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216 Commits

Author SHA1 Message Date
Recep Aslantas
f8784ffe8a win: enable anonymous structs for Visual Studio 2015 and later 2020-01-17 23:55:35 +03:00
Recep Aslantas
cf8dc82783 fix tests on windows (msvc) 2020-01-17 23:29:36 +03:00
Recep Aslantas
9af0ebd142 win: fix glms_quat_imagn if use struct option is disabled 2020-01-17 23:27:20 +03:00
Recep Aslantas
82a195f26a now owrkin on v0.6.2 2020-01-17 23:26:40 +03:00
Recep Aslantas
6abe3f05ab tests: fix quat_look test 2020-01-17 15:17:02 +03:00
Recep Aslantas
f53fd45026 Update test_struct.c 2020-01-15 16:44:51 +03:00
Recep Aslantas
c67158ac59 Merge pull request #115 from recp/arm-fix
build fix for ARM NEON
2020-01-15 11:58:16 +03:00
Recep Aslantas
af7f8a5436 vec4: fix parameter name for NEON 2020-01-15 09:56:54 +03:00
Recep Aslantas
c3b5bb869a arm: fix type castings for ARM Neon 2020-01-15 09:56:19 +03:00
Recep Aslantas
d6c34d3330 Merge pull request #113 from jdolan/master
This PR addresses a typo in the naming of glms_rotate_x.
2020-01-06 14:11:21 +03:00
Jay Dolan
13a742f48c Merge pull request #1 from jdolan/issue/glms_rotate_x
Fix spelling error in name of glms_rotate_x.
2020-01-05 14:20:35 -05:00
Jay Dolan
0330be853c Fix spelling error in name of glms_rotate_x. 2020-01-05 14:20:06 -05:00
Recep Aslantas
5cb800bf29 Merge pull request #111 from hartenfels/autoconf-flags
Fix Automake Flags and Matrix Struct Initializers
2019-11-26 22:45:41 +03:00
Carsten Hartenfels
1d19948f30 Document struct API and anonymous struct handling 2019-11-24 17:28:01 -05:00
Carsten Hartenfels
d89c01b39f Intuit if we should use anonymous structs
Rather than making the user #define something explicitly, we can guess
based on the compiler type and C standard.
2019-11-24 16:02:12 -05:00
Carsten Hartenfels
b9aa14d25e Add a test for struct type initializers
To make sure that they all work properly and none of them trigger
warnings.
2019-11-24 16:02:12 -05:00
Carsten Hartenfels
8ad273475f Make GLMS_ initializers use the GLM_ versions
So that we don't write them twice. More consistent this way.
2019-11-24 16:02:03 -05:00
Carsten Hartenfels
c8211b3a62 Re-order struct type contents array-first
So that initializers will prefer the array entry, rather than trying to
initialize the anonymous struct.
2019-11-24 16:01:55 -05:00
Carsten Hartenfels
11dae5126b Add braces around matrix struct intializers
They're missing and trigger warnings in the tests.
2019-11-24 13:32:35 -05:00
Carsten Hartenfels
390a5035a8 Use gnu11 instead of gnu99 to get rid of warnings
CGLM uses anonymous structs, which is a C11 feature. When trying to
build the tests in C99 mode, you get warnings to that effect. Switching
to C11 fixes this.
2019-11-24 13:32:35 -05:00
Carsten Hartenfels
267348af03 Build tests with the same flags as the library
In particular, with the same warning flags. That means it now warns
about a few things during compilation that the following commits are
gonna fix.
2019-11-24 13:32:35 -05:00
Carsten Hartenfels
f9abf2a7df Don't add default autoconf flags to build
By default, it adds something like `-O2 -g` to the cflags. That
conflicts with the flags in Makefile.am, which specifies -O3. This
commit removes the default flags so we only get what we actually
specify.
2019-11-24 13:32:35 -05:00
Recep Aslantas
f0ffef7820 Merge pull request #110 from hartenfels/vec2s
Add a vec2s struct type for consistency
2019-11-24 17:18:50 +03:00
Carsten Hartenfels
4b9b7aeb20 Add a vec2s struct type for consistency
There's a vec2 type, so there should probably be a struct version of it
too. Even if no functions use it right now, if a library user (like me)
needs a 2-element vector, they don't need to roll their own.
2019-11-23 14:37:48 -05:00
Recep Aslantas
1a74361dfb Merge pull request #109 from hartenfels/prototypes
Change `()` Prototypes to `(void)`
2019-11-23 19:18:52 +03:00
Carsten Hartenfels
c83f25343f Error out on invalid empty prototypes
This way, a function prototype like `glms_mat3_identity()` will not
compile, instead you have to change it to the proper
`glms_mat3_identity(void)`.
2019-11-23 10:10:27 -05:00
Carsten Hartenfels
f3ea5b4f3e Change empty prototypes to (void)
Because () means an arbitrary number of arguments in C, which is not
intended here.
2019-11-23 10:10:17 -05:00
Recep Aslantas
9987e1374b build: remove duplicate entry in makefile
close #108
2019-11-17 10:22:01 +03:00
Recep Aslantas
464b2178ce Update README.md 2019-11-08 17:14:24 +03:00
Recep Aslantas
c253769fcd Update applesimd.h 2019-11-07 22:43:47 +03:00
Recep Aslantas
b893c79086 Update Makefile.am 2019-11-07 22:41:41 +03:00
Recep Aslantas
2336256808 Helpers for apple's simd library (#107)
* helper to convert cglm matrix to Apple's simd type
2019-11-07 22:32:15 +03:00
onagurna
52df54e306 fix typo in README (#106) 2019-10-21 23:46:23 +03:00
Recep Aslantas
381e66349a win,test: fix test build for windows and suppress warnings 2019-10-14 19:08:34 +03:00
Recep Aslantas
7cdeada701 tests: add test for glm_quat_look 2019-09-27 17:53:51 +03:00
Recep Aslantas
841257a208 tests: add test for quat_slerp 2019-09-26 19:57:00 +03:00
Recep Aslantas
212cf3b22d Update test_quat.h 2019-09-26 19:29:45 +03:00
Recep Aslantas
ca9b8ceac3 tests: add some tests for quat 2019-09-25 14:03:58 +03:00
Recep Aslantas
5b0e161502 tests: add some tests for quat 2019-09-25 13:47:26 +03:00
Recep Aslantas
fb23d1998e tests: add more tests for quat 2019-09-25 12:43:01 +03:00
Recep Aslantas
b2084fbacf tests: add some tests for quat 2019-09-25 07:42:29 +03:00
Recep Aslantas
2ea9308361 quat: fix glmc_quat_normalize() 2019-09-25 07:41:29 +03:00
Recep Aslantas
56cbacd9f6 tests: add missing test for vec4 2019-09-24 21:45:43 +03:00
Recep Aslantas
1700187f65 tests: add more tests for vec4 2019-09-24 19:10:44 +03:00
Recep Aslantas
36024367bc tests: add more tests for vec4 2019-09-24 17:02:47 +03:00
Recep Aslantas
dcf5b5c1c4 vec: fix min/max for compiled vec3 2019-09-24 17:01:56 +03:00
Recep Aslantas
ce09e543ef tests: add some tests for vec4 2019-09-24 16:33:42 +03:00
Recep Aslantas
f2073b2277 tests: add more tests for vec3 2019-09-23 22:46:45 +03:00
Recep Aslantas
7c10840a85 tests: add more tests for vec3 2019-09-23 22:39:53 +03:00
Recep Aslantas
37c2650b0a tests: add more tests for vec3 2019-09-23 12:03:06 +03:00
Recep Aslantas
3a48e4cd84 tests: add more tests for vec3 2019-09-22 23:32:57 +03:00
Recep Aslantas
378e26140e tests: add more tests for vec3 2019-09-22 23:25:54 +03:00
Recep Aslantas
7b25cbb9cb vec: fix min/max for compiled vec3 2019-09-22 23:25:33 +03:00
Recep Aslantas
bffe103c37 tests: add more tests for vec3 (rotations) 2019-09-22 22:27:28 +03:00
Recep Aslantas
51ffe09589 tests: use test_eq insteaf og glm_eq 2019-09-22 22:27:05 +03:00
Recep Aslantas
d7b37ba245 tests: add some test for project/unproject 2019-09-22 10:52:02 +03:00
Recep Aslantas
d0671b3e7a tests: add missing test for mat4 2019-09-21 14:01:20 +03:00
Recep Aslantas
e98311259c tests: fix some tests for vec3 2019-09-20 22:45:07 +03:00
Recep Aslantas
37cf6b3206 tests: add more tests for vec3 2019-09-20 22:30:32 +03:00
Recep Aslantas
a062f002a0 add codecov badge 2019-09-20 21:16:25 +03:00
Recep Aslantas
9c57d4b247 tests: add more tests for vec3 2019-09-20 14:12:57 +03:00
Recep Aslantas
9fe5efb410 tests: add more tests for vec3 2019-09-19 16:50:22 +03:00
Recep Aslantas
495afb8a3d Update test_vec3.h 2019-09-19 16:16:41 +03:00
Recep Aslantas
ba694f4aec tests: add some tests for vec3 2019-09-19 16:12:27 +03:00
Recep Aslantas
8ac767fd2c tests: fix mat3, mat4 tests 2019-09-19 00:27:26 +03:00
Recep Aslantas
e5fd735e62 Update .travis.yml 2019-09-19 00:09:56 +03:00
Recep Aslantas
7797ee7b06 Update .travis.yml 2019-09-19 00:02:38 +03:00
Recep Aslantas
78f38db480 tests: add missing tests for mat3 2019-09-18 23:33:41 +03:00
Recep Aslantas
79087a9813 mat4: add zero for call 2019-09-18 23:33:10 +03:00
Recep Aslantas
a1283282ef tests: update test design to test both call and inline versions 2019-09-18 17:07:40 +03:00
Recep Aslantas
0377b99f80 mat4: add zero for call 2019-09-18 17:07:15 +03:00
Recep Aslantas
971d753392 tests: add some missing tests for mat4 2019-09-17 18:26:45 +03:00
Recep Aslantas
033d0b0fed tests, win: add visual studio test project files 2019-09-16 10:17:55 +03:00
Recep Aslantas
39dc61af54 tests: add a few test for mat4 2019-09-15 19:33:41 +03:00
Recep Aslantas
f4f9d85caa tests: add more tests for mat4 2019-09-15 15:09:52 +03:00
Recep Aslantas
92f196965e Update .gitignore 2019-09-14 16:22:28 +03:00
Recep Aslantas
fbcbccbf01 Update cglm.podspec 2019-09-14 16:20:33 +03:00
Recep Aslantas
cf41151534 Update troubleshooting.rst 2019-09-14 16:18:45 +03:00
Recep Aslantas
3af861b61e Update README.md 2019-09-14 16:01:43 +03:00
Recep Aslantas
0ed88cfda8 test: fix running test on windows (msvc) 2019-09-14 12:46:04 +03:00
Recep Aslantas
551ed1bd20 tests: improve ASSERTIFY 2019-09-14 11:57:35 +03:00
Recep Aslantas
a328317c70 Merge branch 'master' of https://github.com/recp/cglm 2019-09-13 09:42:48 +03:00
Recep Aslantas
5aa047efdf tests: run tests on windows 2019-09-13 09:40:18 +03:00
Recep Aslantas
32e5784564 test: improve runner output and add assert helper for inline functions 2019-09-12 23:54:24 +03:00
Recep Aslantas
80c2b3712d tests: print elapsed time to run a test 2019-09-12 17:10:31 +03:00
Recep Aslantas
176cc28510 now working on v0.6.1 2019-09-12 07:11:49 +03:00
Recep Aslantas
712cbee580 remove cmocka from submodules and update docs 2019-09-12 07:10:37 +03:00
Recep Aslantas
981fd5ee44 Delete build-deps.sh 2019-09-12 07:01:49 +03:00
Recep Aslantas
092da3e189 Update README.md 2019-09-12 07:01:09 +03:00
Recep Aslantas
9ab9e95ce5 Custom Built-in Unit Test Suite (#105)
* tests: new built-in test runner

* tests: update tests for new builtin test api

* tests: print test suite logs

* tests: remove cmocka from build files

* tests: colorize test suite log and remove redundant prints
2019-09-12 06:56:44 +03:00
Luigi Castelli
27cc9c3351 vec: some useful functions (#103)
These functions are added:
- abs(): absolute value
- fract(): fractional part
- norm_one(): L1 norm
- norm_inf(): infinity norm
- hadd(): horizontal add
- hmax(): horizontal max
2019-09-01 00:30:15 +03:00
Recep Aslantas
6af1f5af04 Update ccpp.yml 2019-08-30 14:58:47 +03:00
Recep Aslantas
62f4685f86 Update ccpp.yml 2019-08-30 14:55:19 +03:00
Recep Aslantas
03fda193a5 vec: update docs for norm 2019-08-30 14:47:26 +03:00
Recep Aslantas
cfaf01afaa Update ccpp.yml 2019-08-27 20:01:54 +03:00
Recep Aslantas
a450ab2d9c Update ccpp.yml 2019-08-27 20:00:01 +03:00
Luigi Castelli
1d804781de swapped argument order in glmm_store3() (#102)
close https://github.com/recp/cglm/issues/101
2019-08-26 16:37:44 +03:00
Luigi Castelli
144624962a added glm_vec_fill() (#100)
* alternative name for _broadcast(): _fill()
2019-08-26 09:19:26 +03:00
Luigi Castelli
4639f3184a glm_lerpc(), glm_step(), glm_smoothstep(), glm_smoothinterp() (#98)
* lerp, step, smoothstep

* glm_lerp() and friends are no longer clamped, use glm_lerpc() and friends
* mix() function as wrapper of lerp()
* no there are clamp and raw version of lerp functions
2019-08-25 22:17:36 +03:00
Luigi Castelli
43b36f1dc1 squared distance with SIMD support (#96)
squared distance for vec4
2019-08-23 10:32:54 +03:00
Luigi Castelli
d03d4b8df5 new name for euler sequence (#94)
* new name for angle sequence
2019-08-21 22:52:01 +03:00
Recep Aslantas
e294fc744b Merge pull request #92 from fmegally/patch-2
Update README.md
2019-07-28 08:52:56 +03:00
Recep Aslantas
90a7aba1bd Merge pull request #91 from fmegally/patch-1
Update README.md
2019-07-28 08:52:32 +03:00
Fady Megally
02fdea941c Update README.md
grammar corrections. multiple linse
2019-07-27 13:54:27 -04:00
Fady Megally
c87499d234 Update README.md
Grammar error correction (line 29)
2019-07-26 16:27:20 -04:00
Recep Aslantas
ec553106f8 Merge branch 'master' of https://github.com/recp/cglm 2019-07-17 17:26:34 +03:00
Recep Aslantas
5bf5ceeb40 win: remove optional DLLMain entry point 2019-07-17 17:26:14 +03:00
Recep Aslantas
cb1d0ef6b5 win: remove optional DLLMain entry point 2019-07-17 17:18:50 +03:00
Recep Aslantas
cc75dc7f34 Merge pull request #90 from hartenfels/pkg-config
Add pkg-config Support + Autotools Fixes
2019-06-23 18:51:48 +03:00
Carsten Hartenfels
a651827012 Make things work for ancient pkg-config versions
Travis CI uses a really, really old pkg-config apparently, which doesn't
have the PKG_INSTALLDIR macro. In that case, we have to emulate it
manually.
2019-06-23 15:12:21 +02:00
Carsten Hartenfels
caba5b3c7c Document pkg-config usage and prefix pitfalls 2019-06-23 14:04:34 +02:00
Carsten Hartenfels
b231645131 Capitalize Makefiles, sometimes matters on Linux
Lowercased Makefiles don't get picked up by the .gitignore for example,
which always looks odd after configuring. This commit just puts a
capital 'M' in front, like it's common.
2019-06-23 13:48:02 +02:00
Carsten Hartenfels
99cff9e74e Add pkg-config support 2019-06-23 13:47:09 +02:00
Carsten Hartenfels
bbb52f352c Add missing struct headers to makefile.am 2019-06-23 13:24:06 +02:00
Recep Aslantas
44f36559c3 Update cglm.vcxproj 2019-06-21 14:15:42 +03:00
Recep Aslantas
4a9eb8d630 win: import struct headers to visual studio solution/project 2019-06-21 14:03:29 +03:00
Recep Aslantas
24de86c1a4 Merge pull request #24 from recp/swizzle
swizzle support
2019-06-06 13:23:56 +03:00
Recep Aslantas
2025b35757 struct: struct vesion of swizzle funcs 2019-06-06 13:18:31 +03:00
Recep Aslantas
1fdd459733 add tests for vector swizzling, rename vec to vec3 2019-06-06 13:12:17 +03:00
Recep Aslantas
f0be6eb448 Merge branch 'master' into swizzle 2019-06-06 12:58:55 +03:00
Recep Aslantas
3797c55154 fix test build, supress warnings, update header guards for struct api 2019-06-03 12:54:27 +03:00
Recep Aslantas
817da18f3a build: add struct api to makefile 2019-06-03 12:33:07 +03:00
Recep Aslantas
099239e3f5 rename cglms.h to struct.h 2019-06-03 12:29:36 +03:00
Recep Aslantas
9a73d969a7 struct: euler api as structs 2019-06-03 12:24:18 +03:00
Recep Aslantas
290f54bad4 struct: quaternion api as structs 2019-06-03 12:12:50 +03:00
Recep Aslantas
b9de553f23 quat: fix glm_quat_axis axis parameter type 2019-06-03 12:01:14 +03:00
Recep Aslantas
2b1126a2fc code style 2019-06-03 09:47:52 +03:00
Recep Aslantas
b22170794a struct: camera api as structs 2019-06-03 09:39:11 +03:00
Recep Aslantas
7485674106 Merge pull request #89 from hartenfels/master
Make Building With Prefix Work
2019-06-01 19:15:48 +03:00
Carsten Hartenfels
f7b45776e9 Find post-build.sh even when not building in .
You can make configure build in a different directory than the current
one when you give it a `--prefix` option. When doing that, the current
directy will be the build directory, not the source directory. This
breaks running `./post-build.sh`.

This commit fixes it by replacing the invocation with something that
takes into account `$VPATH` which properly references the source
directory. The `post-build.sh` still works properly because it
references the current directory to do its thing, which will (correctly)
be the build directory.
2019-06-01 14:14:58 +02:00
Recep Aslantas
12a7298474 Update README.md 2019-05-31 22:31:10 +03:00
Recep Aslantas
4e1872c3ac Update README.md 2019-05-31 22:30:39 +03:00
Recep Aslantas
5a66515631 Create FUNDING.yml 2019-05-27 09:34:29 +03:00
Recep Aslantas
56339b9caa Merge pull request #80 from acoto87/cglm-structs
cglm structs
2019-05-25 09:19:15 +03:00
Recep Aslantas
8affe9878f Merge branch 'master' into cglm-structs 2019-05-25 09:13:47 +03:00
Recep Aslantas
f26601bfa7 now working on v0.6.0 2019-05-25 09:12:08 +03:00
acoto87
d322a0ba8f Replace directly assignment with glm_vec{3,4}_copy functions 2019-05-22 16:24:11 -05:00
acoto87
ba2031d977 - Rename structs folder to struct
- Include files in `cglms.h`
- Fix style issues (tabs to spaces, open brace without newline)
2019-05-21 16:45:34 -05:00
acoto87
fd3b0634d2 Change for function that output multiple values
- Now the functions that output mutliple values, such as glms_decompose_rs and glms_decompose receive pointers.
- Added missing comments to struct/vec3 and struct/vec4 files.
2019-05-20 17:11:10 -05:00
acoto87
1d1bf8e91a - Change the approach implementation of several functions
- Added `glms_vec4_pack` and `glms_vec4_unpack` to pack and unpack arrays of `vec4s`.
- Added `glms_vec3_pack` and `glms_vec3_unpack` to pack and unpack arrays of `vec3s`.
- Fixes in functions that accumulates in one parameter
-
2019-05-16 17:03:55 -05:00
Alejandro Coto Gutiérrez
f108bb4c71 Merge branch 'master' into cglm-structs 2019-05-08 10:10:10 -05:00
Recep Aslantas
2adb4c5593 use CGLM_ALIGN_MAT on mat4 typedef 2019-05-08 09:18:11 +03:00
Recep Aslantas
6fa5173cfd now working on v0.5.5 2019-05-08 09:18:05 +03:00
acoto87
bc1969ab75 - Changes in mat3s and mat4s types.
- Added `ivec3s` type
- Struct implementation of: affine.h, box.h, color.h, curve.h, frutum.h, io.h, plane.h, project.h
- Deleted `glms_mat3_transpose_to` and `glms_mat4_transpose_to`
- Bug fixes in mat4.h
2019-05-07 16:16:00 -05:00
acoto87
3ff902de9c add mat3 and mat4 implementation 2019-05-03 22:48:13 -05:00
acoto87
892a7c7dce - add mat3, mat4, sphere.h 2019-04-30 22:08:17 -05:00
Alejandro Coto Gutiérrez
f04078dc33 Merge branch 'master' into cglm-structs 2019-04-30 14:58:02 -05:00
Recep Aslantas
63e60f46f3 Merge pull request #88 from yushli/master
Update quat.h
2019-04-30 10:20:26 +03:00
Recep Aslantas
f28260e20b Merge branch 'master' into master 2019-04-30 10:16:55 +03:00
yushli
d232ab7865 Update quat.h
fix typo
2019-04-30 14:47:20 +08:00
Recep Aslantas
e3b52100e3 Merge pull request #87 from recp/revert-86-const
Revert "mark readonly parameters as const"
2019-04-30 09:40:30 +03:00
Recep Aslantas
bb8ff25752 Revert "mark readonly parameters as const" 2019-04-30 08:19:07 +03:00
Recep Aslantas
98244da67f Merge pull request #86 from recp/const
mark readonly parameters as const
2019-04-29 17:58:51 +03:00
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
acoto87
1aa54dc110 - separating struct types into types-struct.h
- vec3s implementation
- fix style issues
2019-04-08 21:06:01 -05:00
Alejandro Coto Gutiérrez
1de8aeb940 Merge branch 'master' into cglm-structs 2019-04-08 19:17:52 -05:00
acoto87
c25469829a Initial implementation of struct type vec4s 2019-04-03 22:25:49 -06:00
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
acoto87
674e05213a - Add struct types to types.h.
- Add structs/vec4.h file.
2019-03-28 23:41:19 -06:00
acoto87
f848e4451a Include stddef.h to ensure size_t and other dependent types 2019-03-28 20:56:37 -06:00
Wasin Thonkaew
73226bd2fd Fulfill #76 (#77)
* Fulfill #76
2019-03-20 09:32:31 +03:00
Recep Aslantas
8fa21a1837 docs: use sphinx_rtd_theme theme dor documentation 2019-03-17 09:33:38 +03:00
Recep Aslantas
ee1937f28d now working on v0.5.4 2019-03-17 09:29:36 +03:00
Recep Aslantas
b4efcefe7f drop glm__memcpy, glm__memset and glm__memzero
* implement mat3_zero and mat4_zero functions
* copy matrix items manually in ucopy functions
2019-02-13 10:14:53 +03:00
Recep Aslantas
0d2e5a996a docs: add SSE3 and SSE4 dot product options 2019-02-13 10:13:06 +03:00
Recep Aslantas
2b1eece9ac mat3: add rmc for mat3 2019-02-13 10:12:49 +03:00
Recep Aslantas
c8b8f4f6f0 now working on v0.5.3 2019-02-13 10:00:57 +03:00
Recep Aslantas
1a34ffcf4b Merge pull request #72 from recp/simd-update
SIMD update (NEON, SSE3, SSE4) + Features
2019-02-03 17:18:54 +03:00
Recep Aslantas
af088a1059 Merge branch 'master' into simd-update 2019-02-02 15:58:57 +03:00
Recep Aslantas
18f06743ed build: make automake build slient (less-verbose) 2019-02-02 15:54:09 +03:00
Recep Aslantas
60cfc87009 remove bezier_solve for now 2019-02-02 15:30:05 +03:00
Recep Aslantas
4e5879497e update docs 2019-02-02 15:29:48 +03:00
Recep Aslantas
7848dda1dd curve: cubic hermite intrpolation 2019-01-29 22:17:44 +03:00
Recep Aslantas
1e121a4855 mat4: fix rmc multiplication 2019-01-29 22:11:04 +03:00
Recep Aslantas
0f223db7d3 Merge pull request #74 from ccworld1000/patch-1
Update cglm.podspec
2019-01-29 14:48:46 +03:00
CC
a4e2c39c1d Update cglm.podspec
update pod version
2019-01-29 16:54:02 +08:00
Recep Aslantas
c22231f296 curve: de casteljau implementation for solving cubic bezier 2019-01-28 15:52:42 +03:00
Recep Aslantas
730cb1e9f7 add bezier helpers 2019-01-28 15:32:24 +03:00
Recep Aslantas
b0e48a56ca test: rename test_rand_angle() to test_rand() 2019-01-28 15:31:03 +03:00
Recep Aslantas
11a6e4471e fix vec4_cubic function 2019-01-28 14:26:02 +03:00
Recep Aslantas
60cb4beb0a curve: helper for calculate result of SMC multiplication 2019-01-26 18:06:26 +03:00
Recep Aslantas
32ddf49756 mat4: helper for row * matrix * column 2019-01-26 18:05:05 +03:00
Recep Aslantas
807d5589b4 call: add missing end guard to call headers 2019-01-26 16:05:11 +03:00
Recep Aslantas
59b9e54879 vec4: helper to fill vec4 as [S^3, S^2, S, 1] 2019-01-26 15:54:10 +03:00
Recep Aslantas
fc7f958167 simd: remove re-load in SSE4 and SSE3 2019-01-25 21:56:17 +03:00
Recep Aslantas
31bb303c55 simd: organise SIMD-functions
* optimize dot product
2019-01-24 10:17:49 +03:00
Recep Aslantas
be6aa9a89a simd: optimize some mat4 operations with neon 2019-01-22 09:39:57 +03:00
Recep Aslantas
f65f1d491b simd: optimize vec4_distance with sse and neon 2019-01-22 09:23:51 +03:00
Recep Aslantas
f0c2a2984e simd, neon: add missing neon support for vec4 2019-01-22 09:05:38 +03:00
Recep Aslantas
b117f3bf80 neon: add neon support for most vec4 operations 2019-01-21 23:14:04 +03:00
Recep Aslantas
07e60bd098 cam: extend frustum's far distance helper (#71)
* this will help to implement zoom easily
2019-01-16 14:59:58 +03:00
Recep Aslantas
e3d3cd8ab8 now working on v0.5.2 2019-01-15 12:08:54 +03:00
Recep Aslantas
d17c99215d Update README.md 2018-12-26 09:57:52 +03:00
Recep Aslantas
dc6eb492c1 Merge pull request #70 from recp/vec3-mat3
remove builtin alignment from vec3 and mat3 types
2018-12-26 09:54:48 +03:00
Recep Aslantas
7219b02d23 remove alignment from vec3 and mat3 2018-12-25 10:08:36 +03:00
Recep Aslantas
21834b4ffb matrix: trace of matrix 2018-12-06 18:17:02 +03:00
Recep Aslantas
2ef9c23a6c vec: normalize cross product helper 2018-12-06 18:01:52 +03:00
Recep Aslantas
92605f845a test: fix comparing two float values in tests 2018-12-05 16:34:22 +03:00
Recep Aslantas
b23d65bef5 now working on v0.5.1 2018-12-05 16:32:13 +03:00
Recep Aslantas
090f940f50 swizzle support 2018-01-20 18:38:26 +03:00
128 changed files with 15401 additions and 1209 deletions

8
.github/FUNDING.yml vendored Normal file
View File

@@ -0,0 +1,8 @@
# These are supported funding model platforms
github: # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2]
patreon: # Replace with a single Patreon username
open_collective: cglm
ko_fi: # Replace with a single Ko-fi username
tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
custom: # Replace with a single custom sponsorship URL

5
.gitignore vendored
View File

@@ -51,7 +51,6 @@ cscope.*
test/*.trs
test/test_*
*.log
test-*
test/.libs/*
test/tests
cglm_arm/*
@@ -69,3 +68,7 @@ win/cglm_test_*
win/x64
win/x85
win/Debug
cglm-test-ios*
/cglm.pc
test-driver
Default-568h@2x.png

3
.gitmodules vendored
View File

@@ -1,3 +0,0 @@
[submodule "test/lib/cmocka"]
path = test/lib/cmocka
url = git://git.cryptomilk.org/projects/cmocka.git

View File

@@ -37,10 +37,9 @@ branches:
- master
script:
- sh ./build-deps.sh
- sh ./autogen.sh
- if [[ "$CC" == "gcc" && "$CODE_COVERAGE" == "ON" ]]; then
./configure CFLAGS="-ftest-coverage -fprofile-arcs";
./configure CFLAGS="-ftest-coverage -fprofile-arcs -coverage";
else
./configure;
fi
@@ -49,11 +48,15 @@ script:
after_success:
- if [[ "$CC" == "gcc" && "$CODE_COVERAGE" == "ON" ]]; then
pip install --user cpp-coveralls &&
pip install --user cpp-coveralls &&
coveralls
--build-root .
--exclude lib
--exclude test
--gcov-options '\-lp'
--verbose;
--verbose &&
bash <(curl -s https://codecov.io/bash);
fi
# after_failure:
# - cat ./test-suite.log

View File

@@ -1,11 +1,11 @@
# CONTRIBUTING
Any contributions (code, documentation, ...) are welcome. This project uses [cmocka](http://cmocka.org) for testing, you may need to check their documentation
Any contributions (code, documentation, ...) are welcome.
# New Features
- This library may not accept all new features, it is better to create an issue and get approval before coding
- You must add test for every new feature
- The feature must be compiled in both UNIX/POSIX systems (e.g. macos, linux...) and Windows
- The feature must be compiled on both UNIX/POSIX systems (e.g. macos, linux...) and Windows
# Code Style
This library is written with C99, don't try to add C++ files (yes it can compiled into lib),

View File

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

166
Makefile.am Normal file
View File

@@ -0,0 +1,166 @@
#******************************************************************************
# Copyright (c), Recep Aslantas. *
# *
# MIT License (MIT), http://opensource.org/licenses/MIT *
# Full license can be found in the LICENSE file *
# *
#******************************************************************************
ACLOCAL_AMFLAGS = -I m4
AM_CFLAGS = -Wall \
-std=gnu11 \
-O3 \
-Wstrict-aliasing=2 \
-fstrict-aliasing \
-pedantic \
-Werror=strict-prototypes
lib_LTLIBRARIES = libcglm.la
libcglm_la_LDFLAGS = -no-undefined -version-info 0:1:0
checkLDFLAGS = -L./.libs \
-lm \
-lcglm
checkCFLAGS = $(AM_CFLAGS) \
-I./include
check_PROGRAMS = test/tests
TESTS = $(check_PROGRAMS)
test_tests_LDFLAGS = $(checkLDFLAGS)
test_tests_CFLAGS = $(checkCFLAGS)
cglmdir=$(includedir)/cglm
cglm_HEADERS = include/cglm/version.h \
include/cglm/common.h \
include/cglm/types.h \
include/cglm/types-struct.h \
include/cglm/cglm.h \
include/cglm/call.h \
include/cglm/struct.h \
include/cglm/cam.h \
include/cglm/io.h \
include/cglm/mat4.h \
include/cglm/mat3.h \
include/cglm/affine.h \
include/cglm/vec3.h \
include/cglm/vec3-ext.h \
include/cglm/vec4.h \
include/cglm/vec4-ext.h \
include/cglm/euler.h \
include/cglm/util.h \
include/cglm/quat.h \
include/cglm/affine-mat.h \
include/cglm/plane.h \
include/cglm/frustum.h \
include/cglm/box.h \
include/cglm/color.h \
include/cglm/project.h \
include/cglm/sphere.h \
include/cglm/ease.h \
include/cglm/curve.h \
include/cglm/bezier.h \
include/cglm/applesimd.h
cglm_calldir=$(includedir)/cglm/call
cglm_call_HEADERS = include/cglm/call/mat4.h \
include/cglm/call/mat3.h \
include/cglm/call/vec3.h \
include/cglm/call/vec4.h \
include/cglm/call/affine.h \
include/cglm/call/io.h \
include/cglm/call/cam.h \
include/cglm/call/quat.h \
include/cglm/call/euler.h \
include/cglm/call/plane.h \
include/cglm/call/frustum.h \
include/cglm/call/box.h \
include/cglm/call/project.h \
include/cglm/call/sphere.h \
include/cglm/call/ease.h \
include/cglm/call/curve.h \
include/cglm/call/bezier.h
cglm_simddir=$(includedir)/cglm/simd
cglm_simd_HEADERS = include/cglm/simd/intrin.h \
include/cglm/simd/x86.h \
include/cglm/simd/arm.h
cglm_simd_sse2dir=$(includedir)/cglm/simd/sse2
cglm_simd_sse2_HEADERS = include/cglm/simd/sse2/affine.h \
include/cglm/simd/sse2/mat4.h \
include/cglm/simd/sse2/mat3.h \
include/cglm/simd/sse2/quat.h
cglm_simd_avxdir=$(includedir)/cglm/simd/avx
cglm_simd_avx_HEADERS = include/cglm/simd/avx/mat4.h \
include/cglm/simd/avx/affine.h
cglm_simd_neondir=$(includedir)/cglm/simd/neon
cglm_simd_neon_HEADERS = include/cglm/simd/neon/mat4.h
cglm_structdir=$(includedir)/cglm/struct
cglm_struct_HEADERS = include/cglm/struct/mat4.h \
include/cglm/struct/mat3.h \
include/cglm/struct/vec3.h \
include/cglm/struct/vec3-ext.h \
include/cglm/struct/vec4.h \
include/cglm/struct/vec4-ext.h \
include/cglm/struct/affine.h \
include/cglm/struct/io.h \
include/cglm/struct/cam.h \
include/cglm/struct/quat.h \
include/cglm/struct/euler.h \
include/cglm/struct/plane.h \
include/cglm/struct/frustum.h \
include/cglm/struct/box.h \
include/cglm/struct/project.h \
include/cglm/struct/sphere.h \
include/cglm/struct/color.h \
include/cglm/struct/curve.h
libcglm_la_SOURCES=\
src/euler.c \
src/affine.c \
src/io.c \
src/quat.c \
src/cam.c \
src/vec3.c \
src/vec4.c \
src/mat3.c \
src/mat4.c \
src/plane.c \
src/frustum.c \
src/box.c \
src/project.c \
src/sphere.c \
src/ease.c \
src/curve.c \
src/bezier.c
test_tests_SOURCES=\
test/runner.c \
test/src/test_common.c \
test/src/test_mat4.c \
test/src/test_cam.c \
test/src/test_project.c \
test/src/test_clamp.c \
test/src/test_euler.c \
test/src/test_quat.c \
test/src/test_vec4.c \
test/src/test_vec3.c \
test/src/test_mat3.c \
test/src/test_affine.c \
test/src/test_bezier.c \
test/src/test_struct.c
pkgconfig_DATA=cglm.pc
# When running configure with --prefix, $VPATH references
# the source directory that post-build.sh is in. When not
# using a prefix, $VPATH will be unset, so we need to fall
# back to using . to run the script.
#export VPATH
# all-local:
# sh $${VPATH:-.}/post-build.sh

View File

@@ -3,15 +3,14 @@
[![Build status](https://ci.appveyor.com/api/projects/status/av7l3gc0yhfex8y4/branch/master?svg=true)](https://ci.appveyor.com/project/recp/cglm/branch/master)
[![Documentation Status](https://readthedocs.org/projects/cglm/badge/?version=latest)](http://cglm.readthedocs.io/en/latest/?badge=latest)
[![Coverage Status](https://coveralls.io/repos/github/recp/cglm/badge.svg?branch=master)](https://coveralls.io/github/recp/cglm?branch=master)
[![codecov](https://codecov.io/gh/recp/cglm/branch/master/graph/badge.svg)](https://codecov.io/gh/recp/cglm)
[![Codacy Badge](https://api.codacy.com/project/badge/Grade/6a62b37d5f214f178ebef269dc4a6bf1)](https://www.codacy.com/app/recp/cglm?utm_source=github.com&amp;utm_medium=referral&amp;utm_content=recp/cglm&amp;utm_campaign=Badge_Grade)
[![Backers on Open Collective](https://opencollective.com/cglm/backers/badge.svg)](#backers)
[![Sponsors on Open Collective](https://opencollective.com/cglm/sponsors/badge.svg)](#sponsors)
The original glm library is for C++ only (templates, namespaces, classes...), this library targeted to C99 but currently you can use it for C89 safely by language extensions e.g `__restrict`
#### Documentation
Almost all functions (inline versions) and parameters are documented inside related headers. <br />
Almost all functions (inline versions) and parameters are documented inside the corresponding headers. <br />
Complete documentation: http://cglm.readthedocs.io
#### Note for previous versions:
@@ -25,15 +24,16 @@ you have the latest version
- **[api rename]** by starting v0.4.5, **glm_simd** functions are renamed to **glmm_**
- **[new option]** by starting v0.4.5, you can disable alignment requirement, check options in docs.
- **[major change]** by starting v0.5.0, vec3 functions use **glm_vec3_** namespace, it was **glm_vec_** until v0.5.0
- **[major change]** by starting v0.5.1, built-in alignment is removed from **vec3** and **mat3** types
#### Note for C++ developers:
If you don't aware about original GLM library yet, you may also want to look at:
If you are not aware of the original GLM library yet, you may also want to look at:
https://github.com/g-truc/glm
#### Note for new comers (Important):
- `vec4` and `mat4` variables must be aligned. (There will be unaligned versions later)
- **in** and **[in, out]** parameters must be initialized (please). But **[out]** parameters not, initializing out param is also redundant
- All functions are inline if you don't want to use pre-compiled versions with glmc_ prefix, you can ignore build process. Just incliude headers.
- All functions are inline if you don't want to use pre-compiled versions with glmc_ prefix, you can ignore build process. Just include headers.
- if your debugger takes you to cglm headers then make sure you are not trying to copy vec4 to vec3 or alig issues...
- Welcome!
@@ -44,7 +44,8 @@ https://github.com/g-truc/glm
`cglm` doesn't alloc any memory on heap. So it doesn't provide any allocator. You should alloc memory for **out** parameters too if you pass pointer of memory location. Don't forget that **vec4** (also quat/**versor**) and **mat4** must be aligned (16-bytes), because *cglm* uses SIMD instructions to optimize most operations if available.
#### Returning vector or matrix... ?
Since almost all types are arrays and **C** doesn't allow returning arrays, so **cglm** doesn't support this feature. In the future *cglm* may use **struct** for some types for this purpose.
**cglm** supports both *ARRAY API* and *STRUCT API*, so you can return structs if you utilize struct api (`glms_`).
#### Other APIs like Vulkan, Metal, Dx?
Currently *cglm* uses default clip space configuration (-1, 1) for camera functions (perspective, extract corners...), in the future other clip space configurations will be supported
@@ -67,10 +68,11 @@ Currently *cglm* uses default clip space configuration (-1, 1) for camera functi
</table>
## Features
- array api and struct api, you can use arrays or structs.
- general purpose matrix operations (mat4, mat3)
- chain matrix multiplication (square only)
- general purpose vector operations (cross, dot, rotate, proj, angle...)
- affine transforms
- affine transformations
- matrix decomposition (extract rotation, scaling factor)
- optimized affine transform matrices (mul, rigid-body inverse)
- camera (lookat)
@@ -81,13 +83,18 @@ Currently *cglm* uses default clip space configuration (-1, 1) for camera functi
- inline or pre-compiled function call
- frustum (extract view frustum planes, corners...)
- bounding box (AABB in Frustum (culling), crop, merge...)
- bounding sphere
- project, unproject
- and other...
- easing functions
- curves
- curve interpolation helpers (S*M*C, deCasteljau...)
- helpers to convert cglm types to Apple's simd library to pass cglm types to Metal GL without packing them on both sides
- and others...
<hr />
You have two option to call a function/operation: inline or library call (link)
Almost all functions are marked inline (always_inline) so compiler probably will inline.
Almost all functions are marked inline (always_inline) so compiler will probably inline.
To call pre-compiled version, just use `glmc_` (c stands for 'call') instead of `glm_`.
```C
@@ -114,7 +121,7 @@ You can pass matrices and vectors as array to functions rather than get address.
glm_translate(m, (vec3){1.0f, 0.0f, 0.0f});
```
Library contains general purpose mat4 mul and inverse functions but also contains some special form (optimized) of these functions for affine transform matrices. If you want to multiply two affine transform matrices you can use glm_mul instead of glm_mat4_mul and glm_inv_tr (ROT + TR) instead glm_mat4_inv
Library contains general purpose mat4 mul and inverse functions, and also contains some special forms (optimized) of these functions for affine transformations' matrices. If you want to multiply two affine transformation matrices you can use glm_mul instead of glm_mat4_mul and glm_inv_tr (ROT + TR) instead glm_mat4_inv
```C
/* multiplication */
mat4 modelMat;
@@ -124,26 +131,48 @@ glm_mul(T, R, modelMat);
glm_inv_tr(modelMat);
```
### Struct API
The struct API works as follows, note the `s` suffix on types, the `glms_` prefix on functions and the `GLMS_` prefix on constants:
```C
#include <cglm/struct.h>
mat4s mat = GLMS_MAT4_IDENTITY_INIT;
mat4s inv = glms_mat4_inv(mat);
```
Struct functions generally take their parameters as *values* and *return* their results, rather than taking pointers and writing to out parameters. That means your parameters can usually be `const`, if you're into that.
The types used are actually unions that allow access to the same data multiple ways. One of those ways involves anonymous structures, available since C11. MSVC also supports it for earlier C versions out of the box and GCC/Clang do if you enable `-fms-extensions`. To explicitly enable these anonymous structures, `#define CGLM_USE_ANONYMOUS_STRUCT` to `1`, to disable them, to `0`. For backward compatibility, you can also `#define CGLM_NO_ANONYMOUS_STRUCT` (value is irrelevant) to disable them. If you don't specify explicitly, cglm will do a best guess based on your compiler and the C version you're using.
## Build
### Unix (Autotools)
```bash
$ sh ./build-deps.sh # run only once (dependencies) [Optional].
$ # You can pass this step if you don't want to run `make check` for tests.
$ # cglm uses cmocka for tests and it may reqiure cmake for building it
$
$ sh autogen.sh
$ ./configure
$ make
$ make check # [Optional] (if you run `sh ./build-deps.sh`)
$ [sudo] make install
$ make check # [Optional]
$ [sudo] make install # [Optional]
```
This will also install pkg-config files so you can use
`pkg-config --cflags cglm` and `pkg-config --libs cglm` to retrieve compiler
and linker flags.
The files will be installed into the given prefix (usually `/usr/local` by
default on Linux), but your pkg-config may not be configured to actually check
there. You can figure out where it's looking by running `pkg-config --variable
pc_path pkg-config` and change the path the files are installed to via
`./configure --with-pkgconfigdir=/your/path`. Alternatively, you can add the
prefix path to your `PKG_CONFIG_PATH` environment variable.
### Windows (MSBuild)
Windows related build files, project files are located in `win` folder,
Windows related build file and project files are located in `win` folder,
make sure you are inside `cglm/win` folder.
Code Analysis are enabled, it may take awhile to build
Code Analysis is enabled, so it may take awhile to build.
```Powershell
$ cd win
@@ -154,6 +183,10 @@ if `msbuild` won't work (because of multi version VS) then try to build with `de
$ devenv cglm.sln /Build Release
```
#### Running Tests on Windows
You can see test project in same visual studio solution file. It is enough to run that project to run tests.
### Building Docs
First you need install Sphinx: http://www.sphinx-doc.org/en/master/usage/installation.html
then:
@@ -164,11 +197,11 @@ $ sphinx-build source build
it will compile docs into build folder, you can run index.html inside that function.
## How to use
If you want to use inline versions of funcstions then; include main header
If you want to use the inline versions of functions, then include the main header
```C
#include <cglm/cglm.h>
```
the header will include all headers. Then call func you want e.g. rotate vector by axis:
the header will include all headers. Then call the func you want e.g. rotate vector by axis:
```C
glm_vec3_rotate(v1, glm_rad(45), (vec3){1.0f, 0.0f, 0.0f});
```
@@ -199,7 +232,7 @@ glm_mat4_mul(m1, m2, m1);
/* or */
glm_mat4_mul(m1, m1, m1);
```
the first two parameter are **[in]** and the last one is **[out]** parameter. After multiplied *m1* and *m2* the result is stored in *m1*. This is why we send *m1* twice. You may store result in different matrix, this just an example.
the first two parameter are **[in]** and the last one is **[out]** parameter. After multiplying *m1* and *m2*, the result is stored in *m1*. This is why we send *m1* twice. You may store the result in a different matrix, this is just an example.
### Example: Computing MVP matrix
@@ -239,7 +272,7 @@ Option 2: Cast matrix to pointer type (also valid for multiple dimensional array
glUniformMatrix4fv(location, 1, GL_FALSE, (float *)matrix);
```
You can pass same way to another APIs e.g. Vulkan, DX...
You can pass matrices the same way to other APIs e.g. Vulkan, DX...
## Notes

View File

@@ -1,23 +0,0 @@
#! /bin/sh
#
# Copyright (c), Recep Aslantas.
#
# MIT License (MIT), http://opensource.org/licenses/MIT
# Full license can be found in the LICENSE file
#
# check if deps are pulled
git submodule update --init --recursive
cd $(dirname "$0")
# general deps: gcc make autoconf automake libtool cmake
# test - cmocka
cd ./test/lib/cmocka
rm -rf build
mkdir -p build
cd build
cmake -DCMAKE_INSTALL_PREFIX=/usr -DCMAKE_BUILD_TYPE=Debug ..
make -j8
cd ../../../../

11
cglm.pc.in Normal file
View File

@@ -0,0 +1,11 @@
prefix=@prefix@
exec_prefix=@exec_prefix@
libdir=@libdir@
includedir=@includedir@
Name: @PACKAGE_NAME@
Description: OpenGL Mathematics (glm) for C
URL: https://github.com/recp/cglm
Version: @PACKAGE_VERSION@
Cflags: -I${includedir}
Libs: -L${libdir} -lcglm @LIBS@

View File

@@ -2,7 +2,7 @@ Pod::Spec.new do |s|
# Description
s.name = "cglm"
s.version = "0.4.6"
s.version = "0.6.1"
s.summary = "📽 Optimized OpenGL/Graphics Math (glm) for C"
s.description = <<-DESC
cglm is math library for graphics programming for C. It is similar to original glm but it is written for C instead of C++ (you can use here too). See the documentation or README for all features.

View File

@@ -7,13 +7,30 @@
#*****************************************************************************
AC_PREREQ([2.69])
AC_INIT([cglm], [0.5.0], [info@recp.me])
AM_INIT_AUTOMAKE([-Wall -Werror foreign subdir-objects])
AC_INIT([cglm], [0.6.2], [info@recp.me])
AM_INIT_AUTOMAKE([-Wall -Werror foreign subdir-objects serial-tests])
# Don't use the default cflags (-O2 -g), we set ours manually in Makefile.am.
: ${CFLAGS=""}
AC_CONFIG_MACRO_DIR([m4])
AC_CONFIG_SRCDIR([src/])
AC_CONFIG_HEADERS([config.h])
# Dependencies for pkg-config.
PKG_PROG_PKG_CONFIG
# Ancient versions of pkg-config (such as the one used in Travis CI)
# don't have this macro, so we need to do it manually.
m4_ifdef([PKG_INSTALLDIR], [
PKG_INSTALLDIR
], [
AC_ARG_WITH([pkgconfigdir],
[AS_HELP_STRING([--with-pkgconfigdir],
[pkg-config installation directory ['${libdir}/pkgconfig']])],,
[with_pkgconfigdir=]'${libdir}/pkgconfig')
AC_SUBST([pkgconfigdir], [$with_pkgconfigdir])
])
# Checks for programs.
AC_PROG_CC
AM_PROG_CC_C_O
@@ -29,6 +46,7 @@ LT_INIT
# Checks for libraries.
AC_CHECK_LIB([m], [floor])
m4_ifdef([AM_SILENT_RULES], [AM_SILENT_RULES([yes])])
AC_SYS_LARGEFILE
# Checks for header files.
@@ -52,6 +70,6 @@ AC_TYPE_UINT8_T
# Checks for library functions.
AC_FUNC_ERROR_AT_LINE
AC_CONFIG_FILES([makefile])
AC_CONFIG_FILES([Makefile cglm.pc])
AC_OUTPUT

View File

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

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

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

View File

@@ -1,24 +1,18 @@
Building cglm
Build cglm
================================
| **cglm** does not have external dependencies except for unit testing.
| When you pulled cglm repo with submodules all dependencies will be pulled too.
| `build-deps.sh` will pull all dependencies/submodules and build for you.
External dependencies:
* cmocka - for unit testing
| **cglm** does not have any external dependencies.
**NOTE:**
If you only need to inline versions, you don't need to build **cglm**, you don't need to link it to your program.
Just import cglm to your project as dependency / external lib by copy-paste then use it as usual
**Unix (Autotools):**
Unix (Autotools):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.. code-block:: bash
:linenos:
$ sh ./build-deps.sh # run this only once (dependencies)
$ sh autogen.sh
$ ./configure
$ make
@@ -26,11 +20,12 @@ Just import cglm to your project as dependency / external lib by copy-paste then
$ [sudo] make install # install to system (optional)
**make** will build cglm to **.libs** sub folder in project folder.
If you don't want to install cglm to your system's folder you can get static and dynamic libs in this folder.
If you don't want to install **cglm** to your system's folder you can get static and dynamic libs in this folder.
**Build dependencies (windows):**
Windows (MSBuild):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Windows related build files, project files are located in win folder,
Windows related build files, project files are located in `win` folder,
make sure you are inside in cglm/win folder.
Code Analysis are enabled, it may take awhile to build.
@@ -50,3 +45,18 @@ then try to build with *devenv*:
$ devenv cglm.sln /Build Release
Currently tests are not available on Windows.
Documentation (Sphinx):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**cglm** uses sphinx framework for documentation, it allows lot of formats for documentation. To see all options see sphinx build page:
https://www.sphinx-doc.org/en/master/man/sphinx-build.html
Example build:
.. code-block:: bash
:linenos:
$ cd cglm/docs
$ sphinx-build source build

View File

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

View File

@@ -62,9 +62,9 @@ author = u'Recep Aslantas'
# built documents.
#
# The short X.Y version.
version = u'0.5.0'
version = u'0.6.2'
# The full version, including alpha/beta/rc tags.
release = u'0.5.0'
release = u'0.6.2'
# The language for content autogenerated by Sphinx. Refer to documentation
# for a list of supported languages.
@@ -90,7 +90,7 @@ todo_include_todos = False
# The theme to use for HTML and HTML Help pages. See the documentation for
# a list of builtin themes.
#
html_theme = 'alabaster'
html_theme = 'sphinx_rtd_theme'
# Theme options are theme-specific and customize the look and feel of a theme
# further. For a list of options available for each theme, see the
@@ -99,13 +99,13 @@ html_theme = 'alabaster'
# html_theme_options = {}
html_theme_options = {
'github_banner': 'true',
'github_button': 'true',
'github_user': 'recp',
'github_repo': 'cglm',
'travis_button': 'true',
'show_related': 'true',
'fixed_sidebar': 'true'
# 'github_banner': 'true',
# 'github_button': 'true',
# 'github_user': 'recp',
# 'github_repo': 'cglm',
# 'travis_button': 'true',
# 'show_related': 'true',
# 'fixed_sidebar': 'true'
}
# Add any paths that contain custom static files (such as style sheets) here,

41
docs/source/curve.rst Normal file
View File

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

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

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

View File

@@ -9,23 +9,26 @@ Types:
.. code-block:: c
:linenos:
typedef float vec3[3];
typedef int ivec3[3];
typedef CGLM_ALIGN(16) float vec4[4];
typedef float vec2[2];
typedef float vec3[3];
typedef int ivec3[3];
typedef CGLM_ALIGN_IF(16) float vec4[4];
typedef vec4 versor;
typedef vec3 mat3[3];
typedef vec3 mat3[3];
typedef vec4 mat4[4];
typedef vec4 versor;
#ifdef __AVX__
typedef CGLM_ALIGN_IF(32) vec4 mat4[4];
#else
typedef CGLM_ALIGN_IF(16) vec4 mat4[4];
#endif
As you can see types don't store extra informations in favor of space.
You can send these values e.g. matrix to OpenGL directly without casting or calling a function like *value_ptr*
Alignment is Required:
Alignment Is Required:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**vec4** and **mat4** requires 16 byte alignment because vec4 and mat4 operations are
vectorized by SIMD instructions (SSE/AVX).
**vec4** and **mat4** requires 16 (32 for **mat4** if AVX is enabled) byte alignment because **vec4** and **mat4** operations are vectorized by SIMD instructions (SSE/AVX/NEON).
**UPDATE:**
By starting v0.4.5 cglm provides an option to disable alignment requirement, it is enabled as default
@@ -37,10 +40,9 @@ vectorized by SIMD instructions (SSE/AVX).
Allocations:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*cglm* doesn't alloc any memory on heap. So it doesn't provide any allocator.
You must allocate memory yourself. You should alloc memory for out parameters too if you pass pointer of memory location.
When allocating memory don't forget that **vec4** and **mat4** requires alignment.
You must allocate memory yourself. You should alloc memory for out parameters too if you pass pointer of memory location. When allocating memory, don't forget that **vec4** and **mat4** require alignment.
**NOTE:** Unaligned vec4 and unaligned mat4 operations will be supported in the future. Check todo list.
**NOTE:** Unaligned **vec4** and unaligned **mat4** operations will be supported in the future. Check todo list.
Because you may want to multiply a CGLM matrix with external matrix.
There is no guarantee that non-CGLM matrix is aligned. Unaligned types will have *u* prefix e.g. **umat4**

View File

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

View File

@@ -21,6 +21,7 @@ Functions:
1. :c:func:`glm_mat3_copy`
#. :c:func:`glm_mat3_identity`
#. :c:func:`glm_mat3_identity_array`
#. :c:func:`glm_mat3_zero`
#. :c:func:`glm_mat3_mul`
#. :c:func:`glm_mat3_transpose_to`
#. :c:func:`glm_mat3_transpose`
@@ -29,8 +30,10 @@ Functions:
#. :c:func:`glm_mat3_scale`
#. :c:func:`glm_mat3_det`
#. :c:func:`glm_mat3_inv`
#. :c:func:`glm_mat3_trace`
#. :c:func:`glm_mat3_swap_col`
#. :c:func:`glm_mat3_swap_row`
#. :c:func:`glm_mat3_rmc`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
@@ -58,6 +61,13 @@ Functions documentation
| *[in,out]* **mat** matrix array (must be aligned (16/32) if alignment is not disabled)
| *[in]* **count** count of matrices
.. c:function:: void glm_mat3_zero(mat3 mat)
make given matrix zero
Parameters:
| *[in,out]* **mat** matrix to
.. c:function:: void glm_mat3_mul(mat3 m1, mat3 m2, mat3 dest)
multiply m1 and m2 to dest
@@ -133,6 +143,16 @@ Functions documentation
| *[in]* **mat** matrix
| *[out]* **dest** destination (inverse matrix)
.. c:function:: void glm_mat3_trace(mat3 m)
| sum of the elements on the main diagonal from upper left to the lower right
Parameters:
| *[in]* **m** matrix
Returns:
trace of matrix
.. c:function:: void glm_mat3_swap_col(mat3 mat, int col1, int col2)
swap two matrix columns
@@ -150,3 +170,20 @@ Functions documentation
| *[in, out]* **mat** matrix
| *[in]* **row1** row1
| *[in]* **row2** row2
.. c:function:: float glm_mat3_rmc(vec3 r, mat3 m, vec3 c)
| **rmc** stands for **Row** * **Matrix** * **Column**
| helper for R (row vector) * M (matrix) * C (column vector)
| the result is scalar because R * M = Matrix1x3 (row vector),
| then Matrix1x3 * Vec3 (column vector) = Matrix1x1 (Scalar)
Parameters:
| *[in]* **r** row vector or matrix1x3
| *[in]* **m** matrix3x3
| *[in]* **c** column vector or matrix3x1
Returns:
scalar value e.g. Matrix1x1

View File

@@ -26,6 +26,7 @@ Functions:
#. :c:func:`glm_mat4_copy`
#. :c:func:`glm_mat4_identity`
#. :c:func:`glm_mat4_identity_array`
#. :c:func:`glm_mat4_zero`
#. :c:func:`glm_mat4_pick3`
#. :c:func:`glm_mat4_pick3t`
#. :c:func:`glm_mat4_ins3`
@@ -33,6 +34,8 @@ Functions:
#. :c:func:`glm_mat4_mulN`
#. :c:func:`glm_mat4_mulv`
#. :c:func:`glm_mat4_mulv3`
#. :c:func:`glm_mat3_trace`
#. :c:func:`glm_mat3_trace3`
#. :c:func:`glm_mat4_quat`
#. :c:func:`glm_mat4_transpose_to`
#. :c:func:`glm_mat4_transpose`
@@ -43,6 +46,7 @@ Functions:
#. :c:func:`glm_mat4_inv_fast`
#. :c:func:`glm_mat4_swap_col`
#. :c:func:`glm_mat4_swap_row`
#. :c:func:`glm_mat4_rmc`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
@@ -78,6 +82,13 @@ Functions documentation
| *[in,out]* **mat** matrix array (must be aligned (16/32) if alignment is not disabled)
| *[in]* **count** count of matrices
.. c:function:: void glm_mat4_zero(mat4 mat)
make given matrix zero
Parameters:
| *[in,out]* **mat** matrix to
.. c:function:: void glm_mat4_pick3(mat4 mat, mat3 dest)
copy upper-left of mat4 to mat3
@@ -156,6 +167,27 @@ Functions documentation
| *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** vec3 (result, column vector)
.. c:function:: void glm_mat4_trace(mat4 m)
| sum of the elements on the main diagonal from upper left to the lower right
Parameters:
| *[in]* **m** matrix
Returns:
trace of matrix
.. c:function:: void glm_mat4_trace3(mat4 m)
| trace of matrix (rotation part)
| sum of the elements on the main diagonal from upper left to the lower right
Parameters:
| *[in]* **m** matrix
Returns:
trace of matrix
.. c:function:: void glm_mat4_quat(mat4 m, versor dest)
convert mat4's rotation part to quaternion
@@ -247,3 +279,20 @@ Functions documentation
| *[in, out]* **mat** matrix
| *[in]* **row1** row1
| *[in]* **row2** row2
.. c:function:: float glm_mat4_rmc(vec4 r, mat4 m, vec4 c)
| **rmc** stands for **Row** * **Matrix** * **Column**
| helper for R (row vector) * M (matrix) * C (column vector)
| the result is scalar because R * M = Matrix1x4 (row vector),
| then Matrix1x4 * Vec4 (column vector) = Matrix1x1 (Scalar)
Parameters:
| *[in]* **r** row vector or matrix1x4
| *[in]* **m** matrix4x4
| *[in]* **c** column vector or matrix4x1
Returns:
scalar value e.g. Matrix1x1

View File

@@ -43,9 +43,9 @@ array of matrices:
/* ... */
glUniformMatrix4fv(location, count, GL_FALSE, (float *)matrix);
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.

View File

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

View File

@@ -57,6 +57,13 @@ For instance you may called **glm_vec4_** functions for **vec3** data type.
It will try to write 32 byte but since **vec3** is 24 byte it should throw
memory access error or exit the app without saying anything.
**UPDATE - IMPORTANT:**
| On MSVC or some other compilers, if alignment is enabled (default) then double check alignment requirements if you got a crash.
| If you send GLM_VEC4_ONE or similar macros directly to a function, it may be crashed.
| Because compiler may not apply alignment as defined on **typedef** to that macro while passing it (on stack) to a function.
Wrong Results:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

View File

@@ -39,7 +39,6 @@ Functions:
#. :c:func:`glm_vec3_zero`
#. :c:func:`glm_vec3_one`
#. :c:func:`glm_vec3_dot`
#. :c:func:`glm_vec3_cross`
#. :c:func:`glm_vec3_norm2`
#. :c:func:`glm_vec3_norm`
#. :c:func:`glm_vec3_add`
@@ -65,6 +64,8 @@ Functions:
#. :c:func:`glm_vec3_negate_to`
#. :c:func:`glm_vec3_normalize`
#. :c:func:`glm_vec3_normalize_to`
#. :c:func:`glm_vec3_cross`
#. :c:func:`glm_vec3_crossn`
#. :c:func:`glm_vec3_distance2`
#. :c:func:`glm_vec3_distance`
#. :c:func:`glm_vec3_angle`
@@ -125,12 +126,21 @@ Functions documentation
.. c:function:: void glm_vec3_cross(vec3 a, vec3 b, vec3 d)
cross product
cross product of two vector (RH)
Parameters:
| *[in]* **a** source 1
| *[in]* **b** source 2
| *[out]* **d** destination
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** destination
.. c:function:: 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)
@@ -148,7 +158,8 @@ Functions documentation
.. c:function:: float glm_vec3_norm(vec3 vec)
norm (magnitude) of vec3
| euclidean norm (magnitude), also called L2 norm
| this will give magnitude of vector in euclidean space
Parameters:
| *[in]* **vec** vector

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@@ -58,11 +58,7 @@ Functions:
#. :c:func:`glm_vec4_minv`
#. :c:func:`glm_vec4_clamp`
#. :c:func:`glm_vec4_lerp`
#. :c:func:`glm_vec4_isnan`
#. :c:func:`glm_vec4_isinf`
#. :c:func:`glm_vec4_isvalid`
#. :c:func:`glm_vec4_sign`
#. :c:func:`glm_vec4_sqrt`
#. :c:func:`glm_vec4_cubic`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
@@ -138,7 +134,8 @@ Functions documentation
.. c:function:: float glm_vec4_norm(vec4 vec)
norm (magnitude) of vec4
| euclidean norm (magnitude), also called L2 norm
| this will give magnitude of vector in euclidean space
Parameters:
| *[in]* **vec** vector
@@ -401,3 +398,11 @@ Functions documentation
| *[in]* **to** to value
| *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** destination
.. c:function:: void glm_vec4_cubic(float s, vec4 dest)
helper to fill vec4 as [S^3, S^2, S, 1]
Parameters:
| *[in]* **s** parameter
| *[out]* **dest** destination

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@@ -152,7 +152,7 @@ glm_inv_tr(mat4 mat) {
glm_inv_tr_sse2(mat);
#else
CGLM_ALIGN_MAT mat3 r;
CGLM_ALIGN(16) vec3 t;
CGLM_ALIGN(8) vec3 t;
/* rotate */
glm_mat4_pick3t(mat, r);

95
include/cglm/applesimd.h Normal file
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@@ -0,0 +1,95 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_applesimd_h
#define cglm_applesimd_h
#if defined(__APPLE__) \
&& defined(SIMD_COMPILER_HAS_REQUIRED_FEATURES) \
&& defined(SIMD_BASE) \
&& defined(SIMD_TYPES) \
&& defined(SIMD_VECTOR_TYPES)
#include "common.h"
/*!
* @brief converts mat4 to Apple's simd type simd_float4x4
* @return simd_float4x4
*/
CGLM_INLINE
simd_float4x4
glm_mat4_applesimd(mat4 m) {
simd_float4x4 t;
t.columns[0][0] = m[0][0];
t.columns[0][1] = m[0][1];
t.columns[0][2] = m[0][2];
t.columns[0][3] = m[0][3];
t.columns[1][0] = m[1][0];
t.columns[1][1] = m[1][1];
t.columns[1][2] = m[1][2];
t.columns[1][3] = m[1][3];
t.columns[2][0] = m[2][0];
t.columns[2][1] = m[2][1];
t.columns[2][2] = m[2][2];
t.columns[2][3] = m[2][3];
t.columns[3][0] = m[3][0];
t.columns[3][1] = m[3][1];
t.columns[3][2] = m[3][2];
t.columns[3][3] = m[3][3];
return t;
}
/*!
* @brief converts mat3 to Apple's simd type simd_float3x3
* @return simd_float3x3
*/
CGLM_INLINE
simd_float3x3
glm_mat3_applesimd(mat3 m) {
simd_float3x3 t;
t.columns[0][0] = m[0][0];
t.columns[0][1] = m[0][1];
t.columns[0][2] = m[0][2];
t.columns[1][0] = m[1][0];
t.columns[1][1] = m[1][1];
t.columns[1][2] = m[1][2];
t.columns[2][0] = m[2][0];
t.columns[2][1] = m[2][1];
t.columns[2][2] = m[2][2];
return t;
}
/*!
* @brief converts vec4 to Apple's simd type simd_float4
* @return simd_float4
*/
CGLM_INLINE
simd_float4
glm_vec4_applesimd(vec4 v) {
return (simd_float4){v[0], v[1], v[2], v[3]};
}
/*!
* @brief converts vec3 to Apple's simd type simd_float3
* @return v
*/
CGLM_INLINE
simd_float3
glm_vec3_applesimd(vec3 v) {
return (simd_float3){v[0], v[1], v[2]};
}
#endif
#endif /* cglm_applesimd_h */

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-9f
#define CGLM_DECASTEL_MAX 1000.0f
#define CGLM_DECASTEL_SMALL 1e-20f
/*!
* @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 */

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

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@@ -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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@@ -61,6 +61,10 @@ glmc_perspective(float fovy,
float farVal,
mat4 dest);
CGLM_EXPORT
void
glmc_persp_move_far(mat4 proj, float deltaFar);
CGLM_EXPORT
void
glmc_perspective_default(float aspect, mat4 dest);

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, mat4 m, vec4 c);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_curve_h */

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

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@@ -47,7 +47,7 @@ glmc_euler_yxz(vec3 angles, mat4 dest);
CGLM_EXPORT
void
glmc_euler_by_order(vec3 angles, glm_euler_sq axis, mat4 dest);
glmc_euler_by_order(vec3 angles, glm_euler_seq axis, mat4 dest);
#ifdef __cplusplus
}

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@@ -24,6 +24,10 @@ CGLM_EXPORT
void
glmc_mat3_identity(mat3 mat);
CGLM_EXPORT
void
glmc_mat3_zero(mat3 mat);
CGLM_EXPORT
void
glmc_mat3_identity_array(mat3 * __restrict mat, size_t count);
@@ -44,6 +48,10 @@ CGLM_EXPORT
void
glmc_mat3_mulv(mat3 m, vec3 v, vec3 dest);
CGLM_EXPORT
float
glmc_mat3_trace(mat3 m);
CGLM_EXPORT
void
glmc_mat3_quat(mat3 m, versor dest);
@@ -68,6 +76,10 @@ CGLM_EXPORT
void
glmc_mat3_swap_row(mat3 mat, int row1, int row2);
CGLM_EXPORT
float
glmc_mat3_rmc(vec3 r, mat3 m, vec3 c);
#ifdef __cplusplus
}
#endif

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@@ -33,6 +33,10 @@ CGLM_EXPORT
void
glmc_mat4_identity_array(mat4 * __restrict mat, size_t count);
CGLM_EXPORT
void
glmc_mat4_zero(mat4 mat);
CGLM_EXPORT
void
glmc_mat4_pick3(mat4 mat, mat3 dest);
@@ -61,6 +65,14 @@ CGLM_EXPORT
void
glmc_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest);
CGLM_EXPORT
float
glmc_mat4_trace(mat4 m);
CGLM_EXPORT
float
glmc_mat4_trace3(mat4 m);
CGLM_EXPORT
void
glmc_mat4_quat(mat4 m, versor dest);
@@ -105,6 +117,10 @@ CGLM_EXPORT
void
glmc_mat4_swap_row(mat4 mat, int row1, int row2);
CGLM_EXPORT
float
glmc_mat4_rmc(vec4 r, mat4 m, vec4 c);
#ifdef __cplusplus
}
#endif

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@@ -91,7 +91,7 @@ glmc_quat_angle(versor q);
CGLM_EXPORT
void
glmc_quat_axis(versor q, versor dest);
glmc_quat_axis(versor q, vec3 dest);
CGLM_EXPORT
void
@@ -116,6 +116,10 @@ glmc_quat_mat3t(versor q, mat3 dest);
CGLM_EXPORT
void
glmc_quat_lerp(versor from, versor to, float t, versor dest);
CGLM_EXPORT
void
glmc_quat_lerpc(versor from, versor to, float t, versor dest);
CGLM_EXPORT
void

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@@ -33,4 +33,7 @@ CGLM_EXPORT
bool
glmc_sphere_point(vec4 s, vec3 point);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_sphere_h */

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@@ -42,7 +42,11 @@ glmc_vec3_dot(vec3 a, vec3 b);
CGLM_EXPORT
void
glmc_vec3_cross(vec3 a, vec3 b, vec3 d);
glmc_vec3_cross(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_crossn(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
float
@@ -51,6 +55,14 @@ glmc_vec3_norm(vec3 v);
CGLM_EXPORT
float
glmc_vec3_norm2(vec3 v);
CGLM_EXPORT
float
glmc_vec3_norm_one(vec3 v);
CGLM_EXPORT
float
glmc_vec3_norm_inf(vec3 v);
CGLM_EXPORT
void
@@ -175,10 +187,50 @@ glmc_vec3_clamp(vec3 v, float minVal, float maxVal);
CGLM_EXPORT
void
glmc_vec3_ortho(vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_lerpc(vec3 from, vec3 to, float t, vec3 dest);
CGLM_INLINE
void
glmc_vec3_mix(vec3 from, vec3 to, float t, vec3 dest) {
glmc_vec3_lerp(from, to, t, dest);
}
CGLM_INLINE
void
glmc_vec3_mixc(vec3 from, vec3 to, float t, vec3 dest) {
glmc_vec3_lerpc(from, to, t, dest);
}
CGLM_EXPORT
void
glmc_vec3_step_uni(float edge, vec3 x, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_step(vec3 edge, vec3 x, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_smoothstep_uni(float edge0, float edge1, vec3 x, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_smoothstep(vec3 edge0, vec3 edge1, vec3 x, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_smoothinterp(vec3 from, vec3 to, float t, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_smoothinterpc(vec3 from, vec3 to, float t, vec3 dest);
/* ext */
@@ -189,6 +241,10 @@ glmc_vec3_mulv(vec3 a, vec3 b, vec3 d);
CGLM_EXPORT
void
glmc_vec3_broadcast(float val, vec3 d);
CGLM_EXPORT
void
glmc_vec3_fill(vec3 v, float val);
CGLM_EXPORT
bool
@@ -233,6 +289,18 @@ glmc_vec3_isvalid(vec3 v);
CGLM_EXPORT
void
glmc_vec3_sign(vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_abs(vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_fract(vec3 v, vec3 dest);
CGLM_EXPORT
float
glmc_vec3_hadd(vec3 v);
CGLM_EXPORT
void

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@@ -56,6 +56,14 @@ glmc_vec4_norm(vec4 v);
CGLM_EXPORT
float
glmc_vec4_norm2(vec4 v);
CGLM_EXPORT
float
glmc_vec4_norm_one(vec4 v);
CGLM_EXPORT
float
glmc_vec4_norm_inf(vec4 v);
CGLM_EXPORT
void
@@ -132,10 +140,14 @@ glmc_vec4_negate(vec4 v);
CGLM_EXPORT
void
glmc_vec4_negate_to(vec4 v, vec4 dest);
CGLM_EXPORT
float
glmc_vec4_distance(vec4 a, vec4 b);
CGLM_EXPORT
float
glmc_vec4_distance2(vec4 a, vec4 b);
CGLM_EXPORT
void
@@ -148,10 +160,54 @@ glmc_vec4_minv(vec4 a, vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_clamp(vec4 v, float minVal, float maxVal);
CGLM_EXPORT
void
glmc_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_lerpc(vec4 from, vec4 to, float t, vec4 dest);
CGLM_INLINE
void
glmc_vec4_mix(vec4 from, vec4 to, float t, vec4 dest) {
glmc_vec4_lerp(from, to, t, dest);
}
CGLM_INLINE
void
glmc_vec4_mixc(vec4 from, vec4 to, float t, vec4 dest) {
glmc_vec4_lerpc(from, to, t, dest);
}
CGLM_EXPORT
void
glmc_vec4_step_uni(float edge, vec4 x, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_step(vec4 edge, vec4 x, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_smoothstep_uni(float edge0, float edge1, vec4 x, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_smoothstep(vec4 edge0, vec4 edge1, vec4 x, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_smoothinterp(vec4 from, vec4 to, float t, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_smoothinterpc(vec4 from, vec4 to, float t, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_cubic(float s, vec4 dest);
/* ext */
@@ -162,6 +218,10 @@ glmc_vec4_mulv(vec4 a, vec4 b, vec4 d);
CGLM_EXPORT
void
glmc_vec4_broadcast(float val, vec4 d);
CGLM_EXPORT
void
glmc_vec4_fill(vec4 v, float val);
CGLM_EXPORT
bool
@@ -206,6 +266,18 @@ glmc_vec4_isvalid(vec4 v);
CGLM_EXPORT
void
glmc_vec4_sign(vec4 v, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_abs(vec4 v, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_fract(vec4 v, vec4 dest);
CGLM_EXPORT
float
glmc_vec4_hadd(vec4 v);
CGLM_EXPORT
void

View File

@@ -7,48 +7,37 @@
/*
Functions:
CGLM_INLINE void glm_frustum(float left,
float right,
float bottom,
float top,
float nearVal,
float farVal,
CGLM_INLINE void glm_frustum(float left, float right,
float bottom, float top,
float nearVal, float farVal,
mat4 dest)
CGLM_INLINE void glm_ortho(float left,
float right,
float bottom,
float top,
float nearVal,
float farVal,
CGLM_INLINE void glm_ortho(float left, float right,
float bottom, float top,
float nearVal, float farVal,
mat4 dest)
CGLM_INLINE void glm_ortho_aabb(vec3 box[2], mat4 dest)
CGLM_INLINE void glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest)
CGLM_INLINE void glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest)
CGLM_INLINE void glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest)
CGLM_INLINE void glm_ortho_default(float aspect, mat4 dest)
CGLM_INLINE void glm_ortho_default_s(float aspect, float size, mat4 dest)
CGLM_INLINE void glm_ortho_default_s(float aspect, float size, mat4 dest)
CGLM_INLINE void glm_perspective(float fovy,
float aspect,
float nearVal,
float farVal,
mat4 dest)
CGLM_INLINE void glm_perspective_default(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_resize(float aspect, mat4 proj)
CGLM_INLINE void glm_perspective_default(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_resize(float aspect, mat4 proj)
CGLM_INLINE void glm_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest)
CGLM_INLINE void glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest)
CGLM_INLINE void glm_look_anyup(vec3 eye, vec3 dir, mat4 dest)
CGLM_INLINE void glm_persp_decomp(mat4 proj,
float *nearVal,
float *farVal,
float *top,
float *bottom,
float *left,
float *right)
float *nearVal, float *farVal,
float *top, float *bottom,
float *left, float *right)
CGLM_INLINE void glm_persp_decompv(mat4 proj, float dest[6])
CGLM_INLINE void glm_persp_decomp_x(mat4 proj, float *left, float *right)
CGLM_INLINE void glm_persp_decomp_y(mat4 proj, float *top, float *bottom)
CGLM_INLINE void glm_persp_decomp_z(mat4 proj,
float *nearVal,
float *farVal)
CGLM_INLINE void glm_persp_decomp_z(mat4 proj, float *nearv, float *farv)
CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float *farVal)
CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *nearVal)
CGLM_INLINE float glm_persp_fovy(mat4 proj)
@@ -75,16 +64,13 @@
*/
CGLM_INLINE
void
glm_frustum(float left,
float right,
float bottom,
float top,
float nearVal,
float farVal,
glm_frustum(float left, float right,
float bottom, float top,
float nearVal, float farVal,
mat4 dest) {
float rl, tb, fn, nv;
glm__memzero(float, dest, sizeof(mat4));
glm_mat4_zero(dest);
rl = 1.0f / (right - left);
tb = 1.0f / (top - bottom);
@@ -113,16 +99,13 @@ glm_frustum(float left,
*/
CGLM_INLINE
void
glm_ortho(float left,
float right,
float bottom,
float top,
float nearVal,
float farVal,
glm_ortho(float left, float right,
float bottom, float top,
float nearVal, float farVal,
mat4 dest) {
float rl, tb, fn;
glm__memzero(float, dest, sizeof(mat4));
glm_mat4_zero(dest);
rl = 1.0f / (right - left);
tb = 1.0f / (top - bottom);
@@ -218,9 +201,7 @@ glm_ortho_default(float aspect, mat4 dest) {
*/
CGLM_INLINE
void
glm_ortho_default_s(float aspect,
float size,
mat4 dest) {
glm_ortho_default_s(float aspect, float size, mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho(-size * aspect,
size * aspect,
@@ -259,7 +240,7 @@ glm_perspective(float fovy,
mat4 dest) {
float f, fn;
glm__memzero(float, dest, sizeof(mat4));
glm_mat4_zero(dest);
f = 1.0f / tanf(fovy * 0.5f);
fn = 1.0f / (nearVal - farVal);
@@ -271,6 +252,30 @@ glm_perspective(float fovy,
dest[3][2] = 2.0f * nearVal * farVal * fn;
}
/*!
* @brief extend perspective projection matrix's far distance
*
* this function does not guarantee far >= near, be aware of that!
*
* @param[in, out] proj projection matrix to extend
* @param[in] deltaFar distance from existing far (negative to shink)
*/
CGLM_INLINE
void
glm_persp_move_far(mat4 proj, float deltaFar) {
float fn, farVal, nearVal, p22, p32;
p22 = proj[2][2];
p32 = proj[3][2];
nearVal = p32 / (p22 - 1.0f);
farVal = p32 / (p22 + 1.0f) + deltaFar;
fn = 1.0f / (nearVal - farVal);
proj[2][2] = (nearVal + farVal) * fn;
proj[3][2] = 2.0f * nearVal * farVal * fn;
}
/*!
* @brief set up perspective projection matrix with default near/far
* and angle values
@@ -323,9 +328,7 @@ glm_lookat(vec3 eye,
glm_vec3_sub(center, eye, f);
glm_vec3_normalize(f);
glm_vec3_cross(f, up, s);
glm_vec3_normalize(s);
glm_vec3_crossn(f, up, s);
glm_vec3_cross(s, f, u);
dest[0][0] = s[0];
@@ -398,12 +401,9 @@ glm_look_anyup(vec3 eye, vec3 dir, mat4 dest) {
CGLM_INLINE
void
glm_persp_decomp(mat4 proj,
float * __restrict nearVal,
float * __restrict farVal,
float * __restrict top,
float * __restrict bottom,
float * __restrict left,
float * __restrict right) {
float * __restrict nearVal, float * __restrict farVal,
float * __restrict top, float * __restrict bottom,
float * __restrict left, float * __restrict right) {
float m00, m11, m20, m21, m22, m32, n, f;
float n_m11, n_m00;

View File

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

View File

@@ -11,8 +11,10 @@
#define _USE_MATH_DEFINES /* for windows */
#include <stdint.h>
#include <stddef.h>
#include <math.h>
#include <float.h>
#include <stdbool.h>
#if defined(_MSC_VER)
# ifdef CGLM_DLL
@@ -26,33 +28,8 @@
# define CGLM_INLINE static inline __attribute((always_inline))
#endif
#define glm__memcpy(type, dest, src, size) \
do { \
type *srci; \
type *srci_end; \
type *desti; \
\
srci = (type *)src; \
srci_end = (type *)((char *)srci + size); \
desti = (type *)dest; \
\
while (srci != srci_end) \
*desti++ = *srci++; \
} while (0)
#define glm__memset(type, dest, size, val) \
do { \
type *desti; \
type *desti_end; \
\
desti = (type *)dest; \
desti_end = (type *)((char *)desti + size); \
\
while (desti != desti_end) \
*desti++ = val; \
} while (0)
#define glm__memzero(type, dest, size) glm__memset(type, dest, size, 0)
#define GLM_SHUFFLE4(z, y, x, w) (((z) << 6) | ((y) << 4) | ((x) << 2) | (w))
#define GLM_SHUFFLE3(z, y, x) (((z) << 4) | ((y) << 2) | (x))
#include "types.h"
#include "simd/intrin.h"

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

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

View File

@@ -15,10 +15,10 @@
/*
Types:
enum glm_euler_sq
enum glm_euler_seq
Functions:
CGLM_INLINE glm_euler_sq glm_euler_order(int newOrder[3]);
CGLM_INLINE glm_euler_seq glm_euler_order(int newOrder[3]);
CGLM_INLINE void glm_euler_angles(mat4 m, vec3 dest);
CGLM_INLINE void glm_euler(vec3 angles, mat4 dest);
CGLM_INLINE void glm_euler_xyz(vec3 angles, mat4 dest);
@@ -28,7 +28,7 @@
CGLM_INLINE void glm_euler_yzx(vec3 angles, mat4 dest);
CGLM_INLINE void glm_euler_yxz(vec3 angles, mat4 dest);
CGLM_INLINE void glm_euler_by_order(vec3 angles,
glm_euler_sq ord,
glm_euler_seq ord,
mat4 dest);
*/
@@ -41,24 +41,26 @@
* if you have axis order like vec3 orderVec = [0, 1, 2] or [0, 2, 1]...
* vector then you can convert it to this enum by doing this:
* @code
* glm_euler_sq order;
* glm_euler_seq order;
* order = orderVec[0] | orderVec[1] << 2 | orderVec[2] << 4;
* @endcode
* you may need to explicit cast if required
*/
typedef enum glm_euler_sq {
typedef enum glm_euler_seq {
GLM_EULER_XYZ = 0 << 0 | 1 << 2 | 2 << 4,
GLM_EULER_XZY = 0 << 0 | 2 << 2 | 1 << 4,
GLM_EULER_YZX = 1 << 0 | 2 << 2 | 0 << 4,
GLM_EULER_YXZ = 1 << 0 | 0 << 2 | 2 << 4,
GLM_EULER_ZXY = 2 << 0 | 0 << 2 | 1 << 4,
GLM_EULER_ZYX = 2 << 0 | 1 << 2 | 0 << 4
} glm_euler_sq;
} glm_euler_seq;
typedef glm_euler_seq glm_euler_sq;
CGLM_INLINE
glm_euler_sq
glm_euler_seq
glm_euler_order(int ord[3]) {
return (glm_euler_sq)(ord[0] << 0 | ord[1] << 2 | ord[2] << 4);
return (glm_euler_seq)(ord[0] << 0 | ord[1] << 2 | ord[2] << 4);
}
/*!
@@ -352,7 +354,7 @@ glm_euler_zyx(vec3 angles, mat4 dest) {
*/
CGLM_INLINE
void
glm_euler_by_order(vec3 angles, glm_euler_sq ord, mat4 dest) {
glm_euler_by_order(vec3 angles, glm_euler_seq ord, mat4 dest) {
float cx, cy, cz,
sx, sy, sz;

View File

@@ -65,7 +65,7 @@
* Exracted planes order: [left, right, bottom, top, near, far]
*
* @param[in] m matrix (see brief)
* @param[out] dest exracted view frustum planes (see brief)
* @param[out] dest extracted view frustum planes (see brief)
*/
CGLM_INLINE
void

View File

@@ -17,15 +17,19 @@
CGLM_INLINE void glm_mat3_copy(mat3 mat, mat3 dest);
CGLM_INLINE void glm_mat3_identity(mat3 mat);
CGLM_INLINE void glm_mat3_identity_array(mat3 * restrict mat, size_t count);
CGLM_INLINE void glm_mat3_zero(mat3 mat);
CGLM_INLINE void glm_mat3_mul(mat3 m1, mat3 m2, mat3 dest);
CGLM_INLINE void glm_mat3_transpose_to(mat3 m, mat3 dest);
CGLM_INLINE void glm_mat3_transpose(mat3 m);
CGLM_INLINE void glm_mat3_mulv(mat3 m, vec3 v, vec3 dest);
CGLM_INLINE float glm_mat3_trace(mat3 m);
CGLM_INLINE void glm_mat3_quat(mat3 m, versor dest);
CGLM_INLINE void glm_mat3_scale(mat3 m, float s);
CGLM_INLINE float glm_mat3_det(mat3 mat);
CGLM_INLINE void glm_mat3_inv(mat3 mat, mat3 dest);
CGLM_INLINE void glm_mat3_swap_col(mat3 mat, int col1, int col2);
CGLM_INLINE void glm_mat3_swap_row(mat3 mat, int row1, int row2);
CGLM_INLINE float glm_mat3_rmc(vec3 r, mat3 m, vec3 c);
*/
#ifndef cglm_mat3_h
@@ -62,7 +66,17 @@
CGLM_INLINE
void
glm_mat3_copy(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];
}
/*!
@@ -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
*
@@ -207,6 +233,18 @@ glm_mat3_mulv(mat3 m, vec3 v, vec3 dest) {
dest[2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2];
}
/*!
* @brief trace of matrix
*
* sum of the elements on the main diagonal from upper left to the lower right
*
* @param[in] m matrix
*/
CGLM_INLINE
float
glm_mat3_trace(mat3 m) {
return m[0][0] + m[1][1] + m[2][2];
}
/*!
* @brief convert mat3 to quaternion
@@ -359,4 +397,26 @@ glm_mat3_swap_row(mat3 mat, int row1, int row2) {
mat[2][row2] = tmp[2];
}
/*!
* @brief helper for R (row vector) * M (matrix) * C (column vector)
*
* rmc stands for Row * Matrix * Column
*
* the result is scalar because R * M = Matrix1x3 (row vector),
* then Matrix1x3 * Vec3 (column vector) = Matrix1x1 (Scalar)
*
* @param[in] r row vector or matrix1x3
* @param[in] m matrix3x3
* @param[in] c column vector or matrix3x1
*
* @return scalar value e.g. Matrix1x1
*/
CGLM_INLINE
float
glm_mat3_rmc(vec3 r, mat3 m, vec3 c) {
vec3 tmp;
glm_mat3_mulv(m, c, tmp);
return glm_vec3_dot(r, tmp);
}
#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_identity(mat4 mat);
CGLM_INLINE void glm_mat4_identity_array(mat4 * restrict mat, size_t count);
CGLM_INLINE void glm_mat4_zero(mat4 mat);
CGLM_INLINE void glm_mat4_pick3(mat4 mat, mat3 dest);
CGLM_INLINE void glm_mat4_pick3t(mat4 mat, mat3 dest);
CGLM_INLINE void glm_mat4_ins3(mat3 mat, mat4 dest);
@@ -29,6 +30,9 @@
CGLM_INLINE void glm_mat4_mulN(mat4 *matrices[], int len, mat4 dest);
CGLM_INLINE void glm_mat4_mulv(mat4 m, vec4 v, vec4 dest);
CGLM_INLINE void glm_mat4_mulv3(mat4 m, vec3 v, vec3 dest);
CGLM_INLINE float glm_mat4_trace(mat4 m);
CGLM_INLINE float glm_mat4_trace3(mat4 m);
CGLM_INLINE void glm_mat4_quat(mat4 m, versor dest) ;
CGLM_INLINE void glm_mat4_transpose_to(mat4 m, mat4 dest);
CGLM_INLINE void glm_mat4_transpose(mat4 m);
CGLM_INLINE void glm_mat4_scale_p(mat4 m, float s);
@@ -38,6 +42,7 @@
CGLM_INLINE void glm_mat4_inv_fast(mat4 mat, mat4 dest);
CGLM_INLINE void glm_mat4_swap_col(mat4 mat, int col1, int col2);
CGLM_INLINE void glm_mat4_swap_row(mat4 mat, int row1, int row2);
CGLM_INLINE float glm_mat4_rmc(vec4 r, mat4 m, vec4 c);
*/
#ifndef cglm_mat_h
@@ -96,7 +101,15 @@
CGLM_INLINE
void
glm_mat4_ucopy(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];
}
/*!
@@ -116,6 +129,11 @@ glm_mat4_copy(mat4 mat, mat4 dest) {
glmm_store(dest[1], glmm_load(mat[1]));
glmm_store(dest[2], glmm_load(mat[2]));
glmm_store(dest[3], glmm_load(mat[3]));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest[0], vld1q_f32(mat[0]));
vst1q_f32(dest[1], vld1q_f32(mat[1]));
vst1q_f32(dest[2], vld1q_f32(mat[2]));
vst1q_f32(dest[3], vld1q_f32(mat[3]));
#else
glm_mat4_ucopy(mat, dest);
#endif
@@ -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
*
@@ -250,7 +280,7 @@ glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest) {
glm_mat4_mul_avx(m1, m2, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_mul_sse2(m1, m2, dest);
#elif defined( __ARM_NEON_FP )
#elif defined(CGLM_NEON_FP)
glm_mat4_mul_neon(m1, m2, dest);
#else
float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2], a03 = m1[0][3],
@@ -338,6 +368,32 @@ glm_mat4_mulv(mat4 m, vec4 v, vec4 dest) {
#endif
}
/*!
* @brief trace of matrix
*
* sum of the elements on the main diagonal from upper left to the lower right
*
* @param[in] m matrix
*/
CGLM_INLINE
float
glm_mat4_trace(mat4 m) {
return m[0][0] + m[1][1] + m[2][2] + m[3][3];
}
/*!
* @brief trace of matrix (rotation part)
*
* sum of the elements on the main diagonal from upper left to the lower right
*
* @param[in] m matrix
*/
CGLM_INLINE
float
glm_mat4_trace3(mat4 m) {
return m[0][0] + m[1][1] + m[2][2];
}
/*!
* @brief convert mat4's rotation part to quaternion
*
@@ -390,6 +446,9 @@ glm_mat4_quat(mat4 m, versor dest) {
/*!
* @brief multiply vector with mat4
*
* actually the result is vec4, after multiplication the last component
* is trimmed. if you need it don't use this func.
*
* @param[in] m mat4(affine transform)
* @param[in] v vec3
* @param[in] last 4th item to make it vec4
@@ -441,10 +500,8 @@ glm_mat4_transpose(mat4 m) {
glm_mat4_transp_sse2(m, m);
#else
mat4 d;
glm_mat4_transpose_to(m, d);
glm__memcpy(float, m, d, sizeof(mat4));
glm_mat4_ucopy(d, m);
#endif
}
@@ -478,6 +535,13 @@ void
glm_mat4_scale(mat4 m, float s) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_scale_sse2(m, s);
#elif defined(CGLM_NEON_FP)
float32x4_t v0;
v0 = vdupq_n_f32(s);
vst1q_f32(m[0], vmulq_f32(vld1q_f32(m[0]), v0));
vst1q_f32(m[1], vmulq_f32(vld1q_f32(m[1]), v0));
vst1q_f32(m[2], vmulq_f32(vld1q_f32(m[2]), v0));
vst1q_f32(m[3], vmulq_f32(vld1q_f32(m[3]), v0));
#else
glm_mat4_scale_p(m, s);
#endif
@@ -637,4 +701,26 @@ glm_mat4_swap_row(mat4 mat, int row1, int row2) {
mat[3][row2] = tmp[3];
}
/*!
* @brief helper for R (row vector) * M (matrix) * C (column vector)
*
* rmc stands for Row * Matrix * Column
*
* the result is scalar because R * M = Matrix1x4 (row vector),
* then Matrix1x4 * Vec4 (column vector) = Matrix1x1 (Scalar)
*
* @param[in] r row vector or matrix1x4
* @param[in] m matrix4x4
* @param[in] c column vector or matrix4x1
*
* @return scalar value e.g. B(s)
*/
CGLM_INLINE
float
glm_mat4_rmc(vec4 r, mat4 m, vec4 c) {
vec4 tmp;
glm_mat4_mulv(m, c, tmp);
return glm_vec4_dot(r, tmp);
}
#endif /* cglm_mat_h */

View File

@@ -25,7 +25,7 @@
/*!
* @brief normalizes a plane
*
* @param[in, out] plane pnale to normalize
* @param[in, out] plane plane to normalize
*/
CGLM_INLINE
void

View File

@@ -8,6 +8,7 @@
#ifndef cglm_project_h
#define cglm_project_h
#include "common.h"
#include "vec3.h"
#include "vec4.h"
#include "mat4.h"

View File

@@ -29,13 +29,14 @@
CGLM_INLINE void glm_quat_imagn(versor q, vec3 dest);
CGLM_INLINE float glm_quat_imaglen(versor q);
CGLM_INLINE float glm_quat_angle(versor q);
CGLM_INLINE void glm_quat_axis(versor q, versor dest);
CGLM_INLINE void glm_quat_axis(versor q, vec3 dest);
CGLM_INLINE void glm_quat_mul(versor p, versor q, versor dest);
CGLM_INLINE void glm_quat_mat4(versor q, mat4 dest);
CGLM_INLINE void glm_quat_mat4t(versor q, mat4 dest);
CGLM_INLINE void glm_quat_mat3(versor q, mat3 dest);
CGLM_INLINE void glm_quat_mat3t(versor q, mat3 dest);
CGLM_INLINE void glm_quat_lerp(versor from, versor to, float t, versor dest);
CGLM_INLINE void glm_quat_lerpc(versor from, versor to, float t, versor dest);
CGLM_INLINE void glm_quat_slerp(versor q, versor r, float t, versor dest);
CGLM_INLINE void glm_quat_look(vec3 eye, versor ori, mat4 dest);
CGLM_INLINE void glm_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest);
@@ -218,7 +219,7 @@ glm_quat_normalize_to(versor q, versor dest) {
float dot;
x0 = glmm_load(q);
xdot = glmm_dot(x0, x0);
xdot = glmm_vdot(x0, x0);
dot = _mm_cvtss_f32(xdot);
if (dot <= 0.0f) {
@@ -233,7 +234,7 @@ glm_quat_normalize_to(versor q, versor dest) {
dot = glm_vec4_norm2(q);
if (dot <= 0.0f) {
glm_quat_identity(q);
glm_quat_identity(dest);
return;
}
@@ -388,7 +389,7 @@ glm_quat_angle(versor q) {
*/
CGLM_INLINE
void
glm_quat_axis(versor q, versor dest) {
glm_quat_axis(versor q, vec3 dest) {
glm_quat_imagn(q, dest);
}
@@ -601,7 +602,7 @@ glm_quat_mat3t(versor q, mat3 dest) {
*
* @param[in] from from
* @param[in] to to
* @param[in] t interpolant (amount) clamped between 0 and 1
* @param[in] t interpolant (amount)
* @param[out] dest result quaternion
*/
CGLM_INLINE
@@ -610,6 +611,21 @@ glm_quat_lerp(versor from, versor to, float t, versor dest) {
glm_vec4_lerp(from, to, t, dest);
}
/*!
* @brief interpolates between two quaternions
* using linear interpolation (LERP)
*
* @param[in] from from
* @param[in] to to
* @param[in] t interpolant (amount) clamped between 0 and 1
* @param[out] dest result quaternion
*/
CGLM_INLINE
void
glm_quat_lerpc(versor from, versor to, float t, versor dest) {
glm_vec4_lerpc(from, to, t, dest);
}
/*!
* @brief interpolates between two quaternions
* using spherical linear interpolation (SLERP)

83
include/cglm/simd/arm.h Normal file
View File

@@ -0,0 +1,83 @@
/*
* 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
float32x4_t
glmm_abs(float32x4_t v) {
return vabsq_f32(v);
}
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_hmin(float32x4_t v) {
float32x2_t t;
t = vpmin_f32(vget_low_f32(v), vget_high_f32(v));
t = vpmin_f32(t, t);
return vget_lane_f32(t, 0);
}
static inline
float
glmm_hmax(float32x4_t v) {
float32x2_t t;
t = vpmax_f32(vget_low_f32(v), vget_high_f32(v));
t = vpmax_f32(t, t);
return vget_lane_f32(t, 0);
}
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));
}
static inline
float
glmm_norm2(float32x4_t a) {
return glmm_dot(a, a);
}
static inline
float
glmm_norm_one(float32x4_t a) {
return glmm_hadd(glmm_abs(a));
}
static inline
float
glmm_norm_inf(float32x4_t a) {
return glmm_hmax(glmm_abs(a));
}
#endif
#endif /* cglm_simd_arm_h */

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@@ -27,90 +27,64 @@
#if defined( __SSE__ ) || defined( __SSE2__ )
# include <xmmintrin.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
# 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
#ifdef __AVX__
# include <immintrin.h>
# define CGLM_AVX_FP 1
#ifdef CGLM_ALL_UNALIGNED
# define glmm_load256(p) _mm256_loadu_ps(p)
# define glmm_store256(p, a) _mm256_storeu_ps(p, a)
#else
# define glmm_load256(p) _mm256_load_ps(p)
# define glmm_store256(p, a) _mm256_store_ps(p, a)
#endif
# ifndef CGLM_SIMD_x86
# define CGLM_SIMD_x86
# endif
#endif
/* ARM Neon */
#if defined(__ARM_NEON) && defined(__ARM_NEON_FP)
#if defined(__ARM_NEON)
# include <arm_neon.h>
# define CGLM_NEON_FP 1
#else
# undef CGLM_NEON_FP
# if defined(__ARM_NEON_FP)
# define CGLM_NEON_FP 1
# ifndef CGLM_SIMD_ARM
# define CGLM_SIMD_ARM
# endif
# endif
#endif
#if defined(CGLM_SIMD_x86) || defined(CGLM_NEON_FP)
# ifndef CGLM_SIMD
# define CGLM_SIMD
# endif
#endif
#if defined(CGLM_SIMD_x86)
# include "x86.h"
#endif
#if defined(CGLM_SIMD_ARM)
# include "arm.h"
#endif
#endif /* cglm_intrin_h */

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/*
* 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_abs(__m128 x) {
return _mm_andnot_ps(_mm_set1_ps(-0.0f), x);
}
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_vhmin(__m128 v) {
__m128 x0, x1, x2;
x0 = _mm_movehl_ps(v, v); /* [2, 3, 2, 3] */
x1 = _mm_min_ps(x0, v); /* [0|2, 1|3, 2|2, 3|3] */
x2 = glmm_shuff1x(x1, 1); /* [1|3, 1|3, 1|3, 1|3] */
return _mm_min_ss(x1, x2);
}
static inline
float
glmm_hmin(__m128 v) {
return _mm_cvtss_f32(glmm_vhmin(v));
}
static inline
__m128
glmm_vhmax(__m128 v) {
__m128 x0, x1, x2;
x0 = _mm_movehl_ps(v, v); /* [2, 3, 2, 3] */
x1 = _mm_max_ps(x0, v); /* [0|2, 1|3, 2|2, 3|3] */
x2 = glmm_shuff1x(x1, 1); /* [1|3, 1|3, 1|3, 1|3] */
return _mm_max_ss(x1, x2);
}
static inline
float
glmm_hmax(__m128 v) {
return _mm_cvtss_f32(glmm_vhmax(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(__m128 a, __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
float
glmm_norm2(__m128 a) {
return _mm_cvtss_f32(glmm_vhadds(_mm_mul_ps(a, a)));
}
static inline
float
glmm_norm_one(__m128 a) {
return _mm_cvtss_f32(glmm_vhadds(glmm_abs(a)));
}
static inline
float
glmm_norm_inf(__m128 a) {
return _mm_cvtss_f32(glmm_vhmax(glmm_abs(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(float v[3], __m128 vx) {
_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 */

36
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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_structs_h
#define cglm_structs_h
#ifdef __cplusplus
extern "C" {
#endif
#include "cglm.h"
#include "types-struct.h"
#include "struct/vec3.h"
#include "struct/vec4.h"
#include "struct/mat3.h"
#include "struct/mat4.h"
#include "struct/affine.h"
#include "struct/frustum.h"
#include "struct/plane.h"
#include "struct/box.h"
#include "struct/color.h"
#include "struct/io.h"
#include "struct/cam.h"
#include "struct/quat.h"
#include "struct/euler.h"
#include "struct/project.h"
#include "struct/sphere.h"
#include "struct/curve.h"
#ifdef __cplusplus
}
#endif
#endif /* cglm_structs_h */

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@@ -0,0 +1,337 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Functions:
CGLM_INLINE mat4s glms_translate(mat4s m, vec3s v);
CGLM_INLINE mat4s glms_translate_x(mat4s m, float x);
CGLM_INLINE mat4s glms_translate_y(mat4s m, float y);
CGLM_INLINE mat4s glms_translate_z(mat4s m, float z);
CGLM_INLINE mat4s glms_translate_make(vec3s v);
CGLM_INLINE mat4s glms_scale_to(mat4s m, vec3s v);
CGLM_INLINE mat4s glms_scale_make(vec3s v);
CGLM_INLINE mat4s glms_scale(mat4s m, vec3s v);
CGLM_INLINE mat4s glms_scale_uni(mat4s m, float s);
CGLM_INLINE mat4s glms_rotate_x(mat4s m, float angle);
CGLM_INLINE mat4s glms_rotate_y(mat4s m, float angle);
CGLM_INLINE mat4s glms_rotate_z(mat4s m, float angle);
CGLM_INLINE mat4s glms_rotate_make(float angle, vec3s axis);
CGLM_INLINE mat4s glms_rotate(mat4s m, float angle, vec3s axis);
CGLM_INLINE mat4s glms_rotate_at(mat4s m, vec3s pivot, float angle, vec3s axis);
CGLM_INLINE mat4s glms_rotate_atm(mat4s m, vec3s pivot, float angle, vec3s axis);
CGLM_INLINE vec3s glms_decompose_scalev(mat4s m);
CGLM_INLINE bool glms_uniscaled(mat4s m);
CGLM_INLINE void glms_decompose_rs(mat4s m, mat4s * r, vec3s * s);
CGLM_INLINE void glms_decompose(mat4s m, vec4s t, mat4s * r, vec3s * s);
*/
#ifndef cglms_affines_h
#define cglms_affines_h
#include "../common.h"
#include "../types-struct.h"
#include "../affine.h"
#include "vec3.h"
#include "vec4.h"
#include "mat4.h"
CGLM_INLINE
mat4s
glms_mat4_mul(mat4s m1, mat4s m2);
/*!
* @brief translate existing transform matrix by v vector
* and stores result in same matrix
*
* @param[in] m affine transfrom
* @param[in] v translate vector [x, y, z]
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translate(mat4s m, vec3s v) {
glm_translate(m.raw, v.raw);
return m;
}
/*!
* @brief translate existing transform matrix by x factor
*
* @param[in] m affine transfrom
* @param[in] x x factor
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translate_x(mat4s m, float x) {
glm_translate_x(m.raw, x);
return m;
}
/*!
* @brief translate existing transform matrix by y factor
*
* @param[in] m affine transfrom
* @param[in] y y factor
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translate_y(mat4s m, float y) {
glm_translate_y(m.raw, y);
return m;
}
/*!
* @brief translate existing transform matrix by z factor
*
* @param[in] m affine transfrom
* @param[in] z z factor
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translate_z(mat4s m, float z) {
glm_translate_z(m.raw, z);
return m;
}
/*!
* @brief creates NEW translate transform matrix by v vector
*
* @param[in] v translate vector [x, y, z]
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translate_make(vec3s v) {
mat4s m;
glm_translate_make(m.raw, v.raw);
return m;
}
/*!
* @brief creates NEW scale matrix by v vector
*
* @param[in] v scale vector [x, y, z]
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_scale_make(vec3s v) {
mat4s m;
glm_scale_make(m.raw, v.raw);
return m;
}
/*!
* @brief scales existing transform matrix by v vector
* and stores result in same matrix
*
* @param[in] m affine transfrom
* @param[in] v scale vector [x, y, z]
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_scale(mat4s m, vec3s v) {
mat4s r;
glm_scale_to(m.raw, v.raw, r.raw);
return r;
}
/*!
* @brief applies uniform scale to existing transform matrix v = [s, s, s]
* and stores result in same matrix
*
* @param[in] m affine transfrom
* @param[in] s scale factor
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_scale_uni(mat4s m, float s) {
glm_scale_uni(m.raw, s);
return m;
}
/*!
* @brief rotate existing transform matrix around X axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @returns rotated matrix
*/
CGLM_INLINE
mat4s
glms_rotate_x(mat4s m, float angle) {
mat4s r;
glm_rotate_x(m.raw, angle, r.raw);
return r;
}
/*!
* @brief rotate existing transform matrix around Y axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @returns rotated matrix
*/
CGLM_INLINE
mat4s
glms_rotate_y(mat4s m, float angle) {
mat4s r;
glm_rotate_y(m.raw, angle, r.raw);
return r;
}
/*!
* @brief rotate existing transform matrix around Z axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @returns rotated matrix
*/
CGLM_INLINE
mat4s
glms_rotate_z(mat4s m, float angle) {
mat4s r;
glm_rotate_z(m.raw, angle, r.raw);
return r;
}
/*!
* @brief creates NEW rotation matrix by angle and axis
*
* axis will be normalized so you don't need to normalize it
*
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_rotate_make(float angle, vec3s axis) {
mat4s m;
glm_rotate_make(m.raw, angle, axis.raw);
return m;
}
/*!
* @brief rotate existing transform matrix around given axis by angle
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_rotate(mat4s m, float angle, vec3s axis) {
glm_rotate(m.raw, angle, axis.raw);
return m;
}
/*!
* @brief rotate existing transform
* around given axis by angle at given pivot point (rotation center)
*
* @param[in] m affine transfrom
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_rotate_at(mat4s m, vec3s pivot, float angle, vec3s axis) {
glm_rotate_at(m.raw, pivot.raw, angle, axis.raw);
return m;
}
/*!
* @brief creates NEW rotation matrix by angle and axis at given point
*
* this creates rotation matrix, it assumes you don't have a matrix
*
* this should work faster than glm_rotate_at because it reduces
* one glm_translate.
*
* @param[in] m affine transfrom
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_rotate_atm(mat4s m, vec3s pivot, float angle, vec3s axis) {
glm_rotate_atm(m.raw, pivot.raw, angle, axis.raw);
return m;
}
/*!
* @brief decompose scale vector
*
* @param[in] m affine transform
* @returns scale vector (Sx, Sy, Sz)
*/
CGLM_INLINE
vec3s
glms_decompose_scalev(mat4s m) {
vec3s r;
glm_decompose_scalev(m.raw, r.raw);
return r;
}
/*!
* @brief returns true if matrix is uniform scaled. This is helpful for
* creating normal matrix.
*
* @param[in] m m
*
* @return boolean
*/
CGLM_INLINE
bool
glms_uniscaled(mat4s m) {
return glm_uniscaled(m.raw);
}
/*!
* @brief decompose rotation matrix (mat4) and scale vector [Sx, Sy, Sz]
* DON'T pass projected matrix here
*
* @param[in] m affine transform
* @param[out] r rotation matrix
* @param[out] s scale matrix
*/
CGLM_INLINE
void
glms_decompose_rs(mat4s m, mat4s * __restrict r, vec3s * __restrict s) {
glm_decompose_rs(m.raw, r->raw, s->raw);
}
/*!
* @brief decompose affine transform, TODO: extract shear factors.
* DON'T pass projected matrix here
*
* @param[in] m affine transfrom
* @param[out] t translation vector
* @param[out] r rotation matrix (mat4)
* @param[out] s scaling vector [X, Y, Z]
*/
CGLM_INLINE
void
glms_decompose(mat4s m, vec4s * __restrict t, mat4s * __restrict r, vec3s * __restrict s) {
glm_decompose(m.raw, t->raw, r->raw, s->raw);
}
#endif /* cglms_affines_h */

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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglms_boxs_h
#define cglms_boxs_h
#include "../common.h"
#include "../types-struct.h"
#include "../box.h"
#include "vec3.h"
#include "vec4.h"
#include "mat4.h"
/*!
* @brief apply transform to Axis-Aligned Bounding Box
*
* @param[in] box bounding box
* @param[in] m transform matrix
* @param[out] dest transformed bounding box
*/
CGLM_INLINE
void
glms_aabb_transform(vec3s box[2], mat4s m, vec3s dest[2]) {
vec3 rawBox[2];
vec3 rawDest[2];
glms_vec3_unpack(rawBox, box, 2);
glm_aabb_transform(rawBox, m.raw, rawDest);
glms_vec3_pack(dest, rawDest, 2);
}
/*!
* @brief merges two AABB bounding box and creates new one
*
* two box must be in same space, if one of box is in different space then
* you should consider to convert it's space by glm_box_space
*
* @param[in] box1 bounding box 1
* @param[in] box2 bounding box 2
* @param[out] dest merged bounding box
*/
CGLM_INLINE
void
glms_aabb_merge(vec3s box1[2], vec3s box2[2], vec3s dest[2]) {
vec3 rawBox1[2];
vec3 rawBox2[2];
vec3 rawDest[2];
glms_vec3_unpack(rawBox1, box1, 2);
glms_vec3_unpack(rawBox2, box2, 2);
glm_aabb_merge(rawBox1, rawBox2, rawDest);
glms_vec3_pack(dest, rawDest, 2);
}
/*!
* @brief crops a bounding box with another one.
*
* this could be useful for gettng a bbox which fits with view frustum and
* object bounding boxes. In this case you crop view frustum box with objects
* box
*
* @param[in] box bounding box 1
* @param[in] cropBox crop box
* @param[out] dest cropped bounding box
*/
CGLM_INLINE
void
glms_aabb_crop(vec3s box[2], vec3s cropBox[2], vec3s dest[2]) {
vec3 rawBox[2];
vec3 rawCropBox[2];
vec3 rawDest[2];
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_unpack(rawCropBox, cropBox, 2);
glm_aabb_crop(rawBox, rawCropBox, rawDest);
glms_vec3_pack(dest, rawDest, 2);
}
/*!
* @brief crops a bounding box with another one.
*
* this could be useful for gettng a bbox which fits with view frustum and
* object bounding boxes. In this case you crop view frustum box with objects
* box
*
* @param[in] box bounding box
* @param[in] cropBox crop box
* @param[in] clampBox miniumum box
* @param[out] dest cropped bounding box
*/
CGLM_INLINE
void
glms_aabb_crop_until(vec3s box[2],
vec3s cropBox[2],
vec3s clampBox[2],
vec3s dest[2]) {
glms_aabb_crop(box, cropBox, dest);
glms_aabb_merge(clampBox, dest, dest);
}
/*!
* @brief check if AABB intersects with frustum planes
*
* this could be useful for frustum culling using AABB.
*
* OPTIMIZATION HINT:
* if planes order is similar to LEFT, RIGHT, BOTTOM, TOP, NEAR, FAR
* then this method should run even faster because it would only use two
* planes if object is not inside the two planes
* fortunately cglm extracts planes as this order! just pass what you got!
*
* @param[in] box bounding box
* @param[in] planes frustum planes
*/
CGLM_INLINE
bool
glms_aabb_frustum(vec3s box[2], vec4s planes[6]) {
vec3 rawBox[2];
vec4 rawPlanes[6];
glms_vec3_unpack(rawBox, box, 2);
glms_vec4_unpack(rawPlanes, planes, 6);
return glm_aabb_frustum(rawBox, rawPlanes);
}
/*!
* @brief invalidate AABB min and max values
*
* @param[in, out] box bounding box
*/
CGLM_INLINE
void
glms_aabb_invalidate(vec3s box[2]) {
box[0] = glms_vec3_broadcast(FLT_MAX);
box[1] = glms_vec3_broadcast(-FLT_MAX);
}
/*!
* @brief check if AABB is valid or not
*
* @param[in] box bounding box
*/
CGLM_INLINE
bool
glms_aabb_isvalid(vec3s box[2]) {
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
return glm_aabb_isvalid(rawBox);
}
/*!
* @brief distance between of min and max
*
* @param[in] box bounding box
*/
CGLM_INLINE
float
glms_aabb_size(vec3s box[2]) {
return glm_vec3_distance(box[0].raw, box[1].raw);
}
/*!
* @brief radius of sphere which surrounds AABB
*
* @param[in] box bounding box
*/
CGLM_INLINE
float
glms_aabb_radius(vec3s box[2]) {
return glms_aabb_size(box) * 0.5f;
}
/*!
* @brief computes center point of AABB
*
* @param[in] box bounding box
* @returns center of bounding box
*/
CGLM_INLINE
vec3s
glms_aabb_center(vec3s box[2]) {
return glms_vec3_center(box[0], box[1]);
}
/*!
* @brief check if two AABB intersects
*
* @param[in] box bounding box
* @param[in] other other bounding box
*/
CGLM_INLINE
bool
glms_aabb_aabb(vec3s box[2], vec3s other[2]) {
vec3 rawBox[2];
vec3 rawOther[2];
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_unpack(rawOther, other, 2);
return glm_aabb_aabb(rawBox, rawOther);
}
/*!
* @brief check if AABB intersects with sphere
*
* https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c
* Solid Box - Solid Sphere test.
*
* @param[in] box solid bounding box
* @param[in] s solid sphere
*/
CGLM_INLINE
bool
glms_aabb_sphere(vec3s box[2], vec4s s) {
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
return glm_aabb_sphere(rawBox, s.raw);
}
/*!
* @brief check if point is inside of AABB
*
* @param[in] box bounding box
* @param[in] point point
*/
CGLM_INLINE
bool
glms_aabb_point(vec3s box[2], vec3s point) {
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
return glm_aabb_point(rawBox, point.raw);
}
/*!
* @brief check if AABB contains other AABB
*
* @param[in] box bounding box
* @param[in] other other bounding box
*/
CGLM_INLINE
bool
glms_aabb_contains(vec3s box[2], vec3s other[2]) {
vec3 rawBox[2];
vec3 rawOther[2];
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_unpack(rawOther, other, 2);
return glm_aabb_contains(rawBox, rawOther);
}
#endif /* cglms_boxs_h */

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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Functions:
CGLM_INLINE mat4s glms_frustum(float left, float right,
float bottom, float top,
float nearVal, float farVal)
CGLM_INLINE mat4s glms_ortho(float left, float right,
float bottom, float top,
float nearVal, float farVal)
CGLM_INLINE mat4s glms_ortho_aabb(vec3s box[2]);
CGLM_INLINE mat4s glms_ortho_aabb_p(vec3s box[2], float padding);
CGLM_INLINE mat4s glms_ortho_aabb_pz(vec3s box[2], float padding);
CGLM_INLINE mat4s glms_ortho_default(float aspect)
CGLM_INLINE mat4s glms_ortho_default_s(float aspect, float size)
CGLM_INLINE mat4s glms_perspective(float fovy,
float aspect,
float nearVal,
float farVal)
CGLM_INLINE void glms_persp_move_far(mat4s proj, float deltaFar)
CGLM_INLINE mat4s glms_perspective_default(float aspect)
CGLM_INLINE void glms_perspective_resize(mat4s proj, float aspect)
CGLM_INLINE mat4s glms_lookat(vec3s eye, vec3s center, vec3s up)
CGLM_INLINE mat4s glms_look(vec3s eye, vec3s dir, vec3s up)
CGLM_INLINE mat4s glms_look_anyup(vec3s eye, vec3s dir)
CGLM_INLINE void glms_persp_decomp(mat4s proj,
float *nearv, float *farv,
float *top, float *bottom,
float *left, float *right)
CGLM_INLINE void glms_persp_decompv(mat4s proj, float dest[6])
CGLM_INLINE void glms_persp_decomp_x(mat4s proj, float *left, float *right)
CGLM_INLINE void glms_persp_decomp_y(mat4s proj, float *top, float *bottom)
CGLM_INLINE void glms_persp_decomp_z(mat4s proj, float *nearv, float *farv)
CGLM_INLINE void glms_persp_decomp_far(mat4s proj, float *farVal)
CGLM_INLINE void glms_persp_decomp_near(mat4s proj, float *nearVal)
CGLM_INLINE float glms_persp_fovy(mat4s proj)
CGLM_INLINE float glms_persp_aspect(mat4s proj)
CGLM_INLINE vec4s glms_persp_sizes(mat4s proj, float fovy)
*/
#ifndef cglms_cam_h
#define cglms_cam_h
#include "../common.h"
#include "../types-struct.h"
#include "../plane.h"
#include "../cam.h"
/*!
* @brief set up perspective peprojection matrix
*
* @param[in] left viewport.left
* @param[in] right viewport.right
* @param[in] bottom viewport.bottom
* @param[in] top viewport.top
* @param[in] nearVal near clipping plane
* @param[in] farVal far clipping plane
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_frustum(float left, float right,
float bottom, float top,
float nearVal, float farVal) {
mat4s dest;
glm_frustum(left, right, bottom, top, nearVal, farVal, dest.raw);
return dest;
}
/*!
* @brief set up orthographic projection matrix
*
* @param[in] left viewport.left
* @param[in] right viewport.right
* @param[in] bottom viewport.bottom
* @param[in] top viewport.top
* @param[in] nearVal near clipping plane
* @param[in] farVal far clipping plane
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_ortho(float left, float right,
float bottom, float top,
float nearVal, float farVal) {
mat4s dest;
glm_ortho(left, right, bottom, top, nearVal, farVal, dest.raw);
return dest;
}
/*!
* @brief set up orthographic projection matrix using bounding box
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_ortho_aabb(vec3s box[2]) {
mat4s dest;
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
glm_ortho_aabb(rawBox, dest.raw);
return dest;
}
/*!
* @brief set up orthographic projection matrix using bounding box
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[in] padding padding
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_ortho_aabb_p(vec3s box[2], float padding) {
mat4s dest;
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
glm_ortho_aabb_p(rawBox, padding, dest.raw);
return dest;
}
/*!
* @brief set up orthographic projection matrix using bounding box
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[in] padding padding for near and far
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_ortho_aabb_pz(vec3s box[2], float padding) {
mat4s dest;
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
glm_ortho_aabb_pz(rawBox, padding, dest.raw);
return dest;
}
/*!
* @brief set up unit orthographic projection matrix
*
* @param[in] aspect aspect ration ( width / height )
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_ortho_default(float aspect) {
mat4s dest;
glm_ortho_default(aspect, dest.raw);
return dest;
}
/*!
* @brief set up orthographic projection matrix with given CUBE size
*
* @param[in] aspect aspect ratio ( width / height )
* @param[in] size cube size
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_ortho_default_s(float aspect, float size) {
mat4s dest;
glm_ortho_default_s(aspect, size, dest.raw);
return dest;
}
/*!
* @brief set up perspective projection matrix
*
* @param[in] fovy field of view angle
* @param[in] aspect aspect ratio ( width / height )
* @param[in] nearVal near clipping plane
* @param[in] farVal far clipping planes
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_perspective(float fovy, float aspect, float nearVal, float farVal) {
mat4s dest;
glm_perspective(fovy, aspect, nearVal, farVal, dest.raw);
return dest;
}
/*!
* @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
glms_persp_move_far(mat4s proj, float deltaFar) {
glm_persp_move_far(proj.raw, deltaFar);
}
/*!
* @brief set up perspective projection matrix with default near/far
* and angle values
*
* @param[in] aspect aspect ratio ( width / height )
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_perspective_default(float aspect) {
mat4s dest;
glm_perspective_default(aspect, dest.raw);
return dest;
}
/*!
* @brief resize perspective matrix by aspect ratio ( width / height )
* this makes very easy to resize proj matrix when window /viewport
* reized
*
* @param[in, out] proj perspective projection matrix
* @param[in] aspect aspect ratio ( width / height )
*/
CGLM_INLINE
void
glms_perspective_resize(mat4s proj, float aspect) {
glm_perspective_resize(aspect, proj.raw);
}
/*!
* @brief set up view matrix
*
* NOTE: The UP vector must not be parallel to the line of sight from
* the eye point to the reference point
*
* @param[in] eye eye vector
* @param[in] center center vector
* @param[in] up up vector
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_lookat(vec3s eye, vec3s center, vec3s up) {
mat4s dest;
glm_lookat(eye.raw, center.raw, up.raw, dest.raw);
return dest;
}
/*!
* @brief set up view matrix
*
* convenient wrapper for lookat: if you only have direction not target self
* then this might be useful. Because you need to get target from direction.
*
* NOTE: The UP vector must not be parallel to the line of sight from
* the eye point to the reference point
*
* @param[in] eye eye vector
* @param[in] dir direction vector
* @param[in] up up vector
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_look(vec3s eye, vec3s dir, vec3s up) {
mat4s dest;
glm_look(eye.raw, dir.raw, up.raw, dest.raw);
return dest;
}
/*!
* @brief set up view matrix
*
* convenient wrapper for look: if you only have direction and if you don't
* care what UP vector is then this might be useful to create view matrix
*
* @param[in] eye eye vector
* @param[in] dir direction vector
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_look_anyup(vec3s eye, vec3s dir) {
mat4s dest;
glm_look_anyup(eye.raw, dir.raw, dest.raw);
return dest;
}
/*!
* @brief decomposes frustum values of perspective projection.
*
* @param[in] proj perspective projection matrix
* @param[out] nearVal near
* @param[out] farVal far
* @param[out] top top
* @param[out] bottom bottom
* @param[out] left left
* @param[out] right right
*/
CGLM_INLINE
void
glms_persp_decomp(mat4s proj,
float * __restrict nearVal, float * __restrict farVal,
float * __restrict top, float * __restrict bottom,
float * __restrict left, float * __restrict right) {
glm_persp_decomp(proj.raw, nearVal, farVal, top, bottom, left, right);
}
/*!
* @brief decomposes frustum values of perspective projection.
* this makes easy to get all values at once
*
* @param[in] proj perspective projection matrix
* @param[out] dest array
*/
CGLM_INLINE
void
glms_persp_decompv(mat4s proj, float dest[6]) {
glm_persp_decompv(proj.raw, dest);
}
/*!
* @brief decomposes left and right values of perspective projection.
* x stands for x axis (left / right axis)
*
* @param[in] proj perspective projection matrix
* @param[out] left left
* @param[out] right right
*/
CGLM_INLINE
void
glms_persp_decomp_x(mat4s proj,
float * __restrict left,
float * __restrict right) {
glm_persp_decomp_x(proj.raw, left, right);
}
/*!
* @brief decomposes top and bottom values of perspective projection.
* y stands for y axis (top / botom axis)
*
* @param[in] proj perspective projection matrix
* @param[out] top top
* @param[out] bottom bottom
*/
CGLM_INLINE
void
glms_persp_decomp_y(mat4s proj,
float * __restrict top,
float * __restrict bottom) {
glm_persp_decomp_y(proj.raw, top, bottom);
}
/*!
* @brief decomposes near and far values of perspective projection.
* z stands for z axis (near / far axis)
*
* @param[in] proj perspective projection matrix
* @param[out] nearVal near
* @param[out] farVal far
*/
CGLM_INLINE
void
glms_persp_decomp_z(mat4s proj,
float * __restrict nearVal,
float * __restrict farVal) {
glm_persp_decomp_z(proj.raw, nearVal, farVal);
}
/*!
* @brief decomposes far value of perspective projection.
*
* @param[in] proj perspective projection matrix
* @param[out] farVal far
*/
CGLM_INLINE
void
glms_persp_decomp_far(mat4s proj, float * __restrict farVal) {
glm_persp_decomp_far(proj.raw, farVal);
}
/*!
* @brief decomposes near value of perspective projection.
*
* @param[in] proj perspective projection matrix
* @param[out] nearVal near
*/
CGLM_INLINE
void
glms_persp_decomp_near(mat4s proj, float * __restrict nearVal) {
glm_persp_decomp_near(proj.raw, nearVal);
}
/*!
* @brief returns field of view angle along the Y-axis (in radians)
*
* if you need to degrees, use glm_deg to convert it or use this:
* fovy_deg = glm_deg(glm_persp_fovy(projMatrix))
*
* @param[in] proj perspective projection matrix
*/
CGLM_INLINE
float
glms_persp_fovy(mat4s proj) {
return glm_persp_fovy(proj.raw);
}
/*!
* @brief returns aspect ratio of perspective projection
*
* @param[in] proj perspective projection matrix
*/
CGLM_INLINE
float
glms_persp_aspect(mat4s proj) {
return glm_persp_aspect(proj.raw);
}
/*!
* @brief returns sizes of near and far planes of perspective projection
*
* @param[in] proj perspective projection matrix
* @param[in] fovy fovy (see brief)
* @returns sizes as vector, sizes order: [Wnear, Hnear, Wfar, Hfar]
*/
CGLM_INLINE
vec4s
glms_persp_sizes(mat4s proj, float fovy) {
vec4s dest;
glm_persp_sizes(proj.raw, fovy, dest.raw);
return dest;
}
#endif /* cglms_cam_h */

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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglms_colors_h
#define cglms_colors_h
#include "../common.h"
#include "../types-struct.h"
#include "../color.h"
#include "vec3.h"
/*!
* @brief averages the color channels into one value
*
* @param[in] rgb RGB color
*/
CGLM_INLINE
float
glms_luminance(vec3s rgb) {
return glm_luminance(rgb.raw);
}
#endif /* cglms_colors_h */

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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglms_curves_h
#define cglms_curves_h
#include "../common.h"
#include "../types-struct.h"
#include "../curve.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
glms_smc(float s, mat4s m, vec4s c) {
return glm_smc(s, m.raw, c.raw);
}
#endif /* cglms_curves_h */

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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
NOTE:
angles must be passed as [X-Angle, Y-Angle, Z-angle] order
For instance you don't pass angles as [Z-Angle, X-Angle, Y-angle] to
glm_euler_zxy funciton, All RELATED functions accept angles same order
which is [X, Y, Z].
*/
/*
Types:
enum glm_euler_seq
Functions:
CGLM_INLINE vec3s glms_euler_angles(mat4s m)
CGLM_INLINE mat4s glms_euler_xyz(vec3s angles)
CGLM_INLINE mat4s glms_euler_xzy(vec3s angles)
CGLM_INLINE mat4s glms_euler_yxz(vec3s angles)
CGLM_INLINE mat4s glms_euler_yzx(vec3s angles)
CGLM_INLINE mat4s glms_euler_zxy(vec3s angles)
CGLM_INLINE mat4s glms_euler_zyx(vec3s angles)
CGLM_INLINE mat4s glms_euler_by_order(vec3s angles, glm_euler_seq ord)
*/
#ifndef cglms_euler_h
#define cglms_euler_h
#include "../common.h"
#include "../types-struct.h"
#include "../euler.h"
/*!
* @brief extract euler angles (in radians) using xyz order
*
* @param[in] m affine transform
* @returns angles vector [x, y, z]
*/
CGLM_INLINE
vec3s
glms_euler_angles(mat4s m) {
vec3s dest;
glm_euler_angles(m.raw, dest.raw);
return dest;
}
/*!
* @brief build rotation matrix from euler angles
*
* @param[in] angles angles as vector [Xangle, Yangle, Zangle]
* @returns rotation matrix
*/
CGLM_INLINE
mat4s
glms_euler_xyz(vec3s angles) {
mat4s dest;
glm_euler_xyz(angles.raw, dest.raw);
return dest;
}
/*!
* @brief build rotation matrix from euler angles
*
* @param[in] angles angles as vector [Xangle, Yangle, Zangle]
* @returns rotation matrix
*/
CGLM_INLINE
mat4s
glms_euler_xzy(vec3s angles) {
mat4s dest;
glm_euler_xzy(angles.raw, dest.raw);
return dest;
}
/*!
* @brief build rotation matrix from euler angles
*
* @param[in] angles angles as vector [Xangle, Yangle, Zangle]
* @returns rotation matrix
*/
CGLM_INLINE
mat4s
glms_euler_yxz(vec3s angles) {
mat4s dest;
glm_euler_yxz(angles.raw, dest.raw);
return dest;
}
/*!
* @brief build rotation matrix from euler angles
*
* @param[in] angles angles as vector [Xangle, Yangle, Zangle]
* @returns rotation matrix
*/
CGLM_INLINE
mat4s
glms_euler_yzx(vec3s angles) {
mat4s dest;
glm_euler_yzx(angles.raw, dest.raw);
return dest;
}
/*!
* @brief build rotation matrix from euler angles
*
* @param[in] angles angles as vector [Xangle, Yangle, Zangle]
* @returns rotation matrix
*/
CGLM_INLINE
mat4s
glms_euler_zxy(vec3s angles) {
mat4s dest;
glm_euler_zxy(angles.raw, dest.raw);
return dest;
}
/*!
* @brief build rotation matrix from euler angles
*
* @param[in] angles angles as vector [Xangle, Yangle, Zangle]
* @returns rotation matrix
*/
CGLM_INLINE
mat4s
glms_euler_zyx(vec3s angles) {
mat4s dest;
glm_euler_zyx(angles.raw, dest.raw);
return dest;
}
/*!
* @brief build rotation matrix from euler angles
*
* @param[in] angles angles as vector [Xangle, Yangle, Zangle]
* @param[in] ord euler order
* @returns rotation matrix
*/
CGLM_INLINE
mat4s
glms_euler_by_order(vec3s angles, glm_euler_seq ord) {
mat4s dest;
glm_euler_by_order(angles.raw, ord, dest.raw);
return dest;
}
#endif /* cglms_euler_h */

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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglms_frustums_h
#define cglms_frustums_h
#include "../common.h"
#include "../types-struct.h"
#include "../frustum.h"
#include "plane.h"
#include "vec3.h"
#include "vec4.h"
#include "mat4.h"
/* you can override clip space coords
but you have to provide all with same name
e.g.: define GLM_CSCOORD_LBN {0.0f, 0.0f, 1.0f, 1.0f} */
#ifndef GLM_CUSTOM_CLIPSPACE
/* near */
#define GLMS_CSCOORD_LBN {-1.0f, -1.0f, -1.0f, 1.0f}
#define GLMS_CSCOORD_LTN {-1.0f, 1.0f, -1.0f, 1.0f}
#define GLMS_CSCOORD_RTN { 1.0f, 1.0f, -1.0f, 1.0f}
#define GLMS_CSCOORD_RBN { 1.0f, -1.0f, -1.0f, 1.0f}
/* far */
#define GLMS_CSCOORD_LBF {-1.0f, -1.0f, 1.0f, 1.0f}
#define GLMS_CSCOORD_LTF {-1.0f, 1.0f, 1.0f, 1.0f}
#define GLMS_CSCOORD_RTF { 1.0f, 1.0f, 1.0f, 1.0f}
#define GLMS_CSCOORD_RBF { 1.0f, -1.0f, 1.0f, 1.0f}
#endif
/*!
* @brief extracts view frustum planes
*
* planes' space:
* 1- if m = proj: View Space
* 2- if m = viewProj: World Space
* 3- if m = MVP: Object Space
*
* You probably want to extract planes in world space so use viewProj as m
* Computing viewProj:
* glm_mat4_mul(proj, view, viewProj);
*
* Exracted planes order: [left, right, bottom, top, near, far]
*
* @param[in] m matrix (see brief)
* @param[out] dest extracted view frustum planes (see brief)
*/
CGLM_INLINE
void
glms_frustum_planes(mat4s m, vec4s dest[6]) {
vec4 rawDest[6];
glm_frustum_planes(m.raw, rawDest);
glms_vec4_pack(dest, rawDest, 6);
}
/*!
* @brief extracts view frustum corners using clip-space coordinates
*
* corners' space:
* 1- if m = invViewProj: World Space
* 2- if m = invMVP: Object Space
*
* You probably want to extract corners in world space so use invViewProj
* Computing invViewProj:
* glm_mat4_mul(proj, view, viewProj);
* ...
* glm_mat4_inv(viewProj, invViewProj);
*
* if you have a near coord at i index, you can get it's far coord by i + 4
*
* Find center coordinates:
* for (j = 0; j < 4; j++) {
* glm_vec3_center(corners[i], corners[i + 4], centerCorners[i]);
* }
*
* @param[in] invMat matrix (see brief)
* @param[out] dest exracted view frustum corners (see brief)
*/
CGLM_INLINE
void
glms_frustum_corners(mat4s invMat, vec4s dest[8]) {
vec4 rawDest[8];
glm_frustum_corners(invMat.raw, rawDest);
glms_vec4_pack(dest, rawDest, 8);
}
/*!
* @brief finds center of view frustum
*
* @param[in] corners view frustum corners
* @returns view frustum center
*/
CGLM_INLINE
vec4s
glms_frustum_center(vec4s corners[8]) {
vec4 rawCorners[8];
vec4s r;
glms_vec4_unpack(rawCorners, corners, 8);
glm_frustum_center(rawCorners, r.raw);
return r;
}
/*!
* @brief finds bounding box of frustum relative to given matrix e.g. view mat
*
* @param[in] corners view frustum corners
* @param[in] m matrix to convert existing conners
* @param[out] box bounding box as array [min, max]
*/
CGLM_INLINE
void
glms_frustum_box(vec4s corners[8], mat4s m, vec3s box[2]) {
vec4 rawCorners[8];
vec3 rawBox[2];
glms_vec4_unpack(rawCorners, corners, 8);
glm_frustum_box(rawCorners, m.raw, rawBox);
glms_vec3_pack(box, rawBox, 2);
}
/*!
* @brief finds planes corners which is between near and far planes (parallel)
*
* this will be helpful if you want to split a frustum e.g. CSM/PSSM. This will
* find planes' corners but you will need to one more plane.
* Actually you have it, it is near, far or created previously with this func ;)
*
* @param[in] corners view frustum corners
* @param[in] splitDist split distance
* @param[in] farDist far distance (zFar)
* @param[out] planeCorners plane corners [LB, LT, RT, RB]
*/
CGLM_INLINE
void
glms_frustum_corners_at(vec4s corners[8],
float splitDist,
float farDist,
vec4s planeCorners[4]) {
vec4 rawCorners[8];
vec4 rawPlaneCorners[4];
glms_vec4_unpack(rawCorners, corners, 8);
glm_frustum_corners_at(rawCorners, splitDist, farDist, rawPlaneCorners);
glms_vec4_pack(planeCorners, rawPlaneCorners, 8);
}
#endif /* cglms_frustums_h */

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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Functions:
CGLM_INLINE void glm_mat4_print(mat4 matrix, FILE *ostream);
CGLM_INLINE void glm_mat3_print(mat3 matrix, FILE *ostream);
CGLM_INLINE void glm_vec4_print(vec4 vec, FILE *ostream);
CGLM_INLINE void glm_vec3_print(vec3 vec, FILE *ostream);
CGLM_INLINE void glm_ivec3_print(ivec3 vec, FILE *ostream);
CGLM_INLINE void glm_versor_print(versor vec, FILE *ostream);
*/
#ifndef cglms_ios_h
#define cglms_ios_h
#include "../common.h"
#include "../io.h"
#include "mat4.h"
#include <stdio.h>
#include <stdlib.h>
CGLM_INLINE
void
glms_mat4_print(mat4s matrix,
FILE * __restrict ostream) {
glm_mat4_print(matrix.raw, ostream);
}
CGLM_INLINE
void
glms_mat3_print(mat3s matrix,
FILE * __restrict ostream) {
glm_mat3_print(matrix.raw, ostream);
}
CGLM_INLINE
void
glms_vec4_print(vec4s vec,
FILE * __restrict ostream) {
glm_vec4_print(vec.raw, ostream);
}
CGLM_INLINE
void
glms_vec3_print(vec3s vec,
FILE * __restrict ostream) {
glm_vec3_print(vec.raw, ostream);
}
CGLM_INLINE
void
glms_ivec3_print(ivec3s vec,
FILE * __restrict ostream) {
glm_ivec3_print(vec.raw, ostream);
}
CGLM_INLINE
void
glms_versor_print(versors vec,
FILE * __restrict ostream) {
glm_versor_print(vec.raw, ostream);
}
CGLM_INLINE
void
glms_aabb_print(vec3s bbox[2],
const char * __restrict tag,
FILE * __restrict ostream) {
vec3 rawBbox[2];
glms_vec3_unpack(rawBbox, bbox, 2);
glm_aabb_print(rawBbox, tag, ostream);
}
#endif /* cglms_ios_h */

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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Macros:
GLMS_MAT3_IDENTITY_INIT
GLMS_MAT3_ZERO_INIT
GLMS_MAT3_IDENTITY
GLMS_MAT3_ZERO
Functions:
CGLM_INLINE mat3s glms_mat3_copy(mat3s mat);
CGLM_INLINE mat3s glms_mat3_identity(void);
CGLM_INLINE void glms_mat3_identity_array(mat3s * __restrict mat, size_t count);
CGLM_INLINE mat3s glms_mat3_zero(void);
CGLM_INLINE mat3s glms_mat3_mul(mat3s m1, mat3s m2);
CGLM_INLINE ma3s glms_mat3_transpose(mat3s m);
CGLM_INLINE vec3s glms_mat3_mulv(mat3s m, vec3s v);
CGLM_INLINE float glms_mat3_trace(mat3s m);
CGLM_INLINE versor glms_mat3_quat(mat3s m);
CGLM_INLINE mat3s glms_mat3_scale(mat3s m, float s);
CGLM_INLINE float glms_mat3_det(mat3s mat);
CGLM_INLINE mat3s glms_mat3_inv(mat3s mat);
CGLM_INLINE mat3s glms_mat3_swap_col(mat3s mat, int col1, int col2);
CGLM_INLINE mat3s glms_mat3_swap_row(mat3s mat, int row1, int row2);
CGLM_INLINE float glms_mat3_rmc(vec3s r, mat3s m, vec3s c);
*/
#ifndef cglms_mat3s_h
#define cglms_mat3s_h
#include "../common.h"
#include "../types-struct.h"
#include "../mat3.h"
#include "vec3.h"
#define GLMS_MAT3_IDENTITY_INIT {GLM_MAT3_IDENTITY_INIT}
#define GLMS_MAT3_ZERO_INIT {GLM_MAT3_ZERO_INIT}
/* for C only */
#define GLMS_MAT3_IDENTITY ((mat3s)GLMS_MAT3_IDENTITY_INIT)
#define GLMS_MAT3_ZERO ((mat3s)GLMS_MAT3_ZERO_INIT)
/*!
* @brief copy all members of [mat] to [dest]
*
* @param[in] mat source
* @returns destination
*/
CGLM_INLINE
mat3s
glms_mat3_copy(mat3s mat) {
mat3s r;
glm_mat3_copy(mat.raw, r.raw);
return r;
}
/*!
* @brief make given matrix identity. It is identical with below,
* but it is more easy to do that with this func especially for members
* e.g. glm_mat3_identity(aStruct->aMatrix);
*
* @code
* glm_mat3_copy(GLM_MAT3_IDENTITY, mat); // C only
*
* // or
* mat3 mat = GLM_MAT3_IDENTITY_INIT;
* @endcode
*
* @returns destination
*/
CGLM_INLINE
mat3s
glms_mat3_identity(void) {
mat3s r;
glm_mat3_identity(r.raw);
return r;
}
/*!
* @brief make given matrix array's each element identity matrix
*
* @param[in, out] mat matrix array (must be aligned (16/32)
* if alignment is not disabled)
*
* @param[in] count count of matrices
*/
CGLM_INLINE
void
glms_mat3_identity_array(mat3s * __restrict mat, size_t count) {
CGLM_ALIGN_MAT mat3s t = GLMS_MAT3_IDENTITY_INIT;
size_t i;
for (i = 0; i < count; i++) {
glm_mat3_copy(t.raw, mat[i].raw);
}
}
/*!
* @brief make given matrix zero.
*
* @returns matrix
*/
CGLM_INLINE
mat3s
glms_mat3_zero(void) {
mat3s r;
glm_mat3_zero(r.raw);
return r;
}
/*!
* @brief multiply m1 and m2 to dest
*
* m1, m2 and dest matrices can be same matrix, it is possible to write this:
*
* @code
* mat3 m = GLM_MAT3_IDENTITY_INIT;
* glm_mat3_mul(m, m, m);
* @endcode
*
* @param[in] m1 left matrix
* @param[in] m2 right matrix
* @returns destination matrix
*/
CGLM_INLINE
mat3s
glms_mat3_mul(mat3s m1, mat3s m2) {
mat3s r;
glm_mat3_mul(m1.raw, m2.raw, r.raw);
return r;
}
/*!
* @brief tranpose mat3 and store result in same matrix
*
* @param[in, out] m source and dest
*/
CGLM_INLINE
mat3s
glms_mat3_transpose(mat3s m) {
glm_mat3_transpose(m.raw);
return m;
}
/*!
* @brief multiply mat3 with vec3 (column vector) and store in dest vector
*
* @param[in] m mat3 (left)
* @param[in] v vec3 (right, column vector)
* @returns vec3 (result, column vector)
*/
CGLM_INLINE
vec3s
glms_mat3_mulv(mat3s m, vec3s v) {
vec3s r;
glm_mat3_mulv(m.raw, v.raw, r.raw);
return r;
}
/*!
* @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
glms_mat3_trace(mat3s m) {
return glm_mat3_trace(m.raw);
}
/*!
* @brief convert mat3 to quaternion
*
* @param[in] m rotation matrix
* @returns destination quaternion
*/
CGLM_INLINE
versors
glms_mat3_quat(mat3s m) {
versors r;
glm_mat3_quat(m.raw, r.raw);
return r;
}
/*!
* @brief scale (multiply with scalar) matrix
*
* multiply matrix with scalar
*
* @param[in] m matrix
* @param[in] s scalar
* @returns scaled matrix
*/
CGLM_INLINE
mat3s
glms_mat3_scale(mat3s m, float s) {
glm_mat3_scale(m.raw, s);
return m;
}
/*!
* @brief mat3 determinant
*
* @param[in] mat matrix
*
* @return determinant
*/
CGLM_INLINE
float
glms_mat3_det(mat3s mat) {
return glm_mat3_det(mat.raw);
}
/*!
* @brief inverse mat3 and store in dest
*
* @param[in] mat matrix
* @returns inverse matrix
*/
CGLM_INLINE
mat3s
glms_mat3_inv(mat3s mat) {
mat3s r;
glm_mat3_inv(mat.raw, r.raw);
return r;
}
/*!
* @brief swap two matrix columns
*
* @param[in] mat matrix
* @param[in] col1 col1
* @param[in] col2 col2
* @returns matrix
*/
CGLM_INLINE
mat3s
glms_mat3_swap_col(mat3s mat, int col1, int col2) {
glm_mat3_swap_col(mat.raw, col1, col2);
return mat;
}
/*!
* @brief swap two matrix rows
*
* @param[in] mat matrix
* @param[in] row1 row1
* @param[in] row2 row2
* @returns matrix
*/
CGLM_INLINE
mat3s
glms_mat3_swap_row(mat3s mat, int row1, int row2) {
glm_mat3_swap_row(mat.raw, row1, row2);
return mat;
}
/*!
* @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
glms_mat3_rmc(vec3s r, mat3s m, vec3s c) {
return glm_mat3_rmc(r.raw, m.raw, c.raw);
}
#endif /* cglms_mat3s_h */

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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*!
* Most of functions in this header are optimized manually with SIMD
* if available. You dont need to call/incude SIMD headers manually
*/
/*
Macros:
GLMS_MAT4_IDENTITY_INIT
GLMS_MAT4_ZERO_INIT
GLMS_MAT4_IDENTITY
GLMS_MAT4_ZERO
Functions:
CGLM_INLINE mat4s glms_mat4_ucopy(mat4s mat);
CGLM_INLINE mat4s glms_mat4_copy(mat4s mat);
CGLM_INLINE mat4s glms_mat4_identity(void);
CGLM_INLINE void glms_mat4_identity_array(mat4s * __restrict mat, size_t count);
CGLM_INLINE mat4s glms_mat4_zero(void);
CGLM_INLINE mat3s glms_mat4_pick3(mat4s mat);
CGLM_INLINE mat3s glms_mat4_pick3t(mat4s mat);
CGLM_INLINE mat4s glms_mat4_ins3(mat3s mat);
CGLM_INLINE mat4s glms_mat4_mul(mat4s m1, mat4s m2);
CGLM_INLINE mat4s glms_mat4_mulN(mat4s * __restrict matrices[], uint32_t len);
CGLM_INLINE vec4s glms_mat4_mulv(mat4s m, vec4s v);
CGLM_INLINE float glms_mat4_trace(mat4s m);
CGLM_INLINE float glms_mat4_trace3(mat4s m);
CGLM_INLINE versors glms_mat4_quat(mat4s m);
CGLM_INLINE vec3s glms_mat4_mulv3(mat4s m, vec3s v, float last);
CGLM_INLINE mat4s glms_mat4_transpose(mat4s m);
CGLM_INLINE mat4s glms_mat4_scale_p(mat4s m, float s);
CGLM_INLINE mat4s glms_mat4_scale(mat4s m, float s);
CGLM_INLINE float glms_mat4_det(mat4s mat);
CGLM_INLINE mat4s glms_mat4_inv(mat4s mat);
CGLM_INLINE mat4s glms_mat4_inv_fast(mat4s mat);
CGLM_INLINE mat4s glms_mat4_swap_col(mat4s mat, int col1, int col2);
CGLM_INLINE mat4s glms_mat4_swap_row(mat4s mat, int row1, int row2);
CGLM_INLINE float glms_mat4_rmc(vec4s r, mat4s m, vec4s c);
*/
#ifndef cglms_mat4s_h
#define cglms_mat4s_h
#include "../common.h"
#include "../types-struct.h"
#include "../mat4.h"
#include "vec4.h"
#include "vec3.h"
#define GLMS_MAT4_IDENTITY_INIT {GLM_MAT4_IDENTITY_INIT}
#define GLMS_MAT4_ZERO_INIT {GLM_MAT4_ZERO_INIT}
/* for C only */
#define GLMS_MAT4_IDENTITY ((mat4s)GLMS_MAT4_IDENTITY_INIT)
#define GLMS_MAT4_ZERO ((mat4s)GLMS_MAT4_ZERO_INIT)
/*!
* @brief copy all members of [mat] to [dest]
*
* matrix may not be aligned, u stands for unaligned, this may be useful when
* copying a matrix from external source e.g. asset importer...
*
* @param[in] mat source
* @returns destination
*/
CGLM_INLINE
mat4s
glms_mat4_ucopy(mat4s mat) {
mat4s r;
glm_mat4_ucopy(mat.raw, r.raw);
return r;
}
/*!
* @brief copy all members of [mat] to [dest]
*
* @param[in] mat source
* @returns destination
*/
CGLM_INLINE
mat4s
glms_mat4_copy(mat4s mat) {
mat4s r;
glm_mat4_copy(mat.raw, r.raw);
return r;
}
/*!
* @brief make given matrix identity. It is identical with below,
* but it is more easy to do that with this func especially for members
* e.g. glm_mat4_identity(aStruct->aMatrix);
*
* @code
* glm_mat4_copy(GLM_MAT4_IDENTITY, mat); // C only
*
* // or
* mat4 mat = GLM_MAT4_IDENTITY_INIT;
* @endcode
*
* @retuns destination
*/
CGLM_INLINE
mat4s
glms_mat4_identity(void) {
mat4s r;
glm_mat4_identity(r.raw);
return r;
}
/*!
* @brief make given matrix array's each element identity matrix
*
* @param[in, out] mat matrix array (must be aligned (16/32)
* if alignment is not disabled)
*
* @param[in] count count of matrices
*/
CGLM_INLINE
void
glms_mat4_identity_array(mat4s * __restrict mat, size_t count) {
CGLM_ALIGN_MAT mat4s t = GLMS_MAT4_IDENTITY_INIT;
size_t i;
for (i = 0; i < count; i++) {
glm_mat4_copy(t.raw, mat[i].raw);
}
}
/*!
* @brief make given matrix zero.
*
* @returns matrix
*/
CGLM_INLINE
mat4s
glms_mat4_zero(void) {
mat4s r;
glm_mat4_zero(r.raw);
return r;
}
/*!
* @brief copy upper-left of mat4 to mat3
*
* @param[in] mat source
* @returns destination
*/
CGLM_INLINE
mat3s
glms_mat4_pick3(mat4s mat) {
mat3s r;
glm_mat4_pick3(mat.raw, r.raw);
return r;
}
/*!
* @brief copy upper-left of mat4 to mat3 (transposed)
*
* the postfix t stands for transpose
*
* @param[in] mat source
* @returns destination
*/
CGLM_INLINE
mat3s
glms_mat4_pick3t(mat4s mat) {
mat3s r;
glm_mat4_pick3t(mat.raw, r.raw);
return r;
}
/*!
* @brief copy mat3 to mat4's upper-left
*
* @param[in] mat source
* @returns destination
*/
CGLM_INLINE
mat4s
glms_mat4_ins3(mat3s mat) {
mat4s r;
glm_mat4_ins3(mat.raw, r.raw);
return r;
}
/*!
* @brief multiply m1 and m2 to dest
*
* m1, m2 and dest matrices can be same matrix, it is possible to write this:
*
* @code
* mat4 m = GLM_MAT4_IDENTITY_INIT;
* glm_mat4_mul(m, m, m);
* @endcode
*
* @param[in] m1 left matrix
* @param[in] m2 right matrix
* @returns destination matrix
*/
CGLM_INLINE
mat4s
glms_mat4_mul(mat4s m1, mat4s m2) {
mat4s r;
glm_mat4_mul(m1.raw, m2.raw, r.raw);
return r;
}
/*!
* @brief mupliply N mat4 matrices and store result in dest
*
* this function lets you multiply multiple (more than two or more...) matrices
* <br><br>multiplication will be done in loop, this may reduce instructions
* size but if <b>len</b> is too small then compiler may unroll whole loop,
* usage:
* @code
* mat m1, m2, m3, m4, res;
*
* res = glm_mat4_mulN((mat4 *[]){&m1, &m2, &m3, &m4}, 4);
* @endcode
*
* @warning matrices parameter is pointer array not mat4 array!
*
* @param[in] matrices mat4 * array
* @param[in] len matrices count
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_mat4_mulN(mat4s * __restrict matrices[], uint32_t len) {
CGLM_ALIGN_MAT mat4s r = GLMS_MAT4_IDENTITY_INIT;
size_t i;
for (i = 0; i < len; i++) {
r = glms_mat4_mul(r, *matrices[i]);
}
return r;
}
/*!
* @brief multiply mat4 with vec4 (column vector) and store in dest vector
*
* @param[in] m mat4 (left)
* @param[in] v vec4 (right, column vector)
* @returns vec4 (result, column vector)
*/
CGLM_INLINE
vec4s
glms_mat4_mulv(mat4s m, vec4s v) {
vec4s r;
glm_mat4_mulv(m.raw, v.raw, r.raw);
return r;
}
/*!
* @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
glms_mat4_trace(mat4s m) {
return glm_mat4_trace(m.raw);
}
/*!
* @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
glms_mat4_trace3(mat4s m) {
return glm_mat4_trace3(m.raw);
}
/*!
* @brief convert mat4's rotation part to quaternion
*
* @param[in] m affine matrix
* @returns destination quaternion
*/
CGLM_INLINE
versors
glms_mat4_quat(mat4s m) {
versors r;
glm_mat4_quat(m.raw, r.raw);
return r;
}
/*!
* @brief multiply vector with mat4
*
* @param[in] m mat4(affine transform)
* @param[in] v vec3
* @param[in] last 4th item to make it vec4
* @returns result vector (vec3)
*/
CGLM_INLINE
vec3s
glms_mat4_mulv3(mat4s m, vec3s v, float last) {
vec3s r;
glm_mat4_mulv3(m.raw, v.raw, last, r.raw);
return r;
}
/*!
* @brief tranpose mat4 and store result in same matrix
*
* @param[in] m source
* @returns result
*/
CGLM_INLINE
mat4s
glms_mat4_transpose(mat4s m) {
glm_mat4_transpose(m.raw);
return m;
}
/*!
* @brief scale (multiply with scalar) matrix without simd optimization
*
* multiply matrix with scalar
*
* @param[in] m matrix
* @param[in] s scalar
* @returns matrix
*/
CGLM_INLINE
mat4s
glms_mat4_scale_p(mat4s m, float s) {
glm_mat4_scale_p(m.raw, s);
return m;
}
/*!
* @brief scale (multiply with scalar) matrix
*
* multiply matrix with scalar
*
* @param[in] m matrix
* @param[in] s scalar
* @returns matrix
*/
CGLM_INLINE
mat4s
glms_mat4_scale(mat4s m, float s) {
glm_mat4_scale(m.raw, s);
return m;
}
/*!
* @brief mat4 determinant
*
* @param[in] mat matrix
*
* @return determinant
*/
CGLM_INLINE
float
glms_mat4_det(mat4s mat) {
return glm_mat4_det(mat.raw);
}
/*!
* @brief inverse mat4 and store in dest
*
* @param[in] mat matrix
* @returns inverse matrix
*/
CGLM_INLINE
mat4s
glms_mat4_inv(mat4s mat) {
mat4s r;
glm_mat4_inv(mat.raw, r.raw);
return r;
}
/*!
* @brief inverse mat4 and store in dest
*
* this func uses reciprocal approximation without extra corrections
* e.g Newton-Raphson. this should work faster than normal,
* to get more precise use glm_mat4_inv version.
*
* NOTE: You will lose precision, glm_mat4_inv is more accurate
*
* @param[in] mat matrix
* @returns inverse matrix
*/
CGLM_INLINE
mat4s
glms_mat4_inv_fast(mat4s mat) {
mat4s r;
glm_mat4_inv_fast(mat.raw, r.raw);
return r;
}
/*!
* @brief swap two matrix columns
*
* @param[in] mat matrix
* @param[in] col1 col1
* @param[in] col2 col2
* @returns matrix
*/
CGLM_INLINE
mat4s
glms_mat4_swap_col(mat4s mat, int col1, int col2) {
glm_mat4_swap_col(mat.raw, col1, col2);
return mat;
}
/*!
* @brief swap two matrix rows
*
* @param[in] mat matrix
* @param[in] row1 row1
* @param[in] row2 row2
* @returns matrix
*/
CGLM_INLINE
mat4s
glms_mat4_swap_row(mat4s mat, int row1, int row2) {
glm_mat4_swap_row(mat.raw, row1, row2);
return mat;
}
/*!
* @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
glms_mat4_rmc(vec4s r, mat4s m, vec4s c) {
return glm_mat4_rmc(r.raw, m.raw, c.raw);
}
#endif /* cglms_mat4s_h */

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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglms_planes_h
#define cglms_planes_h
#include "../common.h"
#include "../types-struct.h"
#include "../plane.h"
#include "vec4.h"
/*
Plane equation: Ax + By + Cz + D = 0;
It stored in vec4 as [A, B, C, D]. (A, B, C) is normal and D is distance
*/
/*
Functions:
CGLM_INLINE vec4s glms_plane_normalize(vec4s plane);
*/
/*!
* @brief normalizes a plane
*
* @param[in] plane plane to normalize
* @returns normalized plane
*/
CGLM_INLINE
vec4s
glms_plane_normalize(vec4s plane) {
glm_plane_normalize(plane.raw);
return plane;
}
#endif /* cglms_planes_h */

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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglms_projects_h
#define cglms_projects_h
#include "../common.h"
#include "../types-struct.h"
#include "../project.h"
#include "vec3.h"
#include "vec4.h"
#include "mat4.h"
/*!
* @brief maps the specified viewport coordinates into specified space [1]
* the matrix should contain projection matrix.
*
* if you don't have ( and don't want to have ) an inverse matrix then use
* glm_unproject version. You may use existing inverse of matrix in somewhere
* else, this is why glm_unprojecti exists to save save inversion cost
*
* [1] space:
* 1- if m = invProj: View Space
* 2- if m = invViewProj: World Space
* 3- if m = invMVP: Object Space
*
* You probably want to map the coordinates into object space
* so use invMVP as m
*
* Computing viewProj:
* glm_mat4_mul(proj, view, viewProj);
* glm_mat4_mul(viewProj, model, MVP);
* glm_mat4_inv(viewProj, invMVP);
*
* @param[in] pos point/position in viewport coordinates
* @param[in] invMat matrix (see brief)
* @param[in] vp viewport as [x, y, width, height]
* @returns unprojected coordinates
*/
CGLM_INLINE
vec3s
glms_unprojecti(vec3s pos, mat4s invMat, vec4s vp) {
vec3s r;
glm_unprojecti(pos.raw, invMat.raw, vp.raw, r.raw);
return r;
}
/*!
* @brief maps the specified viewport coordinates into specified space [1]
* the matrix should contain projection matrix.
*
* this is same as glm_unprojecti except this function get inverse matrix for
* you.
*
* [1] space:
* 1- if m = proj: View Space
* 2- if m = viewProj: World Space
* 3- if m = MVP: Object Space
*
* You probably want to map the coordinates into object space
* so use MVP as m
*
* Computing viewProj and MVP:
* glm_mat4_mul(proj, view, viewProj);
* glm_mat4_mul(viewProj, model, MVP);
*
* @param[in] pos point/position in viewport coordinates
* @param[in] m matrix (see brief)
* @param[in] vp viewport as [x, y, width, height]
* @returns unprojected coordinates
*/
CGLM_INLINE
vec3s
glms_unproject(vec3s pos, mat4s m, vec4s vp) {
vec3s r;
glm_unproject(pos.raw, m.raw, vp.raw, r.raw);
return r;
}
/*!
* @brief map object coordinates to window coordinates
*
* Computing MVP:
* glm_mat4_mul(proj, view, viewProj);
* glm_mat4_mul(viewProj, model, MVP);
*
* @param[in] pos object coordinates
* @param[in] m MVP matrix
* @param[in] vp viewport as [x, y, width, height]
* @returns projected coordinates
*/
CGLM_INLINE
vec3s
glms_project(vec3s pos, mat4s m, vec4s vp) {
vec3s r;
glm_project(pos.raw, m.raw, vp.raw, r.raw);
return r;
}
#endif /* cglms_projects_h */

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include/cglm/struct/quat.h Normal file
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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Macros:
GLMS_QUAT_IDENTITY_INIT
GLMS_QUAT_IDENTITY
Functions:
CGLM_INLINE versors glms_quat_identity(void)
CGLM_INLINE void glms_quat_identity_array(versor *q, size_t count)
CGLM_INLINE versors glms_quat_init(float x, float y, float z, float w)
CGLM_INLINE versors glms_quatv(float angle, vec3s axis)
CGLM_INLINE versors glms_quat(float angle, float x, float y, float z)
CGLM_INLINE float glms_quat_norm(versors q)
CGLM_INLINE versors glms_quat_normalize(versors q)
CGLM_INLINE float glms_quat_dot(versors p, versors q)
CGLM_INLINE versors glms_quat_conjugate(versors q)
CGLM_INLINE versors glms_quat_inv(versors q)
CGLM_INLINE versors glms_quat_add(versors p, versors q)
CGLM_INLINE versors glms_quat_sub(versors p, versors q)
CGLM_INLINE vec3s glms_quat_imagn(versors q)
CGLM_INLINE float glms_quat_imaglen(versors q)
CGLM_INLINE float glms_quat_angle(versors q)
CGLM_INLINE vec3s glms_quat_axis(versors q)
CGLM_INLINE versors glms_quat_mul(versors p, versors q)
CGLM_INLINE mat4s glms_quat_mat4(versors q)
CGLM_INLINE mat4s glms_quat_mat4t(versors q)
CGLM_INLINE mat3s glms_quat_mat3(versors q)
CGLM_INLINE mat3s glms_quat_mat3t(versors q)
CGLM_INLINE versors glms_quat_lerp(versors from, versors to, float t)
CGLM_INLINE versors glms_quat_lerpc(versors from, versors to, float t)
CGLM_INLINE versors glms_quat_slerp(versors from, versors to, float t)
CGLM_INLINE mat4s. glms_quat_look(vec3s eye, versors ori)
CGLM_INLINE versors glms_quat_for(vec3s dir, vec3s fwd, vec3s up)
CGLM_INLINE versors glms_quat_forp(vec3s from, vec3s to, vec3s fwd, vec3s up)
CGLM_INLINE vec3s glms_quat_rotatev(versors q, vec3s v)
CGLM_INLINE mat4s glms_quat_rotate(mat4s m, versors q)
CGLM_INLINE mat4s glms_quat_rotate_at(mat4s m, versors q, vec3s pivot)
CGLM_INLINE mat4s glms_quat_rotate_atm(versors q, vec3s pivot)
*/
#ifndef cglms_quat_h
#define cglms_quat_h
#include "../common.h"
#include "../types-struct.h"
#include "../plane.h"
#include "../quat.h"
/*
* IMPORTANT:
* ----------------------------------------------------------------------------
* cglm stores quat as [x, y, z, w] since v0.3.6
*
* it was [w, x, y, z] before v0.3.6 it has been changed to [x, y, z, w]
* with v0.3.6 version.
* ----------------------------------------------------------------------------
*/
#define GLMS_QUAT_IDENTITY_INIT {GLM_QUAT_IDENTITY_INIT}
#define GLMS_QUAT_IDENTITY ((versors)GLMS_QUAT_IDENTITY_INIT)
/*!
* @brief makes given quat to identity
*
* @returns identity quaternion
*/
CGLM_INLINE
versors
glms_quat_identity(void) {
versors dest;
glm_quat_identity(dest.raw);
return dest;
}
/*!
* @brief make given quaternion array's each element identity quaternion
*
* @param[in, out] q quat array (must be aligned (16)
* if alignment is not disabled)
*
* @param[in] count count of quaternions
*/
CGLM_INLINE
void
glms_quat_identity_array(versors * __restrict q, size_t count) {
CGLM_ALIGN(16) versor v = GLM_QUAT_IDENTITY_INIT;
size_t i;
for (i = 0; i < count; i++) {
glm_vec4_copy(v, q[i].raw);
}
}
/*!
* @brief inits quaterion with raw values
*
* @param[in] x x
* @param[in] y y
* @param[in] z z
* @param[in] w w (real part)
* @returns quaternion
*/
CGLM_INLINE
versors
glms_quat_init(float x, float y, float z, float w) {
versors dest;
glm_quat_init(dest.raw, x, y, z, w);
return dest;
}
/*!
* @brief creates NEW quaternion with axis vector
*
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns quaternion
*/
CGLM_INLINE
versors
glms_quatv(float angle, vec3s axis) {
versors dest;
glm_quatv(dest.raw, angle, axis.raw);
return dest;
}
/*!
* @brief creates NEW quaternion with individual axis components
*
* @param[in] angle angle (radians)
* @param[in] x axis.x
* @param[in] y axis.y
* @param[in] z axis.z
* @returns quaternion
*/
CGLM_INLINE
versors
glms_quat(float angle, float x, float y, float z) {
versors dest;
glm_quat(dest.raw, angle, x, y, z);
return dest;
}
/*!
* @brief returns norm (magnitude) of quaternion
*
* @param[out] q quaternion
*/
CGLM_INLINE
float
glms_quat_norm(versors q) {
return glm_quat_norm(q.raw);
}
/*!
* @brief normalize quaternion
*
* @param[in] q quaternion
* @returns quaternion
*/
CGLM_INLINE
versors
glms_quat_normalize(versors q) {
versors dest;
glm_quat_normalize_to(q.raw, dest.raw);
return dest;
}
/*!
* @brief dot product of two quaternion
*
* @param[in] p quaternion 1
* @param[in] q quaternion 2
* @returns dot product
*/
CGLM_INLINE
float
glms_quat_dot(versors p, versors q) {
return glm_quat_dot(p.raw, q.raw);
}
/*!
* @brief conjugate of quaternion
*
* @param[in] q quaternion
* @returns conjugate
*/
CGLM_INLINE
versors
glms_quat_conjugate(versors q) {
versors dest;
glm_quat_conjugate(q.raw, dest.raw);
return dest;
}
/*!
* @brief inverse of non-zero quaternion
*
* @param[in] q quaternion
* @returns inverse quaternion
*/
CGLM_INLINE
versors
glms_quat_inv(versors q) {
versors dest;
glm_quat_inv(q.raw, dest.raw);
return dest;
}
/*!
* @brief add (componentwise) two quaternions and store result in dest
*
* @param[in] p quaternion 1
* @param[in] q quaternion 2
* @returns result quaternion
*/
CGLM_INLINE
versors
glms_quat_add(versors p, versors q) {
versors dest;
glm_quat_add(p.raw, q.raw, dest.raw);
return dest;
}
/*!
* @brief subtract (componentwise) two quaternions and store result in dest
*
* @param[in] p quaternion 1
* @param[in] q quaternion 2
* @returns result quaternion
*/
CGLM_INLINE
versors
glms_quat_sub(versors p, versors q) {
versors dest;
glm_quat_sub(p.raw, q.raw, dest.raw);
return dest;
}
/*!
* @brief returns normalized imaginary part of quaternion
*
* @param[in] q quaternion
*/
CGLM_INLINE
vec3s
glms_quat_imagn(versors q) {
vec3s dest;
glm_normalize_to(q.raw, dest.raw);
return dest;
}
/*!
* @brief returns length of imaginary part of quaternion
*
* @param[in] q quaternion
*/
CGLM_INLINE
float
glms_quat_imaglen(versors q) {
return glm_quat_imaglen(q.raw);
}
/*!
* @brief returns angle of quaternion
*
* @param[in] q quaternion
*/
CGLM_INLINE
float
glms_quat_angle(versors q) {
return glm_quat_angle(q.raw);
}
/*!
* @brief axis of quaternion
*
* @param[in] q quaternion
* @returns axis of quaternion
*/
CGLM_INLINE
vec3s
glms_quat_axis(versors q) {
vec3s dest;
glm_quat_axis(q.raw, dest.raw);
return dest;
}
/*!
* @brief multiplies two quaternion and stores result in dest
* this is also called Hamilton Product
*
* According to WikiPedia:
* The product of two rotation quaternions [clarification needed] will be
* equivalent to the rotation q followed by the rotation p
*
* @param[in] p quaternion 1
* @param[in] q quaternion 2
* @returns result quaternion
*/
CGLM_INLINE
versors
glms_quat_mul(versors p, versors q) {
versors dest;
glm_quat_mul(p.raw, q.raw, dest.raw);
return dest;
}
/*!
* @brief convert quaternion to mat4
*
* @param[in] q quaternion
* @returns result matrix
*/
CGLM_INLINE
mat4s
glms_quat_mat4(versors q) {
mat4s dest;
glm_quat_mat4(q.raw, dest.raw);
return dest;
}
/*!
* @brief convert quaternion to mat4 (transposed)
*
* @param[in] q quaternion
* @returns result matrix as transposed
*/
CGLM_INLINE
mat4s
glms_quat_mat4t(versors q) {
mat4s dest;
glm_quat_mat4t(q.raw, dest.raw);
return dest;
}
/*!
* @brief convert quaternion to mat3
*
* @param[in] q quaternion
* @returns result matrix
*/
CGLM_INLINE
mat3s
glms_quat_mat3(versors q) {
mat3s dest;
glm_quat_mat3(q.raw, dest.raw);
return dest;
}
/*!
* @brief convert quaternion to mat3 (transposed)
*
* @param[in] q quaternion
* @returns result matrix
*/
CGLM_INLINE
mat3s
glms_quat_mat3t(versors q) {
mat3s dest;
glm_quat_mat3t(q.raw, dest.raw);
return dest;
}
/*!
* @brief interpolates between two quaternions
* using linear interpolation (LERP)
*
* @param[in] from from
* @param[in] to to
* @param[in] t interpolant (amount)
* @returns result quaternion
*/
CGLM_INLINE
versors
glms_quat_lerp(versors from, versors to, float t) {
versors dest;
glm_quat_lerp(from.raw, to.raw, t, dest.raw);
return dest;
}
/*!
* @brief interpolates between two quaternions
* using linear interpolation (LERP)
*
* @param[in] from from
* @param[in] to to
* @param[in] t interpolant (amount) clamped between 0 and 1
* @returns result quaternion
*/
CGLM_INLINE
versors
glms_quat_lerpc(versors from, versors to, float t) {
versors dest;
glm_quat_lerpc(from.raw, to.raw, t, dest.raw);
return dest;
}
/*!
* @brief interpolates between two quaternions
* using spherical linear interpolation (SLERP)
*
* @param[in] from from
* @param[in] to to
* @param[in] t amout
* @returns result quaternion
*/
CGLM_INLINE
versors
glms_quat_slerp(versors from, versors to, float t) {
versors dest;
glm_quat_slerp(from.raw, to.raw, t, dest.raw);
return dest;
}
/*!
* @brief creates view matrix using quaternion as camera orientation
*
* @param[in] eye eye
* @param[in] ori orientation in world space as quaternion
* @returns view matrix
*/
CGLM_INLINE
mat4s
glms_quat_look(vec3s eye, versors ori) {
mat4s dest;
glm_quat_look(eye.raw, ori.raw, dest.raw);
return dest;
}
/*!
* @brief creates look rotation quaternion
*
* @param[in] dir direction to look
* @param[in] fwd forward vector
* @param[in] up up vector
* @returns destination quaternion
*/
CGLM_INLINE
versors
glms_quat_for(vec3s dir, vec3s fwd, vec3s up) {
versors dest;
glm_quat_for(dir.raw, fwd.raw, up.raw, dest.raw);
return dest;
}
/*!
* @brief creates look rotation quaternion using source and
* destination positions p suffix stands for position
*
* @param[in] from source point
* @param[in] to destination point
* @param[in] fwd forward vector
* @param[in] up up vector
* @returns destination quaternion
*/
CGLM_INLINE
versors
glms_quat_forp(vec3s from, vec3s to, vec3s fwd, vec3s up) {
versors dest;
glm_quat_forp(from.raw, to.raw, fwd.raw, up.raw, dest.raw);
return dest;
}
/*!
* @brief rotate vector using using quaternion
*
* @param[in] q quaternion
* @param[in] v vector to rotate
* @returns rotated vector
*/
CGLM_INLINE
vec3s
glms_quat_rotatev(versors q, vec3s v) {
vec3s dest;
glm_quat_rotatev(q.raw, v.raw, dest.raw);
return dest;
}
/*!
* @brief rotate existing transform matrix using quaternion
*
* @param[in] m existing transform matrix
* @param[in] q quaternion
* @returns rotated matrix/transform
*/
CGLM_INLINE
mat4s
glms_quat_rotate(mat4s m, versors q) {
glm_quat_rotate(m.raw, q.raw, m.raw);
return m;
}
/*!
* @brief rotate existing transform matrix using quaternion at pivot point
*
* @param[in, out] m existing transform matrix
* @param[in] q quaternion
* @returns pivot
*/
CGLM_INLINE
mat4s
glms_quat_rotate_at(mat4s m, versors q, vec3s pivot) {
glm_quat_rotate_at(m.raw, q.raw, pivot.raw);
return m;
}
/*!
* @brief rotate NEW transform matrix using quaternion at pivot point
*
* this creates rotation matrix, it assumes you don't have a matrix
*
* this should work faster than glm_quat_rotate_at because it reduces
* one glm_translate.
*
* @param[in] q quaternion
* @returns pivot
*/
CGLM_INLINE
mat4s
glms_quat_rotate_atm(versors q, vec3s pivot) {
mat4s dest;
glm_quat_rotate_atm(dest.raw, q.raw, pivot.raw);
return dest;
}
#endif /* cglms_quat_h */

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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglms_spheres_h
#define cglms_spheres_h
#include "../common.h"
#include "../types-struct.h"
#include "../sphere.h"
#include "mat4.h"
/*
Sphere Representation in cglm: [center.x, center.y, center.z, radii]
You could use this representation or you can convert it to vec4 before call
any function
*/
/*!
* @brief helper for getting sphere radius
*
* @param[in] s sphere
*
* @return returns radii
*/
CGLM_INLINE
float
glms_sphere_radii(vec4s s) {
return glm_sphere_radii(s.raw);
}
/*!
* @brief apply transform to sphere, it is just wrapper for glm_mat4_mulv3
*
* @param[in] s sphere
* @param[in] m transform matrix
* @returns transformed sphere
*/
CGLM_INLINE
vec4s
glms_sphere_transform(vec4s s, mat4 m) {
vec4s r;
glm_sphere_transform(s.raw, m, r.raw);
return r;
}
/*!
* @brief merges two spheres and creates a new one
*
* two sphere must be in same space, for instance if one in world space then
* the other must be in world space too, not in local space.
*
* @param[in] s1 sphere 1
* @param[in] s2 sphere 2
* returns merged/extended sphere
*/
CGLM_INLINE
vec4s
glms_sphere_merge(vec4s s1, vec4s s2) {
vec4s r;
glm_sphere_merge(s1.raw, s2.raw, r.raw);
return r;
}
/*!
* @brief check if two sphere intersects
*
* @param[in] s1 sphere
* @param[in] s2 other sphere
*/
CGLM_INLINE
bool
glms_sphere_sphere(vec4s s1, vec4s s2) {
return glm_sphere_sphere(s1.raw, s2.raw);
}
/*!
* @brief check if sphere intersects with point
*
* @param[in] s sphere
* @param[in] point point
*/
CGLM_INLINE
bool
glms_sphere_point(vec4s s, vec3s point) {
return glm_sphere_point(s.raw, point.raw);
}
#endif /* cglms_spheres_h */

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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*!
* @brief SIMD like functions
*/
/*
Functions:
CGLM_INLINE vec3s glms_vec3_broadcast(float val);
CGLM_INLINE vec3s glms_vec3_fill(float val);
CGLM_INLINE bool glms_vec3_eq(vec3s v, float val);
CGLM_INLINE bool glms_vec3_eq_eps(vec3s v, float val);
CGLM_INLINE bool glms_vec3_eq_all(vec3s v);
CGLM_INLINE bool glms_vec3_eqv(vec3s a, vec3s b);
CGLM_INLINE bool glms_vec3_eqv_eps(vec3s a, vec3s b);
CGLM_INLINE float glms_vec3_max(vec3s v);
CGLM_INLINE float glms_vec3_min(vec3s v);
CGLM_INLINE bool glms_vec3_isnan(vec3s v);
CGLM_INLINE bool glms_vec3_isinf(vec3s v);
CGLM_INLINE bool glms_vec3_isvalid(vec3s v);
CGLM_INLINE vec3s glms_vec3_sign(vec3s v);
CGLM_INLINE vec3s glms_vec3_abs(vec3s v);
CGLM_INLINE vec3s glms_vec3_fract(vec3s v);
CGLM_INLINE float glms_vec3_hadd(vec3s v);
CGLM_INLINE vec3s glms_vec3_sqrt(vec3s v);
*/
#ifndef cglms_vec3s_ext_h
#define cglms_vec3s_ext_h
#include "../common.h"
#include "../types-struct.h"
#include "../util.h"
#include "../vec3-ext.h"
/*!
* @brief fill a vector with specified value
*
* @param[in] val value
* @returns dest
*/
CGLM_INLINE
vec3s
glms_vec3_broadcast(float val) {
vec3s r;
glm_vec3_broadcast(val, r.raw);
return r;
}
/*!
* @brief fill a vector with specified value
*
* @param[in] val value
* @returns dest
*/
CGLM_INLINE
vec3s
glms_vec3_fill(float val) {
vec3s r;
glm_vec3_fill(r.raw, val);
return r;
}
/*!
* @brief check if vector is equal to value (without epsilon)
*
* @param[in] v vector
* @param[in] val value
*/
CGLM_INLINE
bool
glms_vec3_eq(vec3s v, float val) {
return glm_vec3_eq(v.raw, val);
}
/*!
* @brief check if vector is equal to value (with epsilon)
*
* @param[in] v vector
* @param[in] val value
*/
CGLM_INLINE
bool
glms_vec3_eq_eps(vec3s v, float val) {
return glm_vec3_eq_eps(v.raw, val);
}
/*!
* @brief check if vectors members are equal (without epsilon)
*
* @param[in] v vector
*/
CGLM_INLINE
bool
glms_vec3_eq_all(vec3s v) {
return glm_vec3_eq_all(v.raw);
}
/*!
* @brief check if vector is equal to another (without epsilon)
*
* @param[in] a vector
* @param[in] b vector
*/
CGLM_INLINE
bool
glms_vec3_eqv(vec3s a, vec3s b) {
return glm_vec3_eqv(a.raw, b.raw);
}
/*!
* @brief check if vector is equal to another (with epsilon)
*
* @param[in] a vector
* @param[in] b vector
*/
CGLM_INLINE
bool
glms_vec3_eqv_eps(vec3s a, vec3s b) {
return glm_vec3_eqv_eps(a.raw, b.raw);
}
/*!
* @brief max value of vector
*
* @param[in] v vector
*/
CGLM_INLINE
float
glms_vec3_max(vec3s v) {
return glm_vec3_max(v.raw);
}
/*!
* @brief min value of vector
*
* @param[in] v vector
*/
CGLM_INLINE
float
glms_vec3_min(vec3s v) {
return glm_vec3_min(v.raw);
}
/*!
* @brief check if all items are NaN (not a number)
* you should only use this in DEBUG mode or very critical asserts
*
* @param[in] v vector
*/
CGLM_INLINE
bool
glms_vec3_isnan(vec3s v) {
return glm_vec3_isnan(v.raw);
}
/*!
* @brief check if all items are INFINITY
* you should only use this in DEBUG mode or very critical asserts
*
* @param[in] v vector
*/
CGLM_INLINE
bool
glms_vec3_isinf(vec3s v) {
return glm_vec3_isinf(v.raw);
}
/*!
* @brief check if all items are valid number
* you should only use this in DEBUG mode or very critical asserts
*
* @param[in] v vector
*/
CGLM_INLINE
bool
glms_vec3_isvalid(vec3s v) {
return glm_vec3_isvalid(v.raw);
}
/*!
* @brief get sign of 32 bit float as +1, -1, 0
*
* Important: It returns 0 for zero/NaN input
*
* @param v vector
* @returns sign vector
*/
CGLM_INLINE
vec3s
glms_vec3_sign(vec3s v) {
vec3s r;
glm_vec3_sign(v.raw, r.raw);
return r;
}
/*!
* @brief absolute value of each vector item
*
* @param[in] v vector
* @return destination vector
*/
CGLM_INLINE
vec3s
glms_vec3_abs(vec3s v) {
vec3s r;
glm_vec3_abs(v.raw, r.raw);
return r;
}
/*!
* @brief fractional part of each vector item
*
* @param[in] v vector
* @return dest destination vector
*/
CGLM_INLINE
vec3s
glms_vec3_fract(vec3s v) {
vec3s r;
glm_vec3_fract(v.raw, r.raw);
return r;
}
/*!
* @brief vector reduction by summation
* @warning could overflow
*
* @param[in] v vector
* @return sum of all vector's elements
*/
CGLM_INLINE
float
glms_vec3_hadd(vec3s v) {
return glm_vec3_hadd(v.raw);
}
/*!
* @brief square root of each vector item
*
* @param[in] v vector
* @returns destination vector
*/
CGLM_INLINE
vec3s
glms_vec3_sqrt(vec3s v) {
vec3s r;
glm_vec3_sqrt(v.raw, r.raw);
return r;
}
#endif /* cglms_vec3s_ext_h */

970
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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Macros:
GLMS_VEC3_ONE_INIT
GLMS_VEC3_ZERO_INIT
GLMS_VEC3_ONE
GLMS_VEC3_ZERO
GLMS_YUP
GLMS_ZUP
GLMS_XUP
Functions:
CGLM_INLINE vec3s glms_vec3(vec4s v4);
CGLM_INLINE void glms_vec3_pack(vec3s dst[], vec3 src[], size_t len);
CGLM_INLINE void glms_vec3_unpack(vec3 dst[], vec3s src[], size_t len);
CGLM_INLINE vec3s glms_vec3_zero(void);
CGLM_INLINE vec3s glms_vec3_one(void);
CGLM_INLINE float glms_vec3_dot(vec3s a, vec3s b);
CGLM_INLINE float glms_vec3_norm2(vec3s v);
CGLM_INLINE float glms_vec3_norm(vec3s v);
CGLM_INLINE float glms_vec3_norm_one(vec3s v);
CGLM_INLINE float glms_vec3_norm_inf(vec3s v);
CGLM_INLINE vec3s glms_vec3_add(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_adds(vec3s a, float s);
CGLM_INLINE vec3s glms_vec3_sub(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_subs(vec3s a, float s);
CGLM_INLINE vec3s glms_vec3_mul(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_scale(vec3s v, float s);
CGLM_INLINE vec3s glms_vec3_scale_as(vec3s v, float s);
CGLM_INLINE vec3s glms_vec3_div(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_divs(vec3s a, float s);
CGLM_INLINE vec3s glms_vec3_addadd(vec3s a, vec3s b, vec3s dest);
CGLM_INLINE vec3s glms_vec3_subadd(vec3s a, vec3s b, vec3s dest);
CGLM_INLINE vec3s glms_vec3_muladd(vec3s a, vec3s b, vec3s dest);
CGLM_INLINE vec3s glms_vec3_muladds(vec3s a, float s, vec3s dest);
CGLM_INLINE vec3s glms_vec3_maxadd(vec3s a, vec3s b, vec3s dest);
CGLM_INLINE vec3s glms_vec3_minadd(vec3s a, vec3s b, vec3s dest);
CGLM_INLINE vec3s glms_vec3_flipsign(vec3s v);
CGLM_INLINE vec3s glms_vec3_negate(vec3s v);
CGLM_INLINE vec3s glms_vec3_inv(vec3s v);
CGLM_INLINE vec3s glms_vec3_normalize(vec3s v);
CGLM_INLINE vec3s glms_vec3_cross(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_crossn(vec3s a, vec3s b);
CGLM_INLINE float glms_vec3_angle(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_rotate(vec3s v, float angle, vec3s axis);
CGLM_INLINE vec3s glms_vec3_rotate_m4(mat4s m, vec3s v);
CGLM_INLINE vec3s glms_vec3_rotate_m3(mat3s m, vec3s v);
CGLM_INLINE vec3s glms_vec3_proj(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_center(vec3s a, vec3s b);
CGLM_INLINE float glms_vec3_distance(vec3s a, vec3s b);
CGLM_INLINE float glms_vec3_distance2(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_maxv(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_minv(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_ortho(vec3s v);
CGLM_INLINE vec3s glms_vec3_clamp(vec3s v, float minVal, float maxVal);
CGLM_INLINE vec3s glms_vec3_lerp(vec3s from, vec3s to, float t);
CGLM_INLINE vec3s glms_vec3_lerpc(vec3s from, vec3s to, float t);
CGLM_INLINE vec3s glms_vec3_mix(vec3s from, vec3s to, float t);
CGLM_INLINE vec3s glms_vec3_mixc(vec3s from, vec3s to, float t);
CGLM_INLINE vec3s glms_vec3_step_uni(float edge, vec3s x);
CGLM_INLINE vec3s glms_vec3_step(vec3s edge, vec3s x);
CGLM_INLINE vec3s glms_vec3_smoothstep_uni(float edge0, float edge1, vec3s x);
CGLM_INLINE vec3s glms_vec3_smoothstep(vec3s edge0, vec3s edge1, vec3s x);
CGLM_INLINE vec3s glms_vec3_smoothinterp(vec3s from, vec3s to, float t);
CGLM_INLINE vec3s glms_vec3_smoothinterpc(vec3s from, vec3s to, float t);
CGLM_INLINE vec3s glms_vec3_swizzle(vec3s v, int mask);
Convenient:
CGLM_INLINE vec3s glms_cross(vec3s a, vec3s b);
CGLM_INLINE float glms_dot(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_normalize(vec3s v);
*/
#ifndef cglms_vec3s_h
#define cglms_vec3s_h
#include "../common.h"
#include "../types-struct.h"
#include "../util.h"
#include "../vec3.h"
#include "vec3-ext.h"
#define GLMS_VEC3_ONE_INIT {GLM_VEC3_ONE_INIT}
#define GLMS_VEC3_ZERO_INIT {GLM_VEC3_ZERO_INIT}
#define GLMS_VEC3_ONE ((vec3s)GLMS_VEC3_ONE_INIT)
#define GLMS_VEC3_ZERO ((vec3s)GLMS_VEC3_ZERO_INIT)
#define GLMS_YUP ((vec3s){{0.0f, 1.0f, 0.0f}})
#define GLMS_ZUP ((vec3s){{0.0f, 0.0f, 1.0f}})
#define GLMS_XUP ((vec3s){{1.0f, 0.0f, 0.0f}})
/*!
* @brief init vec3 using vec4
*
* @param[in] v4 vector4
* @returns destination
*/
CGLM_INLINE
vec3s
glms_vec3(vec4s v4) {
vec3s r;
glm_vec3(v4.raw, r.raw);
return r;
}
/*!
* @brief pack an array of vec3 into an array of vec3s
*
* @param[out] dst array of vec3
* @param[in] src array of vec3s
* @param[in] len number of elements
*/
CGLM_INLINE
void
glms_vec3_pack(vec3s dst[], vec3 src[], size_t len) {
size_t i;
for (i = 0; i < len; i++) {
glm_vec3_copy(src[i], dst[i].raw);
}
}
/*!
* @brief unpack an array of vec3s into an array of vec3
*
* @param[out] dst array of vec3s
* @param[in] src array of vec3
* @param[in] len number of elements
*/
CGLM_INLINE
void
glms_vec3_unpack(vec3 dst[], vec3s src[], size_t len) {
size_t i;
for (i = 0; i < len; i++) {
glm_vec3_copy(src[i].raw, dst[i]);
}
}
/*!
* @brief make vector zero
*
* @returns zero vector
*/
CGLM_INLINE
vec3s
glms_vec3_zero(void) {
vec3s r;
glm_vec3_zero(r.raw);
return r;
}
/*!
* @brief make vector one
*
* @returns one vector
*/
CGLM_INLINE
vec3s
glms_vec3_one(void) {
vec3s r;
glm_vec3_one(r.raw);
return r;
}
/*!
* @brief vec3 dot product
*
* @param[in] a vector1
* @param[in] b vector2
*
* @return dot product
*/
CGLM_INLINE
float
glms_vec3_dot(vec3s a, vec3s b) {
return glm_vec3_dot(a.raw, b.raw);
}
/*!
* @brief norm * norm (magnitude) of vec
*
* we can use this func instead of calling norm * norm, because it would call
* sqrtf fuction twice but with this func we can avoid func call, maybe this is
* not good name for this func
*
* @param[in] v vector
*
* @return norm * norm
*/
CGLM_INLINE
float
glms_vec3_norm2(vec3s v) {
return glm_vec3_norm2(v.raw);
}
/*!
* @brief norm (magnitude) of vec3
*
* @param[in] v vector
*
* @return norm
*/
CGLM_INLINE
float
glms_vec3_norm(vec3s v) {
return glm_vec3_norm(v.raw);
}
/*!
* @brief L1 norm of vec3
* Also known as Manhattan Distance or Taxicab norm.
* L1 Norm is the sum of the magnitudes of the vectors in a space.
* It is calculated as the sum of the absolute values of the vector components.
* In this norm, all the components of the vector are weighted equally.
*
* This computes:
* R = |v[0]| + |v[1]| + |v[2]|
*
* @param[in] v vector
*
* @return L1 norm
*/
CGLM_INLINE
float
glms_vec3_norm_one(vec3s v) {
return glm_vec3_norm_one(v.raw);
}
/*!
* @brief Infinity norm of vec3
* Also known as Maximum norm.
* Infinity Norm is the largest magnitude among each element of a vector.
* It is calculated as the maximum of the absolute values of the vector components.
*
* This computes:
* inf norm = max(|v[0]|, |v[1]|, |v[2]|)
*
* @param[in] v vector
*
* @return Infinity norm
*/
CGLM_INLINE
float
glms_vec3_norm_inf(vec3s v) {
return glm_vec3_norm_inf(v.raw);
}
/*!
* @brief add a vector to b vector store result in dest
*
* @param[in] a vector1
* @param[in] b vector2
* @returns destination vector
*/
CGLM_INLINE
vec3s
glms_vec3_add(vec3s a, vec3s b) {
vec3s r;
glm_vec3_add(a.raw, b.raw, r.raw);
return r;
}
/*!
* @brief add scalar to v vector store result in dest (d = v + s)
*
* @param[in] a vector
* @param[in] s scalar
* @returns destination vector
*/
CGLM_INLINE
vec3s
glms_vec3_adds(vec3s a, float s) {
vec3s r;
glm_vec3_adds(a.raw, s, r.raw);
return r;
}
/*!
* @brief subtract b vector from a vector store result in dest
*
* @param[in] a vector1
* @param[in] b vector2
* @returns destination vector
*/
CGLM_INLINE
vec3s
glms_vec3_sub(vec3s a, vec3s b) {
vec3s r;
glm_vec3_sub(a.raw, b.raw, r.raw);
return r;
}
/*!
* @brief subtract scalar from v vector store result in dest (d = v - s)
*
* @param[in] a vector
* @param[in] s scalar
* @returns destination vector
*/
CGLM_INLINE
vec3s
glms_vec3_subs(vec3s a, float s) {
vec3s r;
glm_vec3_subs(a.raw, s, r.raw);
return r;
}
/*!
* @brief multiply two vector (component-wise multiplication)
*
* @param a vector1
* @param b vector2
* @returns v3 = (a[0] * b[0], a[1] * b[1], a[2] * b[2])
*/
CGLM_INLINE
vec3s
glms_vec3_mul(vec3s a, vec3s b) {
vec3s r;
glm_vec3_mul(a.raw, b.raw, r.raw);
return r;
}
/*!
* @brief multiply/scale vec3 vector with scalar: result = v * s
*
* @param[in] v vector
* @param[in] s scalar
* @returns destination vector
*/
CGLM_INLINE
vec3s
glms_vec3_scale(vec3s v, float s) {
vec3s r;
glm_vec3_scale(v.raw, s, r.raw);
return r;
}
/*!
* @brief make vec3 vector scale as specified: result = unit(v) * s
*
* @param[in] v vector
* @param[in] s scalar
* @returns destination vector
*/
CGLM_INLINE
vec3s
glms_vec3_scale_as(vec3s v, float s) {
vec3s r;
glm_vec3_scale_as(v.raw, s, r.raw);
return r;
}
/*!
* @brief div vector with another component-wise division: d = a / b
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns result = (a[0]/b[0], a[1]/b[1], a[2]/b[2])
*/
CGLM_INLINE
vec3s
glms_vec3_div(vec3s a, vec3s b) {
vec3s r;
glm_vec3_div(a.raw, b.raw, r.raw);
return r;
}
/*!
* @brief div vector with scalar: d = v / s
*
* @param[in] a vector
* @param[in] s scalar
* @returns result = (a[0]/s, a[1]/s, a[2]/s)
*/
CGLM_INLINE
vec3s
glms_vec3_divs(vec3s a, float s) {
vec3s r;
glm_vec3_divs(a.raw, s, r.raw);
return r;
}
/*!
* @brief add two vectors and add result to sum
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns dest += (a + b)
*/
CGLM_INLINE
vec3s
glms_vec3_addadd(vec3s a, vec3s b, vec3s dest) {
glm_vec3_addadd(a.raw, b.raw, dest.raw);
return dest;
}
/*!
* @brief sub two vectors and add result to dest
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns dest += (a + b)
*/
CGLM_INLINE
vec3s
glms_vec3_subadd(vec3s a, vec3s b, vec3s dest) {
glm_vec3_subadd(a.raw, b.raw, dest.raw);
return dest;
}
/*!
* @brief mul two vectors and add result to dest
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns dest += (a * b)
*/
CGLM_INLINE
vec3s
glms_vec3_muladd(vec3s a, vec3s b, vec3s dest) {
glm_vec3_muladd(a.raw, b.raw, dest.raw);
return dest;
}
/*!
* @brief mul vector with scalar and add result to sum
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector
* @param[in] s scalar
* @returns dest += (a * b)
*/
CGLM_INLINE
vec3s
glms_vec3_muladds(vec3s a, float s, vec3s dest) {
glm_vec3_muladds(a.raw, s, dest.raw);
return dest;
}
/*!
* @brief add max of two vector to result/dest
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns dest += max(a, b)
*/
CGLM_INLINE
vec3s
glms_vec3_maxadd(vec3s a, vec3s b, vec3s dest) {
glm_vec3_maxadd(a.raw, b.raw, dest.raw);
return dest;
}
/*!
* @brief add min of two vector to result/dest
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns dest += min(a, b)
*/
CGLM_INLINE
vec3s
glms_vec3_minadd(vec3s a, vec3s b, vec3s dest) {
glm_vec3_minadd(a.raw, b.raw, dest.raw);
return dest;
}
/*!
* @brief negate vector components and store result in dest
*
* @param[in] v vector
* @returns result vector
*/
CGLM_INLINE
vec3s
glms_vec3_flipsign(vec3s v) {
glm_vec3_flipsign(v.raw);
return v;
}
/*!
* @brief negate vector components
*
* @param[in] v vector
* @returns negated vector
*/
CGLM_INLINE
vec3s
glms_vec3_negate(vec3s v) {
glm_vec3_negate(v.raw);
return v;
}
/*!
* @brief normalize vec3 and store result in same vec
*
* @param[in] v vector
* @returns normalized vector
*/
CGLM_INLINE
vec3s
glms_vec3_normalize(vec3s v) {
glm_vec3_normalize(v.raw);
return v;
}
/*!
* @brief cross product of two vector (RH)
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns destination
*/
CGLM_INLINE
vec3s
glms_vec3_cross(vec3s a, vec3s b) {
vec3s r;
glm_vec3_cross(a.raw, b.raw, r.raw);
return r;
}
/*!
* @brief cross product of two vector (RH) and normalize the result
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns destination
*/
CGLM_INLINE
vec3s
glms_vec3_crossn(vec3s a, vec3s b) {
vec3s r;
glm_vec3_crossn(a.raw, b.raw, r.raw);
return r;
}
/*!
* @brief angle betwen two vector
*
* @param[in] a vector1
* @param[in] b vector2
*
* @return angle as radians
*/
CGLM_INLINE
float
glms_vec3_angle(vec3s a, vec3s b) {
return glm_vec3_angle(a.raw, b.raw);
}
/*!
* @brief rotate vec3 around axis by angle using Rodrigues' rotation formula
*
* @param[in] v vector
* @param[in] axis axis vector (must be unit vector)
* @param[in] angle angle by radians
* @returns rotated vector
*/
CGLM_INLINE
vec3s
glms_vec3_rotate(vec3s v, float angle, vec3s axis) {
glm_vec3_rotate(v.raw, angle, axis.raw);
return v;
}
/*!
* @brief apply rotation matrix to vector
*
* matrix format should be (no perspective):
* a b c x
* e f g y
* i j k z
* 0 0 0 w
*
* @param[in] m affine matrix or rot matrix
* @param[in] v vector
* @returns rotated vector
*/
CGLM_INLINE
vec3s
glms_vec3_rotate_m4(mat4s m, vec3s v) {
vec3s r;
glm_vec3_rotate_m4(m.raw, v.raw, r.raw);
return r;
}
/*!
* @brief apply rotation matrix to vector
*
* @param[in] m affine matrix or rot matrix
* @param[in] v vector
* @returns rotated vector
*/
CGLM_INLINE
vec3s
glms_vec3_rotate_m3(mat3s m, vec3s v) {
vec3s r;
glm_vec3_rotate_m3(m.raw, v.raw, r.raw);
return r;
}
/*!
* @brief project a vector onto b vector
*
* @param[in] a vector1
* @param[in] b vector2
* @returns projected vector
*/
CGLM_INLINE
vec3s
glms_vec3_proj(vec3s a, vec3s b) {
vec3s r;
glm_vec3_proj(a.raw, b.raw, r.raw);
return r;
}
/**
* @brief find center point of two vector
*
* @param[in] a vector1
* @param[in] b vector2
* @returns center point
*/
CGLM_INLINE
vec3s
glms_vec3_center(vec3s a, vec3s b) {
vec3s r;
glm_vec3_center(a.raw, b.raw, r.raw);
return r;
}
/**
* @brief distance between two vectors
*
* @param[in] a vector1
* @param[in] b vector2
* @return distance
*/
CGLM_INLINE
float
glms_vec3_distance(vec3s a, vec3s b) {
return glm_vec3_distance(a.raw, b.raw);
}
/**
* @brief squared distance between two vectors
*
* @param[in] a vector1
* @param[in] b vector2
* @return squared distance (distance * distance)
*/
CGLM_INLINE
float
glms_vec3_distance2(vec3s a, vec3s b) {
return glm_vec3_distance2(a.raw, b.raw);
}
/*!
* @brief max values of vectors
*
* @param[in] a vector1
* @param[in] b vector2
* @returns destination
*/
CGLM_INLINE
vec3s
glms_vec3_maxv(vec3s a, vec3s b) {
vec3s r;
glm_vec3_maxv(a.raw, b.raw, r.raw);
return r;
}
/*!
* @brief min values of vectors
*
* @param[in] a vector1
* @param[in] b vector2
* @returns destination
*/
CGLM_INLINE
vec3s
glms_vec3_minv(vec3s a, vec3s b) {
vec3s r;
glm_vec3_minv(a.raw, b.raw, r.raw);
return r;
}
/*!
* @brief possible orthogonal/perpendicular vector
*
* @param[in] v vector
* @returns orthogonal/perpendicular vector
*/
CGLM_INLINE
vec3s
glms_vec3_ortho(vec3s v) {
vec3s r;
glm_vec3_ortho(v.raw, r.raw);
return r;
}
/*!
* @brief clamp vector's individual members between min and max values
*
* @param[in] v vector
* @param[in] minVal minimum value
* @param[in] maxVal maximum value
* @returns clamped vector
*/
CGLM_INLINE
vec3s
glms_vec3_clamp(vec3s v, float minVal, float maxVal) {
glm_vec3_clamp(v.raw, minVal, maxVal);
return v;
}
/*!
* @brief linear interpolation between two vectors
*
* formula: from + s * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount)
* @returns destination
*/
CGLM_INLINE
vec3s
glms_vec3_lerp(vec3s from, vec3s to, float t) {
vec3s r;
glm_vec3_lerp(from.raw, to.raw, t, r.raw);
return r;
}
/*!
* @brief linear interpolation between two vectors (clamped)
*
* formula: from + s * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount) clamped between 0 and 1
* @returns destination
*/
CGLM_INLINE
vec3s
glms_vec3_lerpc(vec3s from, vec3s to, float t) {
vec3s r;
glm_vec3_lerpc(from.raw, to.raw, t, r.raw);
return r;
}
/*!
* @brief linear interpolation between two vectors
*
* formula: from + s * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount)
* @returns destination
*/
CGLM_INLINE
vec3s
glms_vec3_mix(vec3s from, vec3s to, float t) {
vec3s r;
glm_vec3_mix(from.raw, to.raw, t, r.raw);
return r;
}
/*!
* @brief linear interpolation between two vectors (clamped)
*
* formula: from + s * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount) clamped between 0 and 1
* @returns destination
*/
CGLM_INLINE
vec3s
glms_vec3_mixc(vec3s from, vec3s to, float t) {
vec3s r;
glm_vec3_mixc(from.raw, to.raw, t, r.raw);
return r;
}
/*!
* @brief threshold function (unidimensional)
*
* @param[in] edge threshold
* @param[in] x value to test against threshold
* @returns 0.0 if x < edge, else 1.0
*/
CGLM_INLINE
vec3s
glms_vec3_step_uni(float edge, vec3s x) {
vec3s r;
glm_vec3_step_uni(edge, x.raw, r.raw);
return r;
}
/*!
* @brief threshold function
*
* @param[in] edge threshold
* @param[in] x value to test against threshold
* @returns 0.0 if x < edge, else 1.0
*/
CGLM_INLINE
vec3s
glms_vec3_step(vec3s edge, vec3s x) {
vec3s r;
glm_vec3_step(edge.raw, x.raw, r.raw);
return r;
}
/*!
* @brief threshold function with a smooth transition (unidimensional)
*
* @param[in] edge0 low threshold
* @param[in] edge1 high threshold
* @param[in] x value to test against threshold
* @returns destination
*/
CGLM_INLINE
vec3s
glms_vec3_smoothstep_uni(float edge0, float edge1, vec3s x) {
vec3s r;
glm_vec3_smoothstep_uni(edge0, edge1, x.raw, r.raw);
return r;
}
/*!
* @brief threshold function with a smooth transition
*
* @param[in] edge0 low threshold
* @param[in] edge1 high threshold
* @param[in] x value to test against threshold
* @returns destination
*/
CGLM_INLINE
vec3s
glms_vec3_smoothstep(vec3s edge0, vec3s edge1, vec3s x) {
vec3s r;
glm_vec3_smoothstep(edge0.raw, edge1.raw, x.raw, r.raw);
return r;
}
/*!
* @brief smooth Hermite interpolation between two vectors
*
* formula: from + s * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount)
* @returns destination
*/
CGLM_INLINE
vec3s
glms_vec3_smoothinterp(vec3s from, vec3s to, float t) {
vec3s r;
glm_vec3_smoothinterp(from.raw, to.raw, t, r.raw);
return r;
}
/*!
* @brief smooth Hermite interpolation between two vectors (clamped)
*
* formula: from + s * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount) clamped between 0 and 1
* @returns destination
*/
CGLM_INLINE
vec3s
glms_vec3_smoothinterpc(vec3s from, vec3s to, float t) {
vec3s r;
glm_vec3_smoothinterpc(from.raw, to.raw, t, r.raw);
return r;
}
/*!
* @brief vec3 cross product
*
* this is just convenient wrapper
*
* @param[in] a source 1
* @param[in] b source 2
* @returns destination
*/
CGLM_INLINE
vec3s
glms_cross(vec3s a, vec3s b) {
vec3s r;
glm_cross(a.raw, b.raw, r.raw);
return r;
}
/*!
* @brief vec3 dot product
*
* this is just convenient wrapper
*
* @param[in] a vector1
* @param[in] b vector2
* @return dot product
*/
CGLM_INLINE
float
glms_dot(vec3s a, vec3s b) {
return glm_dot(a.raw, b.raw);
}
/*!
* @brief normalize vec3 and store result in same vec
*
* this is just convenient wrapper
*
* @param[in] v vector
* @returns normalized vector
*/
CGLM_INLINE
vec3s
glms_normalize(vec3s v) {
glm_normalize(v.raw);
return v;
}
/*!
* @brief swizzle vector components
*
* you can use existin masks e.g. GLM_XXX, GLM_ZYX
*
* @param[in] v source
* @param[in] mask mask
* @returns swizzled vector
*/
CGLM_INLINE
vec3s
glms_vec3_swizzle(vec3s v, int mask) {
vec3s dest;
glm_vec3_swizzle(v.raw, mask, dest.raw);
return dest;
}
#endif /* cglms_vec3s_h */

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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*!
* @brief SIMD like functions
*/
/*
Functions:
CGLM_INLINE vec4s glms_vec4_broadcast(float val);
CGLM_INLINE vec4s glms_vec4_fill(float val);
CGLM_INLINE bool glms_vec4_eq(vec4s v, float val);
CGLM_INLINE bool glms_vec4_eq_eps(vec4s v, float val);
CGLM_INLINE bool glms_vec4_eq_all(vec4s v);
CGLM_INLINE bool glms_vec4_eqv(vec4s a, vec4s b);
CGLM_INLINE bool glms_vec4_eqv_eps(vec4s a, vec4s b);
CGLM_INLINE float glms_vec4_max(vec4s v);
CGLM_INLINE float glms_vec4_min(vec4s v);
CGLM_INLINE bool glms_vec4_isnan(vec4s v);
CGLM_INLINE bool glms_vec4_isinf(vec4s v);
CGLM_INLINE bool glms_vec4_isvalid(vec4s v);
CGLM_INLINE vec4s glms_vec4_sign(vec4s v);
CGLM_INLINE vec4s glms_vec4_abs(vec4s v);
CGLM_INLINE vec4s glms_vec4_fract(vec4s v);
CGLM_INLINE float glms_vec4_hadd(vec4s v);
CGLM_INLINE vec4s glms_vec4_sqrt(vec4s v);
*/
#ifndef cglms_vec4s_ext_h
#define cglms_vec4s_ext_h
#include "../common.h"
#include "../types-struct.h"
#include "../util.h"
#include "../vec4-ext.h"
/*!
* @brief fill a vector with specified value
*
* @param val value
* @returns dest
*/
CGLM_INLINE
vec4s
glms_vec4_broadcast(float val) {
vec4s r;
glm_vec4_broadcast(val, r.raw);
return r;
}
/*!
* @brief fill a vector with specified value
*
* @param val value
* @returns dest
*/
CGLM_INLINE
vec4s
glms_vec4_fill(float val) {
vec4s r;
glm_vec4_fill(r.raw, val);
return r;
}
/*!
* @brief check if vector is equal to value (without epsilon)
*
* @param v vector
* @param val value
*/
CGLM_INLINE
bool
glms_vec4_eq(vec4s v, float val) {
return glm_vec4_eq(v.raw, val);
}
/*!
* @brief check if vector is equal to value (with epsilon)
*
* @param v vector
* @param val value
*/
CGLM_INLINE
bool
glms_vec4_eq_eps(vec4s v, float val) {
return glm_vec4_eq_eps(v.raw, val);
}
/*!
* @brief check if vectors members are equal (without epsilon)
*
* @param v vector
*/
CGLM_INLINE
bool
glms_vec4_eq_all(vec4s v) {
return glm_vec4_eq_all(v.raw);
}
/*!
* @brief check if vector is equal to another (without epsilon)
*
* @param a vector
* @param b vector
*/
CGLM_INLINE
bool
glms_vec4_eqv(vec4s a, vec4s b) {
return glm_vec4_eqv(a.raw, b.raw);
}
/*!
* @brief check if vector is equal to another (with epsilon)
*
* @param a vector
* @param b vector
*/
CGLM_INLINE
bool
glms_vec4_eqv_eps(vec4s a, vec4s b) {
return glm_vec4_eqv_eps(a.raw, b.raw);
}
/*!
* @brief max value of vector
*
* @param v vector
*/
CGLM_INLINE
float
glms_vec4_max(vec4s v) {
return glm_vec4_max(v.raw);
}
/*!
* @brief min value of vector
*
* @param v vector
*/
CGLM_INLINE
float
glms_vec4_min(vec4s v) {
return glm_vec4_min(v.raw);
}
/*!
* @brief check if one of items is NaN (not a number)
* you should only use this in DEBUG mode or very critical asserts
*
* @param[in] v vector
*/
CGLM_INLINE
bool
glms_vec4_isnan(vec4s v) {
return glm_vec4_isnan(v.raw);
}
/*!
* @brief check if one of items is INFINITY
* you should only use this in DEBUG mode or very critical asserts
*
* @param[in] v vector
*/
CGLM_INLINE
bool
glms_vec4_isinf(vec4s v) {
return glm_vec4_isinf(v.raw);
}
/*!
* @brief check if all items are valid number
* you should only use this in DEBUG mode or very critical asserts
*
* @param[in] v vector
*/
CGLM_INLINE
bool
glms_vec4_isvalid(vec4s v) {
return glm_vec4_isvalid(v.raw);
}
/*!
* @brief get sign of 32 bit float as +1, -1, 0
*
* Important: It returns 0 for zero/NaN input
*
* @param v vector
* @returns sign vector
*/
CGLM_INLINE
vec4s
glms_vec4_sign(vec4s v) {
vec4s r;
glm_vec4_sign(v.raw, r.raw);
return r;
}
/*!
* @brief absolute value of each vector item
*
* @param[in] v vector
* @returns destination vector
*/
CGLM_INLINE
vec4s
glms_vec4_abs(vec4s v) {
vec4s r;
glm_vec4_abs(v.raw, r.raw);
return r;
}
/*!
* @brief fractional part of each vector item
*
* @param[in] v vector
* @returns dest destination vector
*/
CGLM_INLINE
vec4s
glms_vec4_fract(vec4s v) {
vec4s r;
glm_vec4_fract(v.raw, r.raw);
return r;
}
/*!
* @brief vector reduction by summation
* @warning could overflow
*
* @param[in] v vector
* @return sum of all vector's elements
*/
CGLM_INLINE
float
glms_vec4_hadd(vec4s v) {
return glm_vec4_hadd(v.raw);
}
/*!
* @brief square root of each vector item
*
* @param[in] v vector
* @returns destination vector
*/
CGLM_INLINE
vec4s
glms_vec4_sqrt(vec4s v) {
vec4s r;
glm_vec4_sqrt(v.raw, r.raw);
return r;
}
#endif /* cglms_vec4s_ext_h */

814
include/cglm/struct/vec4.h Normal file
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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*
Macros:
GLMS_VEC4_ONE_INIT
GLMS_VEC4_BLACK_INIT
GLMS_VEC4_ZERO_INIT
GLMS_VEC4_ONE
GLMS_VEC4_BLACK
GLMS_VEC4_ZERO
Functions:
CGLM_INLINE vec4s glms_vec4(vec3s v3, float last);
CGLM_INLINE vec3s glms_vec4_copy3(vec4s v);
CGLM_INLINE vec4s glms_vec4_copy(vec4s v);
CGLM_INLINE vec4s glms_vec4_ucopy(vec4s v);
CGLM_INLINE void glms_vec4_pack(vec4s dst[], vec4 src[], size_t len);
CGLM_INLINE void glms_vec4_unpack(vec4 dst[], vec4s src[], size_t len);
CGLM_INLINE float glms_vec4_dot(vec4s a, vec4s b);
CGLM_INLINE float glms_vec4_norm2(vec4s v);
CGLM_INLINE float glms_vec4_norm(vec4s v);
CGLM_INLINE float glms_vec4_norm_one(vec4s v);
CGLM_INLINE float glms_vec4_norm_inf(vec4s v);
CGLM_INLINE vec4s glms_vec4_add(vec4s a, vec4s b);
CGLM_INLINE vec4s glms_vec4_adds(vec4s v, float s);
CGLM_INLINE vec4s glms_vec4_sub(vec4s a, vec4s b);
CGLM_INLINE vec4s glms_vec4_subs(vec4s v, float s);
CGLM_INLINE vec4s glms_vec4_mul(vec4s a, vec4s b);
CGLM_INLINE vec4s glms_vec4_scale(vec4s v, float s);
CGLM_INLINE vec4s glms_vec4_scale_as(vec4s v, float s);
CGLM_INLINE vec4s glms_vec4_div(vec4s a, vec4s b);
CGLM_INLINE vec4s glms_vec4_divs(vec4s v, float s);
CGLM_INLINE vec4s glms_vec4_addadd(vec4s a, vec4s b, vec4s dest);
CGLM_INLINE vec4s glms_vec4_subadd(vec4s a, vec4s b, vec4s dest);
CGLM_INLINE vec4s glms_vec4_muladd(vec4s a, vec4s b, vec4s dest);
CGLM_INLINE vec4s glms_vec4_muladds(vec4s a, float s, vec4s dest);
CGLM_INLINE vec4s glms_vec4_maxadd(vec4s a, vec4s b, vec4s dest);
CGLM_INLINE vec4s glms_vec4_minadd(vec4s a, vec4s b, vec4s dest);
CGLM_INLINE vec4s glms_vec4_negate(vec4s v);
CGLM_INLINE vec4s glms_vec4_inv(vec4s v);
CGLM_INLINE vec4s glms_vec4_normalize(vec4s v);
CGLM_INLINE float glms_vec4_distance(vec4s a, vec4s b);
CGLM_INLINE float glms_vec4_distance2(vec4s a, vec4s b);
CGLM_INLINE vec4s glms_vec4_maxv(vec4s a, vec4s b);
CGLM_INLINE vec4s glms_vec4_minv(vec4s a, vec4s b);
CGLM_INLINE vec4s glms_vec4_clamp(vec4s v, float minVal, float maxVal);
CGLM_INLINE vec4s glms_vec4_lerp(vec4s from, vec4s to, float t);
CGLM_INLINE vec4s glms_vec4_lerpc(vec4s from, vec4s to, float t);
CGLM_INLINE vec4s glms_vec4_mix(vec4s from, vec4s to, float t);
CGLM_INLINE vec4s glms_vec4_mixc(vec4s from, vec4s to, float t);
CGLM_INLINE vec4s glms_vec4_step_uni(float edge, vec4s x);
CGLM_INLINE vec4s glms_vec4_step(vec4s edge, vec4s x);
CGLM_INLINE vec4s glms_vec4_smoothstep_uni(float edge0, float edge1, vec4s x);
CGLM_INLINE vec4s glms_vec4_smoothstep(vec4s edge0, vec4s edge1, vec4s x);
CGLM_INLINE vec4s glms_vec4_smoothinterp(vec4s from, vec4s to, float t);
CGLM_INLINE vec4s glms_vec4_smoothinterpc(vec4s from, vec4s to, float t);
CGLM_INLINE vec4s glms_vec4_cubic(float s);
CGLM_INLINE vec4s glms_vec4_swizzle(vec4s v, int mask);
*/
#ifndef cglms_vec4s_h
#define cglms_vec4s_h
#include "../common.h"
#include "../types-struct.h"
#include "../util.h"
#include "../vec4.h"
#include "vec4-ext.h"
#define GLMS_VEC4_ONE_INIT {GLM_VEC4_ONE_INIT}
#define GLMS_VEC4_BLACK_INIT {GLM_VEC4_BLACK_INIT}
#define GLMS_VEC4_ZERO_INIT {GLM_VEC4_ZERO_INIT}
#define GLMS_VEC4_ONE ((vec4s)GLM_VEC4_ONE_INIT)
#define GLMS_VEC4_BLACK ((vec4s)GLM_VEC4_BLACK_INIT)
#define GLMS_VEC4_ZERO ((vec4s)GLM_VEC4_ZERO_INIT)
/*!
* @brief init vec4 using vec3
*
* @param[in] v3 vector3
* @param[in] last last item
* @returns destination
*/
CGLM_INLINE
vec4s
glms_vec4(vec3s v3, float last) {
vec4s r;
glm_vec4(v3.raw, last, r.raw);
return r;
}
/*!
* @brief copy first 3 members of [a] to [dest]
*
* @param[in] v source
* @returns vec3
*/
CGLM_INLINE
vec3s
glms_vec4_copy3(vec4s v) {
vec3s r;
glm_vec4_copy3(v.raw, r.raw);
return r;
}
/*!
* @brief copy all members of [a] to [dest]
*
* @param[in] v source
* @returns destination
*/
CGLM_INLINE
vec4s
glms_vec4_copy(vec4s v) {
vec4s r;
glm_vec4_copy(v.raw, r.raw);
return r;
}
/*!
* @brief copy all members of [a] to [dest]
*
* alignment is not required
*
* @param[in] v source
* @returns destination
*/
CGLM_INLINE
vec4s
glms_vec4_ucopy(vec4s v) {
vec4s r;
glm_vec4_ucopy(v.raw, r.raw);
return r;
}
/*!
* @brief pack an array of vec4 into an array of vec4s
*
* @param[out] dst array of vec4
* @param[in] src array of vec4s
* @param[in] len number of elements
*/
CGLM_INLINE
void
glms_vec4_pack(vec4s dst[], vec4 src[], size_t len) {
size_t i;
for (i = 0; i < len; i++) {
glm_vec4_copy(src[i], dst[i].raw);
}
}
/*!
* @brief unpack an array of vec4s into an array of vec4
*
* @param[out] dst array of vec4s
* @param[in] src array of vec4
* @param[in] len number of elements
*/
CGLM_INLINE
void
glms_vec4_unpack(vec4 dst[], vec4s src[], size_t len) {
size_t i;
for (i = 0; i < len; i++) {
glm_vec4_copy(src[i].raw, dst[i]);
}
}
/*!
* @brief make vector zero
*
* @returns zero vector
*/
CGLM_INLINE
vec4s
glms_vec4_zero(void) {
vec4s r;
glm_vec4_zero(r.raw);
return r;
}
/*!
* @brief make vector one
*
* @returns one vector
*/
CGLM_INLINE
vec4s
glms_vec4_one(void) {
vec4s r;
glm_vec4_one(r.raw);
return r;
}
/*!
* @brief vec4 dot product
*
* @param[in] a vector1
* @param[in] b vector2
*
* @return dot product
*/
CGLM_INLINE
float
glms_vec4_dot(vec4s a, vec4s b) {
return glm_vec4_dot(a.raw, b.raw);
}
/*!
* @brief norm * norm (magnitude) of vec
*
* we can use this func instead of calling norm * norm, because it would call
* sqrtf fuction twice but with this func we can avoid func call, maybe this is
* not good name for this func
*
* @param[in] v vec4
*
* @return norm * norm
*/
CGLM_INLINE
float
glms_vec4_norm2(vec4s v) {
return glm_vec4_norm2(v.raw);
}
/*!
* @brief norm (magnitude) of vec4
*
* @param[in] v vector
*
* @return norm
*/
CGLM_INLINE
float
glms_vec4_norm(vec4s v) {
return glm_vec4_norm(v.raw);
}
/*!
* @brief L1 norm of vec4
* Also known as Manhattan Distance or Taxicab norm.
* L1 Norm is the sum of the magnitudes of the vectors in a space.
* It is calculated as the sum of the absolute values of the vector components.
* In this norm, all the components of the vector are weighted equally.
*
* This computes:
* R = |v[0]| + |v[1]| + |v[2]| + |v[3]|
*
* @param[in] v vector
*
* @return L1 norm
*/
CGLM_INLINE
float
glms_vec4_norm_one(vec4s v) {
return glm_vec4_norm_one(v.raw);
}
/*!
* @brief Infinity norm of vec4
* Also known as Maximum norm.
* Infinity Norm is the largest magnitude among each element of a vector.
* It is calculated as the maximum of the absolute values of the vector components.
*
* This computes:
* inf norm = max(|v[0]|, |v[1]|, |v[2]|, |v[3]|)
*
* @param[in] v vector
*
* @return Infinity norm
*/
CGLM_INLINE
float
glms_vec4_norm_inf(vec4s v) {
return glm_vec4_norm_inf(v.raw);
}
/*!
* @brief add b vector to a vector store result in dest
*
* @param[in] a vector1
* @param[in] b vector2
* @returns destination vector
*/
CGLM_INLINE
vec4s
glms_vec4_add(vec4s a, vec4s b) {
vec4s r;
glm_vec4_add(a.raw, b.raw, r.raw);
return r;
}
/*!
* @brief add scalar to v vector store result in dest (d = v + vec(s))
*
* @param[in] v vector
* @param[in] s scalar
* @returns destination vector
*/
CGLM_INLINE
vec4s
glms_vec4_adds(vec4s v, float s) {
vec4s r;
glm_vec4_adds(v.raw, s, r.raw);
return r;
}
/*!
* @brief subtract b vector from a vector store result in dest (d = a - b)
*
* @param[in] a vector1
* @param[in] b vector2
* @returns destination vector
*/
CGLM_INLINE
vec4s
glms_vec4_sub(vec4s a, vec4s b) {
vec4s r;
glm_vec4_sub(a.raw, b.raw, r.raw);
return r;
}
/*!
* @brief subtract scalar from v vector store result in dest (d = v - vec(s))
*
* @param[in] v vector
* @param[in] s scalar
* @returns destination vector
*/
CGLM_INLINE
vec4s
glms_vec4_subs(vec4s v, float s) {
vec4s r;
glm_vec4_subs(v.raw, s, r.raw);
return r;
}
/*!
* @brief multiply two vector (component-wise multiplication)
*
* @param a vector1
* @param b vector2
* @returns dest = (a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3])
*/
CGLM_INLINE
vec4s
glms_vec4_mul(vec4s a, vec4s b) {
vec4s r;
glm_vec4_mul(a.raw, b.raw, r.raw);
return r;
}
/*!
* @brief multiply/scale vec4 vector with scalar: result = v * s
*
* @param[in] v vector
* @param[in] s scalar
* @returns destination vector
*/
CGLM_INLINE
vec4s
glms_vec4_scale(vec4s v, float s) {
vec4s r;
glm_vec4_scale(v.raw, s, r.raw);
return r;
}
/*!
* @brief make vec4 vector scale as specified: result = unit(v) * s
*
* @param[in] v vector
* @param[in] s scalar
* @returns destination vector
*/
CGLM_INLINE
vec4s
glms_vec4_scale_as(vec4s v, float s) {
vec4s r;
glm_vec4_scale_as(v.raw, s, r.raw);
return r;
}
/*!
* @brief div vector with another component-wise division: d = a / b
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns result = (a[0]/b[0], a[1]/b[1], a[2]/b[2], a[3]/b[3])
*/
CGLM_INLINE
vec4s
glms_vec4_div(vec4s a, vec4s b) {
vec4s r;
glm_vec4_div(a.raw, b.raw, r.raw);
return r;
}
/*!
* @brief div vec4 vector with scalar: d = v / s
*
* @param[in] v vector
* @param[in] s scalar
* @returns destination vector
*/
CGLM_INLINE
vec4s
glms_vec4_divs(vec4s v, float s) {
vec4s r;
glm_vec4_divs(v.raw, s, r.raw);
return r;
}
/*!
* @brief add two vectors and add result to sum
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns dest += (a + b)
*/
CGLM_INLINE
vec4s
glms_vec4_addadd(vec4s a, vec4s b, vec4s dest) {
glm_vec4_addadd(a.raw, b.raw, dest.raw);
return dest;
}
/*!
* @brief sub two vectors and add result to dest
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns dest += (a - b)
*/
CGLM_INLINE
vec4s
glms_vec4_subadd(vec4s a, vec4s b, vec4s dest) {
glm_vec4_subadd(a.raw, b.raw, dest.raw);
return dest;
}
/*!
* @brief mul two vectors and add result to dest
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns dest += (a * b)
*/
CGLM_INLINE
vec4s
glms_vec4_muladd(vec4s a, vec4s b, vec4s dest) {
glm_vec4_muladd(a.raw, b.raw, dest.raw);
return dest;
}
/*!
* @brief mul vector with scalar and add result to sum
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector
* @param[in] s scalar
* @returns dest += (a * b)
*/
CGLM_INLINE
vec4s
glms_vec4_muladds(vec4s a, float s, vec4s dest) {
glm_vec4_muladds(a.raw, s, dest.raw);
return dest;
}
/*!
* @brief add max of two vector to result/dest
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns dest += max(a, b)
*/
CGLM_INLINE
vec4s
glms_vec4_maxadd(vec4s a, vec4s b, vec4s dest) {
glm_vec4_maxadd(a.raw, b.raw, dest.raw);
return dest;
}
/*!
* @brief add min of two vector to result/dest
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns dest += min(a, b)
*/
CGLM_INLINE
vec4s
glms_vec4_minadd(vec4s a, vec4s b, vec4s dest) {
glm_vec4_minadd(a.raw, b.raw, dest.raw);
return dest;
}
/*!
* @brief negate vector components and store result in dest
*
* @param[in] v vector
* @returns result vector
*/
CGLM_INLINE
vec4s
glms_vec4_negate(vec4s v) {
glm_vec4_negate(v.raw);
return v;
}
/*!
* @brief normalize vec4 and store result in same vec
*
* @param[in] v vector
* @returns normalized vector
*/
CGLM_INLINE
vec4s
glms_vec4_normalize(vec4s v) {
glm_vec4_normalize(v.raw);
return v;
}
/**
* @brief distance between two vectors
*
* @param[in] a vector1
* @param[in] b vector2
* @return returns distance
*/
CGLM_INLINE
float
glms_vec4_distance(vec4s a, vec4s b) {
return glm_vec4_distance(a.raw, b.raw);
}
/**
* @brief squared distance between two vectors
*
* @param[in] a vector1
* @param[in] b vector2
* @return returns squared distance
*/
CGLM_INLINE
float
glms_vec4_distance2(vec4s a, vec4s b) {
return glm_vec4_distance2(a.raw, b.raw);
}
/*!
* @brief max values of vectors
*
* @param[in] a vector1
* @param[in] b vector2
* @returns destination
*/
CGLM_INLINE
vec4s
glms_vec4_maxv(vec4s a, vec4s b) {
vec4s r;
glm_vec4_maxv(a.raw, b.raw, r.raw);
return r;
}
/*!
* @brief min values of vectors
*
* @param[in] a vector1
* @param[in] b vector2
* @returns destination
*/
CGLM_INLINE
vec4s
glms_vec4_minv(vec4s a, vec4s b) {
vec4s r;
glm_vec4_minv(a.raw, b.raw, r.raw);
return r;
}
/*!
* @brief clamp vector's individual members between min and max values
*
* @param[in] v vector
* @param[in] minVal minimum value
* @param[in] maxVal maximum value
* @returns clamped vector
*/
CGLM_INLINE
vec4s
glms_vec4_clamp(vec4s v, float minVal, float maxVal) {
glm_vec4_clamp(v.raw, minVal, maxVal);
return v;
}
/*!
* @brief linear interpolation between two vectors
*
* formula: from + s * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount)
* @returns destination
*/
CGLM_INLINE
vec4s
glms_vec4_lerp(vec4s from, vec4s to, float t) {
vec4s r;
glm_vec4_lerp(from.raw, to.raw, t, r.raw);
return r;
}
/*!
* @brief linear interpolation between two vectors (clamped)
*
* formula: from + s * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount) clamped between 0 and 1
* @returns destination
*/
CGLM_INLINE
vec4s
glms_vec4_lerpc(vec4s from, vec4s to, float t) {
vec4s r;
glm_vec4_lerpc(from.raw, to.raw, t, r.raw);
return r;
}
/*!
* @brief linear interpolation between two vectors
*
* formula: from + s * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount)
* @returns destination
*/
CGLM_INLINE
vec4s
glms_vec4_mix(vec4s from, vec4s to, float t) {
vec4s r;
glm_vec4_mix(from.raw, to.raw, t, r.raw);
return r;
}
/*!
* @brief linear interpolation between two vectors (clamped)
*
* formula: from + s * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount) clamped between 0 and 1
* @returns destination
*/
CGLM_INLINE
vec4s
glms_vec4_mixc(vec4s from, vec4s to, float t) {
vec4s r;
glm_vec4_mixc(from.raw, to.raw, t, r.raw);
return r;
}
/*!
* @brief threshold function (unidimensional)
*
* @param[in] edge threshold
* @param[in] x value to test against threshold
* @returns 0.0 if x < edge, else 1.0
*/
CGLM_INLINE
vec4s
glms_vec4_step_uni(float edge, vec4s x) {
vec4s r;
glm_vec4_step_uni(edge, x.raw, r.raw);
return r;
}
/*!
* @brief threshold function
*
* @param[in] edge threshold
* @param[in] x value to test against threshold
* @returns 0.0 if x < edge, else 1.0
*/
CGLM_INLINE
vec4s
glms_vec4_step(vec4s edge, vec4s x) {
vec4s r;
glm_vec4_step(edge.raw, x.raw, r.raw);
return r;
}
/*!
* @brief threshold function with a smooth transition (unidimensional)
*
* @param[in] edge0 low threshold
* @param[in] edge1 high threshold
* @param[in] x value to test against threshold
* @returns destination
*/
CGLM_INLINE
vec4s
glms_vec4_smoothstep_uni(float edge0, float edge1, vec4s x) {
vec4s r;
glm_vec4_smoothstep_uni(edge0, edge1, x.raw, r.raw);
return r;
}
/*!
* @brief threshold function with a smooth transition
*
* @param[in] edge0 low threshold
* @param[in] edge1 high threshold
* @param[in] x value to test against threshold
* @returns destination
*/
CGLM_INLINE
vec4s
glms_vec4_smoothstep(vec4s edge0, vec4s edge1, vec4s x) {
vec4s r;
glm_vec4_smoothstep(edge0.raw, edge1.raw, x.raw, r.raw);
return r;
}
/*!
* @brief smooth Hermite interpolation between two vectors
*
* formula: from + s * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount)
* @returns destination
*/
CGLM_INLINE
vec4s
glms_vec4_smoothinterp(vec4s from, vec4s to, float t) {
vec4s r;
glm_vec4_smoothinterp(from.raw, to.raw, t, r.raw);
return r;
}
/*!
* @brief smooth Hermite interpolation between two vectors (clamped)
*
* formula: from + s * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount) clamped between 0 and 1
* @returns destination
*/
CGLM_INLINE
vec4s
glms_vec4_smoothinterpc(vec4s from, vec4s to, float t) {
vec4s r;
glm_vec4_smoothinterpc(from.raw, to.raw, t, r.raw);
return r;
}
/*!
* @brief helper to fill vec4 as [S^3, S^2, S, 1]
*
* @param[in] s parameter
* @returns destination
*/
CGLM_INLINE
vec4s
glms_vec4_cubic(float s) {
vec4s r;
glm_vec4_cubic(s, r.raw);
return r;
}
/*!
* @brief swizzle vector components
*
* you can use existin masks e.g. GLM_XXXX, GLM_WZYX
*
* @param[in] v source
* @param[in] mask mask
* @returns swizzled vector
*/
CGLM_INLINE
vec4s
glms_vec4_swizzle(vec4s v, int mask) {
vec4s dest;
glm_vec4_swizzle(v.raw, mask, dest.raw);
return dest;
}
#endif /* cglms_vec4s_h */

129
include/cglm/types-struct.h Normal file
View File

@@ -0,0 +1,129 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_types_struct_h
#define cglm_types_struct_h
#include "types.h"
/*
* Anonymous structs are available since C11, but we'd like to be compatible
* with C99 and C89 too. So let's figure out if we should be using them or not.
* It's simply a convenience feature, you can e.g. build the library with
* anonymous structs and your application without them and they'll still be
* compatible, cglm doesn't use the anonymous structs internally.
*/
#ifndef CGLM_USE_ANONYMOUS_STRUCT
/* If the user doesn't explicitly specify if they want anonymous structs or
* not, then we'll try to intuit an appropriate choice. */
# if defined(CGLM_NO_ANONYMOUS_STRUCT)
/* The user has defined CGLM_NO_ANONYMOUS_STRUCT. This used to be the
* only #define governing the use of anonymous structs, so for backward
* compatibility, we still honor that choice and disable them. */
# define CGLM_USE_ANONYMOUS_STRUCT 0
# elif __STDC_VERSION__ >= 20112L || defined(_MSVC_VER)
/* We're compiling for C11 or this is the MSVC compiler. In either
* case, anonymous structs are available, so use them. */
# define CGLM_USE_ANONYMOUS_STRUCT 1
# elif defined(_MSC_VER) && (_MSC_VER >= 1900) /* Visual Studio 2015 */
/* We can support anonymous structs
* since Visual Studio 2015 or 2017 (1910) maybe? */
# define CGLM_USE_ANONYMOUS_STRUCT 1
# else
/* Otherwise, we're presumably building for C99 or C89 and can't rely
* on anonymous structs being available. Turn them off. */
# define CGLM_USE_ANONYMOUS_STRUCT 0
# endif
#endif
typedef union vec2s {
vec2 raw;
#if CGLM_USE_ANONYMOUS_STRUCT
struct {
float x;
float y;
};
#endif
} vec2s;
typedef union vec3s {
vec3 raw;
#if CGLM_USE_ANONYMOUS_STRUCT
struct {
float x;
float y;
float z;
};
#endif
} vec3s;
typedef union ivec3s {
ivec3 raw;
#if CGLM_USE_ANONYMOUS_STRUCT
struct {
int x;
int y;
int z;
};
#endif
} ivec3s;
typedef union CGLM_ALIGN_IF(16) vec4s {
vec4 raw;
#if CGLM_USE_ANONYMOUS_STRUCT
struct {
float x;
float y;
float z;
float w;
};
#endif
} vec4s;
typedef union CGLM_ALIGN_IF(16) versors {
vec4 raw;
#if CGLM_USE_ANONYMOUS_STRUCT
struct {
float x;
float y;
float z;
float w;
};
struct {
vec3s imag;
float real;
};
#endif
} versors;
typedef union mat3s {
mat3 raw;
vec3s col[3];
#if CGLM_USE_ANONYMOUS_STRUCT
struct {
float m00, m01, m02;
float m10, m11, m12;
float m20, m21, m22;
};
#endif
} mat3s;
typedef union CGLM_ALIGN_MAT mat4s {
mat4 raw;
vec4s col[4];
#if CGLM_USE_ANONYMOUS_STRUCT
struct {
float m00, m01, m02, m03;
float m10, m11, m12, m13;
float m20, m21, m22, m23;
float m30, m31, m32, m33;
};
#endif
} mat4s;
#endif /* cglm_types_struct_h */

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@@ -10,12 +10,12 @@
#if defined(_MSC_VER)
/* do not use alignment for older visual studio versions */
#if _MSC_VER < 1913 /* Visual Studio 2017 version 15.6 */
# define CGLM_ALL_UNALIGNED
# define CGLM_ALIGN(X) /* no alignment */
#else
# define CGLM_ALIGN(X) __declspec(align(X))
#endif
# if _MSC_VER < 1913 /* Visual Studio 2017 version 15.6 */
# define CGLM_ALL_UNALIGNED
# define CGLM_ALIGN(X) /* no alignment */
# else
# define CGLM_ALIGN(X) __declspec(align(X))
# endif
#else
# define CGLM_ALIGN(X) __attribute((aligned(X)))
#endif
@@ -33,19 +33,12 @@
#endif
typedef float vec2[2];
typedef CGLM_ALIGN_IF(8) float vec3[3];
typedef float vec3[3];
typedef int ivec3[3];
typedef CGLM_ALIGN_IF(16) float vec4[4];
#ifdef __AVX__
typedef CGLM_ALIGN_IF(32) vec3 mat3[3];
typedef CGLM_ALIGN_IF(32) vec4 mat4[4];
#else
typedef vec3 mat3[3];
typedef CGLM_ALIGN_IF(16) vec4 mat4[4];
#endif
typedef vec4 versor;
typedef vec3 mat3[3];
typedef CGLM_ALIGN_MAT vec4 mat4[4];
#define GLM_E 2.71828182845904523536028747135266250 /* e */
#define GLM_LOG2E 1.44269504088896340735992468100189214 /* log2(e) */

View File

@@ -8,18 +8,32 @@
/*
Functions:
CGLM_INLINE int glm_sign(int val);
CGLM_INLINE float glm_signf(float val);
CGLM_INLINE float glm_rad(float deg);
CGLM_INLINE float glm_deg(float rad);
CGLM_INLINE void glm_make_rad(float *deg);
CGLM_INLINE void glm_make_deg(float *rad);
CGLM_INLINE float glm_pow2(float x);
CGLM_INLINE float glm_min(float a, float b);
CGLM_INLINE float glm_max(float a, float b);
CGLM_INLINE float glm_clamp(float val, float minVal, float maxVal);
CGLM_INLINE float glm_clamp_zo(float val, float minVal, float maxVal);
CGLM_INLINE float glm_lerp(float from, float to, float t);
CGLM_INLINE float glm_lerpc(float from, float to, float t);
CGLM_INLINE float glm_step(float edge, float x);
CGLM_INLINE float glm_smooth(float t);
CGLM_INLINE float glm_smoothstep(float edge0, float edge1, float x);
CGLM_INLINE float glm_smoothinterp(float from, float to, float t);
CGLM_INLINE float glm_smoothinterpc(float from, float to, float t);
CGLM_INLINE bool glm_eq(float a, float b);
CGLM_INLINE float glm_percent(float from, float to, float current);
CGLM_INLINE float glm_percentc(float from, float to, float current);
*/
#ifndef cglm_util_h
#define cglm_util_h
#include "common.h"
#include <stdbool.h>
#define GLM_MIN(X, Y) (((X) < (Y)) ? (X) : (Y))
#define GLM_MAX(X, Y) (((X) > (Y)) ? (X) : (Y))
@@ -158,9 +172,103 @@ glm_clamp_zo(float val) {
}
/*!
* @brief linear interpolation between two number
* @brief linear interpolation between two numbers
*
* formula: from + s * (to - from)
* formula: from + t * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount)
*/
CGLM_INLINE
float
glm_lerp(float from, float to, float t) {
return from + t * (to - from);
}
/*!
* @brief clamped linear interpolation between two numbers
*
* formula: from + t * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount) clamped between 0 and 1
*/
CGLM_INLINE
float
glm_lerpc(float from, float to, float t) {
return glm_lerp(from, to, glm_clamp_zo(t));
}
/*!
* @brief threshold function
*
* @param[in] edge threshold
* @param[in] x value to test against threshold
* @return returns 0.0 if x < edge, else 1.0
*/
CGLM_INLINE
float
glm_step(float edge, float x) {
/* branching - no type conversion */
return (x < edge) ? 0.0f : 1.0f;
/*
* An alternative implementation without branching
* but with type conversion could be:
* return !(x < edge);
*/
}
/*!
* @brief smooth Hermite interpolation
*
* formula: t^2 * (3-2t)
*
* @param[in] t interpolant (amount)
*/
CGLM_INLINE
float
glm_smooth(float t) {
return t * t * (3.0f - 2.0f * t);
}
/*!
* @brief threshold function with a smooth transition (according to OpenCL specs)
*
* formula: t^2 * (3-2t)
*
* @param[in] edge0 low threshold
* @param[in] edge1 high threshold
* @param[in] x interpolant (amount)
*/
CGLM_INLINE
float
glm_smoothstep(float edge0, float edge1, float x) {
float t;
t = glm_clamp_zo((x - edge0) / (edge1 - edge0));
return glm_smooth(t);
}
/*!
* @brief smoothstep interpolation between two numbers
*
* formula: from + smoothstep(t) * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount)
*/
CGLM_INLINE
float
glm_smoothinterp(float from, float to, float t) {
return from + glm_smooth(t) * (to - from);
}
/*!
* @brief clamped smoothstep interpolation between two numbers
*
* formula: from + smoothstep(t) * (to - from)
*
* @param[in] from from value
* @param[in] to to value
@@ -168,8 +276,8 @@ glm_clamp_zo(float val) {
*/
CGLM_INLINE
float
glm_lerp(float from, float to, float t) {
return from + glm_clamp_zo(t) * (to - from);
glm_smoothinterpc(float from, float to, float t) {
return glm_smoothinterp(from, to, glm_clamp_zo(t));
}
/*!

View File

@@ -12,6 +12,7 @@
/*
Functions:
CGLM_INLINE void glm_vec3_broadcast(float val, vec3 d);
CGLM_INLINE void glm_vec3_fill(vec3 v, float val);
CGLM_INLINE bool glm_vec3_eq(vec3 v, float val);
CGLM_INLINE bool glm_vec3_eq_eps(vec3 v, float val);
CGLM_INLINE bool glm_vec3_eq_all(vec3 v);
@@ -23,6 +24,9 @@
CGLM_INLINE bool glm_vec3_isinf(vec3 v);
CGLM_INLINE bool glm_vec3_isvalid(vec3 v);
CGLM_INLINE void glm_vec3_sign(vec3 v, vec3 dest);
CGLM_INLINE void glm_vec3_abs(vec3 v, vec3 dest);
CGLM_INLINE void glm_vec3_fract(vec3 v, vec3 dest);
CGLM_INLINE float glm_vec3_hadd(vec3 v);
CGLM_INLINE void glm_vec3_sqrt(vec3 v, vec3 dest);
*/
@@ -31,9 +35,6 @@
#include "common.h"
#include "util.h"
#include <stdbool.h>
#include <math.h>
#include <float.h>
/*!
* @brief fill a vector with specified value
@@ -47,6 +48,18 @@ glm_vec3_broadcast(float val, vec3 d) {
d[0] = d[1] = d[2] = val;
}
/*!
* @brief fill a vector with specified value
*
* @param[out] v dest
* @param[in] val value
*/
CGLM_INLINE
void
glm_vec3_fill(vec3 v, float val) {
v[0] = v[1] = v[2] = val;
}
/*!
* @brief check if vector is equal to value (without epsilon)
*
@@ -201,6 +214,47 @@ glm_vec3_sign(vec3 v, vec3 dest) {
dest[2] = glm_signf(v[2]);
}
/*!
* @brief absolute value of each vector item
*
* @param[in] v vector
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec3_abs(vec3 v, vec3 dest) {
dest[0] = fabsf(v[0]);
dest[1] = fabsf(v[1]);
dest[2] = fabsf(v[2]);
}
/*!
* @brief fractional part of each vector item
*
* @param[in] v vector
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec3_fract(vec3 v, vec3 dest) {
dest[0] = fminf(v[0] - floorf(v[0]), 0x1.fffffep-1f);
dest[1] = fminf(v[1] - floorf(v[1]), 0x1.fffffep-1f);
dest[2] = fminf(v[2] - floorf(v[2]), 0x1.fffffep-1f);
}
/*!
* @brief vector reduction by summation
* @warning could overflow
*
* @param[in] v vector
* @return sum of all vector's elements
*/
CGLM_INLINE
float
glm_vec3_hadd(vec3 v) {
return v[0] + v[1] + v[2];
}
/*!
* @brief square root of each vector item
*

View File

@@ -21,9 +21,10 @@
CGLM_INLINE void glm_vec3_zero(vec3 v);
CGLM_INLINE void glm_vec3_one(vec3 v);
CGLM_INLINE float glm_vec3_dot(vec3 a, vec3 b);
CGLM_INLINE void glm_vec3_cross(vec3 a, vec3 b, vec3 d);
CGLM_INLINE float glm_vec3_norm2(vec3 v);
CGLM_INLINE float glm_vec3_norm(vec3 v);
CGLM_INLINE float glm_vec3_norm_one(vec3 v);
CGLM_INLINE float glm_vec3_norm_inf(vec3 v);
CGLM_INLINE void glm_vec3_add(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec3_adds(vec3 a, float s, vec3 dest);
CGLM_INLINE void glm_vec3_sub(vec3 a, vec3 b, vec3 dest);
@@ -47,19 +48,31 @@
CGLM_INLINE void glm_vec3_inv_to(vec3 v, vec3 dest);
CGLM_INLINE void glm_vec3_normalize(vec3 v);
CGLM_INLINE void glm_vec3_normalize_to(vec3 v, vec3 dest);
CGLM_INLINE float glm_vec3_distance(vec3 a, vec3 b);
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_angle(vec3 a, vec3 b);
CGLM_INLINE void glm_vec3_rotate(vec3 v, float angle, vec3 axis);
CGLM_INLINE void glm_vec3_rotate_m4(mat4 m, vec3 v, vec3 dest);
CGLM_INLINE void glm_vec3_rotate_m3(mat3 m, vec3 v, vec3 dest);
CGLM_INLINE void glm_vec3_proj(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec3_center(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE float glm_vec3_distance(vec3 a, vec3 b);
CGLM_INLINE float glm_vec3_distance2(vec3 a, vec3 b);
CGLM_INLINE void glm_vec3_maxv(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec3_minv(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec3_ortho(vec3 v, vec3 dest);
CGLM_INLINE void glm_vec3_clamp(vec3 v, float minVal, float maxVal);
CGLM_INLINE void glm_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest);
CGLM_INLINE void glm_vec3_lerpc(vec3 from, vec3 to, float t, vec3 dest);
CGLM_INLINE void glm_vec3_mix(vec3 from, vec3 to, float t, vec3 dest);
CGLM_INLINE void glm_vec3_mixc(vec3 from, vec3 to, float t, vec3 dest);
CGLM_INLINE void glm_vec3_step_uni(float edge, vec3 x, vec3 dest);
CGLM_INLINE void glm_vec3_step(vec3 edge, vec3 x, vec3 dest);
CGLM_INLINE void glm_vec3_smoothstep_uni(float edge0, float edge1, vec3 x, vec3 dest);
CGLM_INLINE void glm_vec3_smoothstep(vec3 edge0, vec3 edge1, vec3 x, vec3 dest);
CGLM_INLINE void glm_vec3_smoothinterp(vec3 from, vec3 to, float t, vec3 dest);
CGLM_INLINE void glm_vec3_smoothinterpc(vec3 from, vec3 to, float t, vec3 dest);
CGLM_INLINE void glm_vec3_swizzle(vec3 v, int mask, vec3 dest);
Convenient:
CGLM_INLINE void glm_cross(vec3 a, vec3 b, vec3 d);
@@ -102,6 +115,11 @@
#define GLM_ZUP ((vec3){0.0f, 0.0f, 1.0f})
#define GLM_XUP ((vec3){1.0f, 0.0f, 0.0f})
#define GLM_XXX GLM_SHUFFLE3(0, 0, 0)
#define GLM_YYY GLM_SHUFFLE3(1, 1, 1)
#define GLM_ZZZ GLM_SHUFFLE3(2, 2, 2)
#define GLM_ZYX GLM_SHUFFLE3(0, 1, 2)
/*!
* @brief init vec3 using vec4
*
@@ -166,22 +184,6 @@ glm_vec3_dot(vec3 a, vec3 b) {
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
}
/*!
* @brief vec3 cross product
*
* @param[in] a source 1
* @param[in] b source 2
* @param[out] d destination
*/
CGLM_INLINE
void
glm_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
*
@@ -200,7 +202,8 @@ glm_vec3_norm2(vec3 v) {
}
/*!
* @brief norm (magnitude) of vec3
* @brief euclidean norm (magnitude), also called L2 norm
* this will give magnitude of vector in euclidean space
*
* @param[in] v vector
*
@@ -212,6 +215,49 @@ glm_vec3_norm(vec3 v) {
return sqrtf(glm_vec3_norm2(v));
}
/*!
* @brief L1 norm of vec3
* Also known as Manhattan Distance or Taxicab norm.
* L1 Norm is the sum of the magnitudes of the vectors in a space.
* It is calculated as the sum of the absolute values of the vector components.
* In this norm, all the components of the vector are weighted equally.
*
* This computes:
* R = |v[0]| + |v[1]| + |v[2]|
*
* @param[in] v vector
*
* @return L1 norm
*/
CGLM_INLINE
float
glm_vec3_norm_one(vec3 v) {
vec3 t;
glm_vec3_abs(v, t);
return glm_vec3_hadd(t);
}
/*!
* @brief infinity norm of vec3
* Also known as Maximum norm.
* Infinity Norm is the largest magnitude among each element of a vector.
* It is calculated as the maximum of the absolute values of the vector components.
*
* This computes:
* inf norm = max(|v[0]|, |v[1]|, |v[2]|)
*
* @param[in] v vector
*
* @return infinity norm
*/
CGLM_INLINE
float
glm_vec3_norm_inf(vec3 v) {
vec3 t;
glm_vec3_abs(v, t);
return glm_vec3_max(t);
}
/*!
* @brief add a vector to b vector store result in dest
*
@@ -443,8 +489,8 @@ glm_vec3_maxadd(vec3 a, vec3 b, vec3 dest) {
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector
* @param[in] s scalar
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest dest += min(a, b)
*/
CGLM_INLINE
@@ -521,6 +567,36 @@ glm_vec3_normalize_to(vec3 v, vec3 dest) {
glm_vec3_scale(v, 1.0f / norm, dest);
}
/*!
* @brief cross product of two vector (RH)
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec3_cross(vec3 a, vec3 b, vec3 dest) {
/* (u2.v3 - u3.v2, u3.v1 - u1.v3, u1.v2 - u2.v1) */
dest[0] = a[1] * b[2] - a[2] * b[1];
dest[1] = a[2] * b[0] - a[0] * b[2];
dest[2] = a[0] * b[1] - a[1] * b[0];
}
/*!
* @brief cross product of two vector (RH) and normalize the result
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec3_crossn(vec3 a, vec3 b, vec3 dest) {
glm_vec3_cross(a, b, dest);
glm_vec3_normalize(dest);
}
/*!
* @brief angle betwen two vector
*
@@ -673,9 +749,9 @@ glm_vec3_center(vec3 a, vec3 b, vec3 dest) {
CGLM_INLINE
float
glm_vec3_distance2(vec3 a, vec3 b) {
return glm_pow2(b[0] - a[0])
+ glm_pow2(b[1] - a[1])
+ glm_pow2(b[2] - a[2]);
return glm_pow2(a[0] - b[0])
+ glm_pow2(a[1] - b[1])
+ glm_pow2(a[2] - b[2]);
}
/**
@@ -751,7 +827,29 @@ glm_vec3_clamp(vec3 v, float minVal, float maxVal) {
}
/*!
* @brief linear interpolation between two vector
* @brief linear interpolation between two vectors
*
* formula: from + s * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount)
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest) {
vec3 s, v;
/* from + s * (to - from) */
glm_vec3_broadcast(t, s);
glm_vec3_sub(to, from, v);
glm_vec3_mul(s, v, v);
glm_vec3_add(from, v, dest);
}
/*!
* @brief linear interpolation between two vectors (clamped)
*
* formula: from + s * (to - from)
*
@@ -762,16 +860,163 @@ glm_vec3_clamp(vec3 v, float minVal, float maxVal) {
*/
CGLM_INLINE
void
glm_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest) {
vec3 s, v;
glm_vec3_lerpc(vec3 from, vec3 to, float t, vec3 dest) {
glm_vec3_lerp(from, to, glm_clamp_zo(t), dest);
}
/*!
* @brief linear interpolation between two vectors
*
* formula: from + s * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount)
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec3_mix(vec3 from, vec3 to, float t, vec3 dest) {
glm_vec3_lerp(from, to, t, dest);
}
/*!
* @brief linear interpolation between two vectors (clamped)
*
* formula: from + s * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount) clamped between 0 and 1
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec3_mixc(vec3 from, vec3 to, float t, vec3 dest) {
glm_vec3_lerpc(from, to, t, dest);
}
/*!
* @brief threshold function (unidimensional)
*
* @param[in] edge threshold
* @param[in] x value to test against threshold
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec3_step_uni(float edge, vec3 x, vec3 dest) {
dest[0] = glm_step(edge, x[0]);
dest[1] = glm_step(edge, x[1]);
dest[2] = glm_step(edge, x[2]);
}
/*!
* @brief threshold function
*
* @param[in] edge threshold
* @param[in] x value to test against threshold
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec3_step(vec3 edge, vec3 x, vec3 dest) {
dest[0] = glm_step(edge[0], x[0]);
dest[1] = glm_step(edge[1], x[1]);
dest[2] = glm_step(edge[2], x[2]);
}
/*!
* @brief threshold function with a smooth transition (unidimensional)
*
* @param[in] edge0 low threshold
* @param[in] edge1 high threshold
* @param[in] x value to test against threshold
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec3_smoothstep_uni(float edge0, float edge1, vec3 x, vec3 dest) {
dest[0] = glm_smoothstep(edge0, edge1, x[0]);
dest[1] = glm_smoothstep(edge0, edge1, x[1]);
dest[2] = glm_smoothstep(edge0, edge1, x[2]);
}
/*!
* @brief threshold function with a smooth transition
*
* @param[in] edge0 low threshold
* @param[in] edge1 high threshold
* @param[in] x value to test against threshold
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec3_smoothstep(vec3 edge0, vec3 edge1, vec3 x, vec3 dest) {
dest[0] = glm_smoothstep(edge0[0], edge1[0], x[0]);
dest[1] = glm_smoothstep(edge0[1], edge1[1], x[1]);
dest[2] = glm_smoothstep(edge0[2], edge1[2], x[2]);
}
/*!
* @brief smooth Hermite interpolation between two vectors
*
* formula: from + s * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount)
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec3_smoothinterp(vec3 from, vec3 to, float t, vec3 dest) {
vec3 s, v;
/* from + s * (to - from) */
glm_vec3_broadcast(glm_clamp_zo(t), s);
glm_vec3_broadcast(glm_smooth(t), s);
glm_vec3_sub(to, from, v);
glm_vec3_mul(s, v, v);
glm_vec3_add(from, v, dest);
}
/*!
* @brief smooth Hermite interpolation between two vectors (clamped)
*
* formula: from + s * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount) clamped between 0 and 1
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec3_smoothinterpc(vec3 from, vec3 to, float t, vec3 dest) {
glm_vec3_smoothinterp(from, to, glm_clamp_zo(t), dest);
}
/*!
* @brief swizzle vector components
*
* you can use existin masks e.g. GLM_XXX, GLM_ZYX
*
* @param[in] v source
* @param[in] mask mask
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec3_swizzle(vec3 v, int mask, vec3 dest) {
vec3 t;
t[0] = v[(mask & (3 << 0))];
t[1] = v[(mask & (3 << 2)) >> 2];
t[2] = v[(mask & (3 << 4)) >> 4];
glm_vec3_copy(t, dest);
}
/*!
* @brief vec3 cross product
*

View File

@@ -12,6 +12,7 @@
/*
Functions:
CGLM_INLINE void glm_vec4_broadcast(float val, vec4 d);
CGLM_INLINE void glm_vec4_fill(vec4 v, float val);
CGLM_INLINE bool glm_vec4_eq(vec4 v, float val);
CGLM_INLINE bool glm_vec4_eq_eps(vec4 v, float val);
CGLM_INLINE bool glm_vec4_eq_all(vec4 v);
@@ -23,6 +24,9 @@
CGLM_INLINE bool glm_vec4_isinf(vec4 v);
CGLM_INLINE bool glm_vec4_isvalid(vec4 v);
CGLM_INLINE void glm_vec4_sign(vec4 v, vec4 dest);
CGLM_INLINE void glm_vec4_abs(vec4 v, vec4 dest);
CGLM_INLINE void glm_vec4_fract(vec4 v, vec4 dest);
CGLM_INLINE float glm_vec4_hadd(vec4 v);
CGLM_INLINE void glm_vec4_sqrt(vec4 v, vec4 dest);
*/
@@ -31,9 +35,6 @@
#include "common.h"
#include "vec3-ext.h"
#include <stdbool.h>
#include <math.h>
#include <float.h>
/*!
* @brief fill a vector with specified value
@@ -51,6 +52,22 @@ glm_vec4_broadcast(float val, vec4 d) {
#endif
}
/*!
* @brief fill a vector with specified value
*
* @param v dest
* @param val value
*/
CGLM_INLINE
void
glm_vec4_fill(vec4 v, float val) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(v, _mm_set1_ps(val));
#else
v[0] = v[1] = v[2] = v[3] = val;
#endif
}
/*!
* @brief check if vector is equal to value (without epsilon)
*
@@ -223,6 +240,59 @@ glm_vec4_sign(vec4 v, vec4 dest) {
#endif
}
/*!
* @brief absolute value of each vector item
*
* @param[in] v vector
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec4_abs(vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, glmm_abs(glmm_load(v)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vabsq_f32(vld1q_f32(v)));
#else
dest[0] = fabsf(v[0]);
dest[1] = fabsf(v[1]);
dest[2] = fabsf(v[2]);
dest[3] = fabsf(v[3]);
#endif
}
/*!
* @brief fractional part of each vector item
*
* @param[in] v vector
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec4_fract(vec4 v, vec4 dest) {
dest[0] = fminf(v[0] - floorf(v[0]), 0x1.fffffep-1f);
dest[1] = fminf(v[1] - floorf(v[1]), 0x1.fffffep-1f);
dest[2] = fminf(v[2] - floorf(v[2]), 0x1.fffffep-1f);
dest[3] = fminf(v[3] - floorf(v[3]), 0x1.fffffep-1f);
}
/*!
* @brief vector reduction by summation
* @warning could overflow
*
* @param[in] v vector
* @return sum of all vector's elements
*/
CGLM_INLINE
float
glm_vec4_hadd(vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ )
return glmm_hadd(glmm_load(v));
#else
return v[0] + v[1] + v[2] + v[3];
#endif
}
/*!
* @brief square root of each vector item
*

View File

@@ -22,6 +22,8 @@
CGLM_INLINE float glm_vec4_dot(vec4 a, vec4 b);
CGLM_INLINE float glm_vec4_norm2(vec4 v);
CGLM_INLINE float glm_vec4_norm(vec4 v);
CGLM_INLINE float glm_vec4_norm_one(vec4 v);
CGLM_INLINE float glm_vec4_norm_inf(vec4 v);
CGLM_INLINE void glm_vec4_add(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_adds(vec4 v, float s, vec4 dest);
CGLM_INLINE void glm_vec4_sub(vec4 a, vec4 b, vec4 dest);
@@ -43,10 +45,19 @@
CGLM_INLINE void glm_vec4_normalize(vec4 v);
CGLM_INLINE void glm_vec4_normalize_to(vec4 vec, vec4 dest);
CGLM_INLINE float glm_vec4_distance(vec4 a, vec4 b);
CGLM_INLINE float glm_vec4_distance2(vec4 a, vec4 b);
CGLM_INLINE void glm_vec4_maxv(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_minv(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_clamp(vec4 v, float minVal, float maxVal);
CGLM_INLINE void glm_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest)
CGLM_INLINE void glm_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest);
CGLM_INLINE void glm_vec4_lerpc(vec4 from, vec4 to, float t, vec4 dest);
CGLM_INLINE void glm_vec4_step_uni(float edge, vec4 x, vec4 dest);
CGLM_INLINE void glm_vec4_step(vec4 edge, vec4 x, vec4 dest);
CGLM_INLINE void glm_vec4_smoothstep_uni(float edge0, float edge1, vec4 x, vec4 dest);
CGLM_INLINE void glm_vec4_smoothstep(vec4 edge0, vec4 edge1, vec4 x, vec4 dest);
CGLM_INLINE void glm_vec4_smoothinterp(vec4 from, vec4 to, float t, vec4 dest);
CGLM_INLINE void glm_vec4_smoothinterpc(vec4 from, vec4 to, float t, vec4 dest);
CGLM_INLINE void glm_vec4_swizzle(vec4 v, int mask, vec4 dest);
DEPRECATED:
glm_vec4_dup
@@ -81,6 +92,12 @@
#define GLM_VEC4_BLACK ((vec4)GLM_VEC4_BLACK_INIT)
#define GLM_VEC4_ZERO ((vec4)GLM_VEC4_ZERO_INIT)
#define GLM_XXXX GLM_SHUFFLE4(0, 0, 0, 0)
#define GLM_YYYY GLM_SHUFFLE4(1, 1, 1, 1)
#define GLM_ZZZZ GLM_SHUFFLE4(2, 2, 2, 2)
#define GLM_WWWW GLM_SHUFFLE4(3, 3, 3, 3)
#define GLM_WZYX GLM_SHUFFLE4(0, 1, 2, 3)
/*!
* @brief init vec4 using vec3
*
@@ -122,6 +139,8 @@ void
glm_vec4_copy(vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, glmm_load(v));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vld1q_f32(v));
#else
dest[0] = v[0];
dest[1] = v[1];
@@ -157,6 +176,8 @@ void
glm_vec4_zero(vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(v, _mm_setzero_ps());
#elif defined(CGLM_NEON_FP)
vst1q_f32(v, vdupq_n_f32(0.0f));
#else
v[0] = 0.0f;
v[1] = 0.0f;
@@ -175,6 +196,8 @@ void
glm_vec4_one(vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(v, _mm_set1_ps(1.0f));
#elif defined(CGLM_NEON_FP)
vst1q_f32(v, vdupq_n_f32(1.0f));
#else
v[0] = 1.0f;
v[1] = 1.0f;
@@ -194,11 +217,8 @@ glm_vec4_one(vec4 v) {
CGLM_INLINE
float
glm_vec4_dot(vec4 a, vec4 b) {
#if defined( __SSE__ ) || defined( __SSE2__ )
__m128 x0;
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)));
#if defined(CGLM_SIMD)
return glmm_dot(glmm_load(a), glmm_load(b));
#else
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
#endif
@@ -218,19 +238,12 @@ glm_vec4_dot(vec4 a, vec4 b) {
CGLM_INLINE
float
glm_vec4_norm2(vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ )
__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
return glm_vec4_dot(v, v);
}
/*!
* @brief norm (magnitude) of vec4
* @brief euclidean norm (magnitude), also called L2 norm
* this will give magnitude of vector in euclidean space
*
* @param[in] v vector
*
@@ -239,12 +252,61 @@ glm_vec4_norm2(vec4 v) {
CGLM_INLINE
float
glm_vec4_norm(vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ )
__m128 x0;
x0 = glmm_load(v);
return _mm_cvtss_f32(_mm_sqrt_ss(glmm_dot(x0, x0)));
#if defined(CGLM_SIMD)
return glmm_norm(glmm_load(v));
#else
return sqrtf(glm_vec4_norm2(v));
return sqrtf(glm_vec4_dot(v, v));
#endif
}
/*!
* @brief L1 norm of vec4
* Also known as Manhattan Distance or Taxicab norm.
* L1 Norm is the sum of the magnitudes of the vectors in a space.
* It is calculated as the sum of the absolute values of the vector components.
* In this norm, all the components of the vector are weighted equally.
*
* This computes:
* L1 norm = |v[0]| + |v[1]| + |v[2]| + |v[3]|
*
* @param[in] v vector
*
* @return L1 norm
*/
CGLM_INLINE
float
glm_vec4_norm_one(vec4 v) {
#if defined(CGLM_SIMD)
return glmm_norm_one(glmm_load(v));
#else
vec4 t;
glm_vec4_abs(v, t);
return glm_vec4_hadd(t);
#endif
}
/*!
* @brief infinity norm of vec4
* Also known as Maximum norm.
* Infinity Norm is the largest magnitude among each element of a vector.
* It is calculated as the maximum of the absolute values of the vector components.
*
* This computes:
* inf norm = max(|v[0]|, |v[1]|, |v[2]|, |v[3]|)
*
* @param[in] v vector
*
* @return infinity norm
*/
CGLM_INLINE
float
glm_vec4_norm_inf(vec4 v) {
#if defined(CGLM_SIMD)
return glmm_norm_inf(glmm_load(v));
#else
vec4 t;
glm_vec4_abs(v, t);
return glm_vec4_max(t);
#endif
}
@@ -260,6 +322,8 @@ void
glm_vec4_add(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_add_ps(glmm_load(a), glmm_load(b)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vaddq_f32(vld1q_f32(a), vld1q_f32(b)));
#else
dest[0] = a[0] + b[0];
dest[1] = a[1] + b[1];
@@ -280,6 +344,8 @@ void
glm_vec4_adds(vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_add_ps(glmm_load(v), _mm_set1_ps(s)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vaddq_f32(vld1q_f32(v), vdupq_n_f32(s)));
#else
dest[0] = v[0] + s;
dest[1] = v[1] + s;
@@ -300,6 +366,8 @@ void
glm_vec4_sub(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_sub_ps(glmm_load(a), glmm_load(b)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vsubq_f32(vld1q_f32(a), vld1q_f32(b)));
#else
dest[0] = a[0] - b[0];
dest[1] = a[1] - b[1];
@@ -320,6 +388,8 @@ void
glm_vec4_subs(vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_sub_ps(glmm_load(v), _mm_set1_ps(s)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vsubq_f32(vld1q_f32(v), vdupq_n_f32(s)));
#else
dest[0] = v[0] - s;
dest[1] = v[1] - s;
@@ -331,15 +401,17 @@ glm_vec4_subs(vec4 v, float s, vec4 dest) {
/*!
* @brief multiply two vector (component-wise multiplication)
*
* @param a vector1
* @param b vector2
* @param d dest = (a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3])
* @param a vector1
* @param b vector2
* @param dest dest = (a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3])
*/
CGLM_INLINE
void
glm_vec4_mul(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_mul_ps(glmm_load(a), glmm_load(b)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vmulq_f32(vld1q_f32(a), vld1q_f32(b)));
#else
dest[0] = a[0] * b[0];
dest[1] = a[1] * b[1];
@@ -360,6 +432,8 @@ void
glm_vec4_scale(vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_mul_ps(glmm_load(v), _mm_set1_ps(s)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vmulq_f32(vld1q_f32(v), vdupq_n_f32(s)));
#else
dest[0] = v[0] * s;
dest[1] = v[1] * s;
@@ -426,7 +500,6 @@ glm_vec4_divs(vec4 v, float s, vec4 dest) {
#endif
}
/*!
* @brief add two vectors and add result to sum
*
@@ -443,6 +516,10 @@ glm_vec4_addadd(vec4 a, vec4 b, vec4 dest) {
glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_add_ps(glmm_load(a),
glmm_load(b))));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vaddq_f32(vld1q_f32(dest),
vaddq_f32(vld1q_f32(a),
vld1q_f32(b))));
#else
dest[0] += a[0] + b[0];
dest[1] += a[1] + b[1];
@@ -467,6 +544,10 @@ glm_vec4_subadd(vec4 a, vec4 b, vec4 dest) {
glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_sub_ps(glmm_load(a),
glmm_load(b))));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vaddq_f32(vld1q_f32(dest),
vsubq_f32(vld1q_f32(a),
vld1q_f32(b))));
#else
dest[0] += a[0] - b[0];
dest[1] += a[1] - b[1];
@@ -491,6 +572,10 @@ glm_vec4_muladd(vec4 a, vec4 b, vec4 dest) {
glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_mul_ps(glmm_load(a),
glmm_load(b))));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vaddq_f32(vld1q_f32(dest),
vmulq_f32(vld1q_f32(a),
vld1q_f32(b))));
#else
dest[0] += a[0] * b[0];
dest[1] += a[1] * b[1];
@@ -515,6 +600,10 @@ glm_vec4_muladds(vec4 a, float s, vec4 dest) {
glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_mul_ps(glmm_load(a),
_mm_set1_ps(s))));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vaddq_f32(vld1q_f32(dest),
vsubq_f32(vld1q_f32(a),
vdupq_n_f32(s))));
#else
dest[0] += a[0] * s;
dest[1] += a[1] * s;
@@ -539,6 +628,10 @@ glm_vec4_maxadd(vec4 a, vec4 b, vec4 dest) {
glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_max_ps(glmm_load(a),
glmm_load(b))));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vaddq_f32(vld1q_f32(dest),
vmaxq_f32(vld1q_f32(a),
vld1q_f32(b))));
#else
dest[0] += glm_max(a[0], b[0]);
dest[1] += glm_max(a[1], b[1]);
@@ -552,8 +645,8 @@ glm_vec4_maxadd(vec4 a, vec4 b, vec4 dest) {
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector
* @param[in] s scalar
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest dest += min(a, b)
*/
CGLM_INLINE
@@ -563,6 +656,10 @@ glm_vec4_minadd(vec4 a, vec4 b, vec4 dest) {
glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_min_ps(glmm_load(a),
glmm_load(b))));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vaddq_f32(vld1q_f32(dest),
vminq_f32(vld1q_f32(a),
vld1q_f32(b))));
#else
dest[0] += glm_min(a[0], b[0]);
dest[1] += glm_min(a[1], b[1]);
@@ -582,6 +679,8 @@ void
glm_vec4_negate_to(vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_xor_ps(glmm_load(v), _mm_set1_ps(-0.0f)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, veorq_s32(vld1q_f32(v), vdupq_n_f32(-0.0f)));
#else
dest[0] = -v[0];
dest[1] = -v[1];
@@ -615,7 +714,7 @@ glm_vec4_normalize_to(vec4 v, vec4 dest) {
float dot;
x0 = glmm_load(v);
xdot = glmm_dot(x0, x0);
xdot = glmm_vdot(x0, x0);
dot = _mm_cvtss_f32(xdot);
if (dot == 0.0f) {
@@ -659,10 +758,38 @@ glm_vec4_normalize(vec4 v) {
CGLM_INLINE
float
glm_vec4_distance(vec4 a, vec4 b) {
return sqrtf(glm_pow2(b[0] - a[0])
+ glm_pow2(b[1] - a[1])
+ glm_pow2(b[2] - a[2])
+ glm_pow2(b[3] - a[3]));
#if defined( __SSE__ ) || defined( __SSE2__ )
return glmm_norm(_mm_sub_ps(glmm_load(a), glmm_load(b)));
#elif defined(CGLM_NEON_FP)
return glmm_norm(vsubq_f32(glmm_load(a), glmm_load(b)));
#else
return sqrtf(glm_pow2(a[0] - b[0])
+ glm_pow2(a[1] - b[1])
+ glm_pow2(a[2] - b[2])
+ glm_pow2(a[3] - b[3]));
#endif
}
/**
* @brief squared distance between two vectors
*
* @param[in] a vector1
* @param[in] b vector2
* @return returns squared distance
*/
CGLM_INLINE
float
glm_vec4_distance2(vec4 a, vec4 b) {
#if defined( __SSE__ ) || defined( __SSE2__ )
return glmm_norm2(_mm_sub_ps(glmm_load(a), glmm_load(b)));
#elif defined(CGLM_NEON_FP)
return glmm_norm2(vsubq_f32(glmm_load(a), glmm_load(b)));
#else
return glm_pow2(a[0] - b[0])
+ glm_pow2(a[1] - b[1])
+ glm_pow2(a[2] - b[2])
+ glm_pow2(a[3] - b[3]);
#endif
}
/*!
@@ -677,6 +804,8 @@ void
glm_vec4_maxv(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_max_ps(glmm_load(a), glmm_load(b)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vmaxq_f32(vld1q_f32(a), vld1q_f32(b)));
#else
dest[0] = glm_max(a[0], b[0]);
dest[1] = glm_max(a[1], b[1]);
@@ -697,6 +826,8 @@ void
glm_vec4_minv(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_min_ps(glmm_load(a), glmm_load(b)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(dest, vminq_f32(vld1q_f32(a), vld1q_f32(b)));
#else
dest[0] = glm_min(a[0], b[0]);
dest[1] = glm_min(a[1], b[1]);
@@ -718,6 +849,9 @@ glm_vec4_clamp(vec4 v, float minVal, float maxVal) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(v, _mm_min_ps(_mm_max_ps(glmm_load(v), _mm_set1_ps(minVal)),
_mm_set1_ps(maxVal)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(v, vminq_f32(vmaxq_f32(vld1q_f32(v), vdupq_n_f32(minVal)),
vdupq_n_f32(maxVal)));
#else
v[0] = glm_clamp(v[0], minVal, maxVal);
v[1] = glm_clamp(v[1], minVal, maxVal);
@@ -727,13 +861,13 @@ glm_vec4_clamp(vec4 v, float minVal, float maxVal) {
}
/*!
* @brief linear interpolation between two vector
* @brief linear interpolation between two vectors
*
* formula: from + s * (to - from)
* formula: from + t * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount) clamped between 0 and 1
* @param[in] t interpolant (amount)
* @param[out] dest destination
*/
CGLM_INLINE
@@ -742,10 +876,203 @@ glm_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest) {
vec4 s, v;
/* from + s * (to - from) */
glm_vec4_broadcast(glm_clamp_zo(t), s);
glm_vec4_broadcast(t, s);
glm_vec4_sub(to, from, v);
glm_vec4_mul(s, v, v);
glm_vec4_add(from, v, dest);
}
/*!
* @brief linear interpolation between two vectors (clamped)
*
* formula: from + t * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount) clamped between 0 and 1
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_lerpc(vec4 from, vec4 to, float t, vec4 dest) {
glm_vec4_lerp(from, to, glm_clamp_zo(t), dest);
}
/*!
* @brief linear interpolation between two vectors
*
* formula: from + t * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount)
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_mix(vec4 from, vec4 to, float t, vec4 dest) {
glm_vec4_lerp(from, to, t, dest);
}
/*!
* @brief linear interpolation between two vectors (clamped)
*
* formula: from + t * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount) clamped between 0 and 1
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_mixc(vec4 from, vec4 to, float t, vec4 dest) {
glm_vec4_lerpc(from, to, t, dest);
}
/*!
* @brief threshold function (unidimensional)
*
* @param[in] edge threshold
* @param[in] x value to test against threshold
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_step_uni(float edge, vec4 x, vec4 dest) {
dest[0] = glm_step(edge, x[0]);
dest[1] = glm_step(edge, x[1]);
dest[2] = glm_step(edge, x[2]);
dest[3] = glm_step(edge, x[3]);
}
/*!
* @brief threshold function
*
* @param[in] edge threshold
* @param[in] x value to test against threshold
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_step(vec4 edge, vec4 x, vec4 dest) {
dest[0] = glm_step(edge[0], x[0]);
dest[1] = glm_step(edge[1], x[1]);
dest[2] = glm_step(edge[2], x[2]);
dest[3] = glm_step(edge[3], x[3]);
}
/*!
* @brief threshold function with a smooth transition (unidimensional)
*
* @param[in] edge0 low threshold
* @param[in] edge1 high threshold
* @param[in] x value to test against threshold
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_smoothstep_uni(float edge0, float edge1, vec4 x, vec4 dest) {
dest[0] = glm_smoothstep(edge0, edge1, x[0]);
dest[1] = glm_smoothstep(edge0, edge1, x[1]);
dest[2] = glm_smoothstep(edge0, edge1, x[2]);
dest[3] = glm_smoothstep(edge0, edge1, x[3]);
}
/*!
* @brief threshold function with a smooth transition
*
* @param[in] edge0 low threshold
* @param[in] edge1 high threshold
* @param[in] x value to test against threshold
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_smoothstep(vec4 edge0, vec4 edge1, vec4 x, vec4 dest) {
dest[0] = glm_smoothstep(edge0[0], edge1[0], x[0]);
dest[1] = glm_smoothstep(edge0[1], edge1[1], x[1]);
dest[2] = glm_smoothstep(edge0[2], edge1[2], x[2]);
dest[3] = glm_smoothstep(edge0[3], edge1[3], x[3]);
}
/*!
* @brief smooth Hermite interpolation between two vectors
*
* formula: t^2 * (3 - 2*t)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount)
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_smoothinterp(vec4 from, vec4 to, float t, vec4 dest) {
vec4 s, v;
/* from + smoothstep * (to - from) */
glm_vec4_broadcast(glm_smooth(t), s);
glm_vec4_sub(to, from, v);
glm_vec4_mul(s, v, v);
glm_vec4_add(from, v, dest);
}
/*!
* @brief smooth Hermite interpolation between two vectors (clamped)
*
* formula: t^2 * (3 - 2*t)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount) clamped between 0 and 1
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_smoothinterpc(vec4 from, vec4 to, float t, vec4 dest) {
glm_vec4_smoothinterp(from, to, glm_clamp_zo(t), 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;
}
/*!
* @brief swizzle vector components
*
* you can use existin masks e.g. GLM_XXXX, GLM_WZYX
*
* @param[in] v source
* @param[in] mask mask
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_swizzle(vec4 v, int mask, vec4 dest) {
vec4 t;
t[0] = v[(mask & (3 << 0))];
t[1] = v[(mask & (3 << 2)) >> 2];
t[2] = v[(mask & (3 << 4)) >> 4];
t[3] = v[(mask & (3 << 6)) >> 6];
glm_vec4_copy(t, dest);
}
#endif /* cglm_vec4_h */

View File

@@ -9,7 +9,7 @@
#define cglm_version_h
#define CGLM_VERSION_MAJOR 0
#define CGLM_VERSION_MINOR 5
#define CGLM_VERSION_PATCH 0
#define CGLM_VERSION_MINOR 6
#define CGLM_VERSION_PATCH 2
#endif /* cglm_version_h */

View File

@@ -1,127 +0,0 @@
#******************************************************************************
# Copyright (c), Recep Aslantas. *
# *
# MIT License (MIT), http://opensource.org/licenses/MIT *
# Full license can be found in the LICENSE file *
# *
#******************************************************************************
ACLOCAL_AMFLAGS = -I m4
AM_CFLAGS = -Wall \
-std=gnu99 \
-O3 \
-Wstrict-aliasing=2 \
-fstrict-aliasing \
-pedantic
lib_LTLIBRARIES = libcglm.la
libcglm_la_LDFLAGS = -no-undefined -version-info 0:1:0
checkLDFLAGS = -L./.libs \
-L./test/lib/cmocka/build/src \
-lcmocka \
-lm \
-lcglm
checkCFLAGS = -I./test/lib/cmocka/include \
-I./include
check_PROGRAMS = test/tests
TESTS = $(check_PROGRAMS)
test_tests_LDFLAGS = $(checkLDFLAGS)
test_tests_CFLAGS = $(checkCFLAGS)
cglmdir=$(includedir)/cglm
cglm_HEADERS = include/cglm/version.h \
include/cglm/cglm.h \
include/cglm/call.h \
include/cglm/cam.h \
include/cglm/io.h \
include/cglm/mat4.h \
include/cglm/mat3.h \
include/cglm/types.h \
include/cglm/common.h \
include/cglm/affine.h \
include/cglm/vec3.h \
include/cglm/vec3-ext.h \
include/cglm/vec4.h \
include/cglm/vec4-ext.h \
include/cglm/euler.h \
include/cglm/util.h \
include/cglm/quat.h \
include/cglm/affine-mat.h \
include/cglm/plane.h \
include/cglm/frustum.h \
include/cglm/box.h \
include/cglm/color.h \
include/cglm/project.h \
include/cglm/sphere.h \
include/cglm/ease.h
cglm_calldir=$(includedir)/cglm/call
cglm_call_HEADERS = include/cglm/call/mat4.h \
include/cglm/call/mat3.h \
include/cglm/call/vec3.h \
include/cglm/call/vec4.h \
include/cglm/call/affine.h \
include/cglm/call/io.h \
include/cglm/call/cam.h \
include/cglm/call/quat.h \
include/cglm/call/euler.h \
include/cglm/call/plane.h \
include/cglm/call/frustum.h \
include/cglm/call/box.h \
include/cglm/call/project.h \
include/cglm/call/sphere.h \
include/cglm/call/ease.h
cglm_simddir=$(includedir)/cglm/simd
cglm_simd_HEADERS = include/cglm/simd/intrin.h
cglm_simd_sse2dir=$(includedir)/cglm/simd/sse2
cglm_simd_sse2_HEADERS = include/cglm/simd/sse2/affine.h \
include/cglm/simd/sse2/mat4.h \
include/cglm/simd/sse2/mat3.h \
include/cglm/simd/sse2/quat.h
cglm_simd_avxdir=$(includedir)/cglm/simd/avx
cglm_simd_avx_HEADERS = include/cglm/simd/avx/mat4.h \
include/cglm/simd/avx/affine.h
cglm_simd_neondir=$(includedir)/cglm/simd/neon
cglm_simd_neon_HEADERS = include/cglm/simd/neon/mat4.h
libcglm_la_SOURCES=\
src/euler.c \
src/affine.c \
src/io.c \
src/quat.c \
src/cam.c \
src/vec3.c \
src/vec4.c \
src/mat3.c \
src/mat4.c \
src/plane.c \
src/frustum.c \
src/box.c \
src/project.c \
src/sphere.c \
src/ease.c
test_tests_SOURCES=\
test/src/test_common.c \
test/src/test_main.c \
test/src/test_mat4.c \
test/src/test_cam.c \
test/src/test_project.c \
test/src/test_clamp.c \
test/src/test_euler.c \
test/src/test_quat.c \
test/src/test_vec4.c \
test/src/test_vec3.c \
test/src/test_mat3.c \
test/src/test_affine.c
all-local:
sh ./post-build.sh

View File

@@ -1,19 +0,0 @@
#! /bin/sh
#
# Copyright (c), Recep Aslantas.
#
# MIT License (MIT), http://opensource.org/licenses/MIT
# Full license can be found in the LICENSE file
#
cd $(dirname "$0")
mkdir -p .libs
if [ "$(uname)" = "Darwin" ]; then
ln -sf $(pwd)/test/lib/cmocka/build/src/libcmocka.0.dylib \
.libs/libcmocka.0.dylib;
else
ln -sf $(pwd)/test/lib/cmocka/build/src/libcmocka.so.0 \
.libs/libcmocka.so.0;
fi

27
src/bezier.c Normal file
View File

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

View File

@@ -88,6 +88,12 @@ glmc_perspective(float fovy,
dest);
}
CGLM_EXPORT
void
glmc_persp_move_far(mat4 proj, float deltaFar) {
glm_persp_move_far(proj, deltaFar);
}
CGLM_EXPORT
void
glmc_perspective_default(float aspect, mat4 dest) {

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, mat4 m, vec4 c) {
return glm_smc(s, m, c);
}

View File

@@ -1,23 +0,0 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#include "config.h"
BOOL
APIENTRY
DllMain(HMODULE hModule,
DWORD ul_reason_for_call,
LPVOID lpReserved) {
switch (ul_reason_for_call) {
case DLL_PROCESS_ATTACH:
case DLL_THREAD_ATTACH:
case DLL_THREAD_DETACH:
case DLL_PROCESS_DETACH:
break;
}
return TRUE;
}

View File

@@ -58,6 +58,6 @@ glmc_euler_yxz(vec3 angles, mat4 dest) {
CGLM_EXPORT
void
glmc_euler_by_order(vec3 angles, glm_euler_sq axis, mat4 dest) {
glmc_euler_by_order(vec3 angles, glm_euler_seq axis, mat4 dest) {
glm_euler_by_order(angles, axis, dest);
}

View File

@@ -20,6 +20,12 @@ glmc_mat3_identity(mat3 mat) {
glm_mat3_identity(mat);
}
CGLM_EXPORT
void
glmc_mat3_zero(mat3 mat) {
glm_mat3_zero(mat);
}
CGLM_EXPORT
void
glmc_mat3_identity_array(mat3 * __restrict mat, size_t count) {
@@ -50,6 +56,12 @@ glmc_mat3_mulv(mat3 m, vec3 v, vec3 dest) {
glm_mat3_mulv(m, v, dest);
}
CGLM_EXPORT
float
glmc_mat3_trace(mat3 m) {
return glm_mat3_trace(m);
}
CGLM_EXPORT
void
glmc_mat3_quat(mat3 m, versor dest) {
@@ -85,3 +97,9 @@ void
glmc_mat3_swap_row(mat3 mat, int row1, int row2) {
glm_mat3_swap_row(mat, row1, row2);
}
CGLM_EXPORT
float
glmc_mat3_rmc(vec3 r, mat3 m, vec3 c) {
return glm_mat3_rmc(r, m, c);
}

View File

@@ -32,6 +32,12 @@ glmc_mat4_identity_array(mat4 * __restrict mat, size_t count) {
glm_mat4_identity_array(mat, count);
}
CGLM_EXPORT
void
glmc_mat4_zero(mat4 mat) {
glm_mat4_zero(mat);
}
CGLM_EXPORT
void
glmc_mat4_pick3(mat4 mat, mat3 dest) {
@@ -74,6 +80,18 @@ glmc_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest) {
glm_mat4_mulv3(m, v, last, dest);
}
CGLM_EXPORT
float
glmc_mat4_trace(mat4 m) {
return glm_mat4_trace(m);
}
CGLM_EXPORT
float
glmc_mat4_trace3(mat4 m) {
return glm_mat4_trace3(m);
}
CGLM_EXPORT
void
glmc_mat4_quat(mat4 m, versor dest) {
@@ -139,3 +157,9 @@ void
glmc_mat4_swap_row(mat4 mat, int row1, int row2) {
glm_mat4_swap_row(mat, row1, row2);
}
CGLM_EXPORT
float
glmc_mat4_rmc(vec4 r, mat4 m, vec4 c) {
return glm_mat4_rmc(r, m, c);
}

View File

@@ -59,7 +59,7 @@ glmc_quat_normalize_to(versor q, versor dest) {
CGLM_EXPORT
void
glmc_quat_normalize(versor q) {
glm_quat_norm(q);
glm_quat_normalize(q);
}
CGLM_EXPORT
@@ -124,7 +124,7 @@ glmc_quat_angle(versor q) {
CGLM_EXPORT
void
glmc_quat_axis(versor q, versor dest) {
glmc_quat_axis(versor q, vec3 dest) {
glm_quat_axis(q, dest);
}
@@ -164,6 +164,12 @@ glmc_quat_lerp(versor from, versor to, float t, versor dest) {
glm_quat_lerp(from, to, t, dest);
}
CGLM_EXPORT
void
glmc_quat_lerpc(versor from, versor to, float t, versor dest) {
glm_quat_lerpc(from, to, t, dest);
}
CGLM_EXPORT
void
glmc_quat_slerp(versor from, versor to, float t, versor dest) {

View File

@@ -40,8 +40,14 @@ glmc_vec3_dot(vec3 a, vec3 b) {
CGLM_EXPORT
void
glmc_vec3_cross(vec3 a, vec3 b, vec3 d) {
glm_vec3_cross(a, b, d);
glmc_vec3_cross(vec3 a, vec3 b, vec3 dest) {
glm_vec3_cross(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec3_crossn(vec3 a, vec3 b, vec3 dest) {
glm_vec3_crossn(a, b, dest);
}
CGLM_EXPORT
@@ -68,6 +74,18 @@ glmc_vec3_norm2(vec3 v) {
return glm_vec3_norm2(v);
}
CGLM_EXPORT
float
glmc_vec3_norm_one(vec3 v) {
return glm_vec3_norm_one(v);
}
CGLM_EXPORT
float
glmc_vec3_norm_inf(vec3 v) {
return glm_vec3_norm_inf(v);
}
CGLM_EXPORT
void
glmc_vec3_add(vec3 a, vec3 b, vec3 dest) {
@@ -206,28 +224,28 @@ glmc_vec3_center(vec3 a, vec3 b, vec3 dest) {
glm_vec3_center(a, b, dest);
}
CGLM_EXPORT
float
glmc_vec3_distance2(vec3 a, vec3 b) {
return glm_vec3_distance2(a, b);
}
CGLM_EXPORT
float
glmc_vec3_distance(vec3 a, vec3 b) {
return glm_vec3_distance(a, b);
}
CGLM_EXPORT
float
glmc_vec3_distance2(vec3 a, vec3 b) {
return glm_vec3_distance2(a, b);
}
CGLM_EXPORT
void
glmc_vec3_maxv(vec3 a, vec3 b, vec3 dest) {
glm_vec3_minv(a, b, dest);
glm_vec3_maxv(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec3_minv(vec3 a, vec3 b, vec3 dest) {
glm_vec3_maxv(a, b, dest);
glm_vec3_minv(a, b, dest);
}
CGLM_EXPORT
@@ -248,6 +266,48 @@ glmc_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest) {
glm_vec3_lerp(from, to, t, dest);
}
CGLM_EXPORT
void
glmc_vec3_lerpc(vec3 from, vec3 to, float t, vec3 dest) {
glm_vec3_lerpc(from, to, t, dest);
}
CGLM_EXPORT
void
glmc_vec3_step_uni(float edge, vec3 x, vec3 dest) {
glm_vec3_step_uni(edge, x, dest);
}
CGLM_EXPORT
void
glmc_vec3_step(vec3 edge, vec3 x, vec3 dest) {
glm_vec3_step(edge, x, dest);
}
CGLM_EXPORT
void
glmc_vec3_smoothstep_uni(float edge0, float edge1, vec3 x, vec3 dest) {
glm_vec3_smoothstep_uni(edge0, edge1, x, dest);
}
CGLM_EXPORT
void
glmc_vec3_smoothstep(vec3 edge0, vec3 edge1, vec3 x, vec3 dest) {
glm_vec3_smoothstep(edge0, edge1, x, dest);
}
CGLM_EXPORT
void
glmc_vec3_smoothinterp(vec3 from, vec3 to, float t, vec3 dest) {
glm_vec3_smoothinterp(from, to, t, dest);
}
CGLM_EXPORT
void
glmc_vec3_smoothinterpc(vec3 from, vec3 to, float t, vec3 dest) {
glm_vec3_smoothinterpc(from, to, t, dest);
}
/* ext */
CGLM_EXPORT
@@ -262,6 +322,12 @@ glmc_vec3_broadcast(float val, vec3 d) {
glm_vec3_broadcast(val, d);
}
CGLM_EXPORT
void
glmc_vec3_fill(vec3 v, float val) {
glm_vec3_fill(v, val);
}
CGLM_EXPORT
bool
glmc_vec3_eq(vec3 v, float val) {
@@ -328,6 +394,24 @@ glmc_vec3_sign(vec3 v, vec3 dest) {
glm_vec3_sign(v, dest);
}
CGLM_EXPORT
void
glmc_vec3_abs(vec3 v, vec3 dest) {
glm_vec3_abs(v, dest);
}
CGLM_EXPORT
void
glmc_vec3_fract(vec3 v, vec3 dest) {
glm_vec3_fract(v, dest);
}
CGLM_EXPORT
float
glmc_vec3_hadd(vec3 v) {
return glm_vec3_hadd(v);
}
CGLM_EXPORT
void
glmc_vec3_sqrt(vec3 v, vec3 dest) {

View File

@@ -74,6 +74,18 @@ glmc_vec4_norm2(vec4 v) {
return glm_vec4_norm2(v);
}
CGLM_EXPORT
float
glmc_vec4_norm_one(vec4 v) {
return glm_vec4_norm_one(v);
}
CGLM_EXPORT
float
glmc_vec4_norm_inf(vec4 v) {
return glm_vec4_norm_inf(v);
}
CGLM_EXPORT
void
glmc_vec4_add(vec4 a, vec4 b, vec4 dest) {
@@ -182,16 +194,22 @@ glmc_vec4_distance(vec4 a, vec4 b) {
return glm_vec4_distance(a, b);
}
CGLM_EXPORT
float
glmc_vec4_distance2(vec4 a, vec4 b) {
return glm_vec4_distance2(a, b);
}
CGLM_EXPORT
void
glmc_vec4_maxv(vec4 a, vec4 b, vec4 dest) {
glm_vec4_minv(a, b, dest);
glm_vec4_maxv(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec4_minv(vec4 a, vec4 b, vec4 dest) {
glm_vec4_maxv(a, b, dest);
glm_vec4_minv(a, b, dest);
}
CGLM_EXPORT
@@ -206,6 +224,54 @@ glmc_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest) {
glm_vec4_lerp(from, to, t, dest);
}
CGLM_EXPORT
void
glmc_vec4_lerpc(vec4 from, vec4 to, float t, vec4 dest) {
glm_vec4_lerpc(from, to, t, dest);
}
CGLM_EXPORT
void
glmc_vec4_step_uni(float edge, vec4 x, vec4 dest) {
glm_vec4_step_uni(edge, x, dest);
}
CGLM_EXPORT
void
glmc_vec4_step(vec4 edge, vec4 x, vec4 dest) {
glm_vec4_step(edge, x, dest);
}
CGLM_EXPORT
void
glmc_vec4_smoothstep_uni(float edge0, float edge1, vec4 x, vec4 dest) {
glm_vec4_smoothstep_uni(edge0, edge1, x, dest);
}
CGLM_EXPORT
void
glmc_vec4_smoothstep(vec4 edge0, vec4 edge1, vec4 x, vec4 dest) {
glm_vec4_smoothstep(edge0, edge1, x, dest);
}
CGLM_EXPORT
void
glmc_vec4_smoothinterp(vec4 from, vec4 to, float t, vec4 dest) {
glm_vec4_smoothinterp(from, to, t, dest);
}
CGLM_EXPORT
void
glmc_vec4_smoothinterpc(vec4 from, vec4 to, float t, vec4 dest) {
glm_vec4_smoothinterpc(from, to, t, dest);
}
CGLM_EXPORT
void
glmc_vec4_cubic(float s, vec4 dest) {
glm_vec4_cubic(s, dest);
}
/* ext */
CGLM_EXPORT
@@ -220,6 +286,12 @@ glmc_vec4_broadcast(float val, vec4 d) {
glm_vec4_broadcast(val, d);
}
CGLM_EXPORT
void
glmc_vec4_fill(vec4 v, float val) {
glm_vec4_fill(v, val);
}
CGLM_EXPORT
bool
glmc_vec4_eq(vec4 v, float val) {
@@ -286,6 +358,24 @@ glmc_vec4_sign(vec4 v, vec4 dest) {
glm_vec4_sign(v, dest);
}
CGLM_EXPORT
void
glmc_vec4_abs(vec4 v, vec4 dest) {
glm_vec4_abs(v, dest);
}
CGLM_EXPORT
void
glmc_vec4_fract(vec4 v, vec4 dest) {
glm_vec4_fract(v, dest);
}
CGLM_EXPORT
float
glmc_vec4_hadd(vec4 v) {
return glm_vec4_hadd(v);
}
CGLM_EXPORT
void
glmc_vec4_sqrt(vec4 v, vec4 dest) {

119
test/include/common.h Normal file
View File

@@ -0,0 +1,119 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef tests_common_h
#define tests_common_h
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <cglm/cglm.h>
#include <cglm/struct.h>
#include <cglm/call.h>
typedef struct test_status_t {
const char *msg;
int status;
} test_status_t;
typedef test_status_t (*fntest)(void);
typedef struct test_entry_t {
char *name;
fntest entry;
int ret;
int show_output;
} test_entry_t;
#define RESET "\033[0m"
#define BLACK "\033[30m" /* Black */
#define RED "\033[31m" /* Red */
#define GREEN "\033[32m" /* Green */
#define YELLOW "\033[33m" /* Yellow */
#define BLUE "\033[34m" /* Blue */
#define MAGENTA "\033[35m" /* Magenta */
#define CYAN "\033[36m" /* Cyan */
#define WHITE "\033[37m" /* White */
#define BOLDBLACK "\033[1m\033[30m" /* Bold Black */
#define BOLDRED "\033[1m\033[31m" /* Bold Red */
#define BOLDGREEN "\033[1m\033[32m" /* Bold Green */
#define BOLDYELLOW "\033[1m\033[33m" /* Bold Yellow */
#define BOLDBLUE "\033[1m\033[34m" /* Bold Blue */
#define BOLDMAGENTA "\033[1m\033[35m" /* Bold Magenta */
#define BOLDCYAN "\033[1m\033[36m" /* Bold Cyan */
#define BOLDWHITE "\033[1m\033[37m" /* Bold White */
#define TEST_DECLARE(FUN) test_status_t test_ ## FUN(void);
#define TEST_ENTRY(FUN) { #FUN, test_ ## FUN, 0, 0 },
#define TEST_LIST static test_entry_t tests[] =
/* __VA_ARGS__ workaround for MSVC: https://stackoverflow.com/a/5134656 */
#define EXPAND(x) x
#define TEST_OK 1
#define TEST_SUCCESS return (test_status_t){NULL, TEST_OK};
#define TEST_IMPL_ARG1(FUN) \
test_status_t test_ ## FUN (void); \
test_status_t test_ ## FUN()
#define TEST_IMPL_ARG2(PREFIX, FUN) TEST_IMPL_ARG1(PREFIX ## FUN)
#define TEST_IMPL_ARG3(arg1, arg2, arg3, ...) arg3
#define TEST_IMPL_CHOOSER(...) \
EXPAND(TEST_IMPL_ARG3(__VA_ARGS__, TEST_IMPL_ARG2, TEST_IMPL_ARG1))
#define TEST_IMPL(...) EXPAND(TEST_IMPL_CHOOSER(__VA_ARGS__)(__VA_ARGS__))
#define ASSERT_EXT(expr, msg) \
if (!(expr)) { \
fprintf(stderr, \
RED " assert fail" RESET \
" in " BOLDCYAN "%s " RESET \
"on " BOLDMAGENTA "line %d" RESET \
" : " BOLDWHITE " ASSERT(%s)\n" RESET, \
__FILE__, \
__LINE__, \
#expr); \
return (test_status_t){msg, 0}; \
}
#define ASSERT_ARG1(expr) ASSERT_EXT(expr, NULL)
#define ASSERT_ARG2(expr, msg) ASSERT_EXT(expr, msg)
#define ASSERT_ARG3(arg1, arg2, arg3, ...) arg3
#define ASSERT_CHOOSER(...) ASSERT_ARG3(__VA_ARGS__, ASSERT_ARG2, ASSERT_ARG1)
#define ASSERT(...) do { ASSERT_CHOOSER(__VA_ARGS__)(__VA_ARGS__) } while(0);
#define ASSERTIFY(expr) do { \
test_status_t ts; \
ts = expr; \
if (ts.status != TEST_OK) { \
fprintf(stderr, \
RED " assert fail" RESET \
" in " BOLDCYAN "%s " RESET \
"on " BOLDMAGENTA "line %d" RESET \
" : " BOLDWHITE " ASSERTIFY(%s)\n" RESET, \
__FILE__, \
__LINE__, \
#expr); \
return (test_status_t){ts.msg, 0}; \
} \
} while(0);
#if defined(_WIN32)
# define drand48() ((float)(rand() / (RAND_MAX + 1.0)))
# define OK_TEXT "ok:"
# define FAIL_TEXT "fail:"
# define FINAL_TEXT "^_^"
#else
# define OK_TEXT "✔︎"
# define FAIL_TEXT "𐄂"
# define FINAL_TEXT "🎉"
#endif
#endif /* common_h */

Submodule test/lib/cmocka deleted from 5f61d2f188

98
test/runner.c Normal file
View File

@@ -0,0 +1,98 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#include "include/common.h"
#include "tests.h"
#include <stdlib.h>
#include <time.h>
#include <string.h>
int
main(int argc, const char * argv[]) {
test_entry_t *entry;
test_status_t st;
int32_t i, count, passed, failed, maxlen;
double start, end, elapsed, total;
passed = failed = maxlen = 0;
total = 0.0;
count = sizeof(tests) / sizeof(tests[0]);
fprintf(stderr, CYAN "\nWelcome to cglm tests\n\n" RESET);
srand((unsigned int)time(NULL));
for (i = 0; i < count; i++) {
int32_t len;
entry = tests + i;
len = (int32_t)strlen(entry->name);
maxlen = GLM_MAX(maxlen, len);
}
maxlen += 5;
fprintf(stderr,
BOLDWHITE " %-*s %-*s\n",
maxlen, "Test Name", maxlen, "Elapsed Time");
for (i = 0; i < count; i++) {
entry = tests + i;
start = clock();
st = entry->entry();
end = clock();
elapsed = (end - start) / CLOCKS_PER_SEC;
total += elapsed;
if (!st.status) {
fprintf(stderr,
BOLDRED " " FAIL_TEXT BOLDWHITE " %s " RESET, entry->name);
if (st.msg) {
fprintf(stderr,
YELLOW "- %s" RESET,
st.msg);
}
fprintf(stderr, "\n");
failed++;
} else {
fprintf(stderr, GREEN " " OK_TEXT RESET " %-*s ", maxlen, entry->name);
if (elapsed > 0.01)
fprintf(stderr, YELLOW "%.2fs", elapsed);
else
fprintf(stderr, "0");
fprintf(stderr, "\n" RESET);
passed++;
}
}
if (failed == 0) {
fprintf(stderr,
BOLDGREEN "\n All tests are passed " FINAL_TEXT "\n" RESET);
}
fprintf(stderr,
CYAN "\ncglm test results (%0.2fs):\n" RESET
"--------------------------\n"
MAGENTA "%d" RESET " tests are runned, "
GREEN "%d" RESET " %s passed, "
RED "%d" RESET " %s failed\n\n" RESET,
total,
count,
passed,
passed > 1 ? "are" : "is",
failed,
failed > 1 ? "are" : "is");
return failed;
}

View File

@@ -7,8 +7,7 @@
#include "test_common.h"
void
test_affine(void **state) {
TEST_IMPL(affine) {
mat4 t1, t2, t3, t4, t5;
/* test translate is postmultiplied */
@@ -18,7 +17,7 @@ test_affine(void **state) {
glmc_mat4_mul(t1, t2, t3); /* R * T */
glm_translate(t1, (vec3){34, 57, 36});
test_assert_mat4_eq(t1, t3);
ASSERTIFY(test_assert_mat4_eq(t1, t3))
/* test rotate is postmultiplied */
glmc_rotate_make(t1, GLM_PI_4f, GLM_YUP);
@@ -27,7 +26,7 @@ test_affine(void **state) {
glmc_mat4_mul(t2, t1, t3); /* T * R */
glm_rotate(t2, GLM_PI_4f, GLM_YUP);
test_assert_mat4_eq(t2, t3);
ASSERTIFY(test_assert_mat4_eq(t2, t3))
/* test scale is postmultiplied */
glmc_rotate_make(t1, GLM_PI_4f, GLM_YUP);
@@ -38,7 +37,7 @@ test_affine(void **state) {
glmc_mat4_mul(t3, t4, t5); /* T * R * S */
glm_scale(t3, (vec3){3, 5, 6});
test_assert_mat4_eq(t3, t5);
ASSERTIFY(test_assert_mat4_eq(t3, t5))
/* test translate_x */
glmc_rotate_make(t1, GLM_PI_4f, GLM_YUP);
@@ -46,7 +45,7 @@ test_affine(void **state) {
glmc_mat4_mul(t1, t2, t3); /* R * T */
glm_translate_x(t1, 34);
test_assert_mat4_eq(t1, t3);
ASSERTIFY(test_assert_mat4_eq(t1, t3))
/* test translate_y */
glmc_rotate_make(t1, GLM_PI_4f, GLM_YUP);
@@ -54,7 +53,7 @@ test_affine(void **state) {
glmc_mat4_mul(t1, t2, t3); /* R * T */
glm_translate_y(t1, 57);
test_assert_mat4_eq(t1, t3);
ASSERTIFY(test_assert_mat4_eq(t1, t3))
/* test translate_z */
glmc_rotate_make(t1, GLM_PI_4f, GLM_YUP);
@@ -62,7 +61,7 @@ test_affine(void **state) {
glmc_mat4_mul(t1, t2, t3); /* R * T */
glm_translate_z(t1, 36);
test_assert_mat4_eq(t1, t3);
ASSERTIFY(test_assert_mat4_eq(t1, t3))
/* test rotate_x */
glmc_rotate_make(t1, GLM_PI_4f, (vec3){1, 0, 0});
@@ -71,7 +70,7 @@ test_affine(void **state) {
glmc_mat4_mul(t2, t1, t3); /* T * R */
glm_rotate_x(t2, GLM_PI_4f, t2);
test_assert_mat4_eq(t2, t3);
ASSERTIFY(test_assert_mat4_eq(t2, t3))
/* test rotate_y */
glmc_rotate_make(t1, GLM_PI_4f, (vec3){0, 1, 0});
@@ -80,7 +79,7 @@ test_affine(void **state) {
glmc_mat4_mul(t2, t1, t3); /* T * R */
glm_rotate_y(t2, GLM_PI_4f, t2);
test_assert_mat4_eq(t2, t3);
ASSERTIFY(test_assert_mat4_eq(t2, t3))
/* test rotate_z */
glmc_rotate_make(t1, GLM_PI_4f, (vec3){0, 0, 1});
@@ -89,7 +88,7 @@ test_affine(void **state) {
glmc_mat4_mul(t2, t1, t3); /* T * R */
glm_rotate_z(t2, GLM_PI_4f, t2);
test_assert_mat4_eq(t2, t3);
ASSERTIFY(test_assert_mat4_eq(t2, t3))
/* test rotate */
glmc_rotate_make(t1, GLM_PI_4f, (vec3){0, 0, 1});
@@ -98,7 +97,7 @@ test_affine(void **state) {
glmc_mat4_mul(t2, t1, t3); /* T * R */
glmc_rotate(t2, GLM_PI_4f, (vec3){0, 0, 1});
test_assert_mat4_eq(t3, t2);
ASSERTIFY(test_assert_mat4_eq(t3, t2))
/* test scale_uni */
glmc_rotate_make(t1, GLM_PI_4f, GLM_YUP);
@@ -109,5 +108,7 @@ test_affine(void **state) {
glmc_mat4_mul(t3, t4, t5); /* T * R * S */
glm_scale_uni(t3, 3);
test_assert_mat4_eq(t3, t5);
ASSERTIFY(test_assert_mat4_eq(t3, t5))
TEST_SUCCESS
}

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