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Author SHA1 Message Date
Recep Aslantas
3f616ce6a3 update version 2017-12-27 16:32:49 +03:00
Recep Aslantas
35d078a1ed avoid using far and near names because windows uses it as macro!!! 2017-12-27 16:31:26 +03:00
Recep Aslantas
034371c689 Merge pull request #11 from winduptoy/master
Fixed GLM_QUAT_IDENTITY_INIT (wxyz) instead of (xyzw). Addresses #10.
2017-12-26 17:44:03 +03:00
Matt Reyer
b797863ba3 Fixed GLM_QUAT_IDENTITY_INIT (wxyz) instead of (xyzw). Addresses #10. 2017-12-26 08:51:21 -05:00
Recep Aslantas
63eaee5049 vec: implement min and max 2017-12-17 16:55:04 +03:00
10 changed files with 213 additions and 54 deletions

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@@ -96,6 +96,14 @@ CGLM_EXPORT
float
glmc_vec_distance(vec3 v1, vec3 v2);
CGLM_EXPORT
void
glmc_vec_maxv(vec3 v1, vec3 v2, vec3 dest);
CGLM_EXPORT
void
glmc_vec_minv(vec3 v1, vec3 v2, vec3 dest);
#ifdef __cplusplus
}
#endif

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@@ -77,6 +77,14 @@ CGLM_EXPORT
float
glmc_vec4_distance(vec4 v1, vec4 v2);
CGLM_EXPORT
void
glmc_vec4_maxv(vec4 v1, vec4 v2, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_minv(vec4 v1, vec4 v2, vec4 dest);
#ifdef __cplusplus
}
#endif

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@@ -11,29 +11,29 @@
float right,
float bottom,
float top,
float near,
float far,
float nearVal,
float farVal,
mat4 dest);
CGLM_INLINE void glm_ortho(float left,
float right,
float bottom,
float top,
float near,
float far,
float nearVal,
float farVal,
mat4 dest);
CGLM_INLINE void glm_ortho_default(float aspect, mat4 dest);
CGLM_INLINE void glm_ortho_default_s(float aspect, float size, mat4 dest);
CGLM_INLINE void glm_perspective(float fovy,
float aspect,
float near,
float far,
float nearVal,
float farVal,
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_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest);
CGLM_INLINE void glm_persp_decomp(mat4 proj,
float * __restrict near,
float * __restrict far,
float * __restrict nearVal,
float * __restrict farVal,
float * __restrict top,
float * __restrict bottom,
float * __restrict left,
@@ -46,10 +46,10 @@
float * __restrict top,
float * __restrict bottom);
CGLM_INLINE void glm_persp_decomp_z(mat4 proj,
float * __restrict near,
float * __restrict far);
CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float * __restrict far);
CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float * __restrict near);
float * __restrict nearVal,
float * __restrict farVal);
CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float * __restrict farVal);
CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *__restrict nearVal);
*/
#ifndef cglm_vcam_h
@@ -303,29 +303,29 @@ glm_lookat(vec3 eye,
/*!
* @brief decomposes frustum values of perspective projection.
*
* @param[in] proj perspective projection matrix
* @param[out] near near
* @param[out] far far
* @param[out] top top
* @param[out] bottom bottom
* @param[out] left left
* @param[out] right right
* @param[in] proj perspective projection matrix
* @param[out] nearVal near
* @param[out] farVal far
* @param[out] top top
* @param[out] bottom bottom
* @param[out] left left
* @param[out] right right
*/
CGLM_INLINE
void
glm_persp_decomp(mat4 proj,
float * __restrict near,
float * __restrict far,
float * __restrict nearVal,
float * __restrict farVal,
float * __restrict top,
float * __restrict bottom,
float * __restrict left,
float * __restrict right) {
*near = proj[3][2] / (proj[2][2] - 1);
*far = proj[3][2] / (proj[2][2] + 1);
*bottom = *near * (proj[2][1] - 1) / proj[1][1];
*top = *near * (proj[2][1] + 1) / proj[1][1];
*left = *near * (proj[2][0] - 1) / proj[0][0];
*right = *near * (proj[2][0] + 1) / proj[0][0];
*nearVal = proj[3][2] / (proj[2][2] - 1);
*farVal = proj[3][2] / (proj[2][2] + 1);
*bottom = *nearVal * (proj[2][1] - 1) / proj[1][1];
*top = *nearVal * (proj[2][1] + 1) / proj[1][1];
*left = *nearVal * (proj[2][0] - 1) / proj[0][0];
*right = *nearVal * (proj[2][0] + 1) / proj[0][0];
}
/*!
@@ -337,7 +337,7 @@ glm_persp_decomp(mat4 proj,
*/
CGLM_INLINE
void
glm_persp_decompv(mat4 proj, float dest[6]) {
glm_persp_decompv(mat4 proj, float dest[6]) {
glm_persp_decomp(proj, &dest[0], &dest[1], &dest[2],
&dest[3], &dest[4], &dest[5]);
}
@@ -355,11 +355,11 @@ void
glm_persp_decomp_x(mat4 proj,
float * __restrict left,
float * __restrict right) {
float near;
float nearVal;
near = proj[3][2] / (proj[3][3] - 1);
*left = near * (proj[2][0] - 1) / proj[0][0];
*right = near * (proj[2][0] + 1) / proj[0][0];
nearVal = proj[3][2] / (proj[3][3] - 1);
*left = nearVal * (proj[2][0] - 1) / proj[0][0];
*right = nearVal * (proj[2][0] + 1) / proj[0][0];
}
/*!
@@ -375,51 +375,51 @@ void
glm_persp_decomp_y(mat4 proj,
float * __restrict top,
float * __restrict bottom) {
float near;
float nearVal;
near = proj[3][2] / (proj[3][3] - 1);
*bottom = near * (proj[2][1] - 1) / proj[1][1];
*top = near * (proj[2][1] + 1) / proj[1][1];
nearVal = proj[3][2] / (proj[3][3] - 1);
*bottom = nearVal * (proj[2][1] - 1) / proj[1][1];
*top = nearVal * (proj[2][1] + 1) / proj[1][1];
}
/*!
* @brief decomposes near and far values of perspective projection.
* z stands for z axis (near / far axis)
*
* @param[in] proj perspective projection matrix
* @param[out] near near
* @param[out] far far
* @param[in] proj perspective projection matrix
* @param[out] nearVal near
* @param[out] farVal far
*/
CGLM_INLINE
void
glm_persp_decomp_z(mat4 proj,
float * __restrict near,
float * __restrict far) {
*near = proj[3][2] / (proj[2][2] - 1);
*far = proj[3][2] / (proj[2][2] + 1);
float * __restrict nearVal,
float * __restrict farVal) {
*nearVal = proj[3][2] / (proj[2][2] - 1);
*farVal = proj[3][2] / (proj[2][2] + 1);
}
/*!
* @brief decomposes far value of perspective projection.
*
* @param[in] proj perspective projection matrix
* @param[out] far far
* @param[in] proj perspective projection matrix
* @param[out] farVal far
*/
CGLM_INLINE
void
glm_persp_decomp_far(mat4 proj, float * __restrict far) {
*far = proj[3][2] / (proj[2][2] + 1);
glm_persp_decomp_far(mat4 proj, float * __restrict farVal) {
*farVal = proj[3][2] / (proj[2][2] + 1);
}
/*!
* @brief decomposes near value of perspective projection.
*
* @param[in] proj perspective projection matrix
* @param[out] near near
* @param[in] proj perspective projection matrix
* @param[out] nearVal near
*/
CGLM_INLINE
void
glm_persp_decomp_near(mat4 proj, float * __restrict near) {
*near = proj[3][2] / (proj[2][2] - 1);
glm_persp_decomp_near(mat4 proj, float * __restrict nearVal) {
*nearVal = proj[3][2] / (proj[2][2] - 1);
}
#endif /* cglm_vcam_h */

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@@ -32,8 +32,8 @@
# include "simd/sse2/quat.h"
#endif
#define GLM_QUAT_IDENTITY_INIT {0.0f, 0.0f, 0.0f, 1.0f}
#define GLM_QUAT_IDENTITY (versor){0.0f, 0.0f, 0.0f, 1.0f}
#define GLM_QUAT_IDENTITY_INIT {1.0f, 0.0f, 0.0f, 0.0f}
#define GLM_QUAT_IDENTITY (versor){1.0f, 0.0f, 0.0f, 0.0f}
CGLM_INLINE
void

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@@ -40,6 +40,8 @@
CGLM_INLINE void glm_vec_rotate_m4(mat4 m, vec3 v, vec3 dest);
CGLM_INLINE void glm_vec_proj(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec_center(vec3 v1, vec3 v2, vec3 dest);
CGLM_INLINE void glm_vec_maxv(vec3 v1, vec3 v2, vec3 dest);
CGLM_INLINE void glm_vec_minv(vec3 v1, vec3 v2, vec3 dest);
*/
#ifndef cglm_vec3_h
@@ -402,4 +404,56 @@ glm_vec_distance(vec3 v1, vec3 v2) {
+ glm_pow2(v2[2] - v1[2]));
}
/*!
* @brief max values of vectors
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec_maxv(vec3 v1, vec3 v2, vec3 dest) {
if (v1[0] > v2[0])
dest[0] = v1[0];
else
dest[0] = v2[0];
if (v1[1] > v2[1])
dest[1] = v1[1];
else
dest[1] = v2[1];
if (v1[2] > v2[2])
dest[2] = v1[2];
else
dest[2] = v2[2];
}
/*!
* @brief min values of vectors
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec_minv(vec3 v1, vec3 v2, vec3 dest) {
if (v1[0] < v2[0])
dest[0] = v1[0];
else
dest[0] = v2[0];
if (v1[1] < v2[1])
dest[1] = v1[1];
else
dest[1] = v2[1];
if (v1[2] < v2[2])
dest[2] = v1[2];
else
dest[2] = v2[2];
}
#endif /* cglm_vec3_h */

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@@ -26,6 +26,7 @@
#define cglm_vec4_ext_h
#include "common.h"
#include "vec3-ext.h"
#include <stdbool.h>
#include <math.h>
#include <float.h>

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@@ -35,6 +35,8 @@
CGLM_INLINE void glm_vec4_normalize(vec4 v);
CGLM_INLINE void glm_vec4_normalize_to(vec4 vec, vec4 dest);
CGLM_INLINE float glm_vec4_distance(vec4 v1, vec4 v2);
CGLM_INLINE void glm_vec4_maxv(vec4 v1, vec4 v2, vec4 dest);
CGLM_INLINE void glm_vec4_minv(vec4 v1, vec4 v2, vec4 dest);
*/
#ifndef cglm_vec4_h
@@ -318,4 +320,66 @@ glm_vec4_distance(vec4 v1, vec4 v2) {
+ glm_pow2(v2[3] - v1[3]));
}
/*!
* @brief max values of vectors
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_maxv(vec4 v1, vec4 v2, vec4 dest) {
if (v1[0] > v2[0])
dest[0] = v1[0];
else
dest[0] = v2[0];
if (v1[1] > v2[1])
dest[1] = v1[1];
else
dest[1] = v2[1];
if (v1[2] > v2[2])
dest[2] = v1[2];
else
dest[2] = v2[2];
if (v1[3] > v2[3])
dest[3] = v1[3];
else
dest[3] = v2[3];
}
/*!
* @brief min values of vectors
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_minv(vec4 v1, vec4 v2, vec4 dest) {
if (v1[0] < v2[0])
dest[0] = v1[0];
else
dest[0] = v2[0];
if (v1[1] < v2[1])
dest[1] = v1[1];
else
dest[1] = v2[1];
if (v1[2] < v2[2])
dest[2] = v1[2];
else
dest[2] = v2[2];
if (v1[3] < v2[3])
dest[3] = v1[3];
else
dest[3] = v2[3];
}
#endif /* cglm_vec4_h */

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@@ -10,6 +10,6 @@
#define CGLM_VERSION_MAJOR 0
#define CGLM_VERSION_MINOR 3
#define CGLM_VERSION_PATCH 1
#define CGLM_VERSION_PATCH 3
#endif /* cglm_version_h */

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@@ -127,3 +127,15 @@ float
glmc_vec_distance(vec3 v1, vec3 v2) {
return glm_vec_distance(v1, v2);
}
CGLM_EXPORT
void
glmc_vec_maxv(vec3 v1, vec3 v2, vec3 dest) {
glm_vec_minv(v1, v2, dest);
}
CGLM_EXPORT
void
glmc_vec_minv(vec3 v1, vec3 v2, vec3 dest) {
glm_vec_maxv(v1, v2, dest);
}

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@@ -97,3 +97,15 @@ float
glmc_vec4_distance(vec4 v1, vec4 v2) {
return glm_vec4_distance(v1, v2);
}
CGLM_EXPORT
void
glmc_vec4_maxv(vec4 v1, vec4 v2, vec4 dest) {
glm_vec4_minv(v1, v2, dest);
}
CGLM_EXPORT
void
glmc_vec4_minv(vec4 v1, vec4 v2, vec4 dest) {
glm_vec4_maxv(v1, v2, dest);
}