dest) {
glm_ortho_lh_no(box[0][0] - padding, box[1][0] + padding,
box[0][1] - padding, box[1][1] + padding,
-(box[1][2] + padding), -(box[0][2] - padding),
dest);
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[in] padding padding for near and far
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_pz_lh_no(vec3 box[2], float padding, mat4 dest) {
glm_ortho_lh_no(box[0][0], box[1][0],
box[0][1], box[1][1],
-(box[1][2] + padding), -(box[0][2] - padding),
dest);
}
/*!
* @brief set up unit orthographic projection matrix
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] aspect aspect ration ( width / height )
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_default_lh_no(float aspect, mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho_lh_no(-aspect, aspect, -1.0f, 1.0f, -100.0f, 100.0f, dest);
return;
}
aspect = 1.0f / aspect;
glm_ortho_lh_no(-1.0f, 1.0f, -aspect, aspect, -100.0f, 100.0f, dest);
}
/*!
* @brief set up orthographic projection matrix with given CUBE size
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] aspect aspect ratio ( width / height )
* @param[in] size cube size
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_default_s_lh_no(float aspect, float size, mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho_lh_no(-size * aspect,
size * aspect,
-size,
size,
-size - 100.0f,
size + 100.0f,
dest);
return;
}
glm_ortho_lh_no(-size,
size,
-size / aspect,
size / aspect,
-size - 100.0f,
size + 100.0f,
dest);
}
#endif /*cglm_ortho_lh_no_h*/

View File

@@ -1,177 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Functions:
CGLM_INLINE void glm_ortho_lh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest)
CGLM_INLINE void glm_ortho_aabb_lh_zo(vec3 box[2], mat4 dest)
CGLM_INLINE void glm_ortho_aabb_p_lh_zo(vec3 box[2],
float padding,
mat4 dest)
CGLM_INLINE void glm_ortho_aabb_pz_lh_zo(vec3 box[2],
float padding,
mat4 dest)
CGLM_INLINE void glm_ortho_default_lh_zo(float aspect,
mat4 dest)
CGLM_INLINE void glm_ortho_default_s_lh_zo(float aspect,
float size,
mat4 dest)
*/
#ifndef cglm_ortho_lh_zo_h
#define cglm_ortho_lh_zo_h
#include "../common.h"
#include "../plane.h"
#include "../mat4.h"
/*!
* @brief set up orthographic projection matrix with a left-hand coordinate
* system and a clip-space of [0, 1].
*
* @param[in] left viewport.left
* @param[in] right viewport.right
* @param[in] bottom viewport.bottom
* @param[in] top viewport.top
* @param[in] nearZ near clipping plane
* @param[in] farZ far clipping plane
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_lh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest) {
float rl, tb, fn;
glm_mat4_zero(dest);
rl = 1.0f / (right - left);
tb = 1.0f / (top - bottom);
fn =-1.0f / (farZ - nearZ);
dest[0][0] = 2.0f * rl;
dest[1][1] = 2.0f * tb;
dest[2][2] =-fn;
dest[3][0] =-(right + left) * rl;
dest[3][1] =-(top + bottom) * tb;
dest[3][2] = nearZ * fn;
dest[3][3] = 1.0f;
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a left-hand coordinate system and a clip-space of [0, 1].
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_lh_zo(vec3 box[2], mat4 dest) {
glm_ortho_lh_zo(box[0][0], box[1][0],
box[0][1], box[1][1],
-box[1][2], -box[0][2],
dest);
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a left-hand coordinate system and a clip-space of [0, 1].
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[in] padding padding
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_p_lh_zo(vec3 box[2], float padding, mat4 dest) {
glm_ortho_lh_zo(box[0][0] - padding, box[1][0] + padding,
box[0][1] - padding, box[1][1] + padding,
-(box[1][2] + padding), -(box[0][2] - padding),
dest);
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a left-hand coordinate system and a clip-space of [0, 1].
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[in] padding padding for near and far
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_pz_lh_zo(vec3 box[2], float padding, mat4 dest) {
glm_ortho_lh_zo(box[0][0], box[1][0],
box[0][1], box[1][1],
-(box[1][2] + padding), -(box[0][2] - padding),
dest);
}
/*!
* @brief set up unit orthographic projection matrix
* with a left-hand coordinate system and a clip-space of [0, 1].
*
* @param[in] aspect aspect ration ( width / height )
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_default_lh_zo(float aspect, mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho_lh_zo(-aspect, aspect, -1.0f, 1.0f, -100.0f, 100.0f, dest);
return;
}
aspect = 1.0f / aspect;
glm_ortho_lh_zo(-1.0f, 1.0f, -aspect, aspect, -100.0f, 100.0f, dest);
}
/*!
* @brief set up orthographic projection matrix with given CUBE size
* with a left-hand coordinate system and a clip-space of [0, 1].
*
* @param[in] aspect aspect ratio ( width / height )
* @param[in] size cube size
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_default_s_lh_zo(float aspect, float size, mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho_lh_zo(-size * aspect,
size * aspect,
-size,
size,
-size - 100.0f,
size + 100.0f,
dest);
return;
}
glm_ortho_lh_zo(-size,
size,
-size / aspect,
size / aspect,
-size - 100.0f,
size + 100.0f,
dest);
}
#endif /*cglm_ortho_lh_zo_h*/

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