Compare commits

...

65 Commits

Author SHA1 Message Date
Recep Aslantas
672923cb96 Merge branch 'master' into interpolation 2018-07-14 12:13:25 +03:00
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
06d66fc6cc Merge branch 'master' into interpolation 2018-07-12 16:17:33 +03:00
Recep Aslantas
43c4d05d4a new version for clamp: clamp to zero and one 2018-07-12 11:39:56 +03:00
Recep Aslantas
7e7098d498 cubic hermite interpolation and bezier for vec3 2018-07-11 14:01:53 +03:00
Recep Aslantas
06b2a53113 cubic bezier interpolation 2018-07-11 11:29:47 +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
cfd3600107 simd: optional shuffle configuration to save move instructions 2018-04-04 22:42:21 +03:00
70 changed files with 2317 additions and 474 deletions

8
.gitignore vendored
View File

@@ -61,3 +61,11 @@ docs/build/*
win/cglm_test_* win/cglm_test_*
* copy.* * copy.*
*.o *.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 This library [initially] used some [piece of] implementations
(may include codes) from these open source projects/resources: (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 The original glm repo (g-truc), url: https://github.com/g-truc/glm
LICENSE[S]: LICENSE[S]:
@@ -11,7 +11,7 @@ LICENSE[S]:
FULL LICENSE: https://github.com/g-truc/glm/blob/master/copying.txt 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: Anton's OpenGL 4 Tutorials book source code:
LICENSE: LICENSE:
@@ -47,6 +47,8 @@ http://old.cescg.org/CESCG-2002/DSykoraJJelinek/
7. Quaternions 7. Quaternions
Initial mat4_quat is borrowed from Apple's simd library Initial mat4_quat is borrowed from Apple's simd library
8. Vector Rotation using Quaternion 8. Vector Rotation using Quaternion
https://gamedev.stackexchange.com/questions/28395/rotating-vector3-by-a-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

@@ -22,6 +22,8 @@ Complete documentation: http://cglm.readthedocs.io
- **[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 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 - **[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.
#### Note for C++ developers: #### Note for C++ developers:
If you don't aware about original GLM library yet, you may also want to look at: If you don't aware about original GLM library yet, you may also want to look at:

View File

@@ -9,19 +9,8 @@
# check if deps are pulled # check if deps are pulled
git submodule update --init --recursive git submodule update --init --recursive
# fix glibtoolize
cd $(dirname "$0") 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 # general deps: gcc make autoconf automake libtool cmake
# test - cmocka # 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_PREREQ([2.69])
AC_INIT([cglm], [0.4.3], [info@recp.me]) AC_INIT([cglm], [0.4.8], [info@recp.me])
AM_INIT_AUTOMAKE([-Wall -Werror foreign subdir-objects]) AM_INIT_AUTOMAKE([-Wall -Werror foreign subdir-objects])
AC_CONFIG_MACRO_DIR([m4]) AC_CONFIG_MACRO_DIR([m4])

View File

@@ -45,3 +45,4 @@ Follow the :doc:`build` documentation for this
util util
io io
call call
sphere

View File

@@ -28,6 +28,11 @@ Functions:
#. :c:func:`glm_aabb_isvalid` #. :c:func:`glm_aabb_isvalid`
#. :c:func:`glm_aabb_size` #. :c:func:`glm_aabb_size`
#. :c:func:`glm_aabb_radius` #. :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 Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -131,3 +136,46 @@ Functions documentation
Parameters: Parameters:
| *[in]* **box** bounding box | *[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

@@ -167,11 +167,13 @@ Functions documentation
| set up view matrix | 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: Parameters:
| *[in]* **eye** eye vector | *[in]* **eye** eye vector
| *[in]* **center** center vector | *[in]* **center** center vector
| *[in]* **up** up vector | *[in]* **up** up vector
| *[out]* **dest** result matrix | *[out]* **dest** result matrix
.. c:function:: void glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) .. c:function:: void glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest)
@@ -181,6 +183,8 @@ Functions documentation
target self then this might be useful. Because you need to get target target self then this might be useful. Because you need to get target
from direction. from direction.
**NOTE:** The UP vector must not be parallel to the line of sight from the eye point to the reference point.
Parameters: Parameters:
| *[in]* **eye** eye vector | *[in]* **eye** eye vector
| *[in]* **center** direction vector | *[in]* **center** direction vector

View File

@@ -62,9 +62,9 @@ author = u'Recep Aslantas'
# built documents. # built documents.
# #
# The short X.Y version. # The short X.Y version.
version = u'0.4.3' version = u'0.4.8'
# The full version, including alpha/beta/rc tags. # The full version, including alpha/beta/rc tags.
release = u'0.4.3' release = u'0.4.8'
# The language for content autogenerated by Sphinx. Refer to documentation # The language for content autogenerated by Sphinx. Refer to documentation
# for a list of supported languages. # for a list of supported languages.

View File

@@ -21,17 +21,24 @@ Types:
As you can see types don't store extra informations in favor of space. 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* 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). 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: Allocations:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*cglm* doesn't alloc any memory on heap. So it doesn't provide any allocator. *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. 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. **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. Because you may want to multiply a CGLM matrix with external matrix.

View File

@@ -40,6 +40,7 @@ Also currently only **float** type is supported for most operations.
getting_started getting_started
opengl opengl
api api
opt
troubleshooting troubleshooting
Indices and tables Indices and tables

View File

@@ -24,6 +24,7 @@ Functions:
#. :c:func:`glm_mat3_transpose_to` #. :c:func:`glm_mat3_transpose_to`
#. :c:func:`glm_mat3_transpose` #. :c:func:`glm_mat3_transpose`
#. :c:func:`glm_mat3_mulv` #. :c:func:`glm_mat3_mulv`
#. :c:func:`glm_mat3_quat`
#. :c:func:`glm_mat3_scale` #. :c:func:`glm_mat3_scale`
#. :c:func:`glm_mat3_det` #. :c:func:`glm_mat3_det`
#. :c:func:`glm_mat3_inv` #. :c:func:`glm_mat3_inv`
@@ -89,6 +90,14 @@ Functions documentation
| *[in]* **v** vec3 (right, column vector) | *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** destination (result, 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) .. c:function:: void glm_mat3_scale(mat3 m, float s)
multiply matrix with scalar multiply matrix with scalar

View File

@@ -32,6 +32,7 @@ Functions:
#. :c:func:`glm_mat4_mulN` #. :c:func:`glm_mat4_mulN`
#. :c:func:`glm_mat4_mulv` #. :c:func:`glm_mat4_mulv`
#. :c:func:`glm_mat4_mulv3` #. :c:func:`glm_mat4_mulv3`
#. :c:func:`glm_mat4_quat`
#. :c:func:`glm_mat4_transpose_to` #. :c:func:`glm_mat4_transpose_to`
#. :c:func:`glm_mat4_transpose` #. :c:func:`glm_mat4_transpose`
#. :c:func:`glm_mat4_scale_p` #. :c:func:`glm_mat4_scale_p`
@@ -146,6 +147,14 @@ Functions documentation
| *[in]* **v** vec3 (right, column vector) | *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** vec3 (result, column vector) | *[out]* **dest** vec3 (result, column vector)
.. 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) .. c:function:: void glm_mat4_transpose_to(mat4 m, mat4 dest)
transpose mat4 and store in 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.

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

@@ -15,10 +15,10 @@ makes calculations then copy the result to dest.
You are responsible for allocation of **src** and **dest** parameters. You are responsible for allocation of **src** and **dest** parameters.
Aligment: Alignment:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**vec4** and **mat4** types requires 16 byte aligment aligment. **vec4** and **mat4** types requires 16 byte alignment.
These types are marked with align attribute to let compiler know about this These types are marked with align attribute to let compiler know about this
requirement. requirement.
@@ -26,7 +26,7 @@ But since MSVC (Windows) throws the error:
**"formal parameter with requested alignment of 16 won't be aligned"** **"formal parameter with requested alignment of 16 won't be aligned"**
The aligment attribute has been commented for MSVC The alignment attribute has been commented for MSVC
.. code-block:: c .. code-block:: c
@@ -36,13 +36,16 @@ The aligment attribute has been commented for MSVC
# define CGLM_ALIGN(X) __attribute((aligned(X))) # define CGLM_ALIGN(X) __attribute((aligned(X)))
#endif. #endif.
So MSVC may not know about aligment requirements when creating variables. So MSVC may not know about alignment requirements when creating variables.
The interesting thing is that, if I remember correctly Visual Studio 2017 The interesting thing is that, if I remember correctly Visual Studio 2017
doesn't throw the above error. So we may uncomment that line for Visual Studio 2017, doesn't throw the above error. So we may uncomment that line for Visual Studio 2017,
you may do it yourself. you may do it yourself.
**This MSVC issue is still in TODOs.** **This MSVC issue is still in TODOs.**
**UPDATE:** 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: Crashes, Invalid Memory Access:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

View File

@@ -136,3 +136,38 @@ Functions documentation
Returns: Returns:
interpolated value 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

@@ -56,6 +56,7 @@ Functions:
#. :c:func:`glm_vec_inv_to` #. :c:func:`glm_vec_inv_to`
#. :c:func:`glm_vec_normalize` #. :c:func:`glm_vec_normalize`
#. :c:func:`glm_vec_normalize_to` #. :c:func:`glm_vec_normalize_to`
#. :c:func:`glm_vec_distance2`
#. :c:func:`glm_vec_distance` #. :c:func:`glm_vec_distance`
#. :c:func:`glm_vec_angle` #. :c:func:`glm_vec_angle`
#. :c:func:`glm_vec_rotate` #. :c:func:`glm_vec_rotate`
@@ -366,6 +367,17 @@ Functions documentation
| *[in]* **v2** vector2 | *[in]* **v2** vector2
| *[out]* **dest** center point | *[out]* **dest** center point
.. c:function:: float glm_vec_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_vec_distance(vec3 v1, vec3 v2) .. c:function:: float glm_vec_distance(vec3 v1, vec3 v2)
distance between two vectors distance between two vectors

View File

@@ -24,6 +24,7 @@ Functions:
1. :c:func:`glm_vec4` 1. :c:func:`glm_vec4`
#. :c:func:`glm_vec4_copy3` #. :c:func:`glm_vec4_copy3`
#. :c:func:`glm_vec4_copy` #. :c:func:`glm_vec4_copy`
#. :c:func:`glm_vec4_ucopy`
#. :c:func:`glm_vec4_zero` #. :c:func:`glm_vec4_zero`
#. :c:func:`glm_vec4_one` #. :c:func:`glm_vec4_one`
#. :c:func:`glm_vec4_dot` #. :c:func:`glm_vec4_dot`
@@ -89,6 +90,16 @@ Functions documentation
| *[in]* **v** source | *[in]* **v** source
| *[in]* **dest** destination | *[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) .. c:function:: void glm_vec4_zero(vec4 v)
makes all members zero makes all members zero

View File

@@ -16,6 +16,7 @@
#include "common.h" #include "common.h"
#include "mat4.h" #include "mat4.h"
#include "mat3.h"
#ifdef CGLM_SSE_FP #ifdef CGLM_SSE_FP
# include "simd/sse2/affine.h" # include "simd/sse2/affine.h"

View File

@@ -34,57 +34,16 @@
#define cglm_affine_h #define cglm_affine_h
#include "common.h" #include "common.h"
#include "vec4.h"
#include "affine-mat.h"
#include "util.h" #include "util.h"
#include "vec3.h"
#include "vec4.h"
#include "mat4.h" #include "mat4.h"
#include "affine-mat.h"
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest); glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest);
/*!
* @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
}
/*! /*!
* @brief translate existing transform matrix by v vector * @brief translate existing transform matrix by v vector
* and stores result in same matrix * and stores result in same matrix
@@ -96,14 +55,14 @@ CGLM_INLINE
void void
glm_translate(mat4 m, vec3 v) { glm_translate(mat4 m, vec3 v) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(m[3], glmm_store(m[3],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(_mm_load_ps(m[0]), _mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_load(m[0]),
_mm_set1_ps(v[0])), _mm_set1_ps(v[0])),
_mm_mul_ps(_mm_load_ps(m[1]), _mm_mul_ps(glmm_load(m[1]),
_mm_set1_ps(v[1]))), _mm_set1_ps(v[1]))),
_mm_add_ps(_mm_mul_ps(_mm_load_ps(m[2]), _mm_add_ps(_mm_mul_ps(glmm_load(m[2]),
_mm_set1_ps(v[2])), _mm_set1_ps(v[2])),
_mm_load_ps(m[3])))) glmm_load(m[3]))))
; ;
#else #else
vec4 v1, v2, v3; vec4 v1, v2, v3;
@@ -118,6 +77,23 @@ glm_translate(mat4 m, vec3 v) {
#endif #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 * @brief translate existing transform matrix by x factor
* *
@@ -128,10 +104,10 @@ CGLM_INLINE
void void
glm_translate_x(mat4 m, float x) { glm_translate_x(mat4 m, float x) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(m[3], glmm_store(m[3],
_mm_add_ps(_mm_mul_ps(_mm_load_ps(m[0]), _mm_add_ps(_mm_mul_ps(glmm_load(m[0]),
_mm_set1_ps(x)), _mm_set1_ps(x)),
_mm_load_ps(m[3]))) glmm_load(m[3])))
; ;
#else #else
vec4 v1; vec4 v1;
@@ -150,10 +126,10 @@ CGLM_INLINE
void void
glm_translate_y(mat4 m, float y) { glm_translate_y(mat4 m, float y) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(m[3], glmm_store(m[3],
_mm_add_ps(_mm_mul_ps(_mm_load_ps(m[1]), _mm_add_ps(_mm_mul_ps(glmm_load(m[1]),
_mm_set1_ps(y)), _mm_set1_ps(y)),
_mm_load_ps(m[3]))) glmm_load(m[3])))
; ;
#else #else
vec4 v1; vec4 v1;
@@ -172,10 +148,10 @@ CGLM_INLINE
void void
glm_translate_z(mat4 m, float z) { glm_translate_z(mat4 m, float z) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(m[3], glmm_store(m[3],
_mm_add_ps(_mm_mul_ps(_mm_load_ps(m[2]), _mm_add_ps(_mm_mul_ps(glmm_load(m[2]),
_mm_set1_ps(z)), _mm_set1_ps(z)),
_mm_load_ps(m[3]))) glmm_load(m[3])))
; ;
#else #else
vec4 v1; vec4 v1;
@@ -193,8 +169,8 @@ glm_translate_z(mat4 m, float z) {
CGLM_INLINE CGLM_INLINE
void void
glm_translate_make(mat4 m, vec3 v) { glm_translate_make(mat4 m, vec3 v) {
mat4 t = GLM_MAT4_IDENTITY_INIT; glm_mat4_identity(m);
glm_translate_to(t, v, m); glm_vec_copy(v, m[3]);
} }
/*! /*!
@@ -224,8 +200,10 @@ glm_scale_to(mat4 m, vec3 v, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_scale_make(mat4 m, vec3 v) { glm_scale_make(mat4 m, vec3 v) {
mat4 t = GLM_MAT4_IDENTITY_INIT; glm_mat4_identity(m);
glm_scale_to(t, v, m); m[0][0] = v[0];
m[1][1] = v[1];
m[2][2] = v[2];
} }
/*! /*!
@@ -251,7 +229,7 @@ glm_scale(mat4 m, vec3 v) {
CGLM_INLINE CGLM_INLINE
void void
glm_scale_uni(mat4 m, float s) { 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); glm_scale_to(m, v, m);
} }
@@ -266,7 +244,7 @@ glm_scale_uni(mat4 m, float s) {
CGLM_INLINE CGLM_INLINE
void void
glm_rotate_x(mat4 m, float angle, mat4 dest) { glm_rotate_x(mat4 m, float angle, mat4 dest) {
mat4 t = GLM_MAT4_IDENTITY_INIT; CGLM_ALIGN(16) mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s; float c, s;
c = cosf(angle); c = cosf(angle);
@@ -291,7 +269,7 @@ glm_rotate_x(mat4 m, float angle, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_rotate_y(mat4 m, float angle, mat4 dest) { glm_rotate_y(mat4 m, float angle, mat4 dest) {
mat4 t = GLM_MAT4_IDENTITY_INIT; CGLM_ALIGN(16) mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s; float c, s;
c = cosf(angle); c = cosf(angle);
@@ -316,7 +294,7 @@ glm_rotate_y(mat4 m, float angle, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_rotate_z(mat4 m, float angle, mat4 dest) { glm_rotate_z(mat4 m, float angle, mat4 dest) {
mat4 t = GLM_MAT4_IDENTITY_INIT; CGLM_ALIGN(16) mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s; float c, s;
c = cosf(angle); c = cosf(angle);
@@ -342,7 +320,7 @@ glm_rotate_z(mat4 m, float angle, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_rotate_make(mat4 m, float angle, vec3 axis) { glm_rotate_make(mat4 m, float angle, vec3 axis) {
vec3 axisn, v, vs; CGLM_ALIGN(8) vec3 axisn, v, vs;
float c; float c;
c = cosf(angle); c = cosf(angle);
@@ -373,7 +351,7 @@ glm_rotate_make(mat4 m, float angle, vec3 axis) {
CGLM_INLINE CGLM_INLINE
void void
glm_rotate(mat4 m, float angle, vec3 axis) { glm_rotate(mat4 m, float angle, vec3 axis) {
mat4 rot; CGLM_ALIGN(16) mat4 rot;
glm_rotate_make(rot, angle, axis); glm_rotate_make(rot, angle, axis);
glm_mul_rot(m, rot, m); glm_mul_rot(m, rot, m);
} }
@@ -390,7 +368,7 @@ glm_rotate(mat4 m, float angle, vec3 axis) {
CGLM_INLINE CGLM_INLINE
void void
glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) { glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
vec3 pivotInv; CGLM_ALIGN(8) vec3 pivotInv;
glm_vec_inv_to(pivot, pivotInv); glm_vec_inv_to(pivot, pivotInv);
@@ -415,12 +393,11 @@ glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
CGLM_INLINE CGLM_INLINE
void void
glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) { glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) {
vec3 pivotInv; CGLM_ALIGN(8) vec3 pivotInv;
glm_vec_inv_to(pivot, pivotInv); glm_vec_inv_to(pivot, pivotInv);
glm_mat4_identity(m); glm_translate_make(m, pivot);
glm_vec_copy(pivot, m[3]);
glm_rotate(m, angle, axis); glm_rotate(m, angle, axis);
glm_translate(m, pivotInv); glm_translate(m, pivotInv);
} }
@@ -450,9 +427,8 @@ glm_decompose_scalev(mat4 m, vec3 s) {
CGLM_INLINE CGLM_INLINE
bool bool
glm_uniscaled(mat4 m) { glm_uniscaled(mat4 m) {
vec3 s; CGLM_ALIGN(8) vec3 s;
glm_decompose_scalev(m, s); glm_decompose_scalev(m, s);
return glm_vec_eq_all(s); return glm_vec_eq_all(s);
} }
@@ -467,8 +443,8 @@ glm_uniscaled(mat4 m) {
CGLM_INLINE CGLM_INLINE
void void
glm_decompose_rs(mat4 m, mat4 r, vec3 s) { glm_decompose_rs(mat4 m, mat4 r, vec3 s) {
vec4 t = {0.0f, 0.0f, 0.0f, 1.0f}; CGLM_ALIGN(16) vec4 t = {0.0f, 0.0f, 0.0f, 1.0f};
vec3 v; CGLM_ALIGN(8) vec3 v;
glm_vec4_copy(m[0], r[0]); glm_vec4_copy(m[0], r[0]);
glm_vec4_copy(m[1], r[1]); glm_vec4_copy(m[1], r[1]);

124
include/cglm/bezier.h Normal file
View File

@@ -0,0 +1,124 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_bezier_h
#define cglm_bezier_h
#include "common.h"
/*!
* @brief cubic bezier interpolation
*
* @param[in] t time between 0 and 1
* @param[in] p0 begin point
* @param[in] c0 control point 1
* @param[in] c1 control point 2
* @param[in] p1 end point
*
* @return B(s)
*/
CGLM_INLINE
float
glm_bezier_cubic(float t, float p0, float c0, float c1, float p1) {
float s, ss, tt;
s = 1.0f - t;
ss = s * s;
tt = t * t;
return p0 * ss * s + 3.0f * c0 * t * ss + 3.0f * c1 * tt * s + p1 * tt * t;
}
/*!
* @brief cubic bezier interpolation for vec3
*
* @param[in] t time between 0 and 1
* @param[in] p0 begin point
* @param[in] c0 control point 1
* @param[in] c1 control point 2
* @param[in] p1 end point
* @param[in] dest destination
*/
CGLM_INLINE
void
glm_bezier_cubicv3(float t, vec3 p0, vec3 c0, vec3 c1, vec3 p1, vec3 dest) {
vec3 Bs, tmp0, tmp1, tmp2;
float s, ss, tt;
s = 1.0f - t;
ss = s * s;
tt = t * t;
glm_vec_scale(p0, ss * s, Bs);
glm_vec_scale(c0, 3.0f * t * ss, tmp0);
glm_vec_scale(c1, 3.0f * tt * s, tmp1);
glm_vec_scale(p1, tt * t, tmp2);
glm_vec_add(Bs, tmp0, Bs);
glm_vec_add(Bs, tmp1, Bs);
glm_vec_add(Bs, tmp2, Bs);
glm_vec_copy(Bs, dest);
}
/*!
* @brief cubic hermite interpolation
*
* @param[in] t time between 0 and 1
* @param[in] p0 begin point
* @param[in] t0 tangent 1
* @param[in] t1 tangent 2
* @param[in] p1 end point
*
* @return B(s)
*/
CGLM_INLINE
float
glm_hermite_cubic(float t, float p0, float t0, float t1, float p1) {
float tt, ttt;
tt = t * t;
ttt = tt * t;
return p0 * (2.0f * ttt - 3.0f * tt + 1)
+ t0 * (ttt - 2.0f * tt + t)
+ p1 * (3.0f * tt - 2.0f * ttt)
- t1 * (ttt - tt);
}
/*!
* @brief cubic hermite interpolation for vec3
*
* @param[in] t time between 0 and 1
* @param[in] p0 begin point
* @param[in] t0 tangent 1
* @param[in] t1 tangent 2
* @param[in] p1 end point
* @param[in] dest destination
*/
CGLM_INLINE
void
glm_hermite_cubicv3(float t, vec3 p0, vec3 t0, vec3 t1, vec3 p1, vec3 dest) {
vec3 Hs, tmp0, tmp1, tmp2;
float tt, ttt;
tt = t * t;
ttt = tt * t;
glm_vec_scale(p0, 2.0f * ttt - 3.0f * tt + 1, Hs);
glm_vec_scale(t0, ttt - 2.0f * tt + t, tmp0);
glm_vec_scale(p1, 3.0f * tt - 2.0f * ttt, tmp1);
glm_vec_scale(t1, ttt - tt, tmp2);
glm_vec_add(Hs, tmp0, Hs);
glm_vec_add(Hs, tmp1, Hs);
glm_vec_add(Hs, tmp2, Hs);
glm_vec_copy(Hs, dest);
}
#endif /* cglm_bezier_h */

View File

@@ -11,6 +11,7 @@
#include "common.h" #include "common.h"
#include "vec3.h" #include "vec3.h"
#include "vec4.h" #include "vec4.h"
#include "util.h"
/*! /*!
* @brief apply transform to Axis-Aligned Bounding Box * @brief apply transform to Axis-Aligned Bounding Box
@@ -199,4 +200,84 @@ glm_aabb_radius(vec3 box[2]) {
return glm_aabb_size(box) * 0.5f; 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_vec_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 */ #endif /* cglm_box_h */

View File

@@ -25,6 +25,8 @@ extern "C" {
#include "call/box.h" #include "call/box.h"
#include "call/io.h" #include "call/io.h"
#include "call/project.h" #include "call/project.h"
#include "call/sphere.h"
#include "call/ease.h"
#ifdef __cplusplus #ifdef __cplusplus
} }

View File

@@ -97,6 +97,20 @@ CGLM_EXPORT
void void
glmc_decompose(mat4 m, vec4 t, mat4 r, vec3 s); glmc_decompose(mat4 m, vec4 t, mat4 r, vec3 s);
/* affine-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 #ifdef __cplusplus
} }
#endif #endif

View File

@@ -32,6 +32,46 @@ glmc_aabb_crop_until(vec3 box[2],
vec3 clampBox[2], vec3 clampBox[2],
vec3 dest[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 #ifdef __cplusplus
} }
#endif #endif

View File

@@ -33,6 +33,26 @@ glmc_ortho(float left,
float farVal, float farVal,
mat4 dest); 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 CGLM_EXPORT
void void
glmc_perspective(float fovy, glmc_perspective(float fovy,
@@ -41,6 +61,14 @@ glmc_perspective(float fovy,
float farVal, float farVal,
mat4 dest); mat4 dest);
CGLM_EXPORT
void
glmc_perspective_default(float aspect, mat4 dest);
CGLM_EXPORT
void
glmc_perspective_resize(float aspect, mat4 proj);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest); glmc_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest);
@@ -53,6 +81,58 @@ CGLM_EXPORT
void void
glmc_look_anyup(vec3 eye, vec3 dir, mat4 dest); 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 #ifdef __cplusplus
} }
#endif #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

@@ -40,6 +40,10 @@ CGLM_EXPORT
void void
glmc_mat3_mulv(mat3 m, vec3 v, vec3 dest); glmc_mat3_mulv(mat3 m, vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_mat3_quat(mat3 m, versor dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3_scale(mat3 m, float s); glmc_mat3_scale(mat3 m, float s);

View File

@@ -53,6 +53,10 @@ CGLM_EXPORT
void void
glmc_mat4_mulv(mat4 m, vec4 v, vec4 dest); 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 CGLM_EXPORT
void void
glmc_mat4_quat(mat4 m, versor dest); glmc_mat4_quat(mat4 m, versor dest);
@@ -85,6 +89,10 @@ CGLM_EXPORT
void void
glmc_mat4_inv_precise(mat4 mat, mat4 dest); glmc_mat4_inv_precise(mat4 mat, mat4 dest);
CGLM_EXPORT
void
glmc_mat4_inv_fast(mat4 mat, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_swap_col(mat4 mat, int col1, int col2); glmc_mat4_swap_col(mat4 mat, int col1, int col2);

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

@@ -136,6 +136,10 @@ CGLM_EXPORT
void void
glmc_vec_rotate_m4(mat4 m, vec3 v, vec3 dest); glmc_vec_rotate_m4(mat4 m, vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec_rotate_m3(mat3 m, vec3 v, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec_proj(vec3 a, vec3 b, vec3 dest); glmc_vec_proj(vec3 a, vec3 b, vec3 dest);
@@ -144,6 +148,10 @@ CGLM_EXPORT
void void
glmc_vec_center(vec3 v1, vec3 v2, vec3 dest); glmc_vec_center(vec3 v1, vec3 v2, vec3 dest);
CGLM_EXPORT
float
glmc_vec_distance2(vec3 v1, vec3 v2);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec_distance(vec3 v1, vec3 v2); glmc_vec_distance(vec3 v1, vec3 v2);

View File

@@ -37,6 +37,10 @@ CGLM_EXPORT
void void
glmc_vec4_copy(vec4 v, vec4 dest); glmc_vec4_copy(vec4 v, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_ucopy(vec4 v, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec4_dot(vec4 a, vec4 b); glmc_vec4_dot(vec4 a, vec4 b);

View File

@@ -321,6 +321,9 @@ glm_perspective_resize(float aspect,
/*! /*!
* @brief set up view matrix * @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] eye eye vector
* @param[in] center center vector * @param[in] center center vector
* @param[in] up up vector * @param[in] up up vector
@@ -332,7 +335,7 @@ glm_lookat(vec3 eye,
vec3 center, vec3 center,
vec3 up, vec3 up,
mat4 dest) { mat4 dest) {
vec3 f, u, s; CGLM_ALIGN(8) vec3 f, u, s;
glm_vec_sub(center, eye, f); glm_vec_sub(center, eye, f);
glm_vec_normalize(f); glm_vec_normalize(f);
@@ -364,6 +367,9 @@ glm_lookat(vec3 eye,
* convenient wrapper for lookat: if you only have direction not target self * 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. * 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] eye eye vector
* @param[in] dir direction vector * @param[in] dir direction vector
* @param[in] up up vector * @param[in] up up vector
@@ -372,7 +378,7 @@ glm_lookat(vec3 eye,
CGLM_INLINE CGLM_INLINE
void void
glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) { glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) {
vec3 target; CGLM_ALIGN(8) vec3 target;
glm_vec_add(eye, dir, target); glm_vec_add(eye, dir, target);
glm_lookat(eye, target, up, dest); glm_lookat(eye, target, up, dest);
} }
@@ -390,7 +396,7 @@ glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_look_anyup(vec3 eye, vec3 dir, mat4 dest) { glm_look_anyup(vec3 eye, vec3 dir, mat4 dest) {
vec3 up; CGLM_ALIGN(8) vec3 up;
glm_vec_ortho(dir, up); glm_vec_ortho(dir, up);
glm_look(eye, dir, up, dest); glm_look(eye, dir, up, dest);
} }

View File

@@ -24,5 +24,8 @@
#include "util.h" #include "util.h"
#include "io.h" #include "io.h"
#include "project.h" #include "project.h"
#include "sphere.h"
#include "ease.h"
#include "bezier.h"
#endif /* cglm_h */ #endif /* cglm_h */

View File

@@ -14,7 +14,7 @@
#include <math.h> #include <math.h>
#include <float.h> #include <float.h>
#if defined(_WIN32) #if defined(_MSC_VER)
# ifdef CGLM_DLL # ifdef CGLM_DLL
# define CGLM_EXPORT __declspec(dllexport) # define CGLM_EXPORT __declspec(dllexport)
# else # 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) * CGLM_PI_2) + 1.0f;
}
CGLM_INLINE
float
glm_ease_sine_out(float t) {
return sinf(t * CGLM_PI_2);
}
CGLM_INLINE
float
glm_ease_sine_inout(float t) {
return 0.5f * (1.0f - cosf(t * CGLM_PI));
}
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 * CGLM_PI_2 * t) * powf(2.0f, 10.0f * (t - 1.0f));
}
CGLM_INLINE
float
glm_ease_elast_out(float t) {
return sinf(-13.0f * CGLM_PI_2 * (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 * CGLM_PI_2 * a)
* powf(2.0f, 10.0f * (a - 1.0f));
return 0.5f * (sinf(-13.0f * CGLM_PI_2 * 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

@@ -10,6 +10,9 @@
#include "common.h" #include "common.h"
#include "plane.h" #include "plane.h"
#include "vec3.h"
#include "vec4.h"
#include "mat4.h"
#define GLM_LBN 0 /* left bottom near */ #define GLM_LBN 0 /* left bottom near */
#define GLM_LTN 1 /* left top near */ #define GLM_LTN 1 /* left top near */

View File

@@ -31,6 +31,7 @@
#define cglm_mat3_h #define cglm_mat3_h
#include "common.h" #include "common.h"
#include "vec3.h"
#ifdef CGLM_SSE_FP #ifdef CGLM_SSE_FP
# include "simd/sse2/mat3.h" # include "simd/sse2/mat3.h"
@@ -80,7 +81,7 @@ glm_mat3_copy(mat3 mat, mat3 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_mat3_identity(mat3 mat) { glm_mat3_identity(mat3 mat) {
mat3 t = GLM_MAT3_IDENTITY_INIT; CGLM_ALIGN(16) mat3 t = GLM_MAT3_IDENTITY_INIT;
glm_mat3_copy(t, mat); glm_mat3_copy(t, mat);
} }
@@ -154,7 +155,7 @@ glm_mat3_transpose_to(mat3 m, mat3 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_mat3_transpose(mat3 m) { glm_mat3_transpose(mat3 m) {
mat3 tmp; CGLM_ALIGN(16) mat3 tmp;
tmp[0][1] = m[1][0]; tmp[0][1] = m[1][0];
tmp[0][2] = m[2][0]; tmp[0][2] = m[2][0];
@@ -188,9 +189,9 @@ glm_mat3_mulv(mat3 m, vec3 v, vec3 dest) {
/*! /*!
* @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 * @param[out] dest destination quaternion
*/ */
CGLM_INLINE CGLM_INLINE

View File

@@ -45,7 +45,8 @@
#define cglm_mat_h #define cglm_mat_h
#include "common.h" #include "common.h"
#include "quat.h" #include "vec4.h"
#include "vec3.h"
#ifdef CGLM_SSE_FP #ifdef CGLM_SSE_FP
# include "simd/sse2/mat4.h" # include "simd/sse2/mat4.h"
@@ -109,13 +110,13 @@ CGLM_INLINE
void void
glm_mat4_copy(mat4 mat, mat4 dest) { glm_mat4_copy(mat4 mat, mat4 dest) {
#ifdef __AVX__ #ifdef __AVX__
_mm256_store_ps(dest[0], _mm256_load_ps(mat[0])); glmm_store256(dest[0], glmm_load256(mat[0]));
_mm256_store_ps(dest[2], _mm256_load_ps(mat[2])); glmm_store256(dest[2], glmm_load256(mat[2]));
#elif defined( __SSE__ ) || defined( __SSE2__ ) #elif defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest[0], _mm_load_ps(mat[0])); glmm_store(dest[0], glmm_load(mat[0]));
_mm_store_ps(dest[1], _mm_load_ps(mat[1])); glmm_store(dest[1], glmm_load(mat[1]));
_mm_store_ps(dest[2], _mm_load_ps(mat[2])); glmm_store(dest[2], glmm_load(mat[2]));
_mm_store_ps(dest[3], _mm_load_ps(mat[3])); glmm_store(dest[3], glmm_load(mat[3]));
#else #else
glm_mat4_ucopy(mat, dest); glm_mat4_ucopy(mat, dest);
#endif #endif
@@ -138,7 +139,7 @@ glm_mat4_copy(mat4 mat, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_identity(mat4 mat) { glm_mat4_identity(mat4 mat) {
mat4 t = GLM_MAT4_IDENTITY_INIT; CGLM_ALIGN(16) mat4 t = GLM_MAT4_IDENTITY_INIT;
glm_mat4_copy(t, mat); glm_mat4_copy(t, mat);
} }
@@ -322,7 +323,7 @@ glm_mat4_mulv(mat4 m, vec4 v, vec4 dest) {
/*! /*!
* @brief convert mat4's rotation part to quaternion * @brief convert mat4's rotation part to quaternion
* *
* @param[in] m left matrix * @param[in] m affine matrix
* @param[out] dest destination quaternion * @param[out] dest destination quaternion
*/ */
CGLM_INLINE CGLM_INLINE
@@ -369,20 +370,20 @@ 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] m mat4(affine transform)
* @param[in] v vec3 * @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 CGLM_INLINE
void void
glm_mat4_mulv3(mat4 m, vec3 v, vec3 dest) { glm_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest) {
vec3 res; vec4 res;
res[0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2]; glm_vec4(v, last, res);
res[1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1] * v[2]; glm_mat4_mulv(m, res, res);
res[2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2]; glm_vec3(res, dest);
glm_vec_copy(res, dest);
} }
/*! /*!
@@ -585,7 +586,7 @@ glm_mat4_inv_fast(mat4 mat, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_swap_col(mat4 mat, int col1, int col2) { 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[col1], tmp);
glm_vec4_copy(mat[col2], mat[col1]); glm_vec4_copy(mat[col2], mat[col1]);
glm_vec4_copy(tmp, mat[col2]); glm_vec4_copy(tmp, mat[col2]);
@@ -601,7 +602,7 @@ glm_mat4_swap_col(mat4 mat, int col1, int col2) {
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_swap_row(mat4 mat, int row1, int row2) { glm_mat4_swap_row(mat4 mat, int row1, int row2) {
vec4 tmp; CGLM_ALIGN(16) vec4 tmp;
tmp[0] = mat[0][row1]; tmp[0] = mat[0][row1];
tmp[1] = mat[1][row1]; tmp[1] = mat[1][row1];
tmp[2] = mat[2][row1]; tmp[2] = mat[2][row1];

View File

@@ -9,9 +9,7 @@
#define cglm_plane_h #define cglm_plane_h
#include "common.h" #include "common.h"
#include "mat4.h"
#include "vec4.h" #include "vec4.h"
#include "vec3.h"
/* /*
Plane equation: Ax + By + Cz + D = 0; Plane equation: Ax + By + Cz + D = 0;

View File

@@ -8,9 +8,9 @@
#ifndef cglm_project_h #ifndef cglm_project_h
#define cglm_project_h #define cglm_project_h
#include "mat4.h"
#include "vec3.h" #include "vec3.h"
#include "vec4.h" #include "vec4.h"
#include "mat4.h"
/*! /*!
* @brief maps the specified viewport coordinates into specified space [1] * @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 CGLM_INLINE
void void
glm_project(vec3 pos, mat4 m, vec4 vp, vec3 dest) { 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); glm_vec4(pos, 1.0f, pos4);

View File

@@ -52,6 +52,7 @@
#define cglm_quat_h #define cglm_quat_h
#include "common.h" #include "common.h"
#include "vec3.h"
#include "vec4.h" #include "vec4.h"
#include "mat4.h" #include "mat4.h"
#include "mat3.h" #include "mat3.h"
@@ -98,7 +99,7 @@ glm_translate(mat4 m, vec3 v);
CGLM_INLINE CGLM_INLINE
void void
glm_quat_identity(versor q) { 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); glm_vec4_copy(v, q);
} }
@@ -130,7 +131,7 @@ glm_quat_init(versor q, float x, float y, float z, float w) {
CGLM_INLINE CGLM_INLINE
void void
glm_quatv(versor q, float angle, vec3 axis) { glm_quatv(versor q, float angle, vec3 axis) {
vec3 k; CGLM_ALIGN(8) vec3 k;
float a, c, s; float a, c, s;
a = angle * 0.5f; a = angle * 0.5f;
@@ -157,7 +158,7 @@ glm_quatv(versor q, float angle, vec3 axis) {
CGLM_INLINE CGLM_INLINE
void void
glm_quat(versor q, float angle, float x, float y, float z) { 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); glm_quatv(q, angle, axis);
} }
@@ -197,8 +198,8 @@ glm_quat_normalize_to(versor q, versor dest) {
__m128 xdot, x0; __m128 xdot, x0;
float dot; float dot;
x0 = _mm_load_ps(q); x0 = glmm_load(q);
xdot = glm_simd_dot(x0, x0); xdot = glmm_dot(x0, x0);
dot = _mm_cvtss_f32(xdot); dot = _mm_cvtss_f32(xdot);
if (dot <= 0.0f) { if (dot <= 0.0f) {
@@ -206,7 +207,7 @@ glm_quat_normalize_to(versor q, versor dest) {
return; 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 #else
float dot; float dot;
@@ -266,7 +267,7 @@ glm_quat_conjugate(versor q, versor dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_quat_inv(versor q, versor dest) { glm_quat_inv(versor q, versor dest) {
versor conj; CGLM_ALIGN(8) versor conj;
glm_quat_conjugate(q, conj); glm_quat_conjugate(q, conj);
glm_vec4_scale(conj, 1.0f / glm_vec4_norm2(q), dest); glm_vec4_scale(conj, 1.0f / glm_vec4_norm2(q), dest);
} }
@@ -602,7 +603,7 @@ glm_quat_lerp(versor from, versor to, float t, versor dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_quat_slerp(versor from, versor to, float t, versor dest) { glm_quat_slerp(versor from, versor to, float t, versor dest) {
vec4 q1, q2; CGLM_ALIGN(16) vec4 q1, q2;
float cosTheta, sinTheta, angle; float cosTheta, sinTheta, angle;
cosTheta = glm_quat_dot(from, to); cosTheta = glm_quat_dot(from, to);
@@ -645,15 +646,12 @@ glm_quat_slerp(versor from, versor to, float t, versor dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_quat_look(vec3 eye, versor ori, mat4 dest) { glm_quat_look(vec3 eye, versor ori, mat4 dest) {
vec4 t;
/* orientation */ /* orientation */
glm_quat_mat4t(ori, dest); glm_quat_mat4t(ori, dest);
/* translate */ /* translate */
glm_vec4(eye, 1.0f, t); glm_mat4_mulv3(dest, eye, 1.0f, dest[3]);
glm_mat4_mulv(dest, t, t); glm_vec_flipsign(dest[3]);
glm_vec_flipsign_to(t, dest[3]);
} }
/*! /*!
@@ -667,7 +665,7 @@ glm_quat_look(vec3 eye, versor ori, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest) { glm_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest) {
vec3 axis; CGLM_ALIGN(8) vec3 axis;
float dot, angle; float dot, angle;
dot = glm_vec_dot(dir, fwd); dot = glm_vec_dot(dir, fwd);
@@ -701,7 +699,7 @@ glm_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest) { glm_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest) {
vec3 dir; CGLM_ALIGN(8) vec3 dir;
glm_vec_sub(to, from, dir); glm_vec_sub(to, from, dir);
glm_quat_for(dir, fwd, up, dest); glm_quat_for(dir, fwd, up, dest);
} }
@@ -716,9 +714,9 @@ glm_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_quat_rotatev(versor q, vec3 v, vec3 dest) { glm_quat_rotatev(versor q, vec3 v, vec3 dest) {
versor p; CGLM_ALIGN(16) versor p;
vec3 u, v1, v2; CGLM_ALIGN(8) vec3 u, v1, v2;
float s; float s;
glm_quat_normalize_to(q, p); glm_quat_normalize_to(q, p);
glm_quat_imag(p, u); glm_quat_imag(p, u);
@@ -744,7 +742,7 @@ glm_quat_rotatev(versor q, vec3 v, vec3 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_quat_rotate(mat4 m, versor q, mat4 dest) { glm_quat_rotate(mat4 m, versor q, mat4 dest) {
mat4 rot; CGLM_ALIGN(16) mat4 rot;
glm_quat_mat4(q, rot); glm_quat_mat4(q, rot);
glm_mul_rot(m, rot, dest); glm_mul_rot(m, rot, dest);
} }
@@ -759,7 +757,7 @@ glm_quat_rotate(mat4 m, versor q, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_quat_rotate_at(mat4 m, versor q, vec3 pivot) { glm_quat_rotate_at(mat4 m, versor q, vec3 pivot) {
vec3 pivotInv; CGLM_ALIGN(8) vec3 pivotInv;
glm_vec_inv_to(pivot, pivotInv); glm_vec_inv_to(pivot, pivotInv);
@@ -783,12 +781,11 @@ glm_quat_rotate_at(mat4 m, versor q, vec3 pivot) {
CGLM_INLINE CGLM_INLINE
void void
glm_quat_rotate_atm(mat4 m, versor q, vec3 pivot) { glm_quat_rotate_atm(mat4 m, versor q, vec3 pivot) {
vec3 pivotInv; CGLM_ALIGN(8) vec3 pivotInv;
glm_vec_inv_to(pivot, pivotInv); glm_vec_inv_to(pivot, pivotInv);
glm_mat4_identity(m); glm_translate_make(m, pivot);
glm_vec_copy(pivot, m[3]);
glm_quat_rotate(m, q, m); glm_quat_rotate(m, q, m);
glm_translate(m, pivotInv); glm_translate(m, pivotInv);
} }

View File

@@ -21,11 +21,11 @@ glm_mul_avx(mat4 m1, mat4 m2, mat4 dest) {
__m256 y0, y1, y2, y3, y4, y5, y6, y7, y8, y9; __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 */ y0 = glmm_load256(m2[0]); /* h g f e d c b a */
y1 = _mm256_load_ps(m2[2]); /* p o n m l k j i */ 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 */ y2 = glmm_load256(m1[0]); /* h g f e d c b a */
y3 = _mm256_load_ps(m1[2]); /* p o n m l k j i */ 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 */ 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 */ y5 = _mm256_permute2f128_ps(y3, y3, 0b00000000); /* l k j i l k j i */
@@ -37,10 +37,10 @@ glm_mul_avx(mat4 m1, mat4 m2, mat4 dest) {
y6 = _mm256_permutevar_ps(y0, _mm256_set_epi32(1, 1, 1, 1, 0, 0, 0, 0)); y6 = _mm256_permutevar_ps(y0, _mm256_set_epi32(1, 1, 1, 1, 0, 0, 0, 0));
y8 = _mm256_permutevar_ps(y0, _mm256_set_epi32(0, 0, 0, 0, 1, 1, 1, 1)); y8 = _mm256_permutevar_ps(y0, _mm256_set_epi32(0, 0, 0, 0, 1, 1, 1, 1));
_mm256_store_ps(dest[0], glmm_store256(dest[0],
_mm256_add_ps(_mm256_add_ps(_mm256_mul_ps(y2, y6), _mm256_add_ps(_mm256_add_ps(_mm256_mul_ps(y2, y6),
_mm256_mul_ps(y4, y8)), _mm256_mul_ps(y4, y8)),
_mm256_mul_ps(y5, y7))); _mm256_mul_ps(y5, y7)));
/* n n n n i i i i */ /* n n n n i i i i */
@@ -52,11 +52,11 @@ 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)); 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)); y9 = _mm256_permutevar_ps(y1, _mm256_set_epi32(2, 2, 2, 2, 3, 3, 3, 3));
_mm256_store_ps(dest[2], glmm_store256(dest[2],
_mm256_add_ps(_mm256_add_ps(_mm256_mul_ps(y2, y6), _mm256_add_ps(_mm256_add_ps(_mm256_mul_ps(y2, y6),
_mm256_mul_ps(y3, y7)), _mm256_mul_ps(y3, y7)),
_mm256_add_ps(_mm256_mul_ps(y4, y8), _mm256_add_ps(_mm256_mul_ps(y4, y8),
_mm256_mul_ps(y5, y9)))); _mm256_mul_ps(y5, y9))));
} }
#endif #endif

View File

@@ -21,11 +21,11 @@ glm_mat4_mul_avx(mat4 m1, mat4 m2, mat4 dest) {
__m256 y0, y1, y2, y3, y4, y5, y6, y7, y8, y9; __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 */ y0 = glmm_load256(m2[0]); /* h g f e d c b a */
y1 = _mm256_load_ps(m2[2]); /* p o n m l k j i */ 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 */ y2 = glmm_load256(m1[0]); /* h g f e d c b a */
y3 = _mm256_load_ps(m1[2]); /* p o n m l k j i */ 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 */ 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 */ y5 = _mm256_permute2f128_ps(y3, y3, 0b00000011); /* l k j i p o n m */
@@ -39,11 +39,11 @@ glm_mat4_mul_avx(mat4 m1, mat4 m2, mat4 dest) {
y8 = _mm256_permutevar_ps(y0, _mm256_set_epi32(0, 0, 0, 0, 1, 1, 1, 1)); 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)); y9 = _mm256_permutevar_ps(y0, _mm256_set_epi32(2, 2, 2, 2, 3, 3, 3, 3));
_mm256_store_ps(dest[0], glmm_store256(dest[0],
_mm256_add_ps(_mm256_add_ps(_mm256_mul_ps(y2, y6), _mm256_add_ps(_mm256_add_ps(_mm256_mul_ps(y2, y6),
_mm256_mul_ps(y3, y7)), _mm256_mul_ps(y3, y7)),
_mm256_add_ps(_mm256_mul_ps(y4, y8), _mm256_add_ps(_mm256_mul_ps(y4, y8),
_mm256_mul_ps(y5, y9)))); _mm256_mul_ps(y5, y9))));
/* n n n n i i i i */ /* n n n n i i i i */
/* p p p p k k k k */ /* p p p p k k k k */
@@ -54,11 +54,11 @@ glm_mat4_mul_avx(mat4 m1, mat4 m2, mat4 dest) {
y8 = _mm256_permutevar_ps(y1, _mm256_set_epi32(0, 0, 0, 0, 1, 1, 1, 1)); 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)); y9 = _mm256_permutevar_ps(y1, _mm256_set_epi32(2, 2, 2, 2, 3, 3, 3, 3));
_mm256_store_ps(dest[2], glmm_store256(dest[2],
_mm256_add_ps(_mm256_add_ps(_mm256_mul_ps(y2, y6), _mm256_add_ps(_mm256_add_ps(_mm256_mul_ps(y2, y6),
_mm256_mul_ps(y3, y7)), _mm256_mul_ps(y3, y7)),
_mm256_add_ps(_mm256_mul_ps(y4, y8), _mm256_add_ps(_mm256_mul_ps(y4, y8),
_mm256_mul_ps(y5, y9)))); _mm256_mul_ps(y5, y9))));
} }
#endif #endif

View File

@@ -8,11 +8,19 @@
#ifndef cglm_intrin_h #ifndef cglm_intrin_h
#define 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 # if (defined(_M_AMD64) || defined(_M_X64)) || _M_IX86_FP == 2
# define __SSE2__ # ifndef __SSE2__
# define __SSE2__
# endif
# elif _M_IX86_FP == 1 # 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
#endif #endif
@@ -20,35 +28,39 @@
# include <xmmintrin.h> # include <xmmintrin.h>
# include <emmintrin.h> # include <emmintrin.h>
/* float */ /* OPTIONAL: You may save some instructions but latency (not sure) */
# define _mm_shuffle1_ps(a, z, y, x, w) \ #ifdef CGLM_USE_INT_DOMAIN
_mm_shuffle_ps(a, a, _MM_SHUFFLE(z, y, x, w)) # 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) \ #define glmm_shuff1x(xmm, x) glmm_shuff1(xmm, x, x, x, x)
_mm_shuffle_ps(a, a, _MM_SHUFFLE(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) \ static inline
_mm_shuffle1_ps(_mm_shuffle_ps(a, b, _MM_SHUFFLE(z0, y0, x0, w0)), \
z1, y1, x1, w1)
CGLM_INLINE
__m128 __m128
glm_simd_dot(__m128 a, __m128 b) { glmm_dot(__m128 a, __m128 b) {
__m128 x0; __m128 x0;
x0 = _mm_mul_ps(a, b); x0 = _mm_mul_ps(a, b);
x0 = _mm_add_ps(x0, _mm_shuffle1_ps(x0, 1, 0, 3, 2)); x0 = _mm_add_ps(x0, glmm_shuff1(x0, 1, 0, 3, 2));
return _mm_add_ps(x0, _mm_shuffle1_ps(x0, 0, 1, 0, 1)); return _mm_add_ps(x0, glmm_shuff1(x0, 0, 1, 0, 1));
}
CGLM_INLINE
__m128
glm_simd_norm(__m128 a) {
return _mm_sqrt_ps(glm_simd_dot(a, a));
} }
static inline static inline
__m128 __m128
glm_simd_load_v3(vec3 v) { glmm_norm(__m128 a) {
return _mm_sqrt_ps(glmm_dot(a, a));
}
static inline
__m128
glmm_load3(float v[3]) {
__m128i xy; __m128i xy;
__m128 z; __m128 z;
@@ -60,11 +72,19 @@ glm_simd_load_v3(vec3 v) {
static inline static inline
void void
glm_simd_store_v3(__m128 vx, vec3 v) { glmm_store3(__m128 vx, float v[3]) {
_mm_storel_pi((__m64 *)&v[0], vx); _mm_storel_pi((__m64 *)&v[0], vx);
_mm_store_ss(&v[2], _mm_shuffle1_ps(vx, 2, 2, 2, 2)); _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 #endif
/* x86, x64 */ /* x86, x64 */
@@ -74,6 +94,15 @@ glm_simd_store_v3(__m128 vx, vec3 v) {
#ifdef __AVX__ #ifdef __AVX__
# define CGLM_AVX_FP 1 # 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 #endif
/* ARM Neon */ /* ARM Neon */

View File

@@ -18,35 +18,35 @@ glm_mul_sse2(mat4 m1, mat4 m2, mat4 dest) {
/* D = R * L (Column-Major) */ /* D = R * L (Column-Major) */
__m128 l0, l1, l2, l3, r; __m128 l0, l1, l2, l3, r;
l0 = _mm_load_ps(m1[0]); l0 = glmm_load(m1[0]);
l1 = _mm_load_ps(m1[1]); l1 = glmm_load(m1[1]);
l2 = _mm_load_ps(m1[2]); l2 = glmm_load(m1[2]);
l3 = _mm_load_ps(m1[3]); l3 = glmm_load(m1[3]);
r = _mm_load_ps(m2[0]); r = glmm_load(m2[0]);
_mm_store_ps(dest[0], glmm_store(dest[0],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 0), l0), _mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 0), l0),
_mm_mul_ps(_mm_shuffle1_ps1(r, 1), l1)), _mm_mul_ps(glmm_shuff1x(r, 1), l1)),
_mm_mul_ps(_mm_shuffle1_ps1(r, 2), l2))); _mm_mul_ps(glmm_shuff1x(r, 2), l2)));
r = _mm_load_ps(m2[1]); r = glmm_load(m2[1]);
_mm_store_ps(dest[1], glmm_store(dest[1],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 0), l0), _mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 0), l0),
_mm_mul_ps(_mm_shuffle1_ps1(r, 1), l1)), _mm_mul_ps(glmm_shuff1x(r, 1), l1)),
_mm_mul_ps(_mm_shuffle1_ps1(r, 2), l2))); _mm_mul_ps(glmm_shuff1x(r, 2), l2)));
r = _mm_load_ps(m2[2]); r = glmm_load(m2[2]);
_mm_store_ps(dest[2], glmm_store(dest[2],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 0), l0), _mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 0), l0),
_mm_mul_ps(_mm_shuffle1_ps1(r, 1), l1)), _mm_mul_ps(glmm_shuff1x(r, 1), l1)),
_mm_mul_ps(_mm_shuffle1_ps1(r, 2), l2))); _mm_mul_ps(glmm_shuff1x(r, 2), l2)));
r = _mm_load_ps(m2[3]); r = glmm_load(m2[3]);
_mm_store_ps(dest[3], glmm_store(dest[3],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 0), l0), _mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 0), l0),
_mm_mul_ps(_mm_shuffle1_ps1(r, 1), l1)), _mm_mul_ps(glmm_shuff1x(r, 1), l1)),
_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 2), l2), _mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 2), l2),
_mm_mul_ps(_mm_shuffle1_ps1(r, 3), l3)))); _mm_mul_ps(glmm_shuff1x(r, 3), l3))));
} }
CGLM_INLINE CGLM_INLINE
@@ -55,30 +55,30 @@ glm_mul_rot_sse2(mat4 m1, mat4 m2, mat4 dest) {
/* D = R * L (Column-Major) */ /* D = R * L (Column-Major) */
__m128 l0, l1, l2, l3, r; __m128 l0, l1, l2, l3, r;
l0 = _mm_load_ps(m1[0]); l0 = glmm_load(m1[0]);
l1 = _mm_load_ps(m1[1]); l1 = glmm_load(m1[1]);
l2 = _mm_load_ps(m1[2]); l2 = glmm_load(m1[2]);
l3 = _mm_load_ps(m1[3]); l3 = glmm_load(m1[3]);
r = _mm_load_ps(m2[0]); r = glmm_load(m2[0]);
_mm_store_ps(dest[0], glmm_store(dest[0],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 0), l0), _mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 0), l0),
_mm_mul_ps(_mm_shuffle1_ps1(r, 1), l1)), _mm_mul_ps(glmm_shuff1x(r, 1), l1)),
_mm_mul_ps(_mm_shuffle1_ps1(r, 2), l2))); _mm_mul_ps(glmm_shuff1x(r, 2), l2)));
r = _mm_load_ps(m2[1]); r = glmm_load(m2[1]);
_mm_store_ps(dest[1], glmm_store(dest[1],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 0), l0), _mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 0), l0),
_mm_mul_ps(_mm_shuffle1_ps1(r, 1), l1)), _mm_mul_ps(glmm_shuff1x(r, 1), l1)),
_mm_mul_ps(_mm_shuffle1_ps1(r, 2), l2))); _mm_mul_ps(glmm_shuff1x(r, 2), l2)));
r = _mm_load_ps(m2[2]); r = glmm_load(m2[2]);
_mm_store_ps(dest[2], glmm_store(dest[2],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 0), l0), _mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 0), l0),
_mm_mul_ps(_mm_shuffle1_ps1(r, 1), l1)), _mm_mul_ps(glmm_shuff1x(r, 1), l1)),
_mm_mul_ps(_mm_shuffle1_ps1(r, 2), l2))); _mm_mul_ps(glmm_shuff1x(r, 2), l2)));
_mm_store_ps(dest[3], l3); glmm_store(dest[3], l3);
} }
CGLM_INLINE CGLM_INLINE
@@ -86,25 +86,25 @@ void
glm_inv_tr_sse2(mat4 mat) { glm_inv_tr_sse2(mat4 mat) {
__m128 r0, r1, r2, r3, x0, x1; __m128 r0, r1, r2, r3, x0, x1;
r0 = _mm_load_ps(mat[0]); r0 = glmm_load(mat[0]);
r1 = _mm_load_ps(mat[1]); r1 = glmm_load(mat[1]);
r2 = _mm_load_ps(mat[2]); r2 = glmm_load(mat[2]);
r3 = _mm_load_ps(mat[3]); r3 = glmm_load(mat[3]);
x1 = _mm_set_ps(1.0f, 0.0f, 0.0f, 0.0f); x1 = _mm_set_ps(1.0f, 0.0f, 0.0f, 0.0f);
_MM_TRANSPOSE4_PS(r0, r1, r2, x1); _MM_TRANSPOSE4_PS(r0, r1, r2, x1);
x0 = _mm_add_ps(_mm_mul_ps(r0, _mm_shuffle1_ps(r3, 0, 0, 0, 0)), x0 = _mm_add_ps(_mm_mul_ps(r0, glmm_shuff1(r3, 0, 0, 0, 0)),
_mm_mul_ps(r1, _mm_shuffle1_ps(r3, 1, 1, 1, 1))); _mm_mul_ps(r1, glmm_shuff1(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(x0, _mm_mul_ps(r2, glmm_shuff1(r3, 2, 2, 2, 2)));
x0 = _mm_xor_ps(x0, _mm_set1_ps(-0.f)); x0 = _mm_xor_ps(x0, _mm_set1_ps(-0.f));
x0 = _mm_add_ps(x0, x1); x0 = _mm_add_ps(x0, x1);
_mm_store_ps(mat[0], r0); glmm_store(mat[0], r0);
_mm_store_ps(mat[1], r1); glmm_store(mat[1], r1);
_mm_store_ps(mat[2], r2); glmm_store(mat[2], r2);
_mm_store_ps(mat[3], x0); glmm_store(mat[3], x0);
} }
#endif #endif

View File

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

View File

@@ -20,10 +20,10 @@ glm_mat4_scale_sse2(mat4 m, float s){
__m128 x0; __m128 x0;
x0 = _mm_set1_ps(s); x0 = _mm_set1_ps(s);
_mm_store_ps(m[0], _mm_mul_ps(_mm_load_ps(m[0]), x0)); glmm_store(m[0], _mm_mul_ps(glmm_load(m[0]), x0));
_mm_store_ps(m[1], _mm_mul_ps(_mm_load_ps(m[1]), x0)); glmm_store(m[1], _mm_mul_ps(glmm_load(m[1]), x0));
_mm_store_ps(m[2], _mm_mul_ps(_mm_load_ps(m[2]), x0)); glmm_store(m[2], _mm_mul_ps(glmm_load(m[2]), x0));
_mm_store_ps(m[3], _mm_mul_ps(_mm_load_ps(m[3]), x0)); glmm_store(m[3], _mm_mul_ps(glmm_load(m[3]), x0));
} }
CGLM_INLINE CGLM_INLINE
@@ -31,17 +31,17 @@ void
glm_mat4_transp_sse2(mat4 m, mat4 dest){ glm_mat4_transp_sse2(mat4 m, mat4 dest){
__m128 r0, r1, r2, r3; __m128 r0, r1, r2, r3;
r0 = _mm_load_ps(m[0]); r0 = glmm_load(m[0]);
r1 = _mm_load_ps(m[1]); r1 = glmm_load(m[1]);
r2 = _mm_load_ps(m[2]); r2 = glmm_load(m[2]);
r3 = _mm_load_ps(m[3]); r3 = glmm_load(m[3]);
_MM_TRANSPOSE4_PS(r0, r1, r2, r3); _MM_TRANSPOSE4_PS(r0, r1, r2, r3);
_mm_store_ps(dest[0], r0); glmm_store(dest[0], r0);
_mm_store_ps(dest[1], r1); glmm_store(dest[1], r1);
_mm_store_ps(dest[2], r2); glmm_store(dest[2], r2);
_mm_store_ps(dest[3], r3); glmm_store(dest[3], r3);
} }
CGLM_INLINE CGLM_INLINE
@@ -51,36 +51,36 @@ glm_mat4_mul_sse2(mat4 m1, mat4 m2, mat4 dest) {
__m128 l0, l1, l2, l3, r; __m128 l0, l1, l2, l3, r;
l0 = _mm_load_ps(m1[0]); l0 = glmm_load(m1[0]);
l1 = _mm_load_ps(m1[1]); l1 = glmm_load(m1[1]);
l2 = _mm_load_ps(m1[2]); l2 = glmm_load(m1[2]);
l3 = _mm_load_ps(m1[3]); l3 = glmm_load(m1[3]);
r = _mm_load_ps(m2[0]); r = glmm_load(m2[0]);
_mm_store_ps(dest[0], glmm_store(dest[0],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 0), l0), _mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 0), l0),
_mm_mul_ps(_mm_shuffle1_ps1(r, 1), l1)), _mm_mul_ps(glmm_shuff1x(r, 1), l1)),
_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 2), l2), _mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 2), l2),
_mm_mul_ps(_mm_shuffle1_ps1(r, 3), l3)))); _mm_mul_ps(glmm_shuff1x(r, 3), l3))));
r = _mm_load_ps(m2[1]); r = glmm_load(m2[1]);
_mm_store_ps(dest[1], glmm_store(dest[1],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 0), l0), _mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 0), l0),
_mm_mul_ps(_mm_shuffle1_ps1(r, 1), l1)), _mm_mul_ps(glmm_shuff1x(r, 1), l1)),
_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 2), l2), _mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 2), l2),
_mm_mul_ps(_mm_shuffle1_ps1(r, 3), l3)))); _mm_mul_ps(glmm_shuff1x(r, 3), l3))));
r = _mm_load_ps(m2[2]); r = glmm_load(m2[2]);
_mm_store_ps(dest[2], glmm_store(dest[2],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 0), l0), _mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 0), l0),
_mm_mul_ps(_mm_shuffle1_ps1(r, 1), l1)), _mm_mul_ps(glmm_shuff1x(r, 1), l1)),
_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 2), l2), _mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 2), l2),
_mm_mul_ps(_mm_shuffle1_ps1(r, 3), l3)))); _mm_mul_ps(glmm_shuff1x(r, 3), l3))));
r = _mm_load_ps(m2[3]); r = glmm_load(m2[3]);
_mm_store_ps(dest[3], glmm_store(dest[3],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 0), l0), _mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 0), l0),
_mm_mul_ps(_mm_shuffle1_ps1(r, 1), l1)), _mm_mul_ps(glmm_shuff1x(r, 1), l1)),
_mm_add_ps(_mm_mul_ps(_mm_shuffle1_ps1(r, 2), l2), _mm_add_ps(_mm_mul_ps(glmm_shuff1x(r, 2), l2),
_mm_mul_ps(_mm_shuffle1_ps1(r, 3), l3)))); _mm_mul_ps(glmm_shuff1x(r, 3), l3))));
} }
CGLM_INLINE CGLM_INLINE
@@ -88,18 +88,14 @@ void
glm_mat4_mulv_sse2(mat4 m, vec4 v, vec4 dest) { glm_mat4_mulv_sse2(mat4 m, vec4 v, vec4 dest) {
__m128 x0, x1, x2; __m128 x0, x1, x2;
x0 = _mm_load_ps(v); x0 = glmm_load(v);
x1 = _mm_add_ps(_mm_mul_ps(_mm_load_ps(m[0]), x1 = _mm_add_ps(_mm_mul_ps(glmm_load(m[0]), glmm_shuff1x(x0, 0)),
_mm_shuffle1_ps1(x0, 0)), _mm_mul_ps(glmm_load(m[1]), glmm_shuff1x(x0, 1)));
_mm_mul_ps(_mm_load_ps(m[1]),
_mm_shuffle1_ps1(x0, 1)));
x2 = _mm_add_ps(_mm_mul_ps(_mm_load_ps(m[2]), x2 = _mm_add_ps(_mm_mul_ps(glmm_load(m[2]), glmm_shuff1x(x0, 2)),
_mm_shuffle1_ps1(x0, 2)), _mm_mul_ps(glmm_load(m[3]), glmm_shuff1x(x0, 3)));
_mm_mul_ps(_mm_load_ps(m[3]),
_mm_shuffle1_ps1(x0, 3)));
_mm_store_ps(dest, _mm_add_ps(x1, x2)); glmm_store(dest, _mm_add_ps(x1, x2));
} }
CGLM_INLINE CGLM_INLINE
@@ -108,10 +104,10 @@ glm_mat4_det_sse2(mat4 mat) {
__m128 r0, r1, r2, r3, x0, x1, x2; __m128 r0, r1, r2, r3, x0, x1, x2;
/* 127 <- 0, [square] det(A) = det(At) */ /* 127 <- 0, [square] det(A) = det(At) */
r0 = _mm_load_ps(mat[0]); /* d c b a */ r0 = glmm_load(mat[0]); /* d c b a */
r1 = _mm_load_ps(mat[1]); /* h g f e */ r1 = glmm_load(mat[1]); /* h g f e */
r2 = _mm_load_ps(mat[2]); /* l k j i */ r2 = glmm_load(mat[2]); /* l k j i */
r3 = _mm_load_ps(mat[3]); /* p o n m */ r3 = glmm_load(mat[3]); /* p o n m */
/* /*
t[1] = j * p - n * l; t[1] = j * p - n * l;
@@ -119,20 +115,20 @@ glm_mat4_det_sse2(mat4 mat) {
t[3] = i * p - m * l; t[3] = i * p - m * l;
t[4] = i * o - m * k; t[4] = i * o - m * k;
*/ */
x0 = _mm_sub_ps(_mm_mul_ps(_mm_shuffle1_ps(r2, 0, 0, 1, 1), x0 = _mm_sub_ps(_mm_mul_ps(glmm_shuff1(r2, 0, 0, 1, 1),
_mm_shuffle1_ps(r3, 2, 3, 2, 3)), glmm_shuff1(r3, 2, 3, 2, 3)),
_mm_mul_ps(_mm_shuffle1_ps(r3, 0, 0, 1, 1), _mm_mul_ps(glmm_shuff1(r3, 0, 0, 1, 1),
_mm_shuffle1_ps(r2, 2, 3, 2, 3))); glmm_shuff1(r2, 2, 3, 2, 3)));
/* /*
t[0] = k * p - o * l; t[0] = k * p - o * l;
t[0] = k * p - o * l; t[0] = k * p - o * l;
t[5] = i * n - m * j; t[5] = i * n - m * j;
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), x1 = _mm_sub_ps(_mm_mul_ps(glmm_shuff1(r2, 0, 0, 2, 2),
_mm_shuffle1_ps(r3, 1, 1, 3, 3)), glmm_shuff1(r3, 1, 1, 3, 3)),
_mm_mul_ps(_mm_shuffle1_ps(r3, 0, 0, 2, 2), _mm_mul_ps(glmm_shuff1(r3, 0, 0, 2, 2),
_mm_shuffle1_ps(r2, 1, 1, 3, 3))); glmm_shuff1(r2, 1, 1, 3, 3)));
/* /*
a * (f * t[0] - g * t[1] + h * t[2]) 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]) + c * (e * t[1] - f * t[3] + h * t[5])
- d * (e * t[2] - f * t[4] + g * 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_shuffle_ps(x1, x0, _MM_SHUFFLE(1, 0, 0, 0))),
_mm_mul_ps(_mm_shuffle1_ps(r1, 1, 1, 2, 2), _mm_mul_ps(glmm_shuff1(r1, 1, 1, 2, 2),
_mm_shuffle1_ps(x0, 3, 2, 2, 0))); glmm_shuff1(x0, 3, 2, 2, 0)));
x2 = _mm_add_ps(x2, 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)))); _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)); x2 = _mm_xor_ps(x2, _mm_set_ps(-0.f, 0.f, -0.f, 0.f));
x0 = _mm_mul_ps(r0, x2); x0 = _mm_mul_ps(r0, x2);
x0 = _mm_add_ps(x0, _mm_shuffle1_ps(x0, 0, 1, 2, 3)); x0 = _mm_add_ps(x0, glmm_shuff1(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, 1, 3, 3, 1));
return _mm_cvtss_f32(x0); 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; x0, x1, x2, x3, x4, x5, x6, x7;
/* 127 <- 0 */ /* 127 <- 0 */
r0 = _mm_load_ps(mat[0]); /* d c b a */ r0 = glmm_load(mat[0]); /* d c b a */
r1 = _mm_load_ps(mat[1]); /* h g f e */ r1 = glmm_load(mat[1]); /* h g f e */
r2 = _mm_load_ps(mat[2]); /* l k j i */ r2 = glmm_load(mat[2]); /* l k j i */
r3 = _mm_load_ps(mat[3]); /* p o n m */ 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 */ 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 */ x1 = glmm_shuff1(x0, 1, 3, 3, 3); /* l p p p */
x2 = _mm_shuffle1_ps(x0, 0, 2, 2, 2); /* k o o o */ 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 */ 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 */ 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)); 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_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 */ x5 = _mm_shuffle_ps(r2, r1, _MM_SHUFFLE(1, 1, 1, 1)); /* f f j j */
/* t1[1] = j * p - n * l; /* 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)); 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 */ 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;
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; */ t3[5] = e * j - i * f; */
t5 = _mm_sub_ps(_mm_mul_ps(x6, x4), _mm_mul_ps(x7, x5)); 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 */ x0 = glmm_shuff2(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 */ x1 = glmm_shuff2(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 */ x2 = glmm_shuff2(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 */ 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]; 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_shuffle_ps(x0, x1, _MM_SHUFFLE(2, 0, 2, 0));
x0 = _mm_mul_ps(x0, r0); x0 = _mm_mul_ps(x0, r0);
x0 = _mm_add_ps(x0, _mm_shuffle1_ps(x0, 0, 1, 2, 3)); x0 = _mm_add_ps(x0, glmm_shuff1(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, 1, 0, 0, 1));
x0 = _mm_rcp_ps(x0); x0 = _mm_rcp_ps(x0);
_mm_store_ps(dest[0], _mm_mul_ps(v0, x0)); glmm_store(dest[0], _mm_mul_ps(v0, x0));
_mm_store_ps(dest[1], _mm_mul_ps(v1, x0)); glmm_store(dest[1], _mm_mul_ps(v1, x0));
_mm_store_ps(dest[2], _mm_mul_ps(v2, x0)); glmm_store(dest[2], _mm_mul_ps(v2, x0));
_mm_store_ps(dest[3], _mm_mul_ps(v3, x0)); glmm_store(dest[3], _mm_mul_ps(v3, x0));
} }
CGLM_INLINE CGLM_INLINE
@@ -290,14 +286,14 @@ glm_mat4_inv_sse2(mat4 mat, mat4 dest) {
x0, x1, x2, x3, x4, x5, x6, x7; x0, x1, x2, x3, x4, x5, x6, x7;
/* 127 <- 0 */ /* 127 <- 0 */
r0 = _mm_load_ps(mat[0]); /* d c b a */ r0 = glmm_load(mat[0]); /* d c b a */
r1 = _mm_load_ps(mat[1]); /* h g f e */ r1 = glmm_load(mat[1]); /* h g f e */
r2 = _mm_load_ps(mat[2]); /* l k j i */ r2 = glmm_load(mat[2]); /* l k j i */
r3 = _mm_load_ps(mat[3]); /* p o n m */ 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 */ 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 */ x1 = glmm_shuff1(x0, 1, 3, 3, 3); /* l p p p */
x2 = _mm_shuffle1_ps(x0, 0, 2, 2, 2); /* k o o o */ 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 */ 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 */ 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)); 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_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 */ x5 = _mm_shuffle_ps(r2, r1, _MM_SHUFFLE(1, 1, 1, 1)); /* f f j j */
/* t1[1] = j * p - n * l; /* 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)); 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 */ 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;
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; */ t3[5] = e * j - i * f; */
t5 = _mm_sub_ps(_mm_mul_ps(x6, x4), _mm_mul_ps(x7, x5)); 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 */ x0 = glmm_shuff2(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 */ x1 = glmm_shuff2(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 */ x2 = glmm_shuff2(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 */ 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]; 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_shuffle_ps(x0, x1, _MM_SHUFFLE(2, 0, 2, 0));
x0 = _mm_mul_ps(x0, r0); x0 = _mm_mul_ps(x0, r0);
x0 = _mm_add_ps(x0, _mm_shuffle1_ps(x0, 0, 1, 2, 3)); x0 = _mm_add_ps(x0, glmm_shuff1(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, 1, 0, 0, 1));
x0 = _mm_div_ps(_mm_set1_ps(1.0f), x0); x0 = _mm_div_ps(_mm_set1_ps(1.0f), x0);
_mm_store_ps(dest[0], _mm_mul_ps(v0, x0)); glmm_store(dest[0], _mm_mul_ps(v0, x0));
_mm_store_ps(dest[1], _mm_mul_ps(v1, x0)); glmm_store(dest[1], _mm_mul_ps(v1, x0));
_mm_store_ps(dest[2], _mm_mul_ps(v2, x0)); glmm_store(dest[2], _mm_mul_ps(v2, x0));
_mm_store_ps(dest[3], _mm_mul_ps(v3, x0)); glmm_store(dest[3], _mm_mul_ps(v3, x0));
} }
#endif #endif

View File

@@ -24,21 +24,21 @@ glm_quat_mul_sse2(versor p, versor q, versor dest) {
__m128 xp, xq, x0, r; __m128 xp, xq, x0, r;
xp = _mm_load_ps(p); /* 3 2 1 0 */ xp = glmm_load(p); /* 3 2 1 0 */
xq = _mm_load_ps(q); 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)); 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, _mm_shuffle1_ps(xq, 0, 1, 2, 3))); 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)); 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, _mm_shuffle1_ps(xq, 1, 0, 3, 2))); 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)); 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, _mm_shuffle1_ps(xq, 2, 3, 0, 1))); 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_vec_distance(s1, s2);
radii = dist + s1[3] + s2[3];
radii = glm_max(radii, s1[3]);
radii = glm_max(radii, s2[3]);
glm_vec_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_vec_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_vec_distance2(point, s) <= rr;
}
#endif /* cglm_sphere_h */

View File

@@ -9,23 +9,35 @@
#define cglm_types_h #define cglm_types_h
#if defined(_MSC_VER) #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 #else
# define CGLM_ALIGN(X) __attribute((aligned(X))) # define CGLM_ALIGN(X) __attribute((aligned(X)))
#endif #endif
typedef float vec2[2]; #ifndef CGLM_ALL_UNALIGNED
typedef CGLM_ALIGN(8) float vec3[3]; # define CGLM_ALIGN_IF(X) CGLM_ALIGN(X)
typedef int ivec3[3]; #else
typedef CGLM_ALIGN(16) float vec4[4]; # define CGLM_ALIGN_IF(X) /* no alignment */
#endif
typedef vec3 mat3[3]; typedef float vec2[2];
typedef CGLM_ALIGN(16) vec4 mat4[4]; typedef CGLM_ALIGN_IF(8) float vec3[3];
typedef int ivec3[3];
typedef CGLM_ALIGN_IF(16) float vec4[4];
typedef vec4 versor; typedef vec3 mat3[3];
typedef CGLM_ALIGN_IF(16) vec4 mat4[4];
#define CGLM_PI (float)M_PI typedef vec4 versor;
#define CGLM_PI_2 (float)M_PI_2
#define CGLM_PI_4 (float)M_PI_4 #define CGLM_PI ((float)M_PI)
#define CGLM_PI_2 ((float)M_PI_2)
#define CGLM_PI_4 ((float)M_PI_4)
#endif /* cglm_types_h */ #endif /* cglm_types_h */

View File

@@ -19,6 +19,10 @@
#define cglm_util_h #define cglm_util_h
#include "common.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 * @brief get sign of 32 bit integer as +1, -1, 0
@@ -98,7 +102,6 @@ glm_make_deg(float *rad) {
CGLM_INLINE CGLM_INLINE
float float
glm_pow2(float x) { glm_pow2(float x) {
return x * x; return x * x;
} }
@@ -143,6 +146,17 @@ glm_clamp(float val, float minVal, float maxVal) {
return glm_min(glm_max(val, minVal), 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 * @brief linear interpolation between two number
* *
@@ -155,7 +169,52 @@ glm_clamp(float val, float minVal, float maxVal) {
CGLM_INLINE CGLM_INLINE
float float
glm_lerp(float from, float to, float t) { 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 */ #endif /* cglm_util_h */

View File

@@ -454,8 +454,7 @@ glm_vec_inv(vec3 v) {
CGLM_INLINE CGLM_INLINE
void void
glm_vec_inv_to(vec3 v, vec3 dest) { glm_vec_inv_to(vec3 v, vec3 dest) {
glm_vec_copy(v, dest); glm_vec_flipsign_to(v, dest);
glm_vec_flipsign(dest);
} }
/*! /*!
@@ -634,6 +633,21 @@ glm_vec_center(vec3 v1, vec3 v2, vec3 dest) {
glm_vec_scale(dest, 0.5f, dest); glm_vec_scale(dest, 0.5f, dest);
} }
/**
* @brief squared distance between two vectors
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @return returns squared distance (distance * distance)
*/
CGLM_INLINE
float
glm_vec_distance2(vec3 v1, vec3 v2) {
return glm_pow2(v2[0] - v1[0])
+ glm_pow2(v2[1] - v1[1])
+ glm_pow2(v2[2] - v1[2]);
}
/** /**
* @brief distance between two vectors * @brief distance between two vectors
* *
@@ -644,9 +658,7 @@ glm_vec_center(vec3 v1, vec3 v2, vec3 dest) {
CGLM_INLINE CGLM_INLINE
float float
glm_vec_distance(vec3 v1, vec3 v2) { glm_vec_distance(vec3 v1, vec3 v2) {
return sqrtf(glm_pow2(v2[0] - v1[0]) return sqrtf(glm_vec_distance2(v1, v2));
+ glm_pow2(v2[1] - v1[1])
+ glm_pow2(v2[2] - v1[2]));
} }
/*! /*!
@@ -724,7 +736,7 @@ glm_vec_lerp(vec3 from, vec3 to, float t, vec3 dest) {
vec3 s, v; vec3 s, v;
/* from + s * (to - from) */ /* from + s * (to - from) */
glm_vec_broadcast(glm_clamp(t, 0.0f, 1.0f), s); glm_vec_broadcast(glm_clamp_zo(t), s);
glm_vec_sub(to, from, v); glm_vec_sub(to, from, v);
glm_vec_mulv(s, v, v); glm_vec_mulv(s, v, v);
glm_vec_add(from, v, dest); glm_vec_add(from, v, dest);

View File

@@ -42,7 +42,7 @@ CGLM_INLINE
void void
glm_vec4_mulv(vec4 a, vec4 b, vec4 d) { glm_vec4_mulv(vec4 a, vec4 b, vec4 d) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(d, _mm_mul_ps(_mm_load_ps(a), _mm_load_ps(b))); glmm_store(d, _mm_mul_ps(glmm_load(a), glmm_load(b)));
#else #else
d[0] = a[0] * b[0]; d[0] = a[0] * b[0];
d[1] = a[1] * b[1]; d[1] = a[1] * b[1];
@@ -61,7 +61,7 @@ CGLM_INLINE
void void
glm_vec4_broadcast(float val, vec4 d) { glm_vec4_broadcast(float val, vec4 d) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(d, _mm_set1_ps(val)); glmm_store(d, _mm_set1_ps(val));
#else #else
d[0] = d[1] = d[2] = d[3] = val; d[0] = d[1] = d[2] = d[3] = val;
#endif #endif
@@ -223,14 +223,14 @@ glm_vec4_sign(vec4 v, vec4 dest) {
#if defined( __SSE2__ ) || defined( __SSE2__ ) #if defined( __SSE2__ ) || defined( __SSE2__ )
__m128 x0, x1, x2, x3, x4; __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); 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)); x3 = _mm_and_ps(_mm_cmpgt_ps(x0, x2), glmm_shuff1x(x1, 1));
x4 = _mm_and_ps(_mm_cmplt_ps(x0, x2), _mm_shuffle1_ps1(x1, 0)); 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 #else
dest[0] = glm_signf(v[0]); dest[0] = glm_signf(v[0]);
dest[1] = glm_signf(v[1]); dest[1] = glm_signf(v[1]);
@@ -249,7 +249,7 @@ CGLM_INLINE
void void
glm_vec4_sqrt(vec4 v, vec4 dest) { glm_vec4_sqrt(vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #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 #else
dest[0] = sqrtf(v[0]); dest[0] = sqrtf(v[0]);
dest[1] = sqrtf(v[1]); dest[1] = sqrtf(v[1]);

View File

@@ -25,6 +25,7 @@
CGLM_INLINE void glm_vec4(vec3 v3, float last, vec4 dest); 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_copy3(vec4 a, vec3 dest);
CGLM_INLINE void glm_vec4_copy(vec4 v, vec4 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_dot(vec4 a, vec4 b);
CGLM_INLINE float glm_vec4_norm2(vec4 v); CGLM_INLINE float glm_vec4_norm2(vec4 v);
CGLM_INLINE float glm_vec4_norm(vec4 vec); CGLM_INLINE float glm_vec4_norm(vec4 vec);
@@ -111,7 +112,7 @@ CGLM_INLINE
void void
glm_vec4_copy(vec4 v, vec4 dest) { glm_vec4_copy(vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_load_ps(v)); glmm_store(dest, glmm_load(v));
#else #else
dest[0] = v[0]; dest[0] = v[0];
dest[1] = v[1]; dest[1] = v[1];
@@ -120,6 +121,23 @@ glm_vec4_copy(vec4 v, vec4 dest) {
#endif #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 * @brief make vector zero
* *
@@ -129,7 +147,7 @@ CGLM_INLINE
void void
glm_vec4_zero(vec4 v) { glm_vec4_zero(vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(v, _mm_setzero_ps()); glmm_store(v, _mm_setzero_ps());
#else #else
v[0] = 0.0f; v[0] = 0.0f;
v[1] = 0.0f; v[1] = 0.0f;
@@ -147,7 +165,7 @@ CGLM_INLINE
void void
glm_vec4_one(vec4 v) { glm_vec4_one(vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(v, _mm_set1_ps(1.0f)); glmm_store(v, _mm_set1_ps(1.0f));
#else #else
v[0] = 1.0f; v[0] = 1.0f;
v[1] = 1.0f; v[1] = 1.0f;
@@ -169,9 +187,9 @@ float
glm_vec4_dot(vec4 a, vec4 b) { glm_vec4_dot(vec4 a, vec4 b) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
__m128 x0; __m128 x0;
x0 = _mm_mul_ps(_mm_load_ps(a), _mm_load_ps(b)); x0 = _mm_mul_ps(glmm_load(a), glmm_load(b));
x0 = _mm_add_ps(x0, _mm_shuffle1_ps(x0, 1, 0, 3, 2)); x0 = _mm_add_ps(x0, glmm_shuff1(x0, 1, 0, 3, 2));
return _mm_cvtss_f32(_mm_add_ss(x0, _mm_shuffle1_ps(x0, 0, 1, 0, 1))); return _mm_cvtss_f32(_mm_add_ss(x0, glmm_shuff1(x0, 0, 1, 0, 1)));
#else #else
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
#endif #endif
@@ -193,10 +211,10 @@ float
glm_vec4_norm2(vec4 v) { glm_vec4_norm2(vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
__m128 x0; __m128 x0;
x0 = _mm_load_ps(v); x0 = glmm_load(v);
x0 = _mm_mul_ps(x0, x0); x0 = _mm_mul_ps(x0, x0);
x0 = _mm_add_ps(x0, _mm_shuffle1_ps(x0, 1, 0, 3, 2)); x0 = _mm_add_ps(x0, glmm_shuff1(x0, 1, 0, 3, 2));
return _mm_cvtss_f32(_mm_add_ss(x0, _mm_shuffle1_ps(x0, 0, 1, 0, 1))); return _mm_cvtss_f32(_mm_add_ss(x0, glmm_shuff1(x0, 0, 1, 0, 1)));
#else #else
return v[0] * v[0] + v[1] * v[1] + v[2] * v[2] + v[3] * v[3]; return v[0] * v[0] + v[1] * v[1] + v[2] * v[2] + v[3] * v[3];
#endif #endif
@@ -214,8 +232,8 @@ float
glm_vec4_norm(vec4 vec) { glm_vec4_norm(vec4 vec) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
__m128 x0; __m128 x0;
x0 = _mm_load_ps(vec); x0 = glmm_load(vec);
return _mm_cvtss_f32(_mm_sqrt_ss(glm_simd_dot(x0, x0))); return _mm_cvtss_f32(_mm_sqrt_ss(glmm_dot(x0, x0)));
#else #else
return sqrtf(glm_vec4_norm2(vec)); return sqrtf(glm_vec4_norm2(vec));
#endif #endif
@@ -232,7 +250,7 @@ CGLM_INLINE
void void
glm_vec4_add(vec4 a, vec4 b, vec4 dest) { glm_vec4_add(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #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 #else
dest[0] = a[0] + b[0]; dest[0] = a[0] + b[0];
dest[1] = a[1] + b[1]; dest[1] = a[1] + b[1];
@@ -252,7 +270,7 @@ CGLM_INLINE
void void
glm_vec4_adds(vec4 v, float s, vec4 dest) { glm_vec4_adds(vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #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 #else
dest[0] = v[0] + s; dest[0] = v[0] + s;
dest[1] = v[1] + s; dest[1] = v[1] + s;
@@ -272,7 +290,7 @@ CGLM_INLINE
void void
glm_vec4_sub(vec4 a, vec4 b, vec4 dest) { glm_vec4_sub(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #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 #else
dest[0] = a[0] - b[0]; dest[0] = a[0] - b[0];
dest[1] = a[1] - b[1]; dest[1] = a[1] - b[1];
@@ -292,7 +310,7 @@ CGLM_INLINE
void void
glm_vec4_subs(vec4 v, float s, vec4 dest) { glm_vec4_subs(vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #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 #else
dest[0] = v[0] - s; dest[0] = v[0] - s;
dest[1] = v[1] - s; dest[1] = v[1] - s;
@@ -312,7 +330,7 @@ CGLM_INLINE
void void
glm_vec4_mul(vec4 a, vec4 b, vec4 d) { glm_vec4_mul(vec4 a, vec4 b, vec4 d) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(d, _mm_mul_ps(_mm_load_ps(a), _mm_load_ps(b))); glmm_store(d, _mm_mul_ps(glmm_load(a), glmm_load(b)));
#else #else
d[0] = a[0] * b[0]; d[0] = a[0] * b[0];
d[1] = a[1] * b[1]; d[1] = a[1] * b[1];
@@ -332,7 +350,7 @@ CGLM_INLINE
void void
glm_vec4_scale(vec4 v, float s, vec4 dest) { glm_vec4_scale(vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #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 #else
dest[0] = v[0] * s; dest[0] = v[0] * s;
dest[1] = v[1] * s; dest[1] = v[1] * s;
@@ -373,7 +391,7 @@ CGLM_INLINE
void void
glm_vec4_div(vec4 a, vec4 b, vec4 dest) { glm_vec4_div(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #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 #else
dest[0] = a[0] / b[0]; dest[0] = a[0] / b[0];
dest[1] = a[1] / b[1]; dest[1] = a[1] / b[1];
@@ -393,7 +411,7 @@ CGLM_INLINE
void void
glm_vec4_divs(vec4 v, float s, vec4 dest) { glm_vec4_divs(vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #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 #else
glm_vec4_scale(v, 1.0f / s, dest); glm_vec4_scale(v, 1.0f / s, dest);
#endif #endif
@@ -413,9 +431,9 @@ CGLM_INLINE
void void
glm_vec4_addadd(vec4 a, vec4 b, vec4 dest) { glm_vec4_addadd(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_add_ps(_mm_load_ps(dest), glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_add_ps(_mm_load_ps(a), _mm_add_ps(glmm_load(a),
_mm_load_ps(b)))); glmm_load(b))));
#else #else
dest[0] += a[0] + b[0]; dest[0] += a[0] + b[0];
dest[1] += a[1] + b[1]; dest[1] += a[1] + b[1];
@@ -437,9 +455,9 @@ CGLM_INLINE
void void
glm_vec4_subadd(vec4 a, vec4 b, vec4 dest) { glm_vec4_subadd(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_add_ps(_mm_load_ps(dest), glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_sub_ps(_mm_load_ps(a), _mm_sub_ps(glmm_load(a),
_mm_load_ps(b)))); glmm_load(b))));
#else #else
dest[0] += a[0] - b[0]; dest[0] += a[0] - b[0];
dest[1] += a[1] - b[1]; dest[1] += a[1] - b[1];
@@ -461,9 +479,9 @@ CGLM_INLINE
void void
glm_vec4_muladd(vec4 a, vec4 b, vec4 dest) { glm_vec4_muladd(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_add_ps(_mm_load_ps(dest), glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_mul_ps(_mm_load_ps(a), _mm_mul_ps(glmm_load(a),
_mm_load_ps(b)))); glmm_load(b))));
#else #else
dest[0] += a[0] * b[0]; dest[0] += a[0] * b[0];
dest[1] += a[1] * b[1]; dest[1] += a[1] * b[1];
@@ -485,9 +503,9 @@ CGLM_INLINE
void void
glm_vec4_muladds(vec4 a, float s, vec4 dest) { glm_vec4_muladds(vec4 a, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_add_ps(_mm_load_ps(dest), glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_mul_ps(_mm_load_ps(a), _mm_mul_ps(glmm_load(a),
_mm_set1_ps(s)))); _mm_set1_ps(s))));
#else #else
dest[0] += a[0] * s; dest[0] += a[0] * s;
dest[1] += a[1] * s; dest[1] += a[1] * s;
@@ -505,7 +523,7 @@ CGLM_INLINE
void void
glm_vec4_flipsign(vec4 v) { glm_vec4_flipsign(vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(v, _mm_xor_ps(_mm_load_ps(v), _mm_set1_ps(-0.0f))); glmm_store(v, _mm_xor_ps(glmm_load(v), _mm_set1_ps(-0.0f)));
#else #else
v[0] = -v[0]; v[0] = -v[0];
v[1] = -v[1]; v[1] = -v[1];
@@ -524,8 +542,7 @@ CGLM_INLINE
void void
glm_vec4_flipsign_to(vec4 v, vec4 dest) { glm_vec4_flipsign_to(vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_xor_ps(_mm_load_ps(v), glmm_store(dest, _mm_xor_ps(glmm_load(v), _mm_set1_ps(-0.0f)));
_mm_set1_ps(-0.0f)));
#else #else
dest[0] = -v[0]; dest[0] = -v[0];
dest[1] = -v[1]; dest[1] = -v[1];
@@ -571,16 +588,16 @@ glm_vec4_normalize_to(vec4 vec, vec4 dest) {
__m128 xdot, x0; __m128 xdot, x0;
float dot; float dot;
x0 = _mm_load_ps(vec); x0 = glmm_load(vec);
xdot = glm_simd_dot(x0, x0); xdot = glmm_dot(x0, x0);
dot = _mm_cvtss_f32(xdot); dot = _mm_cvtss_f32(xdot);
if (dot == 0.0f) { if (dot == 0.0f) {
_mm_store_ps(dest, _mm_setzero_ps()); glmm_store(dest, _mm_setzero_ps());
return; 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 #else
float norm; float norm;
@@ -633,7 +650,7 @@ CGLM_INLINE
void void
glm_vec4_maxv(vec4 v1, vec4 v2, vec4 dest) { glm_vec4_maxv(vec4 v1, vec4 v2, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #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(v1), glmm_load(v2)));
#else #else
dest[0] = glm_max(v1[0], v2[0]); dest[0] = glm_max(v1[0], v2[0]);
dest[1] = glm_max(v1[1], v2[1]); dest[1] = glm_max(v1[1], v2[1]);
@@ -653,7 +670,7 @@ CGLM_INLINE
void void
glm_vec4_minv(vec4 v1, vec4 v2, vec4 dest) { glm_vec4_minv(vec4 v1, vec4 v2, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #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(v1), glmm_load(v2)));
#else #else
dest[0] = glm_min(v1[0], v2[0]); dest[0] = glm_min(v1[0], v2[0]);
dest[1] = glm_min(v1[1], v2[1]); dest[1] = glm_min(v1[1], v2[1]);
@@ -673,8 +690,8 @@ CGLM_INLINE
void void
glm_vec4_clamp(vec4 v, float minVal, float maxVal) { glm_vec4_clamp(vec4 v, float minVal, float maxVal) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(v, _mm_min_ps(_mm_max_ps(_mm_load_ps(v), _mm_set1_ps(minVal)), glmm_store(v, _mm_min_ps(_mm_max_ps(glmm_load(v), _mm_set1_ps(minVal)),
_mm_set1_ps(maxVal))); _mm_set1_ps(maxVal)));
#else #else
v[0] = glm_clamp(v[0], minVal, maxVal); v[0] = glm_clamp(v[0], minVal, maxVal);
v[1] = glm_clamp(v[1], minVal, maxVal); v[1] = glm_clamp(v[1], minVal, maxVal);
@@ -699,7 +716,7 @@ glm_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest) {
vec4 s, v; vec4 s, v;
/* from + s * (to - from) */ /* 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_sub(to, from, v);
glm_vec4_mulv(s, v, v); glm_vec4_mulv(s, v, v);
glm_vec4_add(from, v, dest); glm_vec4_add(from, v, dest);

View File

@@ -10,6 +10,6 @@
#define CGLM_VERSION_MAJOR 0 #define CGLM_VERSION_MAJOR 0
#define CGLM_VERSION_MINOR 4 #define CGLM_VERSION_MINOR 4
#define CGLM_VERSION_PATCH 3 #define CGLM_VERSION_PATCH 8
#endif /* cglm_version_h */ #endif /* cglm_version_h */

View File

@@ -55,7 +55,9 @@ cglm_HEADERS = include/cglm/version.h \
include/cglm/frustum.h \ include/cglm/frustum.h \
include/cglm/box.h \ include/cglm/box.h \
include/cglm/color.h \ include/cglm/color.h \
include/cglm/project.h include/cglm/project.h \
include/cglm/sphere.h \
include/cglm/ease.h
cglm_calldir=$(includedir)/cglm/call cglm_calldir=$(includedir)/cglm/call
cglm_call_HEADERS = include/cglm/call/mat4.h \ cglm_call_HEADERS = include/cglm/call/mat4.h \
@@ -70,7 +72,9 @@ cglm_call_HEADERS = include/cglm/call/mat4.h \
include/cglm/call/plane.h \ include/cglm/call/plane.h \
include/cglm/call/frustum.h \ include/cglm/call/frustum.h \
include/cglm/call/box.h \ include/cglm/call/box.h \
include/cglm/call/project.h include/cglm/call/project.h \
include/cglm/call/sphere.h \
include/cglm/call/ease.h
cglm_simddir=$(includedir)/cglm/simd cglm_simddir=$(includedir)/cglm/simd
cglm_simd_HEADERS = include/cglm/simd/intrin.h cglm_simd_HEADERS = include/cglm/simd/intrin.h
@@ -101,7 +105,9 @@ libcglm_la_SOURCES=\
src/plane.c \ src/plane.c \
src/frustum.c \ src/frustum.c \
src/box.c \ src/box.c \
src/project.c src/project.c \
src/sphere.c \
src/ease.c
test_tests_SOURCES=\ test_tests_SOURCES=\
test/src/test_common.c \ test/src/test_common.c \

View File

@@ -133,3 +133,21 @@ void
glmc_decompose(mat4 m, vec4 t, mat4 r, vec3 s) { glmc_decompose(mat4 m, vec4 t, mat4 r, vec3 s) {
glm_decompose(m, t, r, 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]) { vec3 dest[2]) {
glm_aabb_crop_until(box, cropBox, clampBox, dest); 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);
}

114
src/cam.c
View File

@@ -44,6 +44,36 @@ glmc_ortho(float left,
dest); 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 CGLM_EXPORT
void void
glmc_perspective(float fovy, glmc_perspective(float fovy,
@@ -58,6 +88,18 @@ glmc_perspective(float fovy,
dest); dest);
} }
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 CGLM_EXPORT
void void
glmc_lookat(vec3 eye, glmc_lookat(vec3 eye,
@@ -78,3 +120,75 @@ void
glmc_look_anyup(vec3 eye, vec3 dir, mat4 dest) { glmc_look_anyup(vec3 eye, vec3 dir, mat4 dest) {
glm_look_anyup(eye, dir, 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

@@ -44,6 +44,12 @@ glmc_mat3_mulv(mat3 m, vec3 v, vec3 dest) {
glm_mat3_mulv(m, v, dest); glm_mat3_mulv(m, v, dest);
} }
CGLM_EXPORT
void
glmc_mat3_quat(mat3 m, versor dest) {
glm_mat3_quat(m, dest);
}
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3_scale(mat3 m, float s) { glmc_mat3_scale(mat3 m, float s) {

View File

@@ -62,6 +62,12 @@ glmc_mat4_mulv(mat4 m, vec4 v, vec4 dest) {
glm_mat4_mulv(m, v, 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 CGLM_EXPORT
void void
glmc_mat4_quat(mat4 m, versor dest) { glmc_mat4_quat(mat4 m, versor dest) {
@@ -110,6 +116,12 @@ glmc_mat4_inv_precise(mat4 mat, mat4 dest) {
glm_mat4_inv_precise(mat, 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 CGLM_EXPORT
void void
glmc_mat4_swap_col(mat4 mat, int col1, int col2) { glmc_mat4_swap_col(mat4 mat, int col1, int col2) {

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

@@ -188,6 +188,12 @@ glmc_vec_rotate_m4(mat4 m, vec3 v, vec3 dest) {
glm_vec_rotate_m4(m, v, dest); glm_vec_rotate_m4(m, v, dest);
} }
CGLM_EXPORT
void
glmc_vec_rotate_m3(mat3 m, vec3 v, vec3 dest) {
glm_vec_rotate_m3(m, v, dest);
}
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec_proj(vec3 a, vec3 b, vec3 dest) { glmc_vec_proj(vec3 a, vec3 b, vec3 dest) {
@@ -200,6 +206,12 @@ glmc_vec_center(vec3 v1, vec3 v2, vec3 dest) {
glm_vec_center(v1, v2, dest); glm_vec_center(v1, v2, dest);
} }
CGLM_EXPORT
float
glmc_vec_distance2(vec3 v1, vec3 v2) {
return glm_vec_distance2(v1, v2);
}
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec_distance(vec3 v1, vec3 v2) { glmc_vec_distance(vec3 v1, vec3 v2) {

View File

@@ -38,6 +38,12 @@ glmc_vec4_copy(vec4 v, vec4 dest) {
glm_vec4_copy(v, dest); glm_vec4_copy(v, dest);
} }
CGLM_EXPORT
void
glmc_vec4_ucopy(vec4 v, vec4 dest) {
glm_vec4_ucopy(v, dest);
}
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec4_dot(vec4 a, vec4 b) { glmc_vec4_dot(vec4 a, vec4 b) {

View File

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

View File

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