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187 Commits

Author SHA1 Message Date
Recep Aslantas
14f06a262f Merge branch 'master' into const 2019-04-28 21:55:23 +03:00
Recep Aslantas
392565f920 mark readonly parameters as const (continue) 2019-04-28 21:48:19 +03:00
Recep Aslantas
120ae9ae99 buil: fix linking cmocka 2019-04-28 19:43:58 +03:00
Recep Aslantas
a5f1ed32af build: don't link libcmocka if not exists 2019-04-28 19:24:09 +03:00
Recep Aslantas
010e887946 build: don't link libcmocka if not exists 2019-04-28 19:21:13 +03:00
Recep Aslantas
6e501ef1f6 build: don't link libcmocka if not exists 2019-04-28 19:15:55 +03:00
Recep Aslantas
6ed275734b mark readonly parameters as const 2019-04-28 12:15:43 +03:00
Recep Aslantas
85ca81ce79 Merge pull request #84 from haxpor/fix_82
Resolve vec4 : glm_vec4_distance() to satisfy compiling on armv7
2019-04-27 10:09:44 +03:00
Recep Aslantas
e909c8268d Merge branch 'master' into fix_82 2019-04-27 09:37:08 +03:00
Recep Aslantas
73e6b65da0 test: fix comparing floats in bezier tests 2019-04-27 09:36:15 +03:00
Recep Aslantas
ecbe36df6b Merge branch 'master' into fix_82 2019-04-21 00:24:52 +03:00
Recep Aslantas
d85b5234a9 ci: print test logs after failure 2019-04-21 00:19:17 +03:00
Wasin Thonkaew
5b80e0e3c2 test cases for glm_vec4_distance 2019-04-19 03:04:00 +08:00
Wasin Thonkaew
461a4009ba refactor vec4 : glm_vec4_distance for SSE/SSE2
According to suggestion by recp at
https://github.com/recp/cglm/issues/82#issuecomment-483051704.
2019-04-19 02:07:57 +08:00
Wasin Thonkaew
8f2f2c5572 Fix to use armv7 compatible function for glm_vec4_distance
Before it used armv8 only function thus it leads to build failed for
Android with target of armv7 i.e. armeabi-v7a. This fixed that issue.
2019-04-19 01:47:50 +08:00
Recep Aslantas
81a74ba225 move 'stdbool.h' to common header, add missing common.h header to public headers 2019-03-31 18:58:20 +03:00
Recep Aslantas
6c0c5167b0 docs: fix some parameter docs 2019-03-31 18:53:31 +03:00
Alejandro Coto Gutiérrez
4c5451994f Include stddef.h to ensure size_t and other dependent types (#79) 2019-03-29 08:54:09 +03:00
Wasin Thonkaew
73226bd2fd Fulfill #76 (#77)
* Fulfill #76
2019-03-20 09:32:31 +03:00
Recep Aslantas
8fa21a1837 docs: use sphinx_rtd_theme theme dor documentation 2019-03-17 09:33:38 +03:00
Recep Aslantas
ee1937f28d now working on v0.5.4 2019-03-17 09:29:36 +03:00
Recep Aslantas
b4efcefe7f drop glm__memcpy, glm__memset and glm__memzero
* implement mat3_zero and mat4_zero functions
* copy matrix items manually in ucopy functions
2019-02-13 10:14:53 +03:00
Recep Aslantas
0d2e5a996a docs: add SSE3 and SSE4 dot product options 2019-02-13 10:13:06 +03:00
Recep Aslantas
2b1eece9ac mat3: add rmc for mat3 2019-02-13 10:12:49 +03:00
Recep Aslantas
c8b8f4f6f0 now working on v0.5.3 2019-02-13 10:00:57 +03:00
Recep Aslantas
1a34ffcf4b Merge pull request #72 from recp/simd-update
SIMD update (NEON, SSE3, SSE4) + Features
2019-02-03 17:18:54 +03:00
Recep Aslantas
af088a1059 Merge branch 'master' into simd-update 2019-02-02 15:58:57 +03:00
Recep Aslantas
18f06743ed build: make automake build slient (less-verbose) 2019-02-02 15:54:09 +03:00
Recep Aslantas
60cfc87009 remove bezier_solve for now 2019-02-02 15:30:05 +03:00
Recep Aslantas
4e5879497e update docs 2019-02-02 15:29:48 +03:00
Recep Aslantas
7848dda1dd curve: cubic hermite intrpolation 2019-01-29 22:17:44 +03:00
Recep Aslantas
1e121a4855 mat4: fix rmc multiplication 2019-01-29 22:11:04 +03:00
Recep Aslantas
0f223db7d3 Merge pull request #74 from ccworld1000/patch-1
Update cglm.podspec
2019-01-29 14:48:46 +03:00
CC
a4e2c39c1d Update cglm.podspec
update pod version
2019-01-29 16:54:02 +08:00
Recep Aslantas
c22231f296 curve: de casteljau implementation for solving cubic bezier 2019-01-28 15:52:42 +03:00
Recep Aslantas
730cb1e9f7 add bezier helpers 2019-01-28 15:32:24 +03:00
Recep Aslantas
b0e48a56ca test: rename test_rand_angle() to test_rand() 2019-01-28 15:31:03 +03:00
Recep Aslantas
11a6e4471e fix vec4_cubic function 2019-01-28 14:26:02 +03:00
Recep Aslantas
60cb4beb0a curve: helper for calculate result of SMC multiplication 2019-01-26 18:06:26 +03:00
Recep Aslantas
32ddf49756 mat4: helper for row * matrix * column 2019-01-26 18:05:05 +03:00
Recep Aslantas
807d5589b4 call: add missing end guard to call headers 2019-01-26 16:05:11 +03:00
Recep Aslantas
59b9e54879 vec4: helper to fill vec4 as [S^3, S^2, S, 1] 2019-01-26 15:54:10 +03:00
Recep Aslantas
fc7f958167 simd: remove re-load in SSE4 and SSE3 2019-01-25 21:56:17 +03:00
Recep Aslantas
31bb303c55 simd: organise SIMD-functions
* optimize dot product
2019-01-24 10:17:49 +03:00
Recep Aslantas
be6aa9a89a simd: optimize some mat4 operations with neon 2019-01-22 09:39:57 +03:00
Recep Aslantas
f65f1d491b simd: optimize vec4_distance with sse and neon 2019-01-22 09:23:51 +03:00
Recep Aslantas
f0c2a2984e simd, neon: add missing neon support for vec4 2019-01-22 09:05:38 +03:00
Recep Aslantas
b117f3bf80 neon: add neon support for most vec4 operations 2019-01-21 23:14:04 +03:00
Recep Aslantas
07e60bd098 cam: extend frustum's far distance helper (#71)
* this will help to implement zoom easily
2019-01-16 14:59:58 +03:00
Recep Aslantas
e3d3cd8ab8 now working on v0.5.2 2019-01-15 12:08:54 +03:00
Recep Aslantas
d17c99215d Update README.md 2018-12-26 09:57:52 +03:00
Recep Aslantas
dc6eb492c1 Merge pull request #70 from recp/vec3-mat3
remove builtin alignment from vec3 and mat3 types
2018-12-26 09:54:48 +03:00
Recep Aslantas
7219b02d23 remove alignment from vec3 and mat3 2018-12-25 10:08:36 +03:00
Recep Aslantas
21834b4ffb matrix: trace of matrix 2018-12-06 18:17:02 +03:00
Recep Aslantas
2ef9c23a6c vec: normalize cross product helper 2018-12-06 18:01:52 +03:00
Recep Aslantas
92605f845a test: fix comparing two float values in tests 2018-12-05 16:34:22 +03:00
Recep Aslantas
b23d65bef5 now working on v0.5.1 2018-12-05 16:32:13 +03:00
Recep Aslantas
2f632c6311 Update README.md 2018-12-02 21:35:50 +03:00
Recep Aslantas
b47d148b81 Update README.md 2018-12-02 21:35:31 +03:00
Recep Aslantas
a5bc2f710e Merge pull request #68 from recp/vec-update
major vector update
2018-12-02 21:24:14 +03:00
Recep Aslantas
6d6954b208 vec: minnadd and maxadd helpers 2018-11-29 10:50:24 +03:00
Recep Aslantas
4e08b7e335 vec: rename parameter names 2018-11-29 09:55:27 +03:00
Recep Aslantas
aee381d869 vec: deprecate glm_vec_inv and glm_vec4_inv
* because in the current implementation, `glm_vec3_negate` does same thing. It is duplicate.
2018-11-29 09:23:14 +03:00
Recep Aslantas
b4bf8f3537 vec: rename glm_vec_ to glm_vec3_ (continue)
* add missing functions to vec4
* update docs
2018-11-29 09:07:48 +03:00
Recep Aslantas
0b8c63a90e vec: rename glm_vec_ namespace to glm_vec3_ 2018-11-28 23:22:30 +03:00
Recep Aslantas
ef6134263e vec: improve angle between two vector
* because `acosf()` may return NaN if cosine/dot is out of range
2018-11-28 14:48:12 +03:00
Recep Aslantas
9af61d2101 vec: use _negate instead of _flipsign and _inv 2018-11-28 10:50:21 +03:00
Recep Aslantas
463099350a vec: use _negate instead of _flipsign and _inv
* negate is better and common name, flipsign is deprecated now.
2018-11-28 10:28:00 +03:00
Recep Aslantas
89f64f0794 Merge pull request #65 from sinisterchipmunk/fix-versor-alignment
fix versor alignment
2018-11-17 22:36:12 +03:00
Recep Aslantas
d794f17e51 Merge branch 'master' into fix-versor-alignment 2018-11-17 22:32:48 +03:00
Recep Aslantas
a7cdbcec2b now working on v0.5.0 2018-11-17 22:31:51 +03:00
Colin MacKenzie IV
20a2312351 fix versor alignment 2018-11-16 19:25:44 -05:00
Recep Aslantas
08479f38ce Merge pull request #63 from recp/avx
avx: replace binary constants (resolve https://github.com/recp/cglm/issues/62) with hex and fix glm_mul_avx
2018-10-19 09:52:32 +03:00
Recep Aslantas
dadae4b773 avx: fix glm_mul_avx
* use glm_mat4_mul_avx here. because it seems there is no big difference for now.
2018-10-19 09:40:40 +03:00
Recep Aslantas
20360f2296 avx: replace binary constants with hex 2018-10-12 09:05:42 +03:00
Recep Aslantas
aa2b0f2631 code style and minor optimization[s] 2018-09-22 00:10:50 +03:00
Recep Aslantas
280ac72fd8 Merge pull request #61 from hartenfels/master
Replace non-standard M_PI* constants
2018-09-21 23:39:10 +03:00
Recep Aslantas
7405d5e1d0 Update types.h 2018-09-21 23:33:42 +03:00
Carsten Hartenfels
eefafefbae Also add a load of other number constants
These are all missing from standard C, so we might as well define em.

See https://github.com/recp/cglm/pull/61#discussion_r219406859
2018-09-21 20:03:28 +02:00
Carsten Hartenfels
b9021978cb Replace the use of deprecated CGLM_PI* constants 2018-09-21 19:59:23 +02:00
Carsten Hartenfels
3fd12032e6 Clean up pi constants, deprecating the old names
GLM_PI* is now used for the double versions, GLM_PI*f for the float
versions. The CGLM_ prefixed versions are now deprecated, since that
prefix is kinda only used for constants.

See https://github.com/recp/cglm/pull/61#issuecomment-423069770
2018-09-21 07:29:54 +02:00
Carsten Hartenfels
59ee8c1fd2 Use even more precise definitions for pi constants
See https://github.com/recp/cglm/pull/61#issuecomment-422955122
2018-09-21 07:26:55 +02:00
Carsten Hartenfels
b00f2b9ccc Replace M_PI_4 in test_affine with CGLM_PI_4
As in the previous commit, because it's non-standard and depending on
your settings it can fail to compile because of it.
2018-09-19 20:46:37 +02:00
Carsten Hartenfels
d3c50147cb Replace non-standard M_PI* constants with literals
M_PI, M_PI_2 and M_PI_4 aren't part of the C standard. If you put your
gcc into strict standards mode, like `-std=c11`, you won't get these
constants and including cglm.h will fail.

This commit replaces those constants with their literal values. The cast
to a float remains, to keep exactly the same behavior as before.
2018-09-19 20:42:05 +02:00
Recep Aslantas
98da3daf82 identiy helper for arrays (matrix/quaternion)
this helpers makes all array elements identity
2018-09-12 12:44:11 +03:00
Recep Aslantas
2e1790ccf9 Merge pull request #59 from jonathanplatzer/avx
Fix alignment issue when using AVX
2018-07-19 11:38:55 +03:00
Jonathan Platzer
cc5f533fc9 Add macro for automatic alignment of matrices 2018-07-19 10:14:30 +02:00
Jonathan Platzer
2d63d7e0cd Fix alignment issue when using AVX 2018-07-18 12:03:38 +02:00
Recep Aslantas
3738499927 update doc for vec4_ucopy 2018-07-14 12:12:15 +03:00
Recep Aslantas
1d527dc2f0 unalignned version for vec4_copy 2018-07-14 12:03:42 +03:00
Recep Aslantas
43c4d05d4a new version for clamp: clamp to zero and one 2018-07-12 11:39:56 +03:00
Recep Aslantas
c5f5032fcc fix function params docs 2018-07-10 11:42:18 +03:00
Recep Aslantas
5d605ce372 avoid zero division for percent
* two value may be same, in this case now returns 1.
* to must be >= from and current <= to && current >= from
2018-07-10 10:54:31 +03:00
Recep Aslantas
c216c0cb7e add MIN and MAX macros
because we could use min/max for intergers too. it may not guarantee that MIN and MAX macros will always be defined by compiler
2018-06-26 15:27:53 +03:00
Recep Aslantas
eb8e0df6df update version 2018-06-21 10:54:53 +03:00
Recep Aslantas
1775bf7458 Merge pull request #57 from recp/anim
Animation Utils
2018-06-21 10:48:19 +03:00
Recep Aslantas
3adeac06f8 update build files 2018-06-21 10:07:51 +03:00
Recep Aslantas
669777eb37 additional utils 2018-06-18 17:55:25 +03:00
Recep Aslantas
02f6c67393 improve easing funcs 2018-06-15 08:55:59 +03:00
Recep Aslantas
564324f5d2 easing functions 2018-06-10 10:29:02 +03:00
Recep Aslantas
93e6c3c102 Merge pull request #56 from recp/sphere
aabb and sphere intersect functions
2018-06-09 18:43:54 +03:00
Recep Aslantas
857265b892 sphere point intersection 2018-06-09 18:21:29 +03:00
Recep Aslantas
fc14cedf89 update version 2018-06-09 18:10:54 +03:00
Recep Aslantas
7a80178357 improve quat_look 2018-06-09 18:10:44 +03:00
Recep Aslantas
720b617ee0 sphere and aabb 2018-05-30 23:42:22 +03:00
Recep Aslantas
3dc9070909 squared distance for vec3 2018-05-30 23:35:59 +03:00
Recep Aslantas
6b2b4b4f12 implement glm_aabb_sphere as GraphicsGems Solid Box - Solid Sphere test 2018-05-30 23:00:18 +03:00
Recep Aslantas
c8fc460ba1 add support for spheres 2018-05-29 23:29:09 +03:00
Recep Aslantas
5b3aabc103 aabb intersect functions
* AABB vs AABB
* AABB vs Point
* AABB vs Sphere
* AABB contains AABB
2018-05-29 23:19:39 +03:00
Recep Aslantas
af812e86eb add a note to clarify up vector restriction for glm_lookat and glm_look 2018-05-29 11:30:38 +03:00
Recep Aslantas
059bdfdd4b update docs 2018-05-27 11:54:05 +03:00
Recep Aslantas
ef0653640f update cocoapod version tag 2018-05-27 11:53:48 +03:00
Recep Aslantas
e5d61b3433 update mat4_mulv3 api to include translation 2018-05-27 11:46:27 +03:00
Recep Aslantas
73c073cf32 add missing call functions 2018-05-27 11:44:06 +03:00
Recep Aslantas
1362bef50f fix glm_translate_to 2018-05-23 23:13:41 +03:00
Recep Aslantas
7d783eeace align local variables on stack 2018-05-23 23:04:06 +03:00
Recep Aslantas
e12e79b1a5 improve scale_make 2018-05-23 22:11:44 +03:00
Recep Aslantas
6cd3d52dc5 improve translate_make 2018-05-23 22:08:12 +03:00
Recep Aslantas
fb2cac9816 aabb: center of AABB helper
* it is just wrapper of vec_center but it saves to access min and max values of AABB
2018-05-22 17:45:37 +03:00
Recep Aslantas
4e63325f55 aabb: add missing call versions 2018-05-22 17:44:36 +03:00
Recep Aslantas
96c3e604ff now working on v0.4.6 2018-05-22 17:43:46 +03:00
Recep Aslantas
077e304fc5 Merge pull request #42 from recp/optimizations
simd: optional shuffle configuration to save move instructions
2018-05-10 16:47:00 +03:00
Recep Aslantas
599524dacf docs: add new option to docs 2018-05-10 16:42:13 +03:00
Recep Aslantas
da5ad69863 simd: rename _mm_ extensions to glmm_ 2018-05-10 14:27:53 +03:00
Recep Aslantas
9fc2ead8ef Merge branch 'master' into optimizations 2018-05-10 13:59:10 +03:00
Recep Aslantas
48d33c16cb Merge pull request #53 from recp/simd
simd: Make alignment OPTIONAL
2018-05-10 13:57:31 +03:00
Recep Aslantas
464bd917d0 update readme 2018-05-10 12:21:33 +03:00
Recep Aslantas
c6d07bb6eb surround PI with parentheses + code style + update docs 2018-05-10 12:18:54 +03:00
Recep Aslantas
94b286f1f9 docs: add new alignment option to docs 2018-05-09 16:43:42 +03:00
Recep Aslantas
f774925e8a win, simd: make sure that CGLM_ALL_UNALIGNED is defined for older visual studios 2018-05-09 15:30:54 +03:00
Recep Aslantas
0e49e95161 win: update visual studio version for align requirement 2018-05-08 18:29:02 +03:00
Recep Aslantas
b277357800 update gitignore 2018-05-08 18:28:31 +03:00
Recep Aslantas
835cec2ccb drop alignment requirement if CGLM_ALL_UNALIGNED defined
* bring alignment back for visual studio 2017
2018-05-08 16:26:33 +03:00
Recep Aslantas
5dbbd0826d simd: replace glm_simd_ with glmm_
* now glmm_ is used as global simd namescape
2018-05-08 15:55:36 +03:00
Recep Aslantas
56f0bb0928 simd, avx: make alignment optional for load/store operations 2018-05-08 15:35:17 +03:00
Recep Aslantas
568001d26a simd, sse2: make alignment optional for store operations 2018-05-08 15:31:09 +03:00
Recep Aslantas
252bf925fc simd, sse2: make alignment optional for load operations 2018-05-08 15:25:23 +03:00
Recep Aslantas
0f339c5c03 fix header dependencies 2018-05-07 21:12:29 +03:00
Recep Aslantas
a9d56f2dae docs: fix typos 2018-05-04 00:50:56 +03:00
Recep Aslantas
dd60496ffc Merge pull request #49 from Yatima1460/master
replace _WIN32 with _MSC_VER
2018-04-30 19:08:59 +03:00
Federico Santamorena
7c0e9e99c6 _WIN32 to _MSC_VER 2018-04-30 17:17:06 +02:00
Federico Santamorena
064209c917 replaced _WIN32 with _MSC_VER 2018-04-30 17:13:16 +02:00
Recep Aslantas
94d6036c38 suppress warnings for Mingw 2018-04-30 11:09:42 +03:00
Recep Aslantas
6c01eff056 now working on v0.4.5 2018-04-30 10:59:40 +03:00
Recep Aslantas
ada69a7c43 fix cocoapods validation errors 2018-04-22 10:14:17 +03:00
Recep Aslantas
cef97fca3e add cocoapods spec 2018-04-22 01:03:17 +03:00
Recep Aslantas
498a33fac5 fix public header's includes 2018-04-21 22:36:25 +03:00
Recep Aslantas
3c7a729729 build: remove making symbolic link for libtoolize 2018-04-20 15:19:06 +03:00
Recep Aslantas
a6a37995e9 build: update automake sources 2018-04-18 23:02:15 +03:00
Recep Aslantas
6202179c23 update version 2018-04-18 22:30:20 +03:00
Recep Aslantas
22b699174c build: improve calling libtoolize 2018-04-18 21:47:53 +03:00
Recep Aslantas
016c0a71a6 Merge pull request #46 from recp/affine
affine transform update
2018-04-18 15:25:40 +03:00
Recep Aslantas
e28cf1d3f6 remove unused variable 2018-04-18 15:23:07 +03:00
Recep Aslantas
63966ee5c0 quat: use the new "glm_mul_rot" for quaternion
* this should be faster than mat4_mul
2018-04-18 15:16:24 +03:00
Recep Aslantas
a723ecdb7e add troubleshooting to docs 2018-04-18 15:11:06 +03:00
Recep Aslantas
065f93ab3c update docs, drop scale1 2018-04-18 14:30:44 +03:00
Recep Aslantas
4dbcd28fdb use mul_rot for rotations to make thrm faster 2018-04-18 14:12:56 +03:00
Recep Aslantas
be0e3fc9f2 new matrix multiplication helper for rotation matrices 2018-04-18 14:05:09 +03:00
Recep Aslantas
d648f5772d affine: drop rotate_ndc functions 2018-04-18 10:57:35 +03:00
Recep Aslantas
f163fcd043 simd: load vec3 helpers for sse/sse2 2018-04-18 00:00:47 +03:00
Recep Aslantas
27ab6a7dd0 update docs, add clarifications for affine transforms 2018-04-17 15:42:24 +03:00
Recep Aslantas
33e951fe2e implement rotate_at for quat and provide make version 2018-04-17 12:17:04 +03:00
Recep Aslantas
c63c6c90ac implement rotate_at 2018-04-17 11:12:18 +03:00
Recep Aslantas
a2792178db add missing call funcs for affine transforms 2018-04-17 11:07:57 +03:00
Recep Aslantas
cefd5fb53d test: add some tests for affine transforms 2018-04-17 10:33:52 +03:00
Recep Aslantas
821c79572f test: add some tests for mat3 2018-04-15 20:47:38 +03:00
Recep Aslantas
f0a27d0ce2 now working on v0.4.2 2018-04-15 20:46:46 +03:00
Recep Aslantas
007ae62e06 update docs version 2018-04-15 13:10:07 +03:00
Recep Aslantas
826ddf0f5b improve normalize vectors 2018-04-15 12:46:29 +03:00
Recep Aslantas
b09b5f260b vec: fix rotate vector using mat4 and mat3 rotation matrices 2018-04-15 12:44:50 +03:00
Recep Aslantas
59aacee968 optimize clamp for vec4 2018-04-14 12:49:37 +03:00
Recep Aslantas
429aff087f optimize min and max for vec4 2018-04-14 11:35:28 +03:00
Recep Aslantas
ca9f61dd74 Merge pull request #44 from recp/vector
new vector functions and optimizations
2018-04-14 09:19:51 +03:00
Recep Aslantas
d6395d4fb8 vec: optimize rotate vector using matrix
* add mat3 version
2018-04-13 22:33:32 +03:00
Recep Aslantas
7f7007574b vec: implement muladd's scalar version 2018-04-13 22:30:44 +03:00
Recep Aslantas
13345f06c1 fix vec4 scalar ops 2018-04-13 15:50:05 +03:00
Recep Aslantas
725fac75d0 now working on v0.4.1 2018-04-13 15:47:45 +03:00
Recep Aslantas
c05f58a169 vec: add addadd, subadd and muladd helpers 2018-04-13 15:46:43 +03:00
Recep Aslantas
d841f8809d vec: add some new functions for vector
* _mul: multiply two vector (replacement for _mulv)
* _div: div two vector
* _divs: div vector with scalar
* adds: add scalar to each components of vec
* subs: sub scalar from each components of vec
2018-04-13 15:12:56 +03:00
Recep Aslantas
af5a2627b4 fix scale_as for zero length vector
* return zero if vector length is zero
2018-04-13 11:57:34 +03:00
Recep Aslantas
25fc3d0284 vec: add one and zero helpers for vectors 2018-04-13 11:57:14 +03:00
Recep Aslantas
c489955b00 add simd norm helper 2018-04-13 11:39:14 +03:00
Recep Aslantas
79f8b1ebf8 vec4: optimize vec4 norm and norm2 2018-04-13 11:18:42 +03:00
Recep Aslantas
0eb37da8bb vec4: optimize vec4 normalize with SIMD 2018-04-13 11:01:07 +03:00
Recep Aslantas
44728c536b ci: update travis ci 2018-04-12 15:52:06 +03:00
Recep Aslantas
c8ed8acbed Update README.md 2018-04-12 14:47:14 +03:00
Recep Aslantas
cfd3600107 simd: optional shuffle configuration to save move instructions 2018-04-04 22:42:21 +03:00
118 changed files with 6945 additions and 1968 deletions

9
.gitignore vendored
View File

@@ -61,3 +61,12 @@ docs/build/*
win/cglm_test_*
* copy.*
*.o
*.obj
*codeanalysis.*.xml
*codeanalysis.xml
*.lib
*.tlog
win/x64
win/x85
win/Debug
cglm-test-ios*

View File

@@ -49,7 +49,7 @@ script:
after_success:
- if [[ "$CC" == "gcc" && "$CODE_COVERAGE" == "ON" ]]; then
pip install --user cpp-coveralls
pip install --user cpp-coveralls &&
coveralls
--build-root .
--exclude lib
@@ -57,3 +57,6 @@ after_success:
--gcov-options '\-lp'
--verbose;
fi
after_failure:
- cat ./test-suite.log

17
CREDITS
View File

@@ -1,7 +1,7 @@
This library [initially] used some [piece of] implementations
(may include codes) from these open source projects/resources:
1. Affine Transforms
1. Initial Affine Transforms
The original glm repo (g-truc), url: https://github.com/g-truc/glm
LICENSE[S]:
@@ -11,7 +11,7 @@ LICENSE[S]:
FULL LICENSE: https://github.com/g-truc/glm/blob/master/copying.txt
2. Quaternions
2. Initial Quaternions
Anton's OpenGL 4 Tutorials book source code:
LICENSE:
@@ -47,6 +47,17 @@ http://old.cescg.org/CESCG-2002/DSykoraJJelinek/
7. Quaternions
Initial mat4_quat is borrowed from Apple's simd library
8. Vector Rotation using Quaternion
https://gamedev.stackexchange.com/questions/28395/rotating-vector3-by-a-quaternion
9. Sphere AABB intersect
https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c
10. Horizontal add
https://stackoverflow.com/questions/6996764/fastest-way-to-do-horizontal-float-vector-sum-on-x86
11. de casteljau implementation and comments
https://forums.khronos.org/showthread.php/10264-Animations-in-1-4-1-release-notes-revision-A/page2?highlight=bezier
https://forums.khronos.org/showthread.php/10644-Animation-Bezier-interpolation
https://forums.khronos.org/showthread.php/10387-2D-Tangents-in-Bezier-Splines?p=34164&viewfull=1#post34164
https://forums.khronos.org/showthread.php/10651-Animation-TCB-Spline-Interpolation-in-COLLADA?highlight=bezier

View File

@@ -16,10 +16,16 @@ Complete documentation: http://cglm.readthedocs.io
#### Note for previous versions:
- _dup (duplicate) is changed to _copy. For instance `glm_vec_dup -> glm_vec_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
- make sure you have latest version and feel free to report bugs, troubles
- **[bugfix]** euler angles was implemented in reverse order (extrinsic) it was fixed, now they are intrinsic. Make sure that you have the latest version
- **[bugfix]** euler angles was implemented in reverse order (extrinsic) it was fixed, now they are intrinsic. Make sure that
you have the latest version
- **[major change]** by starting v0.4.0, quaternions are stored as [x, y, z, w], it was [w, x, y, z] in v0.3.5 and earlier versions
- **[api rename]** by starting v0.4.5, **glm_simd** functions are renamed to **glmm_**
- **[new option]** by starting v0.4.5, you can disable alignment requirement, check options in docs.
- **[major change]** by starting v0.5.0, vec3 functions use **glm_vec3_** namespace, it was **glm_vec_** until v0.5.0
- **[major change]** by starting v0.5.1, built-in alignment is removed from **vec3** and **mat3** types
#### Note for C++ developers:
If you don't aware about original GLM library yet, you may also want to look at:
@@ -76,7 +82,12 @@ Currently *cglm* uses default clip space configuration (-1, 1) for camera functi
- inline or pre-compiled function call
- frustum (extract view frustum planes, corners...)
- bounding box (AABB in Frustum (culling), crop, merge...)
- bounding sphere
- project, unproject
- easing functions
- curves
- curve interpolation helpers (S*M*C, deCasteljau...)
- and other...
<hr />
@@ -118,39 +129,6 @@ glm_mul(T, R, modelMat);
glm_inv_tr(modelMat);
```
## Contributors
This project exists thanks to all the people who contribute. [[Contribute](CONTRIBUTING.md)].
<a href="graphs/contributors"><img src="https://opencollective.com/cglm/contributors.svg?width=890&button=false" /></a>
## Backers
Thank you to all our backers! 🙏 [[Become a backer](https://opencollective.com/cglm#backer)]
<a href="https://opencollective.com/cglm#backers" target="_blank"><img src="https://opencollective.com/cglm/backers.svg?width=890"></a>
## Sponsors
Support this project by becoming a sponsor. Your logo will show up here with a link to your website. [[Become a sponsor](https://opencollective.com/cglm#sponsor)]
<a href="https://opencollective.com/cglm/sponsor/0/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/0/avatar.svg"></a>
<a href="https://opencollective.com/cglm/sponsor/1/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/1/avatar.svg"></a>
<a href="https://opencollective.com/cglm/sponsor/2/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/2/avatar.svg"></a>
<a href="https://opencollective.com/cglm/sponsor/3/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/3/avatar.svg"></a>
<a href="https://opencollective.com/cglm/sponsor/4/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/4/avatar.svg"></a>
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<a href="https://opencollective.com/cglm/sponsor/7/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/7/avatar.svg"></a>
<a href="https://opencollective.com/cglm/sponsor/8/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/8/avatar.svg"></a>
<a href="https://opencollective.com/cglm/sponsor/9/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/9/avatar.svg"></a>
## License
MIT. check the LICENSE file
## Build
### Unix (Autotools)
@@ -197,15 +175,15 @@ If you want to use inline versions of funcstions then; include main header
```
the header will include all headers. Then call func you want e.g. rotate vector by axis:
```C
glm_vec_rotate(v1, glm_rad(45), (vec3){1.0f, 0.0f, 0.0f});
glm_vec3_rotate(v1, glm_rad(45), (vec3){1.0f, 0.0f, 0.0f});
```
some functions are overloaded :) e.g you can normalize vector:
```C
glm_vec_normalize(vec);
glm_vec3_normalize(vec);
```
this will normalize vec and store normalized vector into `vec` but if you will store normalized vector into another vector do this:
```C
glm_vec_normalize_to(vec, result);
glm_vec3_normalize_to(vec, result);
```
like this function you may see `_to` postfix, this functions store results to another variables and save temp memory
@@ -216,7 +194,7 @@ to call pre-compiled versions include header with `c` postfix, c means call. Pre
```
this header will include all headers with c postfix. You need to call functions with c posfix:
```C
glmc_vec_normalize(vec);
glmc_vec3_normalize(vec);
```
Function usage and parameters are documented inside related headers. You may see same parameter passed twice in some examples like this:
@@ -280,3 +258,35 @@ You can pass same way to another APIs e.g. Vulkan, DX...
- [ ] Unaligned operations (e.g. `glm_umat4_mul`)
- [x] Extra documentation
- [ ] ARM Neon Arch (In Progress)
## Contributors
This project exists thanks to all the people who contribute. [[Contribute](CONTRIBUTING.md)].
<a href="graphs/contributors"><img src="https://opencollective.com/cglm/contributors.svg?width=890&button=false" /></a>
## Backers
Thank you to all our backers! 🙏 [[Become a backer](https://opencollective.com/cglm#backer)]
<a href="https://opencollective.com/cglm#backers" target="_blank"><img src="https://opencollective.com/cglm/backers.svg?width=890"></a>
## Sponsors
Support this project by becoming a sponsor. Your logo will show up here with a link to your website. [[Become a sponsor](https://opencollective.com/cglm#sponsor)]
<a href="https://opencollective.com/cglm/sponsor/0/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/0/avatar.svg"></a>
<a href="https://opencollective.com/cglm/sponsor/1/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/1/avatar.svg"></a>
<a href="https://opencollective.com/cglm/sponsor/2/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/2/avatar.svg"></a>
<a href="https://opencollective.com/cglm/sponsor/3/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/3/avatar.svg"></a>
<a href="https://opencollective.com/cglm/sponsor/4/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/4/avatar.svg"></a>
<a href="https://opencollective.com/cglm/sponsor/5/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/5/avatar.svg"></a>
<a href="https://opencollective.com/cglm/sponsor/6/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/6/avatar.svg"></a>
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<a href="https://opencollective.com/cglm/sponsor/8/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/8/avatar.svg"></a>
<a href="https://opencollective.com/cglm/sponsor/9/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/9/avatar.svg"></a>
## License
MIT. check the LICENSE file

View File

@@ -8,17 +8,14 @@
cd $(dirname "$0")
if [ "$(uname)" = "Darwin" ]; then
libtoolBin=$(which glibtoolize)
libtoolBinDir=$(dirname "${libtoolBin}")
if [ ! -f "${libtoolBinDir}/libtoolize" ]; then
ln -s $libtoolBin "${libtoolBinDir}/libtoolize"
fi
fi
autoheader
libtoolize
if [ "$(uname)" = "Darwin" ]; then
glibtoolize
else
libtoolize
fi
aclocal -I m4
autoconf
automake --add-missing --copy

View File

@@ -9,19 +9,8 @@
# check if deps are pulled
git submodule update --init --recursive
# fix glibtoolize
cd $(dirname "$0")
if [ "$(uname)" = "Darwin" ]; then
libtoolBin=$(which glibtoolize)
libtoolBinDir=$(dirname "${libtoolBin}")
if [ ! -f "${libtoolBinDir}/libtoolize" ]; then
ln -s $libtoolBin "${libtoolBinDir}/libtoolize"
fi
fi
# general deps: gcc make autoconf automake libtool cmake
# test - cmocka

28
cglm.podspec Normal file
View File

@@ -0,0 +1,28 @@
Pod::Spec.new do |s|
# Description
s.name = "cglm"
s.version = "0.5.1"
s.summary = "📽 Optimized OpenGL/Graphics Math (glm) for C"
s.description = <<-DESC
cglm is math library for graphics programming for C. It is similar to original glm but it is written for C instead of C++ (you can use here too). See the documentation or README for all features.
DESC
s.documentation_url = "http://cglm.readthedocs.io"
# Home
s.homepage = "https://github.com/recp/cglm"
s.license = { :type => "MIT", :file => "LICENSE" }
s.author = { "Recep Aslantas" => "recp@acm.org" }
# Sources
s.source = { :git => "https://github.com/recp/cglm.git", :tag => "v#{s.version}" }
s.source_files = "src", "include/cglm/**/*.h"
s.public_header_files = "include", "include/cglm/**/*.h"
s.exclude_files = "src/win/*", "src/dllmain.c", "src/**/*.h"
s.preserve_paths = "include", "src"
s.header_mappings_dir = "include"
# Linking
s.library = "m"
end

View File

@@ -7,7 +7,7 @@
#*****************************************************************************
AC_PREREQ([2.69])
AC_INIT([cglm], [0.4.0], [info@recp.me])
AC_INIT([cglm], [0.5.4], [info@recp.me])
AM_INIT_AUTOMAKE([-Wall -Werror foreign subdir-objects])
AC_CONFIG_MACRO_DIR([m4])
@@ -29,6 +29,7 @@ LT_INIT
# Checks for libraries.
AC_CHECK_LIB([m], [floor])
m4_ifdef([AM_SILENT_RULES], [AM_SILENT_RULES([yes])])
AC_SYS_LARGEFILE
# Checks for header files.

View File

@@ -33,6 +33,7 @@ Table of contents (click func go):
Functions:
1. :c:func:`glm_mul`
#. :c:func:`glm_mul_rot`
#. :c:func:`glm_inv_tr`
Functions documentation
@@ -59,6 +60,27 @@ Functions documentation
| *[in]* **m2** affine matrix 2
| *[out]* **dest** result matrix
.. c:function:: void glm_mul_rot(mat4 m1, mat4 m2, mat4 dest)
| this is similar to glm_mat4_mul but specialized to rotation matrix
Right Matrix format should be (left is free):
.. code-block:: text
R R R 0
R R R 0
R R R 0
0 0 0 1
this reduces some multiplications. It should be faster than mat4_mul.
if you are not sure about matrix format then DON'T use this! use mat4_mul
Parameters:
| *[in]* **m1** affine matrix 1
| *[in]* **m2** affine matrix 2
| *[out]* **dest** result matrix
.. c:function:: void glm_inv_tr(mat4 mat)
| inverse orthonormal rotation + translation matrix (ridig-body)

View File

@@ -5,6 +5,8 @@ affine transforms
Header: cglm/affine.h
Initialize Transform Matrices
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions with **_make** prefix expect you don't have a matrix and they create
a matrix for you. You don't need to pass identity matrix.
@@ -15,6 +17,107 @@ before sending to transfrom functions.
There are also functions to decompose transform matrix. These functions can't
decompose matrix after projected.
Rotation Center
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Rotating functions uses origin as rotation center (pivot/anchor point),
since scale factors are stored in rotation matrix, same may also true for scalling.
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)").
Rotate or Scale around specific Point (Anchor Point)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you want to rotate model around arbibtrary point follow these steps:
1. Move model from pivot point to origin: **translate(-pivot.x, -pivot.y, -pivot.z)**
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)**
**glm_rotate_at**, **glm_quat_rotate_at** and their helper functions works that way.
The implementation would be:
.. code-block:: c
:linenos:
glm_translate(m, pivot);
glm_rotate(m, angle, axis);
glm_translate(m, pivotInv); /* pivotInv = -pivot */
Transforms Order
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
It is important to understand this part especially if you call transform
functions multiple times
`glm_translate`, `glm_rotate`, `glm_scale` and `glm_quat_rotate` and their
helpers functions works like this (cglm may provide reverse order too as alternative in the future):
.. code-block:: c
:linenos:
TransformMatrix = TransformMatrix * TraslateMatrix; // glm_translate()
TransformMatrix = TransformMatrix * RotateMatrix; // glm_rotate(), glm_quat_rotate()
TransformMatrix = TransformMatrix * ScaleMatrix; // glm_scale()
As you can see it is multipled as right matrix. For instance what will happen if you call `glm_translate` twice?
.. code-block:: c
:linenos:
glm_translate(transform, translate1); /* transform = transform * translate1 */
glm_translate(transform, translate2); /* transform = transform * translate2 */
glm_rotate(transform, angle, axis) /* transform = transform * rotation */
Now lets try to understand this:
1. You call translate using `translate1` and you expect it will be first transform
because you call it first, do you?
Result will be **`transform = transform * translate1`**
2. Then you call translate using `translate2` and you expect it will be second transform?
Result will be **`transform = transform * translate2`**. Now lets expand transform,
it was `transform * translate1` before second call.
Now it is **`transform = transform * translate1 * translate2`**, now do you understand what I say?
3. After last call transform will be:
**`transform = transform * translate1 * translate2 * rotation`**
The order will be; **rotation will be applied first**, then **translate2** then **translate1**
It is all about matrix multiplication order. It is similar to MVP matrix:
`MVP = Projection * View * Model`, model will be applied first, then view then projection.
**Confused?**
In the end the last function call applied first in shaders.
As alternative way, you can create transform matrices individually then combine manually,
but don't forget that `glm_translate`, `glm_rotate`, `glm_scale`... are optimized and should be faster (an smaller assembly output) than manual multiplication
.. code-block:: c
:linenos:
mat4 transform1, transform2, transform3, finalTransform;
glm_translate_make(transform1, translate1);
glm_translate_make(transform2, translate2);
glm_rotate_make(transform3, angle, axis);
/* first apply transform1, then transform2, thentransform3 */
glm_mat4_mulN((mat4 *[]){&transform3, &transform2, &transform1}, 3, finalTransform);
/* if you don't want to use mulN, same as above */
glm_mat4_mul(transform3, transform2, finalTransform);
glm_mat4_mul(finalTransform, transform1, finalTransform);
Now transform1 will be applied first, then transform2 then transform3
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -29,15 +132,14 @@ Functions:
#. :c:func:`glm_scale_to`
#. :c:func:`glm_scale_make`
#. :c:func:`glm_scale`
#. :c:func:`glm_scale1`
#. :c:func:`glm_scale_uni`
#. :c:func:`glm_rotate_x`
#. :c:func:`glm_rotate_y`
#. :c:func:`glm_rotate_z`
#. :c:func:`glm_rotate_ndc_make`
#. :c:func:`glm_rotate_make`
#. :c:func:`glm_rotate_ndc`
#. :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`
@@ -122,10 +224,6 @@ Functions documentation
| *[in, out]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale1(mat4 m, float s)
DEPRECATED! Use glm_scale_uni
.. c:function:: void glm_scale_uni(mat4 m, float s)
applies uniform scale to existing transform matrix v = [s, s, s]
@@ -165,16 +263,6 @@ Functions documentation
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotate_ndc_make(mat4 m, float angle, vec3 axis_ndc)
creates NEW rotation matrix by angle and axis
this name may change in the future. axis must be is normalized
Parameters:
| *[out]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[in]* **axis_ndc** normalized axis
.. c:function:: void glm_rotate_make(mat4 m, float angle, vec3 axis)
creates NEW rotation matrix by angle and axis,
@@ -185,16 +273,6 @@ Functions documentation
| *[in]* **axis** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_rotate_ndc(mat4 m, float angle, vec3 axis_ndc)
rotate existing transform matrix around Z axis by angle and axis
this name may change in the future, axis must be normalized.
Parameters:
| *[out]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[in]* **axis_ndc** normalized axis
.. c:function:: void glm_rotate(mat4 m, float angle, vec3 axis)
rotate existing transform matrix around Z axis by angle and axis
@@ -204,6 +282,29 @@ Functions documentation
| *[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

View File

@@ -5,14 +5,14 @@ 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_vec_dot` to get dot product
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_vec_dot`
: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
@@ -45,3 +45,6 @@ Follow the :doc:`build` documentation for this
util
io
call
sphere
curve
bezier

89
docs/source/bezier.rst Normal file
View File

@@ -0,0 +1,89 @@
.. default-domain:: C
Bezier
================================================================================
Header: cglm/bezier.h
Common helpers for cubic bezier and similar curves.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_bezier`
2. :c:func:`glm_hermite`
3. :c:func:`glm_decasteljau`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: float glm_bezier(float s, float p0, float c0, float c1, float p1)
| cubic bezier interpolation
| formula:
.. code-block:: text
B(s) = P0*(1-s)^3 + 3*C0*s*(1-s)^2 + 3*C1*s^2*(1-s) + P1*s^3
| similar result using matrix:
.. code-block:: text
B(s) = glm_smc(t, GLM_BEZIER_MAT, (vec4){p0, c0, c1, p1})
| glm_eq(glm_smc(...), glm_bezier(...)) should return TRUE
Parameters:
| *[in]* **s** parameter between 0 and 1
| *[in]* **p0** begin point
| *[in]* **c0** control point 1
| *[in]* **c1** control point 2
| *[in]* **p1** end point
Returns:
B(s)
.. c:function:: float glm_hermite(float s, float p0, float t0, float t1, float p1)
| cubic hermite interpolation
| formula:
.. code-block:: text
H(s) = P0*(2*s^3 - 3*s^2 + 1) + T0*(s^3 - 2*s^2 + s) + P1*(-2*s^3 + 3*s^2) + T1*(s^3 - s^2)
| similar result using matrix:
.. code-block:: text
H(s) = glm_smc(t, GLM_HERMITE_MAT, (vec4){p0, p1, c0, c1})
| glm_eq(glm_smc(...), glm_hermite(...)) should return TRUE
Parameters:
| *[in]* **s** parameter between 0 and 1
| *[in]* **p0** begin point
| *[in]* **t0** tangent 1
| *[in]* **t1** tangent 2
| *[in]* **p1** end point
Returns:
B(s)
.. c:function:: float glm_decasteljau(float prm, float p0, float c0, float c1, float p1)
| iterative way to solve cubic equation
Parameters:
| *[in]* **prm** parameter between 0 and 1
| *[in]* **p0** begin point
| *[in]* **c0** control point 1
| *[in]* **c1** control point 2
| *[in]* **p1** end point
Returns:
parameter to use in cubic equation

View File

@@ -28,6 +28,11 @@ Functions:
#. :c:func:`glm_aabb_isvalid`
#. :c:func:`glm_aabb_size`
#. :c:func:`glm_aabb_radius`
#. :c:func:`glm_aabb_center`
#. :c:func:`glm_aabb_aabb`
#. :c:func:`glm_aabb_sphere`
#. :c:func:`glm_aabb_point`
#. :c:func:`glm_aabb_contains`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
@@ -131,3 +136,46 @@ Functions documentation
Parameters:
| *[in]* **box** bounding box
.. c:function:: void glm_aabb_center(vec3 box[2], vec3 dest)
| computes center point of AABB
Parameters:
| *[in]* **box** bounding box
| *[out]* **dest** center of bounding box
.. c:function:: bool glm_aabb_aabb(vec3 box[2], vec3 other[2])
| check if two AABB intersects
Parameters:
| *[in]* **box** bounding box
| *[out]* **other** other bounding box
.. c:function:: bool glm_aabb_sphere(vec3 box[2], vec4 s)
| check if AABB intersects with sphere
| https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c
| Solid Box - Solid Sphere test.
Parameters:
| *[in]* **box** solid bounding box
| *[out]* **s** solid sphere
.. c:function:: bool glm_aabb_point(vec3 box[2], vec3 point)
| check if point is inside of AABB
Parameters:
| *[in]* **box** bounding box
| *[out]* **point** point
.. c:function:: bool glm_aabb_contains(vec3 box[2], vec3 other[2])
| check if AABB contains other AABB
Parameters:
| *[in]* **box** bounding box
| *[out]* **other** other bounding box

View File

@@ -1,9 +1,7 @@
Building cglm
Build cglm
================================
| **cglm** does not have external dependencies except for unit testing.
| When you pulled cglm repo with submodules all dependencies will be pulled too.
| `build-deps.sh` will pull all dependencies/submodules and build for you.
| **cglm** does not have external dependencies except for unit testing. When you pulled **cglm** repo with submodules all dependencies will be pulled too. `build-deps.sh` will pull all dependencies/submodules and build for you.
External dependencies:
* cmocka - for unit testing
@@ -12,7 +10,8 @@ External dependencies:
If you only need to inline versions, you don't need to build **cglm**, you don't need to link it to your program.
Just import cglm to your project as dependency / external lib by copy-paste then use it as usual
**Unix (Autotools):**
Unix (Autotools):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.. code-block:: bash
:linenos:
@@ -26,11 +25,12 @@ Just import cglm to your project as dependency / external lib by copy-paste then
$ [sudo] make install # install to system (optional)
**make** will build cglm to **.libs** sub folder in project folder.
If you don't want to install cglm to your system's folder you can get static and dynamic libs in this folder.
If you don't want to install **cglm** to your system's folder you can get static and dynamic libs in this folder.
**Build dependencies (windows):**
Windows (MSBuild):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Windows related build files, project files are located in win folder,
Windows related build files, project files are located in `win` folder,
make sure you are inside in cglm/win folder.
Code Analysis are enabled, it may take awhile to build.
@@ -50,3 +50,19 @@ then try to build with *devenv*:
$ devenv cglm.sln /Build Release
Currently tests are not available on Windows.
Documentation (Sphinx):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**cglm** uses sphinx framework for documentation, it allows lot of formats for documentation. To see all options see sphinx build page:
https://www.sphinx-doc.org/en/master/man/sphinx-build.html
Example build:
.. code-block:: bash
:linenos:
$ cd cglm/docs
$ sphinx-build source build

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@@ -9,7 +9,7 @@ There are many convenient functions for camera. For instance :c:func:`glm_look`
is just wrapper for :c:func:`glm_lookat`. Sometimes you only have direction
instead of target, so that makes easy to build view matrix using direction.
There is also :c:func:`glm_look_anyup` function which can help build view matrix
without providing UP axis. It uses :c:func:`glm_vec_ortho` to get a UP axis and
without providing UP axis. It uses :c:func:`glm_vec3_ortho` to get a UP axis and
builds view matrix.
You can also *_default* versions of ortho and perspective to build projection
@@ -36,6 +36,7 @@ Functions:
#. :c:func:`glm_ortho_default`
#. :c:func:`glm_ortho_default_s`
#. :c:func:`glm_perspective`
#. :c:func:`glm_persp_move_far`
#. :c:func:`glm_perspective_default`
#. :c:func:`glm_perspective_resize`
#. :c:func:`glm_lookat`
@@ -145,6 +146,16 @@ Functions documentation
| *[in]* **farVal** far clipping planes
| *[out]* **dest** result matrix
.. c:function:: void glm_persp_move_far(mat4 proj, float deltaFar)
| extend perspective projection matrix's far distance
| this function does not guarantee far >= near, be aware of that!
Parameters:
| *[in, out]* **proj** projection matrix to extend
| *[in]* **deltaFar** distance from existing far (negative to shink)
.. c:function:: void glm_perspective_default(float aspect, mat4 dest)
| set up perspective projection matrix with default near/far
@@ -167,6 +178,8 @@ Functions documentation
| set up view matrix
**NOTE:** The UP vector must not be parallel to the line of sight from the eye point to the reference point.
Parameters:
| *[in]* **eye** eye vector
| *[in]* **center** center vector
@@ -181,6 +194,8 @@ Functions documentation
target self then this might be useful. Because you need to get target
from direction.
**NOTE:** The UP vector must not be parallel to the line of sight from the eye point to the reference point.
Parameters:
| *[in]* **eye** eye vector
| *[in]* **center** direction vector

View File

@@ -62,9 +62,9 @@ author = u'Recep Aslantas'
# built documents.
#
# The short X.Y version.
version = u'0.3.4'
version = u'0.5.4'
# The full version, including alpha/beta/rc tags.
release = u'0.3.4'
release = u'0.5.4'
# The language for content autogenerated by Sphinx. Refer to documentation
# for a list of supported languages.
@@ -90,7 +90,7 @@ todo_include_todos = False
# The theme to use for HTML and HTML Help pages. See the documentation for
# a list of builtin themes.
#
html_theme = 'alabaster'
html_theme = 'sphinx_rtd_theme'
# Theme options are theme-specific and customize the look and feel of a theme
# further. For a list of options available for each theme, see the
@@ -99,13 +99,13 @@ html_theme = 'alabaster'
# html_theme_options = {}
html_theme_options = {
'github_banner': 'true',
'github_button': 'true',
'github_user': 'recp',
'github_repo': 'cglm',
'travis_button': 'true',
'show_related': 'true',
'fixed_sidebar': 'true'
# 'github_banner': 'true',
# 'github_button': 'true',
# 'github_user': 'recp',
# 'github_repo': 'cglm',
# 'travis_button': 'true',
# 'show_related': 'true',
# 'fixed_sidebar': 'true'
}
# Add any paths that contain custom static files (such as style sheets) here,

41
docs/source/curve.rst Normal file
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@@ -0,0 +1,41 @@
.. default-domain:: C
Curve
================================================================================
Header: cglm/curve.h
Common helpers for common curves. For specific curve see its header/doc
e.g bezier
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_smc`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: float glm_smc(float s, mat4 m, vec4 c)
| helper function to calculate **S** * **M** * **C** multiplication for curves
| this function does not encourage you to use SMC, instead it is a helper if you use SMC.
| if you want to specify S as vector then use more generic glm_mat4_rmc() func.
| Example usage:
.. code-block:: c
Bs = glm_smc(s, GLM_BEZIER_MAT, (vec4){p0, c0, c1, p1})
Parameters:
| *[in]* **s** parameter between 0 and 1 (this will be [s3, s2, s, 1])
| *[in]* **m** basis matrix
| *[out]* **c** position/control vector
Returns:
scalar value e.g. Bs

23
docs/source/features.rst Normal file
View File

@@ -0,0 +1,23 @@
Features
================================================================================
* general purpose matrix operations (mat4, mat3)
* chain matrix multiplication (square only)
* general purpose vector operations (cross, dot, rotate, proj, angle...)
* affine transforms
* matrix decomposition (extract rotation, scaling factor)
* optimized affine transform matrices (mul, rigid-body inverse)
* camera (lookat)
* projections (ortho, perspective)
* quaternions
* euler angles / yaw-pitch-roll to matrix
* extract euler angles
* inline or pre-compiled function call
* frustum (extract view frustum planes, corners...)
* bounding box (AABB in Frustum (culling), crop, merge...)
* bounding sphere
* project, unproject
* easing functions
* curves
* curve interpolation helpers (SMC, deCasteljau...)
* and other...

View File

@@ -127,7 +127,7 @@ Functions documentation
.. code-block:: c
for (j = 0; j < 4; j++) {
glm_vec_center(corners[i], corners[i + 4], centerCorners[i]);
glm_vec3_center(corners[i], corners[i + 4], centerCorners[i]);
}
corners[i + 4] is far of corners[i] point.

View File

@@ -9,31 +9,40 @@ Types:
.. code-block:: c
:linenos:
typedef float vec2[2];
typedef float vec3[3];
typedef int ivec3[3];
typedef CGLM_ALIGN(16) float vec4[4];
typedef vec3 mat3[3];
typedef vec4 mat4[4];
typedef CGLM_ALIGN_IF(16) float vec4[4];
typedef vec4 versor;
typedef vec3 mat3[3];
#ifdef __AVX__
typedef CGLM_ALIGN_IF(32) vec4 mat4[4];
#else
typedef CGLM_ALIGN_IF(16) vec4 mat4[4];
#endif
As you can see types don't store extra informations in favor of space.
You can send these values e.g. matrix to OpenGL directly without casting or calling a function like *value_ptr*
Aligment is Required:
Alignment Is Required:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**vec4** and **mat4** requires 16 byte aligment because vec4 and mat4 operations are
vectorized by SIMD instructions (SSE/AVX).
**vec4** and **mat4** requires 16 (32 for **mat4** if AVX is enabled) byte alignment because **vec4** and **mat4** operations are vectorized by SIMD instructions (SSE/AVX/NEON).
**UPDATE:**
By starting v0.4.5 cglm provides an option to disable alignment requirement, it is enabled as default
| Check :doc:`opt` page for more details
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.
Allocations:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*cglm* doesn't alloc any memory on heap. So it doesn't provide any allocator.
You must allocate memory yourself. You should alloc memory for out parameters too if you pass pointer of memory location.
When allocating memory don't forget that **vec4** and **mat4** requires aligment.
You must allocate memory yourself. You should alloc memory for out parameters too if you pass pointer of memory location. When allocating memory, don't forget that **vec4** and **mat4** require alignment.
**NOTE:** Unaligned vec4 and unaligned mat4 operations will be supported in the future. Check todo list.
**NOTE:** Unaligned **vec4** and unaligned **mat4** operations will be supported in the future. Check todo list.
Because you may want to multiply a CGLM matrix with external matrix.
There is no guarantee that non-CGLM matrix is aligned. Unaligned types will have *u* prefix e.g. **umat4**

View File

@@ -3,7 +3,7 @@
You can adapt this file completely to your liking, but it should at least
contain the root `toctree` directive.
Welcome to cglm's documentation!
cglm Documentation
================================
**cglm** is optimized 3D math library written in C99 (compatible with C89).
@@ -14,33 +14,38 @@ is considered to be supported as optional.
Also currently only **float** type is supported for most operations.
**Features**
* general purpose matrix operations (mat4, mat3)
* chain matrix multiplication (square only)
* general purpose vector operations (cross, dot, rotate, proj, angle...)
* affine transforms
* matrix decomposition (extract rotation, scaling factor)
* optimized affine transform matrices (mul, rigid-body inverse)
* camera (lookat)
* projections (ortho, perspective)
* quaternions
* euler angles / yaw-pitch-roll to matrix
* extract euler angles
* inline or pre-compiled function call
* frustum (extract view frustum planes, corners...)
* bounding box (AABB in Frustum (culling), crop, merge...)
.. toctree::
:maxdepth: 1
:caption: Table Of Contents:
:maxdepth: 2
:caption: Getting Started:
features
build
getting_started
.. toctree::
:maxdepth: 2
:caption: How To:
opengl
.. toctree::
:maxdepth: 2
:caption: API:
api
.. toctree::
:maxdepth: 2
:caption: Options:
opt
.. toctree::
:maxdepth: 2
:caption: Troubleshooting:
troubleshooting
Indices and tables
==================

View File

@@ -20,15 +20,20 @@ Functions:
1. :c:func:`glm_mat3_copy`
#. :c:func:`glm_mat3_identity`
#. :c:func:`glm_mat3_identity_array`
#. :c:func:`glm_mat3_zero`
#. :c:func:`glm_mat3_mul`
#. :c:func:`glm_mat3_transpose_to`
#. :c:func:`glm_mat3_transpose`
#. :c:func:`glm_mat3_mulv`
#. :c:func:`glm_mat3_quat`
#. :c:func:`glm_mat3_scale`
#. :c:func:`glm_mat3_det`
#. :c:func:`glm_mat3_inv`
#. :c:func:`glm_mat3_trace`
#. :c:func:`glm_mat3_swap_col`
#. :c:func:`glm_mat3_swap_row`
#. :c:func:`glm_mat3_rmc`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
@@ -48,6 +53,21 @@ Functions documentation
Parameters:
| *[out]* **mat** matrix
.. c:function:: void glm_mat3_identity_array(mat3 * __restrict mat, size_t count)
make given matrix array's each element identity matrix
Parameters:
| *[in,out]* **mat** matrix array (must be aligned (16/32) if alignment is not disabled)
| *[in]* **count** count of matrices
.. c:function:: void glm_mat3_zero(mat3 mat)
make given matrix zero
Parameters:
| *[in,out]* **mat** matrix to
.. c:function:: void glm_mat3_mul(mat3 m1, mat3 m2, mat3 dest)
multiply m1 and m2 to dest
@@ -89,6 +109,14 @@ Functions documentation
| *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** destination (result, column vector)
.. c:function:: void glm_mat3_quat(mat3 m, versor dest)
convert mat3 to quaternion
Parameters:
| *[in]* **m** rotation matrix
| *[out]* **dest** destination quaternion
.. c:function:: void glm_mat3_scale(mat3 m, float s)
multiply matrix with scalar
@@ -115,6 +143,16 @@ Functions documentation
| *[in]* **mat** matrix
| *[out]* **dest** destination (inverse matrix)
.. c:function:: void glm_mat3_trace(mat3 m)
| sum of the elements on the main diagonal from upper left to the lower right
Parameters:
| *[in]* **m** matrix
Returns:
trace of matrix
.. c:function:: void glm_mat3_swap_col(mat3 mat, int col1, int col2)
swap two matrix columns
@@ -132,3 +170,20 @@ Functions documentation
| *[in, out]* **mat** matrix
| *[in]* **row1** row1
| *[in]* **row2** row2
.. c:function:: float glm_mat3_rmc(vec3 r, mat3 m, vec3 c)
| **rmc** stands for **Row** * **Matrix** * **Column**
| helper for R (row vector) * M (matrix) * C (column vector)
| the result is scalar because R * M = Matrix1x3 (row vector),
| then Matrix1x3 * Vec3 (column vector) = Matrix1x1 (Scalar)
Parameters:
| *[in]* **r** row vector or matrix1x3
| *[in]* **m** matrix3x3
| *[in]* **c** column vector or matrix3x1
Returns:
scalar value e.g. Matrix1x1

View File

@@ -25,6 +25,8 @@ Functions:
1. :c:func:`glm_mat4_ucopy`
#. :c:func:`glm_mat4_copy`
#. :c:func:`glm_mat4_identity`
#. :c:func:`glm_mat4_identity_array`
#. :c:func:`glm_mat4_zero`
#. :c:func:`glm_mat4_pick3`
#. :c:func:`glm_mat4_pick3t`
#. :c:func:`glm_mat4_ins3`
@@ -32,6 +34,9 @@ Functions:
#. :c:func:`glm_mat4_mulN`
#. :c:func:`glm_mat4_mulv`
#. :c:func:`glm_mat4_mulv3`
#. :c:func:`glm_mat3_trace`
#. :c:func:`glm_mat3_trace3`
#. :c:func:`glm_mat4_quat`
#. :c:func:`glm_mat4_transpose_to`
#. :c:func:`glm_mat4_transpose`
#. :c:func:`glm_mat4_scale_p`
@@ -41,6 +46,7 @@ Functions:
#. :c:func:`glm_mat4_inv_fast`
#. :c:func:`glm_mat4_swap_col`
#. :c:func:`glm_mat4_swap_row`
#. :c:func:`glm_mat4_rmc`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
@@ -68,6 +74,21 @@ Functions documentation
Parameters:
| *[out]* **mat** matrix
.. c:function:: void glm_mat4_identity_array(mat4 * __restrict mat, size_t count)
make given matrix array's each element identity matrix
Parameters:
| *[in,out]* **mat** matrix array (must be aligned (16/32) if alignment is not disabled)
| *[in]* **count** count of matrices
.. c:function:: void glm_mat4_zero(mat4 mat)
make given matrix zero
Parameters:
| *[in,out]* **mat** matrix to
.. c:function:: void glm_mat4_pick3(mat4 mat, mat3 dest)
copy upper-left of mat4 to mat3
@@ -146,6 +167,35 @@ Functions documentation
| *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** vec3 (result, column vector)
.. c:function:: void glm_mat4_trace(mat4 m)
| sum of the elements on the main diagonal from upper left to the lower right
Parameters:
| *[in]* **m** matrix
Returns:
trace of matrix
.. c:function:: void glm_mat4_trace3(mat4 m)
| trace of matrix (rotation part)
| sum of the elements on the main diagonal from upper left to the lower right
Parameters:
| *[in]* **m** matrix
Returns:
trace of matrix
.. c:function:: void glm_mat4_quat(mat4 m, versor dest)
convert mat4's rotation part to quaternion
Parameters:
| *[in]* **m** affine matrix
| *[out]* **dest** destination quaternion
.. c:function:: void glm_mat4_transpose_to(mat4 m, mat4 dest)
transpose mat4 and store in dest
@@ -229,3 +279,20 @@ Functions documentation
| *[in, out]* **mat** matrix
| *[in]* **row1** row1
| *[in]* **row2** row2
.. c:function:: float glm_mat4_rmc(vec4 r, mat4 m, vec4 c)
| **rmc** stands for **Row** * **Matrix** * **Column**
| helper for R (row vector) * M (matrix) * C (column vector)
| the result is scalar because R * M = Matrix1x4 (row vector),
| then Matrix1x4 * Vec4 (column vector) = Matrix1x1 (Scalar)
Parameters:
| *[in]* **r** row vector or matrix1x4
| *[in]* **m** matrix4x4
| *[in]* **c** column vector or matrix4x1
Returns:
scalar value e.g. Matrix1x1

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@@ -45,7 +45,7 @@ array of matrices:
in this way, passing aray of matrices is same
Passing / Uniforming Vectors to OpenGL:
Passing / Uniforming Vectors to OpenGL:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You don't need to do extra thing when passing cglm vectors to OpengL or other APIs.

52
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@@ -0,0 +1,52 @@
.. default-domain:: C
Options
===============================================================================
A few options are provided via macros.
Alignment Option
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
As default, cglm requires types to be aligned. Alignment requirements:
vec3: 8 byte
vec4: 16 byte
mat4: 16 byte
versor: 16 byte
By starting **v0.4.5** cglm provides an option to disable alignment requirement.
To enable this option define **CGLM_ALL_UNALIGNED** macro before all headers.
You can define it in Xcode, Visual Studio (or other IDEs) or you can also prefer
to define it in build system. If you use pre-compiled verisons then you
have to compile cglm with **CGLM_ALL_UNALIGNED** macro.
**VERY VERY IMPORTANT:** If you use cglm in multiple projects and
those projects are depends on each other, then
| *ALWAYS* or *NEVER USE* **CGLM_ALL_UNALIGNED** macro in linked projects
if you do not know what you are doing. Because a cglm header included
via 'project A' may force types to be aligned and another cglm header
included via 'project B' may not require alignment. In this case
cglm functions will read from and write to **INVALID MEMORY LOCATIONs**.
ALWAYS USE SAME CONFIGURATION / OPTION for **cglm** if you have multiple projects.
For instance if you set CGLM_ALL_UNALIGNED in a project then set it in other projects too
SSE and SSE2 Shuffle Option
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**_mm_shuffle_ps** generates **shufps** instruction even if registers are same.
You can force it to generate **pshufd** instruction by defining
**CGLM_USE_INT_DOMAIN** macro. As default it is not defined.
SSE3 and SSE4 Dot Product Options
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You have to extra options for dot product: **CGLM_SSE4_DOT** and **CGLM_SSE3_DOT**.
- If **SSE4** is enabled then you can define **CGLM_SSE4_DOT** to force cglm to use **_mm_dp_ps** instruction.
- If **SSE3** is enabled then you can define **CGLM_SSE3_DOT** to force cglm to use **_mm_hadd_ps** instructions.
otherwise cglm will use custom cglm's hadd functions which are optimized too.

View File

@@ -27,6 +27,7 @@ Macros:
Functions:
1. :c:func:`glm_quat_identity`
#. :c:func:`glm_quat_identity_array`
#. :c:func:`glm_quat_init`
#. :c:func:`glm_quat`
#. :c:func:`glm_quatv`
@@ -56,6 +57,9 @@ Functions:
#. :c:func:`glm_quat_for`
#. :c:func:`glm_quat_forp`
#. :c:func:`glm_quat_rotatev`
#. :c:func:`glm_quat_rotate`
#. :c:func:`glm_quat_rotate_at`
#. :c:func:`glm_quat_rotate_atm`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
@@ -67,6 +71,14 @@ Functions documentation
Parameters:
| *[in, out]* **q** quaternion
.. c:function:: void glm_quat_identity_array(versor * __restrict q, size_t count)
| make given quaternion array's each element identity quaternion
Parameters:
| *[in, out]* **q** quat array (must be aligned (16) if alignment is not disabled)
| *[in]* **count** count of quaternions
.. c:function:: void glm_quat_init(versor q, float x, float y, float z, float w)
| inits quaternion with given values
@@ -354,3 +366,24 @@ Functions documentation
| *[in]* **m** existing transform matrix to rotate
| *[in]* **q** quaternion
| *[out]* **dest** rotated matrix/transform
.. c:function:: void glm_quat_rotate_at(mat4 m, versor q, vec3 pivot)
| rotate existing transform matrix using quaternion at pivot point
Parameters:
| *[in, out]* **m** existing transform matrix to rotate
| *[in]* **q** quaternion
| *[in]* **pivot** pivot
.. c:function:: void glm_quat_rotate(mat4 m, versor q, mat4 dest)
| rotate NEW transform matrix using quaternion at pivot point
| this creates rotation matrix, it assumes you don't have a matrix
| this should work faster than glm_quat_rotate_at because it reduces one glm_translate.
Parameters:
| *[in, out]* **m** existing transform matrix to rotate
| *[in]* **q** quaternion
| *[in]* **pivot** pivot

74
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@@ -0,0 +1,74 @@
.. default-domain:: C
Sphere
================================================================================
Header: cglm/sphere.h
**Definition of sphere:**
Sphere Representation in cglm is *vec4*: **[center.x, center.y, center.z, radii]**
You can call any vec3 function by pasing sphere. Because first three elements
defines center of sphere.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_sphere_radii`
#. :c:func:`glm_sphere_transform`
#. :c:func:`glm_sphere_merge`
#. :c:func:`glm_sphere_sphere`
#. :c:func:`glm_sphere_point`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: float glm_sphere_radii(vec4 s)
| helper for getting sphere radius
Parameters:
| *[in]* **s** sphere
Returns:
returns radii
.. c:function:: void glm_sphere_transform(vec4 s, mat4 m, vec4 dest)
| apply transform to sphere, it is just wrapper for glm_mat4_mulv3
Parameters:
| *[in]* **s** sphere
| *[in]* **m** transform matrix
| *[out]* **dest** transformed sphere
.. c:function:: void glm_sphere_merge(vec4 s1, vec4 s2, vec4 dest)
| merges two spheres and creates a new one
two sphere must be in same space, for instance if one in world space then
the other must be in world space too, not in local space.
Parameters:
| *[in]* **s1** sphere 1
| *[in]* **s2** sphere 2
| *[out]* **dest** merged/extended sphere
.. c:function:: bool glm_sphere_sphere(vec4 s1, vec4 s2)
| check if two sphere intersects
Parameters:
| *[in]* **s1** sphere
| *[in]* **s2** other sphere
.. c:function:: bool glm_sphere_point(vec4 s, vec3 point)
| check if sphere intersects with point
Parameters:
| *[in]* **s** sphere
| *[in]* **point** point

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@@ -0,0 +1,79 @@
.. default-domain:: C
Troubleshooting
================================================================================
It is possible that sometimes you may get crashes or wrong results.
Follow these topics
Memory Allocation:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Again, **cglm** doesn't alloc any memory on heap.
cglm functions works like memcpy; it copies data from src,
makes calculations then copy the result to dest.
You are responsible for allocation of **src** and **dest** parameters.
Alignment:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**vec4** and **mat4** types requires 16 byte alignment.
These types are marked with align attribute to let compiler know about this
requirement.
But since MSVC (Windows) throws the error:
**"formal parameter with requested alignment of 16 won't be aligned"**
The alignment attribute has been commented for MSVC
.. code-block:: c
#if defined(_MSC_VER)
# define CGLM_ALIGN(X) /* __declspec(align(X)) */
#else
# define CGLM_ALIGN(X) __attribute((aligned(X)))
#endif.
So MSVC may not know about alignment requirements when creating variables.
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,
you may do it yourself.
**This MSVC issue is still in TODOs.**
**UPDATE:** By starting v0.4.5 cglm provides an option to disable alignment requirement.
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:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Probably you are trying to write to invalid memory location.
You may used wrong function for what you want to do.
For instance you may called **glm_vec4_** functions for **vec3** data type.
It will try to write 32 byte but since **vec3** is 24 byte it should throw
memory access error or exit the app without saying anything.
Wrong Results:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Again, you may used wrong function.
For instance if you use **glm_normalize()** or **glm_vec3_normalize()** for **vec4**,
it will assume that passed param is **vec3** and will normalize it for **vec3**.
Since you need to **vec4** to be normalized in your case, you will get wrong results.
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!
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.**
Other Issues?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**Please let us know by creating an issue on Github.**

View File

@@ -136,3 +136,38 @@ Functions documentation
Returns:
interpolated value
.. c:function:: bool glm_eq(float a, float b)
check if two float equal with using EPSILON
Parameters:
| *[in]* **a** a
| *[in]* **b** b
Returns:
true if a and b equals
.. c:function:: float glm_percent(float from, float to, float current)
percentage of current value between start and end value
Parameters:
| *[in]* **from** from value
| *[in]* **to** to value
| *[in]* **current** value between from and to values
Returns:
clamped normalized percent (0-100 in 0-1)
.. c:function:: float glm_percentc(float from, float to, float current)
clamped percentage of current value between start and end value
Parameters:
| *[in]* **from** from value
| *[in]* **to** to value
| *[in]* **current** value between from and to values
Returns:
clamped normalized percent (0-100 in 0-1)

View File

@@ -14,25 +14,25 @@ Table of contents (click to go):
Functions:
1. :c:func:`glm_vec_mulv`
#. :c:func:`glm_vec_broadcast`
#. :c:func:`glm_vec_eq`
#. :c:func:`glm_vec_eq_eps`
#. :c:func:`glm_vec_eq_all`
#. :c:func:`glm_vec_eqv`
#. :c:func:`glm_vec_eqv_eps`
#. :c:func:`glm_vec_max`
#. :c:func:`glm_vec_min`
#. :c:func:`glm_vec_isnan`
#. :c:func:`glm_vec_isinf`
#. :c:func:`glm_vec_isvalid`
#. :c:func:`glm_vec_sign`
#. :c:func:`glm_vec_sqrt`
1. :c:func:`glm_vec3_mulv`
#. :c:func:`glm_vec3_broadcast`
#. :c:func:`glm_vec3_eq`
#. :c:func:`glm_vec3_eq_eps`
#. :c:func:`glm_vec3_eq_all`
#. :c:func:`glm_vec3_eqv`
#. :c:func:`glm_vec3_eqv_eps`
#. :c:func:`glm_vec3_max`
#. :c:func:`glm_vec3_min`
#. :c:func:`glm_vec3_isnan`
#. :c:func:`glm_vec3_isinf`
#. :c:func:`glm_vec3_isvalid`
#. :c:func:`glm_vec3_sign`
#. :c:func:`glm_vec3_sqrt`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_vec_mulv(vec3 a, vec3 b, vec3 d)
.. c:function:: void glm_vec3_mulv(vec3 a, vec3 b, vec3 d)
multiplies individual items
@@ -41,7 +41,7 @@ Functions documentation
| *[in]* **b** vec2
| *[out]* **d** destination (v1[0] * v2[0], v1[1] * v2[1], v1[2] * v2[2])
.. c:function:: void glm_vec_broadcast(float val, vec3 d)
.. c:function:: void glm_vec3_broadcast(float val, vec3 d)
fill a vector with specified value
@@ -49,7 +49,7 @@ Functions documentation
| *[in]* **val** value
| *[out]* **dest** destination
.. c:function:: bool glm_vec_eq(vec3 v, float val)
.. c:function:: bool glm_vec3_eq(vec3 v, float val)
check if vector is equal to value (without epsilon)
@@ -57,7 +57,7 @@ Functions documentation
| *[in]* **v** vector
| *[in]* **val** value
.. c:function:: bool glm_vec_eq_eps(vec3 v, float val)
.. c:function:: bool glm_vec3_eq_eps(vec3 v, float val)
check if vector is equal to value (with epsilon)
@@ -65,14 +65,14 @@ Functions documentation
| *[in]* **v** vector
| *[in]* **val** value
.. c:function:: bool glm_vec_eq_all(vec3 v)
.. c:function:: bool glm_vec3_eq_all(vec3 v)
check if vectors members are equal (without epsilon)
Parameters:
| *[in]* **v** vector
.. c:function:: bool glm_vec_eqv(vec3 v1, vec3 v2)
.. c:function:: bool glm_vec3_eqv(vec3 v1, vec3 v2)
check if vector is equal to another (without epsilon) vector
@@ -80,7 +80,7 @@ Functions documentation
| *[in]* **vec** vector 1
| *[in]* **vec** vector 2
.. c:function:: bool glm_vec_eqv_eps(vec3 v1, vec3 v2)
.. c:function:: bool glm_vec3_eqv_eps(vec3 v1, vec3 v2)
check if vector is equal to another (with epsilon)
@@ -88,21 +88,21 @@ Functions documentation
| *[in]* **v1** vector1
| *[in]* **v2** vector2
.. c:function:: float glm_vec_max(vec3 v)
.. c:function:: float glm_vec3_max(vec3 v)
max value of vector
Parameters:
| *[in]* **v** vector
.. c:function:: float glm_vec_min(vec3 v)
.. c:function:: float glm_vec3_min(vec3 v)
min value of vector
Parameters:
| *[in]* **v** vector
.. c:function:: bool glm_vec_isnan(vec3 v)
.. c:function:: bool glm_vec3_isnan(vec3 v)
| check if one of items is NaN (not a number)
| you should only use this in DEBUG mode or very critical asserts
@@ -110,7 +110,7 @@ Functions documentation
Parameters:
| *[in]* **v** vector
.. c:function:: bool glm_vec_isinf(vec3 v)
.. c:function:: bool glm_vec3_isinf(vec3 v)
| check if one of items is INFINITY
| you should only use this in DEBUG mode or very critical asserts
@@ -118,7 +118,7 @@ Functions documentation
Parameters:
| *[in]* **v** vector
.. c:function:: bool glm_vec_isvalid(vec3 v)
.. c:function:: bool glm_vec3_isvalid(vec3 v)
| check if all items are valid number
| you should only use this in DEBUG mode or very critical asserts
@@ -126,7 +126,7 @@ Functions documentation
Parameters:
| *[in]* **v** vector
.. c:function:: void glm_vec_sign(vec3 v, vec3 dest)
.. c:function:: void glm_vec3_sign(vec3 v, vec3 dest)
get sign of 32 bit float as +1, -1, 0
@@ -134,7 +134,7 @@ Functions documentation
| *[in]* **v** vector
| *[out]* **dest** sign vector (only keeps signs as -1, 0, -1)
.. c:function:: void glm_vec_sqrt(vec3 v, vec3 dest)
.. c:function:: void glm_vec3_sqrt(vec3 v, vec3 dest)
square root of each vector item

View File

@@ -5,9 +5,14 @@ vec3
Header: cglm/vec3.h
**Important:** *cglm* was used **glm_vec_** namespace for vec3 functions until
**v0.5.0**, since **v0.5.0** cglm uses **glm_vec3_** namespace for vec3.
Also `glm_vec3_flipsign` has been renamed to `glm_vec3_negate`
We mostly use vectors in graphics math, to make writing code faster
and easy to read, some *vec3* functions are aliased in global namespace.
For instance :c:func:`glm_dot` is alias of :c:func:`glm_vec_dot`,
For instance :c:func:`glm_dot` is alias of :c:func:`glm_vec3_dot`,
alias means inline wrapper here. There is no call verison of alias functions
There are also functions for rotating *vec3* vector. **_m4**, **_m3** prefixes
@@ -18,7 +23,7 @@ Table of contents (click to go):
Macros:
1. glm_vec_dup(v, dest)
1. glm_vec3_dup(v, dest)
#. GLM_VEC3_ONE_INIT
#. GLM_VEC3_ZERO_INIT
#. GLM_VEC3_ONE
@@ -30,32 +35,50 @@ Macros:
Functions:
1. :c:func:`glm_vec3`
#. :c:func:`glm_vec_copy`
#. :c:func:`glm_vec_dot`
#. :c:func:`glm_vec_cross`
#. :c:func:`glm_vec_norm2`
#. :c:func:`glm_vec_norm`
#. :c:func:`glm_vec_add`
#. :c:func:`glm_vec_sub`
#. :c:func:`glm_vec_scale`
#. :c:func:`glm_vec_scale_as`
#. :c:func:`glm_vec_flipsign`
#. :c:func:`glm_vec_flipsign_to`
#. :c:func:`glm_vec_inv`
#. :c:func:`glm_vec_inv_to`
#. :c:func:`glm_vec_normalize`
#. :c:func:`glm_vec_normalize_to`
#. :c:func:`glm_vec_distance`
#. :c:func:`glm_vec_angle`
#. :c:func:`glm_vec_rotate`
#. :c:func:`glm_vec_rotate_m4`
#. :c:func:`glm_vec_proj`
#. :c:func:`glm_vec_center`
#. :c:func:`glm_vec_maxv`
#. :c:func:`glm_vec_minv`
#. :c:func:`glm_vec_ortho`
#. :c:func:`glm_vec_clamp`
#. :c:func:`glm_vec_lerp`
#. :c:func:`glm_vec3_copy`
#. :c:func:`glm_vec3_zero`
#. :c:func:`glm_vec3_one`
#. :c:func:`glm_vec3_dot`
#. :c:func:`glm_vec3_norm2`
#. :c:func:`glm_vec3_norm`
#. :c:func:`glm_vec3_add`
#. :c:func:`glm_vec3_adds`
#. :c:func:`glm_vec3_sub`
#. :c:func:`glm_vec3_subs`
#. :c:func:`glm_vec3_mul`
#. :c:func:`glm_vec3_scale`
#. :c:func:`glm_vec3_scale_as`
#. :c:func:`glm_vec3_div`
#. :c:func:`glm_vec3_divs`
#. :c:func:`glm_vec3_addadd`
#. :c:func:`glm_vec3_subadd`
#. :c:func:`glm_vec3_muladd`
#. :c:func:`glm_vec3_muladds`
#. :c:func:`glm_vec3_maxadd`
#. :c:func:`glm_vec3_minadd`
#. :c:func:`glm_vec3_flipsign`
#. :c:func:`glm_vec3_flipsign_to`
#. :c:func:`glm_vec3_inv`
#. :c:func:`glm_vec3_inv_to`
#. :c:func:`glm_vec3_negate`
#. :c:func:`glm_vec3_negate_to`
#. :c:func:`glm_vec3_normalize`
#. :c:func:`glm_vec3_normalize_to`
#. :c:func:`glm_vec3_cross`
#. :c:func:`glm_vec3_crossn`
#. :c:func:`glm_vec3_distance2`
#. :c:func:`glm_vec3_distance`
#. :c:func:`glm_vec3_angle`
#. :c:func:`glm_vec3_rotate`
#. :c:func:`glm_vec3_rotate_m4`
#. :c:func:`glm_vec3_rotate_m3`
#. :c:func:`glm_vec3_proj`
#. :c:func:`glm_vec3_center`
#. :c:func:`glm_vec3_maxv`
#. :c:func:`glm_vec3_minv`
#. :c:func:`glm_vec3_ortho`
#. :c:func:`glm_vec3_clamp`
#. :c:func:`glm_vec3_lerp`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
@@ -68,7 +91,7 @@ Functions documentation
| *[in]* **v4** vector4
| *[out]* **dest** destination
.. c:function:: void glm_vec_copy(vec3 a, vec3 dest)
.. c:function:: void glm_vec3_copy(vec3 a, vec3 dest)
copy all members of [a] to [dest]
@@ -76,7 +99,21 @@ Functions documentation
| *[in]* **a** source
| *[out]* **dest** destination
.. c:function:: float glm_vec_dot(vec3 a, vec3 b)
.. c:function:: void glm_vec3_zero(vec3 v)
makes all members 0.0f (zero)
Parameters:
| *[in, out]* **v** vector
.. c:function:: void glm_vec3_one(vec3 v)
makes all members 1.0f (one)
Parameters:
| *[in, out]* **v** vector
.. c:function:: float glm_vec3_dot(vec3 a, vec3 b)
dot product of vec3
@@ -87,16 +124,25 @@ Functions documentation
Returns:
dot product
.. c:function:: void glm_vec_cross(vec3 a, vec3 b, vec3 d)
.. c:function:: void glm_vec3_cross(vec3 a, vec3 b, vec3 d)
cross product
cross product of two vector (RH)
Parameters:
| *[in]* **a** source 1
| *[in]* **b** source 2
| *[out]* **d** destination
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** destination
.. c:function:: float glm_vec_norm2(vec3 v)
.. c:function:: void glm_vec3_crossn(vec3 a, vec3 b, vec3 dest)
cross product of two vector (RH) and normalize the result
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** destination
.. c:function:: float glm_vec3_norm2(vec3 v)
norm * norm (magnitude) of vector
@@ -110,32 +156,59 @@ Functions documentation
Returns:
square of norm / magnitude
.. c:function:: float glm_vec_norm(vec3 vec)
.. c:function:: float glm_vec3_norm(vec3 vec)
norm (magnitude) of vec3
Parameters:
| *[in]* **vec** vector
.. c:function:: void glm_vec_add(vec3 v1, vec3 v2, vec3 dest)
.. c:function:: void glm_vec3_add(vec3 a, vec3 b, vec3 dest)
add v2 vector to v1 vector store result in dest
add a vector to b vector store result in dest
Parameters:
| *[in]* **v1** vector1
| *[in]* **v2** vector2
| *[in]* **a** vector1
| *[in]* **b** vector2
| *[out]* **dest** destination vector
.. c:function:: void glm_vec_sub(vec3 v1, vec3 v2, vec3 dest)
.. c:function:: void glm_vec3_adds(vec3 a, float s, vec3 dest)
subtract v2 vector from v1 vector store result in dest
add scalar to v vector store result in dest (d = v + vec(s))
Parameters:
| *[in]* **v1** vector1
| *[in]* **v2** vector2
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination vector
.. c:function:: void glm_vec_scale(vec3 v, float s, vec3 dest)
.. c:function:: void glm_vec3_sub(vec3 v1, vec3 v2, vec3 dest)
subtract b vector from a vector store result in dest (d = v1 - v2)
Parameters:
| *[in]* **a** vector1
| *[in]* **b** vector2
| *[out]* **dest** destination vector
.. c:function:: void glm_vec3_subs(vec3 v, float s, vec3 dest)
subtract scalar from v vector store result in dest (d = v - vec(s))
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination vector
.. c:function:: void glm_vec3_mul(vec3 a, vec3 b, vec3 d)
multiply two vector (component-wise multiplication)
Parameters:
| *[in]* **a** vector
| *[in]* **b** scalar
| *[out]* **d** result = (a[0] * b[0], a[1] * b[1], a[2] * b[2])
.. c:function:: void glm_vec3_scale(vec3 v, float s, vec3 dest)
multiply/scale vec3 vector with scalar: result = v * s
@@ -145,7 +218,7 @@ Functions documentation
| *[in]* **s** scalar
| *[out]* **dest** destination vector
.. c:function:: void glm_vec_scale_as(vec3 v, float s, vec3 dest)
.. c:function:: void glm_vec3_scale_as(vec3 v, float s, vec3 dest)
make vec3 vector scale as specified: result = unit(v) * s
@@ -154,44 +227,145 @@ Functions documentation
| *[in]* **s** scalar
| *[out]* **dest** destination vector
.. c:function:: void glm_vec_flipsign(vec3 v)
.. c:function:: void glm_vec3_div(vec3 a, vec3 b, vec3 dest)
flip sign of all vec3 members
div vector with another component-wise division: d = a / b
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** result = (a[0] / b[0], a[1] / b[1], a[2] / b[2])
.. c:function:: void glm_vec3_divs(vec3 v, float s, vec3 dest)
div vector with scalar: d = v / s
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** result = (a[0] / s, a[1] / s, a[2] / s])
.. c:function:: void glm_vec3_addadd(vec3 a, vec3 b, vec3 dest)
| add two vectors and add result to sum
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a + b)
.. c:function:: void glm_vec3_subadd(vec3 a, vec3 b, vec3 dest)
| sub two vectors and add result to sum
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a - b)
.. c:function:: void glm_vec3_muladd(vec3 a, vec3 b, vec3 dest)
| mul two vectors and add result to sum
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec3_muladds(vec3 a, float s, vec3 dest)
| mul vector with scalar and add result to sum
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector
| *[in]* **s** scalar
| *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec3_maxadd(vec3 a, vec3 b, vec3 dest)
| add max of two vector to result/dest
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec3_minadd(vec3 a, vec3 b, vec3 dest)
| add min of two vector to result/dest
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec3_flipsign(vec3 v)
**DEPRACATED!**
use :c:func:`glm_vec3_negate`
Parameters:
| *[in, out]* **v** vector
.. c:function:: void glm_vec_flipsign_to(vec3 v, vec3 dest)
.. c:function:: void glm_vec3_flipsign_to(vec3 v, vec3 dest)
flip sign of all vec3 members and store result in dest
**DEPRACATED!**
use :c:func:`glm_vec3_negate_to`
Parameters:
| *[in]* **v** vector
| *[out]* **dest** negated vector
.. c:function:: void glm_vec_inv(vec3 v)
.. c:function:: void glm_vec3_inv(vec3 v)
make vector as inverse/opposite of itself
**DEPRACATED!**
use :c:func:`glm_vec3_negate`
Parameters:
| *[in, out]* **v** vector
.. c:function:: void glm_vec_inv_to(vec3 v, vec3 dest)
.. c:function:: void glm_vec3_inv_to(vec3 v, vec3 dest)
inverse/opposite vector
**DEPRACATED!**
use :c:func:`glm_vec3_negate_to`
Parameters:
| *[in]* **v** source
| *[out]* **dest** destination
.. c:function:: void glm_vec_normalize(vec3 v)
.. c:function:: void glm_vec3_negate(vec3 v)
negate vector components
Parameters:
| *[in, out]* **v** vector
.. c:function:: void glm_vec3_negate_to(vec3 v, vec3 dest)
negate vector components and store result in dest
Parameters:
| *[in]* **v** vector
| *[out]* **dest** negated vector
.. c:function:: void glm_vec3_normalize(vec3 v)
normalize vec3 and store result in same vec
Parameters:
| *[in, out]* **v** vector
.. c:function:: void glm_vec_normalize_to(vec3 vec, vec3 dest)
.. c:function:: void glm_vec3_normalize_to(vec3 vec, vec3 dest)
normalize vec3 to dest
@@ -199,7 +373,7 @@ Functions documentation
| *[in]* **vec** source
| *[out]* **dest** destination
.. c:function:: float glm_vec_angle(vec3 v1, vec3 v2)
.. c:function:: float glm_vec3_angle(vec3 v1, vec3 v2)
angle betwen two vector
@@ -210,7 +384,7 @@ Functions documentation
Return:
| angle as radians
.. c:function:: void glm_vec_rotate(vec3 v, float angle, vec3 axis)
.. c:function:: void glm_vec3_rotate(vec3 v, float angle, vec3 axis)
rotate vec3 around axis by angle using Rodrigues' rotation formula
@@ -219,7 +393,7 @@ Functions documentation
| *[in]* **axis** axis vector (will be normalized)
| *[out]* **angle** angle (radians)
.. c:function:: void glm_vec_rotate_m4(mat4 m, vec3 v, vec3 dest)
.. c:function:: void glm_vec3_rotate_m4(mat4 m, vec3 v, vec3 dest)
apply rotation matrix to vector
@@ -228,7 +402,16 @@ Functions documentation
| *[in]* **v** vector
| *[out]* **dest** rotated vector
.. c:function:: void glm_vec_proj(vec3 a, vec3 b, vec3 dest)
.. c:function:: void glm_vec3_rotate_m3(mat3 m, vec3 v, vec3 dest)
apply rotation matrix to vector
Parameters:
| *[in]* **m** affine matrix or rot matrix
| *[in]* **v** vector
| *[out]* **dest** rotated vector
.. c:function:: void glm_vec3_proj(vec3 a, vec3 b, vec3 dest)
project a vector onto b vector
@@ -237,7 +420,7 @@ Functions documentation
| *[in]* **b** vector2
| *[out]* **dest** projected vector
.. c:function:: void glm_vec_center(vec3 v1, vec3 v2, vec3 dest)
.. c:function:: void glm_vec3_center(vec3 v1, vec3 v2, vec3 dest)
find center point of two vector
@@ -246,7 +429,18 @@ Functions documentation
| *[in]* **v2** vector2
| *[out]* **dest** center point
.. c:function:: float glm_vec_distance(vec3 v1, vec3 v2)
.. c:function:: float glm_vec3_distance2(vec3 v1, vec3 v2)
squared distance between two vectors
Parameters:
| *[in]* **mat** vector1
| *[in]* **row1** vector2
Returns:
| squared distance (distance * distance)
.. c:function:: float glm_vec3_distance(vec3 v1, vec3 v2)
distance between two vectors
@@ -257,7 +451,7 @@ Functions documentation
Returns:
| distance
.. c:function:: void glm_vec_maxv(vec3 v1, vec3 v2, vec3 dest)
.. c:function:: void glm_vec3_maxv(vec3 v1, vec3 v2, vec3 dest)
max values of vectors
@@ -266,7 +460,7 @@ Functions documentation
| *[in]* **v2** vector2
| *[out]* **dest** destination
.. c:function:: void glm_vec_minv(vec3 v1, vec3 v2, vec3 dest)
.. c:function:: void glm_vec3_minv(vec3 v1, vec3 v2, vec3 dest)
min values of vectors
@@ -275,7 +469,7 @@ Functions documentation
| *[in]* **v2** vector2
| *[out]* **dest** destination
.. c:function:: void glm_vec_ortho(vec3 v, vec3 dest)
.. c:function:: void glm_vec3_ortho(vec3 v, vec3 dest)
possible orthogonal/perpendicular vector
@@ -283,7 +477,7 @@ Functions documentation
| *[in]* **mat** vector
| *[out]* **dest** orthogonal/perpendicular vector
.. c:function:: void glm_vec_clamp(vec3 v, float minVal, float maxVal)
.. c:function:: void glm_vec3_clamp(vec3 v, float minVal, float maxVal)
constrain a value to lie between two further values
@@ -292,7 +486,7 @@ Functions documentation
| *[in]* **minVal** minimum value
| *[in]* **maxVal** maximum value
.. c:function:: void glm_vec_lerp(vec3 from, vec3 to, float t, vec3 dest)
.. c:function:: void glm_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest)
linear interpolation between two vector

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@@ -24,17 +24,33 @@ Functions:
1. :c:func:`glm_vec4`
#. :c:func:`glm_vec4_copy3`
#. :c:func:`glm_vec4_copy`
#. :c:func:`glm_vec4_ucopy`
#. :c:func:`glm_vec4_zero`
#. :c:func:`glm_vec4_one`
#. :c:func:`glm_vec4_dot`
#. :c:func:`glm_vec4_norm2`
#. :c:func:`glm_vec4_norm`
#. :c:func:`glm_vec4_add`
#. :c:func:`glm_vec4_adds`
#. :c:func:`glm_vec4_sub`
#. :c:func:`glm_vec4_subs`
#. :c:func:`glm_vec4_mul`
#. :c:func:`glm_vec4_scale`
#. :c:func:`glm_vec4_scale_as`
#. :c:func:`glm_vec4_div`
#. :c:func:`glm_vec4_divs`
#. :c:func:`glm_vec4_addadd`
#. :c:func:`glm_vec4_subadd`
#. :c:func:`glm_vec4_muladd`
#. :c:func:`glm_vec4_muladds`
#. :c:func:`glm_vec4_maxadd`
#. :c:func:`glm_vec4_minadd`
#. :c:func:`glm_vec4_flipsign`
#. :c:func:`glm_vec_flipsign_to`
#. :c:func:`glm_vec4_flipsign_to`
#. :c:func:`glm_vec4_inv`
#. :c:func:`glm_vec4_inv_to`
#. :c:func:`glm_vec4_negate`
#. :c:func:`glm_vec4_negate_to`
#. :c:func:`glm_vec4_normalize`
#. :c:func:`glm_vec4_normalize_to`
#. :c:func:`glm_vec4_distance`
@@ -42,11 +58,7 @@ Functions:
#. :c:func:`glm_vec4_minv`
#. :c:func:`glm_vec4_clamp`
#. :c:func:`glm_vec4_lerp`
#. :c:func:`glm_vec4_isnan`
#. :c:func:`glm_vec4_isinf`
#. :c:func:`glm_vec4_isvalid`
#. :c:func:`glm_vec4_sign`
#. :c:func:`glm_vec4_sqrt`
#. :c:func:`glm_vec4_cubic`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
@@ -78,6 +90,23 @@ Functions documentation
| *[in]* **v** source
| *[in]* **dest** destination
.. c:function:: void glm_vec4_ucopy(vec4 v, vec4 dest)
copy all members of [a] to [dest]
| alignment is not required
Parameters:
| *[in]* **v** source
| *[in]* **dest** destination
.. c:function:: void glm_vec4_zero(vec4 v)
makes all members zero
Parameters:
| *[in, out]* **v** vector
.. c:function:: float glm_vec4_dot(vec4 a, vec4 b)
dot product of vec4
@@ -110,24 +139,51 @@ Functions documentation
Parameters:
| *[in]* **vec** vector
.. c:function:: void glm_vec4_add(vec4 v1, vec4 v2, vec4 dest)
.. c:function:: void glm_vec4_add(vec4 a, vec4 b, vec4 dest)
add v2 vector to v1 vector store result in dest
add a vector to b vector store result in dest
Parameters:
| *[in]* **v1** vector1
| *[in]* **v2** vector2
| *[in]* **a** vector1
| *[in]* **b** vector2
| *[out]* **dest** destination vector
.. c:function:: void glm_vec4_sub(vec4 v1, vec4 v2, vec4 dest)
.. c:function:: void glm_vec4_adds(vec4 v, float s, vec4 dest)
subtract v2 vector from v1 vector store result in dest
add scalar to v vector store result in dest (d = v + vec(s))
Parameters:
| *[in]* **v1** vector1
| *[in]* **v2** vector2
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination vector
.. c:function:: void glm_vec4_sub(vec4 a, vec4 b, vec4 dest)
subtract b vector from a vector store result in dest (d = v1 - v2)
Parameters:
| *[in]* **a** vector1
| *[in]* **b** vector2
| *[out]* **dest** destination vector
.. c:function:: void glm_vec4_subs(vec4 v, float s, vec4 dest)
subtract scalar from v vector store result in dest (d = v - vec(s))
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination vector
.. c:function:: void glm_vec4_mul(vec4 a, vec4 b, vec4 d)
multiply two vector (component-wise multiplication)
Parameters:
| *[in]* **a** vector1
| *[in]* **b** vector2
| *[out]* **dest** result = (a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3])
.. c:function:: void glm_vec4_scale(vec4 v, float s, vec4 dest)
multiply/scale vec4 vector with scalar: result = v * s
@@ -146,16 +202,98 @@ Functions documentation
| *[in]* **s** scalar
| *[out]* **dest** destination vector
.. c:function:: void glm_vec4_div(vec4 a, vec4 b, vec4 dest)
div vector with another component-wise division: d = v1 / v2
Parameters:
| *[in]* **a** vector1
| *[in]* **b** vector2
| *[out]* **dest** result = (a[0] / b[0], a[1] / b[1], a[2] / b[2], a[3] / b[3])
.. c:function:: void glm_vec4_divs(vec4 v, float s, vec4 dest)
div vector with scalar: d = v / s
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** result = (a[0] / s, a[1] / s, a[2] / s, a[3] / s)
.. c:function:: void glm_vec4_addadd(vec4 a, vec4 b, vec4 dest)
| add two vectors and add result to sum
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a + b)
.. c:function:: void glm_vec4_subadd(vec4 a, vec4 b, vec4 dest)
| sub two vectors and add result to sum
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a - b)
.. c:function:: void glm_vec4_muladd(vec4 a, vec4 b, vec4 dest)
| mul two vectors and add result to sum
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec4_muladds(vec4 a, float s, vec4 dest)
| mul vector with scalar and add result to sum
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector
| *[in]* **s** scalar
| *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec4_maxadd(vec4 a, vec4 b, vec4 dest)
| add max of two vector to result/dest
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec4_minadd(vec4 a, vec4 b, vec4 dest)
| add min of two vector to result/dest
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec4_flipsign(vec4 v)
flip sign of all vec4 members
**DEPRACATED!**
use :c:func:`glm_vec4_negate`
Parameters:
| *[in, out]* **v** vector
.. c:function:: void glm_vec4_flipsign_to(vec4 v, vec4 dest)
flip sign of all vec4 members and store result in dest
**DEPRACATED!**
use :c:func:`glm_vec4_negate_to`
Parameters:
| *[in]* **v** vector
@@ -163,19 +301,38 @@ Functions documentation
.. c:function:: void glm_vec4_inv(vec4 v)
make vector as inverse/opposite of itself
**DEPRACATED!**
use :c:func:`glm_vec4_negate`
Parameters:
| *[in, out]* **v** vector
.. c:function:: void glm_vec4_inv_to(vec4 v, vec4 dest)
inverse/opposite vector
**DEPRACATED!**
use :c:func:`glm_vec4_negate_to`
Parameters:
| *[in]* **v** source
| *[out]* **dest** destination
.. c:function:: void glm_vec4_negate(vec4 v)
negate vector components
Parameters:
| *[in, out]* **v** vector
.. c:function:: void glm_vec4_negate_to(vec4 v, vec4 dest)
negate vector components and store result in dest
Parameters:
| *[in]* **v** vector
| *[out]* **dest** negated vector
.. c:function:: void glm_vec4_normalize(vec4 v)
normalize vec4 and store result in same vec
@@ -240,3 +397,11 @@ Functions documentation
| *[in]* **to** to value
| *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** destination
.. c:function:: void glm_vec4_cubic(float s, vec4 dest)
helper to fill vec4 as [S^3, S^2, S, 1]
Parameters:
| *[in]* **s** parameter
| *[out]* **dest** destination

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@@ -16,6 +16,7 @@
#include "common.h"
#include "mat4.h"
#include "mat3.h"
#ifdef CGLM_SSE_FP
# include "simd/sse2/affine.h"
@@ -43,7 +44,7 @@
*/
CGLM_INLINE
void
glm_mul(mat4 m1, mat4 m2, mat4 dest) {
glm_mul(const mat4 m1, const mat4 m2, mat4 dest) {
#ifdef __AVX__
glm_mul_avx(m1, m2, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ )
@@ -81,6 +82,59 @@ glm_mul(mat4 m1, mat4 m2, mat4 dest) {
#endif
}
/*!
* @brief this is similar to glm_mat4_mul but specialized to affine transform
*
* Right Matrix format should be:
* R R R 0
* R R R 0
* R R R 0
* 0 0 0 1
*
* this reduces some multiplications. It should be faster than mat4_mul.
* if you are not sure about matrix format then DON'T use this! use mat4_mul
*
* @param[in] m1 affine matrix 1
* @param[in] m2 affine matrix 2
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_mul_rot(const mat4 m1, const mat4 m2, mat4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glm_mul_rot_sse2(m1, m2, dest);
#else
float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2], a03 = m1[0][3],
a10 = m1[1][0], a11 = m1[1][1], a12 = m1[1][2], a13 = m1[1][3],
a20 = m1[2][0], a21 = m1[2][1], a22 = m1[2][2], a23 = m1[2][3],
a30 = m1[3][0], a31 = m1[3][1], a32 = m1[3][2], a33 = m1[3][3],
b00 = m2[0][0], b01 = m2[0][1], b02 = m2[0][2],
b10 = m2[1][0], b11 = m2[1][1], b12 = m2[1][2],
b20 = m2[2][0], b21 = m2[2][1], b22 = m2[2][2];
dest[0][0] = a00 * b00 + a10 * b01 + a20 * b02;
dest[0][1] = a01 * b00 + a11 * b01 + a21 * b02;
dest[0][2] = a02 * b00 + a12 * b01 + a22 * b02;
dest[0][3] = a03 * b00 + a13 * b01 + a23 * b02;
dest[1][0] = a00 * b10 + a10 * b11 + a20 * b12;
dest[1][1] = a01 * b10 + a11 * b11 + a21 * b12;
dest[1][2] = a02 * b10 + a12 * b11 + a22 * b12;
dest[1][3] = a03 * b10 + a13 * b11 + a23 * b12;
dest[2][0] = a00 * b20 + a10 * b21 + a20 * b22;
dest[2][1] = a01 * b20 + a11 * b21 + a21 * b22;
dest[2][2] = a02 * b20 + a12 * b21 + a22 * b22;
dest[2][3] = a03 * b20 + a13 * b21 + a23 * b22;
dest[3][0] = a30;
dest[3][1] = a31;
dest[3][2] = a32;
dest[3][3] = a33;
#endif
}
/*!
* @brief inverse orthonormal rotation + translation matrix (ridig-body)
*
@@ -97,8 +151,8 @@ glm_inv_tr(mat4 mat) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glm_inv_tr_sse2(mat);
#else
CGLM_ALIGN(16) mat3 r;
CGLM_ALIGN(16) vec3 t;
CGLM_ALIGN_MAT mat3 r;
CGLM_ALIGN(8) vec3 t;
/* rotate */
glm_mat4_pick3t(mat, r);
@@ -106,8 +160,8 @@ glm_inv_tr(mat4 mat) {
/* translate */
glm_mat3_mulv(r, mat[3], t);
glm_vec_flipsign(t);
glm_vec_copy(t, mat[3]);
glm_vec3_negate(t);
glm_vec3_copy(t, mat[3]);
#endif
}

View File

@@ -16,15 +16,14 @@
CGLM_INLINE void glm_scale_to(mat4 m, vec3 v, mat4 dest);
CGLM_INLINE void glm_scale_make(mat4 m, vec3 v);
CGLM_INLINE void glm_scale(mat4 m, vec3 v);
CGLM_INLINE void glm_scale1(mat4 m, float s);
CGLM_INLINE void glm_scale_uni(mat4 m, float s);
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_ndc_make(mat4 m, float angle, vec3 axis_ndc);
CGLM_INLINE void glm_rotate_make(mat4 m, float angle, vec3 axis);
CGLM_INLINE void glm_rotate_ndc(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_atm(mat4 m, vec3 pivot, float angle, vec3 axis);
CGLM_INLINE void glm_decompose_scalev(mat4 m, vec3 s);
CGLM_INLINE bool glm_uniscaled(mat4 m);
CGLM_INLINE void glm_decompose_rs(mat4 m, mat4 r, vec3 s);
@@ -35,51 +34,15 @@
#define cglm_affine_h
#include "common.h"
#include "vec4.h"
#include "affine-mat.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 store result in dest
*
* @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) {
mat4 t = GLM_MAT4_IDENTITY_INIT;
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest[3],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(_mm_load_ps(t[0]),
_mm_set1_ps(v[0])),
_mm_mul_ps(_mm_load_ps(t[1]),
_mm_set1_ps(v[1]))),
_mm_add_ps(_mm_mul_ps(_mm_load_ps(t[2]),
_mm_set1_ps(v[2])),
_mm_load_ps(t[3]))))
;
_mm_store_ps(dest[0], _mm_load_ps(m[0]));
_mm_store_ps(dest[1], _mm_load_ps(m[1]));
_mm_store_ps(dest[2], _mm_load_ps(m[2]));
#else
vec4 v1, v2, v3;
glm_vec4_scale(t[0], v[0], v1);
glm_vec4_scale(t[1], v[1], v2);
glm_vec4_scale(t[2], v[2], v3);
glm_vec4_add(v1, t[3], t[3]);
glm_vec4_add(v2, t[3], t[3]);
glm_vec4_add(v3, t[3], t[3]);
glm__memcpy(float, dest, t, sizeof(mat4));
#endif
}
glm_mat4_mul(const mat4 m1, const mat4 m2, mat4 dest);
/*!
* @brief translate existing transform matrix by v vector
@@ -90,16 +53,16 @@ glm_translate_to(mat4 m, vec3 v, mat4 dest) {
*/
CGLM_INLINE
void
glm_translate(mat4 m, vec3 v) {
glm_translate(mat4 m, const vec3 v) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(m[3],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(_mm_load_ps(m[0]),
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(_mm_load_ps(m[1]),
_mm_mul_ps(glmm_load(m[1]),
_mm_set1_ps(v[1]))),
_mm_add_ps(_mm_mul_ps(_mm_load_ps(m[2]),
_mm_add_ps(_mm_mul_ps(glmm_load(m[2]),
_mm_set1_ps(v[2])),
_mm_load_ps(m[3]))))
glmm_load(m[3]))))
;
#else
vec4 v1, v2, v3;
@@ -114,6 +77,23 @@ glm_translate(mat4 m, vec3 v) {
#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(const mat4 m, const vec3 v, mat4 dest) {
glm_mat4_copy(m, dest);
glm_translate(dest, v);
}
/*!
* @brief translate existing transform matrix by x factor
*
@@ -124,10 +104,10 @@ CGLM_INLINE
void
glm_translate_x(mat4 m, float x) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(m[3],
_mm_add_ps(_mm_mul_ps(_mm_load_ps(m[0]),
glmm_store(m[3],
_mm_add_ps(_mm_mul_ps(glmm_load(m[0]),
_mm_set1_ps(x)),
_mm_load_ps(m[3])))
glmm_load(m[3])))
;
#else
vec4 v1;
@@ -146,10 +126,10 @@ CGLM_INLINE
void
glm_translate_y(mat4 m, float y) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(m[3],
_mm_add_ps(_mm_mul_ps(_mm_load_ps(m[1]),
glmm_store(m[3],
_mm_add_ps(_mm_mul_ps(glmm_load(m[1]),
_mm_set1_ps(y)),
_mm_load_ps(m[3])))
glmm_load(m[3])))
;
#else
vec4 v1;
@@ -168,10 +148,10 @@ CGLM_INLINE
void
glm_translate_z(mat4 m, float z) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(m[3],
_mm_add_ps(_mm_mul_ps(_mm_load_ps(m[2]),
glmm_store(m[3],
_mm_add_ps(_mm_mul_ps(glmm_load(m[2]),
_mm_set1_ps(z)),
_mm_load_ps(m[3])))
glmm_load(m[3])))
;
#else
vec4 v1;
@@ -188,9 +168,9 @@ glm_translate_z(mat4 m, float z) {
*/
CGLM_INLINE
void
glm_translate_make(mat4 m, vec3 v) {
mat4 t = GLM_MAT4_IDENTITY_INIT;
glm_translate_to(t, v, m);
glm_translate_make(mat4 m, const vec3 v) {
glm_mat4_identity(m);
glm_vec3_copy(v, m[3]);
}
/*!
@@ -203,7 +183,7 @@ glm_translate_make(mat4 m, vec3 v) {
*/
CGLM_INLINE
void
glm_scale_to(mat4 m, vec3 v, mat4 dest) {
glm_scale_to(const mat4 m, const vec3 v, mat4 dest) {
glm_vec4_scale(m[0], v[0], dest[0]);
glm_vec4_scale(m[1], v[1], dest[1]);
glm_vec4_scale(m[2], v[2], dest[2]);
@@ -219,9 +199,11 @@ glm_scale_to(mat4 m, vec3 v, mat4 dest) {
*/
CGLM_INLINE
void
glm_scale_make(mat4 m, vec3 v) {
mat4 t = GLM_MAT4_IDENTITY_INIT;
glm_scale_to(t, v, m);
glm_scale_make(mat4 m, const vec3 v) {
glm_mat4_identity(m);
m[0][0] = v[0];
m[1][1] = v[1];
m[2][2] = v[2];
}
/*!
@@ -233,17 +215,7 @@ glm_scale_make(mat4 m, vec3 v) {
*/
CGLM_INLINE
void
glm_scale(mat4 m, vec3 v) {
glm_scale_to(m, v, m);
}
/*!
* @brief DEPRECATED! Use glm_scale_uni
*/
CGLM_INLINE
void
glm_scale1(mat4 m, float s) {
vec3 v = { s, s, s };
glm_scale(mat4 m, const vec3 v) {
glm_scale_to(m, v, m);
}
@@ -257,7 +229,7 @@ glm_scale1(mat4 m, float s) {
CGLM_INLINE
void
glm_scale_uni(mat4 m, float s) {
vec3 v = { s, s, s };
CGLM_ALIGN(8) vec3 v = { s, s, s };
glm_scale_to(m, v, m);
}
@@ -271,20 +243,19 @@ glm_scale_uni(mat4 m, float s) {
*/
CGLM_INLINE
void
glm_rotate_x(mat4 m, float angle, mat4 dest) {
float cosVal;
float sinVal;
mat4 t = GLM_MAT4_IDENTITY_INIT;
glm_rotate_x(const mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
cosVal = cosf(angle);
sinVal = sinf(angle);
c = cosf(angle);
s = sinf(angle);
t[1][1] = cosVal;
t[1][2] = sinVal;
t[2][1] = -sinVal;
t[2][2] = cosVal;
t[1][1] = c;
t[1][2] = s;
t[2][1] = -s;
t[2][2] = c;
glm_mat4_mul(m, t, dest);
glm_mul_rot(m, t, dest);
}
/*!
@@ -297,20 +268,19 @@ glm_rotate_x(mat4 m, float angle, mat4 dest) {
*/
CGLM_INLINE
void
glm_rotate_y(mat4 m, float angle, mat4 dest) {
float cosVal;
float sinVal;
mat4 t = GLM_MAT4_IDENTITY_INIT;
glm_rotate_y(const mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
cosVal = cosf(angle);
sinVal = sinf(angle);
c = cosf(angle);
s = sinf(angle);
t[0][0] = cosVal;
t[0][2] = -sinVal;
t[2][0] = sinVal;
t[2][2] = cosVal;
t[0][0] = c;
t[0][2] = -s;
t[2][0] = s;
t[2][2] = c;
glm_mat4_mul(m, t, dest);
glm_mul_rot(m, t, dest);
}
/*!
@@ -323,62 +293,19 @@ glm_rotate_y(mat4 m, float angle, mat4 dest) {
*/
CGLM_INLINE
void
glm_rotate_z(mat4 m, float angle, mat4 dest) {
float cosVal;
float sinVal;
mat4 t = GLM_MAT4_IDENTITY_INIT;
cosVal = cosf(angle);
sinVal = sinf(angle);
t[0][0] = cosVal;
t[0][1] = sinVal;
t[1][0] = -sinVal;
t[1][1] = cosVal;
glm_mat4_mul(m, t, dest);
}
/*!
* @brief creates NEW rotation matrix by angle and axis
*
* this name may change in the future. axis must be is normalized
*
* @param[out] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis_ndc normalized axis
*/
CGLM_INLINE
void
glm_rotate_ndc_make(mat4 m, float angle, vec3 axis_ndc) {
/* https://www.opengl.org/sdk/docs/man2/xhtml/glRotate.xml */
vec3 v, vs;
float c;
glm_rotate_z(const mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
glm_vec_scale(axis_ndc, 1.0f - c, v);
glm_vec_scale(axis_ndc, sinf(angle), vs);
t[0][0] = c;
t[0][1] = s;
t[1][0] = -s;
t[1][1] = c;
glm_vec_scale(axis_ndc, v[0], m[0]);
glm_vec_scale(axis_ndc, v[1], m[1]);
glm_vec_scale(axis_ndc, v[2], m[2]);
m[0][0] += c;
m[0][1] += vs[2];
m[0][2] -= vs[1];
m[1][0] -= vs[2];
m[1][1] += c;
m[1][2] += vs[0];
m[2][0] += vs[1];
m[2][1] -= vs[0];
m[2][2] += c;
m[0][3] = m[1][3] = m[2][3] = m[3][0] = m[3][1] = m[3][2] = 0.0f;
m[3][3] = 1.0f;
glm_mul_rot(m, t, dest);
}
/*!
@@ -392,54 +319,30 @@ glm_rotate_ndc_make(mat4 m, float angle, vec3 axis_ndc) {
*/
CGLM_INLINE
void
glm_rotate_make(mat4 m, float angle, vec3 axis) {
vec3 axis_ndc;
glm_rotate_make(mat4 m, float angle, const vec3 axis) {
CGLM_ALIGN(8) vec3 axisn, v, vs;
float c;
glm_vec_normalize_to(axis, axis_ndc);
glm_rotate_ndc_make(m, angle, axis_ndc);
c = cosf(angle);
glm_vec3_normalize_to(axis, axisn);
glm_vec3_scale(axisn, 1.0f - c, v);
glm_vec3_scale(axisn, sinf(angle), vs);
glm_vec3_scale(axisn, v[0], m[0]);
glm_vec3_scale(axisn, v[1], m[1]);
glm_vec3_scale(axisn, v[2], m[2]);
m[0][0] += c; m[1][0] -= vs[2]; m[2][0] += vs[1];
m[0][1] += vs[2]; m[1][1] += c; m[2][1] -= vs[0];
m[0][2] -= vs[1]; m[1][2] += vs[0]; m[2][2] += c;
m[0][3] = m[1][3] = m[2][3] = m[3][0] = m[3][1] = m[3][2] = 0.0f;
m[3][3] = 1.0f;
}
/*!
* @brief rotate existing transform matrix around Z axis by angle and axis
*
* this name may change in the future, axis must be normalized.
*
* @param[in, out] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis_ndc normalized axis
*/
CGLM_INLINE
void
glm_rotate_ndc(mat4 m, float angle, vec3 axis_ndc) {
mat4 rot, tmp;
glm_rotate_ndc_make(rot, angle, axis_ndc);
glm_vec4_scale(m[0], rot[0][0], tmp[1]);
glm_vec4_scale(m[1], rot[0][1], tmp[0]);
glm_vec4_add(tmp[1], tmp[0], tmp[1]);
glm_vec4_scale(m[2], rot[0][2], tmp[0]);
glm_vec4_add(tmp[1], tmp[0], tmp[1]);
glm_vec4_scale(m[0], rot[1][0], tmp[2]);
glm_vec4_scale(m[1], rot[1][1], tmp[0]);
glm_vec4_add(tmp[2], tmp[0], tmp[2]);
glm_vec4_scale(m[2], rot[1][2], tmp[0]);
glm_vec4_add(tmp[2], tmp[0], tmp[2]);
glm_vec4_scale(m[0], rot[2][0], tmp[3]);
glm_vec4_scale(m[1], rot[2][1], tmp[0]);
glm_vec4_add(tmp[3], tmp[0], tmp[3]);
glm_vec4_scale(m[2], rot[2][2], tmp[0]);
glm_vec4_add(tmp[3], tmp[0], tmp[3]);
glm_vec4_copy(tmp[1], m[0]);
glm_vec4_copy(tmp[2], m[1]);
glm_vec4_copy(tmp[3], m[2]);
}
/*!
* @brief rotate existing transform matrix around Z axis by angle and axis
* @brief rotate existing transform matrix around given axis by angle
*
* @param[in, out] m affine transfrom
* @param[in] angle angle (radians)
@@ -447,11 +350,56 @@ glm_rotate_ndc(mat4 m, float angle, vec3 axis_ndc) {
*/
CGLM_INLINE
void
glm_rotate(mat4 m, float angle, vec3 axis) {
vec3 axis_ndc;
glm_rotate(mat4 m, float angle, const vec3 axis) {
CGLM_ALIGN_MAT mat4 rot;
glm_rotate_make(rot, angle, axis);
glm_mul_rot(m, rot, m);
}
glm_vec_normalize_to(axis, axis_ndc);
glm_rotate_ndc(m, angle, axis_ndc);
/*!
* @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, const vec3 pivot, float angle, const 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, const vec3 pivot, float angle, const 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);
}
/*!
@@ -462,10 +410,10 @@ glm_rotate(mat4 m, float angle, vec3 axis) {
*/
CGLM_INLINE
void
glm_decompose_scalev(mat4 m, vec3 s) {
s[0] = glm_vec_norm(m[0]);
s[1] = glm_vec_norm(m[1]);
s[2] = glm_vec_norm(m[2]);
glm_decompose_scalev(const mat4 m, vec3 s) {
s[0] = glm_vec3_norm(m[0]);
s[1] = glm_vec3_norm(m[1]);
s[2] = glm_vec3_norm(m[2]);
}
/*!
@@ -478,11 +426,10 @@ glm_decompose_scalev(mat4 m, vec3 s) {
*/
CGLM_INLINE
bool
glm_uniscaled(mat4 m) {
vec3 s;
glm_uniscaled(const mat4 m) {
CGLM_ALIGN(8) vec3 s;
glm_decompose_scalev(m, s);
return glm_vec_eq_all(s);
return glm_vec3_eq_all(s);
}
/*!
@@ -495,18 +442,18 @@ glm_uniscaled(mat4 m) {
*/
CGLM_INLINE
void
glm_decompose_rs(mat4 m, mat4 r, vec3 s) {
vec4 t = {0.0f, 0.0f, 0.0f, 1.0f};
vec3 v;
glm_decompose_rs(const mat4 m, mat4 r, vec3 s) {
CGLM_ALIGN(16) vec4 t = {0.0f, 0.0f, 0.0f, 1.0f};
CGLM_ALIGN(8) vec3 v;
glm_vec4_copy(m[0], r[0]);
glm_vec4_copy(m[1], r[1]);
glm_vec4_copy(m[2], r[2]);
glm_vec4_copy(t, r[3]);
s[0] = glm_vec_norm(m[0]);
s[1] = glm_vec_norm(m[1]);
s[2] = glm_vec_norm(m[2]);
s[0] = glm_vec3_norm(m[0]);
s[1] = glm_vec3_norm(m[1]);
s[2] = glm_vec3_norm(m[2]);
glm_vec4_scale(r[0], 1.0f/s[0], r[0]);
glm_vec4_scale(r[1], 1.0f/s[1], r[1]);
@@ -515,12 +462,12 @@ glm_decompose_rs(mat4 m, mat4 r, vec3 s) {
/* Note from Apple Open Source (asume that the matrix is orthonormal):
check for a coordinate system flip. If the determinant
is -1, then negate the matrix and the scaling factors. */
glm_vec_cross(m[0], m[1], v);
if (glm_vec_dot(v, m[2]) < 0.0f) {
glm_vec4_flipsign(r[0]);
glm_vec4_flipsign(r[1]);
glm_vec4_flipsign(r[2]);
glm_vec_flipsign(s);
glm_vec3_cross(m[0], m[1], v);
if (glm_vec3_dot(v, m[2]) < 0.0f) {
glm_vec4_negate(r[0]);
glm_vec4_negate(r[1]);
glm_vec4_negate(r[2]);
glm_vec3_negate(s);
}
}
@@ -535,7 +482,7 @@ glm_decompose_rs(mat4 m, mat4 r, vec3 s) {
*/
CGLM_INLINE
void
glm_decompose(mat4 m, vec4 t, mat4 r, vec3 s) {
glm_decompose(const mat4 m, vec4 t, mat4 r, vec3 s) {
glm_vec4_copy(m[3], t);
glm_decompose_rs(m, r, s);
}

154
include/cglm/bezier.h Normal file
View File

@@ -0,0 +1,154 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_bezier_h
#define cglm_bezier_h
#include "common.h"
#define GLM_BEZIER_MAT_INIT {{-1.0f, 3.0f, -3.0f, 1.0f}, \
{ 3.0f, -6.0f, 3.0f, 0.0f}, \
{-3.0f, 3.0f, 0.0f, 0.0f}, \
{ 1.0f, 0.0f, 0.0f, 0.0f}}
#define GLM_HERMITE_MAT_INIT {{ 2.0f, -3.0f, 0.0f, 1.0f}, \
{-2.0f, 3.0f, 0.0f, 0.0f}, \
{ 1.0f, -2.0f, 1.0f, 0.0f}, \
{ 1.0f, -1.0f, 0.0f, 0.0f}}
/* for C only */
#define GLM_BEZIER_MAT ((mat4)GLM_BEZIER_MAT_INIT)
#define GLM_HERMITE_MAT ((mat4)GLM_HERMITE_MAT_INIT)
#define CGLM_DECASTEL_EPS 1e-9
#define CGLM_DECASTEL_MAX 1000
#define CGLM_DECASTEL_SMALL 1e-20
/*!
* @brief cubic bezier interpolation
*
* Formula:
* B(s) = P0*(1-s)^3 + 3*C0*s*(1-s)^2 + 3*C1*s^2*(1-s) + P1*s^3
*
* similar result using matrix:
* B(s) = glm_smc(t, GLM_BEZIER_MAT, (vec4){p0, c0, c1, p1})
*
* glm_eq(glm_smc(...), glm_bezier(...)) should return TRUE
*
* @param[in] s parameter between 0 and 1
* @param[in] p0 begin point
* @param[in] c0 control point 1
* @param[in] c1 control point 2
* @param[in] p1 end point
*
* @return B(s)
*/
CGLM_INLINE
float
glm_bezier(float s, float p0, float c0, float c1, float p1) {
float x, xx, ss, xs3, a;
x = 1.0f - s;
xx = x * x;
ss = s * s;
xs3 = (s - ss) * 3.0f;
a = p0 * xx + c0 * xs3;
return a + s * (c1 * xs3 + p1 * ss - a);
}
/*!
* @brief cubic hermite interpolation
*
* Formula:
* H(s) = P0*(2*s^3 - 3*s^2 + 1) + T0*(s^3 - 2*s^2 + s)
* + P1*(-2*s^3 + 3*s^2) + T1*(s^3 - s^2)
*
* similar result using matrix:
* H(s) = glm_smc(t, GLM_HERMITE_MAT, (vec4){p0, p1, c0, c1})
*
* glm_eq(glm_smc(...), glm_hermite(...)) should return TRUE
*
* @param[in] s parameter between 0 and 1
* @param[in] p0 begin point
* @param[in] t0 tangent 1
* @param[in] t1 tangent 2
* @param[in] p1 end point
*
* @return H(s)
*/
CGLM_INLINE
float
glm_hermite(float s, float p0, float t0, float t1, float p1) {
float ss, d, a, b, c, e, f;
ss = s * s;
a = ss + ss;
c = a + ss;
b = a * s;
d = s * ss;
f = d - ss;
e = b - c;
return p0 * (e + 1.0f) + t0 * (f - ss + s) + t1 * f - p1 * e;
}
/*!
* @brief iterative way to solve cubic equation
*
* @param[in] prm parameter between 0 and 1
* @param[in] p0 begin point
* @param[in] c0 control point 1
* @param[in] c1 control point 2
* @param[in] p1 end point
*
* @return parameter to use in cubic equation
*/
CGLM_INLINE
float
glm_decasteljau(float prm, float p0, float c0, float c1, float p1) {
float u, v, a, b, c, d, e, f;
int i;
if (prm - p0 < CGLM_DECASTEL_SMALL)
return 0.0f;
if (p1 - prm < CGLM_DECASTEL_SMALL)
return 1.0f;
u = 0.0f;
v = 1.0f;
for (i = 0; i < CGLM_DECASTEL_MAX; i++) {
/* de Casteljau Subdivision */
a = (p0 + c0) * 0.5f;
b = (c0 + c1) * 0.5f;
c = (c1 + p1) * 0.5f;
d = (a + b) * 0.5f;
e = (b + c) * 0.5f;
f = (d + e) * 0.5f; /* this one is on the curve! */
/* The curve point is close enough to our wanted t */
if (fabsf(f - prm) < CGLM_DECASTEL_EPS)
return glm_clamp_zo((u + v) * 0.5f);
/* dichotomy */
if (f < prm) {
p0 = f;
c0 = e;
c1 = c;
u = (u + v) * 0.5f;
} else {
c0 = a;
c1 = d;
p1 = f;
v = (u + v) * 0.5f;
}
}
return glm_clamp_zo((u + v) * 0.5f);
}
#endif /* cglm_bezier_h */

View File

@@ -11,6 +11,7 @@
#include "common.h"
#include "vec3.h"
#include "vec4.h"
#include "util.h"
/*!
* @brief apply transform to Axis-Aligned Bounding Box
@@ -21,36 +22,32 @@
*/
CGLM_INLINE
void
glm_aabb_transform(vec3 box[2], mat4 m, vec3 dest[2]) {
vec3 v[2], xa, xb, ya, yb, za, zb, tmp;
glm_aabb_transform(const vec3 box[2], const mat4 m, vec3 dest[2]) {
vec3 v[2], xa, xb, ya, yb, za, zb;
glm_vec_scale(m[0], box[0][0], xa);
glm_vec_scale(m[0], box[1][0], xb);
glm_vec3_scale(m[0], box[0][0], xa);
glm_vec3_scale(m[0], box[1][0], xb);
glm_vec_scale(m[1], box[0][1], ya);
glm_vec_scale(m[1], box[1][1], yb);
glm_vec3_scale(m[1], box[0][1], ya);
glm_vec3_scale(m[1], box[1][1], yb);
glm_vec_scale(m[2], box[0][2], za);
glm_vec_scale(m[2], box[1][2], zb);
glm_vec3_scale(m[2], box[0][2], za);
glm_vec3_scale(m[2], box[1][2], zb);
/* min(xa, xb) + min(ya, yb) + min(za, zb) + translation */
glm_vec_minv(xa, xb, v[0]);
glm_vec_minv(ya, yb, tmp);
glm_vec_add(v[0], tmp, v[0]);
glm_vec_minv(za, zb, tmp);
glm_vec_add(v[0], tmp, v[0]);
glm_vec_add(v[0], m[3], v[0]);
/* translation + min(xa, xb) + min(ya, yb) + min(za, zb) */
glm_vec3(m[3], v[0]);
glm_vec3_minadd(xa, xb, v[0]);
glm_vec3_minadd(ya, yb, v[0]);
glm_vec3_minadd(za, zb, v[0]);
/* max(xa, xb) + max(ya, yb) + max(za, zb) + translation */
glm_vec_maxv(xa, xb, v[1]);
glm_vec_maxv(ya, yb, tmp);
glm_vec_add(v[1], tmp, v[1]);
glm_vec_maxv(za, zb, tmp);
glm_vec_add(v[1], tmp, v[1]);
glm_vec_add(v[1], m[3], v[1]);
/* translation + max(xa, xb) + max(ya, yb) + max(za, zb) */
glm_vec3(m[3], v[1]);
glm_vec3_maxadd(xa, xb, v[1]);
glm_vec3_maxadd(ya, yb, v[1]);
glm_vec3_maxadd(za, zb, v[1]);
glm_vec_copy(v[0], dest[0]);
glm_vec_copy(v[1], dest[1]);
glm_vec3_copy(v[0], dest[0]);
glm_vec3_copy(v[1], dest[1]);
}
/*!
@@ -65,7 +62,7 @@ glm_aabb_transform(vec3 box[2], mat4 m, vec3 dest[2]) {
*/
CGLM_INLINE
void
glm_aabb_merge(vec3 box1[2], vec3 box2[2], vec3 dest[2]) {
glm_aabb_merge(const vec3 box1[2], const vec3 box2[2], vec3 dest[2]) {
dest[0][0] = glm_min(box1[0][0], box2[0][0]);
dest[0][1] = glm_min(box1[0][1], box2[0][1]);
dest[0][2] = glm_min(box1[0][2], box2[0][2]);
@@ -88,7 +85,7 @@ glm_aabb_merge(vec3 box1[2], vec3 box2[2], vec3 dest[2]) {
*/
CGLM_INLINE
void
glm_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]) {
glm_aabb_crop(const vec3 box[2], const vec3 cropBox[2], vec3 dest[2]) {
dest[0][0] = glm_max(box[0][0], cropBox[0][0]);
dest[0][1] = glm_max(box[0][1], cropBox[0][1]);
dest[0][2] = glm_max(box[0][2], cropBox[0][2]);
@@ -112,9 +109,9 @@ glm_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]) {
*/
CGLM_INLINE
void
glm_aabb_crop_until(vec3 box[2],
vec3 cropBox[2],
vec3 clampBox[2],
glm_aabb_crop_until(const vec3 box[2],
const vec3 cropBox[2],
const vec3 clampBox[2],
vec3 dest[2]) {
glm_aabb_crop(box, cropBox, dest);
glm_aabb_merge(clampBox, dest, dest);
@@ -136,8 +133,9 @@ glm_aabb_crop_until(vec3 box[2],
*/
CGLM_INLINE
bool
glm_aabb_frustum(vec3 box[2], vec4 planes[6]) {
float *p, dp;
glm_aabb_frustum(const vec3 box[2], const vec4 planes[6]) {
const float *p;
float dp;
int i;
for (i = 0; i < 6; i++) {
@@ -161,8 +159,8 @@ glm_aabb_frustum(vec3 box[2], vec4 planes[6]) {
CGLM_INLINE
void
glm_aabb_invalidate(vec3 box[2]) {
glm_vec_broadcast(FLT_MAX, box[0]);
glm_vec_broadcast(-FLT_MAX, box[1]);
glm_vec3_broadcast(FLT_MAX, box[0]);
glm_vec3_broadcast(-FLT_MAX, box[1]);
}
/*!
@@ -172,9 +170,9 @@ glm_aabb_invalidate(vec3 box[2]) {
*/
CGLM_INLINE
bool
glm_aabb_isvalid(vec3 box[2]) {
return glm_vec_max(box[0]) != FLT_MAX
&& glm_vec_min(box[1]) != -FLT_MAX;
glm_aabb_isvalid(const vec3 box[2]) {
return glm_vec3_max(box[0]) != FLT_MAX
&& glm_vec3_min(box[1]) != -FLT_MAX;
}
/*!
@@ -184,8 +182,8 @@ glm_aabb_isvalid(vec3 box[2]) {
*/
CGLM_INLINE
float
glm_aabb_size(vec3 box[2]) {
return glm_vec_distance(box[0], box[1]);
glm_aabb_size(const vec3 box[2]) {
return glm_vec3_distance(box[0], box[1]);
}
/*!
@@ -195,8 +193,88 @@ glm_aabb_size(vec3 box[2]) {
*/
CGLM_INLINE
float
glm_aabb_radius(vec3 box[2]) {
glm_aabb_radius(const vec3 box[2]) {
return glm_aabb_size(box) * 0.5f;
}
/*!
* @brief computes center point of AABB
*
* @param[in] box bounding box
* @param[out] dest center of bounding box
*/
CGLM_INLINE
void
glm_aabb_center(const vec3 box[2], vec3 dest) {
glm_vec3_center(box[0], box[1], dest);
}
/*!
* @brief check if two AABB intersects
*
* @param[in] box bounding box
* @param[in] other other bounding box
*/
CGLM_INLINE
bool
glm_aabb_aabb(const vec3 box[2], const vec3 other[2]) {
return (box[0][0] <= other[1][0] && box[1][0] >= other[0][0])
&& (box[0][1] <= other[1][1] && box[1][1] >= other[0][1])
&& (box[0][2] <= other[1][2] && box[1][2] >= other[0][2]);
}
/*!
* @brief check if AABB intersects with sphere
*
* https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c
* Solid Box - Solid Sphere test.
*
* @param[in] box solid bounding box
* @param[in] s solid sphere
*/
CGLM_INLINE
bool
glm_aabb_sphere(const vec3 box[2], const vec4 s) {
float dmin;
int a, b, c;
a = s[0] >= box[0][0];
b = s[1] >= box[0][1];
c = s[2] >= box[0][2];
dmin = glm_pow2(s[0] - box[a][0])
+ glm_pow2(s[1] - box[b][1])
+ glm_pow2(s[2] - box[c][2]);
return dmin <= glm_pow2(s[3]);
}
/*!
* @brief check if point is inside of AABB
*
* @param[in] box bounding box
* @param[in] point point
*/
CGLM_INLINE
bool
glm_aabb_point(const vec3 box[2], const vec3 point) {
return (point[0] >= box[0][0] && point[0] <= box[1][0])
&& (point[1] >= box[0][1] && point[1] <= box[1][1])
&& (point[2] >= box[0][2] && point[2] <= box[1][2]);
}
/*!
* @brief check if AABB contains other AABB
*
* @param[in] box bounding box
* @param[in] other other bounding box
*/
CGLM_INLINE
bool
glm_aabb_contains(const vec3 box[2], const vec3 other[2]) {
return (box[0][0] <= other[0][0] && box[1][0] >= other[1][0])
&& (box[0][1] <= other[0][1] && box[1][1] >= other[1][1])
&& (box[0][2] <= other[0][2] && box[1][2] >= other[1][2]);
}
#endif /* cglm_box_h */

View File

@@ -25,6 +25,10 @@ extern "C" {
#include "call/box.h"
#include "call/io.h"
#include "call/project.h"
#include "call/sphere.h"
#include "call/ease.h"
#include "call/curve.h"
#include "call/bezier.h"
#ifdef __cplusplus
}

View File

@@ -15,11 +15,15 @@ extern "C" {
CGLM_EXPORT
void
glmc_translate_to(mat4 m, vec3 v, mat4 dest);
glmc_translate_make(mat4 m, const vec3 v);
CGLM_EXPORT
void
glmc_translate(mat4 m, vec3 v);
glmc_translate_to(const mat4 m, const vec3 v, mat4 dest);
CGLM_EXPORT
void
glmc_translate(mat4 m, const vec3 v);
CGLM_EXPORT
void
@@ -35,55 +39,77 @@ glmc_translate_z(mat4 m, float to);
CGLM_EXPORT
void
glmc_scale_to(mat4 m, vec3 v, mat4 dest);
glmc_scale_make(mat4 m, const vec3 v);
CGLM_EXPORT
void
glmc_scale(mat4 m, vec3 v);
glmc_scale_to(const mat4 m, const vec3 v, mat4 dest);
CGLM_EXPORT
void
glmc_scale1(mat4 m, float s);
glmc_scale(mat4 m, const vec3 v);
CGLM_EXPORT
void
glmc_rotate_x(mat4 m, float rad, mat4 dest);
glmc_scale_uni(mat4 m, float s);
CGLM_EXPORT
void
glmc_rotate_y(mat4 m, float rad, mat4 dest);
glmc_rotate_x(const mat4 m, float rad, mat4 dest);
CGLM_EXPORT
void
glmc_rotate_z(mat4 m, float rad, mat4 dest);
glmc_rotate_y(const mat4 m, float rad, mat4 dest);
CGLM_EXPORT
void
glmc_rotate_ndc_make(mat4 m, float angle, vec3 axis_ndc);
glmc_rotate_z(const mat4 m, float rad, mat4 dest);
CGLM_EXPORT
void
glmc_rotate_make(mat4 m, float angle, vec3 axis);
glmc_rotate_make(mat4 m, float angle, const vec3 axis);
CGLM_EXPORT
void
glmc_rotate_ndc(mat4 m, float angle, vec3 axis_ndc);
glmc_rotate(mat4 m, float angle, const vec3 axis);
CGLM_EXPORT
void
glmc_rotate(mat4 m, float angle, vec3 axis);
glmc_rotate_at(mat4 m, const vec3 pivot, float angle, const vec3 axis);
CGLM_EXPORT
void
glmc_decompose_scalev(mat4 m, vec3 s);
glmc_rotate_atm(mat4 m, const vec3 pivot, float angle, const vec3 axis);
CGLM_EXPORT
void
glmc_decompose_rs(mat4 m, mat4 r, vec3 s);
glmc_decompose_scalev(const mat4 m, vec3 s);
CGLM_EXPORT
bool
glmc_uniscaled(const mat4 m);
CGLM_EXPORT
void
glmc_decompose(mat4 m, vec4 t, mat4 r, vec3 s);
glmc_decompose_rs(const mat4 m, mat4 r, vec3 s);
CGLM_EXPORT
void
glmc_decompose(const mat4 m, vec4 t, mat4 r, vec3 s);
/* affine-mat */
CGLM_EXPORT
void
glmc_mul(const mat4 m1, const mat4 m2, mat4 dest);
CGLM_EXPORT
void
glmc_mul_rot(const mat4 m1, const mat4 m2, mat4 dest);
CGLM_EXPORT
void
glmc_inv_tr(mat4 mat);
#ifdef __cplusplus
}

View File

@@ -0,0 +1,31 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_bezier_h
#define cglmc_bezier_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
float
glmc_bezier(float s, float p0, float c0, float c1, float p1);
CGLM_EXPORT
float
glmc_hermite(float s, float p0, float t0, float t1, float p1);
CGLM_EXPORT
float
glmc_decasteljau(float prm, float p0, float c0, float c1, float p1);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_bezier_h */

View File

@@ -15,23 +15,63 @@ extern "C" {
CGLM_EXPORT
void
glmc_aabb_transform(vec3 box[2], mat4 m, vec3 dest[2]);
glmc_aabb_transform(const vec3 box[2], const mat4 m, vec3 dest[2]);
CGLM_EXPORT
void
glmc_aabb_merge(vec3 box1[2], vec3 box2[2], vec3 dest[2]);
glmc_aabb_merge(const vec3 box1[2], const vec3 box2[2], vec3 dest[2]);
CGLM_EXPORT
void
glmc_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]);
glmc_aabb_crop(const vec3 box[2], const vec3 cropBox[2], vec3 dest[2]);
CGLM_EXPORT
void
glmc_aabb_crop_until(vec3 box[2],
vec3 cropBox[2],
vec3 clampBox[2],
glmc_aabb_crop_until(const vec3 box[2],
const vec3 cropBox[2],
const vec3 clampBox[2],
vec3 dest[2]);
CGLM_EXPORT
bool
glmc_aabb_frustum(const vec3 box[2], vec4 planes[6]);
CGLM_EXPORT
void
glmc_aabb_invalidate(vec3 box[2]);
CGLM_EXPORT
bool
glmc_aabb_isvalid(const vec3 box[2]);
CGLM_EXPORT
float
glmc_aabb_size(const vec3 box[2]);
CGLM_EXPORT
float
glmc_aabb_radius(const vec3 box[2]);
CGLM_EXPORT
void
glmc_aabb_center(const vec3 box[2], vec3 dest);
CGLM_EXPORT
bool
glmc_aabb_aabb(const vec3 box[2], const vec3 other[2]);
CGLM_EXPORT
bool
glmc_aabb_point(const vec3 box[2], const vec3 point);
CGLM_EXPORT
bool
glmc_aabb_contains(const vec3 box[2], const vec3 other[2]);
CGLM_EXPORT
bool
glmc_aabb_sphere(const vec3 box[2], const vec4 s);
#ifdef __cplusplus
}
#endif

View File

@@ -33,6 +33,26 @@ glmc_ortho(float left,
float farVal,
mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb(const vec3 box[2], mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_p(const vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_pz(const vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default(float aspect, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default_s(float aspect, float size, mat4 dest);
CGLM_EXPORT
void
glmc_perspective(float fovy,
@@ -43,15 +63,79 @@ glmc_perspective(float fovy,
CGLM_EXPORT
void
glmc_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest);
glmc_persp_move_far(mat4 proj, float deltaFar);
CGLM_EXPORT
void
glmc_look(vec3 eye, vec3 dir, vec3 up, mat4 dest);
glmc_perspective_default(float aspect, mat4 dest);
CGLM_EXPORT
void
glmc_look_anyup(vec3 eye, vec3 dir, mat4 dest);
glmc_perspective_resize(float aspect, mat4 proj);
CGLM_EXPORT
void
glmc_lookat(const vec3 eye, const vec3 center, const vec3 up, mat4 dest);
CGLM_EXPORT
void
glmc_look(const vec3 eye, const vec3 dir, const vec3 up, mat4 dest);
CGLM_EXPORT
void
glmc_look_anyup(const vec3 eye, const vec3 dir, mat4 dest);
CGLM_EXPORT
void
glmc_persp_decomp(const mat4 proj,
float * __restrict nearVal,
float * __restrict farVal,
float * __restrict top,
float * __restrict bottom,
float * __restrict left,
float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decompv(const mat4 proj, float dest[6]);
CGLM_EXPORT
void
glmc_persp_decomp_x(const mat4 proj,
float * __restrict left,
float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decomp_y(const mat4 proj,
float * __restrict top,
float * __restrict bottom);
CGLM_EXPORT
void
glmc_persp_decomp_z(const mat4 proj,
float * __restrict nearVal,
float * __restrict farVal);
CGLM_EXPORT
void
glmc_persp_decomp_far(const mat4 proj, float * __restrict farVal);
CGLM_EXPORT
void
glmc_persp_decomp_near(const mat4 proj, float * __restrict nearVal);
CGLM_EXPORT
float
glmc_persp_fovy(const mat4 proj);
CGLM_EXPORT
float
glmc_persp_aspect(const mat4 proj);
CGLM_EXPORT
void
glmc_persp_sizes(const mat4 proj, float fovy, vec4 dest);
#ifdef __cplusplus
}

23
include/cglm/call/curve.h Normal file
View File

@@ -0,0 +1,23 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_curve_h
#define cglmc_curve_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
float
glmc_smc(float s, const mat4 m, const vec4 c);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_curve_h */

143
include/cglm/call/ease.h Normal file
View File

@@ -0,0 +1,143 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ease_h
#define cglmc_ease_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
float
glmc_ease_linear(float t);
CGLM_EXPORT
float
glmc_ease_sine_in(float t);
CGLM_EXPORT
float
glmc_ease_sine_out(float t);
CGLM_EXPORT
float
glmc_ease_sine_inout(float t);
CGLM_EXPORT
float
glmc_ease_quad_in(float t);
CGLM_EXPORT
float
glmc_ease_quad_out(float t);
CGLM_EXPORT
float
glmc_ease_quad_inout(float t);
CGLM_EXPORT
float
glmc_ease_cubic_in(float t);
CGLM_EXPORT
float
glmc_ease_cubic_out(float t);
CGLM_EXPORT
float
glmc_ease_cubic_inout(float t);
CGLM_EXPORT
float
glmc_ease_quart_in(float t);
CGLM_EXPORT
float
glmc_ease_quart_out(float t);
CGLM_EXPORT
float
glmc_ease_quart_inout(float t);
CGLM_EXPORT
float
glmc_ease_quint_in(float t);
CGLM_EXPORT
float
glmc_ease_quint_out(float t);
CGLM_EXPORT
float
glmc_ease_quint_inout(float t);
CGLM_EXPORT
float
glmc_ease_exp_in(float t);
CGLM_EXPORT
float
glmc_ease_exp_out(float t);
CGLM_EXPORT
float
glmc_ease_exp_inout(float t);
CGLM_EXPORT
float
glmc_ease_circ_in(float t);
CGLM_EXPORT
float
glmc_ease_circ_out(float t);
CGLM_EXPORT
float
glmc_ease_circ_inout(float t);
CGLM_EXPORT
float
glmc_ease_back_in(float t);
CGLM_EXPORT
float
glmc_ease_back_out(float t);
CGLM_EXPORT
float
glmc_ease_back_inout(float t);
CGLM_EXPORT
float
glmc_ease_elast_in(float t);
CGLM_EXPORT
float
glmc_ease_elast_out(float t);
CGLM_EXPORT
float
glmc_ease_elast_inout(float t);
CGLM_EXPORT
float
glmc_ease_bounce_out(float t);
CGLM_EXPORT
float
glmc_ease_bounce_in(float t);
CGLM_EXPORT
float
glmc_ease_bounce_inout(float t);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ease_h */

View File

@@ -15,39 +15,39 @@ extern "C" {
CGLM_EXPORT
void
glmc_euler_angles(mat4 m, vec3 dest);
glmc_euler_angles(const mat4 m, vec3 dest);
CGLM_EXPORT
void
glmc_euler(vec3 angles, mat4 dest);
glmc_euler(const vec3 angles, mat4 dest);
CGLM_EXPORT
void
glmc_euler_xyz(vec3 angles, mat4 dest);
glmc_euler_xyz(const vec3 angles, mat4 dest);
CGLM_EXPORT
void
glmc_euler_zyx(vec3 angles, mat4 dest);
glmc_euler_zyx(const vec3 angles, mat4 dest);
CGLM_EXPORT
void
glmc_euler_zxy(vec3 angles, mat4 dest);
glmc_euler_zxy(const vec3 angles, mat4 dest);
CGLM_EXPORT
void
glmc_euler_xzy(vec3 angles, mat4 dest);
glmc_euler_xzy(const vec3 angles, mat4 dest);
CGLM_EXPORT
void
glmc_euler_yzx(vec3 angles, mat4 dest);
glmc_euler_yzx(const vec3 angles, mat4 dest);
CGLM_EXPORT
void
glmc_euler_yxz(vec3 angles, mat4 dest);
glmc_euler_yxz(const vec3 angles, mat4 dest);
CGLM_EXPORT
void
glmc_euler_by_order(vec3 angles, glm_euler_sq axis, mat4 dest);
glmc_euler_by_order(const vec3 angles, glm_euler_sq axis, mat4 dest);
#ifdef __cplusplus
}

View File

@@ -15,23 +15,23 @@ extern "C" {
CGLM_EXPORT
void
glmc_frustum_planes(mat4 m, vec4 dest[6]);
glmc_frustum_planes(const mat4 m, vec4 dest[6]);
CGLM_EXPORT
void
glmc_frustum_corners(mat4 invMat, vec4 dest[8]);
glmc_frustum_corners(const mat4 invMat, vec4 dest[8]);
CGLM_EXPORT
void
glmc_frustum_center(vec4 corners[8], vec4 dest);
glmc_frustum_center(const vec4 corners[8], vec4 dest);
CGLM_EXPORT
void
glmc_frustum_box(vec4 corners[8], mat4 m, vec3 box[2]);
glmc_frustum_box(const vec4 corners[8], const mat4 m, vec3 box[2]);
CGLM_EXPORT
void
glmc_frustum_corners_at(vec4 corners[8],
glmc_frustum_corners_at(const vec4 corners[8],
float splitDist,
float farDist,
vec4 planeCorners[4]);

View File

@@ -15,28 +15,28 @@ extern "C" {
CGLM_EXPORT
void
glmc_mat4_print(mat4 matrix,
FILE * __restrict ostream);
glmc_mat4_print(const mat4 matrix,
FILE * const __restrict ostream);
CGLM_EXPORT
void
glmc_mat3_print(mat3 matrix,
FILE * __restrict ostream);
glmc_mat3_print(const mat3 matrix,
FILE * const __restrict ostream);
CGLM_EXPORT
void
glmc_vec4_print(vec4 vec,
FILE * __restrict ostream);
glmc_vec4_print(const vec4 vec,
FILE * const __restrict ostream);
CGLM_EXPORT
void
glmc_vec3_print(vec3 vec,
FILE * __restrict ostream);
glmc_vec3_print(const vec3 vec,
FILE * const __restrict ostream);
CGLM_EXPORT
void
glmc_versor_print(versor vec,
FILE * __restrict ostream);
glmc_versor_print(const versor vec,
FILE * const __restrict ostream);
#ifdef __cplusplus
}

View File

@@ -18,7 +18,7 @@ extern "C" {
CGLM_EXPORT
void
glmc_mat3_copy(mat3 mat, mat3 dest);
glmc_mat3_copy(const mat3 mat, mat3 dest);
CGLM_EXPORT
void
@@ -26,11 +26,15 @@ glmc_mat3_identity(mat3 mat);
CGLM_EXPORT
void
glmc_mat3_mul(mat3 m1, mat3 m2, mat3 dest);
glmc_mat3_identity_array(mat3 * const __restrict mat, size_t count);
CGLM_EXPORT
void
glmc_mat3_transpose_to(mat3 m, mat3 dest);
glmc_mat3_mul(const mat3 m1, const mat3 m2, mat3 dest);
CGLM_EXPORT
void
glmc_mat3_transpose_to(const mat3 m, mat3 dest);
CGLM_EXPORT
void
@@ -38,7 +42,15 @@ glmc_mat3_transpose(mat3 m);
CGLM_EXPORT
void
glmc_mat3_mulv(mat3 m, vec3 v, vec3 dest);
glmc_mat3_mulv(const mat3 m, const vec3 v, vec3 dest);
CGLM_EXPORT
float
glmc_mat3_trace(const mat3 m);
CGLM_EXPORT
void
glmc_mat3_quat(const mat3 m, versor dest);
CGLM_EXPORT
void
@@ -46,11 +58,11 @@ glmc_mat3_scale(mat3 m, float s);
CGLM_EXPORT
float
glmc_mat3_det(mat3 mat);
glmc_mat3_det(const mat3 mat);
CGLM_EXPORT
void
glmc_mat3_inv(mat3 mat, mat3 dest);
glmc_mat3_inv(const mat3 mat, mat3 dest);
CGLM_EXPORT
void
@@ -60,6 +72,10 @@ CGLM_EXPORT
void
glmc_mat3_swap_row(mat3 mat, int row1, int row2);
CGLM_EXPORT
float
glmc_mat3_rmc(const vec3 r, const mat3 m, const vec3 c);
#ifdef __cplusplus
}
#endif

View File

@@ -19,11 +19,11 @@ extern "C" {
CGLM_EXPORT
void
glmc_mat4_ucopy(mat4 mat, mat4 dest);
glmc_mat4_ucopy(const mat4 mat, mat4 dest);
CGLM_EXPORT
void
glmc_mat4_copy(mat4 mat, mat4 dest);
glmc_mat4_copy(const mat4 mat, mat4 dest);
CGLM_EXPORT
void
@@ -31,35 +31,51 @@ glmc_mat4_identity(mat4 mat);
CGLM_EXPORT
void
glmc_mat4_pick3(mat4 mat, mat3 dest);
glmc_mat4_identity_array(mat4 * const __restrict mat, size_t count);
CGLM_EXPORT
void
glmc_mat4_pick3t(mat4 mat, mat3 dest);
glmc_mat4_pick3(const mat4 mat, mat3 dest);
CGLM_EXPORT
void
glmc_mat4_ins3(mat3 mat, mat4 dest);
glmc_mat4_pick3t(const mat4 mat, mat3 dest);
CGLM_EXPORT
void
glmc_mat4_mul(mat4 m1, mat4 m2, mat4 dest);
glmc_mat4_ins3(const mat3 mat, mat4 dest);
CGLM_EXPORT
void
glmc_mat4_mulN(mat4 * __restrict matrices[], uint32_t len, mat4 dest);
glmc_mat4_mul(const mat4 m1, const mat4 m2, mat4 dest);
CGLM_EXPORT
void
glmc_mat4_mulv(mat4 m, vec4 v, vec4 dest);
glmc_mat4_mulN(mat4 * const __restrict matrices[], uint32_t len, mat4 dest);
CGLM_EXPORT
void
glmc_mat4_quat(mat4 m, versor dest);
glmc_mat4_mulv(const mat4 m, const vec4 v, vec4 dest);
CGLM_EXPORT
void
glmc_mat4_transpose_to(mat4 m, mat4 dest);
glmc_mat4_mulv3(const mat4 m, const vec3 v, float last, vec3 dest);
CGLM_EXPORT
float
glmc_mat4_trace(const mat4 m);
CGLM_EXPORT
float
glmc_mat4_trace3(const mat4 m);
CGLM_EXPORT
void
glmc_mat4_quat(const mat4 m, versor dest);
CGLM_EXPORT
void
glmc_mat4_transpose_to(const mat4 m, mat4 dest);
CGLM_EXPORT
void
@@ -75,15 +91,19 @@ glmc_mat4_scale(mat4 m, float s);
CGLM_EXPORT
float
glmc_mat4_det(mat4 mat);
glmc_mat4_det(const mat4 mat);
CGLM_EXPORT
void
glmc_mat4_inv(mat4 mat, mat4 dest);
glmc_mat4_inv(const mat4 mat, mat4 dest);
CGLM_EXPORT
void
glmc_mat4_inv_precise(mat4 mat, mat4 dest);
glmc_mat4_inv_precise(const mat4 mat, mat4 dest);
CGLM_EXPORT
void
glmc_mat4_inv_fast(const mat4 mat, mat4 dest);
CGLM_EXPORT
void
@@ -93,6 +113,10 @@ CGLM_EXPORT
void
glmc_mat4_swap_row(mat4 mat, int row1, int row2);
CGLM_EXPORT
float
glmc_mat4_rmc(const vec4 r, const mat4 m, const vec4 c);
#ifdef __cplusplus
}
#endif

View File

@@ -15,15 +15,15 @@ extern "C" {
CGLM_EXPORT
void
glmc_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest);
glmc_unprojecti(const vec3 pos, const mat4 invMat, const vec4 vp, vec3 dest);
CGLM_EXPORT
void
glmc_unproject(vec3 pos, mat4 m, vec4 vp, vec3 dest);
glmc_unproject(const vec3 pos, const mat4 m, const vec4 vp, vec3 dest);
CGLM_EXPORT
void
glmc_project(vec3 pos, mat4 m, vec4 vp, vec3 dest);
glmc_project(const vec3 pos, const mat4 m, const vec4 vp, vec3 dest);
#ifdef __cplusplus
}

View File

@@ -17,6 +17,10 @@ CGLM_EXPORT
void
glmc_quat_identity(versor q);
CGLM_EXPORT
void
glmc_quat_identity_array(versor * const __restrict q, size_t count);
CGLM_EXPORT
void
glmc_quat_init(versor q, float x, float y, float z, float w);
@@ -27,19 +31,19 @@ glmc_quat(versor q, float angle, float x, float y, float z);
CGLM_EXPORT
void
glmc_quatv(versor q, float angle, vec3 axis);
glmc_quatv(versor q, float angle, const vec3 axis);
CGLM_EXPORT
void
glmc_quat_copy(versor q, versor dest);
glmc_quat_copy(const versor q, versor dest);
CGLM_EXPORT
float
glmc_quat_norm(versor q);
glmc_quat_norm(const versor q);
CGLM_EXPORT
void
glmc_quat_normalize_to(versor q, versor dest);
glmc_quat_normalize_to(const versor q, versor dest);
CGLM_EXPORT
void
@@ -47,95 +51,107 @@ glmc_quat_normalize(versor q);
CGLM_EXPORT
float
glmc_quat_dot(versor p, versor q);
glmc_quat_dot(const versor p, const versor q);
CGLM_EXPORT
void
glmc_quat_conjugate(versor q, versor dest);
glmc_quat_conjugate(const versor q, versor dest);
CGLM_EXPORT
void
glmc_quat_inv(versor q, versor dest);
glmc_quat_inv(const versor q, versor dest);
CGLM_EXPORT
void
glmc_quat_add(versor p, versor q, versor dest);
glmc_quat_add(const versor p, const versor q, versor dest);
CGLM_EXPORT
void
glmc_quat_sub(versor p, versor q, versor dest);
glmc_quat_sub(const versor p, const versor q, versor dest);
CGLM_EXPORT
float
glmc_quat_real(versor q);
glmc_quat_real(const versor q);
CGLM_EXPORT
void
glmc_quat_imag(versor q, vec3 dest);
glmc_quat_imag(const versor q, vec3 dest);
CGLM_EXPORT
void
glmc_quat_imagn(versor q, vec3 dest);
glmc_quat_imagn(const versor q, vec3 dest);
CGLM_EXPORT
float
glmc_quat_imaglen(versor q);
glmc_quat_imaglen(const versor q);
CGLM_EXPORT
float
glmc_quat_angle(versor q);
glmc_quat_angle(const versor q);
CGLM_EXPORT
void
glmc_quat_axis(versor q, versor dest);
glmc_quat_axis(const versor q, versor dest);
CGLM_EXPORT
void
glmc_quat_mul(versor p, versor q, versor dest);
glmc_quat_mul(const versor p, const versor q, versor dest);
CGLM_EXPORT
void
glmc_quat_mat4(versor q, mat4 dest);
glmc_quat_mat4(const versor q, mat4 dest);
CGLM_EXPORT
void
glmc_quat_mat4t(versor q, mat4 dest);
glmc_quat_mat4t(const versor q, mat4 dest);
CGLM_EXPORT
void
glmc_quat_mat3(versor q, mat3 dest);
glmc_quat_mat3(const versor q, mat3 dest);
CGLM_EXPORT
void
glmc_quat_mat3t(versor q, mat3 dest);
glmc_quat_mat3t(const versor q, mat3 dest);
CGLM_EXPORT
void
glmc_quat_lerp(versor from, versor to, float t, versor dest);
glmc_quat_lerp(const versor from, const versor to, float t, versor dest);
CGLM_EXPORT
void
glmc_quat_slerp(versor q, versor r, float t, versor dest);
glmc_quat_slerp(const versor q, const versor r, float t, versor dest);
CGLM_EXPORT
void
glmc_quat_look(vec3 eye, versor ori, mat4 dest);
glmc_quat_look(const vec3 eye, const versor ori, mat4 dest);
CGLM_EXPORT
void
glmc_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest);
glmc_quat_for(const vec3 dir, const vec3 fwd, const vec3 up, versor dest);
CGLM_EXPORT
void
glmc_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest);
glmc_quat_forp(const vec3 from,
const vec3 to,
const vec3 fwd,
const vec3 up,
versor dest);
CGLM_EXPORT
void
glmc_quat_rotatev(versor from, vec3 to, vec3 dest);
glmc_quat_rotatev(const versor from, const vec3 to, vec3 dest);
CGLM_EXPORT
void
glmc_quat_rotate(mat4 m, versor q, mat4 dest);
glmc_quat_rotate(const mat4 m, const versor q, mat4 dest);
CGLM_EXPORT
void
glmc_quat_rotate_at(mat4 model, const versor q, const vec3 pivot);
CGLM_EXPORT
void
glmc_quat_rotate_atm(mat4 m, const versor q, const vec3 pivot);
#ifdef __cplusplus
}

View File

@@ -0,0 +1,39 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_sphere_h
#define cglmc_sphere_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
float
glmc_sphere_radii(const vec4 s);
CGLM_EXPORT
void
glmc_sphere_transform(const vec4 s, const mat4 m, vec4 dest);
CGLM_EXPORT
void
glmc_sphere_merge(const vec4 s1, const vec4 s2, vec4 dest);
CGLM_EXPORT
bool
glmc_sphere_sphere(const vec4 s1, const vec4 s2);
CGLM_EXPORT
bool
glmc_sphere_point(const vec4 s, const vec3 point);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_sphere_h */

View File

@@ -14,173 +14,233 @@ extern "C" {
#include "../cglm.h"
/* DEPRECATED! use _copy, _ucopy versions */
#define glmc_vec_dup(v, dest) glmc_vec_copy(v, dest)
#define glmc_vec_dup(v, dest) glmc_vec3_copy(v, dest)
#define glmc_vec3_flipsign(v) glmc_vec3_negate(v)
#define glmc_vec3_flipsign_to(v, dest) glmc_vec3_negate_to(v, dest)
#define glmc_vec3_inv(v) glmc_vec3_negate(v)
#define glmc_vec3_inv_to(v, dest) glmc_vec3_negate_to(v, dest)
CGLM_EXPORT
void
glmc_vec3(vec4 v4, vec3 dest);
glmc_vec3(const vec4 v4, vec3 dest);
CGLM_EXPORT
void
glmc_vec_copy(vec3 a, vec3 dest);
glmc_vec3_copy(const vec3 a, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_zero(vec3 v);
CGLM_EXPORT
void
glmc_vec3_one(vec3 v);
CGLM_EXPORT
float
glmc_vec_dot(vec3 a, vec3 b);
glmc_vec3_dot(const vec3 a, const vec3 b);
CGLM_EXPORT
void
glmc_vec_cross(vec3 a, vec3 b, vec3 d);
glmc_vec3_cross(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_crossn(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT
float
glmc_vec_norm(vec3 vec);
glmc_vec3_norm(const vec3 v);
CGLM_EXPORT
float
glmc_vec_norm2(vec3 vec);
glmc_vec3_norm2(const vec3 v);
CGLM_EXPORT
void
glmc_vec_normalize_to(vec3 vec, vec3 dest);
glmc_vec3_normalize_to(const vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec_normalize(vec3 v);
glmc_vec3_normalize(vec3 v);
CGLM_EXPORT
void
glmc_vec_add(vec3 v1, vec3 v2, vec3 dest);
glmc_vec3_add(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec_sub(vec3 v1, vec3 v2, vec3 dest);
glmc_vec3_adds(const vec3 v, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec_scale(vec3 v, float s, vec3 dest);
glmc_vec3_sub(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec_scale_as(vec3 v, float s, vec3 dest);
glmc_vec3_subs(const vec3 v, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec_flipsign(vec3 v);
glmc_vec3_mul(const vec3 a, const vec3 b, vec3 d);
CGLM_EXPORT
void
glmc_vec_flipsign_to(vec3 v, vec3 dest);
glmc_vec3_scale(const vec3 v, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec_inv(vec3 v);
glmc_vec3_scale_as(const vec3 v, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec_inv_to(vec3 v, vec3 dest);
glmc_vec3_div(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_divs(const vec3 a, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_addadd(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_subadd(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_muladd(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_muladds(const vec3 a, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_maxadd(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_minadd(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_negate(vec3 v);
CGLM_EXPORT
void
glmc_vec3_negate_to(const vec3 v, vec3 dest);
CGLM_EXPORT
float
glmc_vec_angle(vec3 v1, vec3 v2);
glmc_vec3_angle(const vec3 a, const vec3 b);
CGLM_EXPORT
void
glmc_vec_rotate(vec3 v, float angle, vec3 axis);
glmc_vec3_rotate(vec3 v, float angle, const vec3 axis);
CGLM_EXPORT
void
glmc_vec_rotate_m4(mat4 m, vec3 v, vec3 dest);
glmc_vec3_rotate_m4(const mat4 m, const vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec_proj(vec3 a, vec3 b, vec3 dest);
glmc_vec3_rotate_m3(const mat3 m, const vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec_center(vec3 v1, vec3 v2, vec3 dest);
glmc_vec3_proj(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_center(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT
float
glmc_vec_distance(vec3 v1, vec3 v2);
glmc_vec3_distance2(const vec3 a, const vec3 b);
CGLM_EXPORT
float
glmc_vec3_distance(const vec3 a, const vec3 b);
CGLM_EXPORT
void
glmc_vec_maxv(vec3 v1, vec3 v2, vec3 dest);
glmc_vec3_maxv(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec_minv(vec3 v1, vec3 v2, vec3 dest);
glmc_vec3_minv(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec_clamp(vec3 v, float minVal, float maxVal);
glmc_vec3_clamp(vec3 v, float minVal, float maxVal);
CGLM_EXPORT
void
glmc_vec_ortho(vec3 v, vec3 dest);
glmc_vec3_ortho(const vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec_lerp(vec3 from, vec3 to, float t, vec3 dest);
glmc_vec3_lerp(const vec3 from, const vec3 to, float t, vec3 dest);
/* ext */
CGLM_EXPORT
void
glmc_vec_mulv(vec3 a, vec3 b, vec3 d);
glmc_vec3_mulv(const vec3 a, const vec3 b, vec3 d);
CGLM_EXPORT
void
glmc_vec_broadcast(float val, vec3 d);
glmc_vec3_broadcast(float val, vec3 d);
CGLM_EXPORT
bool
glmc_vec_eq(vec3 v, float val);
glmc_vec3_eq(const vec3 v, float val);
CGLM_EXPORT
bool
glmc_vec_eq_eps(vec3 v, float val);
glmc_vec3_eq_eps(const vec3 v, float val);
CGLM_EXPORT
bool
glmc_vec_eq_all(vec3 v);
glmc_vec3_eq_all(const vec3 v);
CGLM_EXPORT
bool
glmc_vec_eqv(vec3 v1, vec3 v2);
glmc_vec3_eqv(const vec3 a, const vec3 b);
CGLM_EXPORT
bool
glmc_vec_eqv_eps(vec3 v1, vec3 v2);
glmc_vec3_eqv_eps(const vec3 a, const vec3 b);
CGLM_EXPORT
float
glmc_vec_max(vec3 v);
glmc_vec3_max(const vec3 v);
CGLM_EXPORT
float
glmc_vec_min(vec3 v);
glmc_vec3_min(const vec3 v);
CGLM_EXPORT
bool
glmc_vec_isnan(vec3 v);
glmc_vec3_isnan(const vec3 v);
CGLM_EXPORT
bool
glmc_vec_isinf(vec3 v);
glmc_vec3_isinf(const vec3 v);
CGLM_EXPORT
bool
glmc_vec_isvalid(vec3 v);
glmc_vec3_isvalid(const vec3 v);
CGLM_EXPORT
void
glmc_vec_sign(vec3 v, vec3 dest);
glmc_vec3_sign(const vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec_sqrt(vec3 v, vec3 dest);
glmc_vec3_sqrt(const vec3 v, vec3 dest);
#ifdef __cplusplus
}

View File

@@ -16,34 +16,50 @@ extern "C" {
/* DEPRECATED! use _copy, _ucopy versions */
#define glmc_vec4_dup3(v, dest) glmc_vec4_copy3(v, dest)
#define glmc_vec4_dup(v, dest) glmc_vec4_copy(v, dest)
#define glmc_vec4_flipsign(v) glmc_vec4_negate(v)
#define glmc_vec4_flipsign_to(v, dest) glmc_vec4_negate_to(v, dest)
#define glmc_vec4_inv(v) glmc_vec4_negate(v)
#define glmc_vec4_inv_to(v, dest) glmc_vec4_negate_to(v, dest)
CGLM_EXPORT
void
glmc_vec4(vec3 v3, float last, vec4 dest);
glmc_vec4(const vec3 v3, float last, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_copy3(vec4 a, vec3 dest);
glmc_vec4_zero(vec4 v);
CGLM_EXPORT
void
glmc_vec4_copy(vec4 v, vec4 dest);
glmc_vec4_one(vec4 v);
CGLM_EXPORT
void
glmc_vec4_copy3(const vec4 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec4_copy(const vec4 v, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_ucopy(const vec4 v, vec4 dest);
CGLM_EXPORT
float
glmc_vec4_dot(vec4 a, vec4 b);
glmc_vec4_dot(const vec4 a, const vec4 b);
CGLM_EXPORT
float
glmc_vec4_norm(vec4 vec);
glmc_vec4_norm(const vec4 v);
CGLM_EXPORT
float
glmc_vec4_norm2(vec4 vec);
glmc_vec4_norm2(const vec4 v);
CGLM_EXPORT
void
glmc_vec4_normalize_to(vec4 vec, vec4 dest);
glmc_vec4_normalize_to(const vec4 v, vec4 dest);
CGLM_EXPORT
void
@@ -51,47 +67,83 @@ glmc_vec4_normalize(vec4 v);
CGLM_EXPORT
void
glmc_vec4_add(vec4 v1, vec4 v2, vec4 dest);
glmc_vec4_add(const vec4 a, const vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_sub(vec4 v1, vec4 v2, vec4 dest);
glmc_vec4_adds(const vec4 v, float s, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_scale(vec4 v, float s, vec4 dest);
glmc_vec4_sub(const vec4 a, const vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_scale_as(vec3 v, float s, vec3 dest);
glmc_vec4_subs(const vec4 v, float s, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_flipsign(vec4 v);
glmc_vec4_mul(const vec4 a, const vec4 b, vec4 d);
CGLM_EXPORT
void
glmc_vec4_flipsign_to(vec4 v, vec4 dest);
glmc_vec4_scale(const vec4 v, float s, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_inv(vec4 v);
glmc_vec4_scale_as(const vec3 v, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec4_inv_to(vec4 v, vec4 dest);
glmc_vec4_div(const vec4 a, const vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_divs(const vec4 v, float s, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_addadd(const vec4 a, const vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_subadd(const vec4 a, const vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_muladd(const vec4 a, const vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_muladds(const vec4 a, float s, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_maxadd(const vec4 a, const vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_minadd(const vec4 a, const vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_negate(vec4 v);
CGLM_EXPORT
void
glmc_vec4_negate_to(const vec4 v, vec4 dest);
CGLM_EXPORT
float
glmc_vec4_distance(vec4 v1, vec4 v2);
glmc_vec4_distance(const vec4 a, const vec4 b);
CGLM_EXPORT
void
glmc_vec4_maxv(vec4 v1, vec4 v2, vec4 dest);
glmc_vec4_maxv(const vec4 a, const vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_minv(vec4 v1, vec4 v2, vec4 dest);
glmc_vec4_minv(const vec4 a, const vec4 b, vec4 dest);
CGLM_EXPORT
void
@@ -99,13 +151,17 @@ glmc_vec4_clamp(vec4 v, float minVal, float maxVal);
CGLM_EXPORT
void
glmc_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest);
glmc_vec4_lerp(const vec4 from, const vec4 to, float t, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_cubic(float s, vec4 dest);
/* ext */
CGLM_EXPORT
void
glmc_vec4_mulv(vec4 a, vec4 b, vec4 d);
glmc_vec4_mulv(const vec4 a, const vec4 b, vec4 d);
CGLM_EXPORT
void
@@ -113,51 +169,51 @@ glmc_vec4_broadcast(float val, vec4 d);
CGLM_EXPORT
bool
glmc_vec4_eq(vec4 v, float val);
glmc_vec4_eq(const vec4 v, float val);
CGLM_EXPORT
bool
glmc_vec4_eq_eps(vec4 v, float val);
glmc_vec4_eq_eps(const vec4 v, float val);
CGLM_EXPORT
bool
glmc_vec4_eq_all(vec4 v);
glmc_vec4_eq_all(const vec4 v);
CGLM_EXPORT
bool
glmc_vec4_eqv(vec4 v1, vec4 v2);
glmc_vec4_eqv(const vec4 a, const vec4 b);
CGLM_EXPORT
bool
glmc_vec4_eqv_eps(vec4 v1, vec4 v2);
glmc_vec4_eqv_eps(const vec4 a, const vec4 b);
CGLM_EXPORT
float
glmc_vec4_max(vec4 v);
glmc_vec4_max(const vec4 v);
CGLM_EXPORT
float
glmc_vec4_min(vec4 v);
glmc_vec4_min(const vec4 v);
CGLM_EXPORT
bool
glmc_vec4_isnan(vec4 v);
glmc_vec4_isnan(const vec4 v);
CGLM_EXPORT
bool
glmc_vec4_isinf(vec4 v);
glmc_vec4_isinf(const vec4 v);
CGLM_EXPORT
bool
glmc_vec4_isvalid(vec4 v);
glmc_vec4_isvalid(const vec4 v);
CGLM_EXPORT
void
glmc_vec4_sign(vec4 v, vec4 dest);
glmc_vec4_sign(const vec4 v, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_sqrt(vec4 v, vec4 dest);
glmc_vec4_sqrt(const vec4 v, vec4 dest);
#ifdef __cplusplus
}

View File

@@ -84,7 +84,7 @@ glm_frustum(float left,
mat4 dest) {
float rl, tb, fn, nv;
glm__memzero(float, dest, sizeof(mat4));
glm_mat4_zero(dest);
rl = 1.0f / (right - left);
tb = 1.0f / (top - bottom);
@@ -122,7 +122,7 @@ glm_ortho(float left,
mat4 dest) {
float rl, tb, fn;
glm__memzero(float, dest, sizeof(mat4));
glm_mat4_zero(dest);
rl = 1.0f / (right - left);
tb = 1.0f / (top - bottom);
@@ -147,7 +147,7 @@ glm_ortho(float left,
*/
CGLM_INLINE
void
glm_ortho_aabb(vec3 box[2], mat4 dest) {
glm_ortho_aabb(const vec3 box[2], mat4 dest) {
glm_ortho(box[0][0], box[1][0],
box[0][1], box[1][1],
-box[1][2], -box[0][2],
@@ -165,7 +165,7 @@ glm_ortho_aabb(vec3 box[2], mat4 dest) {
*/
CGLM_INLINE
void
glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) {
glm_ortho_aabb_p(const vec3 box[2], float padding, mat4 dest) {
glm_ortho(box[0][0] - padding, box[1][0] + padding,
box[0][1] - padding, box[1][1] + padding,
-(box[1][2] + padding), -(box[0][2] - padding),
@@ -183,7 +183,7 @@ glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) {
*/
CGLM_INLINE
void
glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) {
glm_ortho_aabb_pz(const vec3 box[2], float padding, mat4 dest) {
glm_ortho(box[0][0], box[1][0],
box[0][1], box[1][1],
-(box[1][2] + padding), -(box[0][2] - padding),
@@ -198,26 +198,15 @@ glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) {
*/
CGLM_INLINE
void
glm_ortho_default(float aspect,
mat4 dest) {
glm_ortho_default(float aspect, mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho(-1.0f * aspect,
1.0f * aspect,
-1.0f,
1.0f,
-100.0f,
100.0f,
dest);
glm_ortho(-aspect, aspect, -1.0f, 1.0f, -100.0f, 100.0f, dest);
return;
}
glm_ortho(-1.0f,
1.0f,
-1.0f / aspect,
1.0f / aspect,
-100.0f,
100.0f,
dest);
aspect = 1.0f / aspect;
glm_ortho(-1.0f, 1.0f, -aspect, aspect, -100.0f, 100.0f, dest);
}
/*!
@@ -229,9 +218,7 @@ glm_ortho_default(float aspect,
*/
CGLM_INLINE
void
glm_ortho_default_s(float aspect,
float size,
mat4 dest) {
glm_ortho_default_s(float aspect, float size, mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho(-size * aspect,
size * aspect,
@@ -270,7 +257,7 @@ glm_perspective(float fovy,
mat4 dest) {
float f, fn;
glm__memzero(float, dest, sizeof(mat4));
glm_mat4_zero(dest);
f = 1.0f / tanf(fovy * 0.5f);
fn = 1.0f / (nearVal - farVal);
@@ -282,6 +269,30 @@ glm_perspective(float fovy,
dest[3][2] = 2.0f * nearVal * farVal * fn;
}
/*!
* @brief extend perspective projection matrix's far distance
*
* this function does not guarantee far >= near, be aware of that!
*
* @param[in, out] proj projection matrix to extend
* @param[in] deltaFar distance from existing far (negative to shink)
*/
CGLM_INLINE
void
glm_persp_move_far(mat4 proj, float deltaFar) {
float fn, farVal, nearVal, p22, p32;
p22 = proj[2][2];
p32 = proj[3][2];
nearVal = p32 / (p22 - 1.0f);
farVal = p32 / (p22 + 1.0f) + deltaFar;
fn = 1.0f / (nearVal - farVal);
proj[2][2] = (nearVal + farVal) * fn;
proj[3][2] = 2.0f * nearVal * farVal * fn;
}
/*!
* @brief set up perspective projection matrix with default near/far
* and angle values
@@ -291,13 +302,8 @@ glm_perspective(float fovy,
*/
CGLM_INLINE
void
glm_perspective_default(float aspect,
mat4 dest) {
glm_perspective((float)CGLM_PI_4,
aspect,
0.01f,
100.0f,
dest);
glm_perspective_default(float aspect, mat4 dest) {
glm_perspective(GLM_PI_4f, aspect, 0.01f, 100.0f, dest);
}
/*!
@@ -310,8 +316,7 @@ glm_perspective_default(float aspect,
*/
CGLM_INLINE
void
glm_perspective_resize(float aspect,
mat4 proj) {
glm_perspective_resize(float aspect, mat4 proj) {
if (proj[0][0] == 0.0f)
return;
@@ -321,6 +326,9 @@ glm_perspective_resize(float aspect,
/*!
* @brief set up view matrix
*
* NOTE: The UP vector must not be parallel to the line of sight from
* the eye point to the reference point
*
* @param[in] eye eye vector
* @param[in] center center vector
* @param[in] up up vector
@@ -328,19 +336,17 @@ glm_perspective_resize(float aspect,
*/
CGLM_INLINE
void
glm_lookat(vec3 eye,
vec3 center,
vec3 up,
glm_lookat(const vec3 eye,
const vec3 center,
const vec3 up,
mat4 dest) {
vec3 f, u, s;
CGLM_ALIGN(8) vec3 f, u, s;
glm_vec_sub(center, eye, f);
glm_vec_normalize(f);
glm_vec3_sub(center, eye, f);
glm_vec3_normalize(f);
glm_vec_cross(f, up, s);
glm_vec_normalize(s);
glm_vec_cross(s, f, u);
glm_vec3_crossn(f, up, s);
glm_vec3_cross(s, f, u);
dest[0][0] = s[0];
dest[0][1] = u[0];
@@ -351,9 +357,9 @@ glm_lookat(vec3 eye,
dest[2][0] = s[2];
dest[2][1] = u[2];
dest[2][2] =-f[2];
dest[3][0] =-glm_vec_dot(s, eye);
dest[3][1] =-glm_vec_dot(u, eye);
dest[3][2] = glm_vec_dot(f, eye);
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;
}
@@ -364,6 +370,9 @@ glm_lookat(vec3 eye,
* convenient wrapper for lookat: if you only have direction not target self
* then this might be useful. Because you need to get target from direction.
*
* NOTE: The UP vector must not be parallel to the line of sight from
* the eye point to the reference point
*
* @param[in] eye eye vector
* @param[in] dir direction vector
* @param[in] up up vector
@@ -371,9 +380,9 @@ glm_lookat(vec3 eye,
*/
CGLM_INLINE
void
glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) {
vec3 target;
glm_vec_add(eye, dir, target);
glm_look(const vec3 eye, const vec3 dir, const vec3 up, mat4 dest) {
CGLM_ALIGN(8) vec3 target;
glm_vec3_add(eye, dir, target);
glm_lookat(eye, target, up, dest);
}
@@ -389,9 +398,9 @@ glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) {
*/
CGLM_INLINE
void
glm_look_anyup(vec3 eye, vec3 dir, mat4 dest) {
vec3 up;
glm_vec_ortho(dir, up);
glm_look_anyup(const vec3 eye, const vec3 dir, mat4 dest) {
CGLM_ALIGN(8) vec3 up;
glm_vec3_ortho(dir, up);
glm_look(eye, dir, up, dest);
}
@@ -408,7 +417,7 @@ glm_look_anyup(vec3 eye, vec3 dir, mat4 dest) {
*/
CGLM_INLINE
void
glm_persp_decomp(mat4 proj,
glm_persp_decomp(const mat4 proj,
float * __restrict nearVal,
float * __restrict farVal,
float * __restrict top,
@@ -448,7 +457,7 @@ glm_persp_decomp(mat4 proj,
*/
CGLM_INLINE
void
glm_persp_decompv(mat4 proj, float dest[6]) {
glm_persp_decompv(const mat4 proj, float dest[6]) {
glm_persp_decomp(proj, &dest[0], &dest[1], &dest[2],
&dest[3], &dest[4], &dest[5]);
}
@@ -463,7 +472,7 @@ glm_persp_decompv(mat4 proj, float dest[6]) {
*/
CGLM_INLINE
void
glm_persp_decomp_x(mat4 proj,
glm_persp_decomp_x(const mat4 proj,
float * __restrict left,
float * __restrict right) {
float nearVal, m20, m00;
@@ -486,7 +495,7 @@ glm_persp_decomp_x(mat4 proj,
*/
CGLM_INLINE
void
glm_persp_decomp_y(mat4 proj,
glm_persp_decomp_y(const mat4 proj,
float * __restrict top,
float * __restrict bottom) {
float nearVal, m21, m11;
@@ -509,7 +518,7 @@ glm_persp_decomp_y(mat4 proj,
*/
CGLM_INLINE
void
glm_persp_decomp_z(mat4 proj,
glm_persp_decomp_z(const mat4 proj,
float * __restrict nearVal,
float * __restrict farVal) {
float m32, m22;
@@ -529,7 +538,7 @@ glm_persp_decomp_z(mat4 proj,
*/
CGLM_INLINE
void
glm_persp_decomp_far(mat4 proj, float * __restrict farVal) {
glm_persp_decomp_far(const mat4 proj, float * __restrict farVal) {
*farVal = proj[3][2] / (proj[2][2] + 1.0f);
}
@@ -541,7 +550,7 @@ glm_persp_decomp_far(mat4 proj, float * __restrict farVal) {
*/
CGLM_INLINE
void
glm_persp_decomp_near(mat4 proj, float * __restrict nearVal) {
glm_persp_decomp_near(const mat4 proj, float * __restrict nearVal) {
*nearVal = proj[3][2] / (proj[2][2] - 1.0f);
}
@@ -555,7 +564,7 @@ glm_persp_decomp_near(mat4 proj, float * __restrict nearVal) {
*/
CGLM_INLINE
float
glm_persp_fovy(mat4 proj) {
glm_persp_fovy(const mat4 proj) {
return 2.0f * atanf(1.0f / proj[1][1]);
}
@@ -566,7 +575,7 @@ glm_persp_fovy(mat4 proj) {
*/
CGLM_INLINE
float
glm_persp_aspect(mat4 proj) {
glm_persp_aspect(const mat4 proj) {
return proj[1][1] / proj[0][0];
}
@@ -579,7 +588,7 @@ glm_persp_aspect(mat4 proj) {
*/
CGLM_INLINE
void
glm_persp_sizes(mat4 proj, float fovy, vec4 dest) {
glm_persp_sizes(const mat4 proj, float fovy, vec4 dest) {
float t, a, nearVal, farVal;
t = 2.0f * tanf(fovy * 0.5f);

View File

@@ -24,5 +24,9 @@
#include "util.h"
#include "io.h"
#include "project.h"
#include "sphere.h"
#include "ease.h"
#include "curve.h"
#include "bezier.h"
#endif /* cglm_h */

View File

@@ -18,7 +18,7 @@
*/
CGLM_INLINE
float
glm_luminance(vec3 rgb) {
glm_luminance(const vec3 rgb) {
vec3 l = {0.212671f, 0.715160f, 0.072169f};
return glm_dot(rgb, l);
}

View File

@@ -11,10 +11,12 @@
#define _USE_MATH_DEFINES /* for windows */
#include <stdint.h>
#include <stddef.h>
#include <math.h>
#include <float.h>
#include <stdbool.h>
#if defined(_WIN32)
#if defined(_MSC_VER)
# ifdef CGLM_DLL
# define CGLM_EXPORT __declspec(dllexport)
# else
@@ -26,34 +28,6 @@
# define CGLM_INLINE static inline __attribute((always_inline))
#endif
#define glm__memcpy(type, dest, src, size) \
do { \
type *srci; \
type *srci_end; \
type *desti; \
\
srci = (type *)src; \
srci_end = (type *)((char *)srci + size); \
desti = (type *)dest; \
\
while (srci != srci_end) \
*desti++ = *srci++; \
} while (0)
#define glm__memset(type, dest, size, val) \
do { \
type *desti; \
type *desti_end; \
\
desti = (type *)dest; \
desti_end = (type *)((char *)desti + size); \
\
while (desti != desti_end) \
*desti++ = val; \
} while (0)
#define glm__memzero(type, dest, size) glm__memset(type, dest, size, 0)
#include "types.h"
#include "simd/intrin.h"

40
include/cglm/curve.h Normal file
View File

@@ -0,0 +1,40 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_curve_h
#define cglm_curve_h
#include "common.h"
#include "vec4.h"
#include "mat4.h"
/*!
* @brief helper function to calculate S*M*C multiplication for curves
*
* This function does not encourage you to use SMC,
* instead it is a helper if you use SMC.
*
* if you want to specify S as vector then use more generic glm_mat4_rmc() func.
*
* Example usage:
* B(s) = glm_smc(s, GLM_BEZIER_MAT, (vec4){p0, c0, c1, p1})
*
* @param[in] s parameter between 0 and 1 (this will be [s3, s2, s, 1])
* @param[in] m basis matrix
* @param[in] c position/control vector
*
* @return B(s)
*/
CGLM_INLINE
float
glm_smc(float s, const mat4 m, const vec4 c) {
vec4 vs;
glm_vec4_cubic(s, vs);
return glm_mat4_rmc(vs, m, c);
}
#endif /* cglm_curve_h */

317
include/cglm/ease.h Normal file
View File

@@ -0,0 +1,317 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_ease_h
#define cglm_ease_h
#include "common.h"
CGLM_INLINE
float
glm_ease_linear(float t) {
return t;
}
CGLM_INLINE
float
glm_ease_sine_in(float t) {
return sinf((t - 1.0f) * GLM_PI_2f) + 1.0f;
}
CGLM_INLINE
float
glm_ease_sine_out(float t) {
return sinf(t * GLM_PI_2f);
}
CGLM_INLINE
float
glm_ease_sine_inout(float t) {
return 0.5f * (1.0f - cosf(t * GLM_PIf));
}
CGLM_INLINE
float
glm_ease_quad_in(float t) {
return t * t;
}
CGLM_INLINE
float
glm_ease_quad_out(float t) {
return -(t * (t - 2.0f));
}
CGLM_INLINE
float
glm_ease_quad_inout(float t) {
float tt;
tt = t * t;
if (t < 0.5f)
return 2.0f * tt;
return (-2.0f * tt) + (4.0f * t) - 1.0f;
}
CGLM_INLINE
float
glm_ease_cubic_in(float t) {
return t * t * t;
}
CGLM_INLINE
float
glm_ease_cubic_out(float t) {
float f;
f = t - 1.0f;
return f * f * f + 1.0f;
}
CGLM_INLINE
float
glm_ease_cubic_inout(float t) {
float f;
if (t < 0.5f)
return 4.0f * t * t * t;
f = 2.0f * t - 2.0f;
return 0.5f * f * f * f + 1.0f;
}
CGLM_INLINE
float
glm_ease_quart_in(float t) {
float f;
f = t * t;
return f * f;
}
CGLM_INLINE
float
glm_ease_quart_out(float t) {
float f;
f = t - 1.0f;
return f * f * f * (1.0f - t) + 1.0f;
}
CGLM_INLINE
float
glm_ease_quart_inout(float t) {
float f, g;
if (t < 0.5f) {
f = t * t;
return 8.0f * f * f;
}
f = t - 1.0f;
g = f * f;
return -8.0f * g * g + 1.0f;
}
CGLM_INLINE
float
glm_ease_quint_in(float t) {
float f;
f = t * t;
return f * f * t;
}
CGLM_INLINE
float
glm_ease_quint_out(float t) {
float f, g;
f = t - 1.0f;
g = f * f;
return g * g * f + 1.0f;
}
CGLM_INLINE
float
glm_ease_quint_inout(float t) {
float f, g;
if (t < 0.5f) {
f = t * t;
return 16.0f * f * f * t;
}
f = 2.0f * t - 2.0f;
g = f * f;
return 0.5f * g * g * f + 1.0f;
}
CGLM_INLINE
float
glm_ease_exp_in(float t) {
if (t == 0.0f)
return t;
return powf(2.0f, 10.0f * (t - 1.0f));
}
CGLM_INLINE
float
glm_ease_exp_out(float t) {
if (t == 1.0f)
return t;
return 1.0f - powf(2.0f, -10.0f * t);
}
CGLM_INLINE
float
glm_ease_exp_inout(float t) {
if (t == 0.0f || t == 1.0f)
return t;
if (t < 0.5f)
return 0.5f * powf(2.0f, (20.0f * t) - 10.0f);
return -0.5f * powf(2.0f, (-20.0f * t) + 10.0f) + 1.0f;
}
CGLM_INLINE
float
glm_ease_circ_in(float t) {
return 1.0f - sqrtf(1.0f - (t * t));
}
CGLM_INLINE
float
glm_ease_circ_out(float t) {
return sqrtf((2.0f - t) * t);
}
CGLM_INLINE
float
glm_ease_circ_inout(float t) {
if (t < 0.5f)
return 0.5f * (1.0f - sqrtf(1.0f - 4.0f * (t * t)));
return 0.5f * (sqrtf(-((2.0f * t) - 3.0f) * ((2.0f * t) - 1.0f)) + 1.0f);
}
CGLM_INLINE
float
glm_ease_back_in(float t) {
float o, z;
o = 1.70158f;
z = ((o + 1.0f) * t) - o;
return t * t * z;
}
CGLM_INLINE
float
glm_ease_back_out(float t) {
float o, z, n;
o = 1.70158f;
n = t - 1.0f;
z = (o + 1.0f) * n + o;
return n * n * z + 1.0f;
}
CGLM_INLINE
float
glm_ease_back_inout(float t) {
float o, z, n, m, s, x;
o = 1.70158f;
s = o * 1.525f;
x = 0.5;
n = t / 0.5f;
if (n < 1.0f) {
z = (s + 1) * n - s;
m = n * n * z;
return x * m;
}
n -= 2.0f;
z = (s + 1.0f) * n + s;
m = (n * n * z) + 2;
return x * m;
}
CGLM_INLINE
float
glm_ease_elast_in(float t) {
return sinf(13.0f * GLM_PI_2f * t) * powf(2.0f, 10.0f * (t - 1.0f));
}
CGLM_INLINE
float
glm_ease_elast_out(float t) {
return sinf(-13.0f * GLM_PI_2f * (t + 1.0f)) * powf(2.0f, -10.0f * t) + 1.0f;
}
CGLM_INLINE
float
glm_ease_elast_inout(float t) {
float a;
a = 2.0f * t;
if (t < 0.5f)
return 0.5f * sinf(13.0f * GLM_PI_2f * a)
* powf(2.0f, 10.0f * (a - 1.0f));
return 0.5f * (sinf(-13.0f * GLM_PI_2f * a)
* powf(2.0f, -10.0f * (a - 1.0f)) + 2.0f);
}
CGLM_INLINE
float
glm_ease_bounce_out(float t) {
float tt;
tt = t * t;
if (t < (4.0f / 11.0f))
return (121.0f * tt) / 16.0f;
if (t < 8.0f / 11.0f)
return ((363.0f / 40.0f) * tt) - ((99.0f / 10.0f) * t) + (17.0f / 5.0f);
if (t < (9.0f / 10.0f))
return (4356.0f / 361.0f) * tt
- (35442.0f / 1805.0f) * t
+ (16061.0f / 1805.0f);
return ((54.0f / 5.0f) * tt) - ((513.0f / 25.0f) * t) + (268.0f / 25.0f);
}
CGLM_INLINE
float
glm_ease_bounce_in(float t) {
return 1.0f - glm_ease_bounce_out(1.0f - t);
}
CGLM_INLINE
float
glm_ease_bounce_inout(float t) {
if (t < 0.5f)
return 0.5f * (1.0f - glm_ease_bounce_out(t * 2.0f));
return 0.5f * glm_ease_bounce_out(t * 2.0f - 1.0f) + 0.5f;
}
#endif /* cglm_ease_h */

View File

@@ -57,7 +57,7 @@ typedef enum glm_euler_sq {
CGLM_INLINE
glm_euler_sq
glm_euler_order(int ord[3]) {
glm_euler_order(const int ord[3]) {
return (glm_euler_sq)(ord[0] << 0 | ord[1] << 2 | ord[2] << 4);
}
@@ -69,7 +69,7 @@ glm_euler_order(int ord[3]) {
*/
CGLM_INLINE
void
glm_euler_angles(mat4 m, vec3 dest) {
glm_euler_angles(const mat4 m, vec3 dest) {
float m00, m01, m10, m11, m20, m21, m22;
float thetaX, thetaY, thetaZ;
@@ -84,12 +84,12 @@ glm_euler_angles(mat4 m, vec3 dest) {
thetaZ = atan2f(-m10, m00);
} else { /* m20 == -1 */
/* Not a unique solution */
thetaY = -CGLM_PI_2;
thetaY = -GLM_PI_2f;
thetaX = -atan2f(m01, m11);
thetaZ = 0.0f;
}
} else { /* m20 == +1 */
thetaY = CGLM_PI_2;
thetaY = GLM_PI_2f;
thetaX = atan2f(m01, m11);
thetaZ = 0.0f;
}
@@ -107,7 +107,7 @@ glm_euler_angles(mat4 m, vec3 dest) {
*/
CGLM_INLINE
void
glm_euler_xyz(vec3 angles, mat4 dest) {
glm_euler_xyz(const vec3 angles, mat4 dest) {
float cx, cy, cz,
sx, sy, sz, czsx, cxcz, sysz;
@@ -145,7 +145,7 @@ glm_euler_xyz(vec3 angles, mat4 dest) {
*/
CGLM_INLINE
void
glm_euler(vec3 angles, mat4 dest) {
glm_euler(const vec3 angles, mat4 dest) {
glm_euler_xyz(angles, dest);
}
@@ -157,7 +157,7 @@ glm_euler(vec3 angles, mat4 dest) {
*/
CGLM_INLINE
void
glm_euler_xzy(vec3 angles, mat4 dest) {
glm_euler_xzy(const vec3 angles, mat4 dest) {
float cx, cy, cz,
sx, sy, sz, sxsy, cysx, cxsy, cxcy;
@@ -197,7 +197,7 @@ glm_euler_xzy(vec3 angles, mat4 dest) {
*/
CGLM_INLINE
void
glm_euler_yxz(vec3 angles, mat4 dest) {
glm_euler_yxz(const vec3 angles, mat4 dest) {
float cx, cy, cz,
sx, sy, sz, cycz, sysz, czsy, cysz;
@@ -236,7 +236,7 @@ glm_euler_yxz(vec3 angles, mat4 dest) {
*/
CGLM_INLINE
void
glm_euler_yzx(vec3 angles, mat4 dest) {
glm_euler_yzx(const vec3 angles, mat4 dest) {
float cx, cy, cz,
sx, sy, sz, sxsy, cxcy, cysx, cxsy;
@@ -275,7 +275,7 @@ glm_euler_yzx(vec3 angles, mat4 dest) {
*/
CGLM_INLINE
void
glm_euler_zxy(vec3 angles, mat4 dest) {
glm_euler_zxy(const vec3 angles, mat4 dest) {
float cx, cy, cz,
sx, sy, sz, cycz, sxsy, cysz;
@@ -313,7 +313,7 @@ glm_euler_zxy(vec3 angles, mat4 dest) {
*/
CGLM_INLINE
void
glm_euler_zyx(vec3 angles, mat4 dest) {
glm_euler_zyx(const vec3 angles, mat4 dest) {
float cx, cy, cz,
sx, sy, sz, czsx, cxcz, sysz;
@@ -352,7 +352,7 @@ glm_euler_zyx(vec3 angles, mat4 dest) {
*/
CGLM_INLINE
void
glm_euler_by_order(vec3 angles, glm_euler_sq ord, mat4 dest) {
glm_euler_by_order(const vec3 angles, glm_euler_sq ord, mat4 dest) {
float cx, cy, cz,
sx, sy, sz;

View File

@@ -10,6 +10,9 @@
#include "common.h"
#include "plane.h"
#include "vec3.h"
#include "vec4.h"
#include "mat4.h"
#define GLM_LBN 0 /* left bottom near */
#define GLM_LTN 1 /* left top near */
@@ -66,7 +69,7 @@
*/
CGLM_INLINE
void
glm_frustum_planes(mat4 m, vec4 dest[6]) {
glm_frustum_planes(const mat4 m, vec4 dest[6]) {
mat4 t;
glm_mat4_transpose_to(m, t);
@@ -103,7 +106,7 @@ glm_frustum_planes(mat4 m, vec4 dest[6]) {
*
* Find center coordinates:
* for (j = 0; j < 4; j++) {
* glm_vec_center(corners[i], corners[i + 4], centerCorners[i]);
* glm_vec3_center(corners[i], corners[i + 4], centerCorners[i]);
* }
*
* @param[in] invMat matrix (see brief)
@@ -111,7 +114,7 @@ glm_frustum_planes(mat4 m, vec4 dest[6]) {
*/
CGLM_INLINE
void
glm_frustum_corners(mat4 invMat, vec4 dest[8]) {
glm_frustum_corners(const mat4 invMat, vec4 dest[8]) {
vec4 c[8];
/* indexOf(nearCoord) = indexOf(farCoord) + 4 */
@@ -154,7 +157,7 @@ glm_frustum_corners(mat4 invMat, vec4 dest[8]) {
*/
CGLM_INLINE
void
glm_frustum_center(vec4 corners[8], vec4 dest) {
glm_frustum_center(const vec4 corners[8], vec4 dest) {
vec4 center;
glm_vec4_copy(corners[0], center);
@@ -179,13 +182,13 @@ glm_frustum_center(vec4 corners[8], vec4 dest) {
*/
CGLM_INLINE
void
glm_frustum_box(vec4 corners[8], mat4 m, vec3 box[2]) {
glm_frustum_box(const vec4 corners[8], const mat4 m, vec3 box[2]) {
vec4 v;
vec3 min, max;
int i;
glm_vec_broadcast(FLT_MAX, min);
glm_vec_broadcast(-FLT_MAX, max);
glm_vec3_broadcast(FLT_MAX, min);
glm_vec3_broadcast(-FLT_MAX, max);
for (i = 0; i < 8; i++) {
glm_mat4_mulv(m, corners[i], v);
@@ -199,8 +202,8 @@ glm_frustum_box(vec4 corners[8], mat4 m, vec3 box[2]) {
max[2] = glm_max(max[2], v[2]);
}
glm_vec_copy(min, box[0]);
glm_vec_copy(max, box[1]);
glm_vec3_copy(min, box[0]);
glm_vec3_copy(max, box[1]);
}
/*!
@@ -217,7 +220,7 @@ glm_frustum_box(vec4 corners[8], mat4 m, vec3 box[2]) {
*/
CGLM_INLINE
void
glm_frustum_corners_at(vec4 corners[8],
glm_frustum_corners_at(const vec4 corners[8],
float splitDist,
float farDist,
vec4 planeCorners[4]) {
@@ -225,7 +228,7 @@ glm_frustum_corners_at(vec4 corners[8],
float dist, sc;
/* because distance and scale is same for all */
dist = glm_vec_distance(corners[GLM_RTF], corners[GLM_RTN]);
dist = glm_vec3_distance(corners[GLM_RTF], corners[GLM_RTN]);
sc = dist * (splitDist / farDist);
/* left bottom */

View File

@@ -25,8 +25,8 @@
CGLM_INLINE
void
glm_mat4_print(mat4 matrix,
FILE * __restrict ostream) {
glm_mat4_print(const mat4 matrix,
FILE * const __restrict ostream) {
int i;
int j;
@@ -55,8 +55,8 @@ glm_mat4_print(mat4 matrix,
CGLM_INLINE
void
glm_mat3_print(mat3 matrix,
FILE * __restrict ostream) {
glm_mat3_print(const mat3 matrix,
FILE * const __restrict ostream) {
int i;
int j;
@@ -85,8 +85,8 @@ glm_mat3_print(mat3 matrix,
CGLM_INLINE
void
glm_vec4_print(vec4 vec,
FILE * __restrict ostream) {
glm_vec4_print(const vec4 vec,
FILE * const __restrict ostream) {
int i;
#define m 4
@@ -107,8 +107,8 @@ glm_vec4_print(vec4 vec,
CGLM_INLINE
void
glm_vec3_print(vec3 vec,
FILE * __restrict ostream) {
glm_vec3_print(const vec3 vec,
FILE * const __restrict ostream) {
int i;
#define m 3
@@ -129,8 +129,8 @@ glm_vec3_print(vec3 vec,
CGLM_INLINE
void
glm_ivec3_print(ivec3 vec,
FILE * __restrict ostream) {
glm_ivec3_print(const ivec3 vec,
FILE * const __restrict ostream) {
int i;
#define m 3
@@ -151,8 +151,8 @@ glm_ivec3_print(ivec3 vec,
CGLM_INLINE
void
glm_versor_print(versor vec,
FILE * __restrict ostream) {
glm_versor_print(const versor vec,
FILE * const __restrict ostream) {
int i;
#define m 4
@@ -173,9 +173,9 @@ glm_versor_print(versor vec,
CGLM_INLINE
void
glm_aabb_print(vec3 bbox[2],
glm_aabb_print(const vec3 bbox[2],
const char * __restrict tag,
FILE * __restrict ostream) {
FILE * const __restrict ostream) {
int i, j;
#define m 3

View File

@@ -16,21 +16,27 @@
Functions:
CGLM_INLINE void glm_mat3_copy(mat3 mat, mat3 dest);
CGLM_INLINE void glm_mat3_identity(mat3 mat);
CGLM_INLINE void glm_mat3_identity_array(mat3 * restrict mat, size_t count);
CGLM_INLINE void glm_mat3_zero(mat3 mat);
CGLM_INLINE void glm_mat3_mul(mat3 m1, mat3 m2, mat3 dest);
CGLM_INLINE void glm_mat3_transpose_to(mat3 m, mat3 dest);
CGLM_INLINE void glm_mat3_transpose(mat3 m);
CGLM_INLINE void glm_mat3_mulv(mat3 m, vec3 v, vec3 dest);
CGLM_INLINE float glm_mat3_trace(mat3 m);
CGLM_INLINE void glm_mat3_quat(mat3 m, versor dest);
CGLM_INLINE void glm_mat3_scale(mat3 m, float s);
CGLM_INLINE float glm_mat3_det(mat3 mat);
CGLM_INLINE void glm_mat3_inv(mat3 mat, mat3 dest);
CGLM_INLINE void glm_mat3_swap_col(mat3 mat, int col1, int col2);
CGLM_INLINE void glm_mat3_swap_row(mat3 mat, int row1, int row2);
CGLM_INLINE float glm_mat3_rmc(vec3 r, mat3 m, vec3 c);
*/
#ifndef cglm_mat3_h
#define cglm_mat3_h
#include "common.h"
#include "vec3.h"
#ifdef CGLM_SSE_FP
# include "simd/sse2/mat3.h"
@@ -59,8 +65,18 @@
*/
CGLM_INLINE
void
glm_mat3_copy(mat3 mat, mat3 dest) {
glm__memcpy(float, dest, mat, sizeof(mat3));
glm_mat3_copy(const mat3 mat, mat3 dest) {
dest[0][0] = mat[0][0];
dest[0][1] = mat[0][1];
dest[0][2] = mat[0][2];
dest[1][0] = mat[1][0];
dest[1][1] = mat[1][1];
dest[1][2] = mat[1][2];
dest[2][0] = mat[2][0];
dest[2][1] = mat[2][1];
dest[2][2] = mat[2][2];
}
/*!
@@ -80,7 +96,38 @@ glm_mat3_copy(mat3 mat, mat3 dest) {
CGLM_INLINE
void
glm_mat3_identity(mat3 mat) {
mat3 t = GLM_MAT3_IDENTITY_INIT;
CGLM_ALIGN_MAT mat3 t = GLM_MAT3_IDENTITY_INIT;
glm_mat3_copy(t, mat);
}
/*!
* @brief make given matrix array's each element identity matrix
*
* @param[in, out] mat matrix array (must be aligned (16/32)
* if alignment is not disabled)
*
* @param[in] count count of matrices
*/
CGLM_INLINE
void
glm_mat3_identity_array(mat3 * const __restrict mat, size_t count) {
CGLM_ALIGN_MAT mat3 t = GLM_MAT3_IDENTITY_INIT;
size_t i;
for (i = 0; i < count; i++) {
glm_mat3_copy(t, mat[i]);
}
}
/*!
* @brief make given matrix zero.
*
* @param[in, out] mat matrix
*/
CGLM_INLINE
void
glm_mat3_zero(mat3 mat) {
CGLM_ALIGN_MAT mat3 t = GLM_MAT3_ZERO_INIT;
glm_mat3_copy(t, mat);
}
@@ -100,7 +147,7 @@ glm_mat3_identity(mat3 mat) {
*/
CGLM_INLINE
void
glm_mat3_mul(mat3 m1, mat3 m2, mat3 dest) {
glm_mat3_mul(const mat3 m1, const mat3 m2, mat3 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glm_mat3_mul_sse2(m1, m2, dest);
#else
@@ -134,7 +181,7 @@ glm_mat3_mul(mat3 m1, mat3 m2, mat3 dest) {
*/
CGLM_INLINE
void
glm_mat3_transpose_to(mat3 m, mat3 dest) {
glm_mat3_transpose_to(const mat3 m, mat3 dest) {
dest[0][0] = m[0][0];
dest[0][1] = m[1][0];
dest[0][2] = m[2][0];
@@ -154,7 +201,7 @@ glm_mat3_transpose_to(mat3 m, mat3 dest) {
CGLM_INLINE
void
glm_mat3_transpose(mat3 m) {
mat3 tmp;
CGLM_ALIGN_MAT mat3 tmp;
tmp[0][1] = m[1][0];
tmp[0][2] = m[2][0];
@@ -180,22 +227,34 @@ glm_mat3_transpose(mat3 m) {
*/
CGLM_INLINE
void
glm_mat3_mulv(mat3 m, vec3 v, vec3 dest) {
glm_mat3_mulv(const mat3 m, const vec3 v, vec3 dest) {
dest[0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2];
dest[1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1] * v[2];
dest[2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2];
}
/*!
* @brief trace of matrix
*
* sum of the elements on the main diagonal from upper left to the lower right
*
* @param[in] m matrix
*/
CGLM_INLINE
float
glm_mat3_trace(const mat3 m) {
return m[0][0] + m[1][1] + m[2][2];
}
/*!
* @brief convert mat4's rotation part to quaternion
* @brief convert mat3 to quaternion
*
* @param[in] m left matrix
* @param[in] m rotation matrix
* @param[out] dest destination quaternion
*/
CGLM_INLINE
void
glm_mat3_quat(mat3 m, versor dest) {
glm_mat3_quat(const mat3 m, versor dest) {
float trace, r, rinv;
/* it seems using like m12 instead of m[1][2] causes extra instructions */
@@ -261,7 +320,7 @@ glm_mat3_scale(mat3 m, float s) {
*/
CGLM_INLINE
float
glm_mat3_det(mat3 mat) {
glm_mat3_det(const mat3 mat) {
float a = mat[0][0], b = mat[0][1], c = mat[0][2],
d = mat[1][0], e = mat[1][1], f = mat[1][2],
g = mat[2][0], h = mat[2][1], i = mat[2][2];
@@ -277,7 +336,7 @@ glm_mat3_det(mat3 mat) {
*/
CGLM_INLINE
void
glm_mat3_inv(mat3 mat, mat3 dest) {
glm_mat3_inv(const mat3 mat, mat3 dest) {
float det;
float a = mat[0][0], b = mat[0][1], c = mat[0][2],
d = mat[1][0], e = mat[1][1], f = mat[1][2],
@@ -309,9 +368,9 @@ CGLM_INLINE
void
glm_mat3_swap_col(mat3 mat, int col1, int col2) {
vec3 tmp;
glm_vec_copy(mat[col1], tmp);
glm_vec_copy(mat[col2], mat[col1]);
glm_vec_copy(tmp, mat[col2]);
glm_vec3_copy(mat[col1], tmp);
glm_vec3_copy(mat[col2], mat[col1]);
glm_vec3_copy(tmp, mat[col2]);
}
/*!
@@ -338,4 +397,26 @@ glm_mat3_swap_row(mat3 mat, int row1, int row2) {
mat[2][row2] = tmp[2];
}
/*!
* @brief helper for R (row vector) * M (matrix) * C (column vector)
*
* rmc stands for Row * Matrix * Column
*
* the result is scalar because R * M = Matrix1x3 (row vector),
* then Matrix1x3 * Vec3 (column vector) = Matrix1x1 (Scalar)
*
* @param[in] r row vector or matrix1x3
* @param[in] m matrix3x3
* @param[in] c column vector or matrix3x1
*
* @return scalar value e.g. Matrix1x1
*/
CGLM_INLINE
float
glm_mat3_rmc(const vec3 r, const mat3 m, const vec3 c) {
vec3 tmp;
glm_mat3_mulv(m, c, tmp);
return glm_vec3_dot(r, tmp);
}
#endif /* cglm_mat3_h */

View File

@@ -16,13 +16,13 @@
GLM_MAT4_ZERO_INIT
GLM_MAT4_IDENTITY
GLM_MAT4_ZERO
glm_mat4_udup(mat, dest)
glm_mat4_dup(mat, dest)
Functions:
CGLM_INLINE void glm_mat4_ucopy(mat4 mat, mat4 dest);
CGLM_INLINE void glm_mat4_copy(mat4 mat, mat4 dest);
CGLM_INLINE void glm_mat4_identity(mat4 mat);
CGLM_INLINE void glm_mat4_identity_array(mat4 * restrict mat, size_t count);
CGLM_INLINE void glm_mat4_zero(mat4 mat);
CGLM_INLINE void glm_mat4_pick3(mat4 mat, mat3 dest);
CGLM_INLINE void glm_mat4_pick3t(mat4 mat, mat3 dest);
CGLM_INLINE void glm_mat4_ins3(mat3 mat, mat4 dest);
@@ -30,6 +30,9 @@
CGLM_INLINE void glm_mat4_mulN(mat4 *matrices[], int len, mat4 dest);
CGLM_INLINE void glm_mat4_mulv(mat4 m, vec4 v, vec4 dest);
CGLM_INLINE void glm_mat4_mulv3(mat4 m, vec3 v, vec3 dest);
CGLM_INLINE float glm_mat4_trace(mat4 m);
CGLM_INLINE float glm_mat4_trace3(mat4 m);
CGLM_INLINE void glm_mat4_quat(mat4 m, versor dest) ;
CGLM_INLINE void glm_mat4_transpose_to(mat4 m, mat4 dest);
CGLM_INLINE void glm_mat4_transpose(mat4 m);
CGLM_INLINE void glm_mat4_scale_p(mat4 m, float s);
@@ -39,13 +42,15 @@
CGLM_INLINE void glm_mat4_inv_fast(mat4 mat, mat4 dest);
CGLM_INLINE void glm_mat4_swap_col(mat4 mat, int col1, int col2);
CGLM_INLINE void glm_mat4_swap_row(mat4 mat, int row1, int row2);
CGLM_INLINE float glm_mat4_rmc(vec4 r, mat4 m, vec4 c);
*/
#ifndef cglm_mat_h
#define cglm_mat_h
#include "common.h"
#include "quat.h"
#include "vec4.h"
#include "vec3.h"
#ifdef CGLM_SSE_FP
# include "simd/sse2/mat4.h"
@@ -95,8 +100,16 @@
*/
CGLM_INLINE
void
glm_mat4_ucopy(mat4 mat, mat4 dest) {
glm__memcpy(float, dest, mat, sizeof(mat4));
glm_mat4_ucopy(const mat4 mat, mat4 dest) {
dest[0][0] = mat[0][0]; dest[1][0] = mat[1][0];
dest[0][1] = mat[0][1]; dest[1][1] = mat[1][1];
dest[0][2] = mat[0][2]; dest[1][2] = mat[1][2];
dest[0][3] = mat[0][3]; dest[1][3] = mat[1][3];
dest[2][0] = mat[2][0]; dest[3][0] = mat[3][0];
dest[2][1] = mat[2][1]; dest[3][1] = mat[3][1];
dest[2][2] = mat[2][2]; dest[3][2] = mat[3][2];
dest[2][3] = mat[2][3]; dest[3][3] = mat[3][3];
}
/*!
@@ -107,15 +120,20 @@ glm_mat4_ucopy(mat4 mat, mat4 dest) {
*/
CGLM_INLINE
void
glm_mat4_copy(mat4 mat, mat4 dest) {
glm_mat4_copy(const mat4 mat, mat4 dest) {
#ifdef __AVX__
_mm256_store_ps(dest[0], _mm256_load_ps(mat[0]));
_mm256_store_ps(dest[2], _mm256_load_ps(mat[2]));
glmm_store256(dest[0], glmm_load256(mat[0]));
glmm_store256(dest[2], glmm_load256(mat[2]));
#elif defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest[0], _mm_load_ps(mat[0]));
_mm_store_ps(dest[1], _mm_load_ps(mat[1]));
_mm_store_ps(dest[2], _mm_load_ps(mat[2]));
_mm_store_ps(dest[3], _mm_load_ps(mat[3]));
glmm_store(dest[0], glmm_load(mat[0]));
glmm_store(dest[1], glmm_load(mat[1]));
glmm_store(dest[2], glmm_load(mat[2]));
glmm_store(dest[3], glmm_load(mat[3]));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest[0], vld1q_f32(mat[0]));
vst1q_f32(dest[1], vld1q_f32(mat[1]));
vst1q_f32(dest[2], vld1q_f32(mat[2]));
vst1q_f32(dest[3], vld1q_f32(mat[3]));
#else
glm_mat4_ucopy(mat, dest);
#endif
@@ -138,7 +156,38 @@ glm_mat4_copy(mat4 mat, mat4 dest) {
CGLM_INLINE
void
glm_mat4_identity(mat4 mat) {
mat4 t = GLM_MAT4_IDENTITY_INIT;
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
glm_mat4_copy(t, mat);
}
/*!
* @brief make given matrix array's each element identity matrix
*
* @param[in, out] mat matrix array (must be aligned (16/32)
* if alignment is not disabled)
*
* @param[in] count count of matrices
*/
CGLM_INLINE
void
glm_mat4_identity_array(mat4 * const __restrict mat, size_t count) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
size_t i;
for (i = 0; i < count; i++) {
glm_mat4_copy(t, mat[i]);
}
}
/*!
* @brief make given matrix zero.
*
* @param[in, out] mat matrix
*/
CGLM_INLINE
void
glm_mat4_zero(mat4 mat) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_ZERO_INIT;
glm_mat4_copy(t, mat);
}
@@ -150,7 +199,7 @@ glm_mat4_identity(mat4 mat) {
*/
CGLM_INLINE
void
glm_mat4_pick3(mat4 mat, mat3 dest) {
glm_mat4_pick3(const mat4 mat, mat3 dest) {
dest[0][0] = mat[0][0];
dest[0][1] = mat[0][1];
dest[0][2] = mat[0][2];
@@ -174,7 +223,7 @@ glm_mat4_pick3(mat4 mat, mat3 dest) {
*/
CGLM_INLINE
void
glm_mat4_pick3t(mat4 mat, mat3 dest) {
glm_mat4_pick3t(const mat4 mat, mat3 dest) {
dest[0][0] = mat[0][0];
dest[0][1] = mat[1][0];
dest[0][2] = mat[2][0];
@@ -196,7 +245,7 @@ glm_mat4_pick3t(mat4 mat, mat3 dest) {
*/
CGLM_INLINE
void
glm_mat4_ins3(mat3 mat, mat4 dest) {
glm_mat4_ins3(const mat3 mat, mat4 dest) {
dest[0][0] = mat[0][0];
dest[0][1] = mat[0][1];
dest[0][2] = mat[0][2];
@@ -226,12 +275,12 @@ glm_mat4_ins3(mat3 mat, mat4 dest) {
*/
CGLM_INLINE
void
glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest) {
glm_mat4_mul(const mat4 m1, const mat4 m2, mat4 dest) {
#ifdef __AVX__
glm_mat4_mul_avx(m1, m2, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_mul_sse2(m1, m2, dest);
#elif defined( __ARM_NEON_FP )
#elif defined(CGLM_NEON_FP)
glm_mat4_mul_neon(m1, m2, dest);
#else
float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2], a03 = m1[0][3],
@@ -284,7 +333,7 @@ glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest) {
*/
CGLM_INLINE
void
glm_mat4_mulN(mat4 * __restrict matrices[], uint32_t len, mat4 dest) {
glm_mat4_mulN(mat4 * const __restrict matrices[], uint32_t len, mat4 dest) {
uint32_t i;
#ifdef DEBUG
@@ -306,7 +355,7 @@ glm_mat4_mulN(mat4 * __restrict matrices[], uint32_t len, mat4 dest) {
*/
CGLM_INLINE
void
glm_mat4_mulv(mat4 m, vec4 v, vec4 dest) {
glm_mat4_mulv(const mat4 m, const vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_mulv_sse2(m, v, dest);
#else
@@ -319,15 +368,41 @@ glm_mat4_mulv(mat4 m, vec4 v, vec4 dest) {
#endif
}
/*!
* @brief trace of matrix
*
* sum of the elements on the main diagonal from upper left to the lower right
*
* @param[in] m matrix
*/
CGLM_INLINE
float
glm_mat4_trace(const mat4 m) {
return m[0][0] + m[1][1] + m[2][2] + m[3][3];
}
/*!
* @brief trace of matrix (rotation part)
*
* sum of the elements on the main diagonal from upper left to the lower right
*
* @param[in] m matrix
*/
CGLM_INLINE
float
glm_mat4_trace3(const mat4 m) {
return m[0][0] + m[1][1] + m[2][2];
}
/*!
* @brief convert mat4's rotation part to quaternion
*
* @param[in] m left matrix
* @param[in] m affine matrix
* @param[out] dest destination quaternion
*/
CGLM_INLINE
void
glm_mat4_quat(mat4 m, versor dest) {
glm_mat4_quat(const mat4 m, versor dest) {
float trace, r, rinv;
/* it seems using like m12 instead of m[1][2] causes extra instructions */
@@ -369,20 +444,20 @@ glm_mat4_quat(mat4 m, versor dest) {
}
/*!
* @brief multiply vector with mat4's mat3 part(rotation)
* @brief multiply vector with mat4
*
* @param[in] m mat4(affine transform)
* @param[in] v vec3
* @param[out] dest vec3
* @param[in] last 4th item to make it vec4
* @param[out] dest result vector (vec3)
*/
CGLM_INLINE
void
glm_mat4_mulv3(mat4 m, vec3 v, vec3 dest) {
vec3 res;
res[0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2];
res[1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1] * v[2];
res[2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2];
glm_vec_copy(res, dest);
glm_mat4_mulv3(const mat4 m, const vec3 v, float last, vec3 dest) {
vec4 res;
glm_vec4(v, last, res);
glm_mat4_mulv(m, res, res);
glm_vec3(res, dest);
}
/*!
@@ -395,7 +470,7 @@ glm_mat4_mulv3(mat4 m, vec3 v, vec3 dest) {
*/
CGLM_INLINE
void
glm_mat4_transpose_to(mat4 m, mat4 dest) {
glm_mat4_transpose_to(const mat4 m, mat4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_transp_sse2(m, dest);
#else
@@ -422,10 +497,8 @@ glm_mat4_transpose(mat4 m) {
glm_mat4_transp_sse2(m, m);
#else
mat4 d;
glm_mat4_transpose_to(m, d);
glm__memcpy(float, m, d, sizeof(mat4));
glm_mat4_ucopy(d, m);
#endif
}
@@ -459,6 +532,13 @@ void
glm_mat4_scale(mat4 m, float s) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_scale_sse2(m, s);
#elif defined(CGLM_NEON_FP)
float32x4_t v0;
v0 = vdupq_n_f32(s);
vst1q_f32(m[0], vmulq_f32(vld1q_f32(m[0]), v0));
vst1q_f32(m[1], vmulq_f32(vld1q_f32(m[1]), v0));
vst1q_f32(m[2], vmulq_f32(vld1q_f32(m[2]), v0));
vst1q_f32(m[3], vmulq_f32(vld1q_f32(m[3]), v0));
#else
glm_mat4_scale_p(m, s);
#endif
@@ -473,7 +553,7 @@ glm_mat4_scale(mat4 m, float s) {
*/
CGLM_INLINE
float
glm_mat4_det(mat4 mat) {
glm_mat4_det(const mat4 mat) {
#if defined( __SSE__ ) || defined( __SSE2__ )
return glm_mat4_det_sse2(mat);
#else
@@ -506,7 +586,7 @@ glm_mat4_det(mat4 mat) {
*/
CGLM_INLINE
void
glm_mat4_inv(mat4 mat, mat4 dest) {
glm_mat4_inv(const mat4 mat, mat4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_inv_sse2(mat, dest);
#else
@@ -567,7 +647,7 @@ glm_mat4_inv(mat4 mat, mat4 dest) {
*/
CGLM_INLINE
void
glm_mat4_inv_fast(mat4 mat, mat4 dest) {
glm_mat4_inv_fast(const mat4 mat, mat4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_inv_fast_sse2(mat, dest);
#else
@@ -585,7 +665,7 @@ glm_mat4_inv_fast(mat4 mat, mat4 dest) {
CGLM_INLINE
void
glm_mat4_swap_col(mat4 mat, int col1, int col2) {
vec4 tmp;
CGLM_ALIGN(16) vec4 tmp;
glm_vec4_copy(mat[col1], tmp);
glm_vec4_copy(mat[col2], mat[col1]);
glm_vec4_copy(tmp, mat[col2]);
@@ -600,8 +680,8 @@ glm_mat4_swap_col(mat4 mat, int col1, int col2) {
*/
CGLM_INLINE
void
glm_mat4_swap_row(mat4 mat, int row1, int row2) {
vec4 tmp;
glm_mat4_swap_row(mat4 mat, const int row1, const int row2) {
CGLM_ALIGN(16) vec4 tmp;
tmp[0] = mat[0][row1];
tmp[1] = mat[1][row1];
tmp[2] = mat[2][row1];
@@ -618,4 +698,26 @@ glm_mat4_swap_row(mat4 mat, int row1, int row2) {
mat[3][row2] = tmp[3];
}
/*!
* @brief helper for R (row vector) * M (matrix) * C (column vector)
*
* rmc stands for Row * Matrix * Column
*
* the result is scalar because R * M = Matrix1x4 (row vector),
* then Matrix1x4 * Vec4 (column vector) = Matrix1x1 (Scalar)
*
* @param[in] r row vector or matrix1x4
* @param[in] m matrix4x4
* @param[in] c column vector or matrix4x1
*
* @return scalar value e.g. B(s)
*/
CGLM_INLINE
float
glm_mat4_rmc(const vec4 r, const mat4 m, const vec4 c) {
vec4 tmp;
glm_mat4_mulv(m, c, tmp);
return glm_vec4_dot(r, tmp);
}
#endif /* cglm_mat_h */

View File

@@ -9,9 +9,7 @@
#define cglm_plane_h
#include "common.h"
#include "mat4.h"
#include "vec4.h"
#include "vec3.h"
/*
Plane equation: Ax + By + Cz + D = 0;
@@ -32,7 +30,7 @@
CGLM_INLINE
void
glm_plane_normalize(vec4 plane) {
glm_vec4_scale(plane, 1.0f / glm_vec_norm(plane), plane);
glm_vec4_scale(plane, 1.0f / glm_vec3_norm(plane), plane);
}
#endif /* cglm_plane_h */

View File

@@ -8,9 +8,10 @@
#ifndef cglm_project_h
#define cglm_project_h
#include "mat4.h"
#include "common.h"
#include "vec3.h"
#include "vec4.h"
#include "mat4.h"
/*!
* @brief maps the specified viewport coordinates into specified space [1]
@@ -40,7 +41,7 @@
*/
CGLM_INLINE
void
glm_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest) {
glm_unprojecti(const vec3 pos, const mat4 invMat, const vec4 vp, vec3 dest) {
vec4 v;
v[0] = 2.0f * (pos[0] - vp[0]) / vp[2] - 1.0f;
@@ -79,7 +80,7 @@ glm_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest) {
*/
CGLM_INLINE
void
glm_unproject(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
glm_unproject(const vec3 pos, const mat4 m, const vec4 vp, vec3 dest) {
mat4 inv;
glm_mat4_inv(m, inv);
glm_unprojecti(pos, inv, vp, dest);
@@ -99,8 +100,8 @@ glm_unproject(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
*/
CGLM_INLINE
void
glm_project(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
vec4 pos4, vone = GLM_VEC4_ONE_INIT;
glm_project(const vec3 pos, const mat4 m, const vec4 vp, vec3 dest) {
CGLM_ALIGN(16) vec4 pos4, vone = GLM_VEC4_ONE_INIT;
glm_vec4(pos, 1.0f, pos4);

View File

@@ -19,7 +19,7 @@
CGLM_INLINE float glm_quat_norm(versor q);
CGLM_INLINE void glm_quat_normalize(versor q);
CGLM_INLINE void glm_quat_normalize_to(versor q, versor dest);
CGLM_INLINE float glm_quat_dot(versor q1, versor q2);
CGLM_INLINE float glm_quat_dot(versor p, versor q);
CGLM_INLINE void glm_quat_conjugate(versor q, versor dest);
CGLM_INLINE void glm_quat_inv(versor q, versor dest);
CGLM_INLINE void glm_quat_add(versor p, versor q, versor dest);
@@ -52,9 +52,11 @@
#define cglm_quat_h
#include "common.h"
#include "vec3.h"
#include "vec4.h"
#include "mat4.h"
#include "mat3.h"
#include "affine-mat.h"
#ifdef CGLM_SSE_FP
# include "simd/sse2/quat.h"
@@ -62,11 +64,19 @@
CGLM_INLINE
void
glm_mat4_mulv(mat4 m, vec4 v, vec4 dest);
glm_mat4_identity(mat4 mat);
CGLM_INLINE
void
glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest);
glm_mat4_mulv(const mat4 m, const vec4 v, vec4 dest);
CGLM_INLINE
void
glm_mul_rot(const mat4 m1, const mat4 m2, mat4 dest);
CGLM_INLINE
void
glm_translate(mat4 m, const vec3 v);
/*
* IMPORTANT:
@@ -89,10 +99,29 @@ glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest);
CGLM_INLINE
void
glm_quat_identity(versor q) {
versor v = GLM_QUAT_IDENTITY_INIT;
CGLM_ALIGN(16) versor v = GLM_QUAT_IDENTITY_INIT;
glm_vec4_copy(v, q);
}
/*!
* @brief make given quaternion array's each element identity quaternion
*
* @param[in, out] q quat array (must be aligned (16)
* if alignment is not disabled)
*
* @param[in] count count of quaternions
*/
CGLM_INLINE
void
glm_quat_identity_array(versor * const __restrict q, size_t count) {
CGLM_ALIGN(16) versor v = GLM_QUAT_IDENTITY_INIT;
size_t i;
for (i = 0; i < count; i++) {
glm_vec4_copy(v, q[i]);
}
}
/*!
* @brief inits quaterion with raw values
*
@@ -120,8 +149,8 @@ glm_quat_init(versor q, float x, float y, float z, float w) {
*/
CGLM_INLINE
void
glm_quatv(versor q, float angle, vec3 axis) {
vec3 k;
glm_quatv(versor q, float angle, const vec3 axis) {
CGLM_ALIGN(8) vec3 k;
float a, c, s;
a = angle * 0.5f;
@@ -148,7 +177,7 @@ glm_quatv(versor q, float angle, vec3 axis) {
CGLM_INLINE
void
glm_quat(versor q, float angle, float x, float y, float z) {
vec3 axis = {x, y, z};
CGLM_ALIGN(8) vec3 axis = {x, y, z};
glm_quatv(q, angle, axis);
}
@@ -160,7 +189,7 @@ glm_quat(versor q, float angle, float x, float y, float z) {
*/
CGLM_INLINE
void
glm_quat_copy(versor q, versor dest) {
glm_quat_copy(const versor q, versor dest) {
glm_vec4_copy(q, dest);
}
@@ -171,7 +200,7 @@ glm_quat_copy(versor q, versor dest) {
*/
CGLM_INLINE
float
glm_quat_norm(versor q) {
glm_quat_norm(const versor q) {
return glm_vec4_norm(q);
}
@@ -183,13 +212,13 @@ glm_quat_norm(versor q) {
*/
CGLM_INLINE
void
glm_quat_normalize_to(versor q, versor dest) {
glm_quat_normalize_to(const versor q, versor dest) {
#if defined( __SSE2__ ) || defined( __SSE2__ )
__m128 xdot, x0;
float dot;
x0 = _mm_load_ps(q);
xdot = glm_simd_dot(x0, x0);
x0 = glmm_load(q);
xdot = glmm_vdot(x0, x0);
dot = _mm_cvtss_f32(xdot);
if (dot <= 0.0f) {
@@ -197,7 +226,7 @@ glm_quat_normalize_to(versor q, versor dest) {
return;
}
_mm_store_ps(dest, _mm_div_ps(x0, _mm_sqrt_ps(xdot)));
glmm_store(dest, _mm_div_ps(x0, _mm_sqrt_ps(xdot)));
#else
float dot;
@@ -231,7 +260,7 @@ glm_quat_normalize(versor q) {
*/
CGLM_INLINE
float
glm_quat_dot(versor p, versor q) {
glm_quat_dot(const versor p, const versor q) {
return glm_vec4_dot(p, q);
}
@@ -243,8 +272,8 @@ glm_quat_dot(versor p, versor q) {
*/
CGLM_INLINE
void
glm_quat_conjugate(versor q, versor dest) {
glm_vec4_flipsign_to(q, dest);
glm_quat_conjugate(const versor q, versor dest) {
glm_vec4_negate_to(q, dest);
dest[3] = -dest[3];
}
@@ -256,8 +285,8 @@ glm_quat_conjugate(versor q, versor dest) {
*/
CGLM_INLINE
void
glm_quat_inv(versor q, versor dest) {
versor conj;
glm_quat_inv(const versor q, versor dest) {
CGLM_ALIGN(16) versor conj;
glm_quat_conjugate(q, conj);
glm_vec4_scale(conj, 1.0f / glm_vec4_norm2(q), dest);
}
@@ -271,7 +300,7 @@ glm_quat_inv(versor q, versor dest) {
*/
CGLM_INLINE
void
glm_quat_add(versor p, versor q, versor dest) {
glm_quat_add(const versor p, const versor q, versor dest) {
glm_vec4_add(p, q, dest);
}
@@ -284,7 +313,7 @@ glm_quat_add(versor p, versor q, versor dest) {
*/
CGLM_INLINE
void
glm_quat_sub(versor p, versor q, versor dest) {
glm_quat_sub(const versor p, const versor q, versor dest) {
glm_vec4_sub(p, q, dest);
}
@@ -295,7 +324,7 @@ glm_quat_sub(versor p, versor q, versor dest) {
*/
CGLM_INLINE
float
glm_quat_real(versor q) {
glm_quat_real(const versor q) {
return q[3];
}
@@ -307,7 +336,7 @@ glm_quat_real(versor q) {
*/
CGLM_INLINE
void
glm_quat_imag(versor q, vec3 dest) {
glm_quat_imag(const versor q, vec3 dest) {
dest[0] = q[0];
dest[1] = q[1];
dest[2] = q[2];
@@ -320,7 +349,7 @@ glm_quat_imag(versor q, vec3 dest) {
*/
CGLM_INLINE
void
glm_quat_imagn(versor q, vec3 dest) {
glm_quat_imagn(const versor q, vec3 dest) {
glm_normalize_to(q, dest);
}
@@ -331,8 +360,8 @@ glm_quat_imagn(versor q, vec3 dest) {
*/
CGLM_INLINE
float
glm_quat_imaglen(versor q) {
return glm_vec_norm(q);
glm_quat_imaglen(const versor q) {
return glm_vec3_norm(q);
}
/*!
@@ -342,7 +371,7 @@ glm_quat_imaglen(versor q) {
*/
CGLM_INLINE
float
glm_quat_angle(versor q) {
glm_quat_angle(const versor q) {
/*
sin(theta / 2) = length(x*x + y*y + z*z)
cos(theta / 2) = w
@@ -359,7 +388,7 @@ glm_quat_angle(versor q) {
*/
CGLM_INLINE
void
glm_quat_axis(versor q, versor dest) {
glm_quat_axis(const versor q, versor dest) {
glm_quat_imagn(q, dest);
}
@@ -377,7 +406,7 @@ glm_quat_axis(versor q, versor dest) {
*/
CGLM_INLINE
void
glm_quat_mul(versor p, versor q, versor dest) {
glm_quat_mul(const versor p, const versor q, versor dest) {
/*
+ (a1 b2 + b1 a2 + c1 d2 d1 c2)i
+ (a1 c2 b1 d2 + c1 a2 + d1 b2)j
@@ -402,7 +431,7 @@ glm_quat_mul(versor p, versor q, versor dest) {
*/
CGLM_INLINE
void
glm_quat_mat4(versor q, mat4 dest) {
glm_quat_mat4(const versor q, mat4 dest) {
float w, x, y, z,
xx, yy, zz,
xy, yz, xz,
@@ -449,7 +478,7 @@ glm_quat_mat4(versor q, mat4 dest) {
*/
CGLM_INLINE
void
glm_quat_mat4t(versor q, mat4 dest) {
glm_quat_mat4t(const versor q, mat4 dest) {
float w, x, y, z,
xx, yy, zz,
xy, yz, xz,
@@ -496,7 +525,7 @@ glm_quat_mat4t(versor q, mat4 dest) {
*/
CGLM_INLINE
void
glm_quat_mat3(versor q, mat3 dest) {
glm_quat_mat3(const versor q, mat3 dest) {
float w, x, y, z,
xx, yy, zz,
xy, yz, xz,
@@ -535,7 +564,7 @@ glm_quat_mat3(versor q, mat3 dest) {
*/
CGLM_INLINE
void
glm_quat_mat3t(versor q, mat3 dest) {
glm_quat_mat3t(const versor q, mat3 dest) {
float w, x, y, z,
xx, yy, zz,
xy, yz, xz,
@@ -577,7 +606,7 @@ glm_quat_mat3t(versor q, mat3 dest) {
*/
CGLM_INLINE
void
glm_quat_lerp(versor from, versor to, float t, versor dest) {
glm_quat_lerp(const versor from, const versor to, float t, versor dest) {
glm_vec4_lerp(from, to, t, dest);
}
@@ -592,8 +621,8 @@ glm_quat_lerp(versor from, versor to, float t, versor dest) {
*/
CGLM_INLINE
void
glm_quat_slerp(versor from, versor to, float t, versor dest) {
vec4 q1, q2;
glm_quat_slerp(const versor from, const versor to, float t, versor dest) {
CGLM_ALIGN(16) vec4 q1, q2;
float cosTheta, sinTheta, angle;
cosTheta = glm_quat_dot(from, to);
@@ -605,7 +634,7 @@ glm_quat_slerp(versor from, versor to, float t, versor dest) {
}
if (cosTheta < 0.0f) {
glm_vec4_flipsign(q1);
glm_vec4_negate(q1);
cosTheta = -cosTheta;
}
@@ -635,16 +664,13 @@ glm_quat_slerp(versor from, versor to, float t, versor dest) {
*/
CGLM_INLINE
void
glm_quat_look(vec3 eye, versor ori, mat4 dest) {
vec4 t;
glm_quat_look(const vec3 eye, const versor ori, mat4 dest) {
/* orientation */
glm_quat_mat4t(ori, dest);
/* translate */
glm_vec4(eye, 1.0f, t);
glm_mat4_mulv(dest, t, t);
glm_vec_flipsign_to(t, dest[3]);
glm_mat4_mulv3(dest, eye, 1.0f, dest[3]);
glm_vec3_negate(dest[3]);
}
/*!
@@ -657,13 +683,13 @@ glm_quat_look(vec3 eye, versor ori, mat4 dest) {
*/
CGLM_INLINE
void
glm_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest) {
vec3 axis;
glm_quat_for(const vec3 dir, const vec3 fwd, const vec3 up, versor dest) {
CGLM_ALIGN(8) vec3 axis;
float dot, angle;
dot = glm_vec_dot(dir, fwd);
dot = glm_vec3_dot(dir, fwd);
if (fabsf(dot + 1.0f) < 0.000001f) {
glm_quat_init(dest, up[0], up[1], up[2], CGLM_PI);
glm_quat_init(dest, up[0], up[1], up[2], GLM_PIf);
return;
}
@@ -691,9 +717,13 @@ glm_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest) {
*/
CGLM_INLINE
void
glm_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest) {
vec3 dir;
glm_vec_sub(to, from, dir);
glm_quat_forp(const vec3 from,
const vec3 to,
const vec3 fwd,
const vec3 up,
versor dest) {
CGLM_ALIGN(8) vec3 dir;
glm_vec3_sub(to, from, dir);
glm_quat_for(dir, fwd, up, dest);
}
@@ -706,23 +736,23 @@ glm_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest) {
*/
CGLM_INLINE
void
glm_quat_rotatev(versor q, vec3 v, vec3 dest) {
versor p;
vec3 u, v1, v2;
glm_quat_rotatev(const versor q, const vec3 v, vec3 dest) {
CGLM_ALIGN(16) versor p;
CGLM_ALIGN(8) vec3 u, v1, v2;
float s;
glm_quat_normalize_to(q, p);
glm_quat_imag(p, u);
s = glm_quat_real(p);
glm_vec_scale(u, 2.0f * glm_vec_dot(u, v), v1);
glm_vec_scale(v, s * s - glm_vec_dot(u, u), v2);
glm_vec_add(v1, v2, v1);
glm_vec3_scale(u, 2.0f * glm_vec3_dot(u, v), v1);
glm_vec3_scale(v, s * s - glm_vec3_dot(u, u), v2);
glm_vec3_add(v1, v2, v1);
glm_vec_cross(u, v, v2);
glm_vec_scale(v2, 2.0f * s, v2);
glm_vec3_cross(u, v, v2);
glm_vec3_scale(v2, 2.0f * s, v2);
glm_vec_add(v1, v2, dest);
glm_vec3_add(v1, v2, dest);
}
/*!
@@ -734,10 +764,53 @@ glm_quat_rotatev(versor q, vec3 v, vec3 dest) {
*/
CGLM_INLINE
void
glm_quat_rotate(mat4 m, versor q, mat4 dest) {
mat4 rot;
glm_quat_rotate(const mat4 m, const versor q, mat4 dest) {
CGLM_ALIGN_MAT mat4 rot;
glm_quat_mat4(q, rot);
glm_mat4_mul(m, rot, dest);
glm_mul_rot(m, rot, dest);
}
/*!
* @brief rotate existing transform matrix using quaternion at pivot point
*
* @param[in, out] m existing transform matrix
* @param[in] q quaternion
* @param[out] pivot pivot
*/
CGLM_INLINE
void
glm_quat_rotate_at(mat4 m, const versor q, const vec3 pivot) {
CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv);
glm_translate(m, pivot);
glm_quat_rotate(m, q, m);
glm_translate(m, pivotInv);
}
/*!
* @brief rotate NEW transform matrix using quaternion at pivot point
*
* this creates rotation matrix, it assumes you don't have a matrix
*
* this should work faster than glm_quat_rotate_at because it reduces
* one glm_translate.
*
* @param[out] m existing transform matrix
* @param[in] q quaternion
* @param[in] pivot pivot
*/
CGLM_INLINE
void
glm_quat_rotate_atm(mat4 m, const versor q, const vec3 pivot) {
CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv);
glm_translate_make(m, pivot);
glm_quat_rotate(m, q, m);
glm_translate(m, pivotInv);
}
#endif /* cglm_quat_h */

41
include/cglm/simd/arm.h Normal file
View File

@@ -0,0 +1,41 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_simd_arm_h
#define cglm_simd_arm_h
#include "intrin.h"
#ifdef CGLM_SIMD_ARM
#define glmm_load(p) vld1q_f32(p)
#define glmm_store(p, a) vst1q_f32(p, a)
static inline
float
glmm_hadd(float32x4_t v) {
#if defined(__aarch64__)
return vaddvq_f32(v);
#else
v = vaddq_f32(v, vrev64q_f32(v));
v = vaddq_f32(v, vcombine_f32(vget_high_f32(v), vget_low_f32(v)));
return vgetq_lane_f32(v, 0);
#endif
}
static inline
float
glmm_dot(float32x4_t a, float32x4_t b) {
return glmm_hadd(vmulq_f32(a, b));
}
static inline
float
glmm_norm(float32x4_t a) {
return sqrtf(glmm_dot(a, a));
}
#endif
#endif /* cglm_simd_arm_h */

View File

@@ -16,32 +16,35 @@
CGLM_INLINE
void
glm_mul_avx(mat4 m1, mat4 m2, mat4 dest) {
glm_mul_avx(const mat4 m1, const mat4 m2, mat4 dest) {
/* D = R * L (Column-Major) */
__m256 y0, y1, y2, y3, y4, y5, y6, y7, y8, y9;
y0 = _mm256_load_ps(m2[0]); /* h g f e d c b a */
y1 = _mm256_load_ps(m2[2]); /* p o n m l k j i */
y0 = glmm_load256(m2[0]); /* h g f e d c b a */
y1 = glmm_load256(m2[2]); /* p o n m l k j i */
y2 = _mm256_load_ps(m1[0]); /* h g f e d c b a */
y3 = _mm256_load_ps(m1[2]); /* p o n m l k j i */
y2 = glmm_load256(m1[0]); /* h g f e d c b a */
y3 = glmm_load256(m1[2]); /* p o n m l k j i */
y4 = _mm256_permute2f128_ps(y2, y2, 0b00000011); /* d c b a h g f e */
y5 = _mm256_permute2f128_ps(y3, y3, 0b00000000); /* l k j i l k j i */
/* 0x03: 0b00000011 */
y4 = _mm256_permute2f128_ps(y2, y2, 0x03); /* d c b a h g f e */
y5 = _mm256_permute2f128_ps(y3, y3, 0x03); /* l k j i p o n m */
/* f f f f a a a a */
/* g g g g c c c c */
/* h h h h c c c c */
/* e e e e b b b b */
y7 = _mm256_permute_ps(y0, 0b10101010);
/* g g g g d d d d */
y6 = _mm256_permutevar_ps(y0, _mm256_set_epi32(1, 1, 1, 1, 0, 0, 0, 0));
y7 = _mm256_permutevar_ps(y0, _mm256_set_epi32(3, 3, 3, 3, 2, 2, 2, 2));
y8 = _mm256_permutevar_ps(y0, _mm256_set_epi32(0, 0, 0, 0, 1, 1, 1, 1));
y9 = _mm256_permutevar_ps(y0, _mm256_set_epi32(2, 2, 2, 2, 3, 3, 3, 3));
_mm256_store_ps(dest[0],
glmm_store256(dest[0],
_mm256_add_ps(_mm256_add_ps(_mm256_mul_ps(y2, y6),
_mm256_mul_ps(y4, y8)),
_mm256_mul_ps(y5, y7)));
_mm256_mul_ps(y3, y7)),
_mm256_add_ps(_mm256_mul_ps(y4, y8),
_mm256_mul_ps(y5, y9))));
/* n n n n i i i i */
/* p p p p k k k k */
@@ -52,7 +55,7 @@ glm_mul_avx(mat4 m1, mat4 m2, mat4 dest) {
y8 = _mm256_permutevar_ps(y1, _mm256_set_epi32(0, 0, 0, 0, 1, 1, 1, 1));
y9 = _mm256_permutevar_ps(y1, _mm256_set_epi32(2, 2, 2, 2, 3, 3, 3, 3));
_mm256_store_ps(dest[2],
glmm_store256(dest[2],
_mm256_add_ps(_mm256_add_ps(_mm256_mul_ps(y2, y6),
_mm256_mul_ps(y3, y7)),
_mm256_add_ps(_mm256_mul_ps(y4, y8),

View File

@@ -16,19 +16,20 @@
CGLM_INLINE
void
glm_mat4_mul_avx(mat4 m1, mat4 m2, mat4 dest) {
glm_mat4_mul_avx(const mat4 m1, const mat4 m2, mat4 dest) {
/* D = R * L (Column-Major) */
__m256 y0, y1, y2, y3, y4, y5, y6, y7, y8, y9;
y0 = _mm256_load_ps(m2[0]); /* h g f e d c b a */
y1 = _mm256_load_ps(m2[2]); /* p o n m l k j i */
y0 = glmm_load256(m2[0]); /* h g f e d c b a */
y1 = glmm_load256(m2[2]); /* p o n m l k j i */
y2 = _mm256_load_ps(m1[0]); /* h g f e d c b a */
y3 = _mm256_load_ps(m1[2]); /* p o n m l k j i */
y2 = glmm_load256(m1[0]); /* h g f e d c b a */
y3 = glmm_load256(m1[2]); /* p o n m l k j i */
y4 = _mm256_permute2f128_ps(y2, y2, 0b00000011); /* d c b a h g f e */
y5 = _mm256_permute2f128_ps(y3, y3, 0b00000011); /* l k j i p o n m */
/* 0x03: 0b00000011 */
y4 = _mm256_permute2f128_ps(y2, y2, 0x03); /* d c b a h g f e */
y5 = _mm256_permute2f128_ps(y3, y3, 0x03); /* l k j i p o n m */
/* f f f f a a a a */
/* h h h h c c c c */
@@ -39,7 +40,7 @@ glm_mat4_mul_avx(mat4 m1, mat4 m2, mat4 dest) {
y8 = _mm256_permutevar_ps(y0, _mm256_set_epi32(0, 0, 0, 0, 1, 1, 1, 1));
y9 = _mm256_permutevar_ps(y0, _mm256_set_epi32(2, 2, 2, 2, 3, 3, 3, 3));
_mm256_store_ps(dest[0],
glmm_store256(dest[0],
_mm256_add_ps(_mm256_add_ps(_mm256_mul_ps(y2, y6),
_mm256_mul_ps(y3, y7)),
_mm256_add_ps(_mm256_mul_ps(y4, y8),
@@ -54,7 +55,7 @@ glm_mat4_mul_avx(mat4 m1, mat4 m2, mat4 dest) {
y8 = _mm256_permutevar_ps(y1, _mm256_set_epi32(0, 0, 0, 0, 1, 1, 1, 1));
y9 = _mm256_permutevar_ps(y1, _mm256_set_epi32(2, 2, 2, 2, 3, 3, 3, 3));
_mm256_store_ps(dest[2],
glmm_store256(dest[2],
_mm256_add_ps(_mm256_add_ps(_mm256_mul_ps(y2, y6),
_mm256_mul_ps(y3, y7)),
_mm256_add_ps(_mm256_mul_ps(y4, y8),

View File

@@ -8,55 +8,83 @@
#ifndef cglm_intrin_h
#define cglm_intrin_h
#if defined( _WIN32 )
#if defined( _MSC_VER )
# if (defined(_M_AMD64) || defined(_M_X64)) || _M_IX86_FP == 2
# ifndef __SSE2__
# define __SSE2__
# endif
# elif _M_IX86_FP == 1
# ifndef __SSE__
# define __SSE__
# endif
# endif
/* do not use alignment for older visual studio versions */
# if _MSC_VER < 1913 /* Visual Studio 2017 version 15.6 */
# define CGLM_ALL_UNALIGNED
# endif
#endif
#if defined( __SSE__ ) || defined( __SSE2__ )
# include <xmmintrin.h>
# include <emmintrin.h>
/* float */
# define _mm_shuffle1_ps(a, z, y, x, w) \
_mm_shuffle_ps(a, a, _MM_SHUFFLE(z, y, x, w))
# define _mm_shuffle1_ps1(a, x) \
_mm_shuffle_ps(a, a, _MM_SHUFFLE(x, x, x, x))
# define _mm_shuffle2_ps(a, b, z0, y0, x0, w0, z1, y1, x1, w1) \
_mm_shuffle1_ps(_mm_shuffle_ps(a, b, _MM_SHUFFLE(z0, y0, x0, w0)), \
z1, y1, x1, w1)
CGLM_INLINE
__m128
glm_simd_dot(__m128 a, __m128 b) {
__m128 x0;
x0 = _mm_mul_ps(a, b);
x0 = _mm_add_ps(x0, _mm_shuffle1_ps(x0, 1, 0, 3, 2));
return _mm_add_ps(x0, _mm_shuffle1_ps(x0, 0, 1, 0, 1));
}
# define CGLM_SSE_FP 1
# ifndef CGLM_SIMD_x86
# define CGLM_SIMD_x86
# endif
#endif
/* x86, x64 */
#if defined( __SSE__ ) || defined( __SSE2__ )
# define CGLM_SSE_FP 1
#if defined(__SSE3__)
# include <x86intrin.h>
# ifndef CGLM_SIMD_x86
# define CGLM_SIMD_x86
# endif
#endif
#if defined(__SSE4_1__)
# include <smmintrin.h>
# ifndef CGLM_SIMD_x86
# define CGLM_SIMD_x86
# endif
#endif
#if defined(__SSE4_2__)
# include <nmmintrin.h>
# ifndef CGLM_SIMD_x86
# define CGLM_SIMD_x86
# endif
#endif
#ifdef __AVX__
# include <immintrin.h>
# define CGLM_AVX_FP 1
# ifndef CGLM_SIMD_x86
# define CGLM_SIMD_x86
# endif
#endif
/* ARM Neon */
#if defined(__ARM_NEON) && defined(__ARM_NEON_FP)
#if defined(__ARM_NEON)
# include <arm_neon.h>
# if defined(__ARM_NEON_FP)
# define CGLM_NEON_FP 1
#else
# undef CGLM_NEON_FP
# ifndef CGLM_SIMD_ARM
# define CGLM_SIMD_ARM
# endif
# endif
#endif
#if defined(CGLM_SIMD_x86) || defined(CGLM_NEON_FP)
# ifndef CGLM_SIMD
# define CGLM_SIMD
# endif
#endif
#if defined(CGLM_SIMD_x86)
# include "x86.h"
#endif
#if defined(CGLM_SIMD_ARM)
# include "arm.h"
#endif
#endif /* cglm_intrin_h */

View File

@@ -14,7 +14,7 @@
CGLM_INLINE
void
glm_mat4_mul_neon(mat4 m1, mat4 m2, mat4 dest) {
glm_mat4_mul_neon(const mat4 m1, const mat4 m2, mat4 dest) {
/* D = R * L (Column-Major) */
float32x4_t l0, l1, l2, l3, r, d0, d1, d2, d3;

View File

@@ -14,39 +14,71 @@
CGLM_INLINE
void
glm_mul_sse2(mat4 m1, mat4 m2, mat4 dest) {
glm_mul_sse2(const mat4 m1, const mat4 m2, mat4 dest) {
/* D = R * L (Column-Major) */
__m128 l0, l1, l2, l3, r;
l0 = _mm_load_ps(m1[0]);
l1 = _mm_load_ps(m1[1]);
l2 = _mm_load_ps(m1[2]);
l3 = _mm_load_ps(m1[3]);
l0 = glmm_load(m1[0]);
l1 = glmm_load(m1[1]);
l2 = glmm_load(m1[2]);
l3 = glmm_load(m1[3]);
r = _mm_load_ps(m2[0]);
_mm_store_ps(dest[0],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 0), l0),
_mm_mul_ps(_mm_shuffle1_ps1(r, 1), l1)),
_mm_mul_ps(_mm_shuffle1_ps1(r, 2), l2)));
r = glmm_load(m2[0]);
glmm_store(dest[0],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 0), l0),
_mm_mul_ps(glmm_shuff1x(r, 1), l1)),
_mm_mul_ps(glmm_shuff1x(r, 2), l2)));
r = _mm_load_ps(m2[1]);
_mm_store_ps(dest[1],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 0), l0),
_mm_mul_ps(_mm_shuffle1_ps1(r, 1), l1)),
_mm_mul_ps(_mm_shuffle1_ps1(r, 2), l2)));
r = glmm_load(m2[1]);
glmm_store(dest[1],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 0), l0),
_mm_mul_ps(glmm_shuff1x(r, 1), l1)),
_mm_mul_ps(glmm_shuff1x(r, 2), l2)));
r = _mm_load_ps(m2[2]);
_mm_store_ps(dest[2],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 0), l0),
_mm_mul_ps(_mm_shuffle1_ps1(r, 1), l1)),
_mm_mul_ps(_mm_shuffle1_ps1(r, 2), l2)));
r = glmm_load(m2[2]);
glmm_store(dest[2],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 0), l0),
_mm_mul_ps(glmm_shuff1x(r, 1), l1)),
_mm_mul_ps(glmm_shuff1x(r, 2), l2)));
r = _mm_load_ps(m2[3]);
_mm_store_ps(dest[3],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 0), l0),
_mm_mul_ps(_mm_shuffle1_ps1(r, 1), l1)),
_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 2), l2),
_mm_mul_ps(_mm_shuffle1_ps1(r, 3), l3))));
r = glmm_load(m2[3]);
glmm_store(dest[3],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 0), l0),
_mm_mul_ps(glmm_shuff1x(r, 1), l1)),
_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 2), l2),
_mm_mul_ps(glmm_shuff1x(r, 3), l3))));
}
CGLM_INLINE
void
glm_mul_rot_sse2(const mat4 m1, const mat4 m2, mat4 dest) {
/* D = R * L (Column-Major) */
__m128 l0, l1, l2, l3, r;
l0 = glmm_load(m1[0]);
l1 = glmm_load(m1[1]);
l2 = glmm_load(m1[2]);
l3 = glmm_load(m1[3]);
r = glmm_load(m2[0]);
glmm_store(dest[0],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 0), l0),
_mm_mul_ps(glmm_shuff1x(r, 1), l1)),
_mm_mul_ps(glmm_shuff1x(r, 2), l2)));
r = glmm_load(m2[1]);
glmm_store(dest[1],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 0), l0),
_mm_mul_ps(glmm_shuff1x(r, 1), l1)),
_mm_mul_ps(glmm_shuff1x(r, 2), l2)));
r = glmm_load(m2[2]);
glmm_store(dest[2],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 0), l0),
_mm_mul_ps(glmm_shuff1x(r, 1), l1)),
_mm_mul_ps(glmm_shuff1x(r, 2), l2)));
glmm_store(dest[3], l3);
}
CGLM_INLINE
@@ -54,25 +86,25 @@ void
glm_inv_tr_sse2(mat4 mat) {
__m128 r0, r1, r2, r3, x0, x1;
r0 = _mm_load_ps(mat[0]);
r1 = _mm_load_ps(mat[1]);
r2 = _mm_load_ps(mat[2]);
r3 = _mm_load_ps(mat[3]);
r0 = glmm_load(mat[0]);
r1 = glmm_load(mat[1]);
r2 = glmm_load(mat[2]);
r3 = glmm_load(mat[3]);
x1 = _mm_set_ps(1.0f, 0.0f, 0.0f, 0.0f);
_MM_TRANSPOSE4_PS(r0, r1, r2, x1);
x0 = _mm_add_ps(_mm_mul_ps(r0, _mm_shuffle1_ps(r3, 0, 0, 0, 0)),
_mm_mul_ps(r1, _mm_shuffle1_ps(r3, 1, 1, 1, 1)));
x0 = _mm_add_ps(x0, _mm_mul_ps(r2, _mm_shuffle1_ps(r3, 2, 2, 2, 2)));
x0 = _mm_add_ps(_mm_mul_ps(r0, glmm_shuff1(r3, 0, 0, 0, 0)),
_mm_mul_ps(r1, glmm_shuff1(r3, 1, 1, 1, 1)));
x0 = _mm_add_ps(x0, _mm_mul_ps(r2, glmm_shuff1(r3, 2, 2, 2, 2)));
x0 = _mm_xor_ps(x0, _mm_set1_ps(-0.f));
x0 = _mm_add_ps(x0, x1);
_mm_store_ps(mat[0], r0);
_mm_store_ps(mat[1], r1);
_mm_store_ps(mat[2], r2);
_mm_store_ps(mat[3], x0);
glmm_store(mat[0], r0);
glmm_store(mat[1], r1);
glmm_store(mat[2], r2);
glmm_store(mat[3], x0);
}
#endif

View File

@@ -14,7 +14,7 @@
CGLM_INLINE
void
glm_mat3_mul_sse2(mat3 m1, mat3 m2, mat3 dest) {
glm_mat3_mul_sse2(const mat3 m1, const mat3 m2, mat3 dest) {
__m128 l0, l1, l2;
__m128 r0, r1, r2;
__m128 x0, x1, x2;
@@ -27,27 +27,25 @@ glm_mat3_mul_sse2(mat3 m1, mat3 m2, mat3 dest) {
r1 = _mm_loadu_ps(&m2[1][1]);
r2 = _mm_set1_ps(m2[2][2]);
x1 = _mm_shuffle2_ps(l0, l1, 1, 0, 3, 3, 0, 3, 2, 0);
x2 = _mm_shuffle2_ps(l1, l2, 0, 0, 3, 2, 0, 2, 1, 0);
x1 = glmm_shuff2(l0, l1, 1, 0, 3, 3, 0, 3, 2, 0);
x2 = glmm_shuff2(l1, l2, 0, 0, 3, 2, 0, 2, 1, 0);
x0 = _mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps(l0, 0, 2, 1, 0),
_mm_shuffle1_ps(r0, 3, 0, 0, 0)),
_mm_mul_ps(x1,
_mm_shuffle2_ps(r0, r1, 0, 0, 1, 1, 2, 0, 0, 0)));
x0 = _mm_add_ps(_mm_mul_ps(glmm_shuff1(l0, 0, 2, 1, 0),
glmm_shuff1(r0, 3, 0, 0, 0)),
_mm_mul_ps(x1, glmm_shuff2(r0, r1, 0, 0, 1, 1, 2, 0, 0, 0)));
x0 = _mm_add_ps(x0,
_mm_mul_ps(x2,
_mm_shuffle2_ps(r0, r1, 1, 1, 2, 2, 2, 0, 0, 0)));
_mm_mul_ps(x2, glmm_shuff2(r0, r1, 1, 1, 2, 2, 2, 0, 0, 0)));
_mm_storeu_ps(dest[0], x0);
x0 = _mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps(l0, 1, 0, 2, 1),
x0 = _mm_add_ps(_mm_mul_ps(glmm_shuff1(l0, 1, 0, 2, 1),
_mm_shuffle_ps(r0, r1, _MM_SHUFFLE(2, 2, 3, 3))),
_mm_mul_ps(_mm_shuffle1_ps(x1, 1, 0, 2, 1),
_mm_shuffle1_ps(r1, 3, 3, 0, 0)));
_mm_mul_ps(glmm_shuff1(x1, 1, 0, 2, 1),
glmm_shuff1(r1, 3, 3, 0, 0)));
x0 = _mm_add_ps(x0,
_mm_mul_ps(_mm_shuffle1_ps(x2, 1, 0, 2, 1),
_mm_mul_ps(glmm_shuff1(x2, 1, 0, 2, 1),
_mm_shuffle_ps(r1, r2, _MM_SHUFFLE(0, 0, 1, 1))));
_mm_storeu_ps(&dest[1][1], x0);

View File

@@ -16,102 +16,98 @@
CGLM_INLINE
void
glm_mat4_scale_sse2(mat4 m, float s){
glm_mat4_scale_sse2(mat4 m, float s) {
__m128 x0;
x0 = _mm_set1_ps(s);
_mm_store_ps(m[0], _mm_mul_ps(_mm_load_ps(m[0]), x0));
_mm_store_ps(m[1], _mm_mul_ps(_mm_load_ps(m[1]), x0));
_mm_store_ps(m[2], _mm_mul_ps(_mm_load_ps(m[2]), x0));
_mm_store_ps(m[3], _mm_mul_ps(_mm_load_ps(m[3]), x0));
glmm_store(m[0], _mm_mul_ps(glmm_load(m[0]), x0));
glmm_store(m[1], _mm_mul_ps(glmm_load(m[1]), x0));
glmm_store(m[2], _mm_mul_ps(glmm_load(m[2]), x0));
glmm_store(m[3], _mm_mul_ps(glmm_load(m[3]), x0));
}
CGLM_INLINE
void
glm_mat4_transp_sse2(mat4 m, mat4 dest){
glm_mat4_transp_sse2(const mat4 m, mat4 dest) {
__m128 r0, r1, r2, r3;
r0 = _mm_load_ps(m[0]);
r1 = _mm_load_ps(m[1]);
r2 = _mm_load_ps(m[2]);
r3 = _mm_load_ps(m[3]);
r0 = glmm_load(m[0]);
r1 = glmm_load(m[1]);
r2 = glmm_load(m[2]);
r3 = glmm_load(m[3]);
_MM_TRANSPOSE4_PS(r0, r1, r2, r3);
_mm_store_ps(dest[0], r0);
_mm_store_ps(dest[1], r1);
_mm_store_ps(dest[2], r2);
_mm_store_ps(dest[3], r3);
glmm_store(dest[0], r0);
glmm_store(dest[1], r1);
glmm_store(dest[2], r2);
glmm_store(dest[3], r3);
}
CGLM_INLINE
void
glm_mat4_mul_sse2(mat4 m1, mat4 m2, mat4 dest) {
glm_mat4_mul_sse2(const mat4 m1, const mat4 m2, mat4 dest) {
/* D = R * L (Column-Major) */
__m128 l0, l1, l2, l3, r;
l0 = _mm_load_ps(m1[0]);
l1 = _mm_load_ps(m1[1]);
l2 = _mm_load_ps(m1[2]);
l3 = _mm_load_ps(m1[3]);
l0 = glmm_load(m1[0]);
l1 = glmm_load(m1[1]);
l2 = glmm_load(m1[2]);
l3 = glmm_load(m1[3]);
r = _mm_load_ps(m2[0]);
_mm_store_ps(dest[0],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 0), l0),
_mm_mul_ps(_mm_shuffle1_ps1(r, 1), l1)),
_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 2), l2),
_mm_mul_ps(_mm_shuffle1_ps1(r, 3), l3))));
r = _mm_load_ps(m2[1]);
_mm_store_ps(dest[1],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 0), l0),
_mm_mul_ps(_mm_shuffle1_ps1(r, 1), l1)),
_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 2), l2),
_mm_mul_ps(_mm_shuffle1_ps1(r, 3), l3))));
r = _mm_load_ps(m2[2]);
_mm_store_ps(dest[2],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 0), l0),
_mm_mul_ps(_mm_shuffle1_ps1(r, 1), l1)),
_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 2), l2),
_mm_mul_ps(_mm_shuffle1_ps1(r, 3), l3))));
r = glmm_load(m2[0]);
glmm_store(dest[0],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 0), l0),
_mm_mul_ps(glmm_shuff1x(r, 1), l1)),
_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 2), l2),
_mm_mul_ps(glmm_shuff1x(r, 3), l3))));
r = glmm_load(m2[1]);
glmm_store(dest[1],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 0), l0),
_mm_mul_ps(glmm_shuff1x(r, 1), l1)),
_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 2), l2),
_mm_mul_ps(glmm_shuff1x(r, 3), l3))));
r = glmm_load(m2[2]);
glmm_store(dest[2],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 0), l0),
_mm_mul_ps(glmm_shuff1x(r, 1), l1)),
_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 2), l2),
_mm_mul_ps(glmm_shuff1x(r, 3), l3))));
r = _mm_load_ps(m2[3]);
_mm_store_ps(dest[3],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 0), l0),
_mm_mul_ps(_mm_shuffle1_ps1(r, 1), l1)),
_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 2), l2),
_mm_mul_ps(_mm_shuffle1_ps1(r, 3), l3))));
r = glmm_load(m2[3]);
glmm_store(dest[3],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 0), l0),
_mm_mul_ps(glmm_shuff1x(r, 1), l1)),
_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 2), l2),
_mm_mul_ps(glmm_shuff1x(r, 3), l3))));
}
CGLM_INLINE
void
glm_mat4_mulv_sse2(mat4 m, vec4 v, vec4 dest) {
glm_mat4_mulv_sse2(const mat4 m, const vec4 v, vec4 dest) {
__m128 x0, x1, x2;
x0 = _mm_load_ps(v);
x1 = _mm_add_ps(_mm_mul_ps(_mm_load_ps(m[0]),
_mm_shuffle1_ps1(x0, 0)),
_mm_mul_ps(_mm_load_ps(m[1]),
_mm_shuffle1_ps1(x0, 1)));
x0 = glmm_load(v);
x1 = _mm_add_ps(_mm_mul_ps(glmm_load(m[0]), glmm_shuff1x(x0, 0)),
_mm_mul_ps(glmm_load(m[1]), glmm_shuff1x(x0, 1)));
x2 = _mm_add_ps(_mm_mul_ps(_mm_load_ps(m[2]),
_mm_shuffle1_ps1(x0, 2)),
_mm_mul_ps(_mm_load_ps(m[3]),
_mm_shuffle1_ps1(x0, 3)));
x2 = _mm_add_ps(_mm_mul_ps(glmm_load(m[2]), glmm_shuff1x(x0, 2)),
_mm_mul_ps(glmm_load(m[3]), glmm_shuff1x(x0, 3)));
_mm_store_ps(dest, _mm_add_ps(x1, x2));
glmm_store(dest, _mm_add_ps(x1, x2));
}
CGLM_INLINE
float
glm_mat4_det_sse2(mat4 mat) {
glm_mat4_det_sse2(const mat4 mat) {
__m128 r0, r1, r2, r3, x0, x1, x2;
/* 127 <- 0, [square] det(A) = det(At) */
r0 = _mm_load_ps(mat[0]); /* d c b a */
r1 = _mm_load_ps(mat[1]); /* h g f e */
r2 = _mm_load_ps(mat[2]); /* l k j i */
r3 = _mm_load_ps(mat[3]); /* p o n m */
r0 = glmm_load(mat[0]); /* d c b a */
r1 = glmm_load(mat[1]); /* h g f e */
r2 = glmm_load(mat[2]); /* l k j i */
r3 = glmm_load(mat[3]); /* p o n m */
/*
t[1] = j * p - n * l;
@@ -119,20 +115,20 @@ glm_mat4_det_sse2(mat4 mat) {
t[3] = i * p - m * l;
t[4] = i * o - m * k;
*/
x0 = _mm_sub_ps(_mm_mul_ps(_mm_shuffle1_ps(r2, 0, 0, 1, 1),
_mm_shuffle1_ps(r3, 2, 3, 2, 3)),
_mm_mul_ps(_mm_shuffle1_ps(r3, 0, 0, 1, 1),
_mm_shuffle1_ps(r2, 2, 3, 2, 3)));
x0 = _mm_sub_ps(_mm_mul_ps(glmm_shuff1(r2, 0, 0, 1, 1),
glmm_shuff1(r3, 2, 3, 2, 3)),
_mm_mul_ps(glmm_shuff1(r3, 0, 0, 1, 1),
glmm_shuff1(r2, 2, 3, 2, 3)));
/*
t[0] = k * p - o * l;
t[0] = k * p - o * l;
t[5] = i * n - m * j;
t[5] = i * n - m * j;
*/
x1 = _mm_sub_ps(_mm_mul_ps(_mm_shuffle1_ps(r2, 0, 0, 2, 2),
_mm_shuffle1_ps(r3, 1, 1, 3, 3)),
_mm_mul_ps(_mm_shuffle1_ps(r3, 0, 0, 2, 2),
_mm_shuffle1_ps(r2, 1, 1, 3, 3)));
x1 = _mm_sub_ps(_mm_mul_ps(glmm_shuff1(r2, 0, 0, 2, 2),
glmm_shuff1(r3, 1, 1, 3, 3)),
_mm_mul_ps(glmm_shuff1(r3, 0, 0, 2, 2),
glmm_shuff1(r2, 1, 1, 3, 3)));
/*
a * (f * t[0] - g * t[1] + h * t[2])
@@ -140,40 +136,40 @@ glm_mat4_det_sse2(mat4 mat) {
+ c * (e * t[1] - f * t[3] + h * t[5])
- d * (e * t[2] - f * t[4] + g * t[5])
*/
x2 = _mm_sub_ps(_mm_mul_ps(_mm_shuffle1_ps(r1, 0, 0, 0, 1),
x2 = _mm_sub_ps(_mm_mul_ps(glmm_shuff1(r1, 0, 0, 0, 1),
_mm_shuffle_ps(x1, x0, _MM_SHUFFLE(1, 0, 0, 0))),
_mm_mul_ps(_mm_shuffle1_ps(r1, 1, 1, 2, 2),
_mm_shuffle1_ps(x0, 3, 2, 2, 0)));
_mm_mul_ps(glmm_shuff1(r1, 1, 1, 2, 2),
glmm_shuff1(x0, 3, 2, 2, 0)));
x2 = _mm_add_ps(x2,
_mm_mul_ps(_mm_shuffle1_ps(r1, 2, 3, 3, 3),
_mm_mul_ps(glmm_shuff1(r1, 2, 3, 3, 3),
_mm_shuffle_ps(x0, x1, _MM_SHUFFLE(2, 2, 3, 1))));
x2 = _mm_xor_ps(x2, _mm_set_ps(-0.f, 0.f, -0.f, 0.f));
x0 = _mm_mul_ps(r0, x2);
x0 = _mm_add_ps(x0, _mm_shuffle1_ps(x0, 0, 1, 2, 3));
x0 = _mm_add_ps(x0, _mm_shuffle1_ps(x0, 1, 3, 3, 1));
x0 = _mm_add_ps(x0, glmm_shuff1(x0, 0, 1, 2, 3));
x0 = _mm_add_ps(x0, glmm_shuff1(x0, 1, 3, 3, 1));
return _mm_cvtss_f32(x0);
}
CGLM_INLINE
void
glm_mat4_inv_fast_sse2(mat4 mat, mat4 dest) {
glm_mat4_inv_fast_sse2(const mat4 mat, mat4 dest) {
__m128 r0, r1, r2, r3,
v0, v1, v2, v3,
t0, t1, t2, t3, t4, t5,
x0, x1, x2, x3, x4, x5, x6, x7;
/* 127 <- 0 */
r0 = _mm_load_ps(mat[0]); /* d c b a */
r1 = _mm_load_ps(mat[1]); /* h g f e */
r2 = _mm_load_ps(mat[2]); /* l k j i */
r3 = _mm_load_ps(mat[3]); /* p o n m */
r0 = glmm_load(mat[0]); /* d c b a */
r1 = glmm_load(mat[1]); /* h g f e */
r2 = glmm_load(mat[2]); /* l k j i */
r3 = glmm_load(mat[3]); /* p o n m */
x0 = _mm_shuffle_ps(r2, r3, _MM_SHUFFLE(3, 2, 3, 2)); /* p o l k */
x1 = _mm_shuffle1_ps(x0, 1, 3, 3, 3); /* l p p p */
x2 = _mm_shuffle1_ps(x0, 0, 2, 2, 2); /* k o o o */
x1 = glmm_shuff1(x0, 1, 3, 3, 3); /* l p p p */
x2 = glmm_shuff1(x0, 0, 2, 2, 2); /* k o o o */
x0 = _mm_shuffle_ps(r2, r1, _MM_SHUFFLE(3, 3, 3, 3)); /* h h l l */
x3 = _mm_shuffle_ps(r2, r1, _MM_SHUFFLE(2, 2, 2, 2)); /* g g k k */
@@ -184,7 +180,7 @@ glm_mat4_inv_fast_sse2(mat4 mat, mat4 dest) {
t0 = _mm_sub_ps(_mm_mul_ps(x3, x1), _mm_mul_ps(x2, x0));
x4 = _mm_shuffle_ps(r2, r3, _MM_SHUFFLE(2, 1, 2, 1)); /* o n k j */
x4 = _mm_shuffle1_ps(x4, 0, 2, 2, 2); /* j n n n */
x4 = glmm_shuff1(x4, 0, 2, 2, 2); /* j n n n */
x5 = _mm_shuffle_ps(r2, r1, _MM_SHUFFLE(1, 1, 1, 1)); /* f f j j */
/* t1[1] = j * p - n * l;
@@ -200,7 +196,7 @@ glm_mat4_inv_fast_sse2(mat4 mat, mat4 dest) {
t2 = _mm_sub_ps(_mm_mul_ps(x5, x2), _mm_mul_ps(x4, x3));
x6 = _mm_shuffle_ps(r2, r1, _MM_SHUFFLE(0, 0, 0, 0)); /* e e i i */
x7 = _mm_shuffle2_ps(r3, r2, 0, 0, 0, 0, 2, 0, 0, 0); /* i m m m */
x7 = glmm_shuff2(r3, r2, 0, 0, 0, 0, 2, 0, 0, 0); /* i m m m */
/* t1[3] = i * p - m * l;
t1[3] = i * p - m * l;
@@ -220,10 +216,10 @@ glm_mat4_inv_fast_sse2(mat4 mat, mat4 dest) {
t3[5] = e * j - i * f; */
t5 = _mm_sub_ps(_mm_mul_ps(x6, x4), _mm_mul_ps(x7, x5));
x0 = _mm_shuffle2_ps(r1, r0, 0, 0, 0, 0, 2, 2, 2, 0); /* a a a e */
x1 = _mm_shuffle2_ps(r1, r0, 1, 1, 1, 1, 2, 2, 2, 0); /* b b b f */
x2 = _mm_shuffle2_ps(r1, r0, 2, 2, 2, 2, 2, 2, 2, 0); /* c c c g */
x3 = _mm_shuffle2_ps(r1, r0, 3, 3, 3, 3, 2, 2, 2, 0); /* d d d h */
x0 = glmm_shuff2(r1, r0, 0, 0, 0, 0, 2, 2, 2, 0); /* a a a e */
x1 = glmm_shuff2(r1, r0, 1, 1, 1, 1, 2, 2, 2, 0); /* b b b f */
x2 = glmm_shuff2(r1, r0, 2, 2, 2, 2, 2, 2, 2, 0); /* c c c g */
x3 = glmm_shuff2(r1, r0, 3, 3, 3, 3, 2, 2, 2, 0); /* d d d h */
/*
dest[0][0] = f * t1[0] - g * t1[1] + h * t1[2];
@@ -271,33 +267,33 @@ glm_mat4_inv_fast_sse2(mat4 mat, mat4 dest) {
x0 = _mm_shuffle_ps(x0, x1, _MM_SHUFFLE(2, 0, 2, 0));
x0 = _mm_mul_ps(x0, r0);
x0 = _mm_add_ps(x0, _mm_shuffle1_ps(x0, 0, 1, 2, 3));
x0 = _mm_add_ps(x0, _mm_shuffle1_ps(x0, 1, 0, 0, 1));
x0 = _mm_add_ps(x0, glmm_shuff1(x0, 0, 1, 2, 3));
x0 = _mm_add_ps(x0, glmm_shuff1(x0, 1, 0, 0, 1));
x0 = _mm_rcp_ps(x0);
_mm_store_ps(dest[0], _mm_mul_ps(v0, x0));
_mm_store_ps(dest[1], _mm_mul_ps(v1, x0));
_mm_store_ps(dest[2], _mm_mul_ps(v2, x0));
_mm_store_ps(dest[3], _mm_mul_ps(v3, x0));
glmm_store(dest[0], _mm_mul_ps(v0, x0));
glmm_store(dest[1], _mm_mul_ps(v1, x0));
glmm_store(dest[2], _mm_mul_ps(v2, x0));
glmm_store(dest[3], _mm_mul_ps(v3, x0));
}
CGLM_INLINE
void
glm_mat4_inv_sse2(mat4 mat, mat4 dest) {
glm_mat4_inv_sse2(const mat4 mat, mat4 dest) {
__m128 r0, r1, r2, r3,
v0, v1, v2, v3,
t0, t1, t2, t3, t4, t5,
x0, x1, x2, x3, x4, x5, x6, x7;
/* 127 <- 0 */
r0 = _mm_load_ps(mat[0]); /* d c b a */
r1 = _mm_load_ps(mat[1]); /* h g f e */
r2 = _mm_load_ps(mat[2]); /* l k j i */
r3 = _mm_load_ps(mat[3]); /* p o n m */
r0 = glmm_load(mat[0]); /* d c b a */
r1 = glmm_load(mat[1]); /* h g f e */
r2 = glmm_load(mat[2]); /* l k j i */
r3 = glmm_load(mat[3]); /* p o n m */
x0 = _mm_shuffle_ps(r2, r3, _MM_SHUFFLE(3, 2, 3, 2)); /* p o l k */
x1 = _mm_shuffle1_ps(x0, 1, 3, 3, 3); /* l p p p */
x2 = _mm_shuffle1_ps(x0, 0, 2, 2, 2); /* k o o o */
x1 = glmm_shuff1(x0, 1, 3, 3, 3); /* l p p p */
x2 = glmm_shuff1(x0, 0, 2, 2, 2); /* k o o o */
x0 = _mm_shuffle_ps(r2, r1, _MM_SHUFFLE(3, 3, 3, 3)); /* h h l l */
x3 = _mm_shuffle_ps(r2, r1, _MM_SHUFFLE(2, 2, 2, 2)); /* g g k k */
@@ -308,7 +304,7 @@ glm_mat4_inv_sse2(mat4 mat, mat4 dest) {
t0 = _mm_sub_ps(_mm_mul_ps(x3, x1), _mm_mul_ps(x2, x0));
x4 = _mm_shuffle_ps(r2, r3, _MM_SHUFFLE(2, 1, 2, 1)); /* o n k j */
x4 = _mm_shuffle1_ps(x4, 0, 2, 2, 2); /* j n n n */
x4 = glmm_shuff1(x4, 0, 2, 2, 2); /* j n n n */
x5 = _mm_shuffle_ps(r2, r1, _MM_SHUFFLE(1, 1, 1, 1)); /* f f j j */
/* t1[1] = j * p - n * l;
@@ -324,7 +320,7 @@ glm_mat4_inv_sse2(mat4 mat, mat4 dest) {
t2 = _mm_sub_ps(_mm_mul_ps(x5, x2), _mm_mul_ps(x4, x3));
x6 = _mm_shuffle_ps(r2, r1, _MM_SHUFFLE(0, 0, 0, 0)); /* e e i i */
x7 = _mm_shuffle2_ps(r3, r2, 0, 0, 0, 0, 2, 0, 0, 0); /* i m m m */
x7 = glmm_shuff2(r3, r2, 0, 0, 0, 0, 2, 0, 0, 0); /* i m m m */
/* t1[3] = i * p - m * l;
t1[3] = i * p - m * l;
@@ -344,10 +340,10 @@ glm_mat4_inv_sse2(mat4 mat, mat4 dest) {
t3[5] = e * j - i * f; */
t5 = _mm_sub_ps(_mm_mul_ps(x6, x4), _mm_mul_ps(x7, x5));
x0 = _mm_shuffle2_ps(r1, r0, 0, 0, 0, 0, 2, 2, 2, 0); /* a a a e */
x1 = _mm_shuffle2_ps(r1, r0, 1, 1, 1, 1, 2, 2, 2, 0); /* b b b f */
x2 = _mm_shuffle2_ps(r1, r0, 2, 2, 2, 2, 2, 2, 2, 0); /* c c c g */
x3 = _mm_shuffle2_ps(r1, r0, 3, 3, 3, 3, 2, 2, 2, 0); /* d d d h */
x0 = glmm_shuff2(r1, r0, 0, 0, 0, 0, 2, 2, 2, 0); /* a a a e */
x1 = glmm_shuff2(r1, r0, 1, 1, 1, 1, 2, 2, 2, 0); /* b b b f */
x2 = glmm_shuff2(r1, r0, 2, 2, 2, 2, 2, 2, 2, 0); /* c c c g */
x3 = glmm_shuff2(r1, r0, 3, 3, 3, 3, 2, 2, 2, 0); /* d d d h */
/*
dest[0][0] = f * t1[0] - g * t1[1] + h * t1[2];
@@ -395,14 +391,14 @@ glm_mat4_inv_sse2(mat4 mat, mat4 dest) {
x0 = _mm_shuffle_ps(x0, x1, _MM_SHUFFLE(2, 0, 2, 0));
x0 = _mm_mul_ps(x0, r0);
x0 = _mm_add_ps(x0, _mm_shuffle1_ps(x0, 0, 1, 2, 3));
x0 = _mm_add_ps(x0, _mm_shuffle1_ps(x0, 1, 0, 0, 1));
x0 = _mm_add_ps(x0, glmm_shuff1(x0, 0, 1, 2, 3));
x0 = _mm_add_ps(x0, glmm_shuff1(x0, 1, 0, 0, 1));
x0 = _mm_div_ps(_mm_set1_ps(1.0f), x0);
_mm_store_ps(dest[0], _mm_mul_ps(v0, x0));
_mm_store_ps(dest[1], _mm_mul_ps(v1, x0));
_mm_store_ps(dest[2], _mm_mul_ps(v2, x0));
_mm_store_ps(dest[3], _mm_mul_ps(v3, x0));
glmm_store(dest[0], _mm_mul_ps(v0, x0));
glmm_store(dest[1], _mm_mul_ps(v1, x0));
glmm_store(dest[2], _mm_mul_ps(v2, x0));
glmm_store(dest[3], _mm_mul_ps(v3, x0));
}
#endif

View File

@@ -14,7 +14,7 @@
CGLM_INLINE
void
glm_quat_mul_sse2(versor p, versor q, versor dest) {
glm_quat_mul_sse2(const versor p, const versor q, versor dest) {
/*
+ (a1 b2 + b1 a2 + c1 d2 d1 c2)i
+ (a1 c2 b1 d2 + c1 a2 + d1 b2)j
@@ -24,21 +24,21 @@ glm_quat_mul_sse2(versor p, versor q, versor dest) {
__m128 xp, xq, x0, r;
xp = _mm_load_ps(p); /* 3 2 1 0 */
xq = _mm_load_ps(q);
xp = glmm_load(p); /* 3 2 1 0 */
xq = glmm_load(q);
r = _mm_mul_ps(_mm_shuffle1_ps1(xp, 3), xq);
r = _mm_mul_ps(glmm_shuff1x(xp, 3), xq);
x0 = _mm_xor_ps(_mm_shuffle1_ps1(xp, 0), _mm_set_ps(-0.f, 0.f, -0.f, 0.f));
r = _mm_add_ps(r, _mm_mul_ps(x0, _mm_shuffle1_ps(xq, 0, 1, 2, 3)));
x0 = _mm_xor_ps(glmm_shuff1x(xp, 0), _mm_set_ps(-0.f, 0.f, -0.f, 0.f));
r = _mm_add_ps(r, _mm_mul_ps(x0, glmm_shuff1(xq, 0, 1, 2, 3)));
x0 = _mm_xor_ps(_mm_shuffle1_ps1(xp, 1), _mm_set_ps(-0.f, -0.f, 0.f, 0.f));
r = _mm_add_ps(r, _mm_mul_ps(x0, _mm_shuffle1_ps(xq, 1, 0, 3, 2)));
x0 = _mm_xor_ps(glmm_shuff1x(xp, 1), _mm_set_ps(-0.f, -0.f, 0.f, 0.f));
r = _mm_add_ps(r, _mm_mul_ps(x0, glmm_shuff1(xq, 1, 0, 3, 2)));
x0 = _mm_xor_ps(_mm_shuffle1_ps1(xp, 2), _mm_set_ps(-0.f, 0.f, 0.f, -0.f));
r = _mm_add_ps(r, _mm_mul_ps(x0, _mm_shuffle1_ps(xq, 2, 3, 0, 1)));
x0 = _mm_xor_ps(glmm_shuff1x(xp, 2), _mm_set_ps(-0.f, 0.f, 0.f, -0.f));
r = _mm_add_ps(r, _mm_mul_ps(x0, glmm_shuff1(xq, 2, 3, 0, 1)));
_mm_store_ps(dest, r);
glmm_store(dest, r);
}

136
include/cglm/simd/x86.h Normal file
View File

@@ -0,0 +1,136 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_simd_x86_h
#define cglm_simd_x86_h
#include "intrin.h"
#ifdef CGLM_SIMD_x86
#ifdef CGLM_ALL_UNALIGNED
# define glmm_load(p) _mm_loadu_ps(p)
# define glmm_store(p, a) _mm_storeu_ps(p, a)
#else
# define glmm_load(p) _mm_load_ps(p)
# define glmm_store(p, a) _mm_store_ps(p, a)
#endif
#ifdef CGLM_USE_INT_DOMAIN
# define glmm_shuff1(xmm, z, y, x, w) \
_mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(xmm), \
_MM_SHUFFLE(z, y, x, w)))
#else
# define glmm_shuff1(xmm, z, y, x, w) \
_mm_shuffle_ps(xmm, xmm, _MM_SHUFFLE(z, y, x, w))
#endif
#define glmm_shuff1x(xmm, x) glmm_shuff1(xmm, x, x, x, x)
#define glmm_shuff2(a, b, z0, y0, x0, w0, z1, y1, x1, w1) \
glmm_shuff1(_mm_shuffle_ps(a, b, _MM_SHUFFLE(z0, y0, x0, w0)), \
z1, y1, x1, w1)
#ifdef __AVX__
# ifdef CGLM_ALL_UNALIGNED
# define glmm_load256(p) _mm256_loadu_ps(p)
# define glmm_store256(p, a) _mm256_storeu_ps(p, a)
# else
# define glmm_load256(p) _mm256_load_ps(p)
# define glmm_store256(p, a) _mm256_store_ps(p, a)
# endif
#endif
static inline
__m128
glmm_vhadds(__m128 v) {
#if defined(__SSE3__)
__m128 shuf, sums;
shuf = _mm_movehdup_ps(v);
sums = _mm_add_ps(v, shuf);
shuf = _mm_movehl_ps(shuf, sums);
sums = _mm_add_ss(sums, shuf);
return sums;
#else
__m128 shuf, sums;
shuf = glmm_shuff1(v, 2, 3, 0, 1);
sums = _mm_add_ps(v, shuf);
shuf = _mm_movehl_ps(shuf, sums);
sums = _mm_add_ss(sums, shuf);
return sums;
#endif
}
static inline
float
glmm_hadd(__m128 v) {
return _mm_cvtss_f32(glmm_vhadds(v));
}
static inline
__m128
glmm_vdots(__m128 a, __m128 b) {
#if (defined(__SSE4_1__) || defined(__SSE4_2__)) && defined(CGLM_SSE4_DOT)
return _mm_dp_ps(a, b, 0xFF);
#elif defined(__SSE3__) && defined(CGLM_SSE3_DOT)
__m128 x0, x1;
x0 = _mm_mul_ps(a, b);
x1 = _mm_hadd_ps(x0, x0);
return _mm_hadd_ps(x1, x1);
#else
return glmm_vhadds(_mm_mul_ps(a, b));
#endif
}
static inline
__m128
glmm_vdot(__m128 a, __m128 b) {
#if (defined(__SSE4_1__) || defined(__SSE4_2__)) && defined(CGLM_SSE4_DOT)
return _mm_dp_ps(a, b, 0xFF);
#elif defined(__SSE3__) && defined(CGLM_SSE3_DOT)
__m128 x0, x1;
x0 = _mm_mul_ps(a, b);
x1 = _mm_hadd_ps(x0, x0);
return _mm_hadd_ps(x1, x1);
#else
__m128 x0;
x0 = _mm_mul_ps(a, b);
x0 = _mm_add_ps(x0, glmm_shuff1(x0, 1, 0, 3, 2));
return _mm_add_ps(x0, glmm_shuff1(x0, 0, 1, 0, 1));
#endif
}
static inline
float
glmm_dot(const __m128 a, const __m128 b) {
return _mm_cvtss_f32(glmm_vdots(a, b));
}
static inline
float
glmm_norm(__m128 a) {
return _mm_cvtss_f32(_mm_sqrt_ss(glmm_vhadds(_mm_mul_ps(a, a))));
}
static inline
__m128
glmm_load3(const float v[3]) {
__m128i xy;
__m128 z;
xy = _mm_loadl_epi64((const __m128i *)v);
z = _mm_load_ss(&v[2]);
return _mm_movelh_ps(_mm_castsi128_ps(xy), z);
}
static inline
void
glmm_store3(__m128 vx, float v[3]) {
_mm_storel_pi((__m64 *)&v[0], vx);
_mm_store_ss(&v[2], glmm_shuff1(vx, 2, 2, 2, 2));
}
#endif
#endif /* cglm_simd_x86_h */

99
include/cglm/sphere.h Normal file
View File

@@ -0,0 +1,99 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_sphere_h
#define cglm_sphere_h
#include "common.h"
#include "mat4.h"
/*
Sphere Representation in cglm: [center.x, center.y, center.z, radii]
You could use this representation or you can convert it to vec4 before call
any function
*/
/*!
* @brief helper for getting sphere radius
*
* @param[in] s sphere
*
* @return returns radii
*/
CGLM_INLINE
float
glm_sphere_radii(const vec4 s) {
return s[3];
}
/*!
* @brief apply transform to sphere, it is just wrapper for glm_mat4_mulv3
*
* @param[in] s sphere
* @param[in] m transform matrix
* @param[out] dest transformed sphere
*/
CGLM_INLINE
void
glm_sphere_transform(const vec4 s, const mat4 m, vec4 dest) {
glm_mat4_mulv3(m, s, 1.0f, dest);
dest[3] = s[3];
}
/*!
* @brief merges two spheres and creates a new one
*
* two sphere must be in same space, for instance if one in world space then
* the other must be in world space too, not in local space.
*
* @param[in] s1 sphere 1
* @param[in] s2 sphere 2
* @param[out] dest merged/extended sphere
*/
CGLM_INLINE
void
glm_sphere_merge(const vec4 s1, const vec4 s2, vec4 dest) {
float dist, radii;
dist = glm_vec3_distance(s1, s2);
radii = dist + s1[3] + s2[3];
radii = glm_max(radii, s1[3]);
radii = glm_max(radii, s2[3]);
glm_vec3_center(s1, s2, dest);
dest[3] = radii;
}
/*!
* @brief check if two sphere intersects
*
* @param[in] s1 sphere
* @param[in] s2 other sphere
*/
CGLM_INLINE
bool
glm_sphere_sphere(const vec4 s1, const vec4 s2) {
return glm_vec3_distance2(s1, s2) <= glm_pow2(s1[3] + s2[3]);
}
/*!
* @brief check if sphere intersects with point
*
* @param[in] s sphere
* @param[in] point point
*/
CGLM_INLINE
bool
glm_sphere_point(const vec4 s, const vec3 point) {
float rr;
rr = s[3] * s[3];
return glm_vec3_distance2(point, s) <= rr;
}
#endif /* cglm_sphere_h */

View File

@@ -9,23 +9,73 @@
#define cglm_types_h
#if defined(_MSC_VER)
# define CGLM_ALIGN(X) /* __declspec(align(X)) */
/* do not use alignment for older visual studio versions */
# if _MSC_VER < 1913 /* Visual Studio 2017 version 15.6 */
# define CGLM_ALL_UNALIGNED
# define CGLM_ALIGN(X) /* no alignment */
# else
# define CGLM_ALIGN(X) __declspec(align(X))
# endif
#else
# define CGLM_ALIGN(X) __attribute((aligned(X)))
#endif
#ifndef CGLM_ALL_UNALIGNED
# define CGLM_ALIGN_IF(X) CGLM_ALIGN(X)
#else
# define CGLM_ALIGN_IF(X) /* no alignment */
#endif
#ifdef __AVX__
# define CGLM_ALIGN_MAT CGLM_ALIGN(32)
#else
# define CGLM_ALIGN_MAT CGLM_ALIGN(16)
#endif
typedef float vec2[2];
typedef float vec3[3];
typedef int ivec3[3];
typedef CGLM_ALIGN(16) float vec4[4];
typedef vec3 mat3[3];
typedef vec4 mat4[4];
typedef CGLM_ALIGN_IF(16) float vec4[4];
typedef vec4 versor;
typedef vec3 mat3[3];
#define CGLM_PI (float)M_PI
#define CGLM_PI_2 (float)M_PI_2
#define CGLM_PI_4 (float)M_PI_4
#ifdef __AVX__
typedef CGLM_ALIGN_IF(32) vec4 mat4[4];
#else
typedef CGLM_ALIGN_IF(16) vec4 mat4[4];
#endif
#define GLM_E 2.71828182845904523536028747135266250 /* e */
#define GLM_LOG2E 1.44269504088896340735992468100189214 /* log2(e) */
#define GLM_LOG10E 0.434294481903251827651128918916605082 /* log10(e) */
#define GLM_LN2 0.693147180559945309417232121458176568 /* loge(2) */
#define GLM_LN10 2.30258509299404568401799145468436421 /* loge(10) */
#define GLM_PI 3.14159265358979323846264338327950288 /* pi */
#define GLM_PI_2 1.57079632679489661923132169163975144 /* pi/2 */
#define GLM_PI_4 0.785398163397448309615660845819875721 /* pi/4 */
#define GLM_1_PI 0.318309886183790671537767526745028724 /* 1/pi */
#define GLM_2_PI 0.636619772367581343075535053490057448 /* 2/pi */
#define GLM_2_SQRTPI 1.12837916709551257389615890312154517 /* 2/sqrt(pi) */
#define GLM_SQRT2 1.41421356237309504880168872420969808 /* sqrt(2) */
#define GLM_SQRT1_2 0.707106781186547524400844362104849039 /* 1/sqrt(2) */
#define GLM_Ef ((float)GLM_E)
#define GLM_LOG2Ef ((float)GLM_LOG2E)
#define GLM_LOG10Ef ((float)GLM_LOG10E)
#define GLM_LN2f ((float)GLM_LN2)
#define GLM_LN10f ((float)GLM_LN10)
#define GLM_PIf ((float)GLM_PI)
#define GLM_PI_2f ((float)GLM_PI_2)
#define GLM_PI_4f ((float)GLM_PI_4)
#define GLM_1_PIf ((float)GLM_1_PI)
#define GLM_2_PIf ((float)GLM_2_PI)
#define GLM_2_SQRTPIf ((float)GLM_2_SQRTPI)
#define GLM_SQRT2f ((float)GLM_SQRT2)
#define GLM_SQRT1_2f ((float)GLM_SQRT1_2)
/* DEPRECATED! use GLM_PI and friends */
#define CGLM_PI GLM_PIf
#define CGLM_PI_2 GLM_PI_2f
#define CGLM_PI_4 GLM_PI_4f
#endif /* cglm_types_h */

View File

@@ -20,6 +20,9 @@
#include "common.h"
#define GLM_MIN(X, Y) (((X) < (Y)) ? (X) : (Y))
#define GLM_MAX(X, Y) (((X) > (Y)) ? (X) : (Y))
/*!
* @brief get sign of 32 bit integer as +1, -1, 0
*
@@ -54,7 +57,7 @@ glm_signf(float val) {
CGLM_INLINE
float
glm_rad(float deg) {
return deg * CGLM_PI / 180.0f;
return deg * GLM_PIf / 180.0f;
}
/*!
@@ -65,7 +68,7 @@ glm_rad(float deg) {
CGLM_INLINE
float
glm_deg(float rad) {
return rad * 180.0f / CGLM_PI;
return rad * 180.0f / GLM_PIf;
}
/*!
@@ -76,7 +79,7 @@ glm_deg(float rad) {
CGLM_INLINE
void
glm_make_rad(float *deg) {
*deg = *deg * CGLM_PI / 180.0f;
*deg = *deg * GLM_PIf / 180.0f;
}
/*!
@@ -87,7 +90,7 @@ glm_make_rad(float *deg) {
CGLM_INLINE
void
glm_make_deg(float *rad) {
*rad = *rad * 180.0f / CGLM_PI;
*rad = *rad * 180.0f / GLM_PIf;
}
/*!
@@ -98,7 +101,6 @@ glm_make_deg(float *rad) {
CGLM_INLINE
float
glm_pow2(float x) {
return x * x;
}
@@ -143,6 +145,17 @@ glm_clamp(float val, float minVal, float maxVal) {
return glm_min(glm_max(val, minVal), maxVal);
}
/*!
* @brief clamp a number to zero and one
*
* @param[in] val value to clamp
*/
CGLM_INLINE
float
glm_clamp_zo(float val) {
return glm_clamp(val, 0.0f, 1.0f);
}
/*!
* @brief linear interpolation between two number
*
@@ -155,7 +168,52 @@ glm_clamp(float val, float minVal, float maxVal) {
CGLM_INLINE
float
glm_lerp(float from, float to, float t) {
return from + glm_clamp(t, 0.0f, 1.0f) * (to - from);
return from + glm_clamp_zo(t) * (to - from);
}
/*!
* @brief check if two float equal with using EPSILON
*
* @param[in] a a
* @param[in] b b
*/
CGLM_INLINE
bool
glm_eq(float a, float b) {
return fabsf(a - b) <= FLT_EPSILON;
}
/*!
* @brief percentage of current value between start and end value
*
* maybe fraction could be alternative name.
*
* @param[in] from from value
* @param[in] to to value
* @param[in] current current value
*/
CGLM_INLINE
float
glm_percent(float from, float to, float current) {
float t;
if ((t = to - from) == 0.0f)
return 1.0f;
return (current - from) / t;
}
/*!
* @brief clamped percentage of current value between start and end value
*
* @param[in] from from value
* @param[in] to to value
* @param[in] current current value
*/
CGLM_INLINE
float
glm_percentc(float from, float to, float current) {
return glm_clamp(glm_percent(from, to, current), 0.0f, 1.0f);
}
#endif /* cglm_util_h */

View File

@@ -11,15 +11,19 @@
/*
Functions:
CGLM_INLINE void glm_vec_mulv(vec3 a, vec3 b, vec3 d);
CGLM_INLINE void glm_vec_broadcast(float val, vec3 d);
CGLM_INLINE bool glm_vec_eq(vec3 v, float val);
CGLM_INLINE bool glm_vec_eq_eps(vec3 v, float val);
CGLM_INLINE bool glm_vec_eq_all(vec3 v);
CGLM_INLINE bool glm_vec_eqv(vec3 v1, vec3 v2);
CGLM_INLINE bool glm_vec_eqv_eps(vec3 v1, vec3 v2);
CGLM_INLINE float glm_vec_max(vec3 v);
CGLM_INLINE float glm_vec_min(vec3 v);
CGLM_INLINE void glm_vec3_broadcast(float val, vec3 d);
CGLM_INLINE bool glm_vec3_eq(vec3 v, float val);
CGLM_INLINE bool glm_vec3_eq_eps(vec3 v, float val);
CGLM_INLINE bool glm_vec3_eq_all(vec3 v);
CGLM_INLINE bool glm_vec3_eqv(vec3 a, vec3 b);
CGLM_INLINE bool glm_vec3_eqv_eps(vec3 a, vec3 b);
CGLM_INLINE float glm_vec3_max(vec3 v);
CGLM_INLINE float glm_vec3_min(vec3 v);
CGLM_INLINE bool glm_vec3_isnan(vec3 v);
CGLM_INLINE bool glm_vec3_isinf(vec3 v);
CGLM_INLINE bool glm_vec3_isvalid(vec3 v);
CGLM_INLINE void glm_vec3_sign(vec3 v, vec3 dest);
CGLM_INLINE void glm_vec3_sqrt(vec3 v, vec3 dest);
*/
#ifndef cglm_vec3_ext_h
@@ -27,24 +31,6 @@
#include "common.h"
#include "util.h"
#include <stdbool.h>
#include <math.h>
#include <float.h>
/*!
* @brief multiplies individual items, just for convenient like SIMD
*
* @param[in] a vec1
* @param[in] b vec2
* @param[out] d vec3 = (v1[0] * v2[0], v1[1] * v2[1], v1[2] * v2[2])
*/
CGLM_INLINE
void
glm_vec_mulv(vec3 a, vec3 b, vec3 d) {
d[0] = a[0] * b[0];
d[1] = a[1] * b[1];
d[2] = a[2] * b[2];
}
/*!
* @brief fill a vector with specified value
@@ -54,7 +40,7 @@ glm_vec_mulv(vec3 a, vec3 b, vec3 d) {
*/
CGLM_INLINE
void
glm_vec_broadcast(float val, vec3 d) {
glm_vec3_broadcast(float val, vec3 d) {
d[0] = d[1] = d[2] = val;
}
@@ -66,7 +52,7 @@ glm_vec_broadcast(float val, vec3 d) {
*/
CGLM_INLINE
bool
glm_vec_eq(vec3 v, float val) {
glm_vec3_eq(const vec3 v, float val) {
return v[0] == val && v[0] == v[1] && v[0] == v[2];
}
@@ -78,7 +64,7 @@ glm_vec_eq(vec3 v, float val) {
*/
CGLM_INLINE
bool
glm_vec_eq_eps(vec3 v, float val) {
glm_vec3_eq_eps(const vec3 v, float val) {
return fabsf(v[0] - val) <= FLT_EPSILON
&& fabsf(v[1] - val) <= FLT_EPSILON
&& fabsf(v[2] - val) <= FLT_EPSILON;
@@ -91,36 +77,36 @@ glm_vec_eq_eps(vec3 v, float val) {
*/
CGLM_INLINE
bool
glm_vec_eq_all(vec3 v) {
glm_vec3_eq_all(const vec3 v) {
return v[0] == v[1] && v[0] == v[2];
}
/*!
* @brief check if vector is equal to another (without epsilon)
*
* @param[in] v1 vector
* @param[in] v2 vector
* @param[in] a vector
* @param[in] b vector
*/
CGLM_INLINE
bool
glm_vec_eqv(vec3 v1, vec3 v2) {
return v1[0] == v2[0]
&& v1[1] == v2[1]
&& v1[2] == v2[2];
glm_vec3_eqv(const vec3 a, const vec3 b) {
return a[0] == b[0]
&& a[1] == b[1]
&& a[2] == b[2];
}
/*!
* @brief check if vector is equal to another (with epsilon)
*
* @param[in] v1 vector
* @param[in] v2 vector
* @param[in] a vector
* @param[in] b vector
*/
CGLM_INLINE
bool
glm_vec_eqv_eps(vec3 v1, vec3 v2) {
return fabsf(v1[0] - v2[0]) <= FLT_EPSILON
&& fabsf(v1[1] - v2[1]) <= FLT_EPSILON
&& fabsf(v1[2] - v2[2]) <= FLT_EPSILON;
glm_vec3_eqv_eps(const vec3 a, const vec3 b) {
return fabsf(a[0] - b[0]) <= FLT_EPSILON
&& fabsf(a[1] - b[1]) <= FLT_EPSILON
&& fabsf(a[2] - b[2]) <= FLT_EPSILON;
}
/*!
@@ -130,7 +116,7 @@ glm_vec_eqv_eps(vec3 v1, vec3 v2) {
*/
CGLM_INLINE
float
glm_vec_max(vec3 v) {
glm_vec3_max(const vec3 v) {
float max;
max = v[0];
@@ -149,7 +135,7 @@ glm_vec_max(vec3 v) {
*/
CGLM_INLINE
float
glm_vec_min(vec3 v) {
glm_vec3_min(const vec3 v) {
float min;
min = v[0];
@@ -169,7 +155,7 @@ glm_vec_min(vec3 v) {
*/
CGLM_INLINE
bool
glm_vec_isnan(vec3 v) {
glm_vec3_isnan(const vec3 v) {
return isnan(v[0]) || isnan(v[1]) || isnan(v[2]);
}
@@ -181,7 +167,7 @@ glm_vec_isnan(vec3 v) {
*/
CGLM_INLINE
bool
glm_vec_isinf(vec3 v) {
glm_vec3_isinf(const vec3 v) {
return isinf(v[0]) || isinf(v[1]) || isinf(v[2]);
}
@@ -193,8 +179,8 @@ glm_vec_isinf(vec3 v) {
*/
CGLM_INLINE
bool
glm_vec_isvalid(vec3 v) {
return !glm_vec_isnan(v) && !glm_vec_isinf(v);
glm_vec3_isvalid(const vec3 v) {
return !glm_vec3_isnan(v) && !glm_vec3_isinf(v);
}
/*!
@@ -206,7 +192,7 @@ glm_vec_isvalid(vec3 v) {
*/
CGLM_INLINE
void
glm_vec_sign(vec3 v, vec3 dest) {
glm_vec3_sign(const vec3 v, vec3 dest) {
dest[0] = glm_signf(v[0]);
dest[1] = glm_signf(v[1]);
dest[2] = glm_signf(v[2]);
@@ -220,7 +206,7 @@ glm_vec_sign(vec3 v, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec_sqrt(vec3 v, vec3 dest) {
glm_vec3_sqrt(const vec3 v, vec3 dest) {
dest[0] = sqrtf(v[0]);
dest[1] = sqrtf(v[1]);
dest[2] = sqrtf(v[2]);

View File

@@ -5,14 +5,8 @@
* Full license can be found in the LICENSE file
*/
/*!
* vec3 functions dont have suffix e.g glm_vec_dot (not glm_vec3_dot)
* all functions without suffix are vec3 functions
*/
/*
Macros:
glm_vec_dup(v, dest)
GLM_VEC3_ONE_INIT
GLM_VEC3_ZERO_INIT
GLM_VEC3_ONE
@@ -23,47 +17,81 @@
Functions:
CGLM_INLINE void glm_vec3(vec4 v4, vec3 dest);
CGLM_INLINE void glm_vec_copy(vec3 a, vec3 dest);
CGLM_INLINE float glm_vec_dot(vec3 a, vec3 b);
CGLM_INLINE void glm_vec_cross(vec3 a, vec3 b, vec3 d);
CGLM_INLINE float glm_vec_norm2(vec3 v);
CGLM_INLINE float glm_vec_norm(vec3 vec);
CGLM_INLINE void glm_vec_add(vec3 v1, vec3 v2, vec3 dest);
CGLM_INLINE void glm_vec_sub(vec3 v1, vec3 v2, vec3 dest);
CGLM_INLINE void glm_vec_scale(vec3 v, float s, vec3 dest);
CGLM_INLINE void glm_vec_scale_as(vec3 v, float s, vec3 dest);
CGLM_INLINE void glm_vec_flipsign(vec3 v);
CGLM_INLINE void glm_vec_inv(vec3 v);
CGLM_INLINE void glm_vec_inv_to(vec3 v, vec3 dest);
CGLM_INLINE void glm_vec_normalize(vec3 v);
CGLM_INLINE void glm_vec_normalize_to(vec3 vec, vec3 dest);
CGLM_INLINE float glm_vec_distance(vec3 v1, vec3 v2);
CGLM_INLINE float glm_vec_angle(vec3 v1, vec3 v2);
CGLM_INLINE void glm_vec_rotate(vec3 v, float angle, vec3 axis);
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);
CGLM_INLINE void glm_vec_ortho(vec3 v, vec3 dest);
CGLM_INLINE void glm_vec_clamp(vec3 v, float minVal, float maxVal);
CGLM_INLINE void glm_vec3_copy(vec3 a, vec3 dest);
CGLM_INLINE void glm_vec3_zero(vec3 v);
CGLM_INLINE void glm_vec3_one(vec3 v);
CGLM_INLINE float glm_vec3_dot(vec3 a, vec3 b);
CGLM_INLINE float glm_vec3_norm2(vec3 v);
CGLM_INLINE float glm_vec3_norm(vec3 v);
CGLM_INLINE void glm_vec3_add(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec3_adds(vec3 a, float s, vec3 dest);
CGLM_INLINE void glm_vec3_sub(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec3_subs(vec3 a, float s, vec3 dest);
CGLM_INLINE void glm_vec3_mul(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec3_scale(vec3 v, float s, vec3 dest);
CGLM_INLINE void glm_vec3_scale_as(vec3 v, float s, vec3 dest);
CGLM_INLINE void glm_vec3_div(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec3_divs(vec3 a, float s, vec3 dest);
CGLM_INLINE void glm_vec3_addadd(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec3_subadd(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec3_muladd(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec3_muladds(vec3 a, float s, vec3 dest);
CGLM_INLINE void glm_vec3_maxadd(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec3_minadd(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec3_flipsign(vec3 v);
CGLM_INLINE void glm_vec3_flipsign_to(vec3 v, vec3 dest);
CGLM_INLINE void glm_vec3_negate_to(vec3 v, vec3 dest);
CGLM_INLINE void glm_vec3_negate(vec3 v);
CGLM_INLINE void glm_vec3_inv(vec3 v);
CGLM_INLINE void glm_vec3_inv_to(vec3 v, vec3 dest);
CGLM_INLINE void glm_vec3_normalize(vec3 v);
CGLM_INLINE void glm_vec3_normalize_to(vec3 v, vec3 dest);
CGLM_INLINE void glm_vec3_cross(vec3 a, vec3 b, vec3 d);
CGLM_INLINE void glm_vec3_crossn(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE float glm_vec3_distance(vec3 a, vec3 b);
CGLM_INLINE float glm_vec3_angle(vec3 a, vec3 b);
CGLM_INLINE void glm_vec3_rotate(vec3 v, float angle, vec3 axis);
CGLM_INLINE void glm_vec3_rotate_m4(mat4 m, vec3 v, vec3 dest);
CGLM_INLINE void glm_vec3_rotate_m3(mat3 m, vec3 v, vec3 dest);
CGLM_INLINE void glm_vec3_proj(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec3_center(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE float glm_vec3_distance2(vec3 a, vec3 b);
CGLM_INLINE void glm_vec3_maxv(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec3_minv(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec3_ortho(vec3 v, vec3 dest);
CGLM_INLINE void glm_vec3_clamp(vec3 v, float minVal, float maxVal);
CGLM_INLINE void glm_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest);
Convenient:
CGLM_INLINE void glm_cross(vec3 a, vec3 b, vec3 d);
CGLM_INLINE float glm_dot(vec3 a, vec3 b);
CGLM_INLINE void glm_normalize(vec3 v);
CGLM_INLINE void glm_normalize_to(vec3 v, vec3 dest);
DEPRECATED:
glm_vec3_dup
glm_vec3_flipsign
glm_vec3_flipsign_to
glm_vec3_inv
glm_vec3_inv_to
glm_vec3_mulv
*/
#ifndef cglm_vec3_h
#define cglm_vec3_h
#include "common.h"
#include "vec4.h"
#include "vec3-ext.h"
#include "util.h"
/* DEPRECATED! use _copy, _ucopy versions */
#define glm_vec_dup(v, dest) glm_vec_copy(v, dest)
#define glm_vec3_dup(v, dest) glm_vec3_copy(v, dest)
#define glm_vec3_flipsign(v) glm_vec3_negate(v)
#define glm_vec3_flipsign_to(v, dest) glm_vec3_negate_to(v, dest)
#define glm_vec3_inv(v) glm_vec3_negate(v)
#define glm_vec3_inv_to(v, dest) glm_vec3_negate_to(v, dest)
#define glm_vec3_mulv(a, b, d) glm_vec3_mul(a, b, d)
#define GLM_VEC3_ONE_INIT {1.0f, 1.0f, 1.0f}
#define GLM_VEC3_ZERO_INIT {0.0f, 0.0f, 0.0f}
@@ -83,7 +111,7 @@
*/
CGLM_INLINE
void
glm_vec3(vec4 v4, vec3 dest) {
glm_vec3(const vec4 v4, vec3 dest) {
dest[0] = v4[0];
dest[1] = v4[1];
dest[2] = v4[2];
@@ -97,12 +125,34 @@ glm_vec3(vec4 v4, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec_copy(vec3 a, vec3 dest) {
glm_vec3_copy(const vec3 a, vec3 dest) {
dest[0] = a[0];
dest[1] = a[1];
dest[2] = a[2];
}
/*!
* @brief make vector zero
*
* @param[in, out] v vector
*/
CGLM_INLINE
void
glm_vec3_zero(vec3 v) {
v[0] = v[1] = v[2] = 0.0f;
}
/*!
* @brief make vector one
*
* @param[in, out] v vector
*/
CGLM_INLINE
void
glm_vec3_one(vec3 v) {
v[0] = v[1] = v[2] = 1.0f;
}
/*!
* @brief vec3 dot product
*
@@ -113,26 +163,10 @@ glm_vec_copy(vec3 a, vec3 dest) {
*/
CGLM_INLINE
float
glm_vec_dot(vec3 a, vec3 b) {
glm_vec3_dot(const vec3 a, const vec3 b) {
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
}
/*!
* @brief vec3 cross product
*
* @param[in] a source 1
* @param[in] b source 2
* @param[out] d destination
*/
CGLM_INLINE
void
glm_vec_cross(vec3 a, vec3 b, vec3 d) {
/* (u2.v3 - u3.v2, u3.v1 - u1.v3, u1.v2 - u2.v1) */
d[0] = a[1] * b[2] - a[2] * b[1];
d[1] = a[2] * b[0] - a[0] * b[2];
d[2] = a[0] * b[1] - a[1] * b[0];
}
/*!
* @brief norm * norm (magnitude) of vec
*
@@ -146,51 +180,96 @@ glm_vec_cross(vec3 a, vec3 b, vec3 d) {
*/
CGLM_INLINE
float
glm_vec_norm2(vec3 v) {
return glm_vec_dot(v, v);
glm_vec3_norm2(const vec3 v) {
return glm_vec3_dot(v, v);
}
/*!
* @brief norm (magnitude) of vec3
*
* @param[in] vec vector
* @param[in] v vector
*
* @return norm
*/
CGLM_INLINE
float
glm_vec_norm(vec3 vec) {
return sqrtf(glm_vec_norm2(vec));
glm_vec3_norm(const vec3 v) {
return sqrtf(glm_vec3_norm2(v));
}
/*!
* @brief add v2 vector to v1 vector store result in dest
* @brief add a vector to b vector store result in dest
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[in] a vector1
* @param[in] b vector2
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec_add(vec3 v1, vec3 v2, vec3 dest) {
dest[0] = v1[0] + v2[0];
dest[1] = v1[1] + v2[1];
dest[2] = v1[2] + v2[2];
glm_vec3_add(const vec3 a, const vec3 b, vec3 dest) {
dest[0] = a[0] + b[0];
dest[1] = a[1] + b[1];
dest[2] = a[2] + b[2];
}
/*!
* @brief subtract v2 vector from v1 vector store result in dest
* @brief add scalar to v vector store result in dest (d = v + s)
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec_sub(vec3 v1, vec3 v2, vec3 dest) {
dest[0] = v1[0] - v2[0];
dest[1] = v1[1] - v2[1];
dest[2] = v1[2] - v2[2];
glm_vec3_adds(const vec3 v, float s, vec3 dest) {
dest[0] = v[0] + s;
dest[1] = v[1] + s;
dest[2] = v[2] + s;
}
/*!
* @brief subtract b vector from a vector store result in dest
*
* @param[in] a vector1
* @param[in] b vector2
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec3_sub(const vec3 a, const vec3 b, vec3 dest) {
dest[0] = a[0] - b[0];
dest[1] = a[1] - b[1];
dest[2] = a[2] - b[2];
}
/*!
* @brief subtract scalar from v vector store result in dest (d = v - s)
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec3_subs(const vec3 v, float s, vec3 dest) {
dest[0] = v[0] - s;
dest[1] = v[1] - s;
dest[2] = v[2] - s;
}
/*!
* @brief multiply two vector (component-wise multiplication)
*
* @param a vector1
* @param b vector2
* @param dest v3 = (a[0] * b[0], a[1] * b[1], a[2] * b[2])
*/
CGLM_INLINE
void
glm_vec3_mul(const vec3 a, const vec3 b, vec3 dest) {
dest[0] = a[0] * b[0];
dest[1] = a[1] * b[1];
dest[2] = a[2] * b[2];
}
/*!
@@ -202,7 +281,7 @@ glm_vec_sub(vec3 v1, vec3 v2, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec_scale(vec3 v, float s, vec3 dest) {
glm_vec3_scale(const vec3 v, float s, vec3 dest) {
dest[0] = v[0] * s;
dest[1] = v[1] * s;
dest[2] = v[2] * s;
@@ -217,67 +296,173 @@ glm_vec_scale(vec3 v, float s, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec_scale_as(vec3 v, float s, vec3 dest) {
glm_vec3_scale_as(const vec3 v, float s, vec3 dest) {
float norm;
norm = glm_vec_norm(v);
norm = glm_vec3_norm(v);
if (norm == 0) {
glm_vec_copy(v, dest);
if (norm == 0.0f) {
glm_vec3_zero(dest);
return;
}
glm_vec_scale(v, s / norm, dest);
glm_vec3_scale(v, s / norm, dest);
}
/*!
* @brief flip sign of all vec3 members
* @brief div vector with another component-wise division: d = a / b
*
* @param[in, out] v vector
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest result = (a[0]/b[0], a[1]/b[1], a[2]/b[2])
*/
CGLM_INLINE
void
glm_vec_flipsign(vec3 v) {
v[0] = -v[0];
v[1] = -v[1];
v[2] = -v[2];
glm_vec3_div(const vec3 a, const vec3 b, vec3 dest) {
dest[0] = a[0] / b[0];
dest[1] = a[1] / b[1];
dest[2] = a[2] / b[2];
}
/*!
* @brief flip sign of all vec3 members and store result in dest
* @brief div vector with scalar: d = v / s
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest result = (a[0]/s, a[1]/s, a[2]/s)
*/
CGLM_INLINE
void
glm_vec3_divs(const vec3 v, float s, vec3 dest) {
dest[0] = v[0] / s;
dest[1] = v[1] / s;
dest[2] = v[2] / s;
}
/*!
* @brief add two vectors and add result to sum
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest dest += (a + b)
*/
CGLM_INLINE
void
glm_vec3_addadd(const vec3 a, const vec3 b, vec3 dest) {
dest[0] += a[0] + b[0];
dest[1] += a[1] + b[1];
dest[2] += a[2] + b[2];
}
/*!
* @brief sub two vectors and add result to dest
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest dest += (a + b)
*/
CGLM_INLINE
void
glm_vec3_subadd(const vec3 a, const vec3 b, vec3 dest) {
dest[0] += a[0] - b[0];
dest[1] += a[1] - b[1];
dest[2] += a[2] - b[2];
}
/*!
* @brief mul two vectors and add result to dest
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest dest += (a * b)
*/
CGLM_INLINE
void
glm_vec3_muladd(const vec3 a, const vec3 b, vec3 dest) {
dest[0] += a[0] * b[0];
dest[1] += a[1] * b[1];
dest[2] += a[2] * b[2];
}
/*!
* @brief mul vector with scalar and add result to sum
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector
* @param[in] s scalar
* @param[out] dest dest += (a * b)
*/
CGLM_INLINE
void
glm_vec3_muladds(const vec3 a, float s, vec3 dest) {
dest[0] += a[0] * s;
dest[1] += a[1] * s;
dest[2] += a[2] * s;
}
/*!
* @brief add max of two vector to result/dest
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest dest += max(a, b)
*/
CGLM_INLINE
void
glm_vec3_maxadd(const vec3 a, const vec3 b, vec3 dest) {
dest[0] += glm_max(a[0], b[0]);
dest[1] += glm_max(a[1], b[1]);
dest[2] += glm_max(a[2], b[2]);
}
/*!
* @brief add min of two vector to result/dest
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest dest += min(a, b)
*/
CGLM_INLINE
void
glm_vec3_minadd(const vec3 a, const vec3 b, vec3 dest) {
dest[0] += glm_min(a[0], b[0]);
dest[1] += glm_min(a[1], b[1]);
dest[2] += glm_min(a[2], b[2]);
}
/*!
* @brief negate vector components and store result in dest
*
* @param[in] v vector
* @param[out] dest result vector
*/
CGLM_INLINE
void
glm_vec_flipsign_to(vec3 v, vec3 dest) {
glm_vec3_negate_to(const vec3 v, vec3 dest) {
dest[0] = -v[0];
dest[1] = -v[1];
dest[2] = -v[2];
}
/*!
* @brief make vector as inverse/opposite of itself
* @brief negate vector components
*
* @param[in, out] v vector
*/
CGLM_INLINE
void
glm_vec_inv(vec3 v) {
glm_vec_flipsign(v);
}
/*!
* @brief inverse/opposite vector
*
* @param[in] v source
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec_inv_to(vec3 v, vec3 dest) {
glm_vec_copy(v, dest);
glm_vec_flipsign(dest);
glm_vec3_negate(vec3 v) {
glm_vec3_negate_to(v, v);
}
/*!
@@ -287,56 +472,93 @@ glm_vec_inv_to(vec3 v, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec_normalize(vec3 v) {
glm_vec3_normalize(vec3 v) {
float norm;
norm = glm_vec_norm(v);
norm = glm_vec3_norm(v);
if (norm == 0.0f) {
v[0] = v[1] = v[2] = 0.0f;
return;
}
glm_vec_scale(v, 1.0f / norm, v);
glm_vec3_scale(v, 1.0f / norm, v);
}
/*!
* @brief normalize vec3 to dest
*
* @param[in] vec source
* @param[in] v source
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec_normalize_to(vec3 vec, vec3 dest) {
glm_vec3_normalize_to(const vec3 v, vec3 dest) {
float norm;
norm = glm_vec_norm(vec);
norm = glm_vec3_norm(v);
if (norm == 0.0f) {
dest[0] = dest[1] = dest[2] = 0.0f;
glm_vec3_zero(dest);
return;
}
glm_vec_scale(vec, 1.0f / norm, dest);
glm_vec3_scale(v, 1.0f / norm, dest);
}
/*!
* @brief cross product of two vector (RH)
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec3_cross(const vec3 a, const vec3 b, vec3 dest) {
/* (u2.v3 - u3.v2, u3.v1 - u1.v3, u1.v2 - u2.v1) */
dest[0] = a[1] * b[2] - a[2] * b[1];
dest[1] = a[2] * b[0] - a[0] * b[2];
dest[2] = a[0] * b[1] - a[1] * b[0];
}
/*!
* @brief cross product of two vector (RH) and normalize the result
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec3_crossn(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_cross(a, b, dest);
glm_vec3_normalize(dest);
}
/*!
* @brief angle betwen two vector
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[in] a vector1
* @param[in] b vector2
*
* @return angle as radians
*/
CGLM_INLINE
float
glm_vec_angle(vec3 v1, vec3 v2) {
float norm;
glm_vec3_angle(const vec3 a, const vec3 b) {
float norm, dot;
/* maybe compiler generate approximation instruction (rcp) */
norm = 1.0f / (glm_vec_norm(v1) * glm_vec_norm(v2));
return acosf(glm_vec_dot(v1, v2) * norm);
norm = 1.0f / (glm_vec3_norm(a) * glm_vec3_norm(b));
dot = glm_vec3_dot(a, b) * norm;
if (dot > 1.0f)
return 0.0f;
else if (dot < -1.0f)
return CGLM_PI;
return acosf(dot);
}
/*!
@@ -348,27 +570,56 @@ glm_vec_angle(vec3 v1, vec3 v2) {
*/
CGLM_INLINE
void
glm_vec_rotate(vec3 v, float angle, vec3 axis) {
glm_vec3_rotate(vec3 v, float angle, const vec3 axis) {
vec3 v1, v2, k;
float c, s;
c = cosf(angle);
s = sinf(angle);
glm_vec_normalize_to(axis, k);
glm_vec3_normalize_to(axis, k);
/* Right Hand, Rodrigues' rotation formula:
v = v*cos(t) + (kxv)sin(t) + k*(k.v)(1 - cos(t))
*/
glm_vec_scale(v, c, v1);
glm_vec3_scale(v, c, v1);
glm_vec_cross(k, v, v2);
glm_vec_scale(v2, s, v2);
glm_vec3_cross(k, v, v2);
glm_vec3_scale(v2, s, v2);
glm_vec_add(v1, v2, v1);
glm_vec3_add(v1, v2, v1);
glm_vec_scale(k, glm_vec_dot(k, v) * (1.0f - c), v2);
glm_vec_add(v1, v2, v);
glm_vec3_scale(k, glm_vec3_dot(k, v) * (1.0f - c), v2);
glm_vec3_add(v1, v2, v);
}
/*!
* @brief apply rotation matrix to vector
*
* matrix format should be (no perspective):
* a b c x
* e f g y
* i j k z
* 0 0 0 w
*
* @param[in] m affine matrix or rot matrix
* @param[in] v vector
* @param[out] dest rotated vector
*/
CGLM_INLINE
void
glm_vec3_rotate_m4(const mat4 m, const vec3 v, vec3 dest) {
vec4 x, y, z, res;
glm_vec4_normalize_to(m[0], x);
glm_vec4_normalize_to(m[1], y);
glm_vec4_normalize_to(m[2], z);
glm_vec4_scale(x, v[0], res);
glm_vec4_muladds(y, v[1], res);
glm_vec4_muladds(z, v[2], res);
glm_vec3(res, dest);
}
/*!
@@ -380,18 +631,22 @@ glm_vec_rotate(vec3 v, float angle, vec3 axis) {
*/
CGLM_INLINE
void
glm_vec_rotate_m4(mat4 m, vec3 v, vec3 dest) {
vec3 res, x, y, z;
glm_vec3_rotate_m3(const mat3 m, const vec3 v, vec3 dest) {
vec4 res, x, y, z;
glm_vec_normalize_to(m[0], x);
glm_vec_normalize_to(m[1], y);
glm_vec_normalize_to(m[2], z);
glm_vec4(m[0], 0.0f, x);
glm_vec4(m[1], 0.0f, y);
glm_vec4(m[2], 0.0f, z);
res[0] = x[0] * v[0] + y[0] * v[1] + z[0] * v[2];
res[1] = x[1] * v[0] + y[1] * v[1] + z[1] * v[2];
res[2] = x[2] * v[0] + y[2] * v[1] + z[2] * v[2];
glm_vec4_normalize(x);
glm_vec4_normalize(y);
glm_vec4_normalize(z);
glm_vec_copy(res, dest);
glm_vec4_scale(x, v[0], res);
glm_vec4_muladds(y, v[1], res);
glm_vec4_muladds(z, v[2], res);
glm_vec3(res, dest);
}
/*!
@@ -403,69 +658,82 @@ glm_vec_rotate_m4(mat4 m, vec3 v, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec_proj(vec3 a, vec3 b, vec3 dest) {
glm_vec_scale(b,
glm_vec_dot(a, b) / glm_vec_norm2(b),
glm_vec3_proj(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_scale(b,
glm_vec3_dot(a, b) / glm_vec3_norm2(b),
dest);
}
/**
* @brief find center point of two vector
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[in] a vector1
* @param[in] b vector2
* @param[out] dest center point
*/
CGLM_INLINE
void
glm_vec_center(vec3 v1, vec3 v2, vec3 dest) {
glm_vec_add(v1, v2, dest);
glm_vec_scale(dest, 0.5f, dest);
glm_vec3_center(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_add(a, b, dest);
glm_vec3_scale(dest, 0.5f, dest);
}
/**
* @brief squared distance between two vectors
*
* @param[in] a vector1
* @param[in] b vector2
* @return returns squared distance (distance * distance)
*/
CGLM_INLINE
float
glm_vec3_distance2(const vec3 a, const vec3 b) {
return glm_pow2(b[0] - a[0])
+ glm_pow2(b[1] - a[1])
+ glm_pow2(b[2] - a[2]);
}
/**
* @brief distance between two vectors
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[in] a vector1
* @param[in] b vector2
* @return returns distance
*/
CGLM_INLINE
float
glm_vec_distance(vec3 v1, vec3 v2) {
return sqrtf(glm_pow2(v2[0] - v1[0])
+ glm_pow2(v2[1] - v1[1])
+ glm_pow2(v2[2] - v1[2]));
glm_vec3_distance(const vec3 a, const vec3 b) {
return sqrtf(glm_vec3_distance2(a, b));
}
/*!
* @brief max values of vectors
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[in] a vector1
* @param[in] b vector2
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec_maxv(vec3 v1, vec3 v2, vec3 dest) {
dest[0] = glm_max(v1[0], v2[0]);
dest[1] = glm_max(v1[1], v2[1]);
dest[2] = glm_max(v1[2], v2[2]);
glm_vec3_maxv(const vec3 a, const vec3 b, vec3 dest) {
dest[0] = glm_max(a[0], b[0]);
dest[1] = glm_max(a[1], b[1]);
dest[2] = glm_max(a[2], b[2]);
}
/*!
* @brief min values of vectors
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[in] a vector1
* @param[in] b vector2
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec_minv(vec3 v1, vec3 v2, vec3 dest) {
dest[0] = glm_min(v1[0], v2[0]);
dest[1] = glm_min(v1[1], v2[1]);
dest[2] = glm_min(v1[2], v2[2]);
glm_vec3_minv(const vec3 a, const vec3 b, vec3 dest) {
dest[0] = glm_min(a[0], b[0]);
dest[1] = glm_min(a[1], b[1]);
dest[2] = glm_min(a[2], b[2]);
}
/*!
@@ -476,7 +744,7 @@ glm_vec_minv(vec3 v1, vec3 v2, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec_ortho(vec3 v, vec3 dest) {
glm_vec3_ortho(const vec3 v, vec3 dest) {
dest[0] = v[1] - v[2];
dest[1] = v[2] - v[0];
dest[2] = v[0] - v[1];
@@ -491,7 +759,7 @@ glm_vec_ortho(vec3 v, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec_clamp(vec3 v, float minVal, float maxVal) {
glm_vec3_clamp(vec3 v, float minVal, float maxVal) {
v[0] = glm_clamp(v[0], minVal, maxVal);
v[1] = glm_clamp(v[1], minVal, maxVal);
v[2] = glm_clamp(v[2], minVal, maxVal);
@@ -509,14 +777,14 @@ glm_vec_clamp(vec3 v, float minVal, float maxVal) {
*/
CGLM_INLINE
void
glm_vec_lerp(vec3 from, vec3 to, float t, vec3 dest) {
glm_vec3_lerp(const vec3 from, const vec3 to, float t, vec3 dest) {
vec3 s, v;
/* from + s * (to - from) */
glm_vec_broadcast(glm_clamp(t, 0.0f, 1.0f), s);
glm_vec_sub(to, from, v);
glm_vec_mulv(s, v, v);
glm_vec_add(from, v, dest);
glm_vec3_broadcast(glm_clamp_zo(t), s);
glm_vec3_sub(to, from, v);
glm_vec3_mul(s, v, v);
glm_vec3_add(from, v, dest);
}
/*!
@@ -530,8 +798,8 @@ glm_vec_lerp(vec3 from, vec3 to, float t, vec3 dest) {
*/
CGLM_INLINE
void
glm_cross(vec3 a, vec3 b, vec3 d) {
glm_vec_cross(a, b, d);
glm_cross(const vec3 a, const vec3 b, vec3 d) {
glm_vec3_cross(a, b, d);
}
/*!
@@ -546,8 +814,8 @@ glm_cross(vec3 a, vec3 b, vec3 d) {
*/
CGLM_INLINE
float
glm_dot(vec3 a, vec3 b) {
return glm_vec_dot(a, b);
glm_dot(const vec3 a, const vec3 b) {
return glm_vec3_dot(a, b);
}
/*!
@@ -560,7 +828,7 @@ glm_dot(vec3 a, vec3 b) {
CGLM_INLINE
void
glm_normalize(vec3 v) {
glm_vec_normalize(v);
glm_vec3_normalize(v);
}
/*!
@@ -573,8 +841,8 @@ glm_normalize(vec3 v) {
*/
CGLM_INLINE
void
glm_normalize_to(vec3 v, vec3 dest) {
glm_vec_normalize_to(v, dest);
glm_normalize_to(const vec3 v, vec3 dest) {
glm_vec3_normalize_to(v, dest);
}
#endif /* cglm_vec3_h */

View File

@@ -11,15 +11,19 @@
/*
Functions:
CGLM_INLINE void glm_vec4_mulv(vec4 a, vec4 b, vec4 d);
CGLM_INLINE void glm_vec4_broadcast(float val, vec4 d);
CGLM_INLINE bool glm_vec4_eq(vec4 v, float val);
CGLM_INLINE bool glm_vec4_eq_eps(vec4 v, float val);
CGLM_INLINE bool glm_vec4_eq_all(vec4 v);
CGLM_INLINE bool glm_vec4_eqv(vec4 v1, vec4 v2);
CGLM_INLINE bool glm_vec4_eqv_eps(vec4 v1, vec4 v2);
CGLM_INLINE bool glm_vec4_eqv(vec4 a, vec4 b);
CGLM_INLINE bool glm_vec4_eqv_eps(vec4 a, vec4 b);
CGLM_INLINE float glm_vec4_max(vec4 v);
CGLM_INLINE float glm_vec4_min(vec4 v);
CGLM_INLINE bool glm_vec4_isnan(vec4 v);
CGLM_INLINE bool glm_vec4_isinf(vec4 v);
CGLM_INLINE bool glm_vec4_isvalid(vec4 v);
CGLM_INLINE void glm_vec4_sign(vec4 v, vec4 dest);
CGLM_INLINE void glm_vec4_sqrt(vec4 v, vec4 dest);
*/
#ifndef cglm_vec4_ext_h
@@ -27,29 +31,6 @@
#include "common.h"
#include "vec3-ext.h"
#include <stdbool.h>
#include <math.h>
#include <float.h>
/*!
* @brief multiplies individual items, just for convenient like SIMD
*
* @param a v1
* @param b v2
* @param d v3 = (v1[0] * v2[0], v1[1] * v2[1], v1[2] * v2[2], v1[3] * v2[3])
*/
CGLM_INLINE
void
glm_vec4_mulv(vec4 a, vec4 b, vec4 d) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(d, _mm_mul_ps(_mm_load_ps(a), _mm_load_ps(b)));
#else
d[0] = a[0] * b[0];
d[1] = a[1] * b[1];
d[2] = a[2] * b[2];
d[3] = a[3] * b[3];
#endif
}
/*!
* @brief fill a vector with specified value
@@ -61,7 +42,7 @@ CGLM_INLINE
void
glm_vec4_broadcast(float val, vec4 d) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(d, _mm_set1_ps(val));
glmm_store(d, _mm_set1_ps(val));
#else
d[0] = d[1] = d[2] = d[3] = val;
#endif
@@ -75,7 +56,7 @@ glm_vec4_broadcast(float val, vec4 d) {
*/
CGLM_INLINE
bool
glm_vec4_eq(vec4 v, float val) {
glm_vec4_eq(const vec4 v, float val) {
return v[0] == val
&& v[0] == v[1]
&& v[0] == v[2]
@@ -90,7 +71,7 @@ glm_vec4_eq(vec4 v, float val) {
*/
CGLM_INLINE
bool
glm_vec4_eq_eps(vec4 v, float val) {
glm_vec4_eq_eps(const vec4 v, float val) {
return fabsf(v[0] - val) <= FLT_EPSILON
&& fabsf(v[1] - val) <= FLT_EPSILON
&& fabsf(v[2] - val) <= FLT_EPSILON
@@ -104,7 +85,7 @@ glm_vec4_eq_eps(vec4 v, float val) {
*/
CGLM_INLINE
bool
glm_vec4_eq_all(vec4 v) {
glm_vec4_eq_all(const vec4 v) {
return v[0] == v[1]
&& v[0] == v[2]
&& v[0] == v[3];
@@ -113,31 +94,31 @@ glm_vec4_eq_all(vec4 v) {
/*!
* @brief check if vector is equal to another (without epsilon)
*
* @param v1 vector
* @param v2 vector
* @param a vector
* @param b vector
*/
CGLM_INLINE
bool
glm_vec4_eqv(vec4 v1, vec4 v2) {
return v1[0] == v2[0]
&& v1[1] == v2[1]
&& v1[2] == v2[2]
&& v1[3] == v2[3];
glm_vec4_eqv(const vec4 a, const vec4 b) {
return a[0] == b[0]
&& a[1] == b[1]
&& a[2] == b[2]
&& a[3] == b[3];
}
/*!
* @brief check if vector is equal to another (with epsilon)
*
* @param v1 vector
* @param v2 vector
* @param a vector
* @param b vector
*/
CGLM_INLINE
bool
glm_vec4_eqv_eps(vec4 v1, vec4 v2) {
return fabsf(v1[0] - v2[0]) <= FLT_EPSILON
&& fabsf(v1[1] - v2[1]) <= FLT_EPSILON
&& fabsf(v1[2] - v2[2]) <= FLT_EPSILON
&& fabsf(v1[3] - v2[3]) <= FLT_EPSILON;
glm_vec4_eqv_eps(const vec4 a, const vec4 b) {
return fabsf(a[0] - b[0]) <= FLT_EPSILON
&& fabsf(a[1] - b[1]) <= FLT_EPSILON
&& fabsf(a[2] - b[2]) <= FLT_EPSILON
&& fabsf(a[3] - b[3]) <= FLT_EPSILON;
}
/*!
@@ -147,10 +128,10 @@ glm_vec4_eqv_eps(vec4 v1, vec4 v2) {
*/
CGLM_INLINE
float
glm_vec4_max(vec4 v) {
glm_vec4_max(const vec4 v) {
float max;
max = glm_vec_max(v);
max = glm_vec3_max(v);
if (v[3] > max)
max = v[3];
@@ -164,10 +145,10 @@ glm_vec4_max(vec4 v) {
*/
CGLM_INLINE
float
glm_vec4_min(vec4 v) {
glm_vec4_min(const vec4 v) {
float min;
min = glm_vec_min(v);
min = glm_vec3_min(v);
if (v[3] < min)
min = v[3];
@@ -182,7 +163,7 @@ glm_vec4_min(vec4 v) {
*/
CGLM_INLINE
bool
glm_vec4_isnan(vec4 v) {
glm_vec4_isnan(const vec4 v) {
return isnan(v[0]) || isnan(v[1]) || isnan(v[2]) || isnan(v[3]);
}
@@ -194,7 +175,7 @@ glm_vec4_isnan(vec4 v) {
*/
CGLM_INLINE
bool
glm_vec4_isinf(vec4 v) {
glm_vec4_isinf(const vec4 v) {
return isinf(v[0]) || isinf(v[1]) || isinf(v[2]) || isinf(v[3]);
}
@@ -206,7 +187,7 @@ glm_vec4_isinf(vec4 v) {
*/
CGLM_INLINE
bool
glm_vec4_isvalid(vec4 v) {
glm_vec4_isvalid(const vec4 v) {
return !glm_vec4_isnan(v) && !glm_vec4_isinf(v);
}
@@ -219,18 +200,18 @@ glm_vec4_isvalid(vec4 v) {
*/
CGLM_INLINE
void
glm_vec4_sign(vec4 v, vec4 dest) {
glm_vec4_sign(const vec4 v, vec4 dest) {
#if defined( __SSE2__ ) || defined( __SSE2__ )
__m128 x0, x1, x2, x3, x4;
x0 = _mm_load_ps(v);
x0 = glmm_load(v);
x1 = _mm_set_ps(0.0f, 0.0f, 1.0f, -1.0f);
x2 = _mm_shuffle1_ps1(x1, 2);
x2 = glmm_shuff1x(x1, 2);
x3 = _mm_and_ps(_mm_cmpgt_ps(x0, x2), _mm_shuffle1_ps1(x1, 1));
x4 = _mm_and_ps(_mm_cmplt_ps(x0, x2), _mm_shuffle1_ps1(x1, 0));
x3 = _mm_and_ps(_mm_cmpgt_ps(x0, x2), glmm_shuff1x(x1, 1));
x4 = _mm_and_ps(_mm_cmplt_ps(x0, x2), glmm_shuff1x(x1, 0));
_mm_store_ps(dest, _mm_or_ps(x3, x4));
glmm_store(dest, _mm_or_ps(x3, x4));
#else
dest[0] = glm_signf(v[0]);
dest[1] = glm_signf(v[1]);
@@ -247,9 +228,9 @@ glm_vec4_sign(vec4 v, vec4 dest) {
*/
CGLM_INLINE
void
glm_vec4_sqrt(vec4 v, vec4 dest) {
glm_vec4_sqrt(const vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_sqrt_ps(_mm_load_ps(v)));
glmm_store(dest, _mm_sqrt_ps(glmm_load(v)));
#else
dest[0] = sqrtf(v[0]);
dest[1] = sqrtf(v[1]);

View File

@@ -5,15 +5,8 @@
* Full license can be found in the LICENSE file
*/
/*!
* vec3 functions dont have suffix e.g glm_vec_dot (not glm_vec3_dot)
* all functions without suffix are vec3 functions
*/
/*
Macros:
glm_vec4_dup3(v, dest)
glm_vec4_dup(v, dest)
GLM_VEC4_ONE_INIT
GLM_VEC4_BLACK_INIT
GLM_VEC4_ZERO_INIT
@@ -25,22 +18,43 @@
CGLM_INLINE void glm_vec4(vec3 v3, float last, vec4 dest);
CGLM_INLINE void glm_vec4_copy3(vec4 a, vec3 dest);
CGLM_INLINE void glm_vec4_copy(vec4 v, vec4 dest);
CGLM_INLINE void glm_vec4_ucopy(vec4 v, vec4 dest);
CGLM_INLINE float glm_vec4_dot(vec4 a, vec4 b);
CGLM_INLINE float glm_vec4_norm2(vec4 v);
CGLM_INLINE float glm_vec4_norm(vec4 vec);
CGLM_INLINE void glm_vec4_add(vec4 v1, vec4 v2, vec4 dest);
CGLM_INLINE void glm_vec4_sub(vec4 v1, vec4 v2, vec4 dest);
CGLM_INLINE float glm_vec4_norm(vec4 v);
CGLM_INLINE void glm_vec4_add(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_adds(vec4 v, float s, vec4 dest);
CGLM_INLINE void glm_vec4_sub(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_subs(vec4 v, float s, vec4 dest);
CGLM_INLINE void glm_vec4_mul(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_scale(vec4 v, float s, vec4 dest);
CGLM_INLINE void glm_vec4_scale_as(vec4 v, float s, vec4 dest);
CGLM_INLINE void glm_vec4_flipsign(vec4 v);
CGLM_INLINE void glm_vec4_div(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_divs(vec4 v, float s, vec4 dest);
CGLM_INLINE void glm_vec4_addadd(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_subadd(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_muladd(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_muladds(vec4 a, float s, vec4 dest);
CGLM_INLINE void glm_vec4_maxadd(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_minadd(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_negate(vec4 v);
CGLM_INLINE void glm_vec4_inv(vec4 v);
CGLM_INLINE void glm_vec4_inv_to(vec4 v, vec4 dest);
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);
CGLM_INLINE float glm_vec4_distance(vec4 a, vec4 b);
CGLM_INLINE void glm_vec4_maxv(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_minv(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_clamp(vec4 v, float minVal, float maxVal);
CGLM_INLINE void glm_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest)
DEPRECATED:
glm_vec4_dup
glm_vec4_flipsign
glm_vec4_flipsign_to
glm_vec4_inv
glm_vec4_inv_to
glm_vec4_mulv
*/
#ifndef cglm_vec4_h
@@ -50,9 +64,14 @@
#include "vec4-ext.h"
#include "util.h"
/* DEPRECATED! use _copy, _ucopy versions */
/* DEPRECATED! functions */
#define glm_vec4_dup3(v, dest) glm_vec4_copy3(v, dest)
#define glm_vec4_dup(v, dest) glm_vec4_copy(v, dest)
#define glm_vec4_flipsign(v) glm_vec4_negate(v)
#define glm_vec4_flipsign_to(v, dest) glm_vec4_negate_to(v, dest)
#define glm_vec4_inv(v) glm_vec4_negate(v)
#define glm_vec4_inv_to(v, dest) glm_vec4_negate_to(v, dest)
#define glm_vec4_mulv(a, b, d) glm_vec4_mul(a, b, d)
#define GLM_VEC4_ONE_INIT {1.0f, 1.0f, 1.0f, 1.0f}
#define GLM_VEC4_BLACK_INIT {0.0f, 0.0f, 0.0f, 1.0f}
@@ -71,7 +90,7 @@
*/
CGLM_INLINE
void
glm_vec4(vec3 v3, float last, vec4 dest) {
glm_vec4(const vec3 v3, float last, vec4 dest) {
dest[0] = v3[0];
dest[1] = v3[1];
dest[2] = v3[2];
@@ -86,7 +105,7 @@ glm_vec4(vec3 v3, float last, vec4 dest) {
*/
CGLM_INLINE
void
glm_vec4_copy3(vec4 a, vec3 dest) {
glm_vec4_copy3(const vec4 a, vec3 dest) {
dest[0] = a[0];
dest[1] = a[1];
dest[2] = a[2];
@@ -100,9 +119,11 @@ glm_vec4_copy3(vec4 a, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec4_copy(vec4 v, vec4 dest) {
glm_vec4_copy(const vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_load_ps(v));
glmm_store(dest, glmm_load(v));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vld1q_f32(v));
#else
dest[0] = v[0];
dest[1] = v[1];
@@ -111,6 +132,63 @@ glm_vec4_copy(vec4 v, vec4 dest) {
#endif
}
/*!
* @brief copy all members of [a] to [dest]
*
* alignment is not required
*
* @param[in] v source
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_ucopy(const vec4 v, vec4 dest) {
dest[0] = v[0];
dest[1] = v[1];
dest[2] = v[2];
dest[3] = v[3];
}
/*!
* @brief make vector zero
*
* @param[in, out] v vector
*/
CGLM_INLINE
void
glm_vec4_zero(vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(v, _mm_setzero_ps());
#elif defined(CGLM_NEON_FP)
vst1q_f32(v, vdupq_n_f32(0.0f));
#else
v[0] = 0.0f;
v[1] = 0.0f;
v[2] = 0.0f;
v[3] = 0.0f;
#endif
}
/*!
* @brief make vector one
*
* @param[in, out] v vector
*/
CGLM_INLINE
void
glm_vec4_one(vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(v, _mm_set1_ps(1.0f));
#elif defined(CGLM_NEON_FP)
vst1q_f32(v, vdupq_n_f32(1.0f));
#else
v[0] = 1.0f;
v[1] = 1.0f;
v[2] = 1.0f;
v[3] = 1.0f;
#endif
}
/*!
* @brief vec4 dot product
*
@@ -121,12 +199,9 @@ glm_vec4_copy(vec4 v, vec4 dest) {
*/
CGLM_INLINE
float
glm_vec4_dot(vec4 a, vec4 b) {
#if defined( __SSE__ ) || defined( __SSE2__ )
__m128 x0;
x0 = _mm_mul_ps(_mm_load_ps(a), _mm_load_ps(b));
x0 = _mm_add_ps(x0, _mm_shuffle1_ps(x0, 1, 0, 3, 2));
return _mm_cvtss_f32(_mm_add_ss(x0, _mm_shuffle1_ps(x0, 0, 1, 0, 1)));
glm_vec4_dot(const vec4 a, const vec4 b) {
#if defined(CGLM_SIMD)
return glmm_dot(glmm_load(a), glmm_load(b));
#else
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
#endif
@@ -145,64 +220,134 @@ glm_vec4_dot(vec4 a, vec4 b) {
*/
CGLM_INLINE
float
glm_vec4_norm2(vec4 v) {
glm_vec4_norm2(const vec4 v) {
return glm_vec4_dot(v, v);
}
/*!
* @brief norm (magnitude) of vec4
*
* @param[in] vec vector
* @param[in] v vector
*
* @return norm
*/
CGLM_INLINE
float
glm_vec4_norm(vec4 vec) {
return sqrtf(glm_vec4_norm2(vec));
}
/*!
* @brief add v2 vector to v1 vector store result in dest
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec4_add(vec4 v1, vec4 v2, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest,
_mm_add_ps(_mm_load_ps(v1),
_mm_load_ps(v2)));
glm_vec4_norm(const vec4 v) {
#if defined(CGLM_SIMD)
return glmm_norm(glmm_load(v));
#else
dest[0] = v1[0] + v2[0];
dest[1] = v1[1] + v2[1];
dest[2] = v1[2] + v2[2];
dest[3] = v1[3] + v2[3];
return sqrtf(glm_vec4_dot(v, v));
#endif
}
/*!
* @brief subtract v2 vector from v1 vector store result in dest
* @brief add b vector to a vector store result in dest
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[in] a vector1
* @param[in] b vector2
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec4_sub(vec4 v1, vec4 v2, vec4 dest) {
glm_vec4_add(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest,
_mm_sub_ps(_mm_load_ps(v1),
_mm_load_ps(v2)));
glmm_store(dest, _mm_add_ps(glmm_load(a), glmm_load(b)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vaddq_f32(vld1q_f32(a), vld1q_f32(b)));
#else
dest[0] = v1[0] - v2[0];
dest[1] = v1[1] - v2[1];
dest[2] = v1[2] - v2[2];
dest[3] = v1[3] - v2[3];
dest[0] = a[0] + b[0];
dest[1] = a[1] + b[1];
dest[2] = a[2] + b[2];
dest[3] = a[3] + b[3];
#endif
}
/*!
* @brief add scalar to v vector store result in dest (d = v + vec(s))
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec4_adds(const vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_add_ps(glmm_load(v), _mm_set1_ps(s)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vaddq_f32(vld1q_f32(v), vdupq_n_f32(s)));
#else
dest[0] = v[0] + s;
dest[1] = v[1] + s;
dest[2] = v[2] + s;
dest[3] = v[3] + s;
#endif
}
/*!
* @brief subtract b vector from a vector store result in dest (d = a - b)
*
* @param[in] a vector1
* @param[in] b vector2
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec4_sub(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_sub_ps(glmm_load(a), glmm_load(b)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vsubq_f32(vld1q_f32(a), vld1q_f32(b)));
#else
dest[0] = a[0] - b[0];
dest[1] = a[1] - b[1];
dest[2] = a[2] - b[2];
dest[3] = a[3] - b[3];
#endif
}
/*!
* @brief subtract scalar from v vector store result in dest (d = v - vec(s))
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec4_subs(const vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_sub_ps(glmm_load(v), _mm_set1_ps(s)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vsubq_f32(vld1q_f32(v), vdupq_n_f32(s)));
#else
dest[0] = v[0] - s;
dest[1] = v[1] - s;
dest[2] = v[2] - s;
dest[3] = v[3] - s;
#endif
}
/*!
* @brief multiply two vector (component-wise multiplication)
*
* @param a vector1
* @param b vector2
* @param dest dest = (a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3])
*/
CGLM_INLINE
void
glm_vec4_mul(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_mul_ps(glmm_load(a), glmm_load(b)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vmulq_f32(vld1q_f32(a), vld1q_f32(b)));
#else
dest[0] = a[0] * b[0];
dest[1] = a[1] * b[1];
dest[2] = a[2] * b[2];
dest[3] = a[3] * b[3];
#endif
}
@@ -215,11 +360,11 @@ glm_vec4_sub(vec4 v1, vec4 v2, vec4 dest) {
*/
CGLM_INLINE
void
glm_vec4_scale(vec4 v, float s, vec4 dest) {
glm_vec4_scale(const vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest,
_mm_mul_ps(_mm_load_ps(v),
_mm_set1_ps(s)));
glmm_store(dest, _mm_mul_ps(glmm_load(v), _mm_set1_ps(s)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vmulq_f32(vld1q_f32(v), vdupq_n_f32(s)));
#else
dest[0] = v[0] * s;
dest[1] = v[1] * s;
@@ -237,12 +382,12 @@ glm_vec4_scale(vec4 v, float s, vec4 dest) {
*/
CGLM_INLINE
void
glm_vec4_scale_as(vec4 v, float s, vec4 dest) {
glm_vec4_scale_as(const vec4 v, float s, vec4 dest) {
float norm;
norm = glm_vec4_norm(v);
if (norm == 0) {
glm_vec4_copy(v, dest);
if (norm == 0.0f) {
glm_vec4_zero(dest);
return;
}
@@ -250,36 +395,223 @@ glm_vec4_scale_as(vec4 v, float s, vec4 dest) {
}
/*!
* @brief flip sign of all vec4 members
* @brief div vector with another component-wise division: d = a / b
*
* @param[in, out] v vector
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest result = (a[0]/b[0], a[1]/b[1], a[2]/b[2], a[3]/b[3])
*/
CGLM_INLINE
void
glm_vec4_flipsign(vec4 v) {
glm_vec4_div(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(v, _mm_xor_ps(_mm_load_ps(v),
_mm_set1_ps(-0.0f)));
glmm_store(dest, _mm_div_ps(glmm_load(a), glmm_load(b)));
#else
v[0] = -v[0];
v[1] = -v[1];
v[2] = -v[2];
v[3] = -v[3];
dest[0] = a[0] / b[0];
dest[1] = a[1] / b[1];
dest[2] = a[2] / b[2];
dest[3] = a[3] / b[3];
#endif
}
/*!
* @brief flip sign of all vec4 members and store result in dest
* @brief div vec4 vector with scalar: d = v / s
*
* @param[in] v vector
* @param[out] dest vector
* @param[in] s scalar
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec4_flipsign_to(vec4 v, vec4 dest) {
glm_vec4_divs(const vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_xor_ps(_mm_load_ps(v),
_mm_set1_ps(-0.0f)));
glmm_store(dest, _mm_div_ps(glmm_load(v), _mm_set1_ps(s)));
#else
glm_vec4_scale(v, 1.0f / s, dest);
#endif
}
/*!
* @brief add two vectors and add result to sum
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest dest += (a + b)
*/
CGLM_INLINE
void
glm_vec4_addadd(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_add_ps(glmm_load(a),
glmm_load(b))));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vaddq_f32(vld1q_f32(dest),
vaddq_f32(vld1q_f32(a),
vld1q_f32(b))));
#else
dest[0] += a[0] + b[0];
dest[1] += a[1] + b[1];
dest[2] += a[2] + b[2];
dest[3] += a[3] + b[3];
#endif
}
/*!
* @brief sub two vectors and add result to dest
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest dest += (a - b)
*/
CGLM_INLINE
void
glm_vec4_subadd(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_sub_ps(glmm_load(a),
glmm_load(b))));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vaddq_f32(vld1q_f32(dest),
vsubq_f32(vld1q_f32(a),
vld1q_f32(b))));
#else
dest[0] += a[0] - b[0];
dest[1] += a[1] - b[1];
dest[2] += a[2] - b[2];
dest[3] += a[3] - b[3];
#endif
}
/*!
* @brief mul two vectors and add result to dest
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest dest += (a * b)
*/
CGLM_INLINE
void
glm_vec4_muladd(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_mul_ps(glmm_load(a),
glmm_load(b))));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vaddq_f32(vld1q_f32(dest),
vmulq_f32(vld1q_f32(a),
vld1q_f32(b))));
#else
dest[0] += a[0] * b[0];
dest[1] += a[1] * b[1];
dest[2] += a[2] * b[2];
dest[3] += a[3] * b[3];
#endif
}
/*!
* @brief mul vector with scalar and add result to sum
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector
* @param[in] s scalar
* @param[out] dest dest += (a * b)
*/
CGLM_INLINE
void
glm_vec4_muladds(const vec4 a, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_mul_ps(glmm_load(a),
_mm_set1_ps(s))));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vaddq_f32(vld1q_f32(dest),
vsubq_f32(vld1q_f32(a),
vdupq_n_f32(s))));
#else
dest[0] += a[0] * s;
dest[1] += a[1] * s;
dest[2] += a[2] * s;
dest[3] += a[3] * s;
#endif
}
/*!
* @brief add max of two vector to result/dest
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest dest += max(a, b)
*/
CGLM_INLINE
void
glm_vec4_maxadd(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_max_ps(glmm_load(a),
glmm_load(b))));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vaddq_f32(vld1q_f32(dest),
vmaxq_f32(vld1q_f32(a),
vld1q_f32(b))));
#else
dest[0] += glm_max(a[0], b[0]);
dest[1] += glm_max(a[1], b[1]);
dest[2] += glm_max(a[2], b[2]);
dest[3] += glm_max(a[3], b[3]);
#endif
}
/*!
* @brief add min of two vector to result/dest
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest dest += min(a, b)
*/
CGLM_INLINE
void
glm_vec4_minadd(const vec4 a,const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_min_ps(glmm_load(a),
glmm_load(b))));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vaddq_f32(vld1q_f32(dest),
vminq_f32(vld1q_f32(a),
vld1q_f32(b))));
#else
dest[0] += glm_min(a[0], b[0]);
dest[1] += glm_min(a[1], b[1]);
dest[2] += glm_min(a[2], b[2]);
dest[3] += glm_min(a[3], b[3]);
#endif
}
/*!
* @brief negate vector components and store result in dest
*
* @param[in] v vector
* @param[out] dest result vector
*/
CGLM_INLINE
void
glm_vec4_negate_to(const vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_xor_ps(glmm_load(v), _mm_set1_ps(-0.0f)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, veorq_s32(vld1q_f32(v), vdupq_n_f32(-0.0f)));
#else
dest[0] = -v[0];
dest[1] = -v[1];
@@ -289,27 +621,51 @@ glm_vec4_flipsign_to(vec4 v, vec4 dest) {
}
/*!
* @brief make vector as inverse/opposite of itself
* @brief flip sign of all vec4 members
*
* @param[in, out] v vector
*/
CGLM_INLINE
void
glm_vec4_inv(vec4 v) {
glm_vec4_flipsign(v);
glm_vec4_negate(vec4 v) {
glm_vec4_negate_to(v, v);
}
/*!
* @brief inverse/opposite vector
* @brief normalize vec4 to dest
*
* @param[in] v source
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_inv_to(vec4 v, vec4 dest) {
glm_vec4_copy(v, dest);
glm_vec4_flipsign(dest);
glm_vec4_normalize_to(const vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
__m128 xdot, x0;
float dot;
x0 = glmm_load(v);
xdot = glmm_vdot(x0, x0);
dot = _mm_cvtss_f32(xdot);
if (dot == 0.0f) {
glmm_store(dest, _mm_setzero_ps());
return;
}
glmm_store(dest, _mm_div_ps(x0, _mm_sqrt_ps(xdot)));
#else
float norm;
norm = glm_vec4_norm(v);
if (norm == 0.0f) {
glm_vec4_zero(dest);
return;
}
glm_vec4_scale(v, 1.0f / norm, dest);
#endif
}
/*!
@@ -320,85 +676,73 @@ glm_vec4_inv_to(vec4 v, vec4 dest) {
CGLM_INLINE
void
glm_vec4_normalize(vec4 v) {
float norm;
norm = glm_vec4_norm(v);
if (norm == 0.0f) {
v[0] = v[1] = v[2] = v[3] = 0.0f;
return;
}
glm_vec4_scale(v, 1.0f / norm, v);
}
/*!
* @brief normalize vec4 to dest
*
* @param[in] vec source
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_normalize_to(vec4 vec, vec4 dest) {
float norm;
norm = glm_vec4_norm(vec);
if (norm == 0.0f) {
dest[0] = dest[1] = dest[2] = dest[3] = 0.0f;
return;
}
glm_vec4_scale(vec, 1.0f / norm, dest);
glm_vec4_normalize_to(v, v);
}
/**
* @brief distance between two vectors
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[in] a vector1
* @param[in] b vector2
* @return returns distance
*/
CGLM_INLINE
float
glm_vec4_distance(vec4 v1, vec4 v2) {
return sqrtf(glm_pow2(v2[0] - v1[0])
+ glm_pow2(v2[1] - v1[1])
+ glm_pow2(v2[2] - v1[2])
+ glm_pow2(v2[3] - v1[3]));
glm_vec4_distance(const vec4 a, const vec4 b) {
#if defined( __SSE__ ) || defined( __SSE2__ )
return glmm_norm(_mm_sub_ps(glmm_load(b), glmm_load(a)));
#elif defined(CGLM_NEON_FP)
return glmm_norm(vsubq_f32(glmm_load(a), glmm_load(b)));
#else
return sqrtf(glm_pow2(b[0] - a[0])
+ glm_pow2(b[1] - a[1])
+ glm_pow2(b[2] - a[2])
+ glm_pow2(b[3] - a[3]));
#endif
}
/*!
* @brief max values of vectors
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[in] a vector1
* @param[in] b vector2
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_maxv(vec4 v1, vec4 v2, vec4 dest) {
dest[0] = glm_max(v1[0], v2[0]);
dest[1] = glm_max(v1[1], v2[1]);
dest[2] = glm_max(v1[2], v2[2]);
dest[3] = glm_max(v1[3], v2[3]);
glm_vec4_maxv(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_max_ps(glmm_load(a), glmm_load(b)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vmaxq_f32(vld1q_f32(a), vld1q_f32(b)));
#else
dest[0] = glm_max(a[0], b[0]);
dest[1] = glm_max(a[1], b[1]);
dest[2] = glm_max(a[2], b[2]);
dest[3] = glm_max(a[3], b[3]);
#endif
}
/*!
* @brief min values of vectors
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[in] a vector1
* @param[in] b vector2
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_minv(vec4 v1, vec4 v2, vec4 dest) {
dest[0] = glm_min(v1[0], v2[0]);
dest[1] = glm_min(v1[1], v2[1]);
dest[2] = glm_min(v1[2], v2[2]);
dest[3] = glm_min(v1[3], v2[3]);
glm_vec4_minv(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_min_ps(glmm_load(a), glmm_load(b)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vminq_f32(vld1q_f32(a), vld1q_f32(b)));
#else
dest[0] = glm_min(a[0], b[0]);
dest[1] = glm_min(a[1], b[1]);
dest[2] = glm_min(a[2], b[2]);
dest[3] = glm_min(a[3], b[3]);
#endif
}
/*!
@@ -411,10 +755,18 @@ glm_vec4_minv(vec4 v1, vec4 v2, vec4 dest) {
CGLM_INLINE
void
glm_vec4_clamp(vec4 v, float minVal, float maxVal) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(v, _mm_min_ps(_mm_max_ps(glmm_load(v), _mm_set1_ps(minVal)),
_mm_set1_ps(maxVal)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(v, vminq_f32(vmaxq_f32(vld1q_f32(v), vdupq_n_f32(minVal)),
vdupq_n_f32(maxVal)));
#else
v[0] = glm_clamp(v[0], minVal, maxVal);
v[1] = glm_clamp(v[1], minVal, maxVal);
v[2] = glm_clamp(v[2], minVal, maxVal);
v[3] = glm_clamp(v[3], minVal, maxVal);
#endif
}
/*!
@@ -429,14 +781,33 @@ glm_vec4_clamp(vec4 v, float minVal, float maxVal) {
*/
CGLM_INLINE
void
glm_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest) {
glm_vec4_lerp(const vec4 from, const vec4 to, float t, vec4 dest) {
vec4 s, v;
/* from + s * (to - from) */
glm_vec4_broadcast(glm_clamp(t, 0.0f, 1.0f), s);
glm_vec4_broadcast(glm_clamp_zo(t), s);
glm_vec4_sub(to, from, v);
glm_vec4_mulv(s, v, v);
glm_vec4_mul(s, v, v);
glm_vec4_add(from, v, dest);
}
/*!
* @brief helper to fill vec4 as [S^3, S^2, S, 1]
*
* @param[in] s parameter
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_cubic(float s, vec4 dest) {
float ss;
ss = s * s;
dest[0] = ss * s;
dest[1] = ss;
dest[2] = s;
dest[3] = 1.0f;
}
#endif /* cglm_vec4_h */

View File

@@ -9,7 +9,7 @@
#define cglm_version_h
#define CGLM_VERSION_MAJOR 0
#define CGLM_VERSION_MINOR 4
#define CGLM_VERSION_PATCH 0
#define CGLM_VERSION_MINOR 5
#define CGLM_VERSION_PATCH 4
#endif /* cglm_version_h */

View File

@@ -54,7 +54,12 @@ cglm_HEADERS = include/cglm/version.h \
include/cglm/plane.h \
include/cglm/frustum.h \
include/cglm/box.h \
include/cglm/color.h
include/cglm/color.h \
include/cglm/project.h \
include/cglm/sphere.h \
include/cglm/ease.h \
include/cglm/curve.h \
include/cglm/bezier.h
cglm_calldir=$(includedir)/cglm/call
cglm_call_HEADERS = include/cglm/call/mat4.h \
@@ -68,10 +73,17 @@ cglm_call_HEADERS = include/cglm/call/mat4.h \
include/cglm/call/euler.h \
include/cglm/call/plane.h \
include/cglm/call/frustum.h \
include/cglm/call/box.h
include/cglm/call/box.h \
include/cglm/call/project.h \
include/cglm/call/sphere.h \
include/cglm/call/ease.h \
include/cglm/call/curve.h \
include/cglm/call/bezier.h
cglm_simddir=$(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/arm.h
cglm_simd_sse2dir=$(includedir)/cglm/simd/sse2
cglm_simd_sse2_HEADERS = include/cglm/simd/sse2/affine.h \
@@ -99,7 +111,11 @@ libcglm_la_SOURCES=\
src/plane.c \
src/frustum.c \
src/box.c \
src/project.c
src/project.c \
src/sphere.c \
src/ease.c \
src/curve.c \
src/bezier.c
test_tests_SOURCES=\
test/src/test_common.c \
@@ -110,7 +126,11 @@ test_tests_SOURCES=\
test/src/test_clamp.c \
test/src/test_euler.c \
test/src/test_quat.c \
test/src/test_vec4.c
test/src/test_vec4.c \
test/src/test_vec3.c \
test/src/test_mat3.c \
test/src/test_affine.c \
test/src/test_bezier.c
all-local:
sh ./post-build.sh

View File

@@ -8,12 +8,17 @@
cd $(dirname "$0")
mkdir -p .libs
mkdir -p "$(pwd)/.libs"
libmocka_folder=$(pwd)/test/lib/cmocka/build/src/
if [ "$(uname)" = "Darwin" ]; then
ln -sf $(pwd)/test/lib/cmocka/build/src/libcmocka.0.dylib \
.libs/libcmocka.0.dylib;
libcmocka=libcmocka.0.dylib
else
ln -sf $(pwd)/test/lib/cmocka/build/src/libcmocka.so.0 \
.libs/libcmocka.so.0;
libcmocka=libcmocka.so.0
fi
libcmocka_path="$libmocka_folder$libcmocka"
if [ -f "$libcmocka_path" ]; then
ln -sf "$libcmocka_path" "$(pwd)/.libs/$libcmocka";
fi

View File

@@ -10,13 +10,19 @@
CGLM_EXPORT
void
glmc_translate_to(mat4 m, vec3 v, mat4 dest) {
glmc_translate_make(mat4 m, const vec3 v) {
glm_translate_make(m, v);
}
CGLM_EXPORT
void
glmc_translate_to(const mat4 m, const vec3 v, mat4 dest) {
glm_translate_to(m, v, dest);
}
CGLM_EXPORT
void
glmc_translate(mat4 m, vec3 v) {
glmc_translate(mat4 m, const vec3 v) {
glm_translate(m, v);
}
@@ -40,78 +46,108 @@ glmc_translate_z(mat4 m, float to) {
CGLM_EXPORT
void
glmc_scale_to(mat4 m, vec3 v, mat4 dest) {
glmc_scale_make(mat4 m, const vec3 v) {
glm_scale_make(m, v);
}
CGLM_EXPORT
void
glmc_scale_to(const mat4 m, const vec3 v, mat4 dest) {
glm_scale_to(m, v, dest);
}
CGLM_EXPORT
void
glmc_scale(mat4 m, vec3 v) {
glmc_scale(mat4 m, const vec3 v) {
glm_scale(m, v);
}
CGLM_EXPORT
void
glmc_scale1(mat4 m, float s) {
glm_scale1(m, s);
glmc_scale_uni(mat4 m, float s) {
glm_scale_uni(m, s);
}
CGLM_EXPORT
void
glmc_rotate_x(mat4 m, float rad, mat4 dest) {
glmc_rotate_x(const mat4 m, float rad, mat4 dest) {
glm_rotate_x(m, rad, dest);
}
CGLM_EXPORT
void
glmc_rotate_y(mat4 m, float rad, mat4 dest) {
glmc_rotate_y(const mat4 m, float rad, mat4 dest) {
glm_rotate_y(m, rad, dest);
}
CGLM_EXPORT
void
glmc_rotate_z(mat4 m, float rad, mat4 dest) {
glmc_rotate_z(const mat4 m, float rad, mat4 dest) {
glm_rotate_z(m, rad, dest);
}
CGLM_EXPORT
void
glmc_rotate_ndc_make(mat4 m, float angle, vec3 axis_ndc) {
glm_rotate_ndc_make(m, angle, axis_ndc);
}
CGLM_EXPORT
void
glmc_rotate_make(mat4 m, float angle, vec3 axis) {
glmc_rotate_make(mat4 m, float angle, const vec3 axis) {
glm_rotate_make(m, angle, axis);
}
CGLM_EXPORT
void
glmc_rotate_ndc(mat4 m, float angle, vec3 axis_ndc) {
glm_rotate_ndc(m, angle, axis_ndc);
}
CGLM_EXPORT
void
glmc_rotate(mat4 m, float angle, vec3 axis) {
glmc_rotate(mat4 m, float angle, const vec3 axis) {
glm_rotate(m, angle, axis);
}
CGLM_EXPORT
void
glmc_decompose_scalev(mat4 m, vec3 s) {
glm_decompose_scalev(m, s);
glmc_rotate_at(mat4 m, const vec3 pivot, float angle, const vec3 axis) {
glm_rotate_at(m, pivot, angle, axis);
}
CGLM_EXPORT
void
glmc_decompose_rs(mat4 m, mat4 r, vec3 s) {
glmc_rotate_atm(mat4 m, const vec3 pivot, float angle, const vec3 axis) {
glm_rotate_atm(m, pivot, angle, axis);
}
CGLM_EXPORT
void
glmc_decompose_scalev(const mat4 m, vec3 s) {
glm_decompose_scalev(m, s);
}
CGLM_EXPORT
bool
glmc_uniscaled(const mat4 m) {
return glm_uniscaled(m);
}
CGLM_EXPORT
void
glmc_decompose_rs(const mat4 m, mat4 r, vec3 s) {
glm_decompose_rs(m, r, s);
}
CGLM_EXPORT
void
glmc_decompose(mat4 m, vec4 t, mat4 r, vec3 s) {
glmc_decompose(const mat4 m, vec4 t, mat4 r, vec3 s) {
glm_decompose(m, t, r, s);
}
CGLM_EXPORT
void
glmc_mul(const mat4 m1, const mat4 m2, mat4 dest) {
glm_mul(m1, m2, dest);
}
CGLM_EXPORT
void
glmc_mul_rot(const mat4 m1, const mat4 m2, mat4 dest) {
glm_mul_rot(m1, m2, dest);
}
CGLM_EXPORT
void
glmc_inv_tr(mat4 mat) {
glm_inv_tr(mat);
}

27
src/bezier.c Normal file
View File

@@ -0,0 +1,27 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#include "../include/cglm/cglm.h"
#include "../include/cglm/call.h"
CGLM_EXPORT
float
glmc_bezier(float s, float p0, float c0, float c1, float p1) {
return glm_bezier(s, p0, c0, c1, p1);
}
CGLM_EXPORT
float
glmc_hermite(float s, float p0, float t0, float t1, float p1) {
return glm_hermite(s, p0, t0, t1, p1);
}
CGLM_EXPORT
float
glmc_decasteljau(float prm, float p0, float c0, float c1, float p1) {
return glm_decasteljau(prm, p0, c0, c1, p1);
}

View File

@@ -10,27 +10,87 @@
CGLM_EXPORT
void
glmc_aabb_transform(vec3 box[2], mat4 m, vec3 dest[2]) {
glmc_aabb_transform(const vec3 box[2], const mat4 m, vec3 dest[2]) {
glm_aabb_transform(box, m, dest);
}
CGLM_EXPORT
void
glmc_aabb_merge(vec3 box1[2], vec3 box2[2], vec3 dest[2]) {
glmc_aabb_merge(const vec3 box1[2], const vec3 box2[2], vec3 dest[2]) {
glm_aabb_merge(box1, box2, dest);
}
CGLM_EXPORT
void
glmc_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]) {
glmc_aabb_crop(const vec3 box[2], const vec3 cropBox[2], vec3 dest[2]) {
glm_aabb_crop(box, cropBox, dest);
}
CGLM_EXPORT
void
glmc_aabb_crop_until(vec3 box[2],
vec3 cropBox[2],
vec3 clampBox[2],
glmc_aabb_crop_until(const vec3 box[2],
const vec3 cropBox[2],
const vec3 clampBox[2],
vec3 dest[2]) {
glm_aabb_crop_until(box, cropBox, clampBox, dest);
}
CGLM_EXPORT
bool
glmc_aabb_frustum(const vec3 box[2], vec4 planes[6]) {
return glm_aabb_frustum(box, planes);
}
CGLM_EXPORT
void
glmc_aabb_invalidate(vec3 box[2]) {
glm_aabb_invalidate(box);
}
CGLM_EXPORT
bool
glmc_aabb_isvalid(const vec3 box[2]) {
return glm_aabb_isvalid(box);
}
CGLM_EXPORT
float
glmc_aabb_size(const vec3 box[2]) {
return glm_aabb_size(box);
}
CGLM_EXPORT
float
glmc_aabb_radius(const vec3 box[2]) {
return glm_aabb_radius(box);
}
CGLM_EXPORT
void
glmc_aabb_center(const vec3 box[2], vec3 dest) {
glm_aabb_center(box, dest);
}
CGLM_EXPORT
bool
glmc_aabb_aabb(const vec3 box[2], const vec3 other[2]) {
return glm_aabb_aabb(box, other);
}
CGLM_EXPORT
bool
glmc_aabb_point(const vec3 box[2], const vec3 point) {
return glm_aabb_point(box, point);
}
CGLM_EXPORT
bool
glmc_aabb_contains(const vec3 box[2], const vec3 other[2]) {
return glm_aabb_contains(box, other);
}
CGLM_EXPORT
bool
glmc_aabb_sphere(const vec3 box[2], const vec4 s) {
return glm_aabb_sphere(box, s);
}

130
src/cam.c
View File

@@ -44,6 +44,36 @@ glmc_ortho(float left,
dest);
}
CGLM_EXPORT
void
glmc_ortho_aabb(const vec3 box[2], mat4 dest) {
glm_ortho_aabb(box, dest);
}
CGLM_EXPORT
void
glmc_ortho_aabb_p(const vec3 box[2], float padding, mat4 dest) {
glm_ortho_aabb_p(box, padding, dest);
}
CGLM_EXPORT
void
glmc_ortho_aabb_pz(const vec3 box[2], float padding, mat4 dest) {
glm_ortho_aabb_pz(box, padding, dest);
}
CGLM_EXPORT
void
glmc_ortho_default(float aspect, mat4 dest) {
glm_ortho_default(aspect, dest);
}
CGLM_EXPORT
void
glmc_ortho_default_s(float aspect, float size, mat4 dest) {
glm_ortho_default_s(aspect, size, dest);
}
CGLM_EXPORT
void
glmc_perspective(float fovy,
@@ -60,21 +90,111 @@ glmc_perspective(float fovy,
CGLM_EXPORT
void
glmc_lookat(vec3 eye,
vec3 center,
vec3 up,
glmc_persp_move_far(mat4 proj, float deltaFar) {
glm_persp_move_far(proj, deltaFar);
}
CGLM_EXPORT
void
glmc_perspective_default(float aspect, mat4 dest) {
glm_perspective_default(aspect, dest);
}
CGLM_EXPORT
void
glmc_perspective_resize(float aspect, mat4 proj) {
glm_perspective_resize(aspect, proj);
}
CGLM_EXPORT
void
glmc_lookat(const vec3 eye,
const vec3 center,
const vec3 up,
mat4 dest) {
glm_lookat(eye, center, up, dest);
}
CGLM_EXPORT
void
glmc_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) {
glmc_look(const vec3 eye, const vec3 dir, const vec3 up, mat4 dest) {
glm_look(eye, dir, up, dest);
}
CGLM_EXPORT
void
glmc_look_anyup(vec3 eye, vec3 dir, mat4 dest) {
glmc_look_anyup(const vec3 eye, const vec3 dir, mat4 dest) {
glm_look_anyup(eye, dir, dest);
}
CGLM_EXPORT
void
glmc_persp_decomp(const mat4 proj,
float * __restrict nearVal,
float * __restrict farVal,
float * __restrict top,
float * __restrict bottom,
float * __restrict left,
float * __restrict right) {
glm_persp_decomp(proj, nearVal, farVal, top, bottom, left, right);
}
CGLM_EXPORT
void
glmc_persp_decompv(const mat4 proj, float dest[6]) {
glm_persp_decompv(proj, dest);
}
CGLM_EXPORT
void
glmc_persp_decomp_x(const mat4 proj,
float * __restrict left,
float * __restrict right) {
glm_persp_decomp_x(proj, left, right);
}
CGLM_EXPORT
void
glmc_persp_decomp_y(const mat4 proj,
float * __restrict top,
float * __restrict bottom) {
glm_persp_decomp_y(proj, top, bottom);
}
CGLM_EXPORT
void
glmc_persp_decomp_z(const mat4 proj,
float * __restrict nearVal,
float * __restrict farVal) {
glm_persp_decomp_z(proj, nearVal, farVal);
}
CGLM_EXPORT
void
glmc_persp_decomp_far(const mat4 proj, float * __restrict farVal) {
glm_persp_decomp_far(proj, farVal);
}
CGLM_EXPORT
void
glmc_persp_decomp_near(const mat4 proj, float * __restrict nearVal) {
glm_persp_decomp_near(proj, nearVal);
}
CGLM_EXPORT
float
glmc_persp_fovy(const mat4 proj) {
return glm_persp_fovy(proj);
}
CGLM_EXPORT
float
glmc_persp_aspect(const mat4 proj) {
return glm_persp_aspect(proj);
}
CGLM_EXPORT
void
glmc_persp_sizes(const mat4 proj, float fovy, vec4 dest) {
glm_persp_sizes(proj, fovy, dest);
}

15
src/curve.c Normal file
View File

@@ -0,0 +1,15 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#include "../include/cglm/cglm.h"
#include "../include/cglm/call.h"
CGLM_EXPORT
float
glmc_smc(float s, const mat4 m, const vec4 c) {
return glm_smc(s, m, c);
}

195
src/ease.c Normal file
View File

@@ -0,0 +1,195 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#include "../include/cglm/cglm.h"
#include "../include/cglm/call.h"
CGLM_EXPORT
float
glmc_ease_linear(float t) {
return glm_ease_linear(t);
}
CGLM_EXPORT
float
glmc_ease_sine_in(float t) {
return glm_ease_sine_in(t);
}
CGLM_EXPORT
float
glmc_ease_sine_out(float t) {
return glm_ease_sine_out(t);
}
CGLM_EXPORT
float
glmc_ease_sine_inout(float t) {
return glm_ease_sine_inout(t);
}
CGLM_EXPORT
float
glmc_ease_quad_in(float t) {
return glm_ease_quad_in(t);
}
CGLM_EXPORT
float
glmc_ease_quad_out(float t) {
return glm_ease_quad_out(t);
}
CGLM_EXPORT
float
glmc_ease_quad_inout(float t) {
return glm_ease_quad_inout(t);
}
CGLM_EXPORT
float
glmc_ease_cubic_in(float t) {
return glm_ease_cubic_in(t);
}
CGLM_EXPORT
float
glmc_ease_cubic_out(float t) {
return glm_ease_cubic_out(t);
}
CGLM_EXPORT
float
glmc_ease_cubic_inout(float t) {
return glm_ease_cubic_inout(t);
}
CGLM_EXPORT
float
glmc_ease_quart_in(float t) {
return glm_ease_quart_in(t);
}
CGLM_EXPORT
float
glmc_ease_quart_out(float t) {
return glm_ease_quart_out(t);
}
CGLM_EXPORT
float
glmc_ease_quart_inout(float t) {
return glm_ease_quart_inout(t);
}
CGLM_EXPORT
float
glmc_ease_quint_in(float t) {
return glm_ease_quint_in(t);
}
CGLM_EXPORT
float
glmc_ease_quint_out(float t) {
return glm_ease_quint_out(t);
}
CGLM_EXPORT
float
glmc_ease_quint_inout(float t) {
return glm_ease_quint_inout(t);
}
CGLM_EXPORT
float
glmc_ease_exp_in(float t) {
return glm_ease_exp_in(t);
}
CGLM_EXPORT
float
glmc_ease_exp_out(float t) {
return glm_ease_exp_out(t);
}
CGLM_EXPORT
float
glmc_ease_exp_inout(float t) {
return glm_ease_exp_inout(t);
}
CGLM_EXPORT
float
glmc_ease_circ_in(float t) {
return glm_ease_circ_in(t);
}
CGLM_EXPORT
float
glmc_ease_circ_out(float t) {
return glm_ease_circ_out(t);
}
CGLM_EXPORT
float
glmc_ease_circ_inout(float t) {
return glm_ease_circ_inout(t);
}
CGLM_EXPORT
float
glmc_ease_back_in(float t) {
return glm_ease_back_in(t);
}
CGLM_EXPORT
float
glmc_ease_back_out(float t) {
return glm_ease_back_out(t);
}
CGLM_EXPORT
float
glmc_ease_back_inout(float t) {
return glm_ease_back_inout(t);
}
CGLM_EXPORT
float
glmc_ease_elast_in(float t) {
return glm_ease_elast_in(t);
}
CGLM_EXPORT
float
glmc_ease_elast_out(float t) {
return glm_ease_elast_out(t);
}
CGLM_EXPORT
float
glmc_ease_elast_inout(float t) {
return glm_ease_elast_inout(t);
}
CGLM_EXPORT
float
glmc_ease_bounce_out(float t) {
return glm_ease_bounce_out(t);
}
CGLM_EXPORT
float
glmc_ease_bounce_in(float t) {
return glm_ease_bounce_in(t);
}
CGLM_EXPORT
float
glmc_ease_bounce_inout(float t) {
return glm_ease_bounce_inout(t);
}

View File

@@ -10,54 +10,54 @@
CGLM_EXPORT
void
glmc_euler_angles(mat4 m, vec3 dest) {
glmc_euler_angles(const mat4 m, vec3 dest) {
glm_euler_angles(m, dest);
}
CGLM_EXPORT
void
glmc_euler(vec3 angles, mat4 dest) {
glmc_euler(const vec3 angles, mat4 dest) {
glm_euler(angles, dest);
}
CGLM_EXPORT
void
glmc_euler_xyz(vec3 angles, mat4 dest) {
glmc_euler_xyz(const vec3 angles, mat4 dest) {
glm_euler_xyz(angles, dest);
}
CGLM_EXPORT
void
glmc_euler_zyx(vec3 angles, mat4 dest) {
glmc_euler_zyx(const vec3 angles, mat4 dest) {
glm_euler_zyx(angles, dest);
}
CGLM_EXPORT
void
glmc_euler_zxy(vec3 angles, mat4 dest) {
glmc_euler_zxy(const vec3 angles, mat4 dest) {
glm_euler_zxy(angles, dest);
}
CGLM_EXPORT
void
glmc_euler_xzy(vec3 angles, mat4 dest) {
glmc_euler_xzy(const vec3 angles, mat4 dest) {
glm_euler_xzy(angles, dest);
}
CGLM_EXPORT
void
glmc_euler_yzx(vec3 angles, mat4 dest) {
glmc_euler_yzx(const vec3 angles, mat4 dest) {
glm_euler_yzx(angles, dest);
}
CGLM_EXPORT
void
glmc_euler_yxz(vec3 angles, mat4 dest) {
glmc_euler_yxz(const vec3 angles, mat4 dest) {
glm_euler_yxz(angles, dest);
}
CGLM_EXPORT
void
glmc_euler_by_order(vec3 angles, glm_euler_sq axis, mat4 dest) {
glmc_euler_by_order(const vec3 angles, glm_euler_sq axis, mat4 dest) {
glm_euler_by_order(angles, axis, dest);
}

View File

@@ -10,31 +10,31 @@
CGLM_EXPORT
void
glmc_frustum_planes(mat4 m, vec4 dest[6]) {
glmc_frustum_planes(const mat4 m, vec4 dest[6]) {
glm_frustum_planes(m, dest);
}
CGLM_EXPORT
void
glmc_frustum_corners(mat4 invMat, vec4 dest[8]) {
glmc_frustum_corners(const mat4 invMat, vec4 dest[8]) {
glm_frustum_corners(invMat, dest);
}
CGLM_EXPORT
void
glmc_frustum_center(vec4 corners[8], vec4 dest) {
glmc_frustum_center(const vec4 corners[8], vec4 dest) {
glm_frustum_center(corners, dest);
}
CGLM_EXPORT
void
glmc_frustum_box(vec4 corners[8], mat4 m, vec3 box[2]) {
glmc_frustum_box(const vec4 corners[8], const mat4 m, vec3 box[2]) {
glm_frustum_box(corners, m, box);
}
CGLM_EXPORT
void
glmc_frustum_corners_at(vec4 corners[8],
glmc_frustum_corners_at(const vec4 corners[8],
float splitDist,
float farDist,
vec4 planeCorners[4]) {

View File

@@ -10,35 +10,35 @@
CGLM_EXPORT
void
glmc_mat4_print(mat4 matrix,
FILE * __restrict ostream) {
glmc_mat4_print(const mat4 matrix,
FILE * const __restrict ostream) {
glm_mat4_print(matrix, ostream);
}
CGLM_EXPORT
void
glmc_mat3_print(mat3 matrix,
FILE * __restrict ostream) {
glmc_mat3_print(const mat3 matrix,
FILE * const __restrict ostream) {
glm_mat3_print(matrix, ostream);
}
CGLM_EXPORT
void
glmc_vec4_print(vec4 vec,
FILE * __restrict ostream) {
glmc_vec4_print(const vec4 vec,
FILE * const __restrict ostream) {
glm_vec4_print(vec, ostream);
}
CGLM_EXPORT
void
glmc_vec3_print(vec3 vec,
FILE * __restrict ostream) {
glmc_vec3_print(const vec3 vec,
FILE * const __restrict ostream) {
glm_vec3_print(vec, ostream);
}
CGLM_EXPORT
void
glmc_versor_print(versor vec,
FILE * __restrict ostream) {
glmc_versor_print(const versor vec,
FILE * const __restrict ostream) {
glm_versor_print(vec, ostream);
}

View File

@@ -10,7 +10,7 @@
CGLM_EXPORT
void
glmc_mat3_copy(mat3 mat, mat3 dest) {
glmc_mat3_copy(const mat3 mat, mat3 dest) {
glm_mat3_copy(mat, dest);
}
@@ -22,13 +22,19 @@ glmc_mat3_identity(mat3 mat) {
CGLM_EXPORT
void
glmc_mat3_mul(mat3 m1, mat3 m2, mat3 dest) {
glmc_mat3_identity_array(mat3 * const __restrict mat, size_t count) {
glm_mat3_identity_array(mat, count);
}
CGLM_EXPORT
void
glmc_mat3_mul(const mat3 m1, const mat3 m2, mat3 dest) {
glm_mat3_mul(m1, m2, dest);
}
CGLM_EXPORT
void
glmc_mat3_transpose_to(mat3 m, mat3 dest) {
glmc_mat3_transpose_to(const mat3 m, mat3 dest) {
glm_mat3_transpose_to(m, dest);
}
@@ -40,10 +46,22 @@ glmc_mat3_transpose(mat3 m) {
CGLM_EXPORT
void
glmc_mat3_mulv(mat3 m, vec3 v, vec3 dest) {
glmc_mat3_mulv(const mat3 m, const vec3 v, vec3 dest) {
glm_mat3_mulv(m, v, dest);
}
CGLM_EXPORT
float
glmc_mat3_trace(const mat3 m) {
return glm_mat3_trace(m);
}
CGLM_EXPORT
void
glmc_mat3_quat(const mat3 m, versor dest) {
glm_mat3_quat(m, dest);
}
CGLM_EXPORT
void
glmc_mat3_scale(mat3 m, float s) {
@@ -52,13 +70,13 @@ glmc_mat3_scale(mat3 m, float s) {
CGLM_EXPORT
float
glmc_mat3_det(mat3 mat) {
glmc_mat3_det(const mat3 mat) {
return glm_mat3_det(mat);
}
CGLM_EXPORT
void
glmc_mat3_inv(mat3 mat, mat3 dest) {
glmc_mat3_inv(const mat3 mat, mat3 dest) {
glm_mat3_inv(mat, dest);
}
@@ -73,3 +91,9 @@ void
glmc_mat3_swap_row(mat3 mat, int row1, int row2) {
glm_mat3_swap_row(mat, row1, row2);
}
CGLM_EXPORT
float
glmc_mat3_rmc(const vec3 r, const mat3 m, const vec3 c) {
return glm_mat3_rmc(r, m, c);
}

View File

@@ -10,13 +10,13 @@
CGLM_EXPORT
void
glmc_mat4_ucopy(mat4 mat, mat4 dest) {
glmc_mat4_ucopy(const mat4 mat, mat4 dest) {
glm_mat4_copy(mat, dest);
}
CGLM_EXPORT
void
glmc_mat4_copy(mat4 mat, mat4 dest) {
glmc_mat4_copy(const mat4 mat, mat4 dest) {
glm_mat4_copy(mat, dest);
}
@@ -28,49 +28,73 @@ glmc_mat4_identity(mat4 mat) {
CGLM_EXPORT
void
glmc_mat4_pick3(mat4 mat, mat3 dest) {
glmc_mat4_identity_array(mat4 * const __restrict mat, size_t count) {
glm_mat4_identity_array(mat, count);
}
CGLM_EXPORT
void
glmc_mat4_pick3(const mat4 mat, mat3 dest) {
glm_mat4_pick3(mat, dest);
}
CGLM_EXPORT
void
glmc_mat4_pick3t(mat4 mat, mat3 dest) {
glmc_mat4_pick3t(const mat4 mat, mat3 dest) {
glm_mat4_pick3t(mat, dest);
}
CGLM_EXPORT
void
glmc_mat4_ins3(mat3 mat, mat4 dest) {
glmc_mat4_ins3(const mat3 mat, mat4 dest) {
glm_mat4_ins3(mat, dest);
}
CGLM_EXPORT
void
glmc_mat4_mul(mat4 m1, mat4 m2, mat4 dest) {
glmc_mat4_mul(const mat4 m1, const mat4 m2, mat4 dest) {
glm_mat4_mul(m1, m2, dest);
}
CGLM_EXPORT
void
glmc_mat4_mulN(mat4 * __restrict matrices[], uint32_t len, mat4 dest) {
glmc_mat4_mulN(mat4 * const __restrict matrices[], uint32_t len, mat4 dest) {
glm_mat4_mulN(matrices, len, dest);
}
CGLM_EXPORT
void
glmc_mat4_mulv(mat4 m, vec4 v, vec4 dest) {
glmc_mat4_mulv(const mat4 m, const vec4 v, vec4 dest) {
glm_mat4_mulv(m, v, dest);
}
CGLM_EXPORT
void
glmc_mat4_quat(mat4 m, versor dest) {
glmc_mat4_mulv3(const mat4 m, const vec3 v, float last, vec3 dest) {
glm_mat4_mulv3(m, v, last, dest);
}
CGLM_EXPORT
float
glmc_mat4_trace(const mat4 m) {
return glm_mat4_trace(m);
}
CGLM_EXPORT
float
glmc_mat4_trace3(const mat4 m) {
return glm_mat4_trace3(m);
}
CGLM_EXPORT
void
glmc_mat4_quat(const mat4 m, versor dest) {
glm_mat4_quat(m, dest);
}
CGLM_EXPORT
void
glmc_mat4_transpose_to(mat4 m, mat4 dest) {
glmc_mat4_transpose_to(const mat4 m, mat4 dest) {
glm_mat4_transpose_to(m, dest);
}
@@ -94,22 +118,28 @@ glmc_mat4_scale(mat4 m, float s) {
CGLM_EXPORT
float
glmc_mat4_det(mat4 mat) {
glmc_mat4_det(const mat4 mat) {
return glm_mat4_det(mat);
}
CGLM_EXPORT
void
glmc_mat4_inv(mat4 mat, mat4 dest) {
glmc_mat4_inv(const mat4 mat, mat4 dest) {
glm_mat4_inv(mat, dest);
}
CGLM_EXPORT
void
glmc_mat4_inv_precise(mat4 mat, mat4 dest) {
glmc_mat4_inv_precise(const mat4 mat, mat4 dest) {
glm_mat4_inv_precise(mat, dest);
}
CGLM_EXPORT
void
glmc_mat4_inv_fast(const mat4 mat, mat4 dest) {
glm_mat4_inv_fast(mat, dest);
}
CGLM_EXPORT
void
glmc_mat4_swap_col(mat4 mat, int col1, int col2) {
@@ -121,3 +151,9 @@ void
glmc_mat4_swap_row(mat4 mat, int row1, int row2) {
glm_mat4_swap_row(mat, row1, row2);
}
CGLM_EXPORT
float
glmc_mat4_rmc(const vec4 r, const mat4 m, const vec4 c) {
return glm_mat4_rmc(r, m, c);
}

View File

@@ -10,18 +10,18 @@
CGLM_EXPORT
void
glmc_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest) {
glmc_unprojecti(const vec3 pos, const mat4 invMat, const vec4 vp, vec3 dest) {
glm_unprojecti(pos, invMat, vp, dest);
}
CGLM_EXPORT
void
glmc_unproject(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
glmc_unproject(const vec3 pos, const mat4 m, const vec4 vp, vec3 dest) {
glm_unproject(pos, m, vp, dest);
}
CGLM_EXPORT
void
glmc_project(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
glmc_project(const vec3 pos, const mat4 m, const vec4 vp, vec3 dest) {
glm_project(pos, m, vp, dest);
}

View File

@@ -8,13 +8,18 @@
#include "../include/cglm/cglm.h"
#include "../include/cglm/call.h"
CGLM_EXPORT
void
glmc_quat_identity(versor q) {
glm_quat_identity(q);
}
CGLM_EXPORT
void
glmc_quat_identity_array(versor * const __restrict q, size_t count) {
glm_quat_identity_array(q, count);
}
CGLM_EXPORT
void
glmc_quat_init(versor q, float x, float y, float z, float w) {
@@ -29,25 +34,25 @@ glmc_quat(versor q, float angle, float x, float y, float z) {
CGLM_EXPORT
void
glmc_quatv(versor q, float angle, vec3 axis) {
glmc_quatv(versor q, float angle, const vec3 axis) {
glm_quatv(q, angle, axis);
}
CGLM_EXPORT
void
glmc_quat_copy(versor q, versor dest) {
glmc_quat_copy(const versor q, versor dest) {
glm_quat_copy(q, dest);
}
CGLM_EXPORT
float
glmc_quat_norm(versor q) {
glmc_quat_norm(const versor q) {
return glm_quat_norm(q);
}
CGLM_EXPORT
void
glmc_quat_normalize_to(versor q, versor dest) {
glmc_quat_normalize_to(const versor q, versor dest) {
glm_quat_normalize_to(q, dest);
}
@@ -59,138 +64,154 @@ glmc_quat_normalize(versor q) {
CGLM_EXPORT
float
glmc_quat_dot(versor p, versor q) {
glmc_quat_dot(const versor p, const versor q) {
return glm_quat_dot(p, q);
}
CGLM_EXPORT
void
glmc_quat_conjugate(versor q, versor dest) {
glmc_quat_conjugate(const versor q, versor dest) {
glm_quat_conjugate(q, dest);
}
CGLM_EXPORT
void
glmc_quat_inv(versor q, versor dest) {
glmc_quat_inv(const versor q, versor dest) {
glm_quat_inv(q, dest);
}
CGLM_EXPORT
void
glmc_quat_add(versor p, versor q, versor dest) {
glmc_quat_add(const versor p, const versor q, versor dest) {
glm_quat_add(p, q, dest);
}
CGLM_EXPORT
void
glmc_quat_sub(versor p, versor q, versor dest) {
glmc_quat_sub(const versor p, const versor q, versor dest) {
glm_quat_sub(p, q, dest);
}
CGLM_EXPORT
float
glmc_quat_real(versor q) {
glmc_quat_real(const versor q) {
return glm_quat_real(q);
}
CGLM_EXPORT
void
glmc_quat_imag(versor q, vec3 dest) {
glmc_quat_imag(const versor q, vec3 dest) {
glm_quat_imag(q, dest);
}
CGLM_EXPORT
void
glmc_quat_imagn(versor q, vec3 dest) {
glmc_quat_imagn(const versor q, vec3 dest) {
glm_quat_imagn(q, dest);
}
CGLM_EXPORT
float
glmc_quat_imaglen(versor q) {
glmc_quat_imaglen(const versor q) {
return glm_quat_imaglen(q);
}
CGLM_EXPORT
float
glmc_quat_angle(versor q) {
glmc_quat_angle(const versor q) {
return glm_quat_angle(q);
}
CGLM_EXPORT
void
glmc_quat_axis(versor q, versor dest) {
glmc_quat_axis(const versor q, versor dest) {
glm_quat_axis(q, dest);
}
CGLM_EXPORT
void
glmc_quat_mul(versor p, versor q, versor dest) {
glmc_quat_mul(const versor p, const versor q, versor dest) {
glm_quat_mul(p, q, dest);
}
CGLM_EXPORT
void
glmc_quat_mat4(versor q, mat4 dest) {
glmc_quat_mat4(const versor q, mat4 dest) {
glm_quat_mat4(q, dest);
}
CGLM_EXPORT
void
glmc_quat_mat4t(versor q, mat4 dest) {
glmc_quat_mat4t(const versor q, mat4 dest) {
glm_quat_mat4t(q, dest);
}
CGLM_EXPORT
void
glmc_quat_mat3(versor q, mat3 dest) {
glmc_quat_mat3(const versor q, mat3 dest) {
glm_quat_mat3(q, dest);
}
CGLM_EXPORT
void
glmc_quat_mat3t(versor q, mat3 dest) {
glmc_quat_mat3t(const versor q, mat3 dest) {
glm_quat_mat3t(q, dest);
}
CGLM_EXPORT
void
glmc_quat_lerp(versor from, versor to, float t, versor dest) {
glmc_quat_lerp(const versor from, const versor to, float t, versor dest) {
glm_quat_lerp(from, to, t, dest);
}
CGLM_EXPORT
void
glmc_quat_slerp(versor from, versor to, float t, versor dest) {
glmc_quat_slerp(const versor from, const versor to, float t, versor dest) {
glm_quat_slerp(from, to, t, dest);
}
CGLM_EXPORT
void
glmc_quat_look(vec3 eye, versor ori, mat4 dest) {
glmc_quat_look(const vec3 eye, const versor ori, mat4 dest) {
glm_quat_look(eye, ori, dest);
}
CGLM_EXPORT
void
glmc_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest) {
glmc_quat_for(const vec3 dir, const vec3 fwd, const vec3 up, versor dest) {
glm_quat_for(dir, fwd, up, dest);
}
CGLM_EXPORT
void
glmc_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest) {
glmc_quat_forp(const vec3 from,
const vec3 to,
const vec3 fwd,
const vec3 up,
versor dest) {
glm_quat_forp(from, to, fwd, up, dest);
}
CGLM_EXPORT
void
glmc_quat_rotatev(versor q, vec3 v, vec3 dest) {
glmc_quat_rotatev(const versor q, const vec3 v, vec3 dest) {
glm_quat_rotatev(q, v, dest);
}
CGLM_EXPORT
void
glmc_quat_rotate(mat4 m, versor q, mat4 dest) {
glmc_quat_rotate(const mat4 m, const versor q, mat4 dest) {
glm_quat_rotate(m, q, dest);
}
CGLM_EXPORT
void
glmc_quat_rotate_at(mat4 model, const versor q, const vec3 pivot) {
glm_quat_rotate_at(model, q, pivot);
}
CGLM_EXPORT
void
glmc_quat_rotate_atm(mat4 m, const versor q, const vec3 pivot) {
glm_quat_rotate_atm(m, q, pivot);
}

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