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57 Commits

Author SHA1 Message Date
Recep Aslantas
14f06a262f Merge branch 'master' into const 2019-04-28 21:55:23 +03:00
Recep Aslantas
392565f920 mark readonly parameters as const (continue) 2019-04-28 21:48:19 +03:00
Recep Aslantas
120ae9ae99 buil: fix linking cmocka 2019-04-28 19:43:58 +03:00
Recep Aslantas
a5f1ed32af build: don't link libcmocka if not exists 2019-04-28 19:24:09 +03:00
Recep Aslantas
010e887946 build: don't link libcmocka if not exists 2019-04-28 19:21:13 +03:00
Recep Aslantas
6e501ef1f6 build: don't link libcmocka if not exists 2019-04-28 19:15:55 +03:00
Recep Aslantas
6ed275734b mark readonly parameters as const 2019-04-28 12:15:43 +03:00
Recep Aslantas
85ca81ce79 Merge pull request #84 from haxpor/fix_82
Resolve vec4 : glm_vec4_distance() to satisfy compiling on armv7
2019-04-27 10:09:44 +03:00
Recep Aslantas
e909c8268d Merge branch 'master' into fix_82 2019-04-27 09:37:08 +03:00
Recep Aslantas
73e6b65da0 test: fix comparing floats in bezier tests 2019-04-27 09:36:15 +03:00
Recep Aslantas
ecbe36df6b Merge branch 'master' into fix_82 2019-04-21 00:24:52 +03:00
Recep Aslantas
d85b5234a9 ci: print test logs after failure 2019-04-21 00:19:17 +03:00
Wasin Thonkaew
5b80e0e3c2 test cases for glm_vec4_distance 2019-04-19 03:04:00 +08:00
Wasin Thonkaew
461a4009ba refactor vec4 : glm_vec4_distance for SSE/SSE2
According to suggestion by recp at
https://github.com/recp/cglm/issues/82#issuecomment-483051704.
2019-04-19 02:07:57 +08:00
Wasin Thonkaew
8f2f2c5572 Fix to use armv7 compatible function for glm_vec4_distance
Before it used armv8 only function thus it leads to build failed for
Android with target of armv7 i.e. armeabi-v7a. This fixed that issue.
2019-04-19 01:47:50 +08:00
Recep Aslantas
81a74ba225 move 'stdbool.h' to common header, add missing common.h header to public headers 2019-03-31 18:58:20 +03:00
Recep Aslantas
6c0c5167b0 docs: fix some parameter docs 2019-03-31 18:53:31 +03:00
Alejandro Coto Gutiérrez
4c5451994f Include stddef.h to ensure size_t and other dependent types (#79) 2019-03-29 08:54:09 +03:00
Wasin Thonkaew
73226bd2fd Fulfill #76 (#77)
* Fulfill #76
2019-03-20 09:32:31 +03:00
Recep Aslantas
8fa21a1837 docs: use sphinx_rtd_theme theme dor documentation 2019-03-17 09:33:38 +03:00
Recep Aslantas
ee1937f28d now working on v0.5.4 2019-03-17 09:29:36 +03:00
Recep Aslantas
b4efcefe7f drop glm__memcpy, glm__memset and glm__memzero
* implement mat3_zero and mat4_zero functions
* copy matrix items manually in ucopy functions
2019-02-13 10:14:53 +03:00
Recep Aslantas
0d2e5a996a docs: add SSE3 and SSE4 dot product options 2019-02-13 10:13:06 +03:00
Recep Aslantas
2b1eece9ac mat3: add rmc for mat3 2019-02-13 10:12:49 +03:00
Recep Aslantas
c8b8f4f6f0 now working on v0.5.3 2019-02-13 10:00:57 +03:00
Recep Aslantas
1a34ffcf4b Merge pull request #72 from recp/simd-update
SIMD update (NEON, SSE3, SSE4) + Features
2019-02-03 17:18:54 +03:00
Recep Aslantas
af088a1059 Merge branch 'master' into simd-update 2019-02-02 15:58:57 +03:00
Recep Aslantas
18f06743ed build: make automake build slient (less-verbose) 2019-02-02 15:54:09 +03:00
Recep Aslantas
60cfc87009 remove bezier_solve for now 2019-02-02 15:30:05 +03:00
Recep Aslantas
4e5879497e update docs 2019-02-02 15:29:48 +03:00
Recep Aslantas
7848dda1dd curve: cubic hermite intrpolation 2019-01-29 22:17:44 +03:00
Recep Aslantas
1e121a4855 mat4: fix rmc multiplication 2019-01-29 22:11:04 +03:00
Recep Aslantas
0f223db7d3 Merge pull request #74 from ccworld1000/patch-1
Update cglm.podspec
2019-01-29 14:48:46 +03:00
CC
a4e2c39c1d Update cglm.podspec
update pod version
2019-01-29 16:54:02 +08:00
Recep Aslantas
c22231f296 curve: de casteljau implementation for solving cubic bezier 2019-01-28 15:52:42 +03:00
Recep Aslantas
730cb1e9f7 add bezier helpers 2019-01-28 15:32:24 +03:00
Recep Aslantas
b0e48a56ca test: rename test_rand_angle() to test_rand() 2019-01-28 15:31:03 +03:00
Recep Aslantas
11a6e4471e fix vec4_cubic function 2019-01-28 14:26:02 +03:00
Recep Aslantas
60cb4beb0a curve: helper for calculate result of SMC multiplication 2019-01-26 18:06:26 +03:00
Recep Aslantas
32ddf49756 mat4: helper for row * matrix * column 2019-01-26 18:05:05 +03:00
Recep Aslantas
807d5589b4 call: add missing end guard to call headers 2019-01-26 16:05:11 +03:00
Recep Aslantas
59b9e54879 vec4: helper to fill vec4 as [S^3, S^2, S, 1] 2019-01-26 15:54:10 +03:00
Recep Aslantas
fc7f958167 simd: remove re-load in SSE4 and SSE3 2019-01-25 21:56:17 +03:00
Recep Aslantas
31bb303c55 simd: organise SIMD-functions
* optimize dot product
2019-01-24 10:17:49 +03:00
Recep Aslantas
be6aa9a89a simd: optimize some mat4 operations with neon 2019-01-22 09:39:57 +03:00
Recep Aslantas
f65f1d491b simd: optimize vec4_distance with sse and neon 2019-01-22 09:23:51 +03:00
Recep Aslantas
f0c2a2984e simd, neon: add missing neon support for vec4 2019-01-22 09:05:38 +03:00
Recep Aslantas
b117f3bf80 neon: add neon support for most vec4 operations 2019-01-21 23:14:04 +03:00
Recep Aslantas
07e60bd098 cam: extend frustum's far distance helper (#71)
* this will help to implement zoom easily
2019-01-16 14:59:58 +03:00
Recep Aslantas
e3d3cd8ab8 now working on v0.5.2 2019-01-15 12:08:54 +03:00
Recep Aslantas
d17c99215d Update README.md 2018-12-26 09:57:52 +03:00
Recep Aslantas
dc6eb492c1 Merge pull request #70 from recp/vec3-mat3
remove builtin alignment from vec3 and mat3 types
2018-12-26 09:54:48 +03:00
Recep Aslantas
7219b02d23 remove alignment from vec3 and mat3 2018-12-25 10:08:36 +03:00
Recep Aslantas
21834b4ffb matrix: trace of matrix 2018-12-06 18:17:02 +03:00
Recep Aslantas
2ef9c23a6c vec: normalize cross product helper 2018-12-06 18:01:52 +03:00
Recep Aslantas
92605f845a test: fix comparing two float values in tests 2018-12-05 16:34:22 +03:00
Recep Aslantas
b23d65bef5 now working on v0.5.1 2018-12-05 16:32:13 +03:00
100 changed files with 2214 additions and 1023 deletions

1
.gitignore vendored
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@@ -69,3 +69,4 @@ win/cglm_test_*
win/x64 win/x64
win/x85 win/x85
win/Debug win/Debug
cglm-test-ios*

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@@ -57,3 +57,6 @@ after_success:
--gcov-options '\-lp' --gcov-options '\-lp'
--verbose; --verbose;
fi fi
after_failure:
- cat ./test-suite.log

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@@ -52,3 +52,12 @@ https://gamedev.stackexchange.com/questions/28395/rotating-vector3-by-a-quaterni
9. Sphere AABB intersect 9. Sphere AABB intersect
https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c
10. Horizontal add
https://stackoverflow.com/questions/6996764/fastest-way-to-do-horizontal-float-vector-sum-on-x86
11. de casteljau implementation and comments
https://forums.khronos.org/showthread.php/10264-Animations-in-1-4-1-release-notes-revision-A/page2?highlight=bezier
https://forums.khronos.org/showthread.php/10644-Animation-Bezier-interpolation
https://forums.khronos.org/showthread.php/10387-2D-Tangents-in-Bezier-Splines?p=34164&viewfull=1#post34164
https://forums.khronos.org/showthread.php/10651-Animation-TCB-Spline-Interpolation-in-COLLADA?highlight=bezier

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@@ -25,6 +25,7 @@ you have the latest version
- **[api rename]** by starting v0.4.5, **glm_simd** functions are renamed to **glmm_** - **[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. - **[new option]** by starting v0.4.5, you can disable alignment requirement, check options in docs.
- **[major change]** by starting v0.5.0, vec3 functions use **glm_vec3_** namespace, it was **glm_vec_** until v0.5.0 - **[major change]** by starting v0.5.0, vec3 functions use **glm_vec3_** namespace, it was **glm_vec_** until v0.5.0
- **[major change]** by starting v0.5.1, built-in alignment is removed from **vec3** and **mat3** types
#### Note for C++ developers: #### 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:
@@ -81,7 +82,11 @@ Currently *cglm* uses default clip space configuration (-1, 1) for camera functi
- inline or pre-compiled function call - inline or pre-compiled function call
- frustum (extract view frustum planes, corners...) - frustum (extract view frustum planes, corners...)
- bounding box (AABB in Frustum (culling), crop, merge...) - bounding box (AABB in Frustum (culling), crop, merge...)
- bounding sphere
- project, unproject - project, unproject
- easing functions
- curves
- curve interpolation helpers (S*M*C, deCasteljau...)
- and other... - and other...
<hr /> <hr />

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@@ -2,7 +2,7 @@ Pod::Spec.new do |s|
# Description # Description
s.name = "cglm" s.name = "cglm"
s.version = "0.4.6" s.version = "0.5.1"
s.summary = "📽 Optimized OpenGL/Graphics Math (glm) for C" s.summary = "📽 Optimized OpenGL/Graphics Math (glm) for C"
s.description = <<-DESC 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. 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.

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@@ -7,7 +7,7 @@
#***************************************************************************** #*****************************************************************************
AC_PREREQ([2.69]) AC_PREREQ([2.69])
AC_INIT([cglm], [0.5.0], [info@recp.me]) AC_INIT([cglm], [0.5.4], [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])
@@ -29,6 +29,7 @@ LT_INIT
# Checks for libraries. # Checks for libraries.
AC_CHECK_LIB([m], [floor]) AC_CHECK_LIB([m], [floor])
m4_ifdef([AM_SILENT_RULES], [AM_SILENT_RULES([yes])])
AC_SYS_LARGEFILE AC_SYS_LARGEFILE
# Checks for header files. # Checks for header files.

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@@ -46,3 +46,5 @@ Follow the :doc:`build` documentation for this
io io
call call
sphere sphere
curve
bezier

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

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

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@@ -36,6 +36,7 @@ Functions:
#. :c:func:`glm_ortho_default` #. :c:func:`glm_ortho_default`
#. :c:func:`glm_ortho_default_s` #. :c:func:`glm_ortho_default_s`
#. :c:func:`glm_perspective` #. :c:func:`glm_perspective`
#. :c:func:`glm_persp_move_far`
#. :c:func:`glm_perspective_default` #. :c:func:`glm_perspective_default`
#. :c:func:`glm_perspective_resize` #. :c:func:`glm_perspective_resize`
#. :c:func:`glm_lookat` #. :c:func:`glm_lookat`
@@ -145,6 +146,16 @@ Functions documentation
| *[in]* **farVal** far clipping planes | *[in]* **farVal** far clipping planes
| *[out]* **dest** result matrix | *[out]* **dest** result matrix
.. c:function:: void glm_persp_move_far(mat4 proj, float deltaFar)
| extend perspective projection matrix's far distance
| this function does not guarantee far >= near, be aware of that!
Parameters:
| *[in, out]* **proj** projection matrix to extend
| *[in]* **deltaFar** distance from existing far (negative to shink)
.. c:function:: void glm_perspective_default(float aspect, mat4 dest) .. c:function:: void glm_perspective_default(float aspect, mat4 dest)
| set up perspective projection matrix with default near/far | set up perspective projection matrix with default near/far

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@@ -62,9 +62,9 @@ author = u'Recep Aslantas'
# built documents. # built documents.
# #
# The short X.Y version. # The short X.Y version.
version = u'0.5.0' version = u'0.5.4'
# The full version, including alpha/beta/rc tags. # The full version, including alpha/beta/rc tags.
release = u'0.5.0' release = u'0.5.4'
# 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.
@@ -90,7 +90,7 @@ todo_include_todos = False
# The theme to use for HTML and HTML Help pages. See the documentation for # The theme to use for HTML and HTML Help pages. See the documentation for
# a list of builtin themes. # a list of builtin themes.
# #
html_theme = 'alabaster' html_theme = 'sphinx_rtd_theme'
# Theme options are theme-specific and customize the look and feel of a theme # Theme options are theme-specific and customize the look and feel of a theme
# further. For a list of options available for each theme, see the # further. For a list of options available for each theme, see the
@@ -99,13 +99,13 @@ html_theme = 'alabaster'
# html_theme_options = {} # html_theme_options = {}
html_theme_options = { html_theme_options = {
'github_banner': 'true', # 'github_banner': 'true',
'github_button': 'true', # 'github_button': 'true',
'github_user': 'recp', # 'github_user': 'recp',
'github_repo': 'cglm', # 'github_repo': 'cglm',
'travis_button': 'true', # 'travis_button': 'true',
'show_related': 'true', # 'show_related': 'true',
'fixed_sidebar': 'true' # 'fixed_sidebar': 'true'
} }
# Add any paths that contain custom static files (such as style sheets) here, # Add any paths that contain custom static files (such as style sheets) here,

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

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

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@@ -9,23 +9,26 @@ Types:
.. code-block:: c .. code-block:: c
:linenos: :linenos:
typedef float vec3[3]; typedef float vec2[2];
typedef int ivec3[3]; typedef float vec3[3];
typedef CGLM_ALIGN(16) float vec4[4]; typedef int ivec3[3];
typedef CGLM_ALIGN_IF(16) float vec4[4];
typedef vec4 versor;
typedef vec3 mat3[3];
typedef vec3 mat3[3]; #ifdef __AVX__
typedef vec4 mat4[4]; typedef CGLM_ALIGN_IF(32) vec4 mat4[4];
#else
typedef vec4 versor; typedef CGLM_ALIGN_IF(16) vec4 mat4[4];
#endif
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*
Alignment is Required: Alignment Is Required:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**vec4** and **mat4** requires 16 byte alignment because vec4 and mat4 operations are **vec4** and **mat4** requires 16 (32 for **mat4** if AVX is enabled) byte alignment because **vec4** and **mat4** operations are vectorized by SIMD instructions (SSE/AVX/NEON).
vectorized by SIMD instructions (SSE/AVX).
**UPDATE:** **UPDATE:**
By starting v0.4.5 cglm provides an option to disable alignment requirement, it is enabled as default By starting v0.4.5 cglm provides an option to disable alignment requirement, it is enabled as default
@@ -37,10 +40,9 @@ vectorized by SIMD instructions (SSE/AVX).
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** require alignment.
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.
There is no guarantee that non-CGLM matrix is aligned. Unaligned types will have *u* prefix e.g. **umat4** There is no guarantee that non-CGLM matrix is aligned. Unaligned types will have *u* prefix e.g. **umat4**

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@@ -3,7 +3,7 @@
You can adapt this file completely to your liking, but it should at least You can adapt this file completely to your liking, but it should at least
contain the root `toctree` directive. contain the root `toctree` directive.
Welcome to cglm's documentation! cglm Documentation
================================ ================================
**cglm** is optimized 3D math library written in C99 (compatible with C89). **cglm** is optimized 3D math library written in C99 (compatible with C89).
@@ -14,33 +14,36 @@ is considered to be supported as optional.
Also currently only **float** type is supported for most operations. Also currently only **float** type is supported for most operations.
**Features**
* general purpose matrix operations (mat4, mat3)
* chain matrix multiplication (square only)
* general purpose vector operations (cross, dot, rotate, proj, angle...)
* affine transforms
* matrix decomposition (extract rotation, scaling factor)
* optimized affine transform matrices (mul, rigid-body inverse)
* camera (lookat)
* projections (ortho, perspective)
* quaternions
* euler angles / yaw-pitch-roll to matrix
* extract euler angles
* inline or pre-compiled function call
* frustum (extract view frustum planes, corners...)
* bounding box (AABB in Frustum (culling), crop, merge...)
.. toctree:: .. toctree::
:maxdepth: 1 :maxdepth: 2
:caption: Table Of Contents: :caption: Getting Started:
features
build build
getting_started getting_started
.. toctree::
:maxdepth: 2
:caption: How To:
opengl opengl
.. toctree::
:maxdepth: 2
:caption: API:
api api
.. toctree::
:maxdepth: 2
:caption: Options:
opt opt
.. toctree::
:maxdepth: 2
:caption: Troubleshooting:
troubleshooting troubleshooting
Indices and tables Indices and tables

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@@ -21,6 +21,7 @@ Functions:
1. :c:func:`glm_mat3_copy` 1. :c:func:`glm_mat3_copy`
#. :c:func:`glm_mat3_identity` #. :c:func:`glm_mat3_identity`
#. :c:func:`glm_mat3_identity_array` #. :c:func:`glm_mat3_identity_array`
#. :c:func:`glm_mat3_zero`
#. :c:func:`glm_mat3_mul` #. :c:func:`glm_mat3_mul`
#. :c:func:`glm_mat3_transpose_to` #. :c:func:`glm_mat3_transpose_to`
#. :c:func:`glm_mat3_transpose` #. :c:func:`glm_mat3_transpose`
@@ -29,8 +30,10 @@ Functions:
#. :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`
#. :c:func:`glm_mat3_trace`
#. :c:func:`glm_mat3_swap_col` #. :c:func:`glm_mat3_swap_col`
#. :c:func:`glm_mat3_swap_row` #. :c:func:`glm_mat3_swap_row`
#. :c:func:`glm_mat3_rmc`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -58,6 +61,13 @@ Functions documentation
| *[in,out]* **mat** matrix array (must be aligned (16/32) if alignment is not disabled) | *[in,out]* **mat** matrix array (must be aligned (16/32) if alignment is not disabled)
| *[in]* **count** count of matrices | *[in]* **count** count of matrices
.. c:function:: void glm_mat3_zero(mat3 mat)
make given matrix zero
Parameters:
| *[in,out]* **mat** matrix to
.. c:function:: void glm_mat3_mul(mat3 m1, mat3 m2, mat3 dest) .. c:function:: void glm_mat3_mul(mat3 m1, mat3 m2, mat3 dest)
multiply m1 and m2 to dest multiply m1 and m2 to dest
@@ -133,6 +143,16 @@ Functions documentation
| *[in]* **mat** matrix | *[in]* **mat** matrix
| *[out]* **dest** destination (inverse matrix) | *[out]* **dest** destination (inverse matrix)
.. c:function:: void glm_mat3_trace(mat3 m)
| sum of the elements on the main diagonal from upper left to the lower right
Parameters:
| *[in]* **m** matrix
Returns:
trace of matrix
.. c:function:: void glm_mat3_swap_col(mat3 mat, int col1, int col2) .. c:function:: void glm_mat3_swap_col(mat3 mat, int col1, int col2)
swap two matrix columns swap two matrix columns
@@ -150,3 +170,20 @@ Functions documentation
| *[in, out]* **mat** matrix | *[in, out]* **mat** matrix
| *[in]* **row1** row1 | *[in]* **row1** row1
| *[in]* **row2** row2 | *[in]* **row2** row2
.. c:function:: float glm_mat3_rmc(vec3 r, mat3 m, vec3 c)
| **rmc** stands for **Row** * **Matrix** * **Column**
| helper for R (row vector) * M (matrix) * C (column vector)
| the result is scalar because R * M = Matrix1x3 (row vector),
| then Matrix1x3 * Vec3 (column vector) = Matrix1x1 (Scalar)
Parameters:
| *[in]* **r** row vector or matrix1x3
| *[in]* **m** matrix3x3
| *[in]* **c** column vector or matrix3x1
Returns:
scalar value e.g. Matrix1x1

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@@ -26,6 +26,7 @@ Functions:
#. :c:func:`glm_mat4_copy` #. :c:func:`glm_mat4_copy`
#. :c:func:`glm_mat4_identity` #. :c:func:`glm_mat4_identity`
#. :c:func:`glm_mat4_identity_array` #. :c:func:`glm_mat4_identity_array`
#. :c:func:`glm_mat4_zero`
#. :c:func:`glm_mat4_pick3` #. :c:func:`glm_mat4_pick3`
#. :c:func:`glm_mat4_pick3t` #. :c:func:`glm_mat4_pick3t`
#. :c:func:`glm_mat4_ins3` #. :c:func:`glm_mat4_ins3`
@@ -33,6 +34,8 @@ 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_mat3_trace`
#. :c:func:`glm_mat3_trace3`
#. :c:func:`glm_mat4_quat` #. :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`
@@ -43,6 +46,7 @@ Functions:
#. :c:func:`glm_mat4_inv_fast` #. :c:func:`glm_mat4_inv_fast`
#. :c:func:`glm_mat4_swap_col` #. :c:func:`glm_mat4_swap_col`
#. :c:func:`glm_mat4_swap_row` #. :c:func:`glm_mat4_swap_row`
#. :c:func:`glm_mat4_rmc`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -78,6 +82,13 @@ Functions documentation
| *[in,out]* **mat** matrix array (must be aligned (16/32) if alignment is not disabled) | *[in,out]* **mat** matrix array (must be aligned (16/32) if alignment is not disabled)
| *[in]* **count** count of matrices | *[in]* **count** count of matrices
.. c:function:: void glm_mat4_zero(mat4 mat)
make given matrix zero
Parameters:
| *[in,out]* **mat** matrix to
.. c:function:: void glm_mat4_pick3(mat4 mat, mat3 dest) .. c:function:: void glm_mat4_pick3(mat4 mat, mat3 dest)
copy upper-left of mat4 to mat3 copy upper-left of mat4 to mat3
@@ -156,6 +167,27 @@ 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_trace(mat4 m)
| sum of the elements on the main diagonal from upper left to the lower right
Parameters:
| *[in]* **m** matrix
Returns:
trace of matrix
.. c:function:: void glm_mat4_trace3(mat4 m)
| trace of matrix (rotation part)
| sum of the elements on the main diagonal from upper left to the lower right
Parameters:
| *[in]* **m** matrix
Returns:
trace of matrix
.. c:function:: void glm_mat4_quat(mat4 m, versor dest) .. c:function:: void glm_mat4_quat(mat4 m, versor dest)
convert mat4's rotation part to quaternion convert mat4's rotation part to quaternion
@@ -247,3 +279,20 @@ Functions documentation
| *[in, out]* **mat** matrix | *[in, out]* **mat** matrix
| *[in]* **row1** row1 | *[in]* **row1** row1
| *[in]* **row2** row2 | *[in]* **row2** row2
.. c:function:: float glm_mat4_rmc(vec4 r, mat4 m, vec4 c)
| **rmc** stands for **Row** * **Matrix** * **Column**
| helper for R (row vector) * M (matrix) * C (column vector)
| the result is scalar because R * M = Matrix1x4 (row vector),
| then Matrix1x4 * Vec4 (column vector) = Matrix1x1 (Scalar)
Parameters:
| *[in]* **r** row vector or matrix1x4
| *[in]* **m** matrix4x4
| *[in]* **c** column vector or matrix4x1
Returns:
scalar value e.g. Matrix1x1

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

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@@ -40,3 +40,13 @@ SSE and SSE2 Shuffle Option
**_mm_shuffle_ps** generates **shufps** instruction even if registers are same. **_mm_shuffle_ps** generates **shufps** instruction even if registers are same.
You can force it to generate **pshufd** instruction by defining You can force it to generate **pshufd** instruction by defining
**CGLM_USE_INT_DOMAIN** macro. As default it is not defined. **CGLM_USE_INT_DOMAIN** macro. As default it is not defined.
SSE3 and SSE4 Dot Product Options
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You have to extra options for dot product: **CGLM_SSE4_DOT** and **CGLM_SSE3_DOT**.
- If **SSE4** is enabled then you can define **CGLM_SSE4_DOT** to force cglm to use **_mm_dp_ps** instruction.
- If **SSE3** is enabled then you can define **CGLM_SSE3_DOT** to force cglm to use **_mm_hadd_ps** instructions.
otherwise cglm will use custom cglm's hadd functions which are optimized too.

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@@ -39,7 +39,6 @@ Functions:
#. :c:func:`glm_vec3_zero` #. :c:func:`glm_vec3_zero`
#. :c:func:`glm_vec3_one` #. :c:func:`glm_vec3_one`
#. :c:func:`glm_vec3_dot` #. :c:func:`glm_vec3_dot`
#. :c:func:`glm_vec3_cross`
#. :c:func:`glm_vec3_norm2` #. :c:func:`glm_vec3_norm2`
#. :c:func:`glm_vec3_norm` #. :c:func:`glm_vec3_norm`
#. :c:func:`glm_vec3_add` #. :c:func:`glm_vec3_add`
@@ -65,6 +64,8 @@ Functions:
#. :c:func:`glm_vec3_negate_to` #. :c:func:`glm_vec3_negate_to`
#. :c:func:`glm_vec3_normalize` #. :c:func:`glm_vec3_normalize`
#. :c:func:`glm_vec3_normalize_to` #. :c:func:`glm_vec3_normalize_to`
#. :c:func:`glm_vec3_cross`
#. :c:func:`glm_vec3_crossn`
#. :c:func:`glm_vec3_distance2` #. :c:func:`glm_vec3_distance2`
#. :c:func:`glm_vec3_distance` #. :c:func:`glm_vec3_distance`
#. :c:func:`glm_vec3_angle` #. :c:func:`glm_vec3_angle`
@@ -125,12 +126,21 @@ Functions documentation
.. c:function:: void glm_vec3_cross(vec3 a, vec3 b, vec3 d) .. c:function:: void glm_vec3_cross(vec3 a, vec3 b, vec3 d)
cross product cross product of two vector (RH)
Parameters: Parameters:
| *[in]* **a** source 1 | *[in]* **a** vector 1
| *[in]* **b** source 2 | *[in]* **b** vector 2
| *[out]* **d** destination | *[out]* **dest** destination
.. c:function:: void glm_vec3_crossn(vec3 a, vec3 b, vec3 dest)
cross product of two vector (RH) and normalize the result
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** destination
.. c:function:: float glm_vec3_norm2(vec3 v) .. c:function:: float glm_vec3_norm2(vec3 v)

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@@ -58,11 +58,7 @@ Functions:
#. :c:func:`glm_vec4_minv` #. :c:func:`glm_vec4_minv`
#. :c:func:`glm_vec4_clamp` #. :c:func:`glm_vec4_clamp`
#. :c:func:`glm_vec4_lerp` #. :c:func:`glm_vec4_lerp`
#. :c:func:`glm_vec4_isnan` #. :c:func:`glm_vec4_cubic`
#. :c:func:`glm_vec4_isinf`
#. :c:func:`glm_vec4_isvalid`
#. :c:func:`glm_vec4_sign`
#. :c:func:`glm_vec4_sqrt`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -401,3 +397,11 @@ Functions documentation
| *[in]* **to** to value | *[in]* **to** to value
| *[in]* **t** interpolant (amount) clamped between 0 and 1 | *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** destination | *[out]* **dest** destination
.. c:function:: void glm_vec4_cubic(float s, vec4 dest)
helper to fill vec4 as [S^3, S^2, S, 1]
Parameters:
| *[in]* **s** parameter
| *[out]* **dest** destination

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@@ -44,7 +44,7 @@
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mul(mat4 m1, mat4 m2, mat4 dest) { glm_mul(const mat4 m1, const mat4 m2, mat4 dest) {
#ifdef __AVX__ #ifdef __AVX__
glm_mul_avx(m1, m2, dest); glm_mul_avx(m1, m2, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ ) #elif defined( __SSE__ ) || defined( __SSE2__ )
@@ -100,7 +100,7 @@ glm_mul(mat4 m1, mat4 m2, mat4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mul_rot(mat4 m1, mat4 m2, mat4 dest) { glm_mul_rot(const mat4 m1, const mat4 m2, mat4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glm_mul_rot_sse2(m1, m2, dest); glm_mul_rot_sse2(m1, m2, dest);
#else #else
@@ -152,7 +152,7 @@ glm_inv_tr(mat4 mat) {
glm_inv_tr_sse2(mat); glm_inv_tr_sse2(mat);
#else #else
CGLM_ALIGN_MAT mat3 r; CGLM_ALIGN_MAT mat3 r;
CGLM_ALIGN(16) vec3 t; CGLM_ALIGN(8) vec3 t;
/* rotate */ /* rotate */
glm_mat4_pick3t(mat, r); glm_mat4_pick3t(mat, r);

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@@ -42,7 +42,7 @@
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest); glm_mat4_mul(const mat4 m1, const mat4 m2, mat4 dest);
/*! /*!
* @brief translate existing transform matrix by v vector * @brief translate existing transform matrix by v vector
@@ -53,7 +53,7 @@ glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest);
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_translate(mat4 m, vec3 v) { glm_translate(mat4 m, const vec3 v) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(m[3], glmm_store(m[3],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_load(m[0]), _mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_load(m[0]),
@@ -89,7 +89,7 @@ glm_translate(mat4 m, vec3 v) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_translate_to(mat4 m, vec3 v, mat4 dest) { glm_translate_to(const mat4 m, const vec3 v, mat4 dest) {
glm_mat4_copy(m, dest); glm_mat4_copy(m, dest);
glm_translate(dest, v); glm_translate(dest, v);
} }
@@ -168,7 +168,7 @@ 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, const vec3 v) {
glm_mat4_identity(m); glm_mat4_identity(m);
glm_vec3_copy(v, m[3]); glm_vec3_copy(v, m[3]);
} }
@@ -183,7 +183,7 @@ glm_translate_make(mat4 m, vec3 v) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_scale_to(mat4 m, vec3 v, mat4 dest) { glm_scale_to(const mat4 m, const vec3 v, mat4 dest) {
glm_vec4_scale(m[0], v[0], dest[0]); glm_vec4_scale(m[0], v[0], dest[0]);
glm_vec4_scale(m[1], v[1], dest[1]); glm_vec4_scale(m[1], v[1], dest[1]);
glm_vec4_scale(m[2], v[2], dest[2]); glm_vec4_scale(m[2], v[2], dest[2]);
@@ -199,7 +199,7 @@ 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, const vec3 v) {
glm_mat4_identity(m); glm_mat4_identity(m);
m[0][0] = v[0]; m[0][0] = v[0];
m[1][1] = v[1]; m[1][1] = v[1];
@@ -215,7 +215,7 @@ glm_scale_make(mat4 m, vec3 v) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_scale(mat4 m, vec3 v) { glm_scale(mat4 m, const vec3 v) {
glm_scale_to(m, v, m); glm_scale_to(m, v, m);
} }
@@ -243,7 +243,7 @@ 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(const mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT; CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s; float c, s;
@@ -268,7 +268,7 @@ 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(const mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT; CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s; float c, s;
@@ -293,7 +293,7 @@ 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(const mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT; CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s; float c, s;
@@ -319,7 +319,7 @@ 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, const vec3 axis) {
CGLM_ALIGN(8) vec3 axisn, v, vs; CGLM_ALIGN(8) vec3 axisn, v, vs;
float c; float c;
@@ -350,7 +350,7 @@ 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, const vec3 axis) {
CGLM_ALIGN_MAT mat4 rot; CGLM_ALIGN_MAT 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);
@@ -367,7 +367,7 @@ 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, const vec3 pivot, float angle, const vec3 axis) {
CGLM_ALIGN(8) vec3 pivotInv; CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv); glm_vec3_negate_to(pivot, pivotInv);
@@ -392,7 +392,7 @@ 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, const vec3 pivot, float angle, const vec3 axis) {
CGLM_ALIGN(8) vec3 pivotInv; CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv); glm_vec3_negate_to(pivot, pivotInv);
@@ -410,7 +410,7 @@ glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_decompose_scalev(mat4 m, vec3 s) { glm_decompose_scalev(const mat4 m, vec3 s) {
s[0] = glm_vec3_norm(m[0]); s[0] = glm_vec3_norm(m[0]);
s[1] = glm_vec3_norm(m[1]); s[1] = glm_vec3_norm(m[1]);
s[2] = glm_vec3_norm(m[2]); s[2] = glm_vec3_norm(m[2]);
@@ -426,7 +426,7 @@ glm_decompose_scalev(mat4 m, vec3 s) {
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_uniscaled(mat4 m) { glm_uniscaled(const mat4 m) {
CGLM_ALIGN(8) vec3 s; CGLM_ALIGN(8) vec3 s;
glm_decompose_scalev(m, s); glm_decompose_scalev(m, s);
return glm_vec3_eq_all(s); return glm_vec3_eq_all(s);
@@ -442,7 +442,7 @@ glm_uniscaled(mat4 m) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_decompose_rs(mat4 m, mat4 r, vec3 s) { glm_decompose_rs(const mat4 m, mat4 r, vec3 s) {
CGLM_ALIGN(16) vec4 t = {0.0f, 0.0f, 0.0f, 1.0f}; CGLM_ALIGN(16) vec4 t = {0.0f, 0.0f, 0.0f, 1.0f};
CGLM_ALIGN(8) vec3 v; CGLM_ALIGN(8) vec3 v;
@@ -482,7 +482,7 @@ glm_decompose_rs(mat4 m, mat4 r, vec3 s) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_decompose(mat4 m, vec4 t, mat4 r, vec3 s) { glm_decompose(const mat4 m, vec4 t, mat4 r, vec3 s) {
glm_vec4_copy(m[3], t); glm_vec4_copy(m[3], t);
glm_decompose_rs(m, r, s); glm_decompose_rs(m, r, s);
} }

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

View File

@@ -22,7 +22,7 @@
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_aabb_transform(vec3 box[2], mat4 m, vec3 dest[2]) { glm_aabb_transform(const vec3 box[2], const mat4 m, vec3 dest[2]) {
vec3 v[2], xa, xb, ya, yb, za, zb; vec3 v[2], xa, xb, ya, yb, za, zb;
glm_vec3_scale(m[0], box[0][0], xa); glm_vec3_scale(m[0], box[0][0], xa);
@@ -62,7 +62,7 @@ glm_aabb_transform(vec3 box[2], mat4 m, vec3 dest[2]) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_aabb_merge(vec3 box1[2], vec3 box2[2], vec3 dest[2]) { glm_aabb_merge(const vec3 box1[2], const vec3 box2[2], vec3 dest[2]) {
dest[0][0] = glm_min(box1[0][0], box2[0][0]); dest[0][0] = glm_min(box1[0][0], box2[0][0]);
dest[0][1] = glm_min(box1[0][1], box2[0][1]); dest[0][1] = glm_min(box1[0][1], box2[0][1]);
dest[0][2] = glm_min(box1[0][2], box2[0][2]); dest[0][2] = glm_min(box1[0][2], box2[0][2]);
@@ -85,7 +85,7 @@ glm_aabb_merge(vec3 box1[2], vec3 box2[2], vec3 dest[2]) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]) { glm_aabb_crop(const vec3 box[2], const vec3 cropBox[2], vec3 dest[2]) {
dest[0][0] = glm_max(box[0][0], cropBox[0][0]); dest[0][0] = glm_max(box[0][0], cropBox[0][0]);
dest[0][1] = glm_max(box[0][1], cropBox[0][1]); dest[0][1] = glm_max(box[0][1], cropBox[0][1]);
dest[0][2] = glm_max(box[0][2], cropBox[0][2]); dest[0][2] = glm_max(box[0][2], cropBox[0][2]);
@@ -109,10 +109,10 @@ glm_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_aabb_crop_until(vec3 box[2], glm_aabb_crop_until(const vec3 box[2],
vec3 cropBox[2], const vec3 cropBox[2],
vec3 clampBox[2], const vec3 clampBox[2],
vec3 dest[2]) { vec3 dest[2]) {
glm_aabb_crop(box, cropBox, dest); glm_aabb_crop(box, cropBox, dest);
glm_aabb_merge(clampBox, dest, dest); glm_aabb_merge(clampBox, dest, dest);
} }
@@ -133,9 +133,10 @@ glm_aabb_crop_until(vec3 box[2],
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_aabb_frustum(vec3 box[2], vec4 planes[6]) { glm_aabb_frustum(const vec3 box[2], const vec4 planes[6]) {
float *p, dp; const float *p;
int i; float dp;
int i;
for (i = 0; i < 6; i++) { for (i = 0; i < 6; i++) {
p = planes[i]; p = planes[i];
@@ -169,7 +170,7 @@ glm_aabb_invalidate(vec3 box[2]) {
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_aabb_isvalid(vec3 box[2]) { glm_aabb_isvalid(const vec3 box[2]) {
return glm_vec3_max(box[0]) != FLT_MAX return glm_vec3_max(box[0]) != FLT_MAX
&& glm_vec3_min(box[1]) != -FLT_MAX; && glm_vec3_min(box[1]) != -FLT_MAX;
} }
@@ -181,7 +182,7 @@ glm_aabb_isvalid(vec3 box[2]) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_aabb_size(vec3 box[2]) { glm_aabb_size(const vec3 box[2]) {
return glm_vec3_distance(box[0], box[1]); return glm_vec3_distance(box[0], box[1]);
} }
@@ -192,7 +193,7 @@ glm_aabb_size(vec3 box[2]) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_aabb_radius(vec3 box[2]) { glm_aabb_radius(const vec3 box[2]) {
return glm_aabb_size(box) * 0.5f; return glm_aabb_size(box) * 0.5f;
} }
@@ -204,7 +205,7 @@ glm_aabb_radius(vec3 box[2]) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_aabb_center(vec3 box[2], vec3 dest) { glm_aabb_center(const vec3 box[2], vec3 dest) {
glm_vec3_center(box[0], box[1], dest); glm_vec3_center(box[0], box[1], dest);
} }
@@ -216,7 +217,7 @@ glm_aabb_center(vec3 box[2], vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_aabb_aabb(vec3 box[2], vec3 other[2]) { glm_aabb_aabb(const vec3 box[2], const vec3 other[2]) {
return (box[0][0] <= other[1][0] && box[1][0] >= other[0][0]) 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][1] <= other[1][1] && box[1][1] >= other[0][1])
&& (box[0][2] <= other[1][2] && box[1][2] >= other[0][2]); && (box[0][2] <= other[1][2] && box[1][2] >= other[0][2]);
@@ -233,7 +234,7 @@ glm_aabb_aabb(vec3 box[2], vec3 other[2]) {
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_aabb_sphere(vec3 box[2], vec4 s) { glm_aabb_sphere(const vec3 box[2], const vec4 s) {
float dmin; float dmin;
int a, b, c; int a, b, c;
@@ -256,7 +257,7 @@ glm_aabb_sphere(vec3 box[2], vec4 s) {
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_aabb_point(vec3 box[2], vec3 point) { glm_aabb_point(const vec3 box[2], const vec3 point) {
return (point[0] >= box[0][0] && point[0] <= box[1][0]) return (point[0] >= box[0][0] && point[0] <= box[1][0])
&& (point[1] >= box[0][1] && point[1] <= box[1][1]) && (point[1] >= box[0][1] && point[1] <= box[1][1])
&& (point[2] >= box[0][2] && point[2] <= box[1][2]); && (point[2] >= box[0][2] && point[2] <= box[1][2]);
@@ -270,7 +271,7 @@ glm_aabb_point(vec3 box[2], vec3 point) {
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_aabb_contains(vec3 box[2], vec3 other[2]) { glm_aabb_contains(const vec3 box[2], const vec3 other[2]) {
return (box[0][0] <= other[0][0] && box[1][0] >= other[1][0]) 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][1] <= other[0][1] && box[1][1] >= other[1][1])
&& (box[0][2] <= other[0][2] && box[1][2] >= other[1][2]); && (box[0][2] <= other[0][2] && box[1][2] >= other[1][2]);

View File

@@ -27,6 +27,8 @@ extern "C" {
#include "call/project.h" #include "call/project.h"
#include "call/sphere.h" #include "call/sphere.h"
#include "call/ease.h" #include "call/ease.h"
#include "call/curve.h"
#include "call/bezier.h"
#ifdef __cplusplus #ifdef __cplusplus
} }

View File

@@ -15,15 +15,15 @@ extern "C" {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_translate_make(mat4 m, vec3 v); glmc_translate_make(mat4 m, const vec3 v);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_translate_to(mat4 m, vec3 v, mat4 dest); glmc_translate_to(const mat4 m, const vec3 v, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_translate(mat4 m, vec3 v); glmc_translate(mat4 m, const vec3 v);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -39,15 +39,15 @@ glmc_translate_z(mat4 m, float to);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_scale_make(mat4 m, vec3 v); glmc_scale_make(mat4 m, const vec3 v);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_scale_to(mat4 m, vec3 v, mat4 dest); glmc_scale_to(const mat4 m, const vec3 v, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_scale(mat4 m, vec3 v); glmc_scale(mat4 m, const vec3 v);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -55,57 +55,57 @@ glmc_scale_uni(mat4 m, float s);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_rotate_x(mat4 m, float rad, mat4 dest); glmc_rotate_x(const mat4 m, float rad, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_rotate_y(mat4 m, float rad, mat4 dest); glmc_rotate_y(const mat4 m, float rad, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_rotate_z(mat4 m, float rad, mat4 dest); glmc_rotate_z(const mat4 m, float rad, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_rotate_make(mat4 m, float angle, vec3 axis); glmc_rotate_make(mat4 m, float angle, const vec3 axis);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_rotate(mat4 m, float angle, vec3 axis); glmc_rotate(mat4 m, float angle, const vec3 axis);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis); glmc_rotate_at(mat4 m, const vec3 pivot, float angle, const vec3 axis);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis); glmc_rotate_atm(mat4 m, const vec3 pivot, float angle, const vec3 axis);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_decompose_scalev(mat4 m, vec3 s); glmc_decompose_scalev(const mat4 m, vec3 s);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_uniscaled(mat4 m); glmc_uniscaled(const mat4 m);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_decompose_rs(mat4 m, mat4 r, vec3 s); glmc_decompose_rs(const mat4 m, mat4 r, vec3 s);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_decompose(mat4 m, vec4 t, mat4 r, vec3 s); glmc_decompose(const mat4 m, vec4 t, mat4 r, vec3 s);
/* affine-mat */ /* affine-mat */
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mul(mat4 m1, mat4 m2, mat4 dest); glmc_mul(const mat4 m1, const mat4 m2, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mul_rot(mat4 m1, mat4 m2, mat4 dest); glmc_mul_rot(const mat4 m1, const mat4 m2, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void

View File

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

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@@ -15,26 +15,26 @@ extern "C" {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_aabb_transform(vec3 box[2], mat4 m, vec3 dest[2]); glmc_aabb_transform(const vec3 box[2], const mat4 m, vec3 dest[2]);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_aabb_merge(vec3 box1[2], vec3 box2[2], vec3 dest[2]); glmc_aabb_merge(const vec3 box1[2], const vec3 box2[2], vec3 dest[2]);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]); glmc_aabb_crop(const vec3 box[2], const vec3 cropBox[2], vec3 dest[2]);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_aabb_crop_until(vec3 box[2], glmc_aabb_crop_until(const vec3 box[2],
vec3 cropBox[2], const vec3 cropBox[2],
vec3 clampBox[2], const vec3 clampBox[2],
vec3 dest[2]); vec3 dest[2]);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_aabb_frustum(vec3 box[2], vec4 planes[6]); glmc_aabb_frustum(const vec3 box[2], vec4 planes[6]);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -42,35 +42,35 @@ glmc_aabb_invalidate(vec3 box[2]);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_aabb_isvalid(vec3 box[2]); glmc_aabb_isvalid(const vec3 box[2]);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_aabb_size(vec3 box[2]); glmc_aabb_size(const vec3 box[2]);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_aabb_radius(vec3 box[2]); glmc_aabb_radius(const vec3 box[2]);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_aabb_center(vec3 box[2], vec3 dest); glmc_aabb_center(const vec3 box[2], vec3 dest);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_aabb_aabb(vec3 box[2], vec3 other[2]); glmc_aabb_aabb(const vec3 box[2], const vec3 other[2]);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_aabb_point(vec3 box[2], vec3 point); glmc_aabb_point(const vec3 box[2], const vec3 point);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_aabb_contains(vec3 box[2], vec3 other[2]); glmc_aabb_contains(const vec3 box[2], const vec3 other[2]);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_aabb_sphere(vec3 box[2], vec4 s); glmc_aabb_sphere(const vec3 box[2], const vec4 s);
#ifdef __cplusplus #ifdef __cplusplus
} }

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@@ -21,7 +21,7 @@ glmc_frustum(float left,
float top, float top,
float nearVal, float nearVal,
float farVal, float farVal,
mat4 dest); mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -31,19 +31,19 @@ glmc_ortho(float left,
float top, float top,
float nearVal, float nearVal,
float farVal, float farVal,
mat4 dest); mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_ortho_aabb(vec3 box[2], mat4 dest); glmc_ortho_aabb(const vec3 box[2], mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_ortho_aabb_p(vec3 box[2], float padding, mat4 dest); glmc_ortho_aabb_p(const vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest); glmc_ortho_aabb_pz(const vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -59,7 +59,11 @@ glmc_perspective(float fovy,
float aspect, float aspect,
float nearVal, float nearVal,
float farVal, float farVal,
mat4 dest); mat4 dest);
CGLM_EXPORT
void
glmc_persp_move_far(mat4 proj, float deltaFar);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -71,19 +75,19 @@ 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(const vec3 eye, const vec3 center, const vec3 up, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_look(vec3 eye, vec3 dir, vec3 up, mat4 dest); glmc_look(const vec3 eye, const vec3 dir, const vec3 up, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_look_anyup(vec3 eye, vec3 dir, mat4 dest); glmc_look_anyup(const vec3 eye, const vec3 dir, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decomp(mat4 proj, glmc_persp_decomp(const mat4 proj,
float * __restrict nearVal, float * __restrict nearVal,
float * __restrict farVal, float * __restrict farVal,
float * __restrict top, float * __restrict top,
@@ -93,45 +97,45 @@ glmc_persp_decomp(mat4 proj,
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decompv(mat4 proj, float dest[6]); glmc_persp_decompv(const mat4 proj, float dest[6]);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decomp_x(mat4 proj, glmc_persp_decomp_x(const mat4 proj,
float * __restrict left, float * __restrict left,
float * __restrict right); float * __restrict right);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decomp_y(mat4 proj, glmc_persp_decomp_y(const mat4 proj,
float * __restrict top, float * __restrict top,
float * __restrict bottom); float * __restrict bottom);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decomp_z(mat4 proj, glmc_persp_decomp_z(const mat4 proj,
float * __restrict nearVal, float * __restrict nearVal,
float * __restrict farVal); float * __restrict farVal);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decomp_far(mat4 proj, float * __restrict farVal); glmc_persp_decomp_far(const mat4 proj, float * __restrict farVal);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decomp_near(mat4 proj, float * __restrict nearVal); glmc_persp_decomp_near(const mat4 proj, float * __restrict nearVal);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_persp_fovy(mat4 proj); glmc_persp_fovy(const mat4 proj);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_persp_aspect(mat4 proj); glmc_persp_aspect(const mat4 proj);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_sizes(mat4 proj, float fovy, vec4 dest); glmc_persp_sizes(const mat4 proj, float fovy, vec4 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }

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

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@@ -137,4 +137,7 @@ CGLM_EXPORT
float float
glmc_ease_bounce_inout(float t); glmc_ease_bounce_inout(float t);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ease_h */ #endif /* cglmc_ease_h */

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

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@@ -15,26 +15,26 @@ extern "C" {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_frustum_planes(mat4 m, vec4 dest[6]); glmc_frustum_planes(const mat4 m, vec4 dest[6]);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_frustum_corners(mat4 invMat, vec4 dest[8]); glmc_frustum_corners(const mat4 invMat, vec4 dest[8]);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_frustum_center(vec4 corners[8], vec4 dest); glmc_frustum_center(const vec4 corners[8], vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_frustum_box(vec4 corners[8], mat4 m, vec3 box[2]); glmc_frustum_box(const vec4 corners[8], const mat4 m, vec3 box[2]);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_frustum_corners_at(vec4 corners[8], glmc_frustum_corners_at(const vec4 corners[8],
float splitDist, float splitDist,
float farDist, float farDist,
vec4 planeCorners[4]); vec4 planeCorners[4]);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

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

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@@ -18,7 +18,7 @@ extern "C" {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3_copy(mat3 mat, mat3 dest); glmc_mat3_copy(const mat3 mat, mat3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -26,15 +26,15 @@ glmc_mat3_identity(mat3 mat);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3_identity_array(mat3 * __restrict mat, size_t count); glmc_mat3_identity_array(mat3 * const __restrict mat, size_t count);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3_mul(mat3 m1, mat3 m2, mat3 dest); glmc_mat3_mul(const mat3 m1, const mat3 m2, mat3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3_transpose_to(mat3 m, mat3 dest); glmc_mat3_transpose_to(const mat3 m, mat3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -42,11 +42,15 @@ glmc_mat3_transpose(mat3 m);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3_mulv(mat3 m, vec3 v, vec3 dest); glmc_mat3_mulv(const mat3 m, const vec3 v, vec3 dest);
CGLM_EXPORT
float
glmc_mat3_trace(const mat3 m);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3_quat(mat3 m, versor dest); glmc_mat3_quat(const mat3 m, versor dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -54,11 +58,11 @@ glmc_mat3_scale(mat3 m, float s);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_mat3_det(mat3 mat); glmc_mat3_det(const mat3 mat);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3_inv(mat3 mat, mat3 dest); glmc_mat3_inv(const mat3 mat, mat3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -68,6 +72,10 @@ CGLM_EXPORT
void void
glmc_mat3_swap_row(mat3 mat, int row1, int row2); glmc_mat3_swap_row(mat3 mat, int row1, int row2);
CGLM_EXPORT
float
glmc_mat3_rmc(const vec3 r, const mat3 m, const vec3 c);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

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@@ -19,11 +19,11 @@ extern "C" {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_ucopy(mat4 mat, mat4 dest); glmc_mat4_ucopy(const mat4 mat, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_copy(mat4 mat, mat4 dest); glmc_mat4_copy(const mat4 mat, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -31,43 +31,51 @@ glmc_mat4_identity(mat4 mat);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_identity_array(mat4 * __restrict mat, size_t count); glmc_mat4_identity_array(mat4 * const __restrict mat, size_t count);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_pick3(mat4 mat, mat3 dest); glmc_mat4_pick3(const mat4 mat, mat3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_pick3t(mat4 mat, mat3 dest); glmc_mat4_pick3t(const mat4 mat, mat3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_ins3(mat3 mat, mat4 dest); glmc_mat4_ins3(const mat3 mat, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_mul(mat4 m1, mat4 m2, mat4 dest); glmc_mat4_mul(const mat4 m1, const mat4 m2, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_mulN(mat4 * __restrict matrices[], uint32_t len, mat4 dest); glmc_mat4_mulN(mat4 * const __restrict matrices[], uint32_t len, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_mulv(mat4 m, vec4 v, vec4 dest); glmc_mat4_mulv(const mat4 m, const vec4 v, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest); glmc_mat4_mulv3(const mat4 m, const vec3 v, float last, vec3 dest);
CGLM_EXPORT
float
glmc_mat4_trace(const mat4 m);
CGLM_EXPORT
float
glmc_mat4_trace3(const mat4 m);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_quat(mat4 m, versor dest); glmc_mat4_quat(const mat4 m, versor dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_transpose_to(mat4 m, mat4 dest); glmc_mat4_transpose_to(const mat4 m, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -83,19 +91,19 @@ glmc_mat4_scale(mat4 m, float s);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_mat4_det(mat4 mat); glmc_mat4_det(const mat4 mat);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_inv(mat4 mat, mat4 dest); glmc_mat4_inv(const mat4 mat, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_inv_precise(mat4 mat, mat4 dest); glmc_mat4_inv_precise(const mat4 mat, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_inv_fast(mat4 mat, mat4 dest); glmc_mat4_inv_fast(const mat4 mat, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -105,6 +113,10 @@ CGLM_EXPORT
void void
glmc_mat4_swap_row(mat4 mat, int row1, int row2); glmc_mat4_swap_row(mat4 mat, int row1, int row2);
CGLM_EXPORT
float
glmc_mat4_rmc(const vec4 r, const mat4 m, const vec4 c);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

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

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@@ -19,7 +19,7 @@ glmc_quat_identity(versor q);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_identity_array(versor * __restrict q, size_t count); glmc_quat_identity_array(versor * const __restrict q, size_t count);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -31,19 +31,19 @@ glmc_quat(versor q, float angle, float x, float y, float z);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quatv(versor q, float angle, vec3 axis); glmc_quatv(versor q, float angle, const vec3 axis);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_copy(versor q, versor dest); glmc_quat_copy(const versor q, versor dest);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_quat_norm(versor q); glmc_quat_norm(const versor q);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_normalize_to(versor q, versor dest); glmc_quat_normalize_to(const versor q, versor dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -51,103 +51,107 @@ glmc_quat_normalize(versor q);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_quat_dot(versor p, versor q); glmc_quat_dot(const versor p, const versor q);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_conjugate(versor q, versor dest); glmc_quat_conjugate(const versor q, versor dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_inv(versor q, versor dest); glmc_quat_inv(const versor q, versor dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_add(versor p, versor q, versor dest); glmc_quat_add(const versor p, const versor q, versor dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_sub(versor p, versor q, versor dest); glmc_quat_sub(const versor p, const versor q, versor dest);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_quat_real(versor q); glmc_quat_real(const versor q);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_imag(versor q, vec3 dest); glmc_quat_imag(const versor q, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_imagn(versor q, vec3 dest); glmc_quat_imagn(const versor q, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_quat_imaglen(versor q); glmc_quat_imaglen(const versor q);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_quat_angle(versor q); glmc_quat_angle(const versor q);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_axis(versor q, versor dest); glmc_quat_axis(const versor q, versor dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_mul(versor p, versor q, versor dest); glmc_quat_mul(const versor p, const versor q, versor dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_mat4(versor q, mat4 dest); glmc_quat_mat4(const versor q, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_mat4t(versor q, mat4 dest); glmc_quat_mat4t(const versor q, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_mat3(versor q, mat3 dest); glmc_quat_mat3(const versor q, mat3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_mat3t(versor q, mat3 dest); glmc_quat_mat3t(const versor q, mat3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_lerp(versor from, versor to, float t, versor dest); glmc_quat_lerp(const versor from, const versor to, float t, versor dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_slerp(versor q, versor r, float t, versor dest); glmc_quat_slerp(const versor q, const versor r, float t, versor dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_look(vec3 eye, versor ori, mat4 dest); glmc_quat_look(const vec3 eye, const versor ori, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest); glmc_quat_for(const vec3 dir, const vec3 fwd, const vec3 up, versor dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest); glmc_quat_forp(const vec3 from,
const vec3 to,
const vec3 fwd,
const vec3 up,
versor dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_rotatev(versor from, vec3 to, vec3 dest); glmc_quat_rotatev(const versor from, const vec3 to, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_rotate(mat4 m, versor q, mat4 dest); glmc_quat_rotate(const mat4 m, const versor q, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_rotate_at(mat4 model, versor q, vec3 pivot); glmc_quat_rotate_at(mat4 model, const versor q, const vec3 pivot);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_rotate_atm(mat4 m, versor q, vec3 pivot); glmc_quat_rotate_atm(mat4 m, const versor q, const vec3 pivot);
#ifdef __cplusplus #ifdef __cplusplus
} }

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@@ -15,22 +15,25 @@ extern "C" {
CGLM_EXPORT CGLM_EXPORT
float float
glmc_sphere_radii(vec4 s); glmc_sphere_radii(const vec4 s);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_sphere_transform(vec4 s, mat4 m, vec4 dest); glmc_sphere_transform(const vec4 s, const mat4 m, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_sphere_merge(vec4 s1, vec4 s2, vec4 dest); glmc_sphere_merge(const vec4 s1, const vec4 s2, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_sphere_sphere(vec4 s1, vec4 s2); glmc_sphere_sphere(const vec4 s1, const vec4 s2);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_sphere_point(vec4 s, vec3 point); glmc_sphere_point(const vec4 s, const vec3 point);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_sphere_h */ #endif /* cglmc_sphere_h */

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@@ -22,11 +22,11 @@ extern "C" {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3(vec4 v4, vec3 dest); glmc_vec3(const vec4 v4, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_copy(vec3 a, vec3 dest); glmc_vec3_copy(const vec3 a, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -38,23 +38,27 @@ glmc_vec3_one(vec3 v);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec3_dot(vec3 a, vec3 b); glmc_vec3_dot(const vec3 a, const vec3 b);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_cross(vec3 a, vec3 b, vec3 d); glmc_vec3_cross(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT
float
glmc_vec3_norm(vec3 v);
CGLM_EXPORT
float
glmc_vec3_norm2(vec3 v);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_normalize_to(vec3 v, vec3 dest); glmc_vec3_crossn(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT
float
glmc_vec3_norm(const vec3 v);
CGLM_EXPORT
float
glmc_vec3_norm2(const vec3 v);
CGLM_EXPORT
void
glmc_vec3_normalize_to(const vec3 v, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -62,63 +66,63 @@ glmc_vec3_normalize(vec3 v);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_add(vec3 a, vec3 b, vec3 dest); glmc_vec3_add(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_adds(vec3 v, float s, vec3 dest); glmc_vec3_adds(const vec3 v, float s, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_sub(vec3 a, vec3 b, vec3 dest); glmc_vec3_sub(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_subs(vec3 v, float s, vec3 dest); glmc_vec3_subs(const vec3 v, float s, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_mul(vec3 a, vec3 b, vec3 d); glmc_vec3_mul(const vec3 a, const vec3 b, vec3 d);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_scale(vec3 v, float s, vec3 dest); glmc_vec3_scale(const vec3 v, float s, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_scale_as(vec3 v, float s, vec3 dest); glmc_vec3_scale_as(const vec3 v, float s, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_div(vec3 a, vec3 b, vec3 dest); glmc_vec3_div(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_divs(vec3 a, float s, vec3 dest); glmc_vec3_divs(const vec3 a, float s, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_addadd(vec3 a, vec3 b, vec3 dest); glmc_vec3_addadd(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_subadd(vec3 a, vec3 b, vec3 dest); glmc_vec3_subadd(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_muladd(vec3 a, vec3 b, vec3 dest); glmc_vec3_muladd(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_muladds(vec3 a, float s, vec3 dest); glmc_vec3_muladds(const vec3 a, float s, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_maxadd(vec3 a, vec3 b, vec3 dest); glmc_vec3_maxadd(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_minadd(vec3 a, vec3 b, vec3 dest); glmc_vec3_minadd(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -126,47 +130,47 @@ glmc_vec3_negate(vec3 v);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_negate_to(vec3 v, vec3 dest); glmc_vec3_negate_to(const vec3 v, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec3_angle(vec3 a, vec3 b); glmc_vec3_angle(const vec3 a, const vec3 b);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_rotate(vec3 v, float angle, vec3 axis); glmc_vec3_rotate(vec3 v, float angle, const vec3 axis);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_rotate_m4(mat4 m, vec3 v, vec3 dest); glmc_vec3_rotate_m4(const mat4 m, const vec3 v, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_rotate_m3(mat3 m, vec3 v, vec3 dest); glmc_vec3_rotate_m3(const mat3 m, const vec3 v, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_proj(vec3 a, vec3 b, vec3 dest); glmc_vec3_proj(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_center(vec3 a, vec3 b, vec3 dest); glmc_vec3_center(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec3_distance2(vec3 a, vec3 b); glmc_vec3_distance2(const vec3 a, const vec3 b);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec3_distance(vec3 a, vec3 b); glmc_vec3_distance(const vec3 a, const vec3 b);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_maxv(vec3 a, vec3 b, vec3 dest); glmc_vec3_maxv(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_minv(vec3 a, vec3 b, vec3 dest); glmc_vec3_minv(const vec3 a, const vec3 b, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -174,17 +178,17 @@ glmc_vec3_clamp(vec3 v, float minVal, float maxVal);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_ortho(vec3 v, vec3 dest); glmc_vec3_ortho(const vec3 v, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest); glmc_vec3_lerp(const vec3 from, const vec3 to, float t, vec3 dest);
/* ext */ /* ext */
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_mulv(vec3 a, vec3 b, vec3 d); glmc_vec3_mulv(const vec3 a, const vec3 b, vec3 d);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -192,51 +196,51 @@ glmc_vec3_broadcast(float val, vec3 d);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec3_eq(vec3 v, float val); glmc_vec3_eq(const vec3 v, float val);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec3_eq_eps(vec3 v, float val); glmc_vec3_eq_eps(const vec3 v, float val);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec3_eq_all(vec3 v); glmc_vec3_eq_all(const vec3 v);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec3_eqv(vec3 a, vec3 b); glmc_vec3_eqv(const vec3 a, const vec3 b);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec3_eqv_eps(vec3 a, vec3 b); glmc_vec3_eqv_eps(const vec3 a, const vec3 b);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec3_max(vec3 v); glmc_vec3_max(const vec3 v);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec3_min(vec3 v); glmc_vec3_min(const vec3 v);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec3_isnan(vec3 v); glmc_vec3_isnan(const vec3 v);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec3_isinf(vec3 v); glmc_vec3_isinf(const vec3 v);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec3_isvalid(vec3 v); glmc_vec3_isvalid(const vec3 v);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_sign(vec3 v, vec3 dest); glmc_vec3_sign(const vec3 v, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_sqrt(vec3 v, vec3 dest); glmc_vec3_sqrt(const vec3 v, vec3 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }

View File

@@ -23,7 +23,7 @@ extern "C" {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4(vec3 v3, float last, vec4 dest); glmc_vec4(const vec3 v3, float last, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -35,31 +35,31 @@ glmc_vec4_one(vec4 v);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_copy3(vec4 v, vec3 dest); glmc_vec4_copy3(const vec4 v, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_copy(vec4 v, vec4 dest); glmc_vec4_copy(const vec4 v, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_ucopy(vec4 v, vec4 dest); glmc_vec4_ucopy(const vec4 v, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec4_dot(vec4 a, vec4 b); glmc_vec4_dot(const vec4 a, const vec4 b);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec4_norm(vec4 v); glmc_vec4_norm(const vec4 v);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec4_norm2(vec4 v); glmc_vec4_norm2(const vec4 v);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_normalize_to(vec4 v, vec4 dest); glmc_vec4_normalize_to(const vec4 v, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -67,63 +67,63 @@ glmc_vec4_normalize(vec4 v);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_add(vec4 a, vec4 b, vec4 dest); glmc_vec4_add(const vec4 a, const vec4 b, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_adds(vec4 v, float s, vec4 dest); glmc_vec4_adds(const vec4 v, float s, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_sub(vec4 a, vec4 b, vec4 dest); glmc_vec4_sub(const vec4 a, const vec4 b, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_subs(vec4 v, float s, vec4 dest); glmc_vec4_subs(const vec4 v, float s, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_mul(vec4 a, vec4 b, vec4 d); glmc_vec4_mul(const vec4 a, const vec4 b, vec4 d);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_scale(vec4 v, float s, vec4 dest); glmc_vec4_scale(const vec4 v, float s, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_scale_as(vec3 v, float s, vec3 dest); glmc_vec4_scale_as(const vec3 v, float s, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_div(vec4 a, vec4 b, vec4 dest); glmc_vec4_div(const vec4 a, const vec4 b, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_divs(vec4 v, float s, vec4 dest); glmc_vec4_divs(const vec4 v, float s, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_addadd(vec4 a, vec4 b, vec4 dest); glmc_vec4_addadd(const vec4 a, const vec4 b, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_subadd(vec4 a, vec4 b, vec4 dest); glmc_vec4_subadd(const vec4 a, const vec4 b, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_muladd(vec4 a, vec4 b, vec4 dest); glmc_vec4_muladd(const vec4 a, const vec4 b, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_muladds(vec4 a, float s, vec4 dest); glmc_vec4_muladds(const vec4 a, float s, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_maxadd(vec4 a, vec4 b, vec4 dest); glmc_vec4_maxadd(const vec4 a, const vec4 b, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_minadd(vec4 a, vec4 b, vec4 dest); glmc_vec4_minadd(const vec4 a, const vec4 b, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -131,19 +131,19 @@ glmc_vec4_negate(vec4 v);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_negate_to(vec4 v, vec4 dest); glmc_vec4_negate_to(const vec4 v, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec4_distance(vec4 a, vec4 b); glmc_vec4_distance(const vec4 a, const vec4 b);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_maxv(vec4 a, vec4 b, vec4 dest); glmc_vec4_maxv(const vec4 a, const vec4 b, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_minv(vec4 a, vec4 b, vec4 dest); glmc_vec4_minv(const vec4 a, const vec4 b, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -151,13 +151,17 @@ glmc_vec4_clamp(vec4 v, float minVal, float maxVal);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest); glmc_vec4_lerp(const vec4 from, const vec4 to, float t, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_cubic(float s, vec4 dest);
/* ext */ /* ext */
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_mulv(vec4 a, vec4 b, vec4 d); glmc_vec4_mulv(const vec4 a, const vec4 b, vec4 d);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -165,51 +169,51 @@ glmc_vec4_broadcast(float val, vec4 d);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec4_eq(vec4 v, float val); glmc_vec4_eq(const vec4 v, float val);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec4_eq_eps(vec4 v, float val); glmc_vec4_eq_eps(const vec4 v, float val);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec4_eq_all(vec4 v); glmc_vec4_eq_all(const vec4 v);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec4_eqv(vec4 a, vec4 b); glmc_vec4_eqv(const vec4 a, const vec4 b);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec4_eqv_eps(vec4 a, vec4 b); glmc_vec4_eqv_eps(const vec4 a, const vec4 b);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec4_max(vec4 v); glmc_vec4_max(const vec4 v);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec4_min(vec4 v); glmc_vec4_min(const vec4 v);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec4_isnan(vec4 v); glmc_vec4_isnan(const vec4 v);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec4_isinf(vec4 v); glmc_vec4_isinf(const vec4 v);
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec4_isvalid(vec4 v); glmc_vec4_isvalid(const vec4 v);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_sign(vec4 v, vec4 dest); glmc_vec4_sign(const vec4 v, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_sqrt(vec4 v, vec4 dest); glmc_vec4_sqrt(const vec4 v, vec4 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }

View File

@@ -84,7 +84,7 @@ glm_frustum(float left,
mat4 dest) { mat4 dest) {
float rl, tb, fn, nv; float rl, tb, fn, nv;
glm__memzero(float, dest, sizeof(mat4)); glm_mat4_zero(dest);
rl = 1.0f / (right - left); rl = 1.0f / (right - left);
tb = 1.0f / (top - bottom); tb = 1.0f / (top - bottom);
@@ -122,7 +122,7 @@ glm_ortho(float left,
mat4 dest) { mat4 dest) {
float rl, tb, fn; float rl, tb, fn;
glm__memzero(float, dest, sizeof(mat4)); glm_mat4_zero(dest);
rl = 1.0f / (right - left); rl = 1.0f / (right - left);
tb = 1.0f / (top - bottom); tb = 1.0f / (top - bottom);
@@ -147,7 +147,7 @@ glm_ortho(float left,
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_ortho_aabb(vec3 box[2], mat4 dest) { glm_ortho_aabb(const vec3 box[2], mat4 dest) {
glm_ortho(box[0][0], box[1][0], glm_ortho(box[0][0], box[1][0],
box[0][1], box[1][1], box[0][1], box[1][1],
-box[1][2], -box[0][2], -box[1][2], -box[0][2],
@@ -165,7 +165,7 @@ glm_ortho_aabb(vec3 box[2], mat4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) { glm_ortho_aabb_p(const vec3 box[2], float padding, mat4 dest) {
glm_ortho(box[0][0] - padding, box[1][0] + padding, glm_ortho(box[0][0] - padding, box[1][0] + padding,
box[0][1] - padding, box[1][1] + padding, box[0][1] - padding, box[1][1] + padding,
-(box[1][2] + padding), -(box[0][2] - padding), -(box[1][2] + padding), -(box[0][2] - padding),
@@ -183,7 +183,7 @@ glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) { glm_ortho_aabb_pz(const vec3 box[2], float padding, mat4 dest) {
glm_ortho(box[0][0], box[1][0], glm_ortho(box[0][0], box[1][0],
box[0][1], box[1][1], box[0][1], box[1][1],
-(box[1][2] + padding), -(box[0][2] - padding), -(box[1][2] + padding), -(box[0][2] - padding),
@@ -218,9 +218,7 @@ glm_ortho_default(float aspect, mat4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_ortho_default_s(float aspect, glm_ortho_default_s(float aspect, float size, mat4 dest) {
float size,
mat4 dest) {
if (aspect >= 1.0f) { if (aspect >= 1.0f) {
glm_ortho(-size * aspect, glm_ortho(-size * aspect,
size * aspect, size * aspect,
@@ -259,7 +257,7 @@ glm_perspective(float fovy,
mat4 dest) { mat4 dest) {
float f, fn; float f, fn;
glm__memzero(float, dest, sizeof(mat4)); glm_mat4_zero(dest);
f = 1.0f / tanf(fovy * 0.5f); f = 1.0f / tanf(fovy * 0.5f);
fn = 1.0f / (nearVal - farVal); fn = 1.0f / (nearVal - farVal);
@@ -271,6 +269,30 @@ glm_perspective(float fovy,
dest[3][2] = 2.0f * nearVal * farVal * fn; dest[3][2] = 2.0f * nearVal * farVal * fn;
} }
/*!
* @brief extend perspective projection matrix's far distance
*
* this function does not guarantee far >= near, be aware of that!
*
* @param[in, out] proj projection matrix to extend
* @param[in] deltaFar distance from existing far (negative to shink)
*/
CGLM_INLINE
void
glm_persp_move_far(mat4 proj, float deltaFar) {
float fn, farVal, nearVal, p22, p32;
p22 = proj[2][2];
p32 = proj[3][2];
nearVal = p32 / (p22 - 1.0f);
farVal = p32 / (p22 + 1.0f) + deltaFar;
fn = 1.0f / (nearVal - farVal);
proj[2][2] = (nearVal + farVal) * fn;
proj[3][2] = 2.0f * nearVal * farVal * fn;
}
/*! /*!
* @brief set up perspective projection matrix with default near/far * @brief set up perspective projection matrix with default near/far
* and angle values * and angle values
@@ -314,18 +336,16 @@ glm_perspective_resize(float aspect, mat4 proj) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_lookat(vec3 eye, glm_lookat(const vec3 eye,
vec3 center, const vec3 center,
vec3 up, const vec3 up,
mat4 dest) { mat4 dest) {
CGLM_ALIGN(8) vec3 f, u, s; CGLM_ALIGN(8) vec3 f, u, s;
glm_vec3_sub(center, eye, f); glm_vec3_sub(center, eye, f);
glm_vec3_normalize(f); glm_vec3_normalize(f);
glm_vec3_cross(f, up, s); glm_vec3_crossn(f, up, s);
glm_vec3_normalize(s);
glm_vec3_cross(s, f, u); glm_vec3_cross(s, f, u);
dest[0][0] = s[0]; dest[0][0] = s[0];
@@ -360,7 +380,7 @@ glm_lookat(vec3 eye,
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) { glm_look(const vec3 eye, const vec3 dir, const vec3 up, mat4 dest) {
CGLM_ALIGN(8) vec3 target; CGLM_ALIGN(8) vec3 target;
glm_vec3_add(eye, dir, target); glm_vec3_add(eye, dir, target);
glm_lookat(eye, target, up, dest); glm_lookat(eye, target, up, dest);
@@ -378,7 +398,7 @@ 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(const vec3 eye, const vec3 dir, mat4 dest) {
CGLM_ALIGN(8) vec3 up; CGLM_ALIGN(8) vec3 up;
glm_vec3_ortho(dir, up); glm_vec3_ortho(dir, up);
glm_look(eye, dir, up, dest); glm_look(eye, dir, up, dest);
@@ -397,7 +417,7 @@ glm_look_anyup(vec3 eye, vec3 dir, mat4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decomp(mat4 proj, glm_persp_decomp(const mat4 proj,
float * __restrict nearVal, float * __restrict nearVal,
float * __restrict farVal, float * __restrict farVal,
float * __restrict top, float * __restrict top,
@@ -437,7 +457,7 @@ glm_persp_decomp(mat4 proj,
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decompv(mat4 proj, float dest[6]) { glm_persp_decompv(const mat4 proj, float dest[6]) {
glm_persp_decomp(proj, &dest[0], &dest[1], &dest[2], glm_persp_decomp(proj, &dest[0], &dest[1], &dest[2],
&dest[3], &dest[4], &dest[5]); &dest[3], &dest[4], &dest[5]);
} }
@@ -452,7 +472,7 @@ glm_persp_decompv(mat4 proj, float dest[6]) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decomp_x(mat4 proj, glm_persp_decomp_x(const mat4 proj,
float * __restrict left, float * __restrict left,
float * __restrict right) { float * __restrict right) {
float nearVal, m20, m00; float nearVal, m20, m00;
@@ -475,7 +495,7 @@ glm_persp_decomp_x(mat4 proj,
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decomp_y(mat4 proj, glm_persp_decomp_y(const mat4 proj,
float * __restrict top, float * __restrict top,
float * __restrict bottom) { float * __restrict bottom) {
float nearVal, m21, m11; float nearVal, m21, m11;
@@ -498,7 +518,7 @@ glm_persp_decomp_y(mat4 proj,
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decomp_z(mat4 proj, glm_persp_decomp_z(const mat4 proj,
float * __restrict nearVal, float * __restrict nearVal,
float * __restrict farVal) { float * __restrict farVal) {
float m32, m22; float m32, m22;
@@ -518,7 +538,7 @@ glm_persp_decomp_z(mat4 proj,
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decomp_far(mat4 proj, float * __restrict farVal) { glm_persp_decomp_far(const mat4 proj, float * __restrict farVal) {
*farVal = proj[3][2] / (proj[2][2] + 1.0f); *farVal = proj[3][2] / (proj[2][2] + 1.0f);
} }
@@ -530,7 +550,7 @@ glm_persp_decomp_far(mat4 proj, float * __restrict farVal) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decomp_near(mat4 proj, float * __restrict nearVal) { glm_persp_decomp_near(const mat4 proj, float * __restrict nearVal) {
*nearVal = proj[3][2] / (proj[2][2] - 1.0f); *nearVal = proj[3][2] / (proj[2][2] - 1.0f);
} }
@@ -544,7 +564,7 @@ glm_persp_decomp_near(mat4 proj, float * __restrict nearVal) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_persp_fovy(mat4 proj) { glm_persp_fovy(const mat4 proj) {
return 2.0f * atanf(1.0f / proj[1][1]); return 2.0f * atanf(1.0f / proj[1][1]);
} }
@@ -555,7 +575,7 @@ glm_persp_fovy(mat4 proj) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_persp_aspect(mat4 proj) { glm_persp_aspect(const mat4 proj) {
return proj[1][1] / proj[0][0]; return proj[1][1] / proj[0][0];
} }
@@ -568,7 +588,7 @@ glm_persp_aspect(mat4 proj) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_persp_sizes(mat4 proj, float fovy, vec4 dest) { glm_persp_sizes(const mat4 proj, float fovy, vec4 dest) {
float t, a, nearVal, farVal; float t, a, nearVal, farVal;
t = 2.0f * tanf(fovy * 0.5f); t = 2.0f * tanf(fovy * 0.5f);

View File

@@ -26,5 +26,7 @@
#include "project.h" #include "project.h"
#include "sphere.h" #include "sphere.h"
#include "ease.h" #include "ease.h"
#include "curve.h"
#include "bezier.h"
#endif /* cglm_h */ #endif /* cglm_h */

View File

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

View File

@@ -11,8 +11,10 @@
#define _USE_MATH_DEFINES /* for windows */ #define _USE_MATH_DEFINES /* for windows */
#include <stdint.h> #include <stdint.h>
#include <stddef.h>
#include <math.h> #include <math.h>
#include <float.h> #include <float.h>
#include <stdbool.h>
#if defined(_MSC_VER) #if defined(_MSC_VER)
# ifdef CGLM_DLL # ifdef CGLM_DLL
@@ -26,34 +28,6 @@
# define CGLM_INLINE static inline __attribute((always_inline)) # define CGLM_INLINE static inline __attribute((always_inline))
#endif #endif
#define glm__memcpy(type, dest, src, size) \
do { \
type *srci; \
type *srci_end; \
type *desti; \
\
srci = (type *)src; \
srci_end = (type *)((char *)srci + size); \
desti = (type *)dest; \
\
while (srci != srci_end) \
*desti++ = *srci++; \
} while (0)
#define glm__memset(type, dest, size, val) \
do { \
type *desti; \
type *desti_end; \
\
desti = (type *)dest; \
desti_end = (type *)((char *)desti + size); \
\
while (desti != desti_end) \
*desti++ = val; \
} while (0)
#define glm__memzero(type, dest, size) glm__memset(type, dest, size, 0)
#include "types.h" #include "types.h"
#include "simd/intrin.h" #include "simd/intrin.h"

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

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

View File

@@ -57,7 +57,7 @@ typedef enum glm_euler_sq {
CGLM_INLINE CGLM_INLINE
glm_euler_sq glm_euler_sq
glm_euler_order(int ord[3]) { glm_euler_order(const int ord[3]) {
return (glm_euler_sq)(ord[0] << 0 | ord[1] << 2 | ord[2] << 4); return (glm_euler_sq)(ord[0] << 0 | ord[1] << 2 | ord[2] << 4);
} }
@@ -69,7 +69,7 @@ glm_euler_order(int ord[3]) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_euler_angles(mat4 m, vec3 dest) { glm_euler_angles(const mat4 m, vec3 dest) {
float m00, m01, m10, m11, m20, m21, m22; float m00, m01, m10, m11, m20, m21, m22;
float thetaX, thetaY, thetaZ; float thetaX, thetaY, thetaZ;
@@ -107,7 +107,7 @@ glm_euler_angles(mat4 m, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_euler_xyz(vec3 angles, mat4 dest) { glm_euler_xyz(const vec3 angles, mat4 dest) {
float cx, cy, cz, float cx, cy, cz,
sx, sy, sz, czsx, cxcz, sysz; sx, sy, sz, czsx, cxcz, sysz;
@@ -145,7 +145,7 @@ glm_euler_xyz(vec3 angles, mat4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_euler(vec3 angles, mat4 dest) { glm_euler(const vec3 angles, mat4 dest) {
glm_euler_xyz(angles, dest); glm_euler_xyz(angles, dest);
} }
@@ -157,7 +157,7 @@ glm_euler(vec3 angles, mat4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_euler_xzy(vec3 angles, mat4 dest) { glm_euler_xzy(const vec3 angles, mat4 dest) {
float cx, cy, cz, float cx, cy, cz,
sx, sy, sz, sxsy, cysx, cxsy, cxcy; sx, sy, sz, sxsy, cysx, cxsy, cxcy;
@@ -197,7 +197,7 @@ glm_euler_xzy(vec3 angles, mat4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_euler_yxz(vec3 angles, mat4 dest) { glm_euler_yxz(const vec3 angles, mat4 dest) {
float cx, cy, cz, float cx, cy, cz,
sx, sy, sz, cycz, sysz, czsy, cysz; sx, sy, sz, cycz, sysz, czsy, cysz;
@@ -236,7 +236,7 @@ glm_euler_yxz(vec3 angles, mat4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_euler_yzx(vec3 angles, mat4 dest) { glm_euler_yzx(const vec3 angles, mat4 dest) {
float cx, cy, cz, float cx, cy, cz,
sx, sy, sz, sxsy, cxcy, cysx, cxsy; sx, sy, sz, sxsy, cxcy, cysx, cxsy;
@@ -275,7 +275,7 @@ glm_euler_yzx(vec3 angles, mat4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_euler_zxy(vec3 angles, mat4 dest) { glm_euler_zxy(const vec3 angles, mat4 dest) {
float cx, cy, cz, float cx, cy, cz,
sx, sy, sz, cycz, sxsy, cysz; sx, sy, sz, cycz, sxsy, cysz;
@@ -313,7 +313,7 @@ glm_euler_zxy(vec3 angles, mat4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_euler_zyx(vec3 angles, mat4 dest) { glm_euler_zyx(const vec3 angles, mat4 dest) {
float cx, cy, cz, float cx, cy, cz,
sx, sy, sz, czsx, cxcz, sysz; sx, sy, sz, czsx, cxcz, sysz;
@@ -352,7 +352,7 @@ glm_euler_zyx(vec3 angles, mat4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_euler_by_order(vec3 angles, glm_euler_sq ord, mat4 dest) { glm_euler_by_order(const vec3 angles, glm_euler_sq ord, mat4 dest) {
float cx, cy, cz, float cx, cy, cz,
sx, sy, sz; sx, sy, sz;

View File

@@ -69,7 +69,7 @@
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_frustum_planes(mat4 m, vec4 dest[6]) { glm_frustum_planes(const mat4 m, vec4 dest[6]) {
mat4 t; mat4 t;
glm_mat4_transpose_to(m, t); glm_mat4_transpose_to(m, t);
@@ -114,7 +114,7 @@ glm_frustum_planes(mat4 m, vec4 dest[6]) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_frustum_corners(mat4 invMat, vec4 dest[8]) { glm_frustum_corners(const mat4 invMat, vec4 dest[8]) {
vec4 c[8]; vec4 c[8];
/* indexOf(nearCoord) = indexOf(farCoord) + 4 */ /* indexOf(nearCoord) = indexOf(farCoord) + 4 */
@@ -157,7 +157,7 @@ glm_frustum_corners(mat4 invMat, vec4 dest[8]) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_frustum_center(vec4 corners[8], vec4 dest) { glm_frustum_center(const vec4 corners[8], vec4 dest) {
vec4 center; vec4 center;
glm_vec4_copy(corners[0], center); glm_vec4_copy(corners[0], center);
@@ -182,7 +182,7 @@ glm_frustum_center(vec4 corners[8], vec4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_frustum_box(vec4 corners[8], mat4 m, vec3 box[2]) { glm_frustum_box(const vec4 corners[8], const mat4 m, vec3 box[2]) {
vec4 v; vec4 v;
vec3 min, max; vec3 min, max;
int i; int i;
@@ -220,10 +220,10 @@ glm_frustum_box(vec4 corners[8], mat4 m, vec3 box[2]) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_frustum_corners_at(vec4 corners[8], glm_frustum_corners_at(const vec4 corners[8],
float splitDist, float splitDist,
float farDist, float farDist,
vec4 planeCorners[4]) { vec4 planeCorners[4]) {
vec4 corner; vec4 corner;
float dist, sc; float dist, sc;

View File

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

View File

@@ -17,15 +17,19 @@
CGLM_INLINE void glm_mat3_copy(mat3 mat, mat3 dest); CGLM_INLINE void glm_mat3_copy(mat3 mat, mat3 dest);
CGLM_INLINE void glm_mat3_identity(mat3 mat); CGLM_INLINE void glm_mat3_identity(mat3 mat);
CGLM_INLINE void glm_mat3_identity_array(mat3 * restrict mat, size_t count); CGLM_INLINE void glm_mat3_identity_array(mat3 * restrict mat, size_t count);
CGLM_INLINE void glm_mat3_zero(mat3 mat);
CGLM_INLINE void glm_mat3_mul(mat3 m1, mat3 m2, mat3 dest); CGLM_INLINE void glm_mat3_mul(mat3 m1, mat3 m2, mat3 dest);
CGLM_INLINE void glm_mat3_transpose_to(mat3 m, mat3 dest); CGLM_INLINE void glm_mat3_transpose_to(mat3 m, mat3 dest);
CGLM_INLINE void glm_mat3_transpose(mat3 m); CGLM_INLINE void glm_mat3_transpose(mat3 m);
CGLM_INLINE void glm_mat3_mulv(mat3 m, vec3 v, vec3 dest); CGLM_INLINE void glm_mat3_mulv(mat3 m, vec3 v, vec3 dest);
CGLM_INLINE float glm_mat3_trace(mat3 m);
CGLM_INLINE void glm_mat3_quat(mat3 m, versor dest);
CGLM_INLINE void glm_mat3_scale(mat3 m, float s); CGLM_INLINE void glm_mat3_scale(mat3 m, float s);
CGLM_INLINE float glm_mat3_det(mat3 mat); CGLM_INLINE float glm_mat3_det(mat3 mat);
CGLM_INLINE void glm_mat3_inv(mat3 mat, mat3 dest); CGLM_INLINE void glm_mat3_inv(mat3 mat, mat3 dest);
CGLM_INLINE void glm_mat3_swap_col(mat3 mat, int col1, int col2); CGLM_INLINE void glm_mat3_swap_col(mat3 mat, int col1, int col2);
CGLM_INLINE void glm_mat3_swap_row(mat3 mat, int row1, int row2); CGLM_INLINE void glm_mat3_swap_row(mat3 mat, int row1, int row2);
CGLM_INLINE float glm_mat3_rmc(vec3 r, mat3 m, vec3 c);
*/ */
#ifndef cglm_mat3_h #ifndef cglm_mat3_h
@@ -61,8 +65,18 @@
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat3_copy(mat3 mat, mat3 dest) { glm_mat3_copy(const mat3 mat, mat3 dest) {
glm__memcpy(float, dest, mat, sizeof(mat3)); dest[0][0] = mat[0][0];
dest[0][1] = mat[0][1];
dest[0][2] = mat[0][2];
dest[1][0] = mat[1][0];
dest[1][1] = mat[1][1];
dest[1][2] = mat[1][2];
dest[2][0] = mat[2][0];
dest[2][1] = mat[2][1];
dest[2][2] = mat[2][2];
} }
/*! /*!
@@ -96,7 +110,7 @@ glm_mat3_identity(mat3 mat) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat3_identity_array(mat3 * __restrict mat, size_t count) { glm_mat3_identity_array(mat3 * const __restrict mat, size_t count) {
CGLM_ALIGN_MAT mat3 t = GLM_MAT3_IDENTITY_INIT; CGLM_ALIGN_MAT mat3 t = GLM_MAT3_IDENTITY_INIT;
size_t i; size_t i;
@@ -105,6 +119,18 @@ glm_mat3_identity_array(mat3 * __restrict mat, size_t count) {
} }
} }
/*!
* @brief make given matrix zero.
*
* @param[in, out] mat matrix
*/
CGLM_INLINE
void
glm_mat3_zero(mat3 mat) {
CGLM_ALIGN_MAT mat3 t = GLM_MAT3_ZERO_INIT;
glm_mat3_copy(t, mat);
}
/*! /*!
* @brief multiply m1 and m2 to dest * @brief multiply m1 and m2 to dest
* *
@@ -121,7 +147,7 @@ glm_mat3_identity_array(mat3 * __restrict mat, size_t count) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat3_mul(mat3 m1, mat3 m2, mat3 dest) { glm_mat3_mul(const mat3 m1, const mat3 m2, mat3 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glm_mat3_mul_sse2(m1, m2, dest); glm_mat3_mul_sse2(m1, m2, dest);
#else #else
@@ -155,7 +181,7 @@ glm_mat3_mul(mat3 m1, mat3 m2, mat3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat3_transpose_to(mat3 m, mat3 dest) { glm_mat3_transpose_to(const mat3 m, mat3 dest) {
dest[0][0] = m[0][0]; dest[0][0] = m[0][0];
dest[0][1] = m[1][0]; dest[0][1] = m[1][0];
dest[0][2] = m[2][0]; dest[0][2] = m[2][0];
@@ -201,12 +227,24 @@ glm_mat3_transpose(mat3 m) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat3_mulv(mat3 m, vec3 v, vec3 dest) { glm_mat3_mulv(const mat3 m, const vec3 v, vec3 dest) {
dest[0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2]; dest[0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2];
dest[1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1] * v[2]; dest[1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1] * v[2];
dest[2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2]; dest[2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2];
} }
/*!
* @brief trace of matrix
*
* sum of the elements on the main diagonal from upper left to the lower right
*
* @param[in] m matrix
*/
CGLM_INLINE
float
glm_mat3_trace(const mat3 m) {
return m[0][0] + m[1][1] + m[2][2];
}
/*! /*!
* @brief convert mat3 to quaternion * @brief convert mat3 to quaternion
@@ -216,7 +254,7 @@ glm_mat3_mulv(mat3 m, vec3 v, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat3_quat(mat3 m, versor dest) { glm_mat3_quat(const mat3 m, versor dest) {
float trace, r, rinv; float trace, r, rinv;
/* it seems using like m12 instead of m[1][2] causes extra instructions */ /* it seems using like m12 instead of m[1][2] causes extra instructions */
@@ -282,7 +320,7 @@ glm_mat3_scale(mat3 m, float s) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_mat3_det(mat3 mat) { glm_mat3_det(const mat3 mat) {
float a = mat[0][0], b = mat[0][1], c = mat[0][2], float a = mat[0][0], b = mat[0][1], c = mat[0][2],
d = mat[1][0], e = mat[1][1], f = mat[1][2], d = mat[1][0], e = mat[1][1], f = mat[1][2],
g = mat[2][0], h = mat[2][1], i = mat[2][2]; g = mat[2][0], h = mat[2][1], i = mat[2][2];
@@ -298,7 +336,7 @@ glm_mat3_det(mat3 mat) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat3_inv(mat3 mat, mat3 dest) { glm_mat3_inv(const mat3 mat, mat3 dest) {
float det; float det;
float a = mat[0][0], b = mat[0][1], c = mat[0][2], float a = mat[0][0], b = mat[0][1], c = mat[0][2],
d = mat[1][0], e = mat[1][1], f = mat[1][2], d = mat[1][0], e = mat[1][1], f = mat[1][2],
@@ -359,4 +397,26 @@ glm_mat3_swap_row(mat3 mat, int row1, int row2) {
mat[2][row2] = tmp[2]; mat[2][row2] = tmp[2];
} }
/*!
* @brief helper for R (row vector) * M (matrix) * C (column vector)
*
* rmc stands for Row * Matrix * Column
*
* the result is scalar because R * M = Matrix1x3 (row vector),
* then Matrix1x3 * Vec3 (column vector) = Matrix1x1 (Scalar)
*
* @param[in] r row vector or matrix1x3
* @param[in] m matrix3x3
* @param[in] c column vector or matrix3x1
*
* @return scalar value e.g. Matrix1x1
*/
CGLM_INLINE
float
glm_mat3_rmc(const vec3 r, const mat3 m, const vec3 c) {
vec3 tmp;
glm_mat3_mulv(m, c, tmp);
return glm_vec3_dot(r, tmp);
}
#endif /* cglm_mat3_h */ #endif /* cglm_mat3_h */

View File

@@ -22,6 +22,7 @@
CGLM_INLINE void glm_mat4_copy(mat4 mat, mat4 dest); CGLM_INLINE void glm_mat4_copy(mat4 mat, mat4 dest);
CGLM_INLINE void glm_mat4_identity(mat4 mat); CGLM_INLINE void glm_mat4_identity(mat4 mat);
CGLM_INLINE void glm_mat4_identity_array(mat4 * restrict mat, size_t count); CGLM_INLINE void glm_mat4_identity_array(mat4 * restrict mat, size_t count);
CGLM_INLINE void glm_mat4_zero(mat4 mat);
CGLM_INLINE void glm_mat4_pick3(mat4 mat, mat3 dest); CGLM_INLINE void glm_mat4_pick3(mat4 mat, mat3 dest);
CGLM_INLINE void glm_mat4_pick3t(mat4 mat, mat3 dest); CGLM_INLINE void glm_mat4_pick3t(mat4 mat, mat3 dest);
CGLM_INLINE void glm_mat4_ins3(mat3 mat, mat4 dest); CGLM_INLINE void glm_mat4_ins3(mat3 mat, mat4 dest);
@@ -29,6 +30,9 @@
CGLM_INLINE void glm_mat4_mulN(mat4 *matrices[], int len, mat4 dest); CGLM_INLINE void glm_mat4_mulN(mat4 *matrices[], int len, mat4 dest);
CGLM_INLINE void glm_mat4_mulv(mat4 m, vec4 v, vec4 dest); CGLM_INLINE void glm_mat4_mulv(mat4 m, vec4 v, vec4 dest);
CGLM_INLINE void glm_mat4_mulv3(mat4 m, vec3 v, vec3 dest); CGLM_INLINE void glm_mat4_mulv3(mat4 m, vec3 v, vec3 dest);
CGLM_INLINE float glm_mat4_trace(mat4 m);
CGLM_INLINE float glm_mat4_trace3(mat4 m);
CGLM_INLINE void glm_mat4_quat(mat4 m, versor dest) ;
CGLM_INLINE void glm_mat4_transpose_to(mat4 m, mat4 dest); CGLM_INLINE void glm_mat4_transpose_to(mat4 m, mat4 dest);
CGLM_INLINE void glm_mat4_transpose(mat4 m); CGLM_INLINE void glm_mat4_transpose(mat4 m);
CGLM_INLINE void glm_mat4_scale_p(mat4 m, float s); CGLM_INLINE void glm_mat4_scale_p(mat4 m, float s);
@@ -38,6 +42,7 @@
CGLM_INLINE void glm_mat4_inv_fast(mat4 mat, mat4 dest); CGLM_INLINE void glm_mat4_inv_fast(mat4 mat, mat4 dest);
CGLM_INLINE void glm_mat4_swap_col(mat4 mat, int col1, int col2); CGLM_INLINE void glm_mat4_swap_col(mat4 mat, int col1, int col2);
CGLM_INLINE void glm_mat4_swap_row(mat4 mat, int row1, int row2); CGLM_INLINE void glm_mat4_swap_row(mat4 mat, int row1, int row2);
CGLM_INLINE float glm_mat4_rmc(vec4 r, mat4 m, vec4 c);
*/ */
#ifndef cglm_mat_h #ifndef cglm_mat_h
@@ -95,8 +100,16 @@
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_ucopy(mat4 mat, mat4 dest) { glm_mat4_ucopy(const mat4 mat, mat4 dest) {
glm__memcpy(float, dest, mat, sizeof(mat4)); dest[0][0] = mat[0][0]; dest[1][0] = mat[1][0];
dest[0][1] = mat[0][1]; dest[1][1] = mat[1][1];
dest[0][2] = mat[0][2]; dest[1][2] = mat[1][2];
dest[0][3] = mat[0][3]; dest[1][3] = mat[1][3];
dest[2][0] = mat[2][0]; dest[3][0] = mat[3][0];
dest[2][1] = mat[2][1]; dest[3][1] = mat[3][1];
dest[2][2] = mat[2][2]; dest[3][2] = mat[3][2];
dest[2][3] = mat[2][3]; dest[3][3] = mat[3][3];
} }
/*! /*!
@@ -107,7 +120,7 @@ glm_mat4_ucopy(mat4 mat, mat4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_copy(mat4 mat, mat4 dest) { glm_mat4_copy(const mat4 mat, mat4 dest) {
#ifdef __AVX__ #ifdef __AVX__
glmm_store256(dest[0], glmm_load256(mat[0])); glmm_store256(dest[0], glmm_load256(mat[0]));
glmm_store256(dest[2], glmm_load256(mat[2])); glmm_store256(dest[2], glmm_load256(mat[2]));
@@ -116,6 +129,11 @@ glm_mat4_copy(mat4 mat, mat4 dest) {
glmm_store(dest[1], glmm_load(mat[1])); glmm_store(dest[1], glmm_load(mat[1]));
glmm_store(dest[2], glmm_load(mat[2])); glmm_store(dest[2], glmm_load(mat[2]));
glmm_store(dest[3], glmm_load(mat[3])); glmm_store(dest[3], glmm_load(mat[3]));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest[0], vld1q_f32(mat[0]));
vst1q_f32(dest[1], vld1q_f32(mat[1]));
vst1q_f32(dest[2], vld1q_f32(mat[2]));
vst1q_f32(dest[3], vld1q_f32(mat[3]));
#else #else
glm_mat4_ucopy(mat, dest); glm_mat4_ucopy(mat, dest);
#endif #endif
@@ -152,7 +170,7 @@ glm_mat4_identity(mat4 mat) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_identity_array(mat4 * __restrict mat, size_t count) { glm_mat4_identity_array(mat4 * const __restrict mat, size_t count) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT; CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
size_t i; size_t i;
@@ -161,6 +179,18 @@ glm_mat4_identity_array(mat4 * __restrict mat, size_t count) {
} }
} }
/*!
* @brief make given matrix zero.
*
* @param[in, out] mat matrix
*/
CGLM_INLINE
void
glm_mat4_zero(mat4 mat) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_ZERO_INIT;
glm_mat4_copy(t, mat);
}
/*! /*!
* @brief copy upper-left of mat4 to mat3 * @brief copy upper-left of mat4 to mat3
* *
@@ -169,7 +199,7 @@ glm_mat4_identity_array(mat4 * __restrict mat, size_t count) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_pick3(mat4 mat, mat3 dest) { glm_mat4_pick3(const mat4 mat, mat3 dest) {
dest[0][0] = mat[0][0]; dest[0][0] = mat[0][0];
dest[0][1] = mat[0][1]; dest[0][1] = mat[0][1];
dest[0][2] = mat[0][2]; dest[0][2] = mat[0][2];
@@ -193,7 +223,7 @@ glm_mat4_pick3(mat4 mat, mat3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_pick3t(mat4 mat, mat3 dest) { glm_mat4_pick3t(const mat4 mat, mat3 dest) {
dest[0][0] = mat[0][0]; dest[0][0] = mat[0][0];
dest[0][1] = mat[1][0]; dest[0][1] = mat[1][0];
dest[0][2] = mat[2][0]; dest[0][2] = mat[2][0];
@@ -215,7 +245,7 @@ glm_mat4_pick3t(mat4 mat, mat3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_ins3(mat3 mat, mat4 dest) { glm_mat4_ins3(const mat3 mat, mat4 dest) {
dest[0][0] = mat[0][0]; dest[0][0] = mat[0][0];
dest[0][1] = mat[0][1]; dest[0][1] = mat[0][1];
dest[0][2] = mat[0][2]; dest[0][2] = mat[0][2];
@@ -245,12 +275,12 @@ glm_mat4_ins3(mat3 mat, mat4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest) { glm_mat4_mul(const mat4 m1, const mat4 m2, mat4 dest) {
#ifdef __AVX__ #ifdef __AVX__
glm_mat4_mul_avx(m1, m2, dest); glm_mat4_mul_avx(m1, m2, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ ) #elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_mul_sse2(m1, m2, dest); glm_mat4_mul_sse2(m1, m2, dest);
#elif defined( __ARM_NEON_FP ) #elif defined(CGLM_NEON_FP)
glm_mat4_mul_neon(m1, m2, dest); glm_mat4_mul_neon(m1, m2, dest);
#else #else
float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2], a03 = m1[0][3], float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2], a03 = m1[0][3],
@@ -303,7 +333,7 @@ glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_mulN(mat4 * __restrict matrices[], uint32_t len, mat4 dest) { glm_mat4_mulN(mat4 * const __restrict matrices[], uint32_t len, mat4 dest) {
uint32_t i; uint32_t i;
#ifdef DEBUG #ifdef DEBUG
@@ -325,7 +355,7 @@ glm_mat4_mulN(mat4 * __restrict matrices[], uint32_t len, mat4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_mulv(mat4 m, vec4 v, vec4 dest) { glm_mat4_mulv(const mat4 m, const vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_mulv_sse2(m, v, dest); glm_mat4_mulv_sse2(m, v, dest);
#else #else
@@ -338,6 +368,32 @@ glm_mat4_mulv(mat4 m, vec4 v, vec4 dest) {
#endif #endif
} }
/*!
* @brief trace of matrix
*
* sum of the elements on the main diagonal from upper left to the lower right
*
* @param[in] m matrix
*/
CGLM_INLINE
float
glm_mat4_trace(const mat4 m) {
return m[0][0] + m[1][1] + m[2][2] + m[3][3];
}
/*!
* @brief trace of matrix (rotation part)
*
* sum of the elements on the main diagonal from upper left to the lower right
*
* @param[in] m matrix
*/
CGLM_INLINE
float
glm_mat4_trace3(const mat4 m) {
return m[0][0] + m[1][1] + m[2][2];
}
/*! /*!
* @brief convert mat4's rotation part to quaternion * @brief convert mat4's rotation part to quaternion
* *
@@ -346,7 +402,7 @@ glm_mat4_mulv(mat4 m, vec4 v, vec4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_quat(mat4 m, versor dest) { glm_mat4_quat(const mat4 m, versor dest) {
float trace, r, rinv; float trace, r, rinv;
/* it seems using like m12 instead of m[1][2] causes extra instructions */ /* it seems using like m12 instead of m[1][2] causes extra instructions */
@@ -397,7 +453,7 @@ glm_mat4_quat(mat4 m, versor dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest) { glm_mat4_mulv3(const mat4 m, const vec3 v, float last, vec3 dest) {
vec4 res; vec4 res;
glm_vec4(v, last, res); glm_vec4(v, last, res);
glm_mat4_mulv(m, res, res); glm_mat4_mulv(m, res, res);
@@ -414,7 +470,7 @@ glm_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_transpose_to(mat4 m, mat4 dest) { glm_mat4_transpose_to(const mat4 m, mat4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_transp_sse2(m, dest); glm_mat4_transp_sse2(m, dest);
#else #else
@@ -441,10 +497,8 @@ glm_mat4_transpose(mat4 m) {
glm_mat4_transp_sse2(m, m); glm_mat4_transp_sse2(m, m);
#else #else
mat4 d; mat4 d;
glm_mat4_transpose_to(m, d); glm_mat4_transpose_to(m, d);
glm_mat4_ucopy(d, m);
glm__memcpy(float, m, d, sizeof(mat4));
#endif #endif
} }
@@ -478,6 +532,13 @@ void
glm_mat4_scale(mat4 m, float s) { glm_mat4_scale(mat4 m, float s) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_scale_sse2(m, s); glm_mat4_scale_sse2(m, s);
#elif defined(CGLM_NEON_FP)
float32x4_t v0;
v0 = vdupq_n_f32(s);
vst1q_f32(m[0], vmulq_f32(vld1q_f32(m[0]), v0));
vst1q_f32(m[1], vmulq_f32(vld1q_f32(m[1]), v0));
vst1q_f32(m[2], vmulq_f32(vld1q_f32(m[2]), v0));
vst1q_f32(m[3], vmulq_f32(vld1q_f32(m[3]), v0));
#else #else
glm_mat4_scale_p(m, s); glm_mat4_scale_p(m, s);
#endif #endif
@@ -492,7 +553,7 @@ glm_mat4_scale(mat4 m, float s) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_mat4_det(mat4 mat) { glm_mat4_det(const mat4 mat) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
return glm_mat4_det_sse2(mat); return glm_mat4_det_sse2(mat);
#else #else
@@ -525,7 +586,7 @@ glm_mat4_det(mat4 mat) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_inv(mat4 mat, mat4 dest) { glm_mat4_inv(const mat4 mat, mat4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_inv_sse2(mat, dest); glm_mat4_inv_sse2(mat, dest);
#else #else
@@ -586,7 +647,7 @@ glm_mat4_inv(mat4 mat, mat4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_inv_fast(mat4 mat, mat4 dest) { glm_mat4_inv_fast(const mat4 mat, mat4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_inv_fast_sse2(mat, dest); glm_mat4_inv_fast_sse2(mat, dest);
#else #else
@@ -619,7 +680,7 @@ 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, const int row1, const int row2) {
CGLM_ALIGN(16) 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];
@@ -637,4 +698,26 @@ glm_mat4_swap_row(mat4 mat, int row1, int row2) {
mat[3][row2] = tmp[3]; mat[3][row2] = tmp[3];
} }
/*!
* @brief helper for R (row vector) * M (matrix) * C (column vector)
*
* rmc stands for Row * Matrix * Column
*
* the result is scalar because R * M = Matrix1x4 (row vector),
* then Matrix1x4 * Vec4 (column vector) = Matrix1x1 (Scalar)
*
* @param[in] r row vector or matrix1x4
* @param[in] m matrix4x4
* @param[in] c column vector or matrix4x1
*
* @return scalar value e.g. B(s)
*/
CGLM_INLINE
float
glm_mat4_rmc(const vec4 r, const mat4 m, const vec4 c) {
vec4 tmp;
glm_mat4_mulv(m, c, tmp);
return glm_vec4_dot(r, tmp);
}
#endif /* cglm_mat_h */ #endif /* cglm_mat_h */

View File

@@ -8,6 +8,7 @@
#ifndef cglm_project_h #ifndef cglm_project_h
#define cglm_project_h #define cglm_project_h
#include "common.h"
#include "vec3.h" #include "vec3.h"
#include "vec4.h" #include "vec4.h"
#include "mat4.h" #include "mat4.h"
@@ -40,7 +41,7 @@
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest) { glm_unprojecti(const vec3 pos, const mat4 invMat, const vec4 vp, vec3 dest) {
vec4 v; vec4 v;
v[0] = 2.0f * (pos[0] - vp[0]) / vp[2] - 1.0f; v[0] = 2.0f * (pos[0] - vp[0]) / vp[2] - 1.0f;
@@ -79,7 +80,7 @@ glm_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_unproject(vec3 pos, mat4 m, vec4 vp, vec3 dest) { glm_unproject(const vec3 pos, const mat4 m, const vec4 vp, vec3 dest) {
mat4 inv; mat4 inv;
glm_mat4_inv(m, inv); glm_mat4_inv(m, inv);
glm_unprojecti(pos, inv, vp, dest); glm_unprojecti(pos, inv, vp, dest);
@@ -99,7 +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(const vec3 pos, const mat4 m, const vec4 vp, vec3 dest) {
CGLM_ALIGN(16) 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

@@ -68,15 +68,15 @@ glm_mat4_identity(mat4 mat);
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_mulv(mat4 m, vec4 v, vec4 dest); glm_mat4_mulv(const mat4 m, const vec4 v, vec4 dest);
CGLM_INLINE CGLM_INLINE
void void
glm_mul_rot(mat4 m1, mat4 m2, mat4 dest); glm_mul_rot(const mat4 m1, const mat4 m2, mat4 dest);
CGLM_INLINE CGLM_INLINE
void void
glm_translate(mat4 m, vec3 v); glm_translate(mat4 m, const vec3 v);
/* /*
* IMPORTANT: * IMPORTANT:
@@ -113,7 +113,7 @@ glm_quat_identity(versor q) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_quat_identity_array(versor * __restrict q, size_t count) { glm_quat_identity_array(versor * const __restrict q, size_t count) {
CGLM_ALIGN(16) versor v = GLM_QUAT_IDENTITY_INIT; CGLM_ALIGN(16) versor v = GLM_QUAT_IDENTITY_INIT;
size_t i; size_t i;
@@ -149,7 +149,7 @@ 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, const vec3 axis) {
CGLM_ALIGN(8) vec3 k; CGLM_ALIGN(8) vec3 k;
float a, c, s; float a, c, s;
@@ -189,7 +189,7 @@ glm_quat(versor q, float angle, float x, float y, float z) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_quat_copy(versor q, versor dest) { glm_quat_copy(const versor q, versor dest) {
glm_vec4_copy(q, dest); glm_vec4_copy(q, dest);
} }
@@ -200,7 +200,7 @@ glm_quat_copy(versor q, versor dest) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_quat_norm(versor q) { glm_quat_norm(const versor q) {
return glm_vec4_norm(q); return glm_vec4_norm(q);
} }
@@ -212,13 +212,13 @@ glm_quat_norm(versor q) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_quat_normalize_to(versor q, versor dest) { glm_quat_normalize_to(const versor q, versor dest) {
#if defined( __SSE2__ ) || defined( __SSE2__ ) #if defined( __SSE2__ ) || defined( __SSE2__ )
__m128 xdot, x0; __m128 xdot, x0;
float dot; float dot;
x0 = glmm_load(q); x0 = glmm_load(q);
xdot = glmm_dot(x0, x0); xdot = glmm_vdot(x0, x0);
dot = _mm_cvtss_f32(xdot); dot = _mm_cvtss_f32(xdot);
if (dot <= 0.0f) { if (dot <= 0.0f) {
@@ -260,7 +260,7 @@ glm_quat_normalize(versor q) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_quat_dot(versor p, versor q) { glm_quat_dot(const versor p, const versor q) {
return glm_vec4_dot(p, q); return glm_vec4_dot(p, q);
} }
@@ -272,7 +272,7 @@ glm_quat_dot(versor p, versor q) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_quat_conjugate(versor q, versor dest) { glm_quat_conjugate(const versor q, versor dest) {
glm_vec4_negate_to(q, dest); glm_vec4_negate_to(q, dest);
dest[3] = -dest[3]; dest[3] = -dest[3];
} }
@@ -285,7 +285,7 @@ glm_quat_conjugate(versor q, versor dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_quat_inv(versor q, versor dest) { glm_quat_inv(const versor q, versor dest) {
CGLM_ALIGN(16) versor conj; CGLM_ALIGN(16) 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);
@@ -300,7 +300,7 @@ glm_quat_inv(versor q, versor dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_quat_add(versor p, versor q, versor dest) { glm_quat_add(const versor p, const versor q, versor dest) {
glm_vec4_add(p, q, dest); glm_vec4_add(p, q, dest);
} }
@@ -313,7 +313,7 @@ glm_quat_add(versor p, versor q, versor dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_quat_sub(versor p, versor q, versor dest) { glm_quat_sub(const versor p, const versor q, versor dest) {
glm_vec4_sub(p, q, dest); glm_vec4_sub(p, q, dest);
} }
@@ -324,7 +324,7 @@ glm_quat_sub(versor p, versor q, versor dest) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_quat_real(versor q) { glm_quat_real(const versor q) {
return q[3]; return q[3];
} }
@@ -336,7 +336,7 @@ glm_quat_real(versor q) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_quat_imag(versor q, vec3 dest) { glm_quat_imag(const versor q, vec3 dest) {
dest[0] = q[0]; dest[0] = q[0];
dest[1] = q[1]; dest[1] = q[1];
dest[2] = q[2]; dest[2] = q[2];
@@ -349,7 +349,7 @@ glm_quat_imag(versor q, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_quat_imagn(versor q, vec3 dest) { glm_quat_imagn(const versor q, vec3 dest) {
glm_normalize_to(q, dest); glm_normalize_to(q, dest);
} }
@@ -360,7 +360,7 @@ glm_quat_imagn(versor q, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_quat_imaglen(versor q) { glm_quat_imaglen(const versor q) {
return glm_vec3_norm(q); return glm_vec3_norm(q);
} }
@@ -371,7 +371,7 @@ glm_quat_imaglen(versor q) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_quat_angle(versor q) { glm_quat_angle(const versor q) {
/* /*
sin(theta / 2) = length(x*x + y*y + z*z) sin(theta / 2) = length(x*x + y*y + z*z)
cos(theta / 2) = w cos(theta / 2) = w
@@ -388,7 +388,7 @@ glm_quat_angle(versor q) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_quat_axis(versor q, versor dest) { glm_quat_axis(const versor q, versor dest) {
glm_quat_imagn(q, dest); glm_quat_imagn(q, dest);
} }
@@ -406,7 +406,7 @@ glm_quat_axis(versor q, versor dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_quat_mul(versor p, versor q, versor dest) { glm_quat_mul(const versor p, const versor q, versor dest) {
/* /*
+ (a1 b2 + b1 a2 + c1 d2 d1 c2)i + (a1 b2 + b1 a2 + c1 d2 d1 c2)i
+ (a1 c2 b1 d2 + c1 a2 + d1 b2)j + (a1 c2 b1 d2 + c1 a2 + d1 b2)j
@@ -431,7 +431,7 @@ glm_quat_mul(versor p, versor q, versor dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_quat_mat4(versor q, mat4 dest) { glm_quat_mat4(const versor q, mat4 dest) {
float w, x, y, z, float w, x, y, z,
xx, yy, zz, xx, yy, zz,
xy, yz, xz, xy, yz, xz,
@@ -478,7 +478,7 @@ glm_quat_mat4(versor q, mat4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_quat_mat4t(versor q, mat4 dest) { glm_quat_mat4t(const versor q, mat4 dest) {
float w, x, y, z, float w, x, y, z,
xx, yy, zz, xx, yy, zz,
xy, yz, xz, xy, yz, xz,
@@ -525,7 +525,7 @@ glm_quat_mat4t(versor q, mat4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_quat_mat3(versor q, mat3 dest) { glm_quat_mat3(const versor q, mat3 dest) {
float w, x, y, z, float w, x, y, z,
xx, yy, zz, xx, yy, zz,
xy, yz, xz, xy, yz, xz,
@@ -564,7 +564,7 @@ glm_quat_mat3(versor q, mat3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_quat_mat3t(versor q, mat3 dest) { glm_quat_mat3t(const versor q, mat3 dest) {
float w, x, y, z, float w, x, y, z,
xx, yy, zz, xx, yy, zz,
xy, yz, xz, xy, yz, xz,
@@ -606,7 +606,7 @@ glm_quat_mat3t(versor q, mat3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_quat_lerp(versor from, versor to, float t, versor dest) { glm_quat_lerp(const versor from, const versor to, float t, versor dest) {
glm_vec4_lerp(from, to, t, dest); glm_vec4_lerp(from, to, t, dest);
} }
@@ -621,7 +621,7 @@ 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(const versor from, const versor to, float t, versor dest) {
CGLM_ALIGN(16) vec4 q1, q2; CGLM_ALIGN(16) vec4 q1, q2;
float cosTheta, sinTheta, angle; float cosTheta, sinTheta, angle;
@@ -664,7 +664,7 @@ 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(const vec3 eye, const versor ori, mat4 dest) {
/* orientation */ /* orientation */
glm_quat_mat4t(ori, dest); glm_quat_mat4t(ori, dest);
@@ -683,7 +683,7 @@ 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(const vec3 dir, const vec3 fwd, const vec3 up, versor dest) {
CGLM_ALIGN(8) vec3 axis; CGLM_ALIGN(8) vec3 axis;
float dot, angle; float dot, angle;
@@ -717,7 +717,11 @@ 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(const vec3 from,
const vec3 to,
const vec3 fwd,
const vec3 up,
versor dest) {
CGLM_ALIGN(8) vec3 dir; CGLM_ALIGN(8) vec3 dir;
glm_vec3_sub(to, from, dir); glm_vec3_sub(to, from, dir);
glm_quat_for(dir, fwd, up, dest); glm_quat_for(dir, fwd, up, dest);
@@ -732,7 +736,7 @@ 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(const versor q, const vec3 v, vec3 dest) {
CGLM_ALIGN(16) versor p; CGLM_ALIGN(16) versor p;
CGLM_ALIGN(8) vec3 u, v1, v2; CGLM_ALIGN(8) vec3 u, v1, v2;
float s; float s;
@@ -760,7 +764,7 @@ 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(const mat4 m, const versor q, mat4 dest) {
CGLM_ALIGN_MAT mat4 rot; CGLM_ALIGN_MAT mat4 rot;
glm_quat_mat4(q, rot); glm_quat_mat4(q, rot);
glm_mul_rot(m, rot, dest); glm_mul_rot(m, rot, dest);
@@ -775,7 +779,7 @@ 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, const versor q, const vec3 pivot) {
CGLM_ALIGN(8) vec3 pivotInv; CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv); glm_vec3_negate_to(pivot, pivotInv);
@@ -799,7 +803,7 @@ 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, const versor q, const vec3 pivot) {
CGLM_ALIGN(8) vec3 pivotInv; CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv); glm_vec3_negate_to(pivot, pivotInv);

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

View File

@@ -16,7 +16,7 @@
CGLM_INLINE CGLM_INLINE
void void
glm_mul_avx(mat4 m1, mat4 m2, mat4 dest) { glm_mul_avx(const mat4 m1, const mat4 m2, mat4 dest) {
/* D = R * L (Column-Major) */ /* D = R * L (Column-Major) */
__m256 y0, y1, y2, y3, y4, y5, y6, y7, y8, y9; __m256 y0, y1, y2, y3, y4, y5, y6, y7, y8, y9;

View File

@@ -16,7 +16,7 @@
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_mul_avx(mat4 m1, mat4 m2, mat4 dest) { glm_mat4_mul_avx(const mat4 m1, const mat4 m2, mat4 dest) {
/* D = R * L (Column-Major) */ /* D = R * L (Column-Major) */
__m256 y0, y1, y2, y3, y4, y5, y6, y7, y8, y9; __m256 y0, y1, y2, y3, y4, y5, y6, y7, y8, y9;

View File

@@ -27,90 +27,64 @@
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
# include <xmmintrin.h> # include <xmmintrin.h>
# include <emmintrin.h> # include <emmintrin.h>
/* OPTIONAL: You may save some instructions but latency (not sure) */
#ifdef CGLM_USE_INT_DOMAIN
# define glmm_shuff1(xmm, z, y, x, w) \
_mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(xmm), \
_MM_SHUFFLE(z, y, x, w)))
#else
# define glmm_shuff1(xmm, z, y, x, w) \
_mm_shuffle_ps(xmm, xmm, _MM_SHUFFLE(z, y, x, w))
#endif
#define glmm_shuff1x(xmm, x) glmm_shuff1(xmm, x, x, x, x)
#define glmm_shuff2(a, b, z0, y0, x0, w0, z1, y1, x1, w1) \
glmm_shuff1(_mm_shuffle_ps(a, b, _MM_SHUFFLE(z0, y0, x0, w0)), \
z1, y1, x1, w1)
static inline
__m128
glmm_dot(__m128 a, __m128 b) {
__m128 x0;
x0 = _mm_mul_ps(a, b);
x0 = _mm_add_ps(x0, glmm_shuff1(x0, 1, 0, 3, 2));
return _mm_add_ps(x0, glmm_shuff1(x0, 0, 1, 0, 1));
}
static inline
__m128
glmm_norm(__m128 a) {
return _mm_sqrt_ps(glmm_dot(a, a));
}
static inline
__m128
glmm_load3(float v[3]) {
__m128i xy;
__m128 z;
xy = _mm_loadl_epi64((const __m128i *)v);
z = _mm_load_ss(&v[2]);
return _mm_movelh_ps(_mm_castsi128_ps(xy), z);
}
static inline
void
glmm_store3(__m128 vx, float v[3]) {
_mm_storel_pi((__m64 *)&v[0], vx);
_mm_store_ss(&v[2], glmm_shuff1(vx, 2, 2, 2, 2));
}
#ifdef CGLM_ALL_UNALIGNED
# define glmm_load(p) _mm_loadu_ps(p)
# define glmm_store(p, a) _mm_storeu_ps(p, a)
#else
# define glmm_load(p) _mm_load_ps(p)
# define glmm_store(p, a) _mm_store_ps(p, a)
#endif
#endif
/* x86, x64 */
#if defined( __SSE__ ) || defined( __SSE2__ )
# define CGLM_SSE_FP 1 # define CGLM_SSE_FP 1
# ifndef CGLM_SIMD_x86
# define CGLM_SIMD_x86
# endif
#endif
#if defined(__SSE3__)
# include <x86intrin.h>
# ifndef CGLM_SIMD_x86
# define CGLM_SIMD_x86
# endif
#endif
#if defined(__SSE4_1__)
# include <smmintrin.h>
# ifndef CGLM_SIMD_x86
# define CGLM_SIMD_x86
# endif
#endif
#if defined(__SSE4_2__)
# include <nmmintrin.h>
# ifndef CGLM_SIMD_x86
# define CGLM_SIMD_x86
# endif
#endif #endif
#ifdef __AVX__ #ifdef __AVX__
# include <immintrin.h>
# define CGLM_AVX_FP 1 # define CGLM_AVX_FP 1
# ifndef CGLM_SIMD_x86
#ifdef CGLM_ALL_UNALIGNED # define CGLM_SIMD_x86
# define glmm_load256(p) _mm256_loadu_ps(p) # endif
# 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 */
#if defined(__ARM_NEON) && defined(__ARM_NEON_FP) #if defined(__ARM_NEON)
# include <arm_neon.h> # include <arm_neon.h>
# define CGLM_NEON_FP 1 # if defined(__ARM_NEON_FP)
#else # define CGLM_NEON_FP 1
# undef CGLM_NEON_FP # ifndef CGLM_SIMD_ARM
# define CGLM_SIMD_ARM
# endif
# endif
#endif
#if defined(CGLM_SIMD_x86) || defined(CGLM_NEON_FP)
# ifndef CGLM_SIMD
# define CGLM_SIMD
# endif
#endif
#if defined(CGLM_SIMD_x86)
# include "x86.h"
#endif
#if defined(CGLM_SIMD_ARM)
# include "arm.h"
#endif #endif
#endif /* cglm_intrin_h */ #endif /* cglm_intrin_h */

View File

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

View File

@@ -14,7 +14,7 @@
CGLM_INLINE CGLM_INLINE
void void
glm_mul_sse2(mat4 m1, mat4 m2, mat4 dest) { glm_mul_sse2(const mat4 m1, const mat4 m2, mat4 dest) {
/* D = R * L (Column-Major) */ /* D = R * L (Column-Major) */
__m128 l0, l1, l2, l3, r; __m128 l0, l1, l2, l3, r;
@@ -51,7 +51,7 @@ glm_mul_sse2(mat4 m1, mat4 m2, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_mul_rot_sse2(mat4 m1, mat4 m2, mat4 dest) { glm_mul_rot_sse2(const mat4 m1, const 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;

View File

@@ -14,7 +14,7 @@
CGLM_INLINE CGLM_INLINE
void void
glm_mat3_mul_sse2(mat3 m1, mat3 m2, mat3 dest) { glm_mat3_mul_sse2(const mat3 m1, const mat3 m2, mat3 dest) {
__m128 l0, l1, l2; __m128 l0, l1, l2;
__m128 r0, r1, r2; __m128 r0, r1, r2;
__m128 x0, x1, x2; __m128 x0, x1, x2;

View File

@@ -28,7 +28,7 @@ glm_mat4_scale_sse2(mat4 m, float s) {
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_transp_sse2(mat4 m, mat4 dest) { glm_mat4_transp_sse2(const mat4 m, mat4 dest) {
__m128 r0, r1, r2, r3; __m128 r0, r1, r2, r3;
r0 = glmm_load(m[0]); r0 = glmm_load(m[0]);
@@ -46,7 +46,7 @@ glm_mat4_transp_sse2(mat4 m, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_mul_sse2(mat4 m1, mat4 m2, mat4 dest) { glm_mat4_mul_sse2(const mat4 m1, const mat4 m2, mat4 dest) {
/* D = R * L (Column-Major) */ /* D = R * L (Column-Major) */
__m128 l0, l1, l2, l3, r; __m128 l0, l1, l2, l3, r;
@@ -85,7 +85,7 @@ glm_mat4_mul_sse2(mat4 m1, mat4 m2, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_mulv_sse2(mat4 m, vec4 v, vec4 dest) { glm_mat4_mulv_sse2(const mat4 m, const vec4 v, vec4 dest) {
__m128 x0, x1, x2; __m128 x0, x1, x2;
x0 = glmm_load(v); x0 = glmm_load(v);
@@ -100,7 +100,7 @@ glm_mat4_mulv_sse2(mat4 m, vec4 v, vec4 dest) {
CGLM_INLINE CGLM_INLINE
float float
glm_mat4_det_sse2(mat4 mat) { glm_mat4_det_sse2(const 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) */
@@ -155,7 +155,7 @@ glm_mat4_det_sse2(mat4 mat) {
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_inv_fast_sse2(mat4 mat, mat4 dest) { glm_mat4_inv_fast_sse2(const mat4 mat, mat4 dest) {
__m128 r0, r1, r2, r3, __m128 r0, r1, r2, r3,
v0, v1, v2, v3, v0, v1, v2, v3,
t0, t1, t2, t3, t4, t5, t0, t1, t2, t3, t4, t5,
@@ -279,7 +279,7 @@ glm_mat4_inv_fast_sse2(mat4 mat, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_inv_sse2(mat4 mat, mat4 dest) { glm_mat4_inv_sse2(const mat4 mat, mat4 dest) {
__m128 r0, r1, r2, r3, __m128 r0, r1, r2, r3,
v0, v1, v2, v3, v0, v1, v2, v3,
t0, t1, t2, t3, t4, t5, t0, t1, t2, t3, t4, t5,

View File

@@ -14,7 +14,7 @@
CGLM_INLINE CGLM_INLINE
void void
glm_quat_mul_sse2(versor p, versor q, versor dest) { glm_quat_mul_sse2(const versor p, const versor q, versor dest) {
/* /*
+ (a1 b2 + b1 a2 + c1 d2 d1 c2)i + (a1 b2 + b1 a2 + c1 d2 d1 c2)i
+ (a1 c2 b1 d2 + c1 a2 + d1 b2)j + (a1 c2 b1 d2 + c1 a2 + d1 b2)j

136
include/cglm/simd/x86.h Normal file
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@@ -0,0 +1,136 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_simd_x86_h
#define cglm_simd_x86_h
#include "intrin.h"
#ifdef CGLM_SIMD_x86
#ifdef CGLM_ALL_UNALIGNED
# define glmm_load(p) _mm_loadu_ps(p)
# define glmm_store(p, a) _mm_storeu_ps(p, a)
#else
# define glmm_load(p) _mm_load_ps(p)
# define glmm_store(p, a) _mm_store_ps(p, a)
#endif
#ifdef CGLM_USE_INT_DOMAIN
# define glmm_shuff1(xmm, z, y, x, w) \
_mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(xmm), \
_MM_SHUFFLE(z, y, x, w)))
#else
# define glmm_shuff1(xmm, z, y, x, w) \
_mm_shuffle_ps(xmm, xmm, _MM_SHUFFLE(z, y, x, w))
#endif
#define glmm_shuff1x(xmm, x) glmm_shuff1(xmm, x, x, x, x)
#define glmm_shuff2(a, b, z0, y0, x0, w0, z1, y1, x1, w1) \
glmm_shuff1(_mm_shuffle_ps(a, b, _MM_SHUFFLE(z0, y0, x0, w0)), \
z1, y1, x1, w1)
#ifdef __AVX__
# ifdef CGLM_ALL_UNALIGNED
# define glmm_load256(p) _mm256_loadu_ps(p)
# define glmm_store256(p, a) _mm256_storeu_ps(p, a)
# else
# define glmm_load256(p) _mm256_load_ps(p)
# define glmm_store256(p, a) _mm256_store_ps(p, a)
# endif
#endif
static inline
__m128
glmm_vhadds(__m128 v) {
#if defined(__SSE3__)
__m128 shuf, sums;
shuf = _mm_movehdup_ps(v);
sums = _mm_add_ps(v, shuf);
shuf = _mm_movehl_ps(shuf, sums);
sums = _mm_add_ss(sums, shuf);
return sums;
#else
__m128 shuf, sums;
shuf = glmm_shuff1(v, 2, 3, 0, 1);
sums = _mm_add_ps(v, shuf);
shuf = _mm_movehl_ps(shuf, sums);
sums = _mm_add_ss(sums, shuf);
return sums;
#endif
}
static inline
float
glmm_hadd(__m128 v) {
return _mm_cvtss_f32(glmm_vhadds(v));
}
static inline
__m128
glmm_vdots(__m128 a, __m128 b) {
#if (defined(__SSE4_1__) || defined(__SSE4_2__)) && defined(CGLM_SSE4_DOT)
return _mm_dp_ps(a, b, 0xFF);
#elif defined(__SSE3__) && defined(CGLM_SSE3_DOT)
__m128 x0, x1;
x0 = _mm_mul_ps(a, b);
x1 = _mm_hadd_ps(x0, x0);
return _mm_hadd_ps(x1, x1);
#else
return glmm_vhadds(_mm_mul_ps(a, b));
#endif
}
static inline
__m128
glmm_vdot(__m128 a, __m128 b) {
#if (defined(__SSE4_1__) || defined(__SSE4_2__)) && defined(CGLM_SSE4_DOT)
return _mm_dp_ps(a, b, 0xFF);
#elif defined(__SSE3__) && defined(CGLM_SSE3_DOT)
__m128 x0, x1;
x0 = _mm_mul_ps(a, b);
x1 = _mm_hadd_ps(x0, x0);
return _mm_hadd_ps(x1, x1);
#else
__m128 x0;
x0 = _mm_mul_ps(a, b);
x0 = _mm_add_ps(x0, glmm_shuff1(x0, 1, 0, 3, 2));
return _mm_add_ps(x0, glmm_shuff1(x0, 0, 1, 0, 1));
#endif
}
static inline
float
glmm_dot(const __m128 a, const __m128 b) {
return _mm_cvtss_f32(glmm_vdots(a, b));
}
static inline
float
glmm_norm(__m128 a) {
return _mm_cvtss_f32(_mm_sqrt_ss(glmm_vhadds(_mm_mul_ps(a, a))));
}
static inline
__m128
glmm_load3(const float v[3]) {
__m128i xy;
__m128 z;
xy = _mm_loadl_epi64((const __m128i *)v);
z = _mm_load_ss(&v[2]);
return _mm_movelh_ps(_mm_castsi128_ps(xy), z);
}
static inline
void
glmm_store3(__m128 vx, float v[3]) {
_mm_storel_pi((__m64 *)&v[0], vx);
_mm_store_ss(&v[2], glmm_shuff1(vx, 2, 2, 2, 2));
}
#endif
#endif /* cglm_simd_x86_h */

View File

@@ -27,7 +27,7 @@
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_sphere_radii(vec4 s) { glm_sphere_radii(const vec4 s) {
return s[3]; return s[3];
} }
@@ -40,7 +40,7 @@ glm_sphere_radii(vec4 s) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_sphere_transform(vec4 s, mat4 m, vec4 dest) { glm_sphere_transform(const vec4 s, const mat4 m, vec4 dest) {
glm_mat4_mulv3(m, s, 1.0f, dest); glm_mat4_mulv3(m, s, 1.0f, dest);
dest[3] = s[3]; dest[3] = s[3];
} }
@@ -57,7 +57,7 @@ glm_sphere_transform(vec4 s, mat4 m, vec4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_sphere_merge(vec4 s1, vec4 s2, vec4 dest) { glm_sphere_merge(const vec4 s1, const vec4 s2, vec4 dest) {
float dist, radii; float dist, radii;
dist = glm_vec3_distance(s1, s2); dist = glm_vec3_distance(s1, s2);
@@ -78,7 +78,7 @@ glm_sphere_merge(vec4 s1, vec4 s2, vec4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_sphere_sphere(vec4 s1, vec4 s2) { glm_sphere_sphere(const vec4 s1, const vec4 s2) {
return glm_vec3_distance2(s1, s2) <= glm_pow2(s1[3] + s2[3]); return glm_vec3_distance2(s1, s2) <= glm_pow2(s1[3] + s2[3]);
} }
@@ -90,7 +90,7 @@ glm_sphere_sphere(vec4 s1, vec4 s2) {
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_sphere_point(vec4 s, vec3 point) { glm_sphere_point(const vec4 s, const vec3 point) {
float rr; float rr;
rr = s[3] * s[3]; rr = s[3] * s[3];
return glm_vec3_distance2(point, s) <= rr; return glm_vec3_distance2(point, s) <= rr;

View File

@@ -10,12 +10,12 @@
#if defined(_MSC_VER) #if defined(_MSC_VER)
/* do not use alignment for older visual studio versions */ /* do not use alignment for older visual studio versions */
#if _MSC_VER < 1913 /* Visual Studio 2017 version 15.6 */ # if _MSC_VER < 1913 /* Visual Studio 2017 version 15.6 */
# define CGLM_ALL_UNALIGNED # define CGLM_ALL_UNALIGNED
# define CGLM_ALIGN(X) /* no alignment */ # define CGLM_ALIGN(X) /* no alignment */
#else # else
# define CGLM_ALIGN(X) __declspec(align(X)) # define CGLM_ALIGN(X) __declspec(align(X))
#endif # endif
#else #else
# define CGLM_ALIGN(X) __attribute((aligned(X))) # define CGLM_ALIGN(X) __attribute((aligned(X)))
#endif #endif
@@ -33,20 +33,18 @@
#endif #endif
typedef float vec2[2]; typedef float vec2[2];
typedef CGLM_ALIGN_IF(8) float vec3[3]; typedef float vec3[3];
typedef int ivec3[3]; typedef int ivec3[3];
typedef CGLM_ALIGN_IF(16) float vec4[4]; typedef CGLM_ALIGN_IF(16) float vec4[4];
typedef vec4 versor;
typedef vec3 mat3[3];
#ifdef __AVX__ #ifdef __AVX__
typedef CGLM_ALIGN_IF(32) vec3 mat3[3];
typedef CGLM_ALIGN_IF(32) vec4 mat4[4]; typedef CGLM_ALIGN_IF(32) vec4 mat4[4];
#else #else
typedef vec3 mat3[3];
typedef CGLM_ALIGN_IF(16) vec4 mat4[4]; typedef CGLM_ALIGN_IF(16) vec4 mat4[4];
#endif #endif
typedef vec4 versor;
#define GLM_E 2.71828182845904523536028747135266250 /* e */ #define GLM_E 2.71828182845904523536028747135266250 /* e */
#define GLM_LOG2E 1.44269504088896340735992468100189214 /* log2(e) */ #define GLM_LOG2E 1.44269504088896340735992468100189214 /* log2(e) */
#define GLM_LOG10E 0.434294481903251827651128918916605082 /* log10(e) */ #define GLM_LOG10E 0.434294481903251827651128918916605082 /* log10(e) */

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@@ -19,7 +19,6 @@
#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_MIN(X, Y) (((X) < (Y)) ? (X) : (Y))
#define GLM_MAX(X, Y) (((X) > (Y)) ? (X) : (Y)) #define GLM_MAX(X, Y) (((X) > (Y)) ? (X) : (Y))

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@@ -31,9 +31,6 @@
#include "common.h" #include "common.h"
#include "util.h" #include "util.h"
#include <stdbool.h>
#include <math.h>
#include <float.h>
/*! /*!
* @brief fill a vector with specified value * @brief fill a vector with specified value
@@ -55,7 +52,7 @@ glm_vec3_broadcast(float val, vec3 d) {
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_vec3_eq(vec3 v, float val) { glm_vec3_eq(const vec3 v, float val) {
return v[0] == val && v[0] == v[1] && v[0] == v[2]; return v[0] == val && v[0] == v[1] && v[0] == v[2];
} }
@@ -67,7 +64,7 @@ glm_vec3_eq(vec3 v, float val) {
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_vec3_eq_eps(vec3 v, float val) { glm_vec3_eq_eps(const vec3 v, float val) {
return fabsf(v[0] - val) <= FLT_EPSILON return fabsf(v[0] - val) <= FLT_EPSILON
&& fabsf(v[1] - val) <= FLT_EPSILON && fabsf(v[1] - val) <= FLT_EPSILON
&& fabsf(v[2] - val) <= FLT_EPSILON; && fabsf(v[2] - val) <= FLT_EPSILON;
@@ -80,7 +77,7 @@ glm_vec3_eq_eps(vec3 v, float val) {
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_vec3_eq_all(vec3 v) { glm_vec3_eq_all(const vec3 v) {
return v[0] == v[1] && v[0] == v[2]; return v[0] == v[1] && v[0] == v[2];
} }
@@ -92,7 +89,7 @@ glm_vec3_eq_all(vec3 v) {
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_vec3_eqv(vec3 a, vec3 b) { glm_vec3_eqv(const vec3 a, const vec3 b) {
return a[0] == b[0] return a[0] == b[0]
&& a[1] == b[1] && a[1] == b[1]
&& a[2] == b[2]; && a[2] == b[2];
@@ -106,7 +103,7 @@ glm_vec3_eqv(vec3 a, vec3 b) {
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_vec3_eqv_eps(vec3 a, vec3 b) { glm_vec3_eqv_eps(const vec3 a, const vec3 b) {
return fabsf(a[0] - b[0]) <= FLT_EPSILON return fabsf(a[0] - b[0]) <= FLT_EPSILON
&& fabsf(a[1] - b[1]) <= FLT_EPSILON && fabsf(a[1] - b[1]) <= FLT_EPSILON
&& fabsf(a[2] - b[2]) <= FLT_EPSILON; && fabsf(a[2] - b[2]) <= FLT_EPSILON;
@@ -119,7 +116,7 @@ glm_vec3_eqv_eps(vec3 a, vec3 b) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_vec3_max(vec3 v) { glm_vec3_max(const vec3 v) {
float max; float max;
max = v[0]; max = v[0];
@@ -138,7 +135,7 @@ glm_vec3_max(vec3 v) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_vec3_min(vec3 v) { glm_vec3_min(const vec3 v) {
float min; float min;
min = v[0]; min = v[0];
@@ -158,7 +155,7 @@ glm_vec3_min(vec3 v) {
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_vec3_isnan(vec3 v) { glm_vec3_isnan(const vec3 v) {
return isnan(v[0]) || isnan(v[1]) || isnan(v[2]); return isnan(v[0]) || isnan(v[1]) || isnan(v[2]);
} }
@@ -170,7 +167,7 @@ glm_vec3_isnan(vec3 v) {
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_vec3_isinf(vec3 v) { glm_vec3_isinf(const vec3 v) {
return isinf(v[0]) || isinf(v[1]) || isinf(v[2]); return isinf(v[0]) || isinf(v[1]) || isinf(v[2]);
} }
@@ -182,7 +179,7 @@ glm_vec3_isinf(vec3 v) {
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_vec3_isvalid(vec3 v) { glm_vec3_isvalid(const vec3 v) {
return !glm_vec3_isnan(v) && !glm_vec3_isinf(v); return !glm_vec3_isnan(v) && !glm_vec3_isinf(v);
} }
@@ -195,7 +192,7 @@ glm_vec3_isvalid(vec3 v) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_sign(vec3 v, vec3 dest) { glm_vec3_sign(const vec3 v, vec3 dest) {
dest[0] = glm_signf(v[0]); dest[0] = glm_signf(v[0]);
dest[1] = glm_signf(v[1]); dest[1] = glm_signf(v[1]);
dest[2] = glm_signf(v[2]); dest[2] = glm_signf(v[2]);
@@ -209,7 +206,7 @@ glm_vec3_sign(vec3 v, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_sqrt(vec3 v, vec3 dest) { glm_vec3_sqrt(const vec3 v, vec3 dest) {
dest[0] = sqrtf(v[0]); dest[0] = sqrtf(v[0]);
dest[1] = sqrtf(v[1]); dest[1] = sqrtf(v[1]);
dest[2] = sqrtf(v[2]); dest[2] = sqrtf(v[2]);

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@@ -21,7 +21,6 @@
CGLM_INLINE void glm_vec3_zero(vec3 v); CGLM_INLINE void glm_vec3_zero(vec3 v);
CGLM_INLINE void glm_vec3_one(vec3 v); CGLM_INLINE void glm_vec3_one(vec3 v);
CGLM_INLINE float glm_vec3_dot(vec3 a, vec3 b); CGLM_INLINE float glm_vec3_dot(vec3 a, vec3 b);
CGLM_INLINE void glm_vec3_cross(vec3 a, vec3 b, vec3 d);
CGLM_INLINE float glm_vec3_norm2(vec3 v); CGLM_INLINE float glm_vec3_norm2(vec3 v);
CGLM_INLINE float glm_vec3_norm(vec3 v); CGLM_INLINE float glm_vec3_norm(vec3 v);
CGLM_INLINE void glm_vec3_add(vec3 a, vec3 b, vec3 dest); CGLM_INLINE void glm_vec3_add(vec3 a, vec3 b, vec3 dest);
@@ -47,6 +46,8 @@
CGLM_INLINE void glm_vec3_inv_to(vec3 v, vec3 dest); CGLM_INLINE void glm_vec3_inv_to(vec3 v, vec3 dest);
CGLM_INLINE void glm_vec3_normalize(vec3 v); CGLM_INLINE void glm_vec3_normalize(vec3 v);
CGLM_INLINE void glm_vec3_normalize_to(vec3 v, vec3 dest); CGLM_INLINE void glm_vec3_normalize_to(vec3 v, vec3 dest);
CGLM_INLINE void glm_vec3_cross(vec3 a, vec3 b, vec3 d);
CGLM_INLINE void glm_vec3_crossn(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE float glm_vec3_distance(vec3 a, vec3 b); CGLM_INLINE float glm_vec3_distance(vec3 a, vec3 b);
CGLM_INLINE float glm_vec3_angle(vec3 a, vec3 b); CGLM_INLINE float glm_vec3_angle(vec3 a, vec3 b);
CGLM_INLINE void glm_vec3_rotate(vec3 v, float angle, vec3 axis); CGLM_INLINE void glm_vec3_rotate(vec3 v, float angle, vec3 axis);
@@ -110,7 +111,7 @@
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3(vec4 v4, vec3 dest) { glm_vec3(const vec4 v4, vec3 dest) {
dest[0] = v4[0]; dest[0] = v4[0];
dest[1] = v4[1]; dest[1] = v4[1];
dest[2] = v4[2]; dest[2] = v4[2];
@@ -124,7 +125,7 @@ glm_vec3(vec4 v4, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_copy(vec3 a, vec3 dest) { glm_vec3_copy(const vec3 a, vec3 dest) {
dest[0] = a[0]; dest[0] = a[0];
dest[1] = a[1]; dest[1] = a[1];
dest[2] = a[2]; dest[2] = a[2];
@@ -162,26 +163,10 @@ glm_vec3_one(vec3 v) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_vec3_dot(vec3 a, vec3 b) { glm_vec3_dot(const vec3 a, const vec3 b) {
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
} }
/*!
* @brief vec3 cross product
*
* @param[in] a source 1
* @param[in] b source 2
* @param[out] d destination
*/
CGLM_INLINE
void
glm_vec3_cross(vec3 a, vec3 b, vec3 d) {
/* (u2.v3 - u3.v2, u3.v1 - u1.v3, u1.v2 - u2.v1) */
d[0] = a[1] * b[2] - a[2] * b[1];
d[1] = a[2] * b[0] - a[0] * b[2];
d[2] = a[0] * b[1] - a[1] * b[0];
}
/*! /*!
* @brief norm * norm (magnitude) of vec * @brief norm * norm (magnitude) of vec
* *
@@ -195,7 +180,7 @@ glm_vec3_cross(vec3 a, vec3 b, vec3 d) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_vec3_norm2(vec3 v) { glm_vec3_norm2(const vec3 v) {
return glm_vec3_dot(v, v); return glm_vec3_dot(v, v);
} }
@@ -208,7 +193,7 @@ glm_vec3_norm2(vec3 v) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_vec3_norm(vec3 v) { glm_vec3_norm(const vec3 v) {
return sqrtf(glm_vec3_norm2(v)); return sqrtf(glm_vec3_norm2(v));
} }
@@ -221,7 +206,7 @@ glm_vec3_norm(vec3 v) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_add(vec3 a, vec3 b, vec3 dest) { glm_vec3_add(const vec3 a, const vec3 b, vec3 dest) {
dest[0] = a[0] + b[0]; dest[0] = a[0] + b[0];
dest[1] = a[1] + b[1]; dest[1] = a[1] + b[1];
dest[2] = a[2] + b[2]; dest[2] = a[2] + b[2];
@@ -236,7 +221,7 @@ glm_vec3_add(vec3 a, vec3 b, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_adds(vec3 v, float s, vec3 dest) { glm_vec3_adds(const vec3 v, float s, vec3 dest) {
dest[0] = v[0] + s; dest[0] = v[0] + s;
dest[1] = v[1] + s; dest[1] = v[1] + s;
dest[2] = v[2] + s; dest[2] = v[2] + s;
@@ -251,7 +236,7 @@ glm_vec3_adds(vec3 v, float s, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_sub(vec3 a, vec3 b, vec3 dest) { glm_vec3_sub(const vec3 a, const vec3 b, vec3 dest) {
dest[0] = a[0] - b[0]; dest[0] = a[0] - b[0];
dest[1] = a[1] - b[1]; dest[1] = a[1] - b[1];
dest[2] = a[2] - b[2]; dest[2] = a[2] - b[2];
@@ -266,7 +251,7 @@ glm_vec3_sub(vec3 a, vec3 b, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_subs(vec3 v, float s, vec3 dest) { glm_vec3_subs(const vec3 v, float s, vec3 dest) {
dest[0] = v[0] - s; dest[0] = v[0] - s;
dest[1] = v[1] - s; dest[1] = v[1] - s;
dest[2] = v[2] - s; dest[2] = v[2] - s;
@@ -281,7 +266,7 @@ glm_vec3_subs(vec3 v, float s, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_mul(vec3 a, vec3 b, vec3 dest) { glm_vec3_mul(const vec3 a, const vec3 b, vec3 dest) {
dest[0] = a[0] * b[0]; dest[0] = a[0] * b[0];
dest[1] = a[1] * b[1]; dest[1] = a[1] * b[1];
dest[2] = a[2] * b[2]; dest[2] = a[2] * b[2];
@@ -296,7 +281,7 @@ glm_vec3_mul(vec3 a, vec3 b, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_scale(vec3 v, float s, vec3 dest) { glm_vec3_scale(const vec3 v, float s, vec3 dest) {
dest[0] = v[0] * s; dest[0] = v[0] * s;
dest[1] = v[1] * s; dest[1] = v[1] * s;
dest[2] = v[2] * s; dest[2] = v[2] * s;
@@ -311,7 +296,7 @@ glm_vec3_scale(vec3 v, float s, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_scale_as(vec3 v, float s, vec3 dest) { glm_vec3_scale_as(const vec3 v, float s, vec3 dest) {
float norm; float norm;
norm = glm_vec3_norm(v); norm = glm_vec3_norm(v);
@@ -332,7 +317,7 @@ glm_vec3_scale_as(vec3 v, float s, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_div(vec3 a, vec3 b, vec3 dest) { glm_vec3_div(const vec3 a, const vec3 b, vec3 dest) {
dest[0] = a[0] / b[0]; dest[0] = a[0] / b[0];
dest[1] = a[1] / b[1]; dest[1] = a[1] / b[1];
dest[2] = a[2] / b[2]; dest[2] = a[2] / b[2];
@@ -347,7 +332,7 @@ glm_vec3_div(vec3 a, vec3 b, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_divs(vec3 v, float s, vec3 dest) { glm_vec3_divs(const vec3 v, float s, vec3 dest) {
dest[0] = v[0] / s; dest[0] = v[0] / s;
dest[1] = v[1] / s; dest[1] = v[1] / s;
dest[2] = v[2] / s; dest[2] = v[2] / s;
@@ -364,7 +349,7 @@ glm_vec3_divs(vec3 v, float s, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_addadd(vec3 a, vec3 b, vec3 dest) { glm_vec3_addadd(const vec3 a, const vec3 b, vec3 dest) {
dest[0] += a[0] + b[0]; dest[0] += a[0] + b[0];
dest[1] += a[1] + b[1]; dest[1] += a[1] + b[1];
dest[2] += a[2] + b[2]; dest[2] += a[2] + b[2];
@@ -381,7 +366,7 @@ glm_vec3_addadd(vec3 a, vec3 b, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_subadd(vec3 a, vec3 b, vec3 dest) { glm_vec3_subadd(const vec3 a, const vec3 b, vec3 dest) {
dest[0] += a[0] - b[0]; dest[0] += a[0] - b[0];
dest[1] += a[1] - b[1]; dest[1] += a[1] - b[1];
dest[2] += a[2] - b[2]; dest[2] += a[2] - b[2];
@@ -398,7 +383,7 @@ glm_vec3_subadd(vec3 a, vec3 b, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_muladd(vec3 a, vec3 b, vec3 dest) { glm_vec3_muladd(const vec3 a, const vec3 b, vec3 dest) {
dest[0] += a[0] * b[0]; dest[0] += a[0] * b[0];
dest[1] += a[1] * b[1]; dest[1] += a[1] * b[1];
dest[2] += a[2] * b[2]; dest[2] += a[2] * b[2];
@@ -415,7 +400,7 @@ glm_vec3_muladd(vec3 a, vec3 b, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_muladds(vec3 a, float s, vec3 dest) { glm_vec3_muladds(const vec3 a, float s, vec3 dest) {
dest[0] += a[0] * s; dest[0] += a[0] * s;
dest[1] += a[1] * s; dest[1] += a[1] * s;
dest[2] += a[2] * s; dest[2] += a[2] * s;
@@ -432,7 +417,7 @@ glm_vec3_muladds(vec3 a, float s, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_maxadd(vec3 a, vec3 b, vec3 dest) { glm_vec3_maxadd(const vec3 a, const vec3 b, vec3 dest) {
dest[0] += glm_max(a[0], b[0]); dest[0] += glm_max(a[0], b[0]);
dest[1] += glm_max(a[1], b[1]); dest[1] += glm_max(a[1], b[1]);
dest[2] += glm_max(a[2], b[2]); dest[2] += glm_max(a[2], b[2]);
@@ -443,13 +428,13 @@ glm_vec3_maxadd(vec3 a, vec3 b, vec3 dest) {
* *
* it applies += operator so dest must be initialized * it applies += operator so dest must be initialized
* *
* @param[in] a vector * @param[in] a vector 1
* @param[in] s scalar * @param[in] b vector 2
* @param[out] dest dest += min(a, b) * @param[out] dest dest += min(a, b)
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_minadd(vec3 a, vec3 b, vec3 dest) { glm_vec3_minadd(const vec3 a, const vec3 b, vec3 dest) {
dest[0] += glm_min(a[0], b[0]); dest[0] += glm_min(a[0], b[0]);
dest[1] += glm_min(a[1], b[1]); dest[1] += glm_min(a[1], b[1]);
dest[2] += glm_min(a[2], b[2]); dest[2] += glm_min(a[2], b[2]);
@@ -463,7 +448,7 @@ glm_vec3_minadd(vec3 a, vec3 b, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_negate_to(vec3 v, vec3 dest) { glm_vec3_negate_to(const vec3 v, vec3 dest) {
dest[0] = -v[0]; dest[0] = -v[0];
dest[1] = -v[1]; dest[1] = -v[1];
dest[2] = -v[2]; dest[2] = -v[2];
@@ -508,7 +493,7 @@ glm_vec3_normalize(vec3 v) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_normalize_to(vec3 v, vec3 dest) { glm_vec3_normalize_to(const vec3 v, vec3 dest) {
float norm; float norm;
norm = glm_vec3_norm(v); norm = glm_vec3_norm(v);
@@ -521,6 +506,36 @@ glm_vec3_normalize_to(vec3 v, vec3 dest) {
glm_vec3_scale(v, 1.0f / norm, dest); glm_vec3_scale(v, 1.0f / norm, dest);
} }
/*!
* @brief cross product of two vector (RH)
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec3_cross(const vec3 a, const vec3 b, vec3 dest) {
/* (u2.v3 - u3.v2, u3.v1 - u1.v3, u1.v2 - u2.v1) */
dest[0] = a[1] * b[2] - a[2] * b[1];
dest[1] = a[2] * b[0] - a[0] * b[2];
dest[2] = a[0] * b[1] - a[1] * b[0];
}
/*!
* @brief cross product of two vector (RH) and normalize the result
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec3_crossn(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_cross(a, b, dest);
glm_vec3_normalize(dest);
}
/*! /*!
* @brief angle betwen two vector * @brief angle betwen two vector
* *
@@ -531,7 +546,7 @@ glm_vec3_normalize_to(vec3 v, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_vec3_angle(vec3 a, vec3 b) { glm_vec3_angle(const vec3 a, const vec3 b) {
float norm, dot; float norm, dot;
/* maybe compiler generate approximation instruction (rcp) */ /* maybe compiler generate approximation instruction (rcp) */
@@ -555,7 +570,7 @@ glm_vec3_angle(vec3 a, vec3 b) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_rotate(vec3 v, float angle, vec3 axis) { glm_vec3_rotate(vec3 v, float angle, const vec3 axis) {
vec3 v1, v2, k; vec3 v1, v2, k;
float c, s; float c, s;
@@ -593,7 +608,7 @@ glm_vec3_rotate(vec3 v, float angle, vec3 axis) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_rotate_m4(mat4 m, vec3 v, vec3 dest) { glm_vec3_rotate_m4(const mat4 m, const vec3 v, vec3 dest) {
vec4 x, y, z, res; vec4 x, y, z, res;
glm_vec4_normalize_to(m[0], x); glm_vec4_normalize_to(m[0], x);
@@ -616,7 +631,7 @@ glm_vec3_rotate_m4(mat4 m, vec3 v, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_rotate_m3(mat3 m, vec3 v, vec3 dest) { glm_vec3_rotate_m3(const mat3 m, const vec3 v, vec3 dest) {
vec4 res, x, y, z; vec4 res, x, y, z;
glm_vec4(m[0], 0.0f, x); glm_vec4(m[0], 0.0f, x);
@@ -643,7 +658,7 @@ glm_vec3_rotate_m3(mat3 m, vec3 v, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_proj(vec3 a, vec3 b, vec3 dest) { glm_vec3_proj(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_scale(b, glm_vec3_scale(b,
glm_vec3_dot(a, b) / glm_vec3_norm2(b), glm_vec3_dot(a, b) / glm_vec3_norm2(b),
dest); dest);
@@ -658,7 +673,7 @@ glm_vec3_proj(vec3 a, vec3 b, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_center(vec3 a, vec3 b, vec3 dest) { glm_vec3_center(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_add(a, b, dest); glm_vec3_add(a, b, dest);
glm_vec3_scale(dest, 0.5f, dest); glm_vec3_scale(dest, 0.5f, dest);
} }
@@ -672,7 +687,7 @@ glm_vec3_center(vec3 a, vec3 b, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_vec3_distance2(vec3 a, vec3 b) { glm_vec3_distance2(const vec3 a, const vec3 b) {
return glm_pow2(b[0] - a[0]) return glm_pow2(b[0] - a[0])
+ glm_pow2(b[1] - a[1]) + glm_pow2(b[1] - a[1])
+ glm_pow2(b[2] - a[2]); + glm_pow2(b[2] - a[2]);
@@ -687,7 +702,7 @@ glm_vec3_distance2(vec3 a, vec3 b) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_vec3_distance(vec3 a, vec3 b) { glm_vec3_distance(const vec3 a, const vec3 b) {
return sqrtf(glm_vec3_distance2(a, b)); return sqrtf(glm_vec3_distance2(a, b));
} }
@@ -700,7 +715,7 @@ glm_vec3_distance(vec3 a, vec3 b) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_maxv(vec3 a, vec3 b, vec3 dest) { glm_vec3_maxv(const vec3 a, const vec3 b, vec3 dest) {
dest[0] = glm_max(a[0], b[0]); dest[0] = glm_max(a[0], b[0]);
dest[1] = glm_max(a[1], b[1]); dest[1] = glm_max(a[1], b[1]);
dest[2] = glm_max(a[2], b[2]); dest[2] = glm_max(a[2], b[2]);
@@ -715,7 +730,7 @@ glm_vec3_maxv(vec3 a, vec3 b, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_minv(vec3 a, vec3 b, vec3 dest) { glm_vec3_minv(const vec3 a, const vec3 b, vec3 dest) {
dest[0] = glm_min(a[0], b[0]); dest[0] = glm_min(a[0], b[0]);
dest[1] = glm_min(a[1], b[1]); dest[1] = glm_min(a[1], b[1]);
dest[2] = glm_min(a[2], b[2]); dest[2] = glm_min(a[2], b[2]);
@@ -729,7 +744,7 @@ glm_vec3_minv(vec3 a, vec3 b, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_ortho(vec3 v, vec3 dest) { glm_vec3_ortho(const vec3 v, vec3 dest) {
dest[0] = v[1] - v[2]; dest[0] = v[1] - v[2];
dest[1] = v[2] - v[0]; dest[1] = v[2] - v[0];
dest[2] = v[0] - v[1]; dest[2] = v[0] - v[1];
@@ -762,7 +777,7 @@ glm_vec3_clamp(vec3 v, float minVal, float maxVal) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest) { glm_vec3_lerp(const vec3 from, const vec3 to, float t, vec3 dest) {
vec3 s, v; vec3 s, v;
/* from + s * (to - from) */ /* from + s * (to - from) */
@@ -783,7 +798,7 @@ glm_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_cross(vec3 a, vec3 b, vec3 d) { glm_cross(const vec3 a, const vec3 b, vec3 d) {
glm_vec3_cross(a, b, d); glm_vec3_cross(a, b, d);
} }
@@ -799,7 +814,7 @@ glm_cross(vec3 a, vec3 b, vec3 d) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_dot(vec3 a, vec3 b) { glm_dot(const vec3 a, const vec3 b) {
return glm_vec3_dot(a, b); return glm_vec3_dot(a, b);
} }
@@ -826,7 +841,7 @@ glm_normalize(vec3 v) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_normalize_to(vec3 v, vec3 dest) { glm_normalize_to(const vec3 v, vec3 dest) {
glm_vec3_normalize_to(v, dest); glm_vec3_normalize_to(v, dest);
} }

View File

@@ -31,9 +31,6 @@
#include "common.h" #include "common.h"
#include "vec3-ext.h" #include "vec3-ext.h"
#include <stdbool.h>
#include <math.h>
#include <float.h>
/*! /*!
* @brief fill a vector with specified value * @brief fill a vector with specified value
@@ -59,7 +56,7 @@ glm_vec4_broadcast(float val, vec4 d) {
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_vec4_eq(vec4 v, float val) { glm_vec4_eq(const vec4 v, float val) {
return v[0] == val return v[0] == val
&& v[0] == v[1] && v[0] == v[1]
&& v[0] == v[2] && v[0] == v[2]
@@ -74,7 +71,7 @@ glm_vec4_eq(vec4 v, float val) {
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_vec4_eq_eps(vec4 v, float val) { glm_vec4_eq_eps(const vec4 v, float val) {
return fabsf(v[0] - val) <= FLT_EPSILON return fabsf(v[0] - val) <= FLT_EPSILON
&& fabsf(v[1] - val) <= FLT_EPSILON && fabsf(v[1] - val) <= FLT_EPSILON
&& fabsf(v[2] - val) <= FLT_EPSILON && fabsf(v[2] - val) <= FLT_EPSILON
@@ -88,7 +85,7 @@ glm_vec4_eq_eps(vec4 v, float val) {
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_vec4_eq_all(vec4 v) { glm_vec4_eq_all(const vec4 v) {
return v[0] == v[1] return v[0] == v[1]
&& v[0] == v[2] && v[0] == v[2]
&& v[0] == v[3]; && v[0] == v[3];
@@ -102,7 +99,7 @@ glm_vec4_eq_all(vec4 v) {
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_vec4_eqv(vec4 a, vec4 b) { glm_vec4_eqv(const vec4 a, const vec4 b) {
return a[0] == b[0] return a[0] == b[0]
&& a[1] == b[1] && a[1] == b[1]
&& a[2] == b[2] && a[2] == b[2]
@@ -117,7 +114,7 @@ glm_vec4_eqv(vec4 a, vec4 b) {
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_vec4_eqv_eps(vec4 a, vec4 b) { glm_vec4_eqv_eps(const vec4 a, const vec4 b) {
return fabsf(a[0] - b[0]) <= FLT_EPSILON return fabsf(a[0] - b[0]) <= FLT_EPSILON
&& fabsf(a[1] - b[1]) <= FLT_EPSILON && fabsf(a[1] - b[1]) <= FLT_EPSILON
&& fabsf(a[2] - b[2]) <= FLT_EPSILON && fabsf(a[2] - b[2]) <= FLT_EPSILON
@@ -131,7 +128,7 @@ glm_vec4_eqv_eps(vec4 a, vec4 b) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_vec4_max(vec4 v) { glm_vec4_max(const vec4 v) {
float max; float max;
max = glm_vec3_max(v); max = glm_vec3_max(v);
@@ -148,7 +145,7 @@ glm_vec4_max(vec4 v) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_vec4_min(vec4 v) { glm_vec4_min(const vec4 v) {
float min; float min;
min = glm_vec3_min(v); min = glm_vec3_min(v);
@@ -166,7 +163,7 @@ glm_vec4_min(vec4 v) {
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_vec4_isnan(vec4 v) { glm_vec4_isnan(const vec4 v) {
return isnan(v[0]) || isnan(v[1]) || isnan(v[2]) || isnan(v[3]); return isnan(v[0]) || isnan(v[1]) || isnan(v[2]) || isnan(v[3]);
} }
@@ -178,7 +175,7 @@ glm_vec4_isnan(vec4 v) {
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_vec4_isinf(vec4 v) { glm_vec4_isinf(const vec4 v) {
return isinf(v[0]) || isinf(v[1]) || isinf(v[2]) || isinf(v[3]); return isinf(v[0]) || isinf(v[1]) || isinf(v[2]) || isinf(v[3]);
} }
@@ -190,7 +187,7 @@ glm_vec4_isinf(vec4 v) {
*/ */
CGLM_INLINE CGLM_INLINE
bool bool
glm_vec4_isvalid(vec4 v) { glm_vec4_isvalid(const vec4 v) {
return !glm_vec4_isnan(v) && !glm_vec4_isinf(v); return !glm_vec4_isnan(v) && !glm_vec4_isinf(v);
} }
@@ -203,7 +200,7 @@ glm_vec4_isvalid(vec4 v) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4_sign(vec4 v, vec4 dest) { glm_vec4_sign(const 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;
@@ -231,7 +228,7 @@ glm_vec4_sign(vec4 v, vec4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4_sqrt(vec4 v, vec4 dest) { glm_vec4_sqrt(const vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_sqrt_ps(glmm_load(v))); glmm_store(dest, _mm_sqrt_ps(glmm_load(v)));
#else #else

View File

@@ -90,7 +90,7 @@
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4(vec3 v3, float last, vec4 dest) { glm_vec4(const vec3 v3, float last, vec4 dest) {
dest[0] = v3[0]; dest[0] = v3[0];
dest[1] = v3[1]; dest[1] = v3[1];
dest[2] = v3[2]; dest[2] = v3[2];
@@ -105,7 +105,7 @@ glm_vec4(vec3 v3, float last, vec4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4_copy3(vec4 a, vec3 dest) { glm_vec4_copy3(const vec4 a, vec3 dest) {
dest[0] = a[0]; dest[0] = a[0];
dest[1] = a[1]; dest[1] = a[1];
dest[2] = a[2]; dest[2] = a[2];
@@ -119,9 +119,11 @@ glm_vec4_copy3(vec4 a, vec3 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4_copy(vec4 v, vec4 dest) { glm_vec4_copy(const vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, glmm_load(v)); glmm_store(dest, glmm_load(v));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vld1q_f32(v));
#else #else
dest[0] = v[0]; dest[0] = v[0];
dest[1] = v[1]; dest[1] = v[1];
@@ -140,7 +142,7 @@ glm_vec4_copy(vec4 v, vec4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4_ucopy(vec4 v, vec4 dest) { glm_vec4_ucopy(const vec4 v, vec4 dest) {
dest[0] = v[0]; dest[0] = v[0];
dest[1] = v[1]; dest[1] = v[1];
dest[2] = v[2]; dest[2] = v[2];
@@ -157,6 +159,8 @@ void
glm_vec4_zero(vec4 v) { glm_vec4_zero(vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(v, _mm_setzero_ps()); glmm_store(v, _mm_setzero_ps());
#elif defined(CGLM_NEON_FP)
vst1q_f32(v, vdupq_n_f32(0.0f));
#else #else
v[0] = 0.0f; v[0] = 0.0f;
v[1] = 0.0f; v[1] = 0.0f;
@@ -175,6 +179,8 @@ void
glm_vec4_one(vec4 v) { glm_vec4_one(vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(v, _mm_set1_ps(1.0f)); glmm_store(v, _mm_set1_ps(1.0f));
#elif defined(CGLM_NEON_FP)
vst1q_f32(v, vdupq_n_f32(1.0f));
#else #else
v[0] = 1.0f; v[0] = 1.0f;
v[1] = 1.0f; v[1] = 1.0f;
@@ -193,12 +199,9 @@ glm_vec4_one(vec4 v) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_vec4_dot(vec4 a, vec4 b) { glm_vec4_dot(const vec4 a, const vec4 b) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined(CGLM_SIMD)
__m128 x0; return glmm_dot(glmm_load(a), glmm_load(b));
x0 = _mm_mul_ps(glmm_load(a), glmm_load(b));
x0 = _mm_add_ps(x0, glmm_shuff1(x0, 1, 0, 3, 2));
return _mm_cvtss_f32(_mm_add_ss(x0, glmm_shuff1(x0, 0, 1, 0, 1)));
#else #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
@@ -217,16 +220,8 @@ glm_vec4_dot(vec4 a, vec4 b) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_vec4_norm2(vec4 v) { glm_vec4_norm2(const vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ ) return glm_vec4_dot(v, v);
__m128 x0;
x0 = glmm_load(v);
x0 = _mm_mul_ps(x0, x0);
x0 = _mm_add_ps(x0, glmm_shuff1(x0, 1, 0, 3, 2));
return _mm_cvtss_f32(_mm_add_ss(x0, glmm_shuff1(x0, 0, 1, 0, 1)));
#else
return v[0] * v[0] + v[1] * v[1] + v[2] * v[2] + v[3] * v[3];
#endif
} }
/*! /*!
@@ -238,13 +233,11 @@ glm_vec4_norm2(vec4 v) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_vec4_norm(vec4 v) { glm_vec4_norm(const vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined(CGLM_SIMD)
__m128 x0; return glmm_norm(glmm_load(v));
x0 = glmm_load(v);
return _mm_cvtss_f32(_mm_sqrt_ss(glmm_dot(x0, x0)));
#else #else
return sqrtf(glm_vec4_norm2(v)); return sqrtf(glm_vec4_dot(v, v));
#endif #endif
} }
@@ -257,9 +250,11 @@ glm_vec4_norm(vec4 v) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4_add(vec4 a, vec4 b, vec4 dest) { glm_vec4_add(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_add_ps(glmm_load(a), glmm_load(b))); glmm_store(dest, _mm_add_ps(glmm_load(a), glmm_load(b)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vaddq_f32(vld1q_f32(a), vld1q_f32(b)));
#else #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];
@@ -277,9 +272,11 @@ glm_vec4_add(vec4 a, vec4 b, vec4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4_adds(vec4 v, float s, vec4 dest) { glm_vec4_adds(const vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_add_ps(glmm_load(v), _mm_set1_ps(s))); glmm_store(dest, _mm_add_ps(glmm_load(v), _mm_set1_ps(s)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vaddq_f32(vld1q_f32(v), vdupq_n_f32(s)));
#else #else
dest[0] = v[0] + s; dest[0] = v[0] + s;
dest[1] = v[1] + s; dest[1] = v[1] + s;
@@ -297,9 +294,11 @@ glm_vec4_adds(vec4 v, float s, vec4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4_sub(vec4 a, vec4 b, vec4 dest) { glm_vec4_sub(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_sub_ps(glmm_load(a), glmm_load(b))); glmm_store(dest, _mm_sub_ps(glmm_load(a), glmm_load(b)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vsubq_f32(vld1q_f32(a), vld1q_f32(b)));
#else #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];
@@ -317,9 +316,11 @@ glm_vec4_sub(vec4 a, vec4 b, vec4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4_subs(vec4 v, float s, vec4 dest) { glm_vec4_subs(const vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_sub_ps(glmm_load(v), _mm_set1_ps(s))); glmm_store(dest, _mm_sub_ps(glmm_load(v), _mm_set1_ps(s)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vsubq_f32(vld1q_f32(v), vdupq_n_f32(s)));
#else #else
dest[0] = v[0] - s; dest[0] = v[0] - s;
dest[1] = v[1] - s; dest[1] = v[1] - s;
@@ -331,15 +332,17 @@ glm_vec4_subs(vec4 v, float s, vec4 dest) {
/*! /*!
* @brief multiply two vector (component-wise multiplication) * @brief multiply two vector (component-wise multiplication)
* *
* @param a vector1 * @param a vector1
* @param b vector2 * @param b vector2
* @param d dest = (a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3]) * @param dest dest = (a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3])
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4_mul(vec4 a, vec4 b, vec4 dest) { glm_vec4_mul(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_mul_ps(glmm_load(a), glmm_load(b))); glmm_store(dest, _mm_mul_ps(glmm_load(a), glmm_load(b)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vmulq_f32(vld1q_f32(a), vld1q_f32(b)));
#else #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];
@@ -357,9 +360,11 @@ glm_vec4_mul(vec4 a, vec4 b, vec4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4_scale(vec4 v, float s, vec4 dest) { glm_vec4_scale(const vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_mul_ps(glmm_load(v), _mm_set1_ps(s))); glmm_store(dest, _mm_mul_ps(glmm_load(v), _mm_set1_ps(s)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vmulq_f32(vld1q_f32(v), vdupq_n_f32(s)));
#else #else
dest[0] = v[0] * s; dest[0] = v[0] * s;
dest[1] = v[1] * s; dest[1] = v[1] * s;
@@ -377,7 +382,7 @@ glm_vec4_scale(vec4 v, float s, vec4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4_scale_as(vec4 v, float s, vec4 dest) { glm_vec4_scale_as(const vec4 v, float s, vec4 dest) {
float norm; float norm;
norm = glm_vec4_norm(v); norm = glm_vec4_norm(v);
@@ -398,7 +403,7 @@ glm_vec4_scale_as(vec4 v, float s, vec4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4_div(vec4 a, vec4 b, vec4 dest) { glm_vec4_div(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_div_ps(glmm_load(a), glmm_load(b))); glmm_store(dest, _mm_div_ps(glmm_load(a), glmm_load(b)));
#else #else
@@ -418,7 +423,7 @@ glm_vec4_div(vec4 a, vec4 b, vec4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4_divs(vec4 v, float s, vec4 dest) { glm_vec4_divs(const vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_div_ps(glmm_load(v), _mm_set1_ps(s))); glmm_store(dest, _mm_div_ps(glmm_load(v), _mm_set1_ps(s)));
#else #else
@@ -426,7 +431,6 @@ glm_vec4_divs(vec4 v, float s, vec4 dest) {
#endif #endif
} }
/*! /*!
* @brief add two vectors and add result to sum * @brief add two vectors and add result to sum
* *
@@ -438,11 +442,15 @@ glm_vec4_divs(vec4 v, float s, vec4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4_addadd(vec4 a, vec4 b, vec4 dest) { glm_vec4_addadd(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_add_ps(glmm_load(dest), glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_add_ps(glmm_load(a), _mm_add_ps(glmm_load(a),
glmm_load(b)))); glmm_load(b))));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vaddq_f32(vld1q_f32(dest),
vaddq_f32(vld1q_f32(a),
vld1q_f32(b))));
#else #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];
@@ -462,11 +470,15 @@ glm_vec4_addadd(vec4 a, vec4 b, vec4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4_subadd(vec4 a, vec4 b, vec4 dest) { glm_vec4_subadd(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_add_ps(glmm_load(dest), glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_sub_ps(glmm_load(a), _mm_sub_ps(glmm_load(a),
glmm_load(b)))); glmm_load(b))));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vaddq_f32(vld1q_f32(dest),
vsubq_f32(vld1q_f32(a),
vld1q_f32(b))));
#else #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];
@@ -486,11 +498,15 @@ glm_vec4_subadd(vec4 a, vec4 b, vec4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4_muladd(vec4 a, vec4 b, vec4 dest) { glm_vec4_muladd(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_add_ps(glmm_load(dest), glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_mul_ps(glmm_load(a), _mm_mul_ps(glmm_load(a),
glmm_load(b)))); glmm_load(b))));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vaddq_f32(vld1q_f32(dest),
vmulq_f32(vld1q_f32(a),
vld1q_f32(b))));
#else #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];
@@ -510,11 +526,15 @@ glm_vec4_muladd(vec4 a, vec4 b, vec4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4_muladds(vec4 a, float s, vec4 dest) { glm_vec4_muladds(const vec4 a, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_add_ps(glmm_load(dest), glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_mul_ps(glmm_load(a), _mm_mul_ps(glmm_load(a),
_mm_set1_ps(s)))); _mm_set1_ps(s))));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vaddq_f32(vld1q_f32(dest),
vsubq_f32(vld1q_f32(a),
vdupq_n_f32(s))));
#else #else
dest[0] += a[0] * s; dest[0] += a[0] * s;
dest[1] += a[1] * s; dest[1] += a[1] * s;
@@ -534,11 +554,15 @@ glm_vec4_muladds(vec4 a, float s, vec4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4_maxadd(vec4 a, vec4 b, vec4 dest) { glm_vec4_maxadd(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_add_ps(glmm_load(dest), glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_max_ps(glmm_load(a), _mm_max_ps(glmm_load(a),
glmm_load(b)))); glmm_load(b))));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vaddq_f32(vld1q_f32(dest),
vmaxq_f32(vld1q_f32(a),
vld1q_f32(b))));
#else #else
dest[0] += glm_max(a[0], b[0]); dest[0] += glm_max(a[0], b[0]);
dest[1] += glm_max(a[1], b[1]); dest[1] += glm_max(a[1], b[1]);
@@ -552,17 +576,21 @@ glm_vec4_maxadd(vec4 a, vec4 b, vec4 dest) {
* *
* it applies += operator so dest must be initialized * it applies += operator so dest must be initialized
* *
* @param[in] a vector * @param[in] a vector 1
* @param[in] s scalar * @param[in] b vector 2
* @param[out] dest dest += min(a, b) * @param[out] dest dest += min(a, b)
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4_minadd(vec4 a, vec4 b, vec4 dest) { glm_vec4_minadd(const vec4 a,const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_add_ps(glmm_load(dest), glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_min_ps(glmm_load(a), _mm_min_ps(glmm_load(a),
glmm_load(b)))); glmm_load(b))));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vaddq_f32(vld1q_f32(dest),
vminq_f32(vld1q_f32(a),
vld1q_f32(b))));
#else #else
dest[0] += glm_min(a[0], b[0]); dest[0] += glm_min(a[0], b[0]);
dest[1] += glm_min(a[1], b[1]); dest[1] += glm_min(a[1], b[1]);
@@ -579,9 +607,11 @@ glm_vec4_minadd(vec4 a, vec4 b, vec4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4_negate_to(vec4 v, vec4 dest) { glm_vec4_negate_to(const vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_xor_ps(glmm_load(v), _mm_set1_ps(-0.0f))); glmm_store(dest, _mm_xor_ps(glmm_load(v), _mm_set1_ps(-0.0f)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, veorq_s32(vld1q_f32(v), vdupq_n_f32(-0.0f)));
#else #else
dest[0] = -v[0]; dest[0] = -v[0];
dest[1] = -v[1]; dest[1] = -v[1];
@@ -609,13 +639,13 @@ glm_vec4_negate(vec4 v) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4_normalize_to(vec4 v, vec4 dest) { glm_vec4_normalize_to(const vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
__m128 xdot, x0; __m128 xdot, x0;
float dot; float dot;
x0 = glmm_load(v); x0 = glmm_load(v);
xdot = glmm_dot(x0, x0); xdot = glmm_vdot(x0, x0);
dot = _mm_cvtss_f32(xdot); dot = _mm_cvtss_f32(xdot);
if (dot == 0.0f) { if (dot == 0.0f) {
@@ -658,11 +688,17 @@ glm_vec4_normalize(vec4 v) {
*/ */
CGLM_INLINE CGLM_INLINE
float float
glm_vec4_distance(vec4 a, vec4 b) { glm_vec4_distance(const vec4 a, const vec4 b) {
#if defined( __SSE__ ) || defined( __SSE2__ )
return glmm_norm(_mm_sub_ps(glmm_load(b), glmm_load(a)));
#elif defined(CGLM_NEON_FP)
return glmm_norm(vsubq_f32(glmm_load(a), glmm_load(b)));
#else
return sqrtf(glm_pow2(b[0] - a[0]) return sqrtf(glm_pow2(b[0] - a[0])
+ glm_pow2(b[1] - a[1]) + glm_pow2(b[1] - a[1])
+ glm_pow2(b[2] - a[2]) + glm_pow2(b[2] - a[2])
+ glm_pow2(b[3] - a[3])); + glm_pow2(b[3] - a[3]));
#endif
} }
/*! /*!
@@ -674,9 +710,11 @@ glm_vec4_distance(vec4 a, vec4 b) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4_maxv(vec4 a, vec4 b, vec4 dest) { glm_vec4_maxv(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_max_ps(glmm_load(a), glmm_load(b))); glmm_store(dest, _mm_max_ps(glmm_load(a), glmm_load(b)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vmaxq_f32(vld1q_f32(a), vld1q_f32(b)));
#else #else
dest[0] = glm_max(a[0], b[0]); dest[0] = glm_max(a[0], b[0]);
dest[1] = glm_max(a[1], b[1]); dest[1] = glm_max(a[1], b[1]);
@@ -694,9 +732,11 @@ glm_vec4_maxv(vec4 a, vec4 b, vec4 dest) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4_minv(vec4 a, vec4 b, vec4 dest) { glm_vec4_minv(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_min_ps(glmm_load(a), glmm_load(b))); glmm_store(dest, _mm_min_ps(glmm_load(a), glmm_load(b)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vminq_f32(vld1q_f32(a), vld1q_f32(b)));
#else #else
dest[0] = glm_min(a[0], b[0]); dest[0] = glm_min(a[0], b[0]);
dest[1] = glm_min(a[1], b[1]); dest[1] = glm_min(a[1], b[1]);
@@ -718,6 +758,9 @@ glm_vec4_clamp(vec4 v, float minVal, float maxVal) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(v, _mm_min_ps(_mm_max_ps(glmm_load(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)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(v, vminq_f32(vmaxq_f32(vld1q_f32(v), vdupq_n_f32(minVal)),
vdupq_n_f32(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);
@@ -738,7 +781,7 @@ glm_vec4_clamp(vec4 v, float minVal, float maxVal) {
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest) { glm_vec4_lerp(const vec4 from, const vec4 to, float t, vec4 dest) {
vec4 s, v; vec4 s, v;
/* from + s * (to - from) */ /* from + s * (to - from) */
@@ -748,4 +791,23 @@ glm_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest) {
glm_vec4_add(from, v, dest); glm_vec4_add(from, v, dest);
} }
/*!
* @brief helper to fill vec4 as [S^3, S^2, S, 1]
*
* @param[in] s parameter
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_cubic(float s, vec4 dest) {
float ss;
ss = s * s;
dest[0] = ss * s;
dest[1] = ss;
dest[2] = s;
dest[3] = 1.0f;
}
#endif /* cglm_vec4_h */ #endif /* cglm_vec4_h */

View File

@@ -10,6 +10,6 @@
#define CGLM_VERSION_MAJOR 0 #define CGLM_VERSION_MAJOR 0
#define CGLM_VERSION_MINOR 5 #define CGLM_VERSION_MINOR 5
#define CGLM_VERSION_PATCH 0 #define CGLM_VERSION_PATCH 4
#endif /* cglm_version_h */ #endif /* cglm_version_h */

View File

@@ -34,30 +34,32 @@ test_tests_CFLAGS = $(checkCFLAGS)
cglmdir=$(includedir)/cglm cglmdir=$(includedir)/cglm
cglm_HEADERS = include/cglm/version.h \ cglm_HEADERS = include/cglm/version.h \
include/cglm/cglm.h \ include/cglm/cglm.h \
include/cglm/call.h \ include/cglm/call.h \
include/cglm/cam.h \ include/cglm/cam.h \
include/cglm/io.h \ include/cglm/io.h \
include/cglm/mat4.h \ include/cglm/mat4.h \
include/cglm/mat3.h \ include/cglm/mat3.h \
include/cglm/types.h \ include/cglm/types.h \
include/cglm/common.h \ include/cglm/common.h \
include/cglm/affine.h \ include/cglm/affine.h \
include/cglm/vec3.h \ include/cglm/vec3.h \
include/cglm/vec3-ext.h \ include/cglm/vec3-ext.h \
include/cglm/vec4.h \ include/cglm/vec4.h \
include/cglm/vec4-ext.h \ include/cglm/vec4-ext.h \
include/cglm/euler.h \ include/cglm/euler.h \
include/cglm/util.h \ include/cglm/util.h \
include/cglm/quat.h \ include/cglm/quat.h \
include/cglm/affine-mat.h \ include/cglm/affine-mat.h \
include/cglm/plane.h \ include/cglm/plane.h \
include/cglm/frustum.h \ include/cglm/frustum.h \
include/cglm/box.h \ include/cglm/box.h \
include/cglm/color.h \ include/cglm/color.h \
include/cglm/project.h \ include/cglm/project.h \
include/cglm/sphere.h \ include/cglm/sphere.h \
include/cglm/ease.h include/cglm/ease.h \
include/cglm/curve.h \
include/cglm/bezier.h
cglm_calldir=$(includedir)/cglm/call cglm_calldir=$(includedir)/cglm/call
cglm_call_HEADERS = include/cglm/call/mat4.h \ cglm_call_HEADERS = include/cglm/call/mat4.h \
@@ -74,10 +76,14 @@ cglm_call_HEADERS = include/cglm/call/mat4.h \
include/cglm/call/box.h \ include/cglm/call/box.h \
include/cglm/call/project.h \ include/cglm/call/project.h \
include/cglm/call/sphere.h \ include/cglm/call/sphere.h \
include/cglm/call/ease.h include/cglm/call/ease.h \
include/cglm/call/curve.h \
include/cglm/call/bezier.h
cglm_simddir=$(includedir)/cglm/simd cglm_simddir=$(includedir)/cglm/simd
cglm_simd_HEADERS = include/cglm/simd/intrin.h cglm_simd_HEADERS = include/cglm/simd/intrin.h \
include/cglm/simd/x86.h \
include/cglm/simd/arm.h
cglm_simd_sse2dir=$(includedir)/cglm/simd/sse2 cglm_simd_sse2dir=$(includedir)/cglm/simd/sse2
cglm_simd_sse2_HEADERS = include/cglm/simd/sse2/affine.h \ cglm_simd_sse2_HEADERS = include/cglm/simd/sse2/affine.h \
@@ -107,7 +113,9 @@ libcglm_la_SOURCES=\
src/box.c \ src/box.c \
src/project.c \ src/project.c \
src/sphere.c \ src/sphere.c \
src/ease.c src/ease.c \
src/curve.c \
src/bezier.c
test_tests_SOURCES=\ test_tests_SOURCES=\
test/src/test_common.c \ test/src/test_common.c \
@@ -121,7 +129,8 @@ test_tests_SOURCES=\
test/src/test_vec4.c \ test/src/test_vec4.c \
test/src/test_vec3.c \ test/src/test_vec3.c \
test/src/test_mat3.c \ test/src/test_mat3.c \
test/src/test_affine.c test/src/test_affine.c \
test/src/test_bezier.c
all-local: all-local:
sh ./post-build.sh sh ./post-build.sh

View File

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

View File

@@ -10,19 +10,19 @@
CGLM_EXPORT CGLM_EXPORT
void void
glmc_translate_make(mat4 m, vec3 v) { glmc_translate_make(mat4 m, const vec3 v) {
glm_translate_make(m, v); glm_translate_make(m, v);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_translate_to(mat4 m, vec3 v, mat4 dest) { glmc_translate_to(const mat4 m, const vec3 v, mat4 dest) {
glm_translate_to(m, v, dest); glm_translate_to(m, v, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_translate(mat4 m, vec3 v) { glmc_translate(mat4 m, const vec3 v) {
glm_translate(m, v); glm_translate(m, v);
} }
@@ -46,19 +46,19 @@ glmc_translate_z(mat4 m, float to) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_scale_make(mat4 m, vec3 v) { glmc_scale_make(mat4 m, const vec3 v) {
glm_scale_make(m, v); glm_scale_make(m, v);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_scale_to(mat4 m, vec3 v, mat4 dest) { glmc_scale_to(const mat4 m, const vec3 v, mat4 dest) {
glm_scale_to(m, v, dest); glm_scale_to(m, v, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_scale(mat4 m, vec3 v) { glmc_scale(mat4 m, const vec3 v) {
glm_scale(m, v); glm_scale(m, v);
} }
@@ -70,79 +70,79 @@ glmc_scale_uni(mat4 m, float s) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_rotate_x(mat4 m, float rad, mat4 dest) { glmc_rotate_x(const mat4 m, float rad, mat4 dest) {
glm_rotate_x(m, rad, dest); glm_rotate_x(m, rad, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_rotate_y(mat4 m, float rad, mat4 dest) { glmc_rotate_y(const mat4 m, float rad, mat4 dest) {
glm_rotate_y(m, rad, dest); glm_rotate_y(m, rad, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_rotate_z(mat4 m, float rad, mat4 dest) { glmc_rotate_z(const mat4 m, float rad, mat4 dest) {
glm_rotate_z(m, rad, dest); glm_rotate_z(m, rad, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_rotate_make(mat4 m, float angle, vec3 axis) { glmc_rotate_make(mat4 m, float angle, const vec3 axis) {
glm_rotate_make(m, angle, axis); glm_rotate_make(m, angle, axis);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_rotate(mat4 m, float angle, vec3 axis) { glmc_rotate(mat4 m, float angle, const vec3 axis) {
glm_rotate(m, angle, axis); glm_rotate(m, angle, axis);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) { glmc_rotate_at(mat4 m, const vec3 pivot, float angle, const vec3 axis) {
glm_rotate_at(m, pivot, angle, axis); glm_rotate_at(m, pivot, angle, axis);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) { glmc_rotate_atm(mat4 m, const vec3 pivot, float angle, const vec3 axis) {
glm_rotate_atm(m, pivot, angle, axis); glm_rotate_atm(m, pivot, angle, axis);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_decompose_scalev(mat4 m, vec3 s) { glmc_decompose_scalev(const mat4 m, vec3 s) {
glm_decompose_scalev(m, s); glm_decompose_scalev(m, s);
} }
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_uniscaled(mat4 m) { glmc_uniscaled(const mat4 m) {
return glm_uniscaled(m); return glm_uniscaled(m);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_decompose_rs(mat4 m, mat4 r, vec3 s) { glmc_decompose_rs(const mat4 m, mat4 r, vec3 s) {
glm_decompose_rs(m, r, s); glm_decompose_rs(m, r, s);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_decompose(mat4 m, vec4 t, mat4 r, vec3 s) { glmc_decompose(const mat4 m, vec4 t, mat4 r, vec3 s) {
glm_decompose(m, t, r, s); glm_decompose(m, t, r, s);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mul(mat4 m1, mat4 m2, mat4 dest) { glmc_mul(const mat4 m1, const mat4 m2, mat4 dest) {
glm_mul(m1, m2, dest); glm_mul(m1, m2, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mul_rot(mat4 m1, mat4 m2, mat4 dest) { glmc_mul_rot(const mat4 m1, const mat4 m2, mat4 dest) {
glm_mul_rot(m1, m2, dest); glm_mul_rot(m1, m2, dest);
} }

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

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@@ -10,34 +10,34 @@
CGLM_EXPORT CGLM_EXPORT
void void
glmc_aabb_transform(vec3 box[2], mat4 m, vec3 dest[2]) { glmc_aabb_transform(const vec3 box[2], const mat4 m, vec3 dest[2]) {
glm_aabb_transform(box, m, dest); glm_aabb_transform(box, m, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_aabb_merge(vec3 box1[2], vec3 box2[2], vec3 dest[2]) { glmc_aabb_merge(const vec3 box1[2], const vec3 box2[2], vec3 dest[2]) {
glm_aabb_merge(box1, box2, dest); glm_aabb_merge(box1, box2, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]) { glmc_aabb_crop(const vec3 box[2], const vec3 cropBox[2], vec3 dest[2]) {
glm_aabb_crop(box, cropBox, dest); glm_aabb_crop(box, cropBox, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_aabb_crop_until(vec3 box[2], glmc_aabb_crop_until(const vec3 box[2],
vec3 cropBox[2], const vec3 cropBox[2],
vec3 clampBox[2], const vec3 clampBox[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 CGLM_EXPORT
bool bool
glmc_aabb_frustum(vec3 box[2], vec4 planes[6]) { glmc_aabb_frustum(const vec3 box[2], vec4 planes[6]) {
return glm_aabb_frustum(box, planes); return glm_aabb_frustum(box, planes);
} }
@@ -49,48 +49,48 @@ glmc_aabb_invalidate(vec3 box[2]) {
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_aabb_isvalid(vec3 box[2]) { glmc_aabb_isvalid(const vec3 box[2]) {
return glm_aabb_isvalid(box); return glm_aabb_isvalid(box);
} }
CGLM_EXPORT CGLM_EXPORT
float float
glmc_aabb_size(vec3 box[2]) { glmc_aabb_size(const vec3 box[2]) {
return glm_aabb_size(box); return glm_aabb_size(box);
} }
CGLM_EXPORT CGLM_EXPORT
float float
glmc_aabb_radius(vec3 box[2]) { glmc_aabb_radius(const vec3 box[2]) {
return glm_aabb_radius(box); return glm_aabb_radius(box);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_aabb_center(vec3 box[2], vec3 dest) { glmc_aabb_center(const vec3 box[2], vec3 dest) {
glm_aabb_center(box, dest); glm_aabb_center(box, dest);
} }
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_aabb_aabb(vec3 box[2], vec3 other[2]) { glmc_aabb_aabb(const vec3 box[2], const vec3 other[2]) {
return glm_aabb_aabb(box, other); return glm_aabb_aabb(box, other);
} }
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_aabb_point(vec3 box[2], vec3 point) { glmc_aabb_point(const vec3 box[2], const vec3 point) {
return glm_aabb_point(box, point); return glm_aabb_point(box, point);
} }
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_aabb_contains(vec3 box[2], vec3 other[2]) { glmc_aabb_contains(const vec3 box[2], const vec3 other[2]) {
return glm_aabb_contains(box, other); return glm_aabb_contains(box, other);
} }
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_aabb_sphere(vec3 box[2], vec4 s) { glmc_aabb_sphere(const vec3 box[2], const vec4 s) {
return glm_aabb_sphere(box, s); return glm_aabb_sphere(box, s);
} }

View File

@@ -16,7 +16,7 @@ glmc_frustum(float left,
float top, float top,
float nearVal, float nearVal,
float farVal, float farVal,
mat4 dest) { mat4 dest) {
glm_frustum(left, glm_frustum(left,
right, right,
bottom, bottom,
@@ -34,7 +34,7 @@ glmc_ortho(float left,
float top, float top,
float nearVal, float nearVal,
float farVal, float farVal,
mat4 dest) { mat4 dest) {
glm_ortho(left, glm_ortho(left,
right, right,
bottom, bottom,
@@ -46,19 +46,19 @@ glmc_ortho(float left,
CGLM_EXPORT CGLM_EXPORT
void void
glmc_ortho_aabb(vec3 box[2], mat4 dest) { glmc_ortho_aabb(const vec3 box[2], mat4 dest) {
glm_ortho_aabb(box, dest); glm_ortho_aabb(box, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) { glmc_ortho_aabb_p(const vec3 box[2], float padding, mat4 dest) {
glm_ortho_aabb_p(box, padding, dest); glm_ortho_aabb_p(box, padding, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) { glmc_ortho_aabb_pz(const vec3 box[2], float padding, mat4 dest) {
glm_ortho_aabb_pz(box, padding, dest); glm_ortho_aabb_pz(box, padding, dest);
} }
@@ -80,7 +80,7 @@ glmc_perspective(float fovy,
float aspect, float aspect,
float nearVal, float nearVal,
float farVal, float farVal,
mat4 dest) { mat4 dest) {
glm_perspective(fovy, glm_perspective(fovy,
aspect, aspect,
nearVal, nearVal,
@@ -88,6 +88,12 @@ glmc_perspective(float fovy,
dest); dest);
} }
CGLM_EXPORT
void
glmc_persp_move_far(mat4 proj, float deltaFar) {
glm_persp_move_far(proj, deltaFar);
}
CGLM_EXPORT CGLM_EXPORT
void void
glmc_perspective_default(float aspect, mat4 dest) { glmc_perspective_default(float aspect, mat4 dest) {
@@ -102,28 +108,28 @@ glmc_perspective_resize(float aspect, mat4 proj) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_lookat(vec3 eye, glmc_lookat(const vec3 eye,
vec3 center, const vec3 center,
vec3 up, const vec3 up,
mat4 dest) { mat4 dest) {
glm_lookat(eye, center, up, dest); glm_lookat(eye, center, up, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) { glmc_look(const vec3 eye, const vec3 dir, const vec3 up, mat4 dest) {
glm_look(eye, dir, up, dest); glm_look(eye, dir, up, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_look_anyup(vec3 eye, vec3 dir, mat4 dest) { glmc_look_anyup(const vec3 eye, const vec3 dir, mat4 dest) {
glm_look_anyup(eye, dir, dest); glm_look_anyup(eye, dir, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decomp(mat4 proj, glmc_persp_decomp(const mat4 proj,
float * __restrict nearVal, float * __restrict nearVal,
float * __restrict farVal, float * __restrict farVal,
float * __restrict top, float * __restrict top,
@@ -135,13 +141,13 @@ glmc_persp_decomp(mat4 proj,
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decompv(mat4 proj, float dest[6]) { glmc_persp_decompv(const mat4 proj, float dest[6]) {
glm_persp_decompv(proj, dest); glm_persp_decompv(proj, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decomp_x(mat4 proj, glmc_persp_decomp_x(const mat4 proj,
float * __restrict left, float * __restrict left,
float * __restrict right) { float * __restrict right) {
glm_persp_decomp_x(proj, left, right); glm_persp_decomp_x(proj, left, right);
@@ -149,7 +155,7 @@ glmc_persp_decomp_x(mat4 proj,
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decomp_y(mat4 proj, glmc_persp_decomp_y(const mat4 proj,
float * __restrict top, float * __restrict top,
float * __restrict bottom) { float * __restrict bottom) {
glm_persp_decomp_y(proj, top, bottom); glm_persp_decomp_y(proj, top, bottom);
@@ -157,7 +163,7 @@ glmc_persp_decomp_y(mat4 proj,
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decomp_z(mat4 proj, glmc_persp_decomp_z(const mat4 proj,
float * __restrict nearVal, float * __restrict nearVal,
float * __restrict farVal) { float * __restrict farVal) {
glm_persp_decomp_z(proj, nearVal, farVal); glm_persp_decomp_z(proj, nearVal, farVal);
@@ -165,30 +171,30 @@ glmc_persp_decomp_z(mat4 proj,
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decomp_far(mat4 proj, float * __restrict farVal) { glmc_persp_decomp_far(const mat4 proj, float * __restrict farVal) {
glm_persp_decomp_far(proj, farVal); glm_persp_decomp_far(proj, farVal);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decomp_near(mat4 proj, float * __restrict nearVal) { glmc_persp_decomp_near(const mat4 proj, float * __restrict nearVal) {
glm_persp_decomp_near(proj, nearVal); glm_persp_decomp_near(proj, nearVal);
} }
CGLM_EXPORT CGLM_EXPORT
float float
glmc_persp_fovy(mat4 proj) { glmc_persp_fovy(const mat4 proj) {
return glm_persp_fovy(proj); return glm_persp_fovy(proj);
} }
CGLM_EXPORT CGLM_EXPORT
float float
glmc_persp_aspect(mat4 proj) { glmc_persp_aspect(const mat4 proj) {
return glm_persp_aspect(proj); return glm_persp_aspect(proj);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_sizes(mat4 proj, float fovy, vec4 dest) { glmc_persp_sizes(const mat4 proj, float fovy, vec4 dest) {
glm_persp_sizes(proj, fovy, dest); glm_persp_sizes(proj, fovy, dest);
} }

15
src/curve.c Normal file
View File

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

View File

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

View File

@@ -10,33 +10,33 @@
CGLM_EXPORT CGLM_EXPORT
void void
glmc_frustum_planes(mat4 m, vec4 dest[6]) { glmc_frustum_planes(const mat4 m, vec4 dest[6]) {
glm_frustum_planes(m, dest); glm_frustum_planes(m, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_frustum_corners(mat4 invMat, vec4 dest[8]) { glmc_frustum_corners(const mat4 invMat, vec4 dest[8]) {
glm_frustum_corners(invMat, dest); glm_frustum_corners(invMat, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_frustum_center(vec4 corners[8], vec4 dest) { glmc_frustum_center(const vec4 corners[8], vec4 dest) {
glm_frustum_center(corners, dest); glm_frustum_center(corners, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_frustum_box(vec4 corners[8], mat4 m, vec3 box[2]) { glmc_frustum_box(const vec4 corners[8], const mat4 m, vec3 box[2]) {
glm_frustum_box(corners, m, box); glm_frustum_box(corners, m, box);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_frustum_corners_at(vec4 corners[8], glmc_frustum_corners_at(const vec4 corners[8],
float splitDist, float splitDist,
float farDist, float farDist,
vec4 planeCorners[4]) { vec4 planeCorners[4]) {
glm_frustum_corners_at(corners, splitDist, farDist, planeCorners); glm_frustum_corners_at(corners, splitDist, farDist, planeCorners);
} }

View File

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

View File

@@ -10,7 +10,7 @@
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3_copy(mat3 mat, mat3 dest) { glmc_mat3_copy(const mat3 mat, mat3 dest) {
glm_mat3_copy(mat, dest); glm_mat3_copy(mat, dest);
} }
@@ -22,19 +22,19 @@ glmc_mat3_identity(mat3 mat) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3_identity_array(mat3 * __restrict mat, size_t count) { glmc_mat3_identity_array(mat3 * const __restrict mat, size_t count) {
glm_mat3_identity_array(mat, count); glm_mat3_identity_array(mat, count);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3_mul(mat3 m1, mat3 m2, mat3 dest) { glmc_mat3_mul(const mat3 m1, const mat3 m2, mat3 dest) {
glm_mat3_mul(m1, m2, dest); glm_mat3_mul(m1, m2, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3_transpose_to(mat3 m, mat3 dest) { glmc_mat3_transpose_to(const mat3 m, mat3 dest) {
glm_mat3_transpose_to(m, dest); glm_mat3_transpose_to(m, dest);
} }
@@ -46,13 +46,19 @@ glmc_mat3_transpose(mat3 m) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3_mulv(mat3 m, vec3 v, vec3 dest) { glmc_mat3_mulv(const mat3 m, const vec3 v, vec3 dest) {
glm_mat3_mulv(m, v, dest); glm_mat3_mulv(m, v, dest);
} }
CGLM_EXPORT
float
glmc_mat3_trace(const mat3 m) {
return glm_mat3_trace(m);
}
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3_quat(mat3 m, versor dest) { glmc_mat3_quat(const mat3 m, versor dest) {
glm_mat3_quat(m, dest); glm_mat3_quat(m, dest);
} }
@@ -64,13 +70,13 @@ glmc_mat3_scale(mat3 m, float s) {
CGLM_EXPORT CGLM_EXPORT
float float
glmc_mat3_det(mat3 mat) { glmc_mat3_det(const mat3 mat) {
return glm_mat3_det(mat); return glm_mat3_det(mat);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3_inv(mat3 mat, mat3 dest) { glmc_mat3_inv(const mat3 mat, mat3 dest) {
glm_mat3_inv(mat, dest); glm_mat3_inv(mat, dest);
} }
@@ -85,3 +91,9 @@ void
glmc_mat3_swap_row(mat3 mat, int row1, int row2) { glmc_mat3_swap_row(mat3 mat, int row1, int row2) {
glm_mat3_swap_row(mat, row1, row2); glm_mat3_swap_row(mat, row1, row2);
} }
CGLM_EXPORT
float
glmc_mat3_rmc(const vec3 r, const mat3 m, const vec3 c) {
return glm_mat3_rmc(r, m, c);
}

View File

@@ -10,13 +10,13 @@
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_ucopy(mat4 mat, mat4 dest) { glmc_mat4_ucopy(const mat4 mat, mat4 dest) {
glm_mat4_copy(mat, dest); glm_mat4_copy(mat, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_copy(mat4 mat, mat4 dest) { glmc_mat4_copy(const mat4 mat, mat4 dest) {
glm_mat4_copy(mat, dest); glm_mat4_copy(mat, dest);
} }
@@ -28,61 +28,73 @@ glmc_mat4_identity(mat4 mat) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_identity_array(mat4 * __restrict mat, size_t count) { glmc_mat4_identity_array(mat4 * const __restrict mat, size_t count) {
glm_mat4_identity_array(mat, count); glm_mat4_identity_array(mat, count);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_pick3(mat4 mat, mat3 dest) { glmc_mat4_pick3(const mat4 mat, mat3 dest) {
glm_mat4_pick3(mat, dest); glm_mat4_pick3(mat, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_pick3t(mat4 mat, mat3 dest) { glmc_mat4_pick3t(const mat4 mat, mat3 dest) {
glm_mat4_pick3t(mat, dest); glm_mat4_pick3t(mat, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_ins3(mat3 mat, mat4 dest) { glmc_mat4_ins3(const mat3 mat, mat4 dest) {
glm_mat4_ins3(mat, dest); glm_mat4_ins3(mat, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_mul(mat4 m1, mat4 m2, mat4 dest) { glmc_mat4_mul(const mat4 m1, const mat4 m2, mat4 dest) {
glm_mat4_mul(m1, m2, dest); glm_mat4_mul(m1, m2, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_mulN(mat4 * __restrict matrices[], uint32_t len, mat4 dest) { glmc_mat4_mulN(mat4 * const __restrict matrices[], uint32_t len, mat4 dest) {
glm_mat4_mulN(matrices, len, dest); glm_mat4_mulN(matrices, len, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_mulv(mat4 m, vec4 v, vec4 dest) { glmc_mat4_mulv(const mat4 m, const vec4 v, vec4 dest) {
glm_mat4_mulv(m, v, dest); glm_mat4_mulv(m, v, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest) { glmc_mat4_mulv3(const mat4 m, const vec3 v, float last, vec3 dest) {
glm_mat4_mulv3(m, v, last, dest); glm_mat4_mulv3(m, v, last, dest);
} }
CGLM_EXPORT
float
glmc_mat4_trace(const mat4 m) {
return glm_mat4_trace(m);
}
CGLM_EXPORT
float
glmc_mat4_trace3(const mat4 m) {
return glm_mat4_trace3(m);
}
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_quat(mat4 m, versor dest) { glmc_mat4_quat(const mat4 m, versor dest) {
glm_mat4_quat(m, dest); glm_mat4_quat(m, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_transpose_to(mat4 m, mat4 dest) { glmc_mat4_transpose_to(const mat4 m, mat4 dest) {
glm_mat4_transpose_to(m, dest); glm_mat4_transpose_to(m, dest);
} }
@@ -106,25 +118,25 @@ glmc_mat4_scale(mat4 m, float s) {
CGLM_EXPORT CGLM_EXPORT
float float
glmc_mat4_det(mat4 mat) { glmc_mat4_det(const mat4 mat) {
return glm_mat4_det(mat); return glm_mat4_det(mat);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_inv(mat4 mat, mat4 dest) { glmc_mat4_inv(const mat4 mat, mat4 dest) {
glm_mat4_inv(mat, dest); glm_mat4_inv(mat, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_inv_precise(mat4 mat, mat4 dest) { glmc_mat4_inv_precise(const mat4 mat, mat4 dest) {
glm_mat4_inv_precise(mat, dest); glm_mat4_inv_precise(mat, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4_inv_fast(mat4 mat, mat4 dest) { glmc_mat4_inv_fast(const mat4 mat, mat4 dest) {
glm_mat4_inv_fast(mat, dest); glm_mat4_inv_fast(mat, dest);
} }
@@ -139,3 +151,9 @@ void
glmc_mat4_swap_row(mat4 mat, int row1, int row2) { glmc_mat4_swap_row(mat4 mat, int row1, int row2) {
glm_mat4_swap_row(mat, row1, row2); glm_mat4_swap_row(mat, row1, row2);
} }
CGLM_EXPORT
float
glmc_mat4_rmc(const vec4 r, const mat4 m, const vec4 c) {
return glm_mat4_rmc(r, m, c);
}

View File

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

View File

@@ -16,7 +16,7 @@ glmc_quat_identity(versor q) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_identity_array(versor * __restrict q, size_t count) { glmc_quat_identity_array(versor * const __restrict q, size_t count) {
glm_quat_identity_array(q, count); glm_quat_identity_array(q, count);
} }
@@ -34,25 +34,25 @@ glmc_quat(versor q, float angle, float x, float y, float z) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quatv(versor q, float angle, vec3 axis) { glmc_quatv(versor q, float angle, const vec3 axis) {
glm_quatv(q, angle, axis); glm_quatv(q, angle, axis);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_copy(versor q, versor dest) { glmc_quat_copy(const versor q, versor dest) {
glm_quat_copy(q, dest); glm_quat_copy(q, dest);
} }
CGLM_EXPORT CGLM_EXPORT
float float
glmc_quat_norm(versor q) { glmc_quat_norm(const versor q) {
return glm_quat_norm(q); return glm_quat_norm(q);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_normalize_to(versor q, versor dest) { glmc_quat_normalize_to(const versor q, versor dest) {
glm_quat_normalize_to(q, dest); glm_quat_normalize_to(q, dest);
} }
@@ -64,150 +64,154 @@ glmc_quat_normalize(versor q) {
CGLM_EXPORT CGLM_EXPORT
float float
glmc_quat_dot(versor p, versor q) { glmc_quat_dot(const versor p, const versor q) {
return glm_quat_dot(p, q); return glm_quat_dot(p, q);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_conjugate(versor q, versor dest) { glmc_quat_conjugate(const versor q, versor dest) {
glm_quat_conjugate(q, dest); glm_quat_conjugate(q, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_inv(versor q, versor dest) { glmc_quat_inv(const versor q, versor dest) {
glm_quat_inv(q, dest); glm_quat_inv(q, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_add(versor p, versor q, versor dest) { glmc_quat_add(const versor p, const versor q, versor dest) {
glm_quat_add(p, q, dest); glm_quat_add(p, q, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_sub(versor p, versor q, versor dest) { glmc_quat_sub(const versor p, const versor q, versor dest) {
glm_quat_sub(p, q, dest); glm_quat_sub(p, q, dest);
} }
CGLM_EXPORT CGLM_EXPORT
float float
glmc_quat_real(versor q) { glmc_quat_real(const versor q) {
return glm_quat_real(q); return glm_quat_real(q);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_imag(versor q, vec3 dest) { glmc_quat_imag(const versor q, vec3 dest) {
glm_quat_imag(q, dest); glm_quat_imag(q, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_imagn(versor q, vec3 dest) { glmc_quat_imagn(const versor q, vec3 dest) {
glm_quat_imagn(q, dest); glm_quat_imagn(q, dest);
} }
CGLM_EXPORT CGLM_EXPORT
float float
glmc_quat_imaglen(versor q) { glmc_quat_imaglen(const versor q) {
return glm_quat_imaglen(q); return glm_quat_imaglen(q);
} }
CGLM_EXPORT CGLM_EXPORT
float float
glmc_quat_angle(versor q) { glmc_quat_angle(const versor q) {
return glm_quat_angle(q); return glm_quat_angle(q);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_axis(versor q, versor dest) { glmc_quat_axis(const versor q, versor dest) {
glm_quat_axis(q, dest); glm_quat_axis(q, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_mul(versor p, versor q, versor dest) { glmc_quat_mul(const versor p, const versor q, versor dest) {
glm_quat_mul(p, q, dest); glm_quat_mul(p, q, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_mat4(versor q, mat4 dest) { glmc_quat_mat4(const versor q, mat4 dest) {
glm_quat_mat4(q, dest); glm_quat_mat4(q, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_mat4t(versor q, mat4 dest) { glmc_quat_mat4t(const versor q, mat4 dest) {
glm_quat_mat4t(q, dest); glm_quat_mat4t(q, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_mat3(versor q, mat3 dest) { glmc_quat_mat3(const versor q, mat3 dest) {
glm_quat_mat3(q, dest); glm_quat_mat3(q, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_mat3t(versor q, mat3 dest) { glmc_quat_mat3t(const versor q, mat3 dest) {
glm_quat_mat3t(q, dest); glm_quat_mat3t(q, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_lerp(versor from, versor to, float t, versor dest) { glmc_quat_lerp(const versor from, const versor to, float t, versor dest) {
glm_quat_lerp(from, to, t, dest); glm_quat_lerp(from, to, t, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_slerp(versor from, versor to, float t, versor dest) { glmc_quat_slerp(const versor from, const versor to, float t, versor dest) {
glm_quat_slerp(from, to, t, dest); glm_quat_slerp(from, to, t, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_look(vec3 eye, versor ori, mat4 dest) { glmc_quat_look(const vec3 eye, const versor ori, mat4 dest) {
glm_quat_look(eye, ori, dest); glm_quat_look(eye, ori, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest) { glmc_quat_for(const vec3 dir, const vec3 fwd, const vec3 up, versor dest) {
glm_quat_for(dir, fwd, up, dest); glm_quat_for(dir, fwd, up, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest) { glmc_quat_forp(const vec3 from,
const vec3 to,
const vec3 fwd,
const vec3 up,
versor dest) {
glm_quat_forp(from, to, fwd, up, dest); glm_quat_forp(from, to, fwd, up, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_rotatev(versor q, vec3 v, vec3 dest) { glmc_quat_rotatev(const versor q, const vec3 v, vec3 dest) {
glm_quat_rotatev(q, v, dest); glm_quat_rotatev(q, v, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_rotate(mat4 m, versor q, mat4 dest) { glmc_quat_rotate(const mat4 m, const versor q, mat4 dest) {
glm_quat_rotate(m, q, dest); glm_quat_rotate(m, q, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_rotate_at(mat4 model, versor q, vec3 pivot) { glmc_quat_rotate_at(mat4 model, const versor q, const vec3 pivot) {
glm_quat_rotate_at(model, q, pivot); glm_quat_rotate_at(model, q, pivot);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_rotate_atm(mat4 m, versor q, vec3 pivot) { glmc_quat_rotate_atm(mat4 m, const versor q, const vec3 pivot) {
glm_quat_rotate_atm(m, q, pivot); glm_quat_rotate_atm(m, q, pivot);
} }

View File

@@ -10,30 +10,30 @@
CGLM_EXPORT CGLM_EXPORT
float float
glmc_sphere_radii(vec4 s) { glmc_sphere_radii(const vec4 s) {
return glm_sphere_radii(s); return glm_sphere_radii(s);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_sphere_transform(vec4 s, mat4 m, vec4 dest) { glmc_sphere_transform(const vec4 s, const mat4 m, vec4 dest) {
glm_sphere_transform(s, m, dest); glm_sphere_transform(s, m, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_sphere_merge(vec4 s1, vec4 s2, vec4 dest) { glmc_sphere_merge(const vec4 s1, const vec4 s2, vec4 dest) {
glm_sphere_merge(s1, s2, dest); glm_sphere_merge(s1, s2, dest);
} }
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_sphere_sphere(vec4 s1, vec4 s2) { glmc_sphere_sphere(const vec4 s1, const vec4 s2) {
return glm_sphere_sphere(s1, s2); return glm_sphere_sphere(s1, s2);
} }
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_sphere_point(vec4 s, vec3 point) { glmc_sphere_point(const vec4 s, const vec3 point) {
return glm_sphere_point(s, point); return glm_sphere_point(s, point);
} }

View File

@@ -10,13 +10,13 @@
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3(vec4 v4, vec3 dest) { glmc_vec3(const vec4 v4, vec3 dest) {
glm_vec3(v4, dest); glm_vec3(v4, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_copy(vec3 a, vec3 dest) { glmc_vec3_copy(const vec3 a, vec3 dest) {
glm_vec3_copy(a, dest); glm_vec3_copy(a, dest);
} }
@@ -34,25 +34,31 @@ glmc_vec3_one(vec3 v) {
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec3_dot(vec3 a, vec3 b) { glmc_vec3_dot(const vec3 a, const vec3 b) {
return glm_vec3_dot(a, b); return glm_vec3_dot(a, b);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_cross(vec3 a, vec3 b, vec3 d) { glmc_vec3_cross(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_cross(a, b, d); glm_vec3_cross(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec3_crossn(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_crossn(a, b, dest);
} }
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec3_norm(vec3 v) { glmc_vec3_norm(const vec3 v) {
return glm_vec3_norm(v); return glm_vec3_norm(v);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_normalize_to(vec3 v, vec3 dest) { glmc_vec3_normalize_to(const vec3 v, vec3 dest) {
glm_vec3_normalize_to(v, dest); glm_vec3_normalize_to(v, dest);
} }
@@ -64,97 +70,97 @@ glmc_vec3_normalize(vec3 v) {
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec3_norm2(vec3 v) { glmc_vec3_norm2(const vec3 v) {
return glm_vec3_norm2(v); return glm_vec3_norm2(v);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_add(vec3 a, vec3 b, vec3 dest) { glmc_vec3_add(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_add(a, b, dest); glm_vec3_add(a, b, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_adds(vec3 v, float s, vec3 dest) { glmc_vec3_adds(const vec3 v, float s, vec3 dest) {
glm_vec3_adds(v, s, dest); glm_vec3_adds(v, s, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_sub(vec3 a, vec3 b, vec3 dest) { glmc_vec3_sub(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_sub(a, b, dest); glm_vec3_sub(a, b, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_subs(vec3 v, float s, vec3 dest) { glmc_vec3_subs(const vec3 v, float s, vec3 dest) {
glm_vec3_subs(v, s, dest); glm_vec3_subs(v, s, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_mul(vec3 a, vec3 b, vec3 d) { glmc_vec3_mul(const vec3 a, const vec3 b, vec3 d) {
glm_vec3_mul(a, b, d); glm_vec3_mul(a, b, d);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_scale(vec3 v, float s, vec3 dest) { glmc_vec3_scale(const vec3 v, float s, vec3 dest) {
glm_vec3_scale(v, s, dest); glm_vec3_scale(v, s, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_scale_as(vec3 v, float s, vec3 dest) { glmc_vec3_scale_as(const vec3 v, float s, vec3 dest) {
glm_vec3_scale_as(v, s, dest); glm_vec3_scale_as(v, s, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_div(vec3 a, vec3 b, vec3 dest) { glmc_vec3_div(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_div(a, b, dest); glm_vec3_div(a, b, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_divs(vec3 a, float s, vec3 dest) { glmc_vec3_divs(const vec3 a, float s, vec3 dest) {
glm_vec3_divs(a, s, dest); glm_vec3_divs(a, s, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_addadd(vec3 a, vec3 b, vec3 dest) { glmc_vec3_addadd(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_addadd(a, b, dest); glm_vec3_addadd(a, b, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_subadd(vec3 a, vec3 b, vec3 dest) { glmc_vec3_subadd(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_subadd(a, b, dest); glm_vec3_subadd(a, b, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_muladd(vec3 a, vec3 b, vec3 dest) { glmc_vec3_muladd(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_muladd(a, b, dest); glm_vec3_muladd(a, b, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_muladds(vec3 a, float s, vec3 dest) { glmc_vec3_muladds(const vec3 a, float s, vec3 dest) {
glm_vec3_muladds(a, s, dest); glm_vec3_muladds(a, s, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_maxadd(vec3 a, vec3 b, vec3 dest) { glmc_vec3_maxadd(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_maxadd(a, b, dest); glm_vec3_maxadd(a, b, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_minadd(vec3 a, vec3 b, vec3 dest) { glmc_vec3_minadd(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_minadd(a, b, dest); glm_vec3_minadd(a, b, dest);
} }
@@ -166,67 +172,67 @@ glmc_vec3_negate(vec3 v) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_negate_to(vec3 v, vec3 dest) { glmc_vec3_negate_to(const vec3 v, vec3 dest) {
glm_vec3_negate_to(v, dest); glm_vec3_negate_to(v, dest);
} }
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec3_angle(vec3 a, vec3 b) { glmc_vec3_angle(const vec3 a, const vec3 b) {
return glm_vec3_angle(a, b); return glm_vec3_angle(a, b);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_rotate(vec3 v, float angle, vec3 axis) { glmc_vec3_rotate(vec3 v, float angle, const vec3 axis) {
glm_vec3_rotate(v, angle, axis); glm_vec3_rotate(v, angle, axis);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_rotate_m4(mat4 m, vec3 v, vec3 dest) { glmc_vec3_rotate_m4(const mat4 m, const vec3 v, vec3 dest) {
glm_vec3_rotate_m4(m, v, dest); glm_vec3_rotate_m4(m, v, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_rotate_m3(mat3 m, vec3 v, vec3 dest) { glmc_vec3_rotate_m3(const mat3 m, const vec3 v, vec3 dest) {
glm_vec3_rotate_m3(m, v, dest); glm_vec3_rotate_m3(m, v, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_proj(vec3 a, vec3 b, vec3 dest) { glmc_vec3_proj(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_proj(a, b, dest); glm_vec3_proj(a, b, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_center(vec3 a, vec3 b, vec3 dest) { glmc_vec3_center(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_center(a, b, dest); glm_vec3_center(a, b, dest);
} }
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec3_distance2(vec3 a, vec3 b) { glmc_vec3_distance2(const vec3 a, const vec3 b) {
return glm_vec3_distance2(a, b); return glm_vec3_distance2(a, b);
} }
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec3_distance(vec3 a, vec3 b) { glmc_vec3_distance(const vec3 a, const vec3 b) {
return glm_vec3_distance(a, b); return glm_vec3_distance(a, b);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_maxv(vec3 a, vec3 b, vec3 dest) { glmc_vec3_maxv(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_minv(a, b, dest); glm_vec3_minv(a, b, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_minv(vec3 a, vec3 b, vec3 dest) { glmc_vec3_minv(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_maxv(a, b, dest); glm_vec3_maxv(a, b, dest);
} }
@@ -238,13 +244,13 @@ glmc_vec3_clamp(vec3 v, float minVal, float maxVal) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_ortho(vec3 v, vec3 dest) { glmc_vec3_ortho(const vec3 v, vec3 dest) {
glm_vec3_ortho(v, dest); glm_vec3_ortho(v, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest) { glmc_vec3_lerp(const vec3 from, const vec3 to, float t, vec3 dest) {
glm_vec3_lerp(from, to, t, dest); glm_vec3_lerp(from, to, t, dest);
} }
@@ -252,7 +258,7 @@ glmc_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_mulv(vec3 a, vec3 b, vec3 d) { glmc_vec3_mulv(const vec3 a, const vec3 b, vec3 d) {
glm_vec3_mulv(a, b, d); glm_vec3_mulv(a, b, d);
} }
@@ -264,72 +270,72 @@ glmc_vec3_broadcast(float val, vec3 d) {
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec3_eq(vec3 v, float val) { glmc_vec3_eq(const vec3 v, float val) {
return glm_vec3_eq(v, val); return glm_vec3_eq(v, val);
} }
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec3_eq_eps(vec3 v, float val) { glmc_vec3_eq_eps(const vec3 v, float val) {
return glm_vec3_eq_eps(v, val); return glm_vec3_eq_eps(v, val);
} }
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec3_eq_all(vec3 v) { glmc_vec3_eq_all(const vec3 v) {
return glm_vec3_eq_all(v); return glm_vec3_eq_all(v);
} }
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec3_eqv(vec3 a, vec3 b) { glmc_vec3_eqv(const vec3 a, const vec3 b) {
return glm_vec3_eqv(a, b); return glm_vec3_eqv(a, b);
} }
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec3_eqv_eps(vec3 a, vec3 b) { glmc_vec3_eqv_eps(const vec3 a, const vec3 b) {
return glm_vec3_eqv_eps(a, b); return glm_vec3_eqv_eps(a, b);
} }
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec3_max(vec3 v) { glmc_vec3_max(const vec3 v) {
return glm_vec3_max(v); return glm_vec3_max(v);
} }
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec3_min(vec3 v) { glmc_vec3_min(const vec3 v) {
return glm_vec3_min(v); return glm_vec3_min(v);
} }
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec3_isnan(vec3 v) { glmc_vec3_isnan(const vec3 v) {
return glm_vec3_isnan(v); return glm_vec3_isnan(v);
} }
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec3_isinf(vec3 v) { glmc_vec3_isinf(const vec3 v) {
return glm_vec3_isinf(v); return glm_vec3_isinf(v);
} }
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec3_isvalid(vec3 v) { glmc_vec3_isvalid(const vec3 v) {
return glm_vec3_isvalid(v); return glm_vec3_isvalid(v);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_sign(vec3 v, vec3 dest) { glmc_vec3_sign(const vec3 v, vec3 dest) {
glm_vec3_sign(v, dest); glm_vec3_sign(v, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_sqrt(vec3 v, vec3 dest) { glmc_vec3_sqrt(const vec3 v, vec3 dest) {
glm_vec3_sqrt(v, dest); glm_vec3_sqrt(v, dest);
} }

View File

@@ -10,7 +10,7 @@
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4(vec3 v3, float last, vec4 dest) { glmc_vec4(const vec3 v3, float last, vec4 dest) {
glm_vec4(v3, last, dest); glm_vec4(v3, last, dest);
} }
@@ -28,37 +28,37 @@ glmc_vec4_one(vec4 v) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_copy3(vec4 v, vec3 dest) { glmc_vec4_copy3(const vec4 v, vec3 dest) {
glm_vec4_copy3(v, dest); glm_vec4_copy3(v, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_copy(vec4 v, vec4 dest) { glmc_vec4_copy(const vec4 v, vec4 dest) {
glm_vec4_copy(v, dest); glm_vec4_copy(v, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_ucopy(vec4 v, vec4 dest) { glmc_vec4_ucopy(const vec4 v, vec4 dest) {
glm_vec4_ucopy(v, dest); glm_vec4_ucopy(v, dest);
} }
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec4_dot(vec4 a, vec4 b) { glmc_vec4_dot(const vec4 a, const vec4 b) {
return glm_vec4_dot(a, b); return glm_vec4_dot(a, b);
} }
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec4_norm(vec4 v) { glmc_vec4_norm(const vec4 v) {
return glm_vec4_norm(v); return glm_vec4_norm(v);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_normalize_to(vec4 v, vec4 dest) { glmc_vec4_normalize_to(const vec4 v, vec4 dest) {
glm_vec4_normalize_to(v, dest); glm_vec4_normalize_to(v, dest);
} }
@@ -70,97 +70,97 @@ glmc_vec4_normalize(vec4 v) {
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec4_norm2(vec4 v) { glmc_vec4_norm2(const vec4 v) {
return glm_vec4_norm2(v); return glm_vec4_norm2(v);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_add(vec4 a, vec4 b, vec4 dest) { glmc_vec4_add(const vec4 a, const vec4 b, vec4 dest) {
glm_vec4_add(a, b, dest); glm_vec4_add(a, b, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_adds(vec4 v, float s, vec4 dest) { glmc_vec4_adds(const vec4 v, float s, vec4 dest) {
glm_vec4_adds(v, s, dest); glm_vec4_adds(v, s, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_sub(vec4 a, vec4 b, vec4 dest) { glmc_vec4_sub(const vec4 a, const vec4 b, vec4 dest) {
glm_vec4_sub(a, b, dest); glm_vec4_sub(a, b, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_subs(vec4 v, float s, vec4 dest) { glmc_vec4_subs(const vec4 v, float s, vec4 dest) {
glm_vec4_subs(v, s, dest); glm_vec4_subs(v, s, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_mul(vec4 a, vec4 b, vec4 d) { glmc_vec4_mul(const vec4 a, const vec4 b, vec4 d) {
glm_vec4_mul(a, b, d); glm_vec4_mul(a, b, d);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_scale(vec4 v, float s, vec4 dest) { glmc_vec4_scale(const vec4 v, float s, vec4 dest) {
glm_vec4_scale(v, s, dest); glm_vec4_scale(v, s, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_scale_as(vec4 v, float s, vec4 dest) { glmc_vec4_scale_as(const vec4 v, float s, vec4 dest) {
glm_vec4_scale_as(v, s, dest); glm_vec4_scale_as(v, s, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_div(vec4 a, vec4 b, vec4 dest) { glmc_vec4_div(const vec4 a, const vec4 b, vec4 dest) {
glm_vec4_div(a, b, dest); glm_vec4_div(a, b, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_divs(vec4 v, float s, vec4 dest) { glmc_vec4_divs(const vec4 v, float s, vec4 dest) {
glm_vec4_divs(v, s, dest); glm_vec4_divs(v, s, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_addadd(vec4 a, vec4 b, vec4 dest) { glmc_vec4_addadd(const vec4 a, const vec4 b, vec4 dest) {
glm_vec4_addadd(a, b, dest); glm_vec4_addadd(a, b, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_subadd(vec4 a, vec4 b, vec4 dest) { glmc_vec4_subadd(const vec4 a, const vec4 b, vec4 dest) {
glm_vec4_subadd(a, b, dest); glm_vec4_subadd(a, b, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_muladd(vec4 a, vec4 b, vec4 dest) { glmc_vec4_muladd(const vec4 a, const vec4 b, vec4 dest) {
glm_vec4_muladd(a, b, dest); glm_vec4_muladd(a, b, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_muladds(vec4 a, float s, vec4 dest) { glmc_vec4_muladds(const vec4 a, float s, vec4 dest) {
glm_vec4_muladds(a, s, dest); glm_vec4_muladds(a, s, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_maxadd(vec4 a, vec4 b, vec4 dest) { glmc_vec4_maxadd(const vec4 a, const vec4 b, vec4 dest) {
glm_vec4_maxadd(a, b, dest); glm_vec4_maxadd(a, b, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_minadd(vec4 a, vec4 b, vec4 dest) { glmc_vec4_minadd(const vec4 a, const vec4 b, vec4 dest) {
glm_vec4_minadd(a, b, dest); glm_vec4_minadd(a, b, dest);
} }
@@ -172,25 +172,25 @@ glmc_vec4_negate(vec4 v) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_negate_to(vec4 v, vec4 dest) { glmc_vec4_negate_to(const vec4 v, vec4 dest) {
glm_vec4_negate_to(v, dest); glm_vec4_negate_to(v, dest);
} }
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec4_distance(vec4 a, vec4 b) { glmc_vec4_distance(const vec4 a, const vec4 b) {
return glm_vec4_distance(a, b); return glm_vec4_distance(a, b);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_maxv(vec4 a, vec4 b, vec4 dest) { glmc_vec4_maxv(const vec4 a, const vec4 b, vec4 dest) {
glm_vec4_minv(a, b, dest); glm_vec4_minv(a, b, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_minv(vec4 a, vec4 b, vec4 dest) { glmc_vec4_minv(const vec4 a, const vec4 b, vec4 dest) {
glm_vec4_maxv(a, b, dest); glm_vec4_maxv(a, b, dest);
} }
@@ -202,15 +202,21 @@ glmc_vec4_clamp(vec4 v, float minVal, float maxVal) {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest) { glmc_vec4_lerp(const vec4 from, const vec4 to, float t, vec4 dest) {
glm_vec4_lerp(from, to, t, dest); glm_vec4_lerp(from, to, t, dest);
} }
CGLM_EXPORT
void
glmc_vec4_cubic(float s, vec4 dest) {
glm_vec4_cubic(s, dest);
}
/* ext */ /* ext */
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_mulv(vec4 a, vec4 b, vec4 d) { glmc_vec4_mulv(const vec4 a, const vec4 b, vec4 d) {
glm_vec4_mulv(a, b, d); glm_vec4_mulv(a, b, d);
} }
@@ -222,72 +228,72 @@ glmc_vec4_broadcast(float val, vec4 d) {
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec4_eq(vec4 v, float val) { glmc_vec4_eq(const vec4 v, float val) {
return glm_vec4_eq(v, val); return glm_vec4_eq(v, val);
} }
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec4_eq_eps(vec4 v, float val) { glmc_vec4_eq_eps(const vec4 v, float val) {
return glm_vec4_eq_eps(v, val); return glm_vec4_eq_eps(v, val);
} }
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec4_eq_all(vec4 v) { glmc_vec4_eq_all(const vec4 v) {
return glm_vec4_eq_all(v); return glm_vec4_eq_all(v);
} }
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec4_eqv(vec4 a, vec4 b) { glmc_vec4_eqv(const vec4 a, const vec4 b) {
return glm_vec4_eqv(a, b); return glm_vec4_eqv(a, b);
} }
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec4_eqv_eps(vec4 a, vec4 b) { glmc_vec4_eqv_eps(const vec4 a, const vec4 b) {
return glm_vec4_eqv_eps(a, b); return glm_vec4_eqv_eps(a, b);
} }
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec4_max(vec4 v) { glmc_vec4_max(const vec4 v) {
return glm_vec4_max(v); return glm_vec4_max(v);
} }
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec4_min(vec4 v) { glmc_vec4_min(const vec4 v) {
return glm_vec4_min(v); return glm_vec4_min(v);
} }
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec4_isnan(vec4 v) { glmc_vec4_isnan(const vec4 v) {
return glm_vec4_isnan(v); return glm_vec4_isnan(v);
} }
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec4_isinf(vec4 v) { glmc_vec4_isinf(const vec4 v) {
return glm_vec4_isinf(v); return glm_vec4_isinf(v);
} }
CGLM_EXPORT CGLM_EXPORT
bool bool
glmc_vec4_isvalid(vec4 v) { glmc_vec4_isvalid(const vec4 v) {
return glm_vec4_isvalid(v); return glm_vec4_isvalid(v);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_sign(vec4 v, vec4 dest) { glmc_vec4_sign(const vec4 v, vec4 dest) {
glm_vec4_sign(v, dest); glm_vec4_sign(v, dest);
} }
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_sqrt(vec4 v, vec4 dest) { glmc_vec4_sqrt(const vec4 v, vec4 dest) {
glm_vec4_sqrt(v, dest); glm_vec4_sqrt(v, dest);
} }

65
test/src/test_bezier.c Normal file
View File

@@ -0,0 +1,65 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#include "test_common.h"
CGLM_INLINE
float
test_bezier_plain(float s, float p0, float c0, float c1, float p1) {
float x, xx, xxx, ss, sss;
x = 1.0f - s;
xx = x * x;
xxx = xx * x;
ss = s * s;
sss = ss * s;
return p0 * xxx + 3.0f * (c0 * s * xx + c1 * ss * x) + p1 * sss;
}
CGLM_INLINE
float
test_hermite_plain(float s, float p0, float t0, float t1, float p1) {
float ss, sss;
ss = s * s;
sss = ss * s;
return p0 * (2.0f * sss - 3.0f * ss + 1.0f)
+ t0 * (sss - 2.0f * ss + s)
+ p1 * (-2.0f * sss + 3.0f * ss)
+ t1 * (sss - ss);
}
void
test_bezier(void **state) {
float s, p0, p1, c0, c1, smc, Bs, Bs_plain;
s = test_rand();
p0 = test_rand();
p1 = test_rand();
c0 = test_rand();
c1 = test_rand();
/* test cubic bezier */
smc = glm_smc(s, GLM_BEZIER_MAT, (vec4){p0, c0, c1, p1});
Bs = glm_bezier(s, p0, c0, c1, p1);
Bs_plain = test_bezier_plain(s, p0, c0, c1, p1);
assert_true(glm_eq(Bs, Bs_plain));
test_assert_eqf(smc, Bs_plain);
test_assert_eqf(Bs, smc);
/* test cubic hermite */
smc = glm_smc(s, GLM_HERMITE_MAT, (vec4){p0, p1, c0, c1});
Bs = glm_hermite(s, p0, c0, c1, p1);
Bs_plain = test_hermite_plain(s, p0, c0, c1, p1);
assert_true(glm_eq(Bs, Bs_plain));
assert_true(glm_eq(smc, Bs_plain));
assert_true(glm_eq(Bs, smc));
}

View File

@@ -5,6 +5,7 @@
#include "test_common.h" #include "test_common.h"
#include <stdlib.h> #include <stdlib.h>
#include <math.h>
#define m 4 #define m 4
#define n 4 #define n 4
@@ -58,7 +59,7 @@ test_rand_vec4(vec4 dest) {
} }
float float
test_rand_angle(void) { test_rand(void) {
srand((unsigned int)time(NULL)); srand((unsigned int)time(NULL));
return drand48(); return drand48();
} }

View File

@@ -59,7 +59,7 @@ void
test_rand_vec4(vec4 dest) ; test_rand_vec4(vec4 dest) ;
float float
test_rand_angle(void); test_rand(void);
void void
test_rand_quat(versor q); test_rand_quat(versor q);

View File

@@ -38,7 +38,10 @@ main(int argc, const char * argv[]) {
cmocka_unit_test(test_vec3), cmocka_unit_test(test_vec3),
/* affine */ /* affine */
cmocka_unit_test(test_affine) cmocka_unit_test(test_affine),
/* bezier */
cmocka_unit_test(test_bezier)
}; };
return cmocka_run_group_tests(tests, NULL, NULL); return cmocka_run_group_tests(tests, NULL, NULL);

View File

@@ -24,9 +24,9 @@ test_mat3(void **state) {
for (i = 0; i < m; i++) { for (i = 0; i < m; i++) {
for (j = 0; j < n; j++) { for (j = 0; j < n; j++) {
if (i == j) if (i == j)
assert_true(m3[i][j] == 1.0f); assert_true(glm_eq(m3[i][j], 1.0f));
else else
assert_true(m3[i][j] == 0.0f); assert_true(glm_eq(m3[i][j], 0.0f));
} }
} }

View File

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

View File

@@ -25,7 +25,7 @@ test_quat(void **state) {
/* 0. test identiy quat */ /* 0. test identiy quat */
glm_quat_identity(q4); glm_quat_identity(q4);
assert_true(glm_quat_real(q4) == cosf(glm_rad(0.0f) * 0.5f)); assert_true(glm_eq(glm_quat_real(q4), cosf(glm_rad(0.0f) * 0.5f)));
glm_quat_mat4(q4, rot1); glm_quat_mat4(q4, rot1);
test_assert_mat4_eq2(rot1, GLM_MAT4_IDENTITY, 0.000009); test_assert_mat4_eq2(rot1, GLM_MAT4_IDENTITY, 0.000009);
@@ -118,7 +118,7 @@ test_quat(void **state) {
/* 9. test imag, real */ /* 9. test imag, real */
/* 9.1 real */ /* 9.1 real */
assert_true(glm_quat_real(q4) == cosf(glm_rad(-90.0f) * 0.5f)); assert_true(glm_eq(glm_quat_real(q4), cosf(glm_rad(-90.0f) * 0.5f)));
/* 9.1 imag */ /* 9.1 imag */
glm_quat_imag(q4, imag); glm_quat_imag(q4, imag);

View File

@@ -40,4 +40,7 @@ test_vec3(void **state);
void void
test_affine(void **state); test_affine(void **state);
void
test_bezier(void **state);
#endif /* test_tests_h */ #endif /* test_tests_h */

View File

@@ -93,6 +93,13 @@ test_vec4(void **state) {
/* 3. test SIMD norm2 */ /* 3. test SIMD norm2 */
test_rand_vec4(v); test_rand_vec4(v);
test_assert_eqf(test_vec4_norm2(v), glm_vec4_norm2(v)); test_assert_eqf(test_vec4_norm2(v), glm_vec4_norm2(v));
/* 4. test SSE/SIMD distance */
test_rand_vec4(v1);
test_rand_vec4(v2);
d1 = glm_vec4_distance(v1, v2);
d2 = sqrtf(powf(v1[0]-v2[0], 2.0f) + pow(v1[1]-v2[1], 2.0f) + pow(v1[2]-v2[2], 2.0f) + pow(v1[3]-v2[3], 2.0f));
assert_true(fabsf(d1 - d2) <= 0.000009);
} }
/* test zero */ /* test zero */

View File

@@ -20,8 +20,10 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="..\src\affine.c" /> <ClCompile Include="..\src\affine.c" />
<ClCompile Include="..\src\bezier.c" />
<ClCompile Include="..\src\box.c" /> <ClCompile Include="..\src\box.c" />
<ClCompile Include="..\src\cam.c" /> <ClCompile Include="..\src\cam.c" />
<ClCompile Include="..\src\curve.c" />
<ClCompile Include="..\src\dllmain.c" /> <ClCompile Include="..\src\dllmain.c" />
<ClCompile Include="..\src\ease.c" /> <ClCompile Include="..\src\ease.c" />
<ClCompile Include="..\src\euler.c" /> <ClCompile Include="..\src\euler.c" />
@@ -39,11 +41,14 @@
<ItemGroup> <ItemGroup>
<ClInclude Include="..\include\cglm\affine-mat.h" /> <ClInclude Include="..\include\cglm\affine-mat.h" />
<ClInclude Include="..\include\cglm\affine.h" /> <ClInclude Include="..\include\cglm\affine.h" />
<ClInclude Include="..\include\cglm\bezier.h" />
<ClInclude Include="..\include\cglm\box.h" /> <ClInclude Include="..\include\cglm\box.h" />
<ClInclude Include="..\include\cglm\call.h" /> <ClInclude Include="..\include\cglm\call.h" />
<ClInclude Include="..\include\cglm\call\affine.h" /> <ClInclude Include="..\include\cglm\call\affine.h" />
<ClInclude Include="..\include\cglm\call\bezier.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\curve.h" />
<ClInclude Include="..\include\cglm\call\ease.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" />
@@ -60,6 +65,7 @@
<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\curve.h" />
<ClInclude Include="..\include\cglm\ease.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" />
@@ -69,6 +75,7 @@
<ClInclude Include="..\include\cglm\plane.h" /> <ClInclude Include="..\include\cglm\plane.h" />
<ClInclude Include="..\include\cglm\project.h" /> <ClInclude Include="..\include\cglm\project.h" />
<ClInclude Include="..\include\cglm\quat.h" /> <ClInclude Include="..\include\cglm\quat.h" />
<ClInclude Include="..\include\cglm\simd\arm.h" />
<ClInclude Include="..\include\cglm\simd\avx\affine.h" /> <ClInclude Include="..\include\cglm\simd\avx\affine.h" />
<ClInclude Include="..\include\cglm\simd\avx\mat4.h" /> <ClInclude Include="..\include\cglm\simd\avx\mat4.h" />
<ClInclude Include="..\include\cglm\simd\intrin.h" /> <ClInclude Include="..\include\cglm\simd\intrin.h" />
@@ -77,6 +84,7 @@
<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\simd\x86.h" />
<ClInclude Include="..\include\cglm\sphere.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" />

View File

@@ -84,6 +84,12 @@
<ClCompile Include="..\src\ease.c"> <ClCompile Include="..\src\ease.c">
<Filter>src</Filter> <Filter>src</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\src\curve.c">
<Filter>src</Filter>
</ClCompile>
<ClCompile Include="..\src\bezier.c">
<Filter>src</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="..\src\config.h"> <ClInclude Include="..\src\config.h">
@@ -233,5 +239,23 @@
<ClInclude Include="..\include\cglm\ease.h"> <ClInclude Include="..\include\cglm\ease.h">
<Filter>include\cglm</Filter> <Filter>include\cglm</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\include\cglm\simd\arm.h">
<Filter>include\cglm\simd</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\simd\x86.h">
<Filter>include\cglm\simd</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\call\curve.h">
<Filter>include\cglm\call</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\curve.h">
<Filter>include\cglm</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\bezier.h">
<Filter>include\cglm</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\call\bezier.h">
<Filter>include\cglm\call</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
</Project> </Project>