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124 Commits
v0.4.1 ... simd

Author SHA1 Message Date
Recep Aslantas
01b93b0409 Merge branch 'master' into simd 2019-01-21 22:43:15 +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
9aebdc76b3 avx: implement scale matrix using AVX 2018-10-30 09:58:11 +03:00
Recep Aslantas
e9b51fc07a avx: implement mat4_inv for AVX1 2018-10-30 09:28:15 +03:00
Recep Aslantas
abfa355b84 avx: optimize (re-use) mat4_mul registers 2018-10-30 09:27:55 +03:00
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
cfd3600107 simd: optional shuffle configuration to save move instructions 2018-04-04 22:42:21 +03:00
91 changed files with 4715 additions and 1546 deletions

8
.gitignore vendored
View File

@@ -61,3 +61,11 @@ docs/build/*
win/cglm_test_*
* copy.*
*.o
*.obj
*codeanalysis.*.xml
*codeanalysis.xml
*.lib
*.tlog
win/x64
win/x85
win/Debug

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 +47,8 @@ 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

View File

@@ -4,7 +4,7 @@
[![Documentation Status](https://readthedocs.org/projects/cglm/badge/?version=latest)](http://cglm.readthedocs.io/en/latest/?badge=latest)
[![Coverage Status](https://coveralls.io/repos/github/recp/cglm/badge.svg?branch=master)](https://coveralls.io/github/recp/cglm?branch=master)
[![Codacy Badge](https://api.codacy.com/project/badge/Grade/6a62b37d5f214f178ebef269dc4a6bf1)](https://www.codacy.com/app/recp/cglm?utm_source=github.com&amp;utm_medium=referral&amp;utm_content=recp/cglm&amp;utm_campaign=Badge_Grade)
[![Backers on Open Collective](https://opencollective.com/cglm/backers/badge.svg)](#backers)
[![Backers on Open Collective](https://opencollective.com/cglm/backers/badge.svg)](#backers)
[![Sponsors on Open Collective](https://opencollective.com/cglm/sponsors/badge.svg)](#sponsors)
The original glm library is for C++ only (templates, namespaces, classes...), this library targeted to C99 but currently you can use it for C89 safely by language extensions e.g `__restrict`
@@ -16,12 +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
- **[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:
@@ -79,6 +83,7 @@ Currently *cglm* uses default clip space configuration (-1, 1) for camera functi
- frustum (extract view frustum planes, corners...)
- bounding box (AABB in Frustum (culling), crop, merge...)
- project, unproject
- and other...
<hr />
@@ -120,39 +125,6 @@ glm_mul(T, R, modelMat);
glm_inv_tr(modelMat);
```
## Contributors
This project exists thanks to all the people who contribute. [[Contribute](CONTRIBUTING.md)].
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## Backers
Thank you to all our backers! 🙏 [[Become a backer](https://opencollective.com/cglm#backer)]
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## License
MIT. check the LICENSE file
## Build
### Unix (Autotools)
@@ -199,15 +171,15 @@ 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
@@ -218,7 +190,7 @@ 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:
@@ -282,3 +254,35 @@ 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>
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## 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 = "0.4.6"
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], [0.4.1], [info@recp.me])
AC_INIT([cglm], [0.5.2], [info@recp.me])
AM_INIT_AUTOMAKE([-Wall -Werror foreign subdir-objects])
AC_CONFIG_MACRO_DIR([m4])

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 +45,4 @@ Follow the :doc:`build` documentation for this
util
io
call
sphere

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

@@ -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
@@ -167,11 +178,13 @@ 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
| *[in]* **up** up vector
| *[out]* **dest** result matrix
| *[in]* **eye** eye vector
| *[in]* **center** center vector
| *[in]* **up** up vector
| *[out]* **dest** result matrix
.. c:function:: void glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest)
@@ -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'0.4.1'
version = u'0.5.2'
# The full version, including alpha/beta/rc tags.
release = u'0.4.1'
release = u'0.5.2'
# The language for content autogenerated by Sphinx. Refer to documentation
# for a list of supported languages.

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

@@ -21,17 +21,24 @@ Types:
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
**vec4** and **mat4** requires 16 byte alignment because vec4 and mat4 operations are
vectorized by SIMD instructions (SSE/AVX).
**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.
When allocating memory don't forget that **vec4** and **mat4** requires alignment.
**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.

View File

@@ -40,6 +40,8 @@ Also currently only **float** type is supported for most operations.
getting_started
opengl
api
opt
troubleshooting
Indices and tables
==================

View File

@@ -20,13 +20,16 @@ Functions:
1. :c:func:`glm_mat3_copy`
#. :c:func:`glm_mat3_identity`
#. :c:func:`glm_mat3_identity_array`
#. :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`
@@ -48,6 +51,14 @@ 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_mul(mat3 m1, mat3 m2, mat3 dest)
multiply m1 and m2 to dest
@@ -89,6 +100,14 @@ 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 +134,16 @@ 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

View File

@@ -25,6 +25,7 @@ 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_pick3`
#. :c:func:`glm_mat4_pick3t`
#. :c:func:`glm_mat4_ins3`
@@ -32,6 +33,9 @@ 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`
@@ -68,6 +72,14 @@ 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_pick3(mat4 mat, mat3 dest)
copy upper-left of mat4 to mat3
@@ -146,6 +158,35 @@ 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

42
docs/source/opt.rst Normal file
View File

@@ -0,0 +1,42 @@
.. 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.

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
docs/source/sphere.rst Normal file
View File

@@ -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

View File

@@ -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
@@ -30,44 +35,50 @@ Macros:
Functions:
1. :c:func:`glm_vec3`
#. :c:func:`glm_vec_copy`
#. :c:func:`glm_vec_zero`
#. :c:func:`glm_vec_one`
#. :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_adds`
#. :c:func:`glm_vec_sub`
#. :c:func:`glm_vec_subs`
#. :c:func:`glm_vec_mul`
#. :c:func:`glm_vec_scale`
#. :c:func:`glm_vec_scale_as`
#. :c:func:`glm_vec_div`
#. :c:func:`glm_vec_divs`
#. :c:func:`glm_vec_addadd`
#. :c:func:`glm_vec_subadd`
#. :c:func:`glm_vec_muladd`
#. :c:func:`glm_vec_muladds`
#. :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_rotate_m3`
#. :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
~~~~~~~~~~~~~~~~~~~~~~~
@@ -80,7 +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]
@@ -88,21 +99,21 @@ Functions documentation
| *[in]* **a** source
| *[out]* **dest** destination
.. c:function:: void glm_vec_zero(vec3 v)
.. c:function:: void glm_vec3_zero(vec3 v)
makes all members 0.0f (zero)
Parameters:
| *[in, out]* **v** vector
.. c:function:: void glm_vec_one(vec3 v)
.. c:function:: void glm_vec3_one(vec3 v)
makes all members 1.0f (one)
Parameters:
| *[in, out]* **v** vector
.. c:function:: float glm_vec_dot(vec3 a, vec3 b)
.. c:function:: float glm_vec3_dot(vec3 a, vec3 b)
dot product of vec3
@@ -113,16 +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
@@ -136,14 +156,14 @@ 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 a, vec3 b, vec3 dest)
.. c:function:: void glm_vec3_add(vec3 a, vec3 b, vec3 dest)
add a vector to b vector store result in dest
@@ -152,7 +172,7 @@ Functions documentation
| *[in]* **b** vector2
| *[out]* **dest** destination vector
.. c:function:: void glm_vec_adds(vec3 a, float s, vec3 dest)
.. c:function:: void glm_vec3_adds(vec3 a, float s, vec3 dest)
add scalar to v vector store result in dest (d = v + vec(s))
@@ -161,7 +181,7 @@ Functions documentation
| *[in]* **s** scalar
| *[out]* **dest** destination vector
.. c:function:: void glm_vec_sub(vec3 v1, vec3 v2, 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)
@@ -170,7 +190,7 @@ Functions documentation
| *[in]* **b** vector2
| *[out]* **dest** destination vector
.. c:function:: void glm_vec_subs(vec3 v, float s, vec3 dest)
.. 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))
@@ -179,7 +199,7 @@ Functions documentation
| *[in]* **s** scalar
| *[out]* **dest** destination vector
.. c:function:: void glm_vec_mul(vec3 a, vec3 b, vec3 d)
.. c:function:: void glm_vec3_mul(vec3 a, vec3 b, vec3 d)
multiply two vector (component-wise multiplication)
@@ -188,7 +208,7 @@ Functions documentation
| *[in]* **b** scalar
| *[out]* **d** result = (a[0] * b[0], a[1] * b[1], a[2] * b[2])
.. c:function:: void glm_vec_scale(vec3 v, float s, vec3 dest)
.. c:function:: void glm_vec3_scale(vec3 v, float s, vec3 dest)
multiply/scale vec3 vector with scalar: result = v * s
@@ -198,7 +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
@@ -207,7 +227,7 @@ Functions documentation
| *[in]* **s** scalar
| *[out]* **dest** destination vector
.. c:function:: void glm_vec_div(vec3 a, vec3 b, vec3 dest)
.. c:function:: void glm_vec3_div(vec3 a, vec3 b, vec3 dest)
div vector with another component-wise division: d = a / b
@@ -216,7 +236,7 @@ Functions documentation
| *[in]* **b** vector 2
| *[out]* **dest** result = (a[0] / b[0], a[1] / b[1], a[2] / b[2])
.. c:function:: void glm_vec_divs(vec3 v, float s, vec3 dest)
.. c:function:: void glm_vec3_divs(vec3 v, float s, vec3 dest)
div vector with scalar: d = v / s
@@ -225,7 +245,7 @@ Functions documentation
| *[in]* **s** scalar
| *[out]* **dest** result = (a[0] / s, a[1] / s, a[2] / s])
.. c:function:: void glm_vec_addadd(vec3 a, vec3 b, vec3 dest)
.. 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
@@ -235,7 +255,7 @@ Functions documentation
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a + b)
.. c:function:: void glm_vec_subadd(vec3 a, vec3 b, vec3 dest)
.. 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
@@ -245,7 +265,7 @@ Functions documentation
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a - b)
.. c:function:: void glm_vec_muladd(vec3 a, vec3 b, vec3 dest)
.. 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
@@ -255,7 +275,7 @@ Functions documentation
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec_muladds(vec3 a, float s, vec3 dest)
.. 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
@@ -265,44 +285,87 @@ Functions documentation
| *[in]* **s** scalar
| *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec_flipsign(vec3 v)
.. c:function:: void glm_vec3_maxadd(vec3 a, vec3 b, vec3 dest)
flip sign of all vec3 members
| 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
@@ -310,7 +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
@@ -321,7 +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
@@ -330,7 +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
@@ -339,7 +402,7 @@ Functions documentation
| *[in]* **v** vector
| *[out]* **dest** rotated vector
.. c:function:: void glm_vec_rotate_m3(mat3 m, vec3 v, vec3 dest)
.. c:function:: void glm_vec3_rotate_m3(mat3 m, vec3 v, vec3 dest)
apply rotation matrix to vector
@@ -348,7 +411,7 @@ 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_proj(vec3 a, vec3 b, vec3 dest)
project a vector onto b vector
@@ -357,7 +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
@@ -366,7 +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
@@ -377,7 +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
@@ -386,7 +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
@@ -395,7 +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
@@ -403,7 +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
@@ -412,7 +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

View File

@@ -24,6 +24,7 @@ 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`
@@ -42,10 +43,14 @@ Functions:
#. :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`
@@ -89,6 +94,16 @@ 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
@@ -249,16 +264,40 @@ Functions documentation
| *[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
@@ -266,19 +305,38 @@ 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

View File

@@ -16,6 +16,7 @@
#include "common.h"
#include "mat4.h"
#include "mat3.h"
#ifdef CGLM_SSE_FP
# include "simd/sse2/affine.h"
@@ -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(mat4 m1, 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)
*
@@ -97,7 +151,7 @@ glm_inv_tr(mat4 mat) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glm_inv_tr_sse2(mat);
#else
CGLM_ALIGN(16) mat3 r;
CGLM_ALIGN_MAT mat3 r;
CGLM_ALIGN(16) vec3 t;
/* rotate */
@@ -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(mat4 m1, mat4 m2, mat4 dest);
/*!
* @brief translate existing transform matrix by v vector
@@ -92,14 +55,14 @@ CGLM_INLINE
void
glm_translate(mat4 m, 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]),
_mm_set1_ps(v[0])),
_mm_mul_ps(_mm_load_ps(m[1]),
_mm_set1_ps(v[1]))),
_mm_add_ps(_mm_mul_ps(_mm_load_ps(m[2]),
_mm_set1_ps(v[2])),
_mm_load_ps(m[3]))))
glmm_store(m[3],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_load(m[0]),
_mm_set1_ps(v[0])),
_mm_mul_ps(glmm_load(m[1]),
_mm_set1_ps(v[1]))),
_mm_add_ps(_mm_mul_ps(glmm_load(m[2]),
_mm_set1_ps(v[2])),
glmm_load(m[3]))))
;
#else
vec4 v1, v2, v3;
@@ -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(mat4 m, 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]),
_mm_set1_ps(x)),
_mm_load_ps(m[3])))
glmm_store(m[3],
_mm_add_ps(_mm_mul_ps(glmm_load(m[0]),
_mm_set1_ps(x)),
glmm_load(m[3])))
;
#else
vec4 v1;
@@ -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]),
_mm_set1_ps(y)),
_mm_load_ps(m[3])))
glmm_store(m[3],
_mm_add_ps(_mm_mul_ps(glmm_load(m[1]),
_mm_set1_ps(y)),
glmm_load(m[3])))
;
#else
vec4 v1;
@@ -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]),
_mm_set1_ps(z)),
_mm_load_ps(m[3])))
glmm_store(m[3],
_mm_add_ps(_mm_mul_ps(glmm_load(m[2]),
_mm_set1_ps(z)),
glmm_load(m[3])))
;
#else
vec4 v1;
@@ -189,8 +169,8 @@ 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_mat4_identity(m);
glm_vec3_copy(v, m[3]);
}
/*!
@@ -220,8 +200,10 @@ 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_mat4_identity(m);
m[0][0] = v[0];
m[1][1] = v[1];
m[2][2] = v[2];
}
/*!
@@ -237,16 +219,6 @@ 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_to(m, v, m);
}
/*!
* @brief applies uniform scale to existing transform matrix v = [s, s, s]
* and stores result in same matrix
@@ -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);
}
@@ -272,19 +244,18 @@ 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;
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);
}
/*!
@@ -298,19 +269,18 @@ 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;
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);
}
/*!
@@ -324,61 +294,18 @@ 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;
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);
}
/*!
@@ -393,53 +320,29 @@ 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;
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)
@@ -448,10 +351,55 @@ glm_rotate_ndc(mat4 m, float angle, vec3 axis_ndc) {
CGLM_INLINE
void
glm_rotate(mat4 m, float angle, vec3 axis) {
vec3 axis_ndc;
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, vec3 pivot, float angle, vec3 axis) {
CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv);
glm_translate(m, pivot);
glm_rotate(m, angle, axis);
glm_translate(m, pivotInv);
}
/*!
* @brief creates NEW rotation matrix by angle and axis at given point
*
* this creates rotation matrix, it assumes you don't have a matrix
*
* this should work faster than glm_rotate_at because it reduces
* one glm_translate.
*
* @param[out] m affine transfrom
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) {
CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv);
glm_translate_make(m, pivot);
glm_rotate(m, angle, axis);
glm_translate(m, pivotInv);
}
/*!
@@ -463,13 +411,13 @@ 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]);
s[0] = glm_vec3_norm(m[0]);
s[1] = glm_vec3_norm(m[1]);
s[2] = glm_vec3_norm(m[2]);
}
/*!
* @brief returns true if matrix is uniform scaled. This is helpful for
* @brief returns true if matrix is uniform scaled. This is helpful for
* creating normal matrix.
*
* @param[in] m m
@@ -479,10 +427,9 @@ glm_decompose_scalev(mat4 m, vec3 s) {
CGLM_INLINE
bool
glm_uniscaled(mat4 m) {
vec3 s;
CGLM_ALIGN(8) vec3 s;
glm_decompose_scalev(m, s);
return glm_vec_eq_all(s);
return glm_vec3_eq_all(s);
}
/*!
@@ -496,17 +443,17 @@ 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;
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);
}
}

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
@@ -22,35 +23,31 @@
CGLM_INLINE
void
glm_aabb_transform(vec3 box[2], mat4 m, vec3 dest[2]) {
vec3 v[2], xa, xb, ya, yb, za, zb, tmp;
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]);
}
/*!
@@ -161,8 +158,8 @@ 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]);
}
/*!
@@ -173,8 +170,8 @@ 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;
return glm_vec3_max(box[0]) != FLT_MAX
&& glm_vec3_min(box[1]) != -FLT_MAX;
}
/*!
@@ -185,7 +182,7 @@ glm_aabb_isvalid(vec3 box[2]) {
CGLM_INLINE
float
glm_aabb_size(vec3 box[2]) {
return glm_vec_distance(box[0], box[1]);
return glm_vec3_distance(box[0], box[1]);
}
/*!
@@ -199,4 +196,84 @@ glm_aabb_radius(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(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(vec3 box[2], 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(vec3 box[2], 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(vec3 box[2], 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(vec3 box[2], 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 +25,8 @@ extern "C" {
#include "call/box.h"
#include "call/io.h"
#include "call/project.h"
#include "call/sphere.h"
#include "call/ease.h"
#ifdef __cplusplus
}

View File

@@ -13,6 +13,10 @@ extern "C" {
#include "../cglm.h"
CGLM_EXPORT
void
glmc_translate_make(mat4 m, vec3 v);
CGLM_EXPORT
void
glmc_translate_to(mat4 m, vec3 v, mat4 dest);
@@ -33,6 +37,10 @@ CGLM_EXPORT
void
glmc_translate_z(mat4 m, float to);
CGLM_EXPORT
void
glmc_scale_make(mat4 m, vec3 v);
CGLM_EXPORT
void
glmc_scale_to(mat4 m, vec3 v, mat4 dest);
@@ -43,7 +51,7 @@ glmc_scale(mat4 m, vec3 v);
CGLM_EXPORT
void
glmc_scale1(mat4 m, float s);
glmc_scale_uni(mat4 m, float s);
CGLM_EXPORT
void
@@ -57,26 +65,30 @@ CGLM_EXPORT
void
glmc_rotate_z(mat4 m, float rad, mat4 dest);
CGLM_EXPORT
void
glmc_rotate_ndc_make(mat4 m, float angle, vec3 axis_ndc);
CGLM_EXPORT
void
glmc_rotate_make(mat4 m, float angle, vec3 axis);
CGLM_EXPORT
void
glmc_rotate_ndc(mat4 m, float angle, vec3 axis_ndc);
CGLM_EXPORT
void
glmc_rotate(mat4 m, float angle, vec3 axis);
CGLM_EXPORT
void
glmc_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis);
CGLM_EXPORT
void
glmc_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis);
CGLM_EXPORT
void
glmc_decompose_scalev(mat4 m, vec3 s);
CGLM_EXPORT
bool
glmc_uniscaled(mat4 m);
CGLM_EXPORT
void
glmc_decompose_rs(mat4 m, mat4 r, vec3 s);
@@ -85,6 +97,20 @@ CGLM_EXPORT
void
glmc_decompose(mat4 m, vec4 t, mat4 r, vec3 s);
/* affine-mat */
CGLM_EXPORT
void
glmc_mul(mat4 m1, mat4 m2, mat4 dest);
CGLM_EXPORT
void
glmc_mul_rot(mat4 m1, mat4 m2, mat4 dest);
CGLM_EXPORT
void
glmc_inv_tr(mat4 mat);
#ifdef __cplusplus
}
#endif

View File

@@ -32,6 +32,46 @@ glmc_aabb_crop_until(vec3 box[2],
vec3 clampBox[2],
vec3 dest[2]);
CGLM_EXPORT
bool
glmc_aabb_frustum(vec3 box[2], vec4 planes[6]);
CGLM_EXPORT
void
glmc_aabb_invalidate(vec3 box[2]);
CGLM_EXPORT
bool
glmc_aabb_isvalid(vec3 box[2]);
CGLM_EXPORT
float
glmc_aabb_size(vec3 box[2]);
CGLM_EXPORT
float
glmc_aabb_radius(vec3 box[2]);
CGLM_EXPORT
void
glmc_aabb_center(vec3 box[2], vec3 dest);
CGLM_EXPORT
bool
glmc_aabb_aabb(vec3 box[2], vec3 other[2]);
CGLM_EXPORT
bool
glmc_aabb_point(vec3 box[2], vec3 point);
CGLM_EXPORT
bool
glmc_aabb_contains(vec3 box[2], vec3 other[2]);
CGLM_EXPORT
bool
glmc_aabb_sphere(vec3 box[2], 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(vec3 box[2], mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_p(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_pz(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,
@@ -41,6 +61,18 @@ glmc_perspective(float fovy,
float farVal,
mat4 dest);
CGLM_EXPORT
void
glmc_persp_move_far(mat4 proj, float deltaFar);
CGLM_EXPORT
void
glmc_perspective_default(float aspect, mat4 dest);
CGLM_EXPORT
void
glmc_perspective_resize(float aspect, mat4 proj);
CGLM_EXPORT
void
glmc_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest);
@@ -53,6 +85,58 @@ CGLM_EXPORT
void
glmc_look_anyup(vec3 eye, vec3 dir, mat4 dest);
CGLM_EXPORT
void
glmc_persp_decomp(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(mat4 proj, float dest[6]);
CGLM_EXPORT
void
glmc_persp_decomp_x(mat4 proj,
float * __restrict left,
float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decomp_y(mat4 proj,
float * __restrict top,
float * __restrict bottom);
CGLM_EXPORT
void
glmc_persp_decomp_z(mat4 proj,
float * __restrict nearVal,
float * __restrict farVal);
CGLM_EXPORT
void
glmc_persp_decomp_far(mat4 proj, float * __restrict farVal);
CGLM_EXPORT
void
glmc_persp_decomp_near(mat4 proj, float * __restrict nearVal);
CGLM_EXPORT
float
glmc_persp_fovy(mat4 proj);
CGLM_EXPORT
float
glmc_persp_aspect(mat4 proj);
CGLM_EXPORT
void
glmc_persp_sizes(mat4 proj, float fovy, vec4 dest);
#ifdef __cplusplus
}
#endif

140
include/cglm/call/ease.h Normal file
View File

@@ -0,0 +1,140 @@
/*
* 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);
#endif /* cglmc_ease_h */

View File

@@ -24,6 +24,10 @@ CGLM_EXPORT
void
glmc_mat3_identity(mat3 mat);
CGLM_EXPORT
void
glmc_mat3_identity_array(mat3 * __restrict mat, size_t count);
CGLM_EXPORT
void
glmc_mat3_mul(mat3 m1, mat3 m2, mat3 dest);
@@ -40,6 +44,14 @@ CGLM_EXPORT
void
glmc_mat3_mulv(mat3 m, vec3 v, vec3 dest);
CGLM_EXPORT
float
glmc_mat3_trace(mat3 m);
CGLM_EXPORT
void
glmc_mat3_quat(mat3 m, versor dest);
CGLM_EXPORT
void
glmc_mat3_scale(mat3 m, float s);

View File

@@ -29,6 +29,10 @@ CGLM_EXPORT
void
glmc_mat4_identity(mat4 mat);
CGLM_EXPORT
void
glmc_mat4_identity_array(mat4 * __restrict mat, size_t count);
CGLM_EXPORT
void
glmc_mat4_pick3(mat4 mat, mat3 dest);
@@ -53,6 +57,18 @@ CGLM_EXPORT
void
glmc_mat4_mulv(mat4 m, vec4 v, vec4 dest);
CGLM_EXPORT
void
glmc_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest);
CGLM_EXPORT
float
glmc_mat4_trace(mat4 m);
CGLM_EXPORT
float
glmc_mat4_trace3(mat4 m);
CGLM_EXPORT
void
glmc_mat4_quat(mat4 m, versor dest);
@@ -85,6 +101,10 @@ CGLM_EXPORT
void
glmc_mat4_inv_precise(mat4 mat, mat4 dest);
CGLM_EXPORT
void
glmc_mat4_inv_fast(mat4 mat, mat4 dest);
CGLM_EXPORT
void
glmc_mat4_swap_col(mat4 mat, int col1, int col2);

View File

@@ -17,6 +17,10 @@ CGLM_EXPORT
void
glmc_quat_identity(versor q);
CGLM_EXPORT
void
glmc_quat_identity_array(versor * __restrict q, size_t count);
CGLM_EXPORT
void
glmc_quat_init(versor q, float x, float y, float z, float w);
@@ -137,6 +141,14 @@ CGLM_EXPORT
void
glmc_quat_rotate(mat4 m, versor q, mat4 dest);
CGLM_EXPORT
void
glmc_quat_rotate_at(mat4 model, versor q, vec3 pivot);
CGLM_EXPORT
void
glmc_quat_rotate_atm(mat4 m, versor q, vec3 pivot);
#ifdef __cplusplus
}
#endif

View File

@@ -0,0 +1,36 @@
/*
* 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(vec4 s);
CGLM_EXPORT
void
glmc_sphere_transform(vec4 s, mat4 m, vec4 dest);
CGLM_EXPORT
void
glmc_sphere_merge(vec4 s1, vec4 s2, vec4 dest);
CGLM_EXPORT
bool
glmc_sphere_sphere(vec4 s1, vec4 s2);
CGLM_EXPORT
bool
glmc_sphere_point(vec4 s, vec3 point);
#endif /* cglmc_sphere_h */

View File

@@ -14,7 +14,11 @@ 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
@@ -22,209 +26,221 @@ glmc_vec3(vec4 v4, vec3 dest);
CGLM_EXPORT
void
glmc_vec_copy(vec3 a, vec3 dest);
glmc_vec3_copy(vec3 a, vec3 dest);
CGLM_EXPORT
void
glmc_vec_zero(vec3 v);
glmc_vec3_zero(vec3 v);
CGLM_EXPORT
void
glmc_vec_one(vec3 v);
glmc_vec3_one(vec3 v);
CGLM_EXPORT
float
glmc_vec_dot(vec3 a, vec3 b);
glmc_vec3_dot(vec3 a, vec3 b);
CGLM_EXPORT
void
glmc_vec_cross(vec3 a, vec3 b, vec3 d);
glmc_vec3_cross(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_crossn(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
float
glmc_vec_norm(vec3 vec);
glmc_vec3_norm(vec3 v);
CGLM_EXPORT
float
glmc_vec_norm2(vec3 vec);
glmc_vec3_norm2(vec3 v);
CGLM_EXPORT
void
glmc_vec_normalize_to(vec3 vec, vec3 dest);
glmc_vec3_normalize_to(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(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec_adds(vec3 v, float s, vec3 dest);
glmc_vec3_adds(vec3 v, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec_sub(vec3 a, vec3 b, vec3 dest);
glmc_vec3_sub(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec_subs(vec3 v, float s, vec3 dest);
glmc_vec3_subs(vec3 v, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec_mul(vec3 a, vec3 b, vec3 d);
glmc_vec3_mul(vec3 a, vec3 b, vec3 d);
CGLM_EXPORT
void
glmc_vec_scale(vec3 v, float s, vec3 dest);
glmc_vec3_scale(vec3 v, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec_scale_as(vec3 v, float s, vec3 dest);
glmc_vec3_scale_as(vec3 v, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec_div(vec3 a, vec3 b, vec3 dest);
glmc_vec3_div(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec_divs(vec3 a, float s, vec3 dest);
glmc_vec3_divs(vec3 a, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec_addadd(vec3 a, vec3 b, vec3 dest);
glmc_vec3_addadd(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec_subadd(vec3 a, vec3 b, vec3 dest);
glmc_vec3_subadd(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec_muladd(vec3 a, vec3 b, vec3 dest);
glmc_vec3_muladd(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec_muladds(vec3 a, float s, vec3 dest);
glmc_vec3_muladds(vec3 a, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec_flipsign(vec3 v);
glmc_vec3_maxadd(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec_flipsign_to(vec3 v, vec3 dest);
glmc_vec3_minadd(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec_inv(vec3 v);
glmc_vec3_negate(vec3 v);
CGLM_EXPORT
void
glmc_vec_inv_to(vec3 v, vec3 dest);
CGLM_EXPORT
float
glmc_vec_angle(vec3 v1, vec3 v2);
CGLM_EXPORT
void
glmc_vec_rotate(vec3 v, float angle, vec3 axis);
CGLM_EXPORT
void
glmc_vec_rotate_m4(mat4 m, vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec_proj(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec_center(vec3 v1, vec3 v2, vec3 dest);
glmc_vec3_negate_to(vec3 v, vec3 dest);
CGLM_EXPORT
float
glmc_vec_distance(vec3 v1, vec3 v2);
glmc_vec3_angle(vec3 a, vec3 b);
CGLM_EXPORT
void
glmc_vec_maxv(vec3 v1, vec3 v2, vec3 dest);
glmc_vec3_rotate(vec3 v, float angle, vec3 axis);
CGLM_EXPORT
void
glmc_vec_minv(vec3 v1, vec3 v2, vec3 dest);
glmc_vec3_rotate_m4(mat4 m, vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec_clamp(vec3 v, float minVal, float maxVal);
glmc_vec3_rotate_m3(mat3 m, vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec_ortho(vec3 v, vec3 dest);
glmc_vec3_proj(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec_lerp(vec3 from, vec3 to, float t, vec3 dest);
glmc_vec3_center(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
float
glmc_vec3_distance2(vec3 a, vec3 b);
CGLM_EXPORT
float
glmc_vec3_distance(vec3 a, vec3 b);
CGLM_EXPORT
void
glmc_vec3_maxv(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_minv(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_clamp(vec3 v, float minVal, float maxVal);
CGLM_EXPORT
void
glmc_vec3_ortho(vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest);
/* ext */
CGLM_EXPORT
void
glmc_vec_mulv(vec3 a, vec3 b, vec3 d);
glmc_vec3_mulv(vec3 a, 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(vec3 v, float val);
CGLM_EXPORT
bool
glmc_vec_eq_eps(vec3 v, float val);
glmc_vec3_eq_eps(vec3 v, float val);
CGLM_EXPORT
bool
glmc_vec_eq_all(vec3 v);
glmc_vec3_eq_all(vec3 v);
CGLM_EXPORT
bool
glmc_vec_eqv(vec3 v1, vec3 v2);
glmc_vec3_eqv(vec3 a, vec3 b);
CGLM_EXPORT
bool
glmc_vec_eqv_eps(vec3 v1, vec3 v2);
glmc_vec3_eqv_eps(vec3 a, vec3 b);
CGLM_EXPORT
float
glmc_vec_max(vec3 v);
glmc_vec3_max(vec3 v);
CGLM_EXPORT
float
glmc_vec_min(vec3 v);
glmc_vec3_min(vec3 v);
CGLM_EXPORT
bool
glmc_vec_isnan(vec3 v);
glmc_vec3_isnan(vec3 v);
CGLM_EXPORT
bool
glmc_vec_isinf(vec3 v);
glmc_vec3_isinf(vec3 v);
CGLM_EXPORT
bool
glmc_vec_isvalid(vec3 v);
glmc_vec3_isvalid(vec3 v);
CGLM_EXPORT
void
glmc_vec_sign(vec3 v, vec3 dest);
glmc_vec3_sign(vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec_sqrt(vec3 v, vec3 dest);
glmc_vec3_sqrt(vec3 v, vec3 dest);
#ifdef __cplusplus
}

View File

@@ -14,8 +14,12 @@ extern "C" {
#include "../cglm.h"
/* 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_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
@@ -31,27 +35,31 @@ glmc_vec4_one(vec4 v);
CGLM_EXPORT
void
glmc_vec4_copy3(vec4 a, vec3 dest);
glmc_vec4_copy3(vec4 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec4_copy(vec4 v, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_ucopy(vec4 v, vec4 dest);
CGLM_EXPORT
float
glmc_vec4_dot(vec4 a, vec4 b);
CGLM_EXPORT
float
glmc_vec4_norm(vec4 vec);
glmc_vec4_norm(vec4 v);
CGLM_EXPORT
float
glmc_vec4_norm2(vec4 vec);
glmc_vec4_norm2(vec4 v);
CGLM_EXPORT
void
glmc_vec4_normalize_to(vec4 vec, vec4 dest);
glmc_vec4_normalize_to(vec4 v, vec4 dest);
CGLM_EXPORT
void
@@ -111,31 +119,31 @@ glmc_vec4_muladds(vec4 a, float s, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_flipsign(vec4 v);
glmc_vec4_maxadd(vec4 a, vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_flipsign_to(vec4 v, vec4 dest);
glmc_vec4_minadd(vec4 a, vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_inv(vec4 v);
glmc_vec4_negate(vec4 v);
CGLM_EXPORT
void
glmc_vec4_inv_to(vec4 v, vec4 dest);
glmc_vec4_negate_to(vec4 v, vec4 dest);
CGLM_EXPORT
float
glmc_vec4_distance(vec4 v1, vec4 v2);
glmc_vec4_distance(vec4 a, vec4 b);
CGLM_EXPORT
void
glmc_vec4_maxv(vec4 v1, vec4 v2, vec4 dest);
glmc_vec4_maxv(vec4 a, vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_minv(vec4 v1, vec4 v2, vec4 dest);
glmc_vec4_minv(vec4 a, vec4 b, vec4 dest);
CGLM_EXPORT
void
@@ -169,11 +177,11 @@ glmc_vec4_eq_all(vec4 v);
CGLM_EXPORT
bool
glmc_vec4_eqv(vec4 v1, vec4 v2);
glmc_vec4_eqv(vec4 a, vec4 b);
CGLM_EXPORT
bool
glmc_vec4_eqv_eps(vec4 v1, vec4 v2);
glmc_vec4_eqv_eps(vec4 a, vec4 b);
CGLM_EXPORT
float

View File

@@ -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);
return;
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);
}
/*!
@@ -240,7 +229,7 @@ glm_ortho_default_s(float aspect,
-size - 100.0f,
size + 100.0f,
dest);
return;
return;
}
glm_ortho(-size,
@@ -282,6 +271,30 @@ 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 +304,8 @@ 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 +318,7 @@ 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 +328,9 @@ 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
@@ -332,15 +342,13 @@ glm_lookat(vec3 eye,
vec3 center,
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 +359,9 @@ 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 +372,9 @@ 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
@@ -372,8 +383,8 @@ 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);
CGLM_ALIGN(8) vec3 target;
glm_vec3_add(eye, dir, target);
glm_lookat(eye, target, up, dest);
}
@@ -390,8 +401,8 @@ 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);
CGLM_ALIGN(8) vec3 up;
glm_vec3_ortho(dir, up);
glm_look(eye, dir, up, dest);
}

View File

@@ -24,5 +24,7 @@
#include "util.h"
#include "io.h"
#include "project.h"
#include "sphere.h"
#include "ease.h"
#endif /* cglm_h */

View File

@@ -14,7 +14,7 @@
#include <math.h>
#include <float.h>
#if defined(_WIN32)
#if defined(_MSC_VER)
# ifdef CGLM_DLL
# define CGLM_EXPORT __declspec(dllexport)
# else

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

@@ -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;
}

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 */
@@ -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)
@@ -184,8 +187,8 @@ glm_frustum_box(vec4 corners[8], mat4 m, vec3 box[2]) {
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]);
}
/*!
@@ -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

@@ -25,7 +25,7 @@
CGLM_INLINE
void
glm_mat4_print(mat4 matrix,
glm_mat4_print(mat4 matrix,
FILE * __restrict ostream) {
int i;
int j;
@@ -55,7 +55,7 @@ glm_mat4_print(mat4 matrix,
CGLM_INLINE
void
glm_mat3_print(mat3 matrix,
glm_mat3_print(mat3 matrix,
FILE * __restrict ostream) {
int i;
int j;
@@ -85,7 +85,7 @@ glm_mat3_print(mat3 matrix,
CGLM_INLINE
void
glm_vec4_print(vec4 vec,
glm_vec4_print(vec4 vec,
FILE * __restrict ostream) {
int i;
@@ -107,7 +107,7 @@ glm_vec4_print(vec4 vec,
CGLM_INLINE
void
glm_vec3_print(vec3 vec,
glm_vec3_print(vec3 vec,
FILE * __restrict ostream) {
int i;
@@ -129,7 +129,7 @@ glm_vec3_print(vec3 vec,
CGLM_INLINE
void
glm_ivec3_print(ivec3 vec,
glm_ivec3_print(ivec3 vec,
FILE * __restrict ostream) {
int i;
@@ -151,7 +151,7 @@ glm_ivec3_print(ivec3 vec,
CGLM_INLINE
void
glm_versor_print(versor vec,
glm_versor_print(versor vec,
FILE * __restrict ostream) {
int i;

View File

@@ -16,10 +16,12 @@
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_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_scale(mat3 m, float s);
CGLM_INLINE float glm_mat3_det(mat3 mat);
CGLM_INLINE void glm_mat3_inv(mat3 mat, mat3 dest);
@@ -31,6 +33,7 @@
#define cglm_mat3_h
#include "common.h"
#include "vec3.h"
#ifdef CGLM_SSE_FP
# include "simd/sse2/mat3.h"
@@ -80,10 +83,29 @@ 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 * __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 multiply m1 and m2 to dest
*
@@ -154,7 +176,7 @@ 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];
@@ -186,11 +208,23 @@ glm_mat3_mulv(mat3 m, vec3 v, vec3 dest) {
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(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
@@ -309,9 +343,9 @@ 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]);
}
/*!

View File

@@ -16,13 +16,12 @@
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_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 +29,8 @@
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_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);
@@ -45,7 +46,8 @@
#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"
@@ -109,13 +111,13 @@ CGLM_INLINE
void
glm_mat4_copy(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]));
#else
glm_mat4_ucopy(mat, dest);
#endif
@@ -138,10 +140,29 @@ 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 * __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 copy upper-left of mat4 to mat3
*
@@ -319,10 +340,36 @@ 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(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(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
@@ -369,20 +416,20 @@ 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(mat4 m, vec3 v, float last, vec3 dest) {
vec4 res;
glm_vec4(v, last, res);
glm_mat4_mulv(m, res, res);
glm_vec3(res, dest);
}
/*!
@@ -457,7 +504,9 @@ glm_mat4_scale_p(mat4 m, float s) {
CGLM_INLINE
void
glm_mat4_scale(mat4 m, float s) {
#if defined( __SSE__ ) || defined( __SSE2__ )
#ifdef __AVX__
glm_mat4_scale_avx(m, s);
#elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_scale_sse2(m, s);
#else
glm_mat4_scale_p(m, s);
@@ -507,7 +556,9 @@ glm_mat4_det(mat4 mat) {
CGLM_INLINE
void
glm_mat4_inv(mat4 mat, mat4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
#ifdef __AVX__
glm_mat4_inv_avx(mat, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_inv_sse2(mat, dest);
#else
float t[6];
@@ -568,7 +619,9 @@ glm_mat4_inv(mat4 mat, mat4 dest) {
CGLM_INLINE
void
glm_mat4_inv_fast(mat4 mat, mat4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
#ifdef __AVX__
glm_mat4_inv_fast_avx(mat, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_inv_fast_sse2(mat, dest);
#else
glm_mat4_inv(mat, dest);
@@ -585,7 +638,7 @@ 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]);
@@ -601,7 +654,7 @@ 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;
CGLM_ALIGN(16) vec4 tmp;
tmp[0] = mat[0][row1];
tmp[1] = mat[1][row1];
tmp[2] = mat[2][row1];

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 +8,9 @@
#ifndef cglm_project_h
#define cglm_project_h
#include "mat4.h"
#include "vec3.h"
#include "vec4.h"
#include "mat4.h"
/*!
* @brief maps the specified viewport coordinates into specified space [1]
@@ -100,7 +100,7 @@ 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;
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);
@@ -52,21 +52,31 @@
#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"
#endif
CGLM_INLINE
void
glm_mat4_identity(mat4 mat);
CGLM_INLINE
void
glm_mat4_mulv(mat4 m, vec4 v, vec4 dest);
CGLM_INLINE
void
glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest);
glm_mul_rot(mat4 m1, mat4 m2, mat4 dest);
CGLM_INLINE
void
glm_translate(mat4 m, 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 * __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
*
@@ -121,7 +150,7 @@ 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;
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);
}
@@ -188,8 +217,8 @@ glm_quat_normalize_to(versor q, versor dest) {
__m128 xdot, x0;
float dot;
x0 = _mm_load_ps(q);
xdot = glm_simd_dot(x0, x0);
x0 = glmm_load(q);
xdot = glmm_dot(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;
@@ -244,7 +273,7 @@ glm_quat_dot(versor p, versor q) {
CGLM_INLINE
void
glm_quat_conjugate(versor q, versor dest) {
glm_vec4_flipsign_to(q, dest);
glm_vec4_negate_to(q, dest);
dest[3] = -dest[3];
}
@@ -257,7 +286,7 @@ glm_quat_conjugate(versor q, versor dest) {
CGLM_INLINE
void
glm_quat_inv(versor q, versor dest) {
versor conj;
CGLM_ALIGN(16) versor conj;
glm_quat_conjugate(q, conj);
glm_vec4_scale(conj, 1.0f / glm_vec4_norm2(q), dest);
}
@@ -332,7 +361,7 @@ glm_quat_imagn(versor q, vec3 dest) {
CGLM_INLINE
float
glm_quat_imaglen(versor q) {
return glm_vec_norm(q);
return glm_vec3_norm(q);
}
/*!
@@ -593,7 +622,7 @@ 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;
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;
}
@@ -636,15 +665,12 @@ 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;
/* 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]);
}
/*!
@@ -658,12 +684,12 @@ 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;
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;
}
@@ -692,8 +718,8 @@ 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);
CGLM_ALIGN(8) vec3 dir;
glm_vec3_sub(to, from, dir);
glm_quat_for(dir, fwd, up, dest);
}
@@ -707,22 +733,22 @@ 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;
float s;
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);
}
/*!
@@ -735,9 +761,52 @@ glm_quat_rotatev(versor q, vec3 v, vec3 dest) {
CGLM_INLINE
void
glm_quat_rotate(mat4 m, versor q, mat4 dest) {
mat4 rot;
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, versor q, 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, versor q, 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 */

View File

@@ -21,27 +21,30 @@ glm_mul_avx(mat4 m1, mat4 m2, mat4 dest) {
__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],
_mm256_add_ps(_mm256_add_ps(_mm256_mul_ps(y2, y6),
_mm256_mul_ps(y4, y8)),
_mm256_mul_ps(y5, y7)));
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),
_mm256_mul_ps(y5, y9))));
/* n n n n i i i i */
/* p p p p k k k k */
@@ -52,11 +55,11 @@ 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],
_mm256_add_ps(_mm256_add_ps(_mm256_mul_ps(y2, y6),
_mm256_mul_ps(y3, y7)),
_mm256_add_ps(_mm256_mul_ps(y4, y8),
_mm256_mul_ps(y5, y9))));
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),
_mm256_mul_ps(y5, y9))));
}
#endif

View File

@@ -14,51 +14,428 @@
#include <immintrin.h>
CGLM_INLINE
void
glm_mat4_scale_avx(mat4 m, float s) {
__m256 y0;
y0 = _mm256_set1_ps(s);
glmm_store256(m[0], _mm256_mul_ps(y0, glmm_load256(m[0])));
glmm_store256(m[2], _mm256_mul_ps(y0, glmm_load256(m[2])));
}
CGLM_INLINE
void
glm_mat4_mul_avx(mat4 m1, mat4 m2, mat4 dest) {
/* D = R * L (Column-Major) */
__m256 y0, y1, y2, y3, y4, y5, y6, y7, y8, y9;
__m256 y0, y1, y2, y3, y4, y5, y6, y7, y8, y9;
__m256i yi0, yi1, yi2, yi3;
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 */
yi0 = _mm256_set_epi32(1, 1, 1, 1, 0, 0, 0, 0);
yi1 = _mm256_set_epi32(3, 3, 3, 3, 2, 2, 2, 2);
yi2 = _mm256_set_epi32(0, 0, 0, 0, 1, 1, 1, 1);
yi3 = _mm256_set_epi32(2, 2, 2, 2, 3, 3, 3, 3);
/* f f f f a a a a */
/* h h h h c c c c */
/* e e e e b b b b */
/* 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));
y6 = _mm256_permutevar_ps(y0, yi0);
y7 = _mm256_permutevar_ps(y0, yi1);
y8 = _mm256_permutevar_ps(y0, yi2);
y9 = _mm256_permutevar_ps(y0, yi3);
_mm256_store_ps(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),
_mm256_mul_ps(y5, y9))));
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),
_mm256_mul_ps(y5, y9))));
/* n n n n i i i i */
/* p p p p k k k k */
/* m m m m j j j j */
/* o o o o l l l l */
y6 = _mm256_permutevar_ps(y1, _mm256_set_epi32(1, 1, 1, 1, 0, 0, 0, 0));
y7 = _mm256_permutevar_ps(y1, _mm256_set_epi32(3, 3, 3, 3, 2, 2, 2, 2));
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));
y6 = _mm256_permutevar_ps(y1, yi0);
y7 = _mm256_permutevar_ps(y1, yi1);
y8 = _mm256_permutevar_ps(y1, yi2);
y9 = _mm256_permutevar_ps(y1, yi3);
_mm256_store_ps(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),
_mm256_mul_ps(y5, y9))));
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),
_mm256_mul_ps(y5, y9))));
}
CGLM_INLINE
void
glm_mat4_inv_avx(mat4 mat, mat4 dest) {
__m256 y0, y1, y2, y3, y4, y5, y6, y7, y8, y9, y10, y11, y12, y13;
__m256 yt0, yt1, yt2;
__m256 t0, t1, t2;
__m256 r1, r2;
__m256 flpsign;
__m256i yi1, yi2, yi3;
y0 = glmm_load256(mat[0]); /* h g f e d c b a */
y1 = glmm_load256(mat[2]); /* p o n m l k j i */
y2 = _mm256_permute2f128_ps(y1, y1, 0x00); /* l k j i l k j i */
y3 = _mm256_permute2f128_ps(y1, y1, 0x11); /* p o n m p o n m */
y4 = _mm256_permute2f128_ps(y0, y0, 0x03); /* d c b a h g f e */
y13 = _mm256_permute2f128_ps(y4, y4, 0x00); /* h g f e h g f e */
yi1 = _mm256_set_epi32(0, 0, 0, 0, 0, 1, 1, 2);
yi2 = _mm256_set_epi32(1, 1, 1, 2, 3, 2, 3, 3);
flpsign = _mm256_set_ps(0.f, -0.f, 0.f, -0.f, -0.f, 0.f, -0.f, 0.f);
/* i i i i i j j k */
/* n n n o p o p p */
/* m m m m m n n o */
/* j j j k l k l l */
/* e e e e e f f g */
/* f f f g h g h h */
y5 = _mm256_permutevar_ps(y2, yi1);
y6 = _mm256_permutevar_ps(y3, yi2);
y7 = _mm256_permutevar_ps(y3, yi1);
y8 = _mm256_permutevar_ps(y2, yi2);
y2 = _mm256_permutevar_ps(y13, yi1);
y3 = _mm256_permutevar_ps(y13, yi2);
yi1 = _mm256_set_epi32(2, 1, 0, 0, 2, 1, 0, 0);
yi2 = _mm256_set_epi32(2, 1, 1, 0, 2, 1, 1, 0);
yi3 = _mm256_set_epi32(3, 3, 2, 0, 3, 3, 2, 0);
/*
t0[0] = k * p - o * l; t1[0] = g * p - o * h; t2[0] = g * l - k * h;
t0[1] = j * p - n * l; t1[1] = f * p - n * h; t2[1] = f * l - j * h;
t0[2] = j * o - n * k; t1[2] = f * o - n * g; t2[2] = f * k - j * g;
t0[3] = i * p - m * l; t1[3] = e * p - m * h; t2[3] = e * l - i * h;
t0[4] = i * o - m * k; t1[4] = e * o - m * g; t2[4] = e * k - i * g;
t0[5] = i * n - m * j; t1[5] = e * n - m * f; t2[5] = e * j - i * f;
*/
yt0 = _mm256_sub_ps(_mm256_mul_ps(y5, y6), _mm256_mul_ps(y7, y8));
yt1 = _mm256_sub_ps(_mm256_mul_ps(y2, y6), _mm256_mul_ps(y7, y3));
yt2 = _mm256_sub_ps(_mm256_mul_ps(y2, y8), _mm256_mul_ps(y5, y3));
/* t3 t2 t1 t0 t3 t2 t1 t0 */
/* t5 t5 t5 t4 t5 t5 t5 t4 */
y9 = _mm256_permute2f128_ps(yt0, yt0, 0x00);
y10 = _mm256_permute2f128_ps(yt0, yt0, 0x11);
//
/* t2 t1 t0 t0 t2 t1 t0 t0 */
t0 = _mm256_permutevar_ps(y9, yi1);
/* t4 t3 t3 t1 t4 t3 t3 t1 */
y11 = _mm256_shuffle_ps(y9, y10, 0x4D);
y12 = _mm256_permutevar_ps(y11, yi2);
t1 = _mm256_permute2f128_ps(y12, y9, 0x00);
/* t5 t5 t4 t2 t5 t5 t4 t2 */
y11 = _mm256_shuffle_ps(y9, y10, 0x4A);
y12 = _mm256_permutevar_ps(y11, yi3);
t2 = _mm256_permute2f128_ps(y12, y12, 0x00);
/* a a a b e e e f */
/* b b c c f f g g */
/* c d d d g h h h */
y9 = _mm256_permute_ps(y4, 0x01);
y10 = _mm256_permute_ps(y4, 0x5A);
y11 = _mm256_permute_ps(y4, 0xBF);
/*
dest[0][0] = f * t[0] - g * t[1] + h * t[2];
dest[1][0] =-(e * t[0] - g * t[3] + h * t[4]);
dest[2][0] = e * t[1] - f * t[3] + h * t[5];
dest[3][0] =-(e * t[2] - f * t[4] + g * t[5]);
dest[0][1] =-(b * t[0] - c * t[1] + d * t[2]);
dest[1][1] = a * t[0] - c * t[3] + d * t[4];
dest[2][1] =-(a * t[1] - b * t[3] + d * t[5]);
dest[3][1] = a * t[2] - b * t[4] + c * t[5];
*/
r1 = _mm256_xor_ps(_mm256_add_ps(_mm256_sub_ps(_mm256_mul_ps(y9, t0),
_mm256_mul_ps(y10, t1)),
_mm256_mul_ps(y11, t2)),
flpsign);
/* d c b a d c b a */
y2 = _mm256_permute2f128_ps(y0, y0, 0x0);
/* a a a b a a a b */
/* b b c c b b c c */
/* c d d d c d d d */
y3 = _mm256_permutevar_ps(y2, _mm256_set_epi32(0, 0, 0, 1, 0, 0, 0, 1));
y4 = _mm256_permutevar_ps(y2, _mm256_set_epi32(1, 1, 2, 2, 1, 1, 2, 2));
y5 = _mm256_permutevar_ps(y2, _mm256_set_epi32(2, 3, 3, 3, 2, 3, 3, 3));
/* t2[3] t2[2] t2[1] t2[0] t1[3] t1[2] t1[1] t1[0] */
/* t2[5] t2[5] t2[5] t2[4] t1[5] t1[5] t1[5] t1[4] */
y6 = _mm256_permute2f128_ps(yt1, yt2, 0x20);
y7 = _mm256_permute2f128_ps(yt1, yt2, 0x31);
/* t2[2] t2[1] t2[0] t2[0] t1[2] t1[1] t1[0] t1[0] */
t0 = _mm256_permutevar_ps(y6, yi1);
/* t1[4] t1[3] t1[3] t1[1] t1[4] t1[3] t1[3] t1[1] */
/* t1[4] t1[3] t1[3] t1[1] t1[4] t1[3] t1[3] t1[1] */
y11 = _mm256_shuffle_ps(y6, y7, 0x4D);
t1 = _mm256_permutevar_ps(y11, yi2);
/* t2[5] t2[5] t2[4] t2[2] t1[5] t1[5] t1[4] t1[2] */
y11 = _mm256_shuffle_ps(y6, y7, 0x4A);
t2 = _mm256_permutevar_ps(y11, yi3);
/*
dest[0][2] = b * t1[0] - c * t1[1] + d * t1[2];
dest[1][2] =-(a * t1[0] - c * t1[3] + d * t1[4]);
dest[2][2] = a * t1[1] - b * t1[3] + d * t1[5];
dest[3][2] =-(a * t1[2] - b * t1[4] + c * t1[5]);
dest[0][3] =-(b * t2[0] - c * t2[1] + d * t2[2]);
dest[1][3] = a * t2[0] - c * t2[3] + d * t2[4];
dest[2][3] =-(a * t2[1] - b * t2[3] + d * t2[5]);
dest[3][3] = a * t2[2] - b * t2[4] + c * t2[5];
*/
r2 = _mm256_xor_ps(_mm256_add_ps(_mm256_sub_ps(_mm256_mul_ps(y3, t0),
_mm256_mul_ps(y4, t1)),
_mm256_mul_ps(y5, t2)),
flpsign);
/* determinant */
y4 = _mm256_mul_ps(y0, r1);
y4 = _mm256_permute2f128_ps(y4, y4, 0x30);
y4 = _mm256_dp_ps(y0, r1, 0xff);
y5 = _mm256_div_ps(_mm256_set1_ps(1.0f), y4);
r1 = _mm256_mul_ps(r1, y5);
r2 = _mm256_mul_ps(r2, y5);
/* transpose */
/* d c b a h g f e */
/* l k j i p o n m */
y0 = _mm256_permute2f128_ps(r1, r1, 0x03);
y1 = _mm256_permute2f128_ps(r2, r2, 0x03);
/* b a f e f e b a */
/* j i n m n m j i */
/* i m a e m i e a */
/* j n b f n j f b */
/* n j f b m i e a */
y2 = _mm256_shuffle_ps(r1, y0, 0x44);
y3 = _mm256_shuffle_ps(r2, y1, 0x44);
y4 = _mm256_shuffle_ps(y2, y3, 0x88);
y5 = _mm256_shuffle_ps(y2, y3, 0xDD);
y6 = _mm256_permute2f128_ps(y4, y5, 0x20);
/* d c h g h g d c */
/* l k p o p o l k */
/* k o c g o k g c */
/* l p d h p l h d */
/* p l h d o k g c */
y2 = _mm256_shuffle_ps(r1, y0, 0xEE);
y3 = _mm256_shuffle_ps(r2, y1, 0xEE);
y4 = _mm256_shuffle_ps(y2, y3, 0x88);
y5 = _mm256_shuffle_ps(y2, y3, 0xDD);
y7 = _mm256_permute2f128_ps(y4, y5, 0x20);
glmm_store256(dest[0], y6);
glmm_store256(dest[2], y7);
}
CGLM_INLINE
void
glm_mat4_inv_fast_avx(mat4 mat, mat4 dest) {
__m256 y0, y1, y2, y3, y4, y5, y6, y7, y8, y9, y10, y11, y12, y13;
__m256 yt0, yt1, yt2;
__m256 t0, t1, t2;
__m256 r1, r2;
__m256 flpsign;
__m256i yi1, yi2, yi3;
y0 = glmm_load256(mat[0]); /* h g f e d c b a */
y1 = glmm_load256(mat[2]); /* p o n m l k j i */
y2 = _mm256_permute2f128_ps(y1, y1, 0x00); /* l k j i l k j i */
y3 = _mm256_permute2f128_ps(y1, y1, 0x11); /* p o n m p o n m */
y4 = _mm256_permute2f128_ps(y0, y0, 0x03); /* d c b a h g f e */
y13 = _mm256_permute2f128_ps(y4, y4, 0x00); /* h g f e h g f e */
yi1 = _mm256_set_epi32(0, 0, 0, 0, 0, 1, 1, 2);
yi2 = _mm256_set_epi32(1, 1, 1, 2, 3, 2, 3, 3);
flpsign = _mm256_set_ps(0.f, -0.f, 0.f, -0.f, -0.f, 0.f, -0.f, 0.f);
/* i i i i i j j k */
/* n n n o p o p p */
/* m m m m m n n o */
/* j j j k l k l l */
/* e e e e e f f g */
/* f f f g h g h h */
y5 = _mm256_permutevar_ps(y2, yi1);
y6 = _mm256_permutevar_ps(y3, yi2);
y7 = _mm256_permutevar_ps(y3, yi1);
y8 = _mm256_permutevar_ps(y2, yi2);
y2 = _mm256_permutevar_ps(y13, yi1);
y3 = _mm256_permutevar_ps(y13, yi2);
yi1 = _mm256_set_epi32(2, 1, 0, 0, 2, 1, 0, 0);
yi2 = _mm256_set_epi32(2, 1, 1, 0, 2, 1, 1, 0);
yi3 = _mm256_set_epi32(3, 3, 2, 0, 3, 3, 2, 0);
/*
t0[0] = k * p - o * l; t1[0] = g * p - o * h; t2[0] = g * l - k * h;
t0[1] = j * p - n * l; t1[1] = f * p - n * h; t2[1] = f * l - j * h;
t0[2] = j * o - n * k; t1[2] = f * o - n * g; t2[2] = f * k - j * g;
t0[3] = i * p - m * l; t1[3] = e * p - m * h; t2[3] = e * l - i * h;
t0[4] = i * o - m * k; t1[4] = e * o - m * g; t2[4] = e * k - i * g;
t0[5] = i * n - m * j; t1[5] = e * n - m * f; t2[5] = e * j - i * f;
*/
yt0 = _mm256_sub_ps(_mm256_mul_ps(y5, y6), _mm256_mul_ps(y7, y8));
yt1 = _mm256_sub_ps(_mm256_mul_ps(y2, y6), _mm256_mul_ps(y7, y3));
yt2 = _mm256_sub_ps(_mm256_mul_ps(y2, y8), _mm256_mul_ps(y5, y3));
/* t3 t2 t1 t0 t3 t2 t1 t0 */
/* t5 t5 t5 t4 t5 t5 t5 t4 */
y9 = _mm256_permute2f128_ps(yt0, yt0, 0x00);
y10 = _mm256_permute2f128_ps(yt0, yt0, 0x11);
/* t2 t1 t0 t0 t2 t1 t0 t0 */
t0 = _mm256_permutevar_ps(y9, yi1);
/* t4 t3 t3 t1 t4 t3 t3 t1 */
y11 = _mm256_shuffle_ps(y9, y10, 0x4D);
y12 = _mm256_permutevar_ps(y11, yi2);
t1 = _mm256_permute2f128_ps(y12, y9, 0x00);
/* t5 t5 t4 t2 t5 t5 t4 t2 */
y11 = _mm256_shuffle_ps(y9, y10, 0x4A);
y12 = _mm256_permutevar_ps(y11, yi3);
t2 = _mm256_permute2f128_ps(y12, y12, 0x00);
/* a a a b e e e f */
/* b b c c f f g g */
/* c d d d g h h h */
y9 = _mm256_permute_ps(y4, 0x01);
y10 = _mm256_permute_ps(y4, 0x5A);
y11 = _mm256_permute_ps(y4, 0xBF);
/*
dest[0][0] = f * t[0] - g * t[1] + h * t[2];
dest[1][0] =-(e * t[0] - g * t[3] + h * t[4]);
dest[2][0] = e * t[1] - f * t[3] + h * t[5];
dest[3][0] =-(e * t[2] - f * t[4] + g * t[5]);
dest[0][1] =-(b * t[0] - c * t[1] + d * t[2]);
dest[1][1] = a * t[0] - c * t[3] + d * t[4];
dest[2][1] =-(a * t[1] - b * t[3] + d * t[5]);
dest[3][1] = a * t[2] - b * t[4] + c * t[5];
*/
r1 = _mm256_xor_ps(_mm256_add_ps(_mm256_sub_ps(_mm256_mul_ps(y9, t0),
_mm256_mul_ps(y10, t1)),
_mm256_mul_ps(y11, t2)),
flpsign);
/* d c b a d c b a */
y2 = _mm256_permute2f128_ps(y0, y0, 0x0);
/* a a a b a a a b */
/* b b c c b b c c */
/* c d d d c d d d */
y3 = _mm256_permutevar_ps(y2, _mm256_set_epi32(0, 0, 0, 1, 0, 0, 0, 1));
y4 = _mm256_permutevar_ps(y2, _mm256_set_epi32(1, 1, 2, 2, 1, 1, 2, 2));
y5 = _mm256_permutevar_ps(y2, _mm256_set_epi32(2, 3, 3, 3, 2, 3, 3, 3));
/* t2[3] t2[2] t2[1] t2[0] t1[3] t1[2] t1[1] t1[0] */
/* t2[5] t2[5] t2[5] t2[4] t1[5] t1[5] t1[5] t1[4] */
y6 = _mm256_permute2f128_ps(yt1, yt2, 0x20);
y7 = _mm256_permute2f128_ps(yt1, yt2, 0x31);
/* t2[2] t2[1] t2[0] t2[0] t1[2] t1[1] t1[0] t1[0] */
t0 = _mm256_permutevar_ps(y6, yi1);
/* t1[4] t1[3] t1[3] t1[1] t1[4] t1[3] t1[3] t1[1] */
/* t1[4] t1[3] t1[3] t1[1] t1[4] t1[3] t1[3] t1[1] */
y11 = _mm256_shuffle_ps(y6, y7, 0x4D);
t1 = _mm256_permutevar_ps(y11, yi2);
/* t2[5] t2[5] t2[4] t2[2] t1[5] t1[5] t1[4] t1[2] */
y11 = _mm256_shuffle_ps(y6, y7, 0x4A);
t2 = _mm256_permutevar_ps(y11, yi3);
/*
dest[0][2] = b * t1[0] - c * t1[1] + d * t1[2];
dest[1][2] =-(a * t1[0] - c * t1[3] + d * t1[4]);
dest[2][2] = a * t1[1] - b * t1[3] + d * t1[5];
dest[3][2] =-(a * t1[2] - b * t1[4] + c * t1[5]);
dest[0][3] =-(b * t2[0] - c * t2[1] + d * t2[2]);
dest[1][3] = a * t2[0] - c * t2[3] + d * t2[4];
dest[2][3] =-(a * t2[1] - b * t2[3] + d * t2[5]);
dest[3][3] = a * t2[2] - b * t2[4] + c * t2[5];
*/
r2 = _mm256_xor_ps(_mm256_add_ps(_mm256_sub_ps(_mm256_mul_ps(y3, t0),
_mm256_mul_ps(y4, t1)),
_mm256_mul_ps(y5, t2)),
flpsign);
/* determinant */
y4 = _mm256_mul_ps(y0, r1);
y4 = _mm256_permute2f128_ps(y4, y4, 0x30);
y4 = _mm256_dp_ps(y0, r1, 0xff);
y5 = _mm256_rcp_ps(y4);
r1 = _mm256_mul_ps(r1, y5);
r2 = _mm256_mul_ps(r2, y5);
/* transpose */
/* d c b a h g f e */
/* l k j i p o n m */
y0 = _mm256_permute2f128_ps(r1, r1, 0x03);
y1 = _mm256_permute2f128_ps(r2, r2, 0x03);
/* b a f e f e b a */
/* j i n m n m j i */
/* i m a e m i e a */
/* j n b f n j f b */
/* n j f b m i e a */
y2 = _mm256_shuffle_ps(r1, y0, 0x44);
y3 = _mm256_shuffle_ps(r2, y1, 0x44);
y4 = _mm256_shuffle_ps(y2, y3, 0x88);
y5 = _mm256_shuffle_ps(y2, y3, 0xDD);
y6 = _mm256_permute2f128_ps(y4, y5, 0x20);
/* d c h g h g d c */
/* l k p o p o l k */
/* k o c g o k g c */
/* l p d h p l h d */
/* p l h d o k g c */
y2 = _mm256_shuffle_ps(r1, y0, 0xEE);
y3 = _mm256_shuffle_ps(r2, y1, 0xEE);
y4 = _mm256_shuffle_ps(y2, y3, 0x88);
y5 = _mm256_shuffle_ps(y2, y3, 0xDD);
y7 = _mm256_permute2f128_ps(y4, y5, 0x20);
glmm_store256(dest[0], y6);
glmm_store256(dest[2], y7);
}
#endif

View File

@@ -8,11 +8,19 @@
#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
# define __SSE2__
# ifndef __SSE2__
# define __SSE2__
# endif
# elif _M_IX86_FP == 1
# define __SSE__
# 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
@@ -20,32 +28,63 @@
# 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))
/* OPTIONAL: You may save some instructions but latency (not sure) */
#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 _mm_shuffle1_ps1(a, x) \
_mm_shuffle_ps(a, a, _MM_SHUFFLE(x, x, x, x))
#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)
# 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
static inline
__m128
glm_simd_dot(__m128 a, __m128 b) {
glmm_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));
x0 = _mm_add_ps(x0, glmm_shuff1(x0, 1, 0, 3, 2));
return _mm_add_ps(x0, glmm_shuff1(x0, 0, 1, 0, 1));
}
CGLM_INLINE
static inline
__m128
glm_simd_norm(__m128 a) {
return _mm_sqrt_ps(glm_simd_dot(a, a));
glmm_norm(__m128 a) {
return _mm_sqrt_ps(glmm_dot(a, a));
}
static inline
__m128
glmm_load3(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));
}
#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
#endif
/* x86, x64 */
@@ -55,6 +94,15 @@ glm_simd_norm(__m128 a) {
#ifdef __AVX__
# define CGLM_AVX_FP 1
#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
/* ARM Neon */

View File

@@ -18,35 +18,67 @@ glm_mul_sse2(mat4 m1, 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(mat4 m1, 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]);
x1 = _mm_set_ps(1.0f, 0.0f, 0.0f, 0.0f);
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

@@ -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

@@ -16,32 +16,32 @@
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(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
@@ -51,36 +51,36 @@ glm_mat4_mul_sse2(mat4 m1, mat4 m2, mat4 dest) {
__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
@@ -88,18 +88,14 @@ void
glm_mat4_mulv_sse2(mat4 m, 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
@@ -108,10 +104,10 @@ glm_mat4_det_sse2(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])
@@ -140,19 +136,19 @@ 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);
}
@@ -166,14 +162,14 @@ glm_mat4_inv_fast_sse2(mat4 mat, mat4 dest) {
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];
@@ -271,14 +267,14 @@ 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
@@ -290,14 +286,14 @@ glm_mat4_inv_sse2(mat4 mat, mat4 dest) {
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

@@ -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);
}

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(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(vec4 s, 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(vec4 s1, 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(vec4 s1, 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(vec4 s, 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
typedef float vec2[2];
typedef float vec3[3];
typedef int ivec3[3];
typedef CGLM_ALIGN(16) float vec4[4];
#ifndef CGLM_ALL_UNALIGNED
# define CGLM_ALIGN_IF(X) CGLM_ALIGN(X)
#else
# define CGLM_ALIGN_IF(X) /* no alignment */
#endif
typedef vec3 mat3[3];
typedef vec4 mat4[4];
#ifdef __AVX__
# define CGLM_ALIGN_MAT CGLM_ALIGN(32)
#else
# define CGLM_ALIGN_MAT CGLM_ALIGN(16)
#endif
typedef vec4 versor;
typedef float vec2[2];
typedef float vec3[3];
typedef int ivec3[3];
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

@@ -19,6 +19,10 @@
#define cglm_util_h
#include "common.h"
#include <stdbool.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 +58,7 @@ 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 +69,7 @@ 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 +80,7 @@ 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 +91,7 @@ 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 +102,6 @@ glm_make_deg(float *rad) {
CGLM_INLINE
float
glm_pow2(float x) {
return x * x;
}
@@ -143,6 +146,17 @@ 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 +169,52 @@ 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
@@ -31,21 +35,6 @@
#include <math.h>
#include <float.h>
/*!
* @brief DEPRECATED! use glm_vec_mul
*
* @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 +43,7 @@ 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 +55,7 @@ glm_vec_broadcast(float val, vec3 d) {
*/
CGLM_INLINE
bool
glm_vec_eq(vec3 v, float val) {
glm_vec3_eq(vec3 v, float val) {
return v[0] == val && v[0] == v[1] && v[0] == v[2];
}
@@ -78,7 +67,7 @@ glm_vec_eq(vec3 v, float val) {
*/
CGLM_INLINE
bool
glm_vec_eq_eps(vec3 v, float val) {
glm_vec3_eq_eps(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 +80,36 @@ glm_vec_eq_eps(vec3 v, float val) {
*/
CGLM_INLINE
bool
glm_vec_eq_all(vec3 v) {
glm_vec3_eq_all(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(vec3 a, 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(vec3 a, 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 +119,7 @@ glm_vec_eqv_eps(vec3 v1, vec3 v2) {
*/
CGLM_INLINE
float
glm_vec_max(vec3 v) {
glm_vec3_max(vec3 v) {
float max;
max = v[0];
@@ -149,7 +138,7 @@ glm_vec_max(vec3 v) {
*/
CGLM_INLINE
float
glm_vec_min(vec3 v) {
glm_vec3_min(vec3 v) {
float min;
min = v[0];
@@ -169,7 +158,7 @@ glm_vec_min(vec3 v) {
*/
CGLM_INLINE
bool
glm_vec_isnan(vec3 v) {
glm_vec3_isnan(vec3 v) {
return isnan(v[0]) || isnan(v[1]) || isnan(v[2]);
}
@@ -181,7 +170,7 @@ glm_vec_isnan(vec3 v) {
*/
CGLM_INLINE
bool
glm_vec_isinf(vec3 v) {
glm_vec3_isinf(vec3 v) {
return isinf(v[0]) || isinf(v[1]) || isinf(v[2]);
}
@@ -193,8 +182,8 @@ 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(vec3 v) {
return !glm_vec3_isnan(v) && !glm_vec3_isinf(v);
}
/*!
@@ -206,7 +195,7 @@ glm_vec_isvalid(vec3 v) {
*/
CGLM_INLINE
void
glm_vec_sign(vec3 v, vec3 dest) {
glm_vec3_sign(vec3 v, vec3 dest) {
dest[0] = glm_signf(v[0]);
dest[1] = glm_signf(v[1]);
dest[2] = glm_signf(v[2]);
@@ -220,7 +209,7 @@ glm_vec_sign(vec3 v, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec_sqrt(vec3 v, vec3 dest) {
glm_vec3_sqrt(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
@@ -23,44 +17,64 @@
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 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec_adds(vec3 a, float s, vec3 dest);
CGLM_INLINE void glm_vec_sub(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec_subs(vec3 a, float s, vec3 dest);
CGLM_INLINE void glm_vec_mul(vec3 a, vec3 b, 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_div(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec_divs(vec3 a, float s, vec3 dest);
CGLM_INLINE void glm_vec_addadd(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec_subadd(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec_muladd(vec3 a, vec3 b, 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
@@ -72,7 +86,12 @@
#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}
@@ -106,7 +125,7 @@ glm_vec3(vec4 v4, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec_copy(vec3 a, vec3 dest) {
glm_vec3_copy(vec3 a, vec3 dest) {
dest[0] = a[0];
dest[1] = a[1];
dest[2] = a[2];
@@ -119,10 +138,8 @@ glm_vec_copy(vec3 a, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec_zero(vec3 v) {
v[0] = 0.0f;
v[1] = 0.0f;
v[2] = 0.0f;
glm_vec3_zero(vec3 v) {
v[0] = v[1] = v[2] = 0.0f;
}
/*!
@@ -132,10 +149,8 @@ glm_vec_zero(vec3 v) {
*/
CGLM_INLINE
void
glm_vec_one(vec3 v) {
v[0] = 1.0f;
v[1] = 1.0f;
v[2] = 1.0f;
glm_vec3_one(vec3 v) {
v[0] = v[1] = v[2] = 1.0f;
}
/*!
@@ -148,26 +163,10 @@ glm_vec_one(vec3 v) {
*/
CGLM_INLINE
float
glm_vec_dot(vec3 a, vec3 b) {
glm_vec3_dot(vec3 a, 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
*
@@ -181,21 +180,21 @@ 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(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(vec3 v) {
return sqrtf(glm_vec3_norm2(v));
}
/*!
@@ -207,7 +206,7 @@ glm_vec_norm(vec3 vec) {
*/
CGLM_INLINE
void
glm_vec_add(vec3 a, vec3 b, vec3 dest) {
glm_vec3_add(vec3 a, vec3 b, vec3 dest) {
dest[0] = a[0] + b[0];
dest[1] = a[1] + b[1];
dest[2] = a[2] + b[2];
@@ -222,14 +221,14 @@ glm_vec_add(vec3 a, vec3 b, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec_adds(vec3 v, float s, vec3 dest) {
glm_vec3_adds(vec3 v, float s, vec3 dest) {
dest[0] = v[0] + s;
dest[1] = v[1] + s;
dest[2] = v[2] + s;
}
/*!
* @brief subtract v2 vector from v1 vector store result in dest
* @brief subtract b vector from a vector store result in dest
*
* @param[in] a vector1
* @param[in] b vector2
@@ -237,7 +236,7 @@ glm_vec_adds(vec3 v, float s, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec_sub(vec3 a, vec3 b, vec3 dest) {
glm_vec3_sub(vec3 a, vec3 b, vec3 dest) {
dest[0] = a[0] - b[0];
dest[1] = a[1] - b[1];
dest[2] = a[2] - b[2];
@@ -252,7 +251,7 @@ glm_vec_sub(vec3 a, vec3 b, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec_subs(vec3 v, float s, vec3 dest) {
glm_vec3_subs(vec3 v, float s, vec3 dest) {
dest[0] = v[0] - s;
dest[1] = v[1] - s;
dest[2] = v[2] - s;
@@ -261,16 +260,16 @@ glm_vec_subs(vec3 v, float s, vec3 dest) {
/*!
* @brief multiply two vector (component-wise multiplication)
*
* @param a v1
* @param b v2
* @param d v3 = (a[0] * b[0], a[1] * b[1], a[2] * b[2])
* @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_vec_mul(vec3 a, vec3 b, vec3 d) {
d[0] = a[0] * b[0];
d[1] = a[1] * b[1];
d[2] = a[2] * b[2];
glm_vec3_mul(vec3 a, vec3 b, vec3 dest) {
dest[0] = a[0] * b[0];
dest[1] = a[1] * b[1];
dest[2] = a[2] * b[2];
}
/*!
@@ -282,7 +281,7 @@ glm_vec_mul(vec3 a, vec3 b, vec3 d) {
*/
CGLM_INLINE
void
glm_vec_scale(vec3 v, float s, vec3 dest) {
glm_vec3_scale(vec3 v, float s, vec3 dest) {
dest[0] = v[0] * s;
dest[1] = v[1] * s;
dest[2] = v[2] * s;
@@ -297,16 +296,16 @@ 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(vec3 v, float s, vec3 dest) {
float norm;
norm = glm_vec_norm(v);
norm = glm_vec3_norm(v);
if (norm == 0.0f) {
glm_vec_zero(dest);
glm_vec3_zero(dest);
return;
}
glm_vec_scale(v, s / norm, dest);
glm_vec3_scale(v, s / norm, dest);
}
/*!
@@ -318,7 +317,7 @@ glm_vec_scale_as(vec3 v, float s, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec_div(vec3 a, vec3 b, vec3 dest) {
glm_vec3_div(vec3 a, vec3 b, vec3 dest) {
dest[0] = a[0] / b[0];
dest[1] = a[1] / b[1];
dest[2] = a[2] / b[2];
@@ -333,7 +332,7 @@ glm_vec_div(vec3 a, vec3 b, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec_divs(vec3 v, float s, vec3 dest) {
glm_vec3_divs(vec3 v, float s, vec3 dest) {
dest[0] = v[0] / s;
dest[1] = v[1] / s;
dest[2] = v[2] / s;
@@ -350,7 +349,7 @@ glm_vec_divs(vec3 v, float s, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec_addadd(vec3 a, vec3 b, vec3 dest) {
glm_vec3_addadd(vec3 a, vec3 b, vec3 dest) {
dest[0] += a[0] + b[0];
dest[1] += a[1] + b[1];
dest[2] += a[2] + b[2];
@@ -367,7 +366,7 @@ glm_vec_addadd(vec3 a, vec3 b, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec_subadd(vec3 a, vec3 b, vec3 dest) {
glm_vec3_subadd(vec3 a, vec3 b, vec3 dest) {
dest[0] += a[0] - b[0];
dest[1] += a[1] - b[1];
dest[2] += a[2] - b[2];
@@ -384,7 +383,7 @@ glm_vec_subadd(vec3 a, vec3 b, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec_muladd(vec3 a, vec3 b, vec3 dest) {
glm_vec3_muladd(vec3 a, vec3 b, vec3 dest) {
dest[0] += a[0] * b[0];
dest[1] += a[1] * b[1];
dest[2] += a[2] * b[2];
@@ -401,61 +400,69 @@ glm_vec_muladd(vec3 a, vec3 b, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec_muladds(vec3 a, float s, vec3 dest) {
glm_vec3_muladds(vec3 a, float s, vec3 dest) {
dest[0] += a[0] * s;
dest[1] += a[1] * s;
dest[2] += a[2] * s;
}
/*!
* @brief flip sign of all vec3 members
* @brief add max of two vector to result/dest
*
* @param[in, out] v vector
* 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_vec_flipsign(vec3 v) {
v[0] = -v[0];
v[1] = -v[1];
v[2] = -v[2];
glm_vec3_maxadd(vec3 a, 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 flip sign of all vec3 members and store result in dest
* @brief add min of two vector to result/dest
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector
* @param[in] b scalar
* @param[out] dest dest += min(a, b)
*/
CGLM_INLINE
void
glm_vec3_minadd(vec3 a, 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(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);
}
/*!
@@ -465,56 +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(vec3 v, vec3 dest) {
float norm;
norm = glm_vec_norm(vec);
norm = glm_vec3_norm(v);
if (norm == 0.0f) {
glm_vec_zero(dest);
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(vec3 a, 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(vec3 a, 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(vec3 a, 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);
}
/*!
@@ -526,27 +570,27 @@ 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, 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);
}
/*!
@@ -564,7 +608,7 @@ glm_vec_rotate(vec3 v, float angle, vec3 axis) {
*/
CGLM_INLINE
void
glm_vec_rotate_m4(mat4 m, vec3 v, vec3 dest) {
glm_vec3_rotate_m4(mat4 m, vec3 v, vec3 dest) {
vec4 x, y, z, res;
glm_vec4_normalize_to(m[0], x);
@@ -587,7 +631,7 @@ glm_vec_rotate_m4(mat4 m, vec3 v, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec_rotate_m3(mat3 m, vec3 v, vec3 dest) {
glm_vec3_rotate_m3(mat3 m, vec3 v, vec3 dest) {
vec4 res, x, y, z;
glm_vec4(m[0], 0.0f, x);
@@ -608,75 +652,88 @@ glm_vec_rotate_m3(mat3 m, vec3 v, vec3 dest) {
/*!
* @brief project a vector onto b vector
*
* @param[in] a vector1
* @param[in] b vector2
* @param[in] a vector1
* @param[in] b vector2
* @param[out] dest projected vector
*/
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),
dest);
glm_vec3_proj(vec3 a, 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(vec3 a, 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(vec3 a, 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(vec3 a, 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(vec3 a, 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(vec3 a, 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]);
}
/*!
@@ -687,7 +744,7 @@ glm_vec_minv(vec3 v1, vec3 v2, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec_ortho(vec3 v, vec3 dest) {
glm_vec3_ortho(vec3 v, vec3 dest) {
dest[0] = v[1] - v[2];
dest[1] = v[2] - v[0];
dest[2] = v[0] - v[1];
@@ -702,7 +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);
@@ -720,14 +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(vec3 from, 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);
}
/*!
@@ -742,7 +799,7 @@ 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_vec3_cross(a, b, d);
}
/*!
@@ -758,7 +815,7 @@ glm_cross(vec3 a, vec3 b, vec3 d) {
CGLM_INLINE
float
glm_dot(vec3 a, vec3 b) {
return glm_vec_dot(a, b);
return glm_vec3_dot(a, b);
}
/*!
@@ -771,7 +828,7 @@ glm_dot(vec3 a, vec3 b) {
CGLM_INLINE
void
glm_normalize(vec3 v) {
glm_vec_normalize(v);
glm_vec3_normalize(v);
}
/*!
@@ -785,7 +842,7 @@ glm_normalize(vec3 v) {
CGLM_INLINE
void
glm_normalize_to(vec3 v, vec3 dest) {
glm_vec_normalize_to(v, 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
@@ -31,26 +35,6 @@
#include <math.h>
#include <float.h>
/*!
* @brief DEPRECATED! use glm_vec4_mul
*
* @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 +45,7 @@ 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
@@ -113,31 +97,31 @@ 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(vec4 a, 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(vec4 a, 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;
}
/*!
@@ -150,7 +134,7 @@ float
glm_vec4_max(vec4 v) {
float max;
max = glm_vec_max(v);
max = glm_vec3_max(v);
if (v[3] > max)
max = v[3];
@@ -167,7 +151,7 @@ float
glm_vec4_min(vec4 v) {
float min;
min = glm_vec_min(v);
min = glm_vec3_min(v);
if (v[3] < min)
min = v[3];
@@ -223,14 +207,14 @@ glm_vec4_sign(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]);
@@ -249,7 +233,7 @@ CGLM_INLINE
void
glm_vec4_sqrt(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
@@ -25,9 +18,10 @@
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 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);
@@ -40,16 +34,27 @@
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_flipsign(vec4 v);
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
@@ -59,9 +64,14 @@
#include "vec4-ext.h"
#include "util.h"
/* DEPRECATED! use _copy, _ucopy versions */
#define glm_vec4_dup3(v, dest) glm_vec4_copy3(v, dest)
#define glm_vec4_dup(v, dest) glm_vec4_copy(v, dest)
/* 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}
@@ -111,7 +121,7 @@ CGLM_INLINE
void
glm_vec4_copy(vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_load_ps(v));
glmm_store(dest, glmm_load(v));
#else
dest[0] = v[0];
dest[1] = v[1];
@@ -120,6 +130,23 @@ 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(vec4 v, vec4 dest) {
dest[0] = v[0];
dest[1] = v[1];
dest[2] = v[2];
dest[3] = v[3];
}
/*!
* @brief make vector zero
*
@@ -129,7 +156,7 @@ CGLM_INLINE
void
glm_vec4_zero(vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(v, _mm_setzero_ps());
glmm_store(v, _mm_setzero_ps());
#else
v[0] = 0.0f;
v[1] = 0.0f;
@@ -147,7 +174,7 @@ CGLM_INLINE
void
glm_vec4_one(vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(v, _mm_set1_ps(1.0f));
glmm_store(v, _mm_set1_ps(1.0f));
#else
v[0] = 1.0f;
v[1] = 1.0f;
@@ -169,9 +196,9 @@ 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)));
x0 = _mm_mul_ps(glmm_load(a), glmm_load(b));
x0 = _mm_add_ps(x0, glmm_shuff1(x0, 1, 0, 3, 2));
return _mm_cvtss_f32(_mm_add_ss(x0, glmm_shuff1(x0, 0, 1, 0, 1)));
#else
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
#endif
@@ -193,10 +220,10 @@ float
glm_vec4_norm2(vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ )
__m128 x0;
x0 = _mm_load_ps(v);
x0 = glmm_load(v);
x0 = _mm_mul_ps(x0, x0);
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)));
x0 = _mm_add_ps(x0, glmm_shuff1(x0, 1, 0, 3, 2));
return _mm_cvtss_f32(_mm_add_ss(x0, glmm_shuff1(x0, 0, 1, 0, 1)));
#else
return v[0] * v[0] + v[1] * v[1] + v[2] * v[2] + v[3] * v[3];
#endif
@@ -205,24 +232,24 @@ glm_vec4_norm2(vec4 v) {
/*!
* @brief norm (magnitude) of vec4
*
* @param[in] vec vector
* @param[in] v vector
*
* @return norm
*/
CGLM_INLINE
float
glm_vec4_norm(vec4 vec) {
glm_vec4_norm(vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ )
__m128 x0;
x0 = _mm_load_ps(vec);
return _mm_cvtss_f32(_mm_sqrt_ss(glm_simd_dot(x0, x0)));
x0 = glmm_load(v);
return _mm_cvtss_f32(_mm_sqrt_ss(glmm_dot(x0, x0)));
#else
return sqrtf(glm_vec4_norm2(vec));
return sqrtf(glm_vec4_norm2(v));
#endif
}
/*!
* @brief add v2 vector to v1 vector store result in dest
* @brief add b vector to a vector store result in dest
*
* @param[in] a vector1
* @param[in] b vector2
@@ -232,7 +259,7 @@ CGLM_INLINE
void
glm_vec4_add(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_add_ps(_mm_load_ps(a), _mm_load_ps(b)));
glmm_store(dest, _mm_add_ps(glmm_load(a), glmm_load(b)));
#else
dest[0] = a[0] + b[0];
dest[1] = a[1] + b[1];
@@ -252,7 +279,7 @@ CGLM_INLINE
void
glm_vec4_adds(vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_add_ps(_mm_load_ps(v), _mm_set1_ps(s)));
glmm_store(dest, _mm_add_ps(glmm_load(v), _mm_set1_ps(s)));
#else
dest[0] = v[0] + s;
dest[1] = v[1] + s;
@@ -262,7 +289,7 @@ glm_vec4_adds(vec4 v, float s, vec4 dest) {
}
/*!
* @brief subtract b vector from a vector store result in dest (d = v1 - v2)
* @brief subtract b vector from a vector store result in dest (d = a - b)
*
* @param[in] a vector1
* @param[in] b vector2
@@ -272,7 +299,7 @@ CGLM_INLINE
void
glm_vec4_sub(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_sub_ps(_mm_load_ps(a), _mm_load_ps(b)));
glmm_store(dest, _mm_sub_ps(glmm_load(a), glmm_load(b)));
#else
dest[0] = a[0] - b[0];
dest[1] = a[1] - b[1];
@@ -292,7 +319,7 @@ CGLM_INLINE
void
glm_vec4_subs(vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_sub_ps(_mm_load_ps(v), _mm_set1_ps(s)));
glmm_store(dest, _mm_sub_ps(glmm_load(v), _mm_set1_ps(s)));
#else
dest[0] = v[0] - s;
dest[1] = v[1] - s;
@@ -304,20 +331,20 @@ glm_vec4_subs(vec4 v, float s, vec4 dest) {
/*!
* @brief multiply two vector (component-wise multiplication)
*
* @param a v1
* @param b v2
* @param d v3 = (a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3])
* @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(vec4 a, vec4 b, vec4 d) {
glm_vec4_mul(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(d, _mm_mul_ps(_mm_load_ps(a), _mm_load_ps(b)));
glmm_store(dest, _mm_mul_ps(glmm_load(a), glmm_load(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];
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
}
@@ -332,7 +359,7 @@ CGLM_INLINE
void
glm_vec4_scale(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)));
#else
dest[0] = v[0] * s;
dest[1] = v[1] * s;
@@ -363,7 +390,7 @@ glm_vec4_scale_as(vec4 v, float s, vec4 dest) {
}
/*!
* @brief div vector with another component-wise division: d = v1 / v2
* @brief div vector with another component-wise division: d = a / b
*
* @param[in] a vector 1
* @param[in] b vector 2
@@ -373,7 +400,7 @@ CGLM_INLINE
void
glm_vec4_div(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_div_ps(_mm_load_ps(a), _mm_load_ps(b)));
glmm_store(dest, _mm_div_ps(glmm_load(a), glmm_load(b)));
#else
dest[0] = a[0] / b[0];
dest[1] = a[1] / b[1];
@@ -393,13 +420,12 @@ CGLM_INLINE
void
glm_vec4_divs(vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_div_ps(_mm_load_ps(v), _mm_set1_ps(s)));
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
*
@@ -413,9 +439,9 @@ CGLM_INLINE
void
glm_vec4_addadd(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_add_ps(_mm_load_ps(dest),
_mm_add_ps(_mm_load_ps(a),
_mm_load_ps(b))));
glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_add_ps(glmm_load(a),
glmm_load(b))));
#else
dest[0] += a[0] + b[0];
dest[1] += a[1] + b[1];
@@ -437,9 +463,9 @@ CGLM_INLINE
void
glm_vec4_subadd(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_add_ps(_mm_load_ps(dest),
_mm_sub_ps(_mm_load_ps(a),
_mm_load_ps(b))));
glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_sub_ps(glmm_load(a),
glmm_load(b))));
#else
dest[0] += a[0] - b[0];
dest[1] += a[1] - b[1];
@@ -461,9 +487,9 @@ CGLM_INLINE
void
glm_vec4_muladd(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_add_ps(_mm_load_ps(dest),
_mm_mul_ps(_mm_load_ps(a),
_mm_load_ps(b))));
glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_mul_ps(glmm_load(a),
glmm_load(b))));
#else
dest[0] += a[0] * b[0];
dest[1] += a[1] * b[1];
@@ -485,9 +511,9 @@ CGLM_INLINE
void
glm_vec4_muladds(vec4 a, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_add_ps(_mm_load_ps(dest),
_mm_mul_ps(_mm_load_ps(a),
_mm_set1_ps(s))));
glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_mul_ps(glmm_load(a),
_mm_set1_ps(s))));
#else
dest[0] += a[0] * s;
dest[1] += a[1] * s;
@@ -496,6 +522,73 @@ glm_vec4_muladds(vec4 a, float s, vec4 dest) {
#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(vec4 a, 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))));
#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
* @param[in] b scalar
* @param[out] dest dest += min(a, b)
*/
CGLM_INLINE
void
glm_vec4_minadd(vec4 a, 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))));
#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(vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_xor_ps(glmm_load(v), _mm_set1_ps(-0.0f)));
#else
dest[0] = -v[0];
dest[1] = -v[1];
dest[2] = -v[2];
dest[3] = -v[3];
#endif
}
/*!
* @brief flip sign of all vec4 members
*
@@ -503,95 +596,44 @@ glm_vec4_muladds(vec4 a, float s, vec4 dest) {
*/
CGLM_INLINE
void
glm_vec4_flipsign(vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(v, _mm_xor_ps(_mm_load_ps(v), _mm_set1_ps(-0.0f)));
#else
v[0] = -v[0];
v[1] = -v[1];
v[2] = -v[2];
v[3] = -v[3];
#endif
glm_vec4_negate(vec4 v) {
glm_vec4_negate_to(v, v);
}
/*!
* @brief flip sign of all vec4 members and store result in dest
*
* @param[in] v vector
* @param[out] dest vector
*/
CGLM_INLINE
void
glm_vec4_flipsign_to(vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_xor_ps(_mm_load_ps(v),
_mm_set1_ps(-0.0f)));
#else
dest[0] = -v[0];
dest[1] = -v[1];
dest[2] = -v[2];
dest[3] = -v[3];
#endif
}
/*!
* @brief make vector as inverse/opposite of itself
*
* @param[in, out] v vector
*/
CGLM_INLINE
void
glm_vec4_inv(vec4 v) {
glm_vec4_flipsign(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);
}
/*!
* @brief normalize vec4 to dest
*
* @param[in] vec source
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_normalize_to(vec4 vec, vec4 dest) {
glm_vec4_normalize_to(vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
__m128 xdot, x0;
float dot;
x0 = _mm_load_ps(vec);
xdot = glm_simd_dot(x0, x0);
x0 = glmm_load(v);
xdot = glmm_dot(x0, x0);
dot = _mm_cvtss_f32(xdot);
if (dot == 0.0f) {
_mm_store_ps(dest, _mm_setzero_ps());
glmm_store(dest, _mm_setzero_ps());
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 norm;
norm = glm_vec4_norm(vec);
norm = glm_vec4_norm(v);
if (norm == 0.0f) {
glm_vec4_zero(dest);
return;
}
glm_vec4_scale(vec, 1.0f / norm, dest);
glm_vec4_scale(v, 1.0f / norm, dest);
#endif
}
@@ -609,56 +651,56 @@ glm_vec4_normalize(vec4 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(vec4 a, vec4 b) {
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]));
}
/*!
* @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) {
glm_vec4_maxv(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_max_ps(_mm_load_ps(v1), _mm_load_ps(v2)));
glmm_store(dest, _mm_max_ps(glmm_load(a), glmm_load(b)));
#else
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]);
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) {
glm_vec4_minv(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_min_ps(_mm_load_ps(v1), _mm_load_ps(v2)));
glmm_store(dest, _mm_min_ps(glmm_load(a), glmm_load(b)));
#else
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]);
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
}
@@ -673,8 +715,8 @@ CGLM_INLINE
void
glm_vec4_clamp(vec4 v, float minVal, float maxVal) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(v, _mm_min_ps(_mm_max_ps(_mm_load_ps(v), _mm_set1_ps(minVal)),
_mm_set1_ps(maxVal)));
glmm_store(v, _mm_min_ps(_mm_max_ps(glmm_load(v), _mm_set1_ps(minVal)),
_mm_set1_ps(maxVal)));
#else
v[0] = glm_clamp(v[0], minVal, maxVal);
v[1] = glm_clamp(v[1], minVal, maxVal);
@@ -699,9 +741,9 @@ glm_vec4_lerp(vec4 from, 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);
}

View File

@@ -9,7 +9,7 @@
#define cglm_version_h
#define CGLM_VERSION_MAJOR 0
#define CGLM_VERSION_MINOR 4
#define CGLM_VERSION_PATCH 1
#define CGLM_VERSION_MINOR 5
#define CGLM_VERSION_PATCH 2
#endif /* cglm_version_h */

View File

@@ -54,7 +54,10 @@ 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
cglm_calldir=$(includedir)/cglm/call
cglm_call_HEADERS = include/cglm/call/mat4.h \
@@ -68,7 +71,10 @@ cglm_call_HEADERS = include/cglm/call/mat4.h \
include/cglm/call/euler.h \
include/cglm/call/plane.h \
include/cglm/call/frustum.h \
include/cglm/call/box.h
include/cglm/call/box.h \
include/cglm/call/project.h \
include/cglm/call/sphere.h \
include/cglm/call/ease.h
cglm_simddir=$(includedir)/cglm/simd
cglm_simd_HEADERS = include/cglm/simd/intrin.h
@@ -99,7 +105,9 @@ libcglm_la_SOURCES=\
src/plane.c \
src/frustum.c \
src/box.c \
src/project.c
src/project.c \
src/sphere.c \
src/ease.c
test_tests_SOURCES=\
test/src/test_common.c \
@@ -111,7 +119,9 @@ test_tests_SOURCES=\
test/src/test_euler.c \
test/src/test_quat.c \
test/src/test_vec4.c \
test/src/test_vec3.c
test/src/test_vec3.c \
test/src/test_mat3.c \
test/src/test_affine.c
all-local:
sh ./post-build.sh

View File

@@ -8,6 +8,12 @@
#include "../include/cglm/cglm.h"
#include "../include/cglm/call.h"
CGLM_EXPORT
void
glmc_translate_make(mat4 m, vec3 v) {
glm_translate_make(m, v);
}
CGLM_EXPORT
void
glmc_translate_to(mat4 m, vec3 v, mat4 dest) {
@@ -38,6 +44,12 @@ glmc_translate_z(mat4 m, float to) {
glm_translate_z(m, to);
}
CGLM_EXPORT
void
glmc_scale_make(mat4 m, vec3 v) {
glm_scale_make(m, v);
}
CGLM_EXPORT
void
glmc_scale_to(mat4 m, vec3 v, mat4 dest) {
@@ -52,8 +64,8 @@ glmc_scale(mat4 m, vec3 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
@@ -74,36 +86,42 @@ glmc_rotate_z(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) {
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) {
glm_rotate(m, angle, axis);
}
CGLM_EXPORT
void
glmc_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
glm_rotate_at(m, pivot, angle, axis);
}
CGLM_EXPORT
void
glmc_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) {
glm_rotate_atm(m, pivot, angle, axis);
}
CGLM_EXPORT
void
glmc_decompose_scalev(mat4 m, vec3 s) {
glm_decompose_scalev(m, s);
}
CGLM_EXPORT
bool
glmc_uniscaled(mat4 m) {
return glm_uniscaled(m);
}
CGLM_EXPORT
void
glmc_decompose_rs(mat4 m, mat4 r, vec3 s) {
@@ -115,3 +133,21 @@ void
glmc_decompose(mat4 m, vec4 t, mat4 r, vec3 s) {
glm_decompose(m, t, r, s);
}
CGLM_EXPORT
void
glmc_mul(mat4 m1, mat4 m2, mat4 dest) {
glm_mul(m1, m2, dest);
}
CGLM_EXPORT
void
glmc_mul_rot(mat4 m1, mat4 m2, mat4 dest) {
glm_mul_rot(m1, m2, dest);
}
CGLM_EXPORT
void
glmc_inv_tr(mat4 mat) {
glm_inv_tr(mat);
}

View File

@@ -34,3 +34,63 @@ glmc_aabb_crop_until(vec3 box[2],
vec3 dest[2]) {
glm_aabb_crop_until(box, cropBox, clampBox, dest);
}
CGLM_EXPORT
bool
glmc_aabb_frustum(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(vec3 box[2]) {
return glm_aabb_isvalid(box);
}
CGLM_EXPORT
float
glmc_aabb_size(vec3 box[2]) {
return glm_aabb_size(box);
}
CGLM_EXPORT
float
glmc_aabb_radius(vec3 box[2]) {
return glm_aabb_radius(box);
}
CGLM_EXPORT
void
glmc_aabb_center(vec3 box[2], vec3 dest) {
glm_aabb_center(box, dest);
}
CGLM_EXPORT
bool
glmc_aabb_aabb(vec3 box[2], vec3 other[2]) {
return glm_aabb_aabb(box, other);
}
CGLM_EXPORT
bool
glmc_aabb_point(vec3 box[2], vec3 point) {
return glm_aabb_point(box, point);
}
CGLM_EXPORT
bool
glmc_aabb_contains(vec3 box[2], vec3 other[2]) {
return glm_aabb_contains(box, other);
}
CGLM_EXPORT
bool
glmc_aabb_sphere(vec3 box[2], vec4 s) {
return glm_aabb_sphere(box, s);
}

120
src/cam.c
View File

@@ -44,6 +44,36 @@ glmc_ortho(float left,
dest);
}
CGLM_EXPORT
void
glmc_ortho_aabb(vec3 box[2], mat4 dest) {
glm_ortho_aabb(box, dest);
}
CGLM_EXPORT
void
glmc_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) {
glm_ortho_aabb_p(box, padding, dest);
}
CGLM_EXPORT
void
glmc_ortho_aabb_pz(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,
@@ -58,6 +88,24 @@ glmc_perspective(float fovy,
dest);
}
CGLM_EXPORT
void
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(vec3 eye,
@@ -78,3 +126,75 @@ void
glmc_look_anyup(vec3 eye, vec3 dir, mat4 dest) {
glm_look_anyup(eye, dir, dest);
}
CGLM_EXPORT
void
glmc_persp_decomp(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(mat4 proj, float dest[6]) {
glm_persp_decompv(proj, dest);
}
CGLM_EXPORT
void
glmc_persp_decomp_x(mat4 proj,
float * __restrict left,
float * __restrict right) {
glm_persp_decomp_x(proj, left, right);
}
CGLM_EXPORT
void
glmc_persp_decomp_y(mat4 proj,
float * __restrict top,
float * __restrict bottom) {
glm_persp_decomp_y(proj, top, bottom);
}
CGLM_EXPORT
void
glmc_persp_decomp_z(mat4 proj,
float * __restrict nearVal,
float * __restrict farVal) {
glm_persp_decomp_z(proj, nearVal, farVal);
}
CGLM_EXPORT
void
glmc_persp_decomp_far(mat4 proj, float * __restrict farVal) {
glm_persp_decomp_far(proj, farVal);
}
CGLM_EXPORT
void
glmc_persp_decomp_near(mat4 proj, float * __restrict nearVal) {
glm_persp_decomp_near(proj, nearVal);
}
CGLM_EXPORT
float
glmc_persp_fovy(mat4 proj) {
return glm_persp_fovy(proj);
}
CGLM_EXPORT
float
glmc_persp_aspect(mat4 proj) {
return glm_persp_aspect(proj);
}
CGLM_EXPORT
void
glmc_persp_sizes(mat4 proj, float fovy, vec4 dest) {
glm_persp_sizes(proj, fovy, dest);
}

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

@@ -20,6 +20,12 @@ glmc_mat3_identity(mat3 mat) {
glm_mat3_identity(mat);
}
CGLM_EXPORT
void
glmc_mat3_identity_array(mat3 * __restrict mat, size_t count) {
glm_mat3_identity_array(mat, count);
}
CGLM_EXPORT
void
glmc_mat3_mul(mat3 m1, mat3 m2, mat3 dest) {
@@ -44,6 +50,18 @@ glmc_mat3_mulv(mat3 m, vec3 v, vec3 dest) {
glm_mat3_mulv(m, v, dest);
}
CGLM_EXPORT
float
glmc_mat3_trace(mat3 m) {
return glm_mat3_trace(m);
}
CGLM_EXPORT
void
glmc_mat3_quat(mat3 m, versor dest) {
glm_mat3_quat(m, dest);
}
CGLM_EXPORT
void
glmc_mat3_scale(mat3 m, float s) {

View File

@@ -26,6 +26,12 @@ glmc_mat4_identity(mat4 mat) {
glm_mat4_identity(mat);
}
CGLM_EXPORT
void
glmc_mat4_identity_array(mat4 * __restrict mat, size_t count) {
glm_mat4_identity_array(mat, count);
}
CGLM_EXPORT
void
glmc_mat4_pick3(mat4 mat, mat3 dest) {
@@ -62,6 +68,24 @@ glmc_mat4_mulv(mat4 m, vec4 v, vec4 dest) {
glm_mat4_mulv(m, v, dest);
}
CGLM_EXPORT
void
glmc_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest) {
glm_mat4_mulv3(m, v, last, dest);
}
CGLM_EXPORT
float
glmc_mat4_trace(mat4 m) {
return glm_mat4_trace(m);
}
CGLM_EXPORT
float
glmc_mat4_trace3(mat4 m) {
return glm_mat4_trace3(m);
}
CGLM_EXPORT
void
glmc_mat4_quat(mat4 m, versor dest) {
@@ -110,6 +134,12 @@ glmc_mat4_inv_precise(mat4 mat, mat4 dest) {
glm_mat4_inv_precise(mat, dest);
}
CGLM_EXPORT
void
glmc_mat4_inv_fast(mat4 mat, mat4 dest) {
glm_mat4_inv_fast(mat, dest);
}
CGLM_EXPORT
void
glmc_mat4_swap_col(mat4 mat, int col1, int col2) {

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 * __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) {
@@ -194,3 +199,15 @@ void
glmc_quat_rotate(mat4 m, versor q, mat4 dest) {
glm_quat_rotate(m, q, dest);
}
CGLM_EXPORT
void
glmc_quat_rotate_at(mat4 model, versor q, vec3 pivot) {
glm_quat_rotate_at(model, q, pivot);
}
CGLM_EXPORT
void
glmc_quat_rotate_atm(mat4 m, versor q, vec3 pivot) {
glm_quat_rotate_atm(m, q, pivot);
}

39
src/sphere.c Normal file
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
*/
#include "../include/cglm/cglm.h"
#include "../include/cglm/call.h"
CGLM_EXPORT
float
glmc_sphere_radii(vec4 s) {
return glm_sphere_radii(s);
}
CGLM_EXPORT
void
glmc_sphere_transform(vec4 s, mat4 m, vec4 dest) {
glm_sphere_transform(s, m, dest);
}
CGLM_EXPORT
void
glmc_sphere_merge(vec4 s1, vec4 s2, vec4 dest) {
glm_sphere_merge(s1, s2, dest);
}
CGLM_EXPORT
bool
glmc_sphere_sphere(vec4 s1, vec4 s2) {
return glm_sphere_sphere(s1, s2);
}
CGLM_EXPORT
bool
glmc_sphere_point(vec4 s, vec3 point) {
return glm_sphere_point(s, point);
}

View File

@@ -16,308 +16,326 @@ glmc_vec3(vec4 v4, vec3 dest) {
CGLM_EXPORT
void
glmc_vec_copy(vec3 a, vec3 dest) {
glm_vec_copy(a, dest);
glmc_vec3_copy(vec3 a, vec3 dest) {
glm_vec3_copy(a, dest);
}
CGLM_EXPORT
void
glmc_vec_zero(vec3 v) {
glm_vec_zero(v);
glmc_vec3_zero(vec3 v) {
glm_vec3_zero(v);
}
CGLM_EXPORT
void
glmc_vec_one(vec3 v) {
glm_vec_one(v);
glmc_vec3_one(vec3 v) {
glm_vec3_one(v);
}
CGLM_EXPORT
float
glmc_vec_dot(vec3 a, vec3 b) {
return glm_vec_dot(a, b);
glmc_vec3_dot(vec3 a, vec3 b) {
return glm_vec3_dot(a, b);
}
CGLM_EXPORT
void
glmc_vec_cross(vec3 a, vec3 b, vec3 d) {
glm_vec_cross(a, b, d);
glmc_vec3_cross(vec3 a, vec3 b, vec3 dest) {
glm_vec3_cross(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec3_crossn(vec3 a, vec3 b, vec3 dest) {
glm_vec3_crossn(a, b, dest);
}
CGLM_EXPORT
float
glmc_vec_norm(vec3 vec) {
return glm_vec_norm(vec);
glmc_vec3_norm(vec3 v) {
return glm_vec3_norm(v);
}
CGLM_EXPORT
void
glmc_vec_normalize_to(vec3 vec, vec3 dest) {
glm_vec_normalize_to(vec, dest);
glmc_vec3_normalize_to(vec3 v, vec3 dest) {
glm_vec3_normalize_to(v, dest);
}
CGLM_EXPORT
void
glmc_vec_normalize(vec3 v) {
glm_vec_normalize(v);
glmc_vec3_normalize(vec3 v) {
glm_vec3_normalize(v);
}
CGLM_EXPORT
float
glmc_vec_norm2(vec3 vec) {
return glm_vec_norm2(vec);
glmc_vec3_norm2(vec3 v) {
return glm_vec3_norm2(v);
}
CGLM_EXPORT
void
glmc_vec_add(vec3 v1, vec3 v2, vec3 dest) {
glm_vec_add(v1, v2, dest);
glmc_vec3_add(vec3 a, vec3 b, vec3 dest) {
glm_vec3_add(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec_adds(vec3 v, float s, vec3 dest) {
glm_vec_adds(v, s, dest);
glmc_vec3_adds(vec3 v, float s, vec3 dest) {
glm_vec3_adds(v, s, dest);
}
CGLM_EXPORT
void
glmc_vec_sub(vec3 a, vec3 b, vec3 dest) {
glm_vec_sub(a, b, dest);
glmc_vec3_sub(vec3 a, vec3 b, vec3 dest) {
glm_vec3_sub(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec_subs(vec3 v, float s, vec3 dest) {
glm_vec_subs(v, s, dest);
glmc_vec3_subs(vec3 v, float s, vec3 dest) {
glm_vec3_subs(v, s, dest);
}
CGLM_EXPORT
void
glmc_vec_mul(vec3 a, vec3 b, vec3 d) {
glm_vec_mul(a, b, d);
glmc_vec3_mul(vec3 a, vec3 b, vec3 d) {
glm_vec3_mul(a, b, d);
}
CGLM_EXPORT
void
glmc_vec_scale(vec3 v, float s, vec3 dest) {
glm_vec_scale(v, s, dest);
glmc_vec3_scale(vec3 v, float s, vec3 dest) {
glm_vec3_scale(v, s, dest);
}
CGLM_EXPORT
void
glmc_vec_scale_as(vec3 v, float s, vec3 dest) {
glm_vec_scale_as(v, s, dest);
glmc_vec3_scale_as(vec3 v, float s, vec3 dest) {
glm_vec3_scale_as(v, s, dest);
}
CGLM_EXPORT
void
glmc_vec_div(vec3 a, vec3 b, vec3 dest) {
glm_vec_div(a, b, dest);
glmc_vec3_div(vec3 a, vec3 b, vec3 dest) {
glm_vec3_div(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec_divs(vec3 a, float s, vec3 dest) {
glm_vec_divs(a, s, dest);
glmc_vec3_divs(vec3 a, float s, vec3 dest) {
glm_vec3_divs(a, s, dest);
}
CGLM_EXPORT
void
glmc_vec_addadd(vec3 a, vec3 b, vec3 dest) {
glm_vec_addadd(a, b, dest);
glmc_vec3_addadd(vec3 a, vec3 b, vec3 dest) {
glm_vec3_addadd(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec_subadd(vec3 a, vec3 b, vec3 dest) {
glm_vec_subadd(a, b, dest);
glmc_vec3_subadd(vec3 a, vec3 b, vec3 dest) {
glm_vec3_subadd(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec_muladd(vec3 a, vec3 b, vec3 dest) {
glm_vec_muladd(a, b, dest);
glmc_vec3_muladd(vec3 a, vec3 b, vec3 dest) {
glm_vec3_muladd(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec_muladds(vec3 a, float s, vec3 dest) {
glm_vec_muladds(a, s, dest);
glmc_vec3_muladds(vec3 a, float s, vec3 dest) {
glm_vec3_muladds(a, s, dest);
}
CGLM_EXPORT
void
glmc_vec_flipsign(vec3 v) {
glm_vec_flipsign(v);
glmc_vec3_maxadd(vec3 a, vec3 b, vec3 dest) {
glm_vec3_maxadd(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec_flipsign_to(vec3 v, vec3 dest) {
glm_vec_flipsign_to(v, dest);
glmc_vec3_minadd(vec3 a, vec3 b, vec3 dest) {
glm_vec3_minadd(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec_inv(vec3 v) {
glm_vec_inv(v);
glmc_vec3_negate(vec3 v) {
glm_vec3_negate(v);
}
CGLM_EXPORT
void
glmc_vec_inv_to(vec3 v, vec3 dest) {
glm_vec_inv_to(v, dest);
glmc_vec3_negate_to(vec3 v, vec3 dest) {
glm_vec3_negate_to(v, dest);
}
CGLM_EXPORT
float
glmc_vec_angle(vec3 v1, vec3 v2) {
return glm_vec_angle(v1, v2);
glmc_vec3_angle(vec3 a, vec3 b) {
return glm_vec3_angle(a, b);
}
CGLM_EXPORT
void
glmc_vec_rotate(vec3 v, float angle, vec3 axis) {
glm_vec_rotate(v, angle, axis);
glmc_vec3_rotate(vec3 v, float angle, vec3 axis) {
glm_vec3_rotate(v, angle, axis);
}
CGLM_EXPORT
void
glmc_vec_rotate_m4(mat4 m, vec3 v, vec3 dest) {
glm_vec_rotate_m4(m, v, dest);
glmc_vec3_rotate_m4(mat4 m, vec3 v, vec3 dest) {
glm_vec3_rotate_m4(m, v, dest);
}
CGLM_EXPORT
void
glmc_vec_proj(vec3 a, vec3 b, vec3 dest) {
glm_vec_proj(a, b, dest);
glmc_vec3_rotate_m3(mat3 m, vec3 v, vec3 dest) {
glm_vec3_rotate_m3(m, v, dest);
}
CGLM_EXPORT
void
glmc_vec_center(vec3 v1, vec3 v2, vec3 dest) {
glm_vec_center(v1, v2, dest);
glmc_vec3_proj(vec3 a, vec3 b, vec3 dest) {
glm_vec3_proj(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec3_center(vec3 a, vec3 b, vec3 dest) {
glm_vec3_center(a, b, dest);
}
CGLM_EXPORT
float
glmc_vec_distance(vec3 v1, vec3 v2) {
return glm_vec_distance(v1, v2);
glmc_vec3_distance2(vec3 a, vec3 b) {
return glm_vec3_distance2(a, b);
}
CGLM_EXPORT
float
glmc_vec3_distance(vec3 a, vec3 b) {
return glm_vec3_distance(a, b);
}
CGLM_EXPORT
void
glmc_vec_maxv(vec3 v1, vec3 v2, vec3 dest) {
glm_vec_minv(v1, v2, dest);
glmc_vec3_maxv(vec3 a, vec3 b, vec3 dest) {
glm_vec3_minv(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec_minv(vec3 v1, vec3 v2, vec3 dest) {
glm_vec_maxv(v1, v2, dest);
glmc_vec3_minv(vec3 a, vec3 b, vec3 dest) {
glm_vec3_maxv(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec_clamp(vec3 v, float minVal, float maxVal) {
glm_vec_clamp(v, minVal, maxVal);
glmc_vec3_clamp(vec3 v, float minVal, float maxVal) {
glm_vec3_clamp(v, minVal, maxVal);
}
CGLM_EXPORT
void
glmc_vec_ortho(vec3 v, vec3 dest) {
glm_vec_ortho(v, dest);
glmc_vec3_ortho(vec3 v, vec3 dest) {
glm_vec3_ortho(v, dest);
}
CGLM_EXPORT
void
glmc_vec_lerp(vec3 from, vec3 to, float t, vec3 dest) {
glm_vec_lerp(from, to, t, dest);
glmc_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest) {
glm_vec3_lerp(from, to, t, dest);
}
/* ext */
CGLM_EXPORT
void
glmc_vec_mulv(vec3 a, vec3 b, vec3 d) {
glm_vec_mulv(a, b, d);
glmc_vec3_mulv(vec3 a, vec3 b, vec3 d) {
glm_vec3_mulv(a, b, d);
}
CGLM_EXPORT
void
glmc_vec_broadcast(float val, vec3 d) {
glm_vec_broadcast(val, d);
glmc_vec3_broadcast(float val, vec3 d) {
glm_vec3_broadcast(val, d);
}
CGLM_EXPORT
bool
glmc_vec_eq(vec3 v, float val) {
return glm_vec_eq(v, val);
glmc_vec3_eq(vec3 v, float val) {
return glm_vec3_eq(v, val);
}
CGLM_EXPORT
bool
glmc_vec_eq_eps(vec3 v, float val) {
return glm_vec_eq_eps(v, val);
glmc_vec3_eq_eps(vec3 v, float val) {
return glm_vec3_eq_eps(v, val);
}
CGLM_EXPORT
bool
glmc_vec_eq_all(vec3 v) {
return glm_vec_eq_all(v);
glmc_vec3_eq_all(vec3 v) {
return glm_vec3_eq_all(v);
}
CGLM_EXPORT
bool
glmc_vec_eqv(vec3 v1, vec3 v2) {
return glm_vec_eqv(v1, v2);
glmc_vec3_eqv(vec3 a, vec3 b) {
return glm_vec3_eqv(a, b);
}
CGLM_EXPORT
bool
glmc_vec_eqv_eps(vec3 v1, vec3 v2) {
return glm_vec_eqv_eps(v1, v2);
glmc_vec3_eqv_eps(vec3 a, vec3 b) {
return glm_vec3_eqv_eps(a, b);
}
CGLM_EXPORT
float
glmc_vec_max(vec3 v) {
return glm_vec_max(v);
glmc_vec3_max(vec3 v) {
return glm_vec3_max(v);
}
CGLM_EXPORT
float
glmc_vec_min(vec3 v) {
return glm_vec_min(v);
glmc_vec3_min(vec3 v) {
return glm_vec3_min(v);
}
CGLM_EXPORT
bool
glmc_vec_isnan(vec3 v) {
return glm_vec_isnan(v);
glmc_vec3_isnan(vec3 v) {
return glm_vec3_isnan(v);
}
CGLM_EXPORT
bool
glmc_vec_isinf(vec3 v) {
return glm_vec_isinf(v);
glmc_vec3_isinf(vec3 v) {
return glm_vec3_isinf(v);
}
CGLM_EXPORT
bool
glmc_vec_isvalid(vec3 v) {
return glm_vec_isvalid(v);
glmc_vec3_isvalid(vec3 v) {
return glm_vec3_isvalid(v);
}
CGLM_EXPORT
void
glmc_vec_sign(vec3 v, vec3 dest) {
glm_vec_sign(v, dest);
glmc_vec3_sign(vec3 v, vec3 dest) {
glm_vec3_sign(v, dest);
}
CGLM_EXPORT
void
glmc_vec_sqrt(vec3 v, vec3 dest) {
glm_vec_sqrt(v, dest);
glmc_vec3_sqrt(vec3 v, vec3 dest) {
glm_vec3_sqrt(v, dest);
}

View File

@@ -28,8 +28,8 @@ glmc_vec4_one(vec4 v) {
CGLM_EXPORT
void
glmc_vec4_copy3(vec4 a, vec3 dest) {
glm_vec4_copy3(a, dest);
glmc_vec4_copy3(vec4 v, vec3 dest) {
glm_vec4_copy3(v, dest);
}
CGLM_EXPORT
@@ -38,6 +38,12 @@ glmc_vec4_copy(vec4 v, vec4 dest) {
glm_vec4_copy(v, dest);
}
CGLM_EXPORT
void
glmc_vec4_ucopy(vec4 v, vec4 dest) {
glm_vec4_ucopy(v, dest);
}
CGLM_EXPORT
float
glmc_vec4_dot(vec4 a, vec4 b) {
@@ -46,14 +52,14 @@ glmc_vec4_dot(vec4 a, vec4 b) {
CGLM_EXPORT
float
glmc_vec4_norm(vec4 vec) {
return glm_vec4_norm(vec);
glmc_vec4_norm(vec4 v) {
return glm_vec4_norm(v);
}
CGLM_EXPORT
void
glmc_vec4_normalize_to(vec4 vec, vec4 dest) {
glm_vec4_normalize_to(vec, dest);
glmc_vec4_normalize_to(vec4 v, vec4 dest) {
glm_vec4_normalize_to(v, dest);
}
CGLM_EXPORT
@@ -64,8 +70,8 @@ glmc_vec4_normalize(vec4 v) {
CGLM_EXPORT
float
glmc_vec4_norm2(vec4 vec) {
return glm_vec4_norm2(vec);
glmc_vec4_norm2(vec4 v) {
return glm_vec4_norm2(v);
}
CGLM_EXPORT
@@ -148,44 +154,44 @@ glmc_vec4_muladds(vec4 a, float s, vec4 dest) {
CGLM_EXPORT
void
glmc_vec4_flipsign(vec4 v) {
glm_vec4_flipsign(v);
glmc_vec4_maxadd(vec4 a, vec4 b, vec4 dest) {
glm_vec4_maxadd(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec4_flipsign_to(vec4 v, vec4 dest) {
glm_vec4_flipsign_to(v, dest);
glmc_vec4_minadd(vec4 a, vec4 b, vec4 dest) {
glm_vec4_minadd(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec4_inv(vec4 v) {
glm_vec4_inv(v);
glmc_vec4_negate(vec4 v) {
glm_vec4_negate(v);
}
CGLM_EXPORT
void
glmc_vec4_inv_to(vec4 v, vec4 dest) {
glm_vec4_inv_to(v, dest);
glmc_vec4_negate_to(vec4 v, vec4 dest) {
glm_vec4_negate_to(v, dest);
}
CGLM_EXPORT
float
glmc_vec4_distance(vec4 v1, vec4 v2) {
return glm_vec4_distance(v1, v2);
glmc_vec4_distance(vec4 a, vec4 b) {
return glm_vec4_distance(a, b);
}
CGLM_EXPORT
void
glmc_vec4_maxv(vec4 v1, vec4 v2, vec4 dest) {
glm_vec4_minv(v1, v2, dest);
glmc_vec4_maxv(vec4 a, vec4 b, vec4 dest) {
glm_vec4_minv(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec4_minv(vec4 v1, vec4 v2, vec4 dest) {
glm_vec4_maxv(v1, v2, dest);
glmc_vec4_minv(vec4 a, vec4 b, vec4 dest) {
glm_vec4_maxv(a, b, dest);
}
CGLM_EXPORT
@@ -234,14 +240,14 @@ glmc_vec4_eq_all(vec4 v) {
CGLM_EXPORT
bool
glmc_vec4_eqv(vec4 v1, vec4 v2) {
return glm_vec4_eqv(v1, v2);
glmc_vec4_eqv(vec4 a, vec4 b) {
return glm_vec4_eqv(a, b);
}
CGLM_EXPORT
bool
glmc_vec4_eqv_eps(vec4 v1, vec4 v2) {
return glm_vec4_eqv_eps(v1, v2);
glmc_vec4_eqv_eps(vec4 a, vec4 b) {
return glm_vec4_eqv_eps(a, b);
}
CGLM_EXPORT

113
test/src/test_affine.c Normal file
View File

@@ -0,0 +1,113 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#include "test_common.h"
void
test_affine(void **state) {
mat4 t1, t2, t3, t4, t5;
/* test translate is postmultiplied */
glmc_rotate_make(t1, GLM_PI_4f, GLM_YUP);
glm_translate_make(t2, (vec3){34, 57, 36});
glmc_mat4_mul(t1, t2, t3); /* R * T */
glm_translate(t1, (vec3){34, 57, 36});
test_assert_mat4_eq(t1, t3);
/* test rotate is postmultiplied */
glmc_rotate_make(t1, GLM_PI_4f, GLM_YUP);
glm_translate_make(t2, (vec3){34, 57, 36});
glmc_mat4_mul(t2, t1, t3); /* T * R */
glm_rotate(t2, GLM_PI_4f, GLM_YUP);
test_assert_mat4_eq(t2, t3);
/* test scale is postmultiplied */
glmc_rotate_make(t1, GLM_PI_4f, GLM_YUP);
glm_translate_make(t2, (vec3){34, 57, 36});
glm_scale_make(t4, (vec3){3, 5, 6});
glmc_mat4_mul(t2, t1, t3); /* T * R */
glmc_mat4_mul(t3, t4, t5); /* T * R * S */
glm_scale(t3, (vec3){3, 5, 6});
test_assert_mat4_eq(t3, t5);
/* test translate_x */
glmc_rotate_make(t1, GLM_PI_4f, GLM_YUP);
glm_translate_make(t2, (vec3){34, 0, 0});
glmc_mat4_mul(t1, t2, t3); /* R * T */
glm_translate_x(t1, 34);
test_assert_mat4_eq(t1, t3);
/* test translate_y */
glmc_rotate_make(t1, GLM_PI_4f, GLM_YUP);
glm_translate_make(t2, (vec3){0, 57, 0});
glmc_mat4_mul(t1, t2, t3); /* R * T */
glm_translate_y(t1, 57);
test_assert_mat4_eq(t1, t3);
/* test translate_z */
glmc_rotate_make(t1, GLM_PI_4f, GLM_YUP);
glm_translate_make(t2, (vec3){0, 0, 36});
glmc_mat4_mul(t1, t2, t3); /* R * T */
glm_translate_z(t1, 36);
test_assert_mat4_eq(t1, t3);
/* test rotate_x */
glmc_rotate_make(t1, GLM_PI_4f, (vec3){1, 0, 0});
glm_translate_make(t2, (vec3){34, 57, 36});
glmc_mat4_mul(t2, t1, t3); /* T * R */
glm_rotate_x(t2, GLM_PI_4f, t2);
test_assert_mat4_eq(t2, t3);
/* test rotate_y */
glmc_rotate_make(t1, GLM_PI_4f, (vec3){0, 1, 0});
glm_translate_make(t2, (vec3){34, 57, 36});
glmc_mat4_mul(t2, t1, t3); /* T * R */
glm_rotate_y(t2, GLM_PI_4f, t2);
test_assert_mat4_eq(t2, t3);
/* test rotate_z */
glmc_rotate_make(t1, GLM_PI_4f, (vec3){0, 0, 1});
glm_translate_make(t2, (vec3){34, 57, 36});
glmc_mat4_mul(t2, t1, t3); /* T * R */
glm_rotate_z(t2, GLM_PI_4f, t2);
test_assert_mat4_eq(t2, t3);
/* test rotate */
glmc_rotate_make(t1, GLM_PI_4f, (vec3){0, 0, 1});
glm_translate_make(t2, (vec3){34, 57, 36});
glmc_mat4_mul(t2, t1, t3); /* T * R */
glmc_rotate(t2, GLM_PI_4f, (vec3){0, 0, 1});
test_assert_mat4_eq(t3, t2);
/* test scale_uni */
glmc_rotate_make(t1, GLM_PI_4f, GLM_YUP);
glm_translate_make(t2, (vec3){34, 57, 36});
glm_scale_make(t4, (vec3){3, 3, 3});
glmc_mat4_mul(t2, t1, t3); /* T * R */
glmc_mat4_mul(t3, t4, t5); /* T * R * S */
glm_scale_uni(t3, 3);
test_assert_mat4_eq(t3, t5);
}

View File

@@ -16,7 +16,7 @@ test_camera_lookat(void **state) {
up = {0.0f, 1.0f, 0.0f}
;
glm_vec_add(eye, dir, center);
glm_vec3_add(eye, dir, center);
glm_lookat(eye, center, up, view1);
glm_look(eye, dir, up, view2);

View File

@@ -16,7 +16,7 @@ test_clamp(void **state) {
assert_true(glm_clamp(-1.6f, 0.0f, 1.0f) == 0.0f);
assert_true(glm_clamp(0.6f, 0.0f, 1.0f) == 0.6f);
glm_vec_clamp(v3, 0.0, 1.0);
glm_vec3_clamp(v3, 0.0, 1.0);
glm_vec4_clamp(v4, 1.5, 3.0);
assert_true(v3[0] == 1.0f);

View File

@@ -27,6 +27,17 @@ test_rand_mat4(mat4 dest) {
/* glm_scale(dest, (vec3){drand48(), drand48(), drand48()}); */
}
void
test_rand_mat3(mat3 dest) {
mat4 m4;
srand((unsigned int)time(NULL));
/* random rotatation around random axis with random angle */
glm_rotate_make(m4, drand48(), (vec3){drand48(), drand48(), drand48()});
glm_mat4_pick3(m4, dest);
}
void
test_rand_vec3(vec3 dest) {
srand((unsigned int)time(NULL));
@@ -84,6 +95,18 @@ test_assert_mat4_eq2(mat4 m1, mat4 m2, float eps) {
}
}
void
test_assert_mat3_eq(mat3 m1, mat3 m2) {
int i, j, k;
for (i = 0; i < 3; i++) {
for (j = 0; j < 3; j++) {
for (k = 0; k < 3; k++)
assert_true(fabsf(m1[i][j] - m2[i][j]) <= 0.0000009);
}
}
}
void
test_assert_eqf(float a, float b) {
assert_true(fabsf(a - b) <= 0.000009); /* rounding errors */

View File

@@ -25,6 +25,9 @@
void
test_rand_mat4(mat4 dest);
void
test_rand_mat3(mat3 dest);
void
test_assert_eqf(float a, float b);
@@ -34,6 +37,9 @@ test_assert_mat4_eq(mat4 m1, mat4 m2);
void
test_assert_mat4_eq2(mat4 m1, mat4 m2, float eps);
void
test_assert_mat3_eq(mat3 m1, mat3 m2);
void
test_assert_vec3_eq(vec3 v1, vec3 v2);

View File

@@ -12,6 +12,9 @@ main(int argc, const char * argv[]) {
/* mat4 */
cmocka_unit_test(test_mat4),
/* mat3 */
cmocka_unit_test(test_mat3),
/* camera */
cmocka_unit_test(test_camera_lookat),
cmocka_unit_test(test_camera_decomp),
@@ -32,7 +35,10 @@ main(int argc, const char * argv[]) {
cmocka_unit_test(test_vec4),
/* vec3 */
cmocka_unit_test(test_vec3)
cmocka_unit_test(test_vec3),
/* affine */
cmocka_unit_test(test_affine)
};
return cmocka_run_group_tests(tests, NULL, NULL);

58
test/src/test_mat3.c Normal file
View File

@@ -0,0 +1,58 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#include "test_common.h"
#define m 3
#define n 3
void
test_mat3(void **state) {
mat3 m1 = GLM_MAT3_IDENTITY_INIT;
mat3 m2 = GLM_MAT3_IDENTITY_INIT;
mat3 m3;
mat3 m4 = GLM_MAT3_ZERO_INIT;
mat3 m5;
int i, j, k;
/* test identity matrix multiplication */
glmc_mat3_mul(m1, m2, m3);
for (i = 0; i < m; i++) {
for (j = 0; j < n; j++) {
if (i == j)
assert_true(glm_eq(m3[i][j], 1.0f));
else
assert_true(glm_eq(m3[i][j], 0.0f));
}
}
/* test random matrices */
/* random matrices */
test_rand_mat3(m1);
test_rand_mat3(m2);
glmc_mat3_mul(m1, m2, m3);
for (i = 0; i < m; i++) {
for (j = 0; j < n; j++) {
for (k = 0; k < m; k++)
/* column-major */
m4[i][j] += m1[k][j] * m2[i][k];
}
}
test_assert_mat3_eq(m3, m4);
for (i = 0; i < 100000; i++) {
test_rand_mat3(m3);
test_rand_mat3(m4);
/* test inverse precise */
glmc_mat3_inv(m3, m4);
glmc_mat3_inv(m4, m5);
test_assert_mat3_eq(m3, m5);
}
}

View File

@@ -24,9 +24,9 @@ test_mat4(void **state) {
for (i = 0; i < m; i++) {
for (j = 0; j < n; j++) {
if (i == j)
assert_true(m3[i][j] == 1.0f);
assert_true(glm_eq(m3[i][j], 1.0f));
else
assert_true(m3[i][j] == 0.0f);
assert_true(glm_eq(m3[i][j], 0.0f));
}
}

View File

@@ -25,7 +25,7 @@ test_quat(void **state) {
/* 0. test identiy quat */
glm_quat_identity(q4);
assert_true(glm_quat_real(q4) == cosf(glm_rad(0.0f) * 0.5f));
assert_true(glm_eq(glm_quat_real(q4), cosf(glm_rad(0.0f) * 0.5f)));
glm_quat_mat4(q4, rot1);
test_assert_mat4_eq2(rot1, GLM_MAT4_IDENTITY, 0.000009);
@@ -118,7 +118,7 @@ test_quat(void **state) {
/* 9. test imag, real */
/* 9.1 real */
assert_true(glm_quat_real(q4) == cosf(glm_rad(-90.0f) * 0.5f));
assert_true(glm_eq(glm_quat_real(q4), cosf(glm_rad(-90.0f) * 0.5f)));
/* 9.1 imag */
glm_quat_imag(q4, imag);
@@ -128,7 +128,7 @@ test_quat(void **state) {
axis[1] = sinf(glm_rad(-90.0f) * 0.5f) * 1.0f;
axis[2] = 0.0f;
assert_true(glm_vec_eqv_eps(imag, axis));
assert_true(glm_vec3_eqv_eps(imag, axis));
/* 9.2 axis */
glm_quat_axis(q4, axis);
@@ -143,7 +143,7 @@ test_quat(void **state) {
v1[0] = 0.0f; v1[1] = 0.0f; v1[2] = -1.0f;
v2[0] = 0.0f; v2[1] = 0.0f; v2[2] = -1.0f;
glm_vec_rotate(v1, glm_rad(90.0f), (vec3){1.0f, 0.0f, 0.0f});
glm_vec3_rotate(v1, glm_rad(90.0f), (vec3){1.0f, 0.0f, 0.0f});
glm_quatv(q3, glm_rad(90.0f), (vec3){1.0f, 0.0f, 0.0f});
glm_vec4_scale(q3, 1.5, q3);

View File

@@ -9,6 +9,9 @@
/* mat4 */
void test_mat4(void **state);
/* mat3 */
void test_mat3(void **state);
/* camera */
void
test_camera_lookat(void **state);
@@ -34,4 +37,7 @@ test_vec4(void **state);
void
test_vec3(void **state);
void
test_affine(void **state);
#endif /* test_tests_h */

View File

@@ -14,64 +14,64 @@ test_vec3(void **state) {
vec3 v, v1, v2;
/* test zero */
glm_vec_zero(v);
glm_vec3_zero(v);
test_assert_vec3_eq(GLM_VEC3_ZERO, v);
/* test one */
glm_vec_one(v);
glm_vec3_one(v);
test_assert_vec3_eq(GLM_VEC3_ONE, v);
/* adds, subs, div, divs, mul */
glm_vec_add(v, GLM_VEC3_ONE, v);
assert_true(glmc_vec_eq_eps(v, 2));
glm_vec3_add(v, GLM_VEC3_ONE, v);
assert_true(glmc_vec3_eq_eps(v, 2));
glm_vec_adds(v, 10, v);
assert_true(glmc_vec_eq_eps(v, 12));
glm_vec3_adds(v, 10, v);
assert_true(glmc_vec3_eq_eps(v, 12));
glm_vec_sub(v, GLM_VEC3_ONE, v);
assert_true(glmc_vec_eq_eps(v, 11));
glm_vec3_sub(v, GLM_VEC3_ONE, v);
assert_true(glmc_vec3_eq_eps(v, 11));
glm_vec_subs(v, 1, v);
assert_true(glmc_vec_eq_eps(v, 10));
glm_vec3_subs(v, 1, v);
assert_true(glmc_vec3_eq_eps(v, 10));
glm_vec_broadcast(2, v1);
glm_vec_div(v, v1, v);
assert_true(glmc_vec_eq_eps(v, 5));
glm_vec3_broadcast(2, v1);
glm_vec3_div(v, v1, v);
assert_true(glmc_vec3_eq_eps(v, 5));
glm_vec_divs(v, 0.5, v);
assert_true(glmc_vec_eq_eps(v, 10));
glm_vec3_divs(v, 0.5, v);
assert_true(glmc_vec3_eq_eps(v, 10));
glm_vec_mul(v, v1, v);
assert_true(glmc_vec_eq_eps(v, 20));
glm_vec3_mul(v, v1, v);
assert_true(glmc_vec3_eq_eps(v, 20));
glm_vec_scale(v, 0.5, v);
assert_true(glmc_vec_eq_eps(v, 10));
glm_vec3_scale(v, 0.5, v);
assert_true(glmc_vec3_eq_eps(v, 10));
glm_vec_normalize_to(v, v1);
glm_vec_scale(v1, 0.8, v1);
glm_vec_scale_as(v, 0.8, v);
glm_vec3_normalize_to(v, v1);
glm_vec3_scale(v1, 0.8, v1);
glm_vec3_scale_as(v, 0.8, v);
test_assert_vec3_eq(v1, v);
/* addadd, subadd, muladd */
glm_vec_one(v);
glm_vec3_one(v);
glm_vec_addadd(GLM_VEC3_ONE, GLM_VEC3_ONE, v);
assert_true(glmc_vec_eq_eps(v, 3));
glm_vec3_addadd(GLM_VEC3_ONE, GLM_VEC3_ONE, v);
assert_true(glmc_vec3_eq_eps(v, 3));
glm_vec_subadd(GLM_VEC3_ONE, GLM_VEC3_ZERO, v);
assert_true(glmc_vec_eq_eps(v, 4));
glm_vec3_subadd(GLM_VEC3_ONE, GLM_VEC3_ZERO, v);
assert_true(glmc_vec3_eq_eps(v, 4));
glm_vec_broadcast(2, v1);
glm_vec_broadcast(3, v2);
glm_vec_muladd(v1, v2, v);
assert_true(glmc_vec_eq_eps(v, 10));
glm_vec3_broadcast(2, v1);
glm_vec3_broadcast(3, v2);
glm_vec3_muladd(v1, v2, v);
assert_true(glmc_vec3_eq_eps(v, 10));
/* rotate */
glm_vec_copy(GLM_YUP, v);
glm_vec3_copy(GLM_YUP, v);
glm_rotate_make(rot1, glm_rad(90), GLM_XUP);
glm_vec_rotate_m4(rot1, v, v1);
glm_vec3_rotate_m4(rot1, v, v1);
glm_mat4_pick3(rot1, rot1m3);
glm_vec_rotate_m3(rot1m3, v, v2);
glm_vec3_rotate_m3(rot1m3, v, v2);
test_assert_vec3_eq(v1, v2);
test_assert_vec3_eq(v1, GLM_ZUP);

View File

@@ -23,6 +23,7 @@
<ClCompile Include="..\src\box.c" />
<ClCompile Include="..\src\cam.c" />
<ClCompile Include="..\src\dllmain.c" />
<ClCompile Include="..\src\ease.c" />
<ClCompile Include="..\src\euler.c" />
<ClCompile Include="..\src\frustum.c" />
<ClCompile Include="..\src\io.c" />
@@ -31,6 +32,7 @@
<ClCompile Include="..\src\plane.c" />
<ClCompile Include="..\src\project.c" />
<ClCompile Include="..\src\quat.c" />
<ClCompile Include="..\src\sphere.c" />
<ClCompile Include="..\src\vec3.c" />
<ClCompile Include="..\src\vec4.c" />
</ItemGroup>
@@ -42,6 +44,7 @@
<ClInclude Include="..\include\cglm\call\affine.h" />
<ClInclude Include="..\include\cglm\call\box.h" />
<ClInclude Include="..\include\cglm\call\cam.h" />
<ClInclude Include="..\include\cglm\call\ease.h" />
<ClInclude Include="..\include\cglm\call\euler.h" />
<ClInclude Include="..\include\cglm\call\frustum.h" />
<ClInclude Include="..\include\cglm\call\io.h" />
@@ -50,12 +53,14 @@
<ClInclude Include="..\include\cglm\call\plane.h" />
<ClInclude Include="..\include\cglm\call\project.h" />
<ClInclude Include="..\include\cglm\call\quat.h" />
<ClInclude Include="..\include\cglm\call\sphere.h" />
<ClInclude Include="..\include\cglm\call\vec3.h" />
<ClInclude Include="..\include\cglm\call\vec4.h" />
<ClInclude Include="..\include\cglm\cam.h" />
<ClInclude Include="..\include\cglm\cglm.h" />
<ClInclude Include="..\include\cglm\color.h" />
<ClInclude Include="..\include\cglm\common.h" />
<ClInclude Include="..\include\cglm\ease.h" />
<ClInclude Include="..\include\cglm\euler.h" />
<ClInclude Include="..\include\cglm\frustum.h" />
<ClInclude Include="..\include\cglm\io.h" />
@@ -72,6 +77,7 @@
<ClInclude Include="..\include\cglm\simd\sse2\mat3.h" />
<ClInclude Include="..\include\cglm\simd\sse2\mat4.h" />
<ClInclude Include="..\include\cglm\simd\sse2\quat.h" />
<ClInclude Include="..\include\cglm\sphere.h" />
<ClInclude Include="..\include\cglm\types.h" />
<ClInclude Include="..\include\cglm\util.h" />
<ClInclude Include="..\include\cglm\vec3-ext.h" />

View File

@@ -78,6 +78,12 @@
<ClCompile Include="..\src\project.c">
<Filter>src</Filter>
</ClCompile>
<ClCompile Include="..\src\sphere.c">
<Filter>src</Filter>
</ClCompile>
<ClCompile Include="..\src\ease.c">
<Filter>src</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\src\config.h">
@@ -215,5 +221,17 @@
<ClInclude Include="..\include\cglm\call\project.h">
<Filter>include\cglm\call</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\call\sphere.h">
<Filter>include\cglm\call</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\sphere.h">
<Filter>include\cglm</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\call\ease.h">
<Filter>include\cglm\call</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\ease.h">
<Filter>include\cglm</Filter>
</ClInclude>
</ItemGroup>
</Project>