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400 Commits

Author SHA1 Message Date
Recep Aslantas
da5c66d735 update affine-post.h 2022-10-23 14:27:34 +03:00
Recep Aslantas
c4b45a0917 remove redundant comments 2022-10-23 14:22:16 +03:00
Recep Aslantas
8034073965 Merge pull request #260 from recp/new-affine
new affine transform functions 🚀
2022-10-23 14:06:34 +03:00
Recep Aslantas
53009d69c0 update build files 2022-10-23 12:09:44 +03:00
Recep Aslantas
7c62ad965b add missing call functions 2022-10-23 12:08:37 +03:00
Recep Aslantas
878e829767 update docs 2022-10-23 12:00:17 +03:00
Recep Aslantas
7c7ac8b82e add missing impl for project_z 2022-10-22 23:06:46 +03:00
Recep Aslantas
ba66459708 new project function for projecting Z
someitmes we need to project z only. this function reduces a few calculations and parameters.
2022-10-21 10:20:03 +03:00
Recep Aslantas
45e176680f post rotation operaqtions 2022-10-18 15:43:07 +03:00
Recep Aslantas
c0bd65027a add missing spin impl 2022-10-18 07:38:06 +03:00
Recep Aslantas
03d5699f32 new rotation function: spin; rotate around self at any position 2022-10-17 23:57:41 +03:00
Recep Aslantas
199d1fa031 Merge pull request #259 from bobvanderlinden/pr-cmake-pkgconfig-fix
fix: simplified pkgconfig generation
2022-09-20 16:38:48 +03:00
Bob van der Linden
c7393f75c3 fix: simplified pkgconfig generation 2022-09-16 16:45:12 +02:00
Recep Aslantas
a3186a7f32 Merge pull request #257 from Rokannon/patch-1
Added missing include in io.h which adds GLM_MAX macro
2022-09-11 11:33:46 +03:00
Vladimir Atamanov
5a89faafff Added missing include in io.h which adds GLM_MAX macro 2022-09-11 00:49:24 +02:00
Recep Aslantas
51853db559 Merge pull request #256 from ogtn/master
Fix typo in comment
2022-09-04 07:25:27 +03:00
Olivier Guittonneau
8f8417a883 Fix typo in comment 2022-09-04 01:08:50 +02:00
Recep Aslantas
2238fd127c win: suppress warnings for tests 2022-08-23 18:01:05 +03:00
Recep Aslantas
073a11a6b8 win: add missing files to visual studio project 2022-08-23 16:01:40 +03:00
Recep Aslantas
2d348ceba0 build: add missing files to meson and cmake lists 2022-08-23 15:43:04 +03:00
Recep Aslantas
ce69ecaa5a struct: project_no and project_zo apis for struct api 2022-08-23 15:31:55 +03:00
Recep Aslantas
5ad0f1c6f3 fix MIT License links 2022-08-23 15:30:09 +03:00
Recep Aslantas
aea75bbe7c build: update Makefile.am 2022-08-23 14:13:00 +03:00
Recep Aslantas
7dfe67cdde Update .gitignore 2022-08-07 11:49:13 +03:00
Recep Aslantas
84f64a5b65 Update FUNDING.yml 2022-08-01 05:10:14 +03:00
Recep Aslantas
7df8ffa7fe Merge pull request #254 from Chris-F5/fix-readme-notes
Update README to show that integer types are supported
2022-07-16 12:01:00 +03:00
Christopher Lang
dc5558d8f4 Fix readme supported types note 2022-07-15 20:17:58 +01:00
Recep Aslantas
63990be905 Merge pull request #251 from Chris-F5/add-basic-ivec-functions
Add basic ivec functions
2022-05-22 21:06:07 +03:00
Christopher Lang
cd0ae19459 Add ivec[2|3|4] sources to meson.build 2022-05-21 11:11:34 +01:00
Christopher Lang
838124af49 Declare varables at top of scope for ivec[2|3|4] 2022-05-20 17:30:54 +01:00
Christopher Lang
e3981b6d96 Add ivec[3|4] docs 2022-05-20 17:16:41 +01:00
Christopher Lang
7bb765367e Small ivec2 docs fix 2022-05-20 17:16:09 +01:00
Christopher Lang
82982abaef Add ivec2 documentation 2022-05-20 17:07:16 +01:00
Christopher Lang
dbe3b719c7 Fix ivec[2|3|4]_clamp doc comments 2022-05-20 16:53:02 +01:00
Christopher Lang
09155986fe Update ivec[2|3|4]_distance2 doc comments 2022-05-20 16:49:23 +01:00
Christopher Lang
1b3e2fdaec Improve ivec[2|3|4] documentation comments 2022-05-20 15:24:36 +01:00
Christopher Lang
4aef2510e9 Init ivec[2|3|4] docs 2022-05-20 15:02:58 +01:00
Chris-F5
2432970f90 Merge branch 'recp:master' into add-basic-ivec-functions 2022-05-20 14:45:57 +01:00
Christopher Lang
d1bdfde48d Add ivec4 tests 2022-05-20 14:42:42 +01:00
Christopher Lang
f27e26f632 Fix glm_ivec3 test 2022-05-20 14:41:59 +01:00
Christopher Lang
a3265ebe84 Fix glm_ivec3_one test 2022-05-20 14:27:30 +01:00
Christopher Lang
57ec29bd31 Update glm_ivec3 test 2022-05-20 14:26:49 +01:00
Recep Aslantas
1b217c3dd0 Merge pull request #250 from alexshpilkin/fix-pkg-config
Fix pkg-config generation when CMAKE_INSTALL_*DIR is absolute
2022-05-19 22:23:10 +03:00
Christopher Lang
94a1e6f6e1 Add ivec4 functions 2022-05-19 17:43:17 +01:00
Christopher Lang
a1a2a046a4 Fix ivec[2|3]_clamp comment docs 2022-05-19 17:32:01 +01:00
Christopher Lang
bffaa13bd5 Add ivec3 tests 2022-05-19 17:12:38 +01:00
Christopher Lang
cd4d0a1efe Update glm_ivec2_copy test 2022-05-19 17:11:58 +01:00
Christopher Lang
8916c50a3d Update glm_ivec2 test 2022-05-19 16:52:55 +01:00
Christopher Lang
7a19b8f8a3 Fix glmc_ivec3 naming 2022-05-19 16:52:10 +01:00
Alexander Shpilkin
f587c00f26 allow absolute paths in CMAKE_INSTALL_*DIR 2022-05-19 18:47:00 +03:00
Christopher Lang
65409bcda1 Add ivec3 functions 2022-05-18 18:05:17 +01:00
Christopher Lang
d2957e6275 Fix ivec2 function list comment 2022-05-18 17:55:25 +01:00
Christopher Lang
04bd1bd633 Fix ivec2 doc comment 2022-05-17 23:03:26 +01:00
Christopher Lang
db1a23d13c Add ivec2 tests 2022-05-17 22:27:38 +01:00
Christopher Lang
a85744430a Add ivec2 functions 2022-05-17 22:25:10 +01:00
Christopher Lang
d582146d9a Add ivec3 and ivec4 files 2022-05-17 16:04:47 +01:00
Christopher Lang
ee09707c1c Fix ivec2 test 2022-05-17 15:53:37 +01:00
Christopher Lang
4c85b970a9 Add ivec2 files 2022-05-16 22:41:04 +01:00
Christopher Lang
f7f0f66193 Reorder api docs 2022-05-16 22:14:57 +01:00
Christopher Lang
495b98a54d Fix tests.h comments 2022-05-16 20:51:44 +01:00
Recep Aslantas
aee47ce545 Merge pull request #247 from Chris-F5/improve-docs-index
Fix grammatical errors in docs index
2022-05-12 07:11:38 +03:00
Christopher Lang
52debe6a04 improve docs index 2022-05-08 21:49:30 +01:00
Recep Aslantas
cf7f4231f0 now working on v0.8.6 2022-03-20 22:19:31 +03:00
Recep Aslantas
7e5d1f435f Merge pull request #244 from geckor14/master
Remove unused variable
2022-03-18 12:39:29 +03:00
geckor14
851a58cedb Remove unused variable
The most recent version of Apple Clang (13.1.6) on macOS complains r3 is an unused variable. With -Werror enabled, this breaks the build.
2022-03-18 18:42:19 +11:00
Recep Aslantas
6fa1cefcc2 Merge pull request #243 from Sand3r-/patch-1
Fix a bug in glm_lookat_lh
2022-03-09 09:38:26 +03:00
Michał Gallus
7e211e1f49 Fix bug in view_lh.h #2
Reverse order of parameters in the second crossproduct
2022-03-08 01:42:43 +01:00
Michał Gallus
7d47b7f1fd Fix a bug in glm_lookat_lh
Fix the order of arguments passed to glm_vec3_crossn to avoid the negation of X axis.
2022-03-08 01:29:35 +01:00
Recep Aslantas
2a4748d452 fix glm_pickmatrix()'s param type 2022-01-31 02:56:39 +03:00
Recep Aslantas
f20bf0aaaf Merge pull request #236 from recp/ivec
add missing ivec types
2022-01-07 00:23:32 +03:00
Recep Aslantas
3a141b7cc8 extend unions for struct api 2022-01-06 18:12:46 +03:00
Recep Aslantas
5cd1a4ab44 add missing ivec types 2022-01-06 18:01:35 +03:00
Recep Aslantas
897f2afd88 Merge pull request #234 from madebr/sse3_header
Header containing sse3 intrinsics is pmmintrin.h
2021-12-31 17:51:30 +03:00
Anonymous Maarten
68e3a072e8 Header containing sse3 intrinsics is pmmintrin.h 2021-12-29 08:48:55 +01:00
Recep Aslantas
282ea84dc0 Merge pull request #231 from omar-polo/master
set PACKAGE_VERSION so it gets substituted in cglm.pc.in by cmake
2021-11-22 11:20:20 +03:00
Omar Polo
2d5506d15d set PACKAGE_VERSION so it gets substituted in cglm.pc.in by cmake
otherwise it ends up being an empty string and the installed pc has a
bogus line:

	Version:
2021-11-21 21:04:59 +01:00
Recep Aslantas
87f561fb06 Merge pull request #229 from mxi/vec2-ext-complex
Add complex routines to `vec2-ext`
2021-11-10 10:09:09 +03:00
Maxim Kasyanenko
522b18bda9 Add tests 2021-11-08 17:53:39 -08:00
Maxim Kasyanenko
b7178749ee Forgot to add the dynamic implementation file itself 2021-11-08 17:53:27 -08:00
Maxim Kasyanenko
98c708281f Syntax errors 2021-11-08 17:52:47 -08:00
Maxim Kasyanenko
896ba0a0f9 Add dynamic/struct versions of routines 2021-11-08 17:52:31 -08:00
Maxim Kasyanenko
4603816330 Forgot return type 2021-11-08 17:09:28 -08:00
Maxim Kasyanenko
9f5cc3a745 Implement a few complex routines 2021-11-08 16:28:55 -08:00
Recep Aslantas
bde653b607 Update CMakeLists.txt 2021-10-28 19:10:19 +03:00
Recep Aslantas
ede72ca412 Merge pull request #225 from podsvirov/fix-win32-shared
win: fix shared library name and destination
2021-10-17 18:09:18 +03:00
Konstantin Podsvirov
8e784e762f win: fix shared library name and destination 2021-10-10 12:02:44 +03:00
Recep Aslantas
82d1050c63 update GLM_FLT_EPSILON to use 1e-5 instead of 1e-6 2021-10-06 21:08:55 +03:00
Recep Aslantas
0631598d08 now working on v0.8.5 2021-08-18 05:03:59 +03:00
Recep Aslantas
34e5704fe8 bump version to v0.8.4 2021-08-18 04:47:11 +03:00
Recep Aslantas
672523e5af Merge pull request #219 from recp/project_zo
extend glm_project() to support ZERO_TO_ONE
2021-08-16 16:55:19 +03:00
Recep Aslantas
8427d02a9b pick matrix helper (aka gluPickMatrix) 2021-08-16 16:53:46 +03:00
Recep Aslantas
a2bd00df32 fix including headers, and suppress warnings 2021-08-16 15:51:52 +03:00
Recep Aslantas
4c8f7f310c Update project_zo.h 2021-08-16 14:27:20 +03:00
Recep Aslantas
9096fa6bab fix include paths 2021-08-16 14:27:12 +03:00
Recep Aslantas
29c3837672 implement project zo 2021-08-16 14:16:43 +03:00
Recep Aslantas
4530e0381b build: add missing files 2021-08-16 01:10:29 +03:00
Recep Aslantas
6cf1fb8992 Update .gitignore 2021-08-16 01:10:19 +03:00
Recep Aslantas
9ed4e41afd call version for clipspace-project 2021-08-16 01:08:11 +03:00
Recep Aslantas
28d24da6df build: add missing files 2021-08-16 00:55:19 +03:00
Recep Aslantas
ef22e2063f win: fix build error and comment style 2021-08-16 00:54:37 +03:00
Recep Aslantas
5a48aad1b0 Merge pull request #218 from Nairou/master
Add CGLM_FORCE_DEPTH_ZERO_TO_ONE support to glm_unprojecti
2021-08-16 00:45:22 +03:00
Caleb Gingles
07aee82125 Add CGLM_FORCE_DEPTH_ZERO_TO_ONE support to glm_unprojecti 2021-08-15 17:34:26 -04:00
Recep Aslantas
abbeb274c5 Merge pull request #214 from bubba2k/patch-1
Note that radians is expected in glm_perspective()
2021-08-09 10:54:02 +03:00
bubba2k
814adf11de Note that radians is expected in glm_perspective()
The `fovy` parameter is expected in radians, which isn't mentioned anywhere in the docs. Causes unnecessary confusion. Might as well point it out.
2021-08-09 03:02:47 +02:00
Recep Aslantas
d0d1e46533 Merge pull request #210 from legends2k/quat_rot_vecs 2021-06-15 19:59:45 +03:00
Sundaram Ramaswamy
03b4594d9e quat_from_vecs: incorporate PR comments
* C89-style comments
* Move all variable declarations to function start
* Remove constant variables
* Remove newline for ‘else’
2021-06-15 19:11:41 +05:30
Sundaram Ramaswamy
01e2b74a29 Update documentation for qaut_from_vecs 2021-06-10 23:52:09 +05:30
Sundaram Ramaswamy
ee5050f43c Tests for quaternion from two vec3 2021-06-10 23:15:10 +05:30
Sundaram Ramaswamy
b5802b99b2 Compute quaternion rotating a vector into another
Both `vec3` inputs should be of unit length; returns a unit quaternion.
2021-06-10 23:10:54 +05:30
Recep Aslantas
8b958e9600 Merge pull request #209 from legends2k/fix_vec3_cross
Fix cross product when an operand is also dest
2021-06-10 16:49:17 +03:00
Sundaram Ramaswamy
aa071b2a6b Fix cross product when operand is also dest 2021-06-10 17:20:50 +05:30
Recep Aslantas
479e7d4240 Merge pull request #207 from legends2k/fix_vec3_ortho
Fix vec3_ortho
2021-06-10 10:15:12 +03:00
Recep Aslantas
38c6188e12 Update vec3.h 2021-06-10 10:13:51 +03:00
Sundaram Ramaswamy
c330b47ded Remove debug printf statements 2021-06-10 10:27:28 +05:30
Sundaram Ramaswamy
2e8162b133 Fix vec3_ortho 2021-06-09 23:18:32 +05:30
Recep Aslantas
afdcae08dd Merge pull request #205 from legends2k/master
Include affine.h in quat.h; remove needless decls
2021-06-07 11:45:54 +03:00
Sundaram Ramaswamy
32d1c96dc0 Include affine.h in quat.h; remove needless decls
* affine.h is needed for glm_translate_make
* Remove function declarations
  - glm_mat4_mulv since mat4.h is already included
  - glm_mul_rot as affine-mat.h is already include
  - glm_translate as affine.h is included with this change
2021-06-07 11:35:56 +05:30
Recep Aslantas
4d2ba464a0 Update README.md 2021-05-30 18:11:17 +03:00
Recep Aslantas
398e47070b Update README.md 2021-05-30 18:09:17 +03:00
Recep Aslantas
619ac4ce9a Update README.md 2021-05-30 18:03:33 +03:00
Recep Aslantas
e83940f3b1 Create cglm.png 2021-05-30 17:48:29 +03:00
Recep Aslantas
e5d88f22a0 Update README.md 2021-05-30 15:31:06 +03:00
Recep Aslantas
8e10ab2b49 Update features.rst 2021-05-30 15:30:55 +03:00
Recep Aslantas
4ede0815d4 Update features.rst 2021-05-30 15:28:38 +03:00
Recep Aslantas
7d16e3583f Merge branch 'master' of https://github.com/recp/cglm 2021-05-30 15:23:38 +03:00
Recep Aslantas
6011baff06 Update opt.rst 2021-05-30 15:23:30 +03:00
Recep Aslantas
af92df4e84 ci: migrate cglm from tavis-ci.org to travis-ci.com 2021-05-30 15:17:33 +03:00
Recep Aslantas
94381d3067 struct: fix glms_perspective_resize
since struct param is copy-by-value, result was noop
2021-05-30 13:06:49 +03:00
Recep Aslantas
0e794f8f8f struct: fix glms_persp_move_far
since struct param is copy-by-value, result was noop
2021-05-30 13:02:10 +03:00
Recep Aslantas
b895e424b0 docs: add docs about clipspace configuration 2021-05-30 12:53:04 +03:00
Recep Aslantas
a2b8858e36 win: suppress warnings 2021-05-30 12:50:30 +03:00
Recep Aslantas
9d08407897 win: suppress warnings 2021-05-30 12:46:26 +03:00
Recep Aslantas
8898c3b471 win: add missing files to build 2021-05-30 12:43:17 +03:00
Recep Aslantas
f0c2860179 Merge pull request #203 from bwhmather/meson-fixes
Update lists of source files in meson.build
2021-05-29 14:31:41 +03:00
Ben Mather
f142e8e16e build: rebuild list of test files in meson.build 2021-05-29 10:43:29 +01:00
Ben Mather
5ac916236c build: fix lists broken by missing commas in meson.build 2021-05-29 10:43:29 +01:00
Ben Mather
4327935b9f style: fix trailing whitespace in meson.build 2021-05-29 10:43:23 +01:00
Recep Aslantas
086b40bf6a Merge pull request #201 from hartenfels/master
Add struct clipspace files to autoconf build
2021-05-24 22:31:33 +03:00
Carsten Hartenfels
af3b356762 Add struct clipspace files to autoconf build
They weren't being installed.

Fixes #200.
2021-05-24 21:20:27 +02:00
Recep Aslantas
9ac291c673 Merge pull request #198 from raedwulf/clipspace
Clipspace implementations for left/righted-handed coordinate systems and [-1,1] and [0,1] clipspace
2021-05-23 18:59:01 +03:00
Tai Chi Minh Ralph Eastwood
7f7e9f69da clipspace: add struct API implementations 2021-05-22 22:41:03 +02:00
Tai Chi Minh Ralph Eastwood
8ddb5d5740 build: fix incorrect include paths for libcglm 2021-05-14 16:58:48 +02:00
Tai Chi Minh Ralph Eastwood
56ec058c7d style: fix documentation consistency for describing clipspace 2021-05-14 16:55:16 +02:00
Tai Chi Minh Ralph Eastwood
a5af9e5eac build: fix Makefile.am missing clipspace source files 2021-05-14 16:49:18 +02:00
Tai Chi Minh Ralph Eastwood
4d20f97275 clipspace: fix typo'd clip control define 2021-05-14 16:33:16 +02:00
Tai Chi Minh Ralph Eastwood
89e8c352ec style: fix missing whitespace for alignment
Co-authored-by: Michael <michael.guyver@gmail.com>
2021-05-14 15:44:10 +02:00
Tai Chi Minh Ralph Eastwood
403097d56c build: fix duplicate line in CMakeLists.txt 2021-05-14 15:27:28 +02:00
Tai Chi Minh Ralph Eastwood
eddaf464ff style: fix missing whitespace for alignment
Co-authored-by: Michael <michael.guyver@gmail.com>
2021-05-14 15:25:29 +02:00
Tai Chi Minh Ralph Eastwood
7065011bf3 clipspace: add initial implementations LH, RH and NO, ZO
Add the initial implementations of the left-handed and right-handed
coordinate systems as well as clipspace depth values of [-1, 0] and
[0, 1].
2021-05-13 23:22:58 +02:00
michaelg
db46ea110a Updated README.md to remove ref to glm_cmp stub 2021-05-13 23:18:05 +02:00
michaelg
c013bd462c Add LH & RH_NO perspective functions
This commit adds functions `glm_perspective_lh_no` and
`glm_perspective_rh_no` to the code. Unit tests are added and this
commit follows the new pattern of adding the a new file per
coordinate-system and clip-space tuple.

. Makefile.am updated
. removed test/glm_cmp project stub
. unit tests include naive implementations to as well as magic number
  ref-data generated by the corresponding GLM functions.

No tests run yet on Windows or Mac.
2021-05-13 23:18:05 +02:00
michaelg
b3a18b8a15 Add glm_perspective_rh_zo function + tests
This commit adds the RH/ZO perspective function. It does so in the new
file `cam_rh_zo.h` and further refactors the LH variant into new file
`cam_lh_zo.h`. This creates some churn in the tests and configuration
files as new test files were added as well, and all these changes found
their way into the build files.

Tests passing on Linux.
2021-05-13 23:18:05 +02:00
michaelg
1bce62c371 Add function glm_perspective_lh_zo
This commit adds the function `glm_perspective_lh_zo`, modelled on the
implementation of glm_perspective, but amended to provide a left-hand
coordinate system expected by DirectX, Metal and Vulkan (per the GLM
project's `glm/detail/setup.hpp`). It uses a clip-space of zero-to-one.

The function is tested against a longhand version of the algorithm it
seeks to implement as well as against the output of the GLM project's
`glm::perspectiveLH_ZO` function. This commit adds a new subdirectory
`test/glm_cmp` which contains a basic CMake file and `main.cpp`. An
interested user should link or copy or clone the GLM project into this
directory. The `main` function can be used to print the reference data
used so others can verify behaviour in the future, or add new literal
reference values.
2021-05-13 23:18:05 +02:00
Recep Aslantas
a242d83805 style: rename nearVal, farVal to nearZ and farZ 2021-05-08 22:42:44 +03:00
Recep Aslantas
7760c709da build, meson: add so version to meson build 2021-05-08 15:44:14 +03:00
Recep Aslantas
919e3bcf4a Merge pull request #193 from recp/simd-3
SIMD and ILP Update
2021-05-08 14:14:22 +03:00
Recep Aslantas
607182982d Merge branch 'master' into simd-3 2021-05-07 14:08:56 +03:00
Recep Aslantas
ad17f38934 Merge pull request #195 from legends2k/master
Add nlerp for quaternions
2021-05-07 12:58:05 +03:00
Sundaram Ramaswamy
8302f78484 Update documentation with nlerp 2021-05-07 14:26:31 +05:30
Sundaram Ramaswamy
9665be3138 Add struct API wrapper 2021-05-07 13:49:44 +05:30
Recep Aslantas
5c22ca3abb arrm, neon: use negate instruction instead of xor in glm_inv_tr_neon() 2021-05-07 01:52:12 +03:00
Recep Aslantas
7f9585ca72 arrm, neon: impove hadd performance 2021-05-07 01:46:24 +03:00
Recep Aslantas
d0ab3aaa2e arm, neon: util macros 2021-05-07 01:46:03 +03:00
Sundaram Ramaswamy
83dbdcc4a9 Add nlerp tests 2021-05-07 01:21:28 +05:30
Sundaram Ramaswamy
8ce45b4303 Add call and struct interfaces 2021-05-07 00:35:20 +05:30
Sundaram Ramaswamy
f19ff5d064 Use scale for both cases 2021-05-06 23:47:03 +05:30
Sundaram Ramaswamy
d6b93f052e Add nlerp for quaternions
Normalized linear interpolation for quaterions are a cheaper
alternative to slerp.  This PR adds nlerp operaiton for quaternions.
2021-05-06 23:38:26 +05:30
Recep Aslantas
28705be5a3 simd, sse: reduce some computation at glm_mul_rot_sse2() 2021-05-01 23:16:03 +03:00
Recep Aslantas
e1b142bce7 add todo to quat.h 2021-05-01 23:03:41 +03:00
Recep Aslantas
0f96eaad20 sse2: optimize glm_mat3_mul_sse2() with sse2
* reduce memory access for dest[2][2]
* the speed is increased ;)
2021-05-01 22:55:19 +03:00
Recep Aslantas
d5d3178ae0 Merge pull request #192 from Winter091/fixing-typo
fix typo: vec3 -> vec4
2021-05-01 21:24:31 +03:00
winter091
13269f4af8 fix typo: vec3 -> vec4 2021-05-01 16:48:31 +03:00
Recep Aslantas
faf6186c29 sse: optimize glm_mat2_mul_sse2 with sse 2021-05-01 03:44:04 +03:00
Recep Aslantas
2be6ac949b sse: optimize glm_quat_mul with sse 2021-05-01 03:18:26 +03:00
Recep Aslantas
5b7bc522ac sse: optimize affine with sse
* re-oder instructions for ILP
2021-05-01 02:58:14 +03:00
Recep Aslantas
376cf31ee7 armi neon: optimize affine with neon 2021-05-01 02:46:14 +03:00
Recep Aslantas
d28b381dd6 armi neon: optimize mat4 mul with neon 2021-05-01 02:45:15 +03:00
Recep Aslantas
3673622cc3 simd, sse: optimize mat4 mul-v with sse
* re-oder instructions for ILP
2021-05-01 02:17:34 +03:00
Recep Aslantas
a90f706e12 simd, sse: optimize mat4 mul with sse
* re-oder instructions for ILP
2021-05-01 02:17:08 +03:00
Recep Aslantas
c065d71a2f simd, sse: optimize mat4 inv with sse
* reduce a few shufflees
* re-oder instructions for ILP
2021-04-30 21:12:17 +03:00
Recep Aslantas
1b3b91fe0b Merge pull request #191 from quadroli/master
very minor correction in readme
2021-04-30 20:35:15 +03:00
quadroli
17560a0687 very minor correction in readme 2021-04-30 18:03:50 +03:00
Recep Aslantas
ba634d6c83 simd: optimize glm_mat4_zero() with simd 2021-04-30 04:04:27 +03:00
Recep Aslantas
f35badd436 now working on v0.8.3 2021-04-30 01:00:42 +03:00
Recep Aslantas
04eaf9c535 arm, neon: neon/fma support for glm_quat_mul() 2021-04-29 01:12:00 +03:00
Recep Aslantas
bd6641bd0a build: add missing files to build files 2021-04-28 22:45:03 +03:00
Recep Aslantas
4e4bff418d arm, neon: neon/fma support for glm_mat2_mul() 2021-04-28 22:06:46 +03:00
Recep Aslantas
55ebbdbe40 arm, neon: neon/fma support for glm_inv_tr() 2021-04-28 14:46:14 +03:00
Recep Aslantas
e4c35e32fc Merge pull request #190 from ylecuyer/patch-3
Minor typo in doc
2021-04-27 23:52:40 +03:00
Yoann Lecuyer
ec467fef1f Minor typo in doc
I stumbled upon while reading the doc
2021-04-27 22:09:13 +02:00
Recep Aslantas
1e8865233b Merge pull request #189 from recp/simd-2
ARM Neon Update
2021-04-25 15:20:24 +03:00
Recep Aslantas
155eb109a8 arm, neon: neon/fma support for glm_mul_rot() 2021-04-25 03:49:35 +03:00
Recep Aslantas
2903813765 arm, neon: neon/fma support for glm_mul() 2021-04-25 03:45:00 +03:00
Recep Aslantas
0ab50f7208 arm, neon: update mat4_mul to use FMA 2021-04-25 03:41:39 +03:00
Recep Aslantas
701e015bfd avoid loading vec3 by glmm_load()
* use glmm_set1() for each for now
2021-04-25 02:36:06 +03:00
Recep Aslantas
1fb941a41b drop swizzling helpers fro now for simplicity 2021-04-25 02:35:55 +03:00
Recep Aslantas
92151c6328 arm, neon: use div instead of mul by 1 / det for mat4_inv 2021-04-24 18:02:47 +03:00
Recep Aslantas
afac887850 arm, neon: implement mat4 inv with neon 2021-04-24 17:54:01 +03:00
Recep Aslantas
a111693b6b arm, neon: implement mat4 determinant with neon 2021-04-24 15:45:36 +03:00
Recep Aslantas
ce9e5f5575 arm: update glmm swizzling func names 2021-04-24 01:38:04 +03:00
Recep Aslantas
d13842e7de arm: optimize vec4 div with NEON 2021-04-24 00:51:09 +03:00
Recep Aslantas
059e5010e6 arm: define CGLM_ARM64 for identify arm64 2021-04-24 00:44:07 +03:00
Recep Aslantas
65292a94a6 swizzling functions for NEON 2021-04-24 00:00:00 +03:00
Recep Aslantas
f303984aad use unified glmm api for vec4 2021-04-23 23:34:36 +03:00
Recep Aslantas
7d5c4da7cf optimize translate functions 2021-04-23 23:32:48 +03:00
Recep Aslantas
63988a515c glmm: new defines for splat 2021-04-23 23:32:21 +03:00
Recep Aslantas
9725b60d46 rename glmm_shuff1x() to glmm_splat()
* mark glmm_shuff1x() as DEPRECATED
2021-04-23 22:12:57 +03:00
Recep Aslantas
50c93f3d30 Merge pull request #188 from wdouglass/cmake-pkgconfig
configure and install cglm.pc with cmake
2021-04-23 17:12:04 +03:00
Recep Aslantas
f14ca0c3f2 now working on v0.8.2 2021-04-23 17:03:39 +03:00
Woodrow Douglass
0c165cba76 configure and install cglm.pc with cmake 2021-04-23 09:28:55 -04:00
Recep Aslantas
2de1133012 fix enabling FMA macro for MSVC 2021-04-19 06:04:22 +03:00
Recep Aslantas
12dc054e49 Merge pull request #186 from recp/fma
Optimizations with FMA
2021-04-19 04:32:01 +03:00
Recep Aslantas
ebba4eea8e win, msvc: enable FMA macro for MSVC 2021-04-19 04:14:14 +03:00
Recep Aslantas
aa2fa89e6c arm: fma msub and nmsub 2021-04-19 00:35:19 +03:00
Recep Aslantas
7b0eee497e arm: fix fmadd parameter order 2021-04-19 00:28:07 +03:00
Recep Aslantas
04008d9c3f arm: fix fma for glm_vec4_muladds 2021-04-19 00:21:04 +03:00
Recep Aslantas
11b1588105 glmm: missing FMA funcs for SSE and AVX 2021-04-19 00:20:47 +03:00
Recep Aslantas
7c81482248 avx: implement scale matrix using AVX 2021-04-19 00:11:43 +03:00
Recep Aslantas
f3f29bd383 vec4: optimize muladd and muladds with fma 2021-04-18 16:24:29 +03:00
Recep Aslantas
0d0d22f96c opitimize affine matrix operations with fma 2021-04-18 13:51:22 +03:00
Recep Aslantas
7df5aa2e26 opitimize mat2 operations with fma 2021-04-18 13:51:09 +03:00
Recep Aslantas
7cc4c37afb opitimize mat3 operations with fma 2021-04-18 13:51:03 +03:00
Recep Aslantas
abe29a788a opitimize mat4 operations with fma 2021-04-18 13:50:51 +03:00
Recep Aslantas
c5655bbd2e glmm: define fma functions 2021-04-18 13:49:50 +03:00
Recep Aslantas
47e0045015 glmm, x86: define hadd function 2021-04-18 13:49:36 +03:00
Recep Aslantas
8f09cc8583 Merge pull request #183 from legends2k/master
Add CMake interface library target
2021-03-26 20:36:56 +03:00
Sundaram Ramaswamy
d6a0ac320b Update docs on CMake header-only usage 2021-03-26 12:32:36 +05:30
Sundaram Ramaswamy
616d38c13a Remove redundant header listing 2021-03-26 12:23:56 +05:30
Sundaram Ramaswamy
9e12908556 Add CMake interface library target
Projects using cglm as a header-only library needn’t build files under
src/. Provide a target which allows them to skip compiling them by

add_subdirectory(external/cglm EXCLUDE_FROM_ALL)
target_link_libraries(MyExe PRIVATE cglm_headers)
2021-03-25 17:47:43 +05:30
Recep Aslantas
405cda6ee9 now working on v0.8.1 2021-03-02 23:36:33 +03:00
Recep Aslantas
1b0322e51c Merge pull request #180 from recp/aabb-sphere-fix
fix aabb-sphere test (#179)
2021-03-01 10:48:04 +03:00
Recep Aslantas
4a308dcd9e fix aabb-sphere test (#179) 2021-02-28 23:12:06 +03:00
Recep Aslantas
fec396950b Merge pull request #178 from gaurapanasenko/master
Fixed cmake config install path
2021-02-22 10:31:06 +03:00
Yehor Panasenko
981af0565e Fixed cmake config install path
Now you can use library with
```cmake
find_package(cglm REQUIRED)
target_link_libraries(${PROJECT_NAME} PRIVATE ${CGLM_LIBRARY})
```
2021-02-22 04:46:22 +02:00
Recep Aslantas
1d215ef5f3 Merge pull request #177 from Winter091/master
remove wrong c standard bug
2021-01-25 20:05:58 +03:00
winter091
2b7cfde64f remove wrong c standard bug 2021-01-25 15:50:18 +03:00
Recep Aslantas
c783c42101 Merge pull request #174 from timgates42/bugfix_typo_assume
docs: fix simple typo, asume -> assume
2020-12-12 09:18:09 +03:00
Tim Gates
bddcfedead docs: fix simple typo, asume -> assume
There is a small typo in include/cglm/affine.h.

Should read `assume` rather than `asume`.
2020-12-12 12:13:48 +11:00
Recep Aslantas
34e7438271 Merge pull request #172 from SanderMertens/master
Replace hex floating point literals
2020-12-04 13:00:07 +03:00
Sander Mertens
485ff6bc46 Replace hex floating point literals 2020-12-01 21:49:35 -08:00
Recep Aslantas
4ab9ab4772 docs: fix/improve build documentation 2020-11-21 18:20:04 +03:00
Recep Aslantas
a5ff477fc8 doc: fix duplicate entry warning 2020-11-21 18:13:59 +03:00
Recep Aslantas
254570d006 Merge pull request #169 from podsvirov/docs-c-id-attribute-restrict
Fix Documentions WARNING for __restrict attribute
2020-11-21 18:11:28 +03:00
Konstantin Podsvirov
681f20d540 Fix Documentions WARNING for __restrict attribute
Add `__restrict` keyword to `c_id_attributes` added in `sphinx 3.0`.

Closes #167
2020-11-21 15:34:18 +03:00
Recep Aslantas
fd87f6e2c3 Merge pull request #168 from podsvirov/fix-fix-docs-for-vec2
Fix fix docs for glm_vec2()
2020-11-21 14:32:48 +03:00
Konstantin Podsvirov
2c12c6dce5 Fix fix docs for glm_vec2()
Remove extra `\` symbol.
2020-11-21 14:05:19 +03:00
Recep Aslantas
5619527fd3 Update cglm.podspec 2020-11-19 22:42:12 +03:00
Recep Aslantas
8b1c3c3fc4 now working on v0.8.0 2020-11-19 22:21:21 +03:00
Recep Aslantas
ec852c7682 Merge pull request #164 from taisei-project/fix-cast-align
simd/x86: fix -Wcast-align warnings (gcc/clang)
2020-11-09 11:19:02 +03:00
Recep Aslantas
5433c9ed6c Merge pull request #165 from taisei-project/meson-install-option
meson: add 'install' option
2020-11-09 11:11:36 +03:00
Andrei Alexeyev
2a2d51624b meson: add 'install' option
This is useful for people who want to use cglm as a meson subproject
without polluting the main project's install target.
2020-11-08 20:30:24 +02:00
Andrei Alexeyev
5fa908602f simd/x86: fix -Wcast-align warnings (gcc/clang)
This modifies glmm_{load,store}3 functions to make the compiler assume
the v pointer is appropriately aligned for the type it is being cast to.
Not tested with CGLM_ALL_UNALIGNED, but it probably doesn't matter.
2020-11-08 20:09:57 +02:00
Recep Aslantas
9da74f9654 Update CREDITS 2020-11-08 17:57:34 +03:00
Recep Aslantas
dddb077b13 ignore xcode user data 2020-11-08 17:42:55 +03:00
Recep Aslantas
6107287c9a Merge pull request #163 from emersion/glm-vec2-doc-fix
Fix docs for glm_vec2()
2020-10-17 09:19:33 +03:00
Simon Ser
7dccbef6e3 Fix docs for glm_vec2()
The prototype takes a float *, which can be vec3 or vec4.
2020-10-16 22:32:24 +02:00
Recep Aslantas
d920a62be2 Merge pull request #160 from smumryak/master
Added simple swiftpm package file
2020-09-08 11:55:18 +03:00
Serhii Mumriak
73f32b9ef7 Updated README.md with swift configuration information 2020-09-07 17:26:33 -07:00
Serhii Mumriak
2e5257bcc1 Updated 160 PR according review comments. 2020-09-07 17:09:37 -07:00
Serhii Mumriak
65b0b461ab Added simple swiftpm package file with module map and empty C file to trick the compiler to build the empty C target. 2020-09-05 20:39:12 -07:00
Recep Aslantas
e34601f578 arm neon: multiply mat4 with vec4 2020-08-29 11:51:07 +03:00
Recep Aslantas
fa01a3077b neon: support transpose mat4 with neon 2020-08-29 11:33:13 +03:00
Recep Aslantas
54f805a62d neon: move neon-scale to simd header 2020-08-29 11:32:44 +03:00
Recep Aslantas
a05b282fad now working on v0.7.9 2020-08-29 10:19:50 +03:00
Recep Aslantas
66f6bbde6c io: deprecate CGLM_NO_PRINTS_NOOP 2020-08-08 10:53:35 +03:00
Recep Aslantas
4054d9a190 io: update documentation + README 2020-08-08 10:47:38 +03:00
Recep Aslantas
c1112f0063 io: make options changable by user
* this will help to disable colorful output because not all terminals can print colors.
2020-08-08 10:22:16 +03:00
Recep Aslantas
b62e922f32 io: make prints noop if we can't define them 2020-08-08 10:20:44 +03:00
Recep Aslantas
3c53bed709 now working on v0.7.8 2020-08-08 10:14:41 +03:00
Recep Aslantas
a2b6d71558 Merge pull request #158 from randy408/meson
Add meson build support
2020-08-06 00:55:04 +03:00
Randy
fdfceb9f5b update build.rst 2020-08-05 23:14:05 +02:00
Randy
d273daecfe update README 2020-08-05 23:05:11 +02:00
Randy
92b75a1345 meson: add option to build tests, default to false 2020-08-05 22:49:52 +02:00
Randy
640795a771 update README 2020-08-04 20:50:33 +02:00
Randy
cad265ebcd add meson.build 2020-08-04 20:31:39 +02:00
Recep Aslantas
387c33fb4d Merge pull request #154 from randy408/symbol
win32: fix symbol exports
2020-08-04 21:05:28 +03:00
Randy
77585de397 remove CGLM_DLL from vs solution 2020-08-04 19:16:05 +02:00
Randy
a9b06e4b35 gcc: fix warnings (#156) 2020-08-04 19:57:10 +03:00
Recep Aslantas
7976ac78f2 Merge pull request #155 from randy408/test
test: don't link 'm' with msvc
2020-08-04 00:23:13 +03:00
Randy
208f8073ad test: don't link 'm' with msvc 2020-08-03 22:47:23 +02:00
Randy
009fb966a6 drop CGLM_DLL, add CGLM_STATIC 2020-08-03 22:45:50 +02:00
Randy
09fd9f86b9 update CMakefile 2020-08-03 20:47:12 +02:00
Randy
2ff4ae0b4c simplify exports check 2020-08-03 20:47:00 +02:00
Randy
aa0a195e98 win32: fix symbol exports 2020-08-03 19:34:45 +02:00
Recep Aslantas
87092e6849 build: add missing files to project files 2020-07-31 20:09:57 +03:00
Recep Aslantas
89ced4166a Merge pull request #151 from recp/affine2d
2D Affine Transforms
2020-07-31 19:21:30 +03:00
Recep Aslantas
6080099434 2d: add documentation for 2D Affine Transforms 2020-07-31 19:19:07 +03:00
Recep Aslantas
f3735c9036 2d: struct versions of affine2d transforms 2020-07-31 18:38:32 +03:00
Recep Aslantas
2242e9a5e1 2d: add tests for rotate2d and its friends 2020-07-31 18:21:23 +03:00
Recep Aslantas
a12364d486 2d: fix rotate2d and its friends 2020-07-31 18:20:51 +03:00
Recep Aslantas
b133c2e3e3 2d: add rotate2d and its friends 2020-07-31 15:11:00 +03:00
Recep Aslantas
0127d30fa8 2d: add scale2d and its friends 2020-07-31 13:49:33 +03:00
Recep Aslantas
9b13b2f872 add tests for translate2d functions 2020-07-31 12:43:46 +03:00
Recep Aslantas
40d903c2bc build: define CGLM_DEFINE_PRINTS to enable print functions for test results 2020-07-31 12:41:53 +03:00
Recep Aslantas
06016220c0 build: add affine2d to CMake 2020-07-31 12:41:29 +03:00
Recep Aslantas
bb751d32ca 2d: add translate2d and its friends 2020-07-31 11:40:52 +03:00
Recep Aslantas
6dc37f6cc9 build: CFLAGS for check/test target to match the main target 2020-07-31 00:25:08 +03:00
Recep Aslantas
5ff42799b2 mat2: don't use vec4 directly on mat2 becauce of alignment requirements may be different 2020-07-31 00:06:38 +03:00
Recep Aslantas
2326e627b5 now working on v0.7.7 2020-07-31 00:06:17 +03:00
Recep Aslantas
c18fe8098f build: try to remove RTC1 from CMake build 2020-07-23 19:12:54 +03:00
Recep Aslantas
a9ed8470b4 win: try to disable /RTC flags 2020-07-20 20:41:00 +03:00
Recep Aslantas
332087da61 Update mat4.rst 2020-07-12 23:30:04 +03:00
Recep Aslantas
56c43d7a74 Update mat4.rst 2020-07-12 23:29:44 +03:00
Recep Aslantas
649f390662 Update mat4.rst 2020-07-12 23:27:15 +03:00
Recep Aslantas
0818bbdf51 Update mat4.rst 2020-07-12 23:24:41 +03:00
Recep Aslantas
edd1517f85 Update mat4.rst 2020-07-12 23:23:50 +03:00
Recep Aslantas
d0c2e8233c Update mat4.rst 2020-07-12 23:23:06 +03:00
Recep Aslantas
87837aa074 Merge branch 'master' of https://github.com/recp/cglm 2020-07-12 23:21:16 +03:00
Recep Aslantas
62ab6c56c0 Update mat4.rst 2020-07-12 23:21:13 +03:00
Recep Aslantas
a2985aa444 Merge pull request #146 from Terri00/patch-1
mat3_mulv: function behaviour to match with mat4
2020-07-03 23:25:54 +03:00
Harry Godden
7274cee153 mat3_mulv: function behaviour to match with mat4
Using mat3_mulv with the same input/output vector creates undesired results. 

Respective mat4_mulv function provides temporary vec3 'res'.
Updated this function to match behaviour of mat4.
2020-07-02 23:29:10 +01:00
Recep Aslantas
79c44fdbfa drop pedantic from C Flags and allow extensions
this will also suppress warnings on test target
2020-05-29 13:01:36 +03:00
Recep Aslantas
c32e986497 mat2: suppress warnings for initializing mat2 sruct 2020-05-29 12:51:45 +03:00
Recep Aslantas
b953fcf1bd ci, travis: add multiple cpu arch 2020-05-29 00:47:18 +03:00
Recep Aslantas
c0a4c245f0 tests: add test for frustum 2020-05-28 14:19:35 +03:00
Recep Aslantas
acc0885e52 tests: add option to disable colors in test output
* because some terminals may not support colors, in that case, colors can be disabled by defining `GLM_TESTS_NO_COLORFUL_OUTPUT`
2020-05-28 11:47:13 +03:00
Recep Aslantas
f49e8f9991 neon: fix vec4_muladds (critical) 2020-05-26 23:03:32 +03:00
Recep Aslantas
d2e5a3cd5b use epsilon to compare vec2/vec3/vec4_eq_all 2020-05-26 23:02:58 +03:00
Recep Aslantas
a1485a14f6 option to override FLT_EPSILON with GLM_FLT_EPSILON 2020-05-26 23:00:00 +03:00
Recep Aslantas
271e3b15d6 Merge branch 'cmake' 2020-05-25 17:07:46 +03:00
Recep Aslantas
74cf89a82f build, cmake: update cmake to export Config to use find_package() 2020-05-25 17:06:48 +03:00
Recep Aslantas
8698082411 Merge pull request #143 from recp/cmake
Improve CMakeLists.txt
2020-05-22 00:01:42 +03:00
Recep Aslantas
799de548f4 Update CMakeLists.txt 2020-05-18 16:04:15 +03:00
Recep Aslantas
671dae3e22 now working on v0.7.6 2020-05-18 15:55:04 +03:00
Recep Aslantas
7e142132bf win: suppress warning; C4005: '_CRT_SECURE_NO_WARNINGS': macro redefinition 2020-05-17 19:24:48 +03:00
Recep Aslantas
0ccd58da01 docs: add clarification/troubleshooting for a crash type 2020-05-16 22:37:16 +03:00
Recep Aslantas
4211c230cc now working on v0.7.5 2020-05-16 22:11:54 +03:00
Recep Aslantas
269bdb3dbd fix arm neon build 2020-05-11 20:19:05 +03:00
Recep Aslantas
b032b803ca build, cmake: use PROJECT_VERSION_** to set so version instead of custom variables 2020-05-10 23:54:55 +03:00
Recep Aslantas
26a638e11d io: make print functions macro to supress unused parameter warrnings 2020-05-03 14:10:24 +03:00
Recep Aslantas
099522ada3 fix LICENSE alignments 2020-05-02 22:32:57 +03:00
Recep Aslantas
4903dd62ea now working on v0.7.4 2020-05-02 22:32:53 +03:00
Recep Aslantas
95161f7776 Merge pull request #140 from recp/print-io
Print Improvements
2020-05-01 01:12:16 +03:00
Recep Aslantas
f0942c13a1 remove redundant typedef. 2020-05-01 01:07:18 +03:00
Recep Aslantas
8eddeb77d0 win: fix print function for _DEBUG and supress warnings 2020-05-01 01:03:20 +03:00
Recep Aslantas
cbed29820b ios: update docs for prints 2020-04-30 23:49:38 +03:00
Recep Aslantas
3ec6bad5b3 io: open library-called print functions 2020-04-30 23:40:21 +03:00
Recep Aslantas
fefc3dc32d io: print has been maden optional to DEBUG or to CGLM_DEFINE_PRINTS 2020-04-30 23:38:27 +03:00
Recep Aslantas
203d40208c io: new way to print items
* now mis-alignment of columns are fixed: larger numbers are printed via %g and others are printed via %f. Column withs are calculated before print.

* Now values are colorful ;)
* Some print improvements
2020-04-30 23:37:51 +03:00
Recep Aslantas
c45445c613 suppress documentation warnings 2020-04-30 10:15:55 +03:00
Recep Aslantas
73c6766806 Update .gitignore 2020-04-30 10:14:12 +03:00
Recep Aslantas
65dff25ed5 build: add version info to cmake 2020-04-28 00:33:29 +03:00
Recep Aslantas
c2584c0fe6 now working on v0.7.3 2020-04-28 00:20:04 +03:00
Recep Aslantas
bd951f96be Update cglm.podspec 2020-04-28 00:18:15 +03:00
Recep Aslantas
1200372ced vscode settings 2020-04-28 00:04:24 +03:00
Recep Aslantas
75a5ca153d Merge branch 'master' of https://github.com/recp/cglm 2020-04-27 22:46:22 +03:00
Recep Aslantas
5a9593d9bc update docs 2020-04-27 22:30:52 +03:00
Recep Aslantas
edf46aaf2b Update README.md 2020-04-27 22:26:29 +03:00
Recep Aslantas
e2ba795603 Update README.md 2020-04-27 22:25:36 +03:00
Recep Aslantas
5e6b566d6a Update CMakeLists.txt 2020-04-27 13:43:08 +03:00
altf_four
c973768495 CMake: Fix incorrect compiler flags (#139)
* Fix CMake compiler args.

- Replace -stdlib=libc++ with -std=gnu11 & apply it to clang too.
- Remove redundant -fstrict-aliasing.
- Remove warned and redundant -Weverything
2020-04-27 00:11:51 +03:00
altf_four
6d8e2cc92d Add flags required for cmake. (#138)
- Add flags for clang
- Add flags for msvc
- Use modern cmake in compiler flags handling.
- Globalize compiler options for library and tests
- Address issue with cmake output binary being bigger than make's. (Now
cmake is smaller ~176 (confirmed on dynamic library on Linux)).
2020-04-26 19:42:23 +03:00
Recep Aslantas
010dda6a77 Merge pull request #130 from FMMazur/cmake
Cmake: Integratrion
2020-04-26 14:59:55 +03:00
Recep Aslantas
345c7307ef Merge branch 'master' into cmake 2020-04-26 14:34:34 +03:00
Recep Aslantas
f485c928b1 Merge pull request #136 from Uwila/documentation-fix
Fix some documentation mistakes
2020-04-13 21:13:47 +03:00
Uwila
e895fe884e Fix some documentation mistakes 2020-04-12 16:11:18 +02:00
Felipe Munoz Mazur
18fe47d0c7 Merge branch 'master' into cmake 2020-04-10 00:33:07 -04:00
FMMazur
a84ebc4aaa CMake: Use CCMAKE_INSTALL_PREFIX as default to set directory install 2020-04-09 14:03:18 -04:00
Recep Aslantas
5c35c4ef5d Merge pull request #134 from Uwila/patch-1
Link contributors' avatars to the correct page
2020-04-07 22:47:26 +03:00
Uwila
f79674f66a Link contributors' avatars to the correct page 2020-04-07 21:39:27 +02:00
Recep Aslantas
e40373a1fa Merge pull request #132 from Uwila/ray-tests
* tests: add tests for glm_ray_triangle
2020-04-06 16:44:35 +03:00
Recep Aslantas
47807b7955 Update test_ray.h 2020-04-06 16:44:07 +03:00
Uwila
38cb693834 Update vcxproj files for test_ray 2020-04-06 13:51:29 +02:00
Uwila
7bcd7609eb Fix test_ray.h style 2020-04-06 11:43:12 +02:00
Uwila
90eb164a43 Add tests for cglm_ray_triangle 2020-04-06 11:42:23 +02:00
Uwila
78b2e2d2cc Add tests for glm_ray_triangle 2020-04-06 11:38:27 +02:00
Recep Aslantas
e60e7b5750 Merge pull request #131 from Uwila/ray-triangle-intersection
feature: ray-triangle intersection
2020-04-04 00:33:45 +03:00
Uwila
c1331a1dd4 Improve ray.h style 2020-04-03 18:00:49 +02:00
Uwila
339adab783 Align variables in ray code 2020-04-03 17:56:53 +02:00
Uwila
7bf38a3062 Update credits with ray-triangle intersection algorithm 2020-04-03 13:10:38 +02:00
Uwila
99076be6bb Improve code style in ray.h
- 2 spaces instead of 4, for indentation
- Newline after return
- Check if pointer is null
2020-04-03 13:03:46 +02:00
Uwila
eb332acd7e Merge branch 'master' into ray-triangle-intersection 2020-04-02 14:33:57 +02:00
Uwila
c67f7a14a1 Add ray-triangle intersection check 2020-04-02 14:28:28 +02:00
FMMazur
83f6db1bf8 CMake: Fix install error 2020-03-27 18:43:28 -04:00
FMMazur
e493149a0a CMake: Fix errors 2020-03-27 16:04:46 -04:00
FMMazur
38019f0913 CMake: add lib and include install path 2020-03-27 15:57:26 -04:00
FMMazur
bc6b751429 CMake: add install path option 2020-03-27 15:50:37 -04:00
FMMazur
be68d57499 CMake: Added 'make check' as alias to 'make test' 2020-03-27 15:31:55 -04:00
FMMazur
1fb5f89eaa CMake: Change c99 to c11 and shared build as default options. 2020-03-27 15:30:03 -04:00
FMMazur
6470a91265 Merge branch 'cmake' of https://github.com/FMMazur/cglm into cmake 2020-03-27 11:22:48 -04:00
FMMazur
d4235b2431 CMake: Added test configuration 2020-03-27 11:19:56 -04:00
FMMazur
0ef028244a CMake: Added LDFlags Configuration 2020-03-27 09:11:08 -04:00
FMMazur
a8543bc813 Added folder build/ to .gitignore 2020-03-27 09:02:52 -04:00
Felipe Munoz Mazur
cf3888d734 Update README.md
Document CMake Usage and Project Example
2020-03-27 00:12:47 -04:00
FMMazur
b8e978862e Added install to CMakeLists.txt 2020-03-27 00:04:15 -04:00
FMMazur
dfba2072f7 Added simple CMakeLists.txt 2020-03-26 23:36:20 -04:00
Uwila
2bf576c2cd Fix documentation mistake for glm_vec3_rotate (#126)
In the documentation, for glm_vec3_rotate, correctly labels `angle` as `in` rather than `out`.

Co-authored-by: Recep Aslantas <info@recp.me>
2020-03-20 22:58:48 +03:00
Uwila
3abf47f175 Make Github recognize header language as C (#127)
Without this a lot of `*.h` files are marked as being C++ or Objective-C, even though all of it is C.
2020-03-20 22:56:17 +03:00
Recep Aslantas
2fc51c67a3 Update version.rst 2020-03-19 12:58:48 +03:00
Recep Aslantas
34753546f2 Update version.rst 2020-03-19 12:55:49 +03:00
Recep Aslantas
1711db4fef Update util.rst 2020-03-19 12:54:57 +03:00
Recep Aslantas
373b8d216a Update version.rst 2020-03-19 12:53:54 +03:00
Recep Aslantas
7f9487fd62 docs: update documentation 2020-03-19 12:51:05 +03:00
Recep Aslantas
686deb8eb1 util: use glm_clamp_zo to clamp between 0 and 1 2020-03-19 12:37:52 +03:00
Uwila
a392ac3012 Fix small documentation mistake (#125)
At two points in the documentation the names of the parameters in the parameters list do not match the parameter names in the function:
- glm_look
- glm_look_anyup
2020-03-12 09:47:05 +03:00
Recep Aslantas
fabc655919 Merge branch 'master' of https://github.com/recp/cglm 2020-03-06 23:33:30 +03:00
Recep Aslantas
7eada03909 reemove redundant forward declerations 2020-03-06 23:33:27 +03:00
Zollerboy1
ad4a763d47 fix glms_vec2_rotate() by using a dest vec2s instead of taking an axis vector (#122) 2020-03-04 17:05:32 +03:00
Zollerboy1
1f9765c5e5 fix glms_sphere_transform by using mat4s instead of mat4 (#121)
Co-authored-by: Recep Aslantas <m@recp.me>
2020-03-04 11:56:40 +03:00
Recep Aslantas
b3a464bf89 now working on v0.7.2 2020-03-04 11:51:05 +03:00
208 changed files with 16461 additions and 1532 deletions

1
.gitattributes vendored Normal file
View File

@@ -0,0 +1 @@
*.h linguist-language=C

4
.github/FUNDING.yml vendored
View File

@@ -1,7 +1,7 @@
# These are supported funding model platforms # These are supported funding model platforms
github: # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2] github: [recp]
patreon: # Replace with a single Patreon username patreon: recp
open_collective: cglm open_collective: cglm
ko_fi: # Replace with a single Ko-fi username ko_fi: # Replace with a single Ko-fi username
tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel

8
.gitignore vendored
View File

@@ -72,3 +72,11 @@ cglm-test-ios*
/cglm.pc /cglm.pc
test-driver test-driver
Default-568h@2x.png Default-568h@2x.png
build/
conftest.dir/*
confdefs.h
*.xcuserdatad
.idea
cmake-build-debug
*.o.tmp
xcode/*

View File

@@ -4,6 +4,12 @@ os:
- linux - linux
- osx - osx
arch:
- amd64
- ppc64le
- s390x
- arm64
sudo: required sudo: required
dist: trusty dist: trusty

4
.vscode/settings.json vendored Normal file
View File

@@ -0,0 +1,4 @@
{
"C_Cpp.default.configurationProvider": "vector-of-bool.cmake-tools",
"restructuredtext.confPath": "${workspaceFolder}/docs/source"
}

163
CMakeLists.txt Normal file
View File

@@ -0,0 +1,163 @@
cmake_minimum_required(VERSION 3.8.2)
project(cglm
VERSION 0.8.6
HOMEPAGE_URL https://github.com/recp/cglm
DESCRIPTION "OpenGL Mathematics (glm) for C"
LANGUAGES C
)
set(CMAKE_C_STANDARD 11)
set(CMAKE_C_STANDARD_REQUIRED YES)
set(DEFAULT_BUILD_TYPE "Release")
set(CGLM_BUILD)
option(CGLM_SHARED "Shared build" ON)
option(CGLM_STATIC "Static build" OFF)
option(CGLM_USE_C99 "" OFF)
option(CGLM_USE_TEST "Enable Tests" OFF)
if(NOT CGLM_STATIC AND CGLM_SHARED)
set(CGLM_BUILD SHARED)
else(CGLM_STATIC)
set(CGLM_BUILD STATIC)
endif()
if(CGLM_USE_C99)
set(CMAKE_C_STANDARD 99)
endif()
if(MSVC)
add_definitions(-DNDEBUG -D_WINDOWS -D_USRDLL)
add_compile_options(/W3 /Ox /Gy /Oi /TC)
# Ref: https://skia.googlesource.com/third_party/sdl/+/refs/heads/master/CMakeLists.txt#225
# Make sure /RTC1 is disabled, otherwise it will use functions from the CRT
foreach(flag_var
CMAKE_C_FLAGS CMAKE_C_FLAGS_DEBUG CMAKE_C_FLAGS_RELEASE
CMAKE_C_FLAGS_MINSIZEREL CMAKE_C_FLAGS_RELWITHDEBINFO)
string(REGEX REPLACE "/RTC(su|[1su])" "" ${flag_var} "${${flag_var}}")
endforeach(flag_var)
else()
add_compile_options(-Wall -Werror -O3)
endif()
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
message(STATUS "Setting build type to '${DEFAULT_BUILD_TYPE}' as none was specified.")
set(CMAKE_BUILD_TYPE "${DEFAULT_BUILD_TYPE}" CACHE STRING "Choose the type of build." FORCE)
# Set the possible values of build type for cmake-gui
set_property(CACHE CMAKE_BUILD_TYPE PROPERTY STRINGS "Debug" "Release" "MinSizeRel" "RelWithDebInfo")
endif()
include(GNUInstallDirs)
set(CPACK_PROJECT_NAME ${PROJECT_NAME})
set(CPACK_PROJECT_VERSION ${PROJECT_VERSION})
if(NOT CPack_CMake_INCLUDED)
include(CPack)
endif()
# Target Start
add_library(${PROJECT_NAME}
${CGLM_BUILD}
src/euler.c
src/affine.c
src/io.c
src/quat.c
src/cam.c
src/vec2.c
src/ivec2.c
src/vec3.c
src/ivec3.c
src/vec4.c
src/ivec4.c
src/mat2.c
src/mat3.c
src/mat4.c
src/plane.c
src/frustum.c
src/box.c
src/project.c
src/sphere.c
src/ease.c
src/curve.c
src/bezier.c
src/ray.c
src/affine2d.c
src/clipspace/ortho_lh_no.c
src/clipspace/ortho_lh_zo.c
src/clipspace/ortho_rh_no.c
src/clipspace/ortho_rh_zo.c
src/clipspace/persp_lh_no.c
src/clipspace/persp_lh_zo.c
src/clipspace/persp_rh_no.c
src/clipspace/persp_rh_zo.c
src/clipspace/view_lh_no.c
src/clipspace/view_lh_zo.c
src/clipspace/view_rh_no.c
src/clipspace/view_rh_zo.c
src/clipspace/project_no.c
src/clipspace/project_zo.c
)
if(CGLM_SHARED)
add_definitions(-DCGLM_EXPORTS)
else()
target_compile_definitions(${PROJECT_NAME} PUBLIC -DCGLM_STATIC)
endif()
set_target_properties(${PROJECT_NAME} PROPERTIES
VERSION ${PROJECT_VERSION}
SOVERSION ${PROJECT_VERSION_MAJOR})
if(WIN32)
# Because SOVERSION has no effect to file naming on Windows
set_target_properties(${PROJECT_NAME} PROPERTIES
RUNTIME_OUTPUT_NAME ${PROJECT_NAME}-${PROJECT_VERSION_MAJOR})
endif()
target_include_directories(${PROJECT_NAME}
PUBLIC
$<INSTALL_INTERFACE:include>
$<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/include>
PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}/src
)
# Target for header-only usage
add_library(${PROJECT_NAME}_headers INTERFACE)
target_include_directories(${PROJECT_NAME}_headers INTERFACE
${CMAKE_CURRENT_SOURCE_DIR}/include)
# Test Configuration
if(CGLM_USE_TEST)
include(CTest)
enable_testing()
add_subdirectory(test)
endif()
# Install
install(TARGETS ${PROJECT_NAME}
EXPORT ${PROJECT_NAME}
LIBRARY DESTINATION ${CMAKE_INSTALL_LIBDIR}
ARCHIVE DESTINATION ${CMAKE_INSTALL_LIBDIR}
RUNTIME DESTINATION ${CMAKE_INSTALL_BINDIR})
install(DIRECTORY include/${PROJECT_NAME} DESTINATION ${CMAKE_INSTALL_INCLUDEDIR}
PATTERN ".*" EXCLUDE)
# Config
export(TARGETS ${PROJECT_NAME}
NAMESPACE ${PROJECT_NAME}::
FILE "${CMAKE_CURRENT_BINARY_DIR}/${PROJECT_NAME}Config.cmake"
)
install(EXPORT ${PROJECT_NAME}
FILE "${PROJECT_NAME}Config.cmake"
NAMESPACE ${PROJECT_NAME}::
DESTINATION ${CMAKE_INSTALL_LIBDIR}/cmake/${PROJECT_NAME})
configure_file(cglm.pc.in cglm.pc @ONLY)
install(FILES ${CMAKE_BINARY_DIR}/cglm.pc
DESTINATION ${CMAKE_INSTALL_LIBDIR}/pkgconfig)

17
CREDITS
View File

@@ -65,3 +65,20 @@ https://forums.khronos.org/showthread.php/10651-Animation-TCB-Spline-Interpolati
12. vec2 cross product 12. vec2 cross product
http://allenchou.net/2013/07/cross-product-of-2d-vectors/ http://allenchou.net/2013/07/cross-product-of-2d-vectors/
13. Ray triangle intersect
MöllerTrumbore ray-triangle intersection algorithm, from "Fast, Minimum Storage Ray/Triangle Intersection"
Authors:
Thomas Möller (tompa@clarus.se)
Ben Trumbore (wbt@graphics.cornell.edu)
Link to paper: http://webserver2.tecgraf.puc-rio.br/~mgattass/cg/trbRR/Fast%20MinimumStorage%20RayTriangle%20Intersection.pdf
14. ARM NEON: Matrix Vector Multiplication
https://stackoverflow.com/a/57793352/2676533
16. ARM NEON Div
http://github.com/microsoft/DirectXMath
17. Pick Matrix
glu project -> project.c

View File

@@ -12,7 +12,6 @@ AM_CFLAGS = -Wall \
-O3 \ -O3 \
-Wstrict-aliasing=2 \ -Wstrict-aliasing=2 \
-fstrict-aliasing \ -fstrict-aliasing \
-pedantic \
-Werror=strict-prototypes -Werror=strict-prototypes
lib_LTLIBRARIES = libcglm.la lib_LTLIBRARIES = libcglm.la
@@ -22,6 +21,9 @@ checkLDFLAGS = -L./.libs \
-lm \ -lm \
-lcglm -lcglm
checkCFLAGS = $(AM_CFLAGS) \ checkCFLAGS = $(AM_CFLAGS) \
-std=gnu11 \
-O3 \
-DCGLM_DEFINE_PRINTS \
-I./include -I./include
check_PROGRAMS = test/tests check_PROGRAMS = test/tests
@@ -44,16 +46,19 @@ cglm_HEADERS = include/cglm/version.h \
include/cglm/mat3.h \ include/cglm/mat3.h \
include/cglm/mat2.h \ include/cglm/mat2.h \
include/cglm/affine.h \ include/cglm/affine.h \
include/cglm/affine-mat.h \
include/cglm/vec2.h \ include/cglm/vec2.h \
include/cglm/vec2-ext.h \ include/cglm/vec2-ext.h \
include/cglm/ivec2.h \
include/cglm/vec3.h \ include/cglm/vec3.h \
include/cglm/vec3-ext.h \ include/cglm/vec3-ext.h \
include/cglm/ivec3.h \
include/cglm/vec4.h \ include/cglm/vec4.h \
include/cglm/vec4-ext.h \ include/cglm/vec4-ext.h \
include/cglm/ivec4.h \
include/cglm/euler.h \ include/cglm/euler.h \
include/cglm/util.h \ include/cglm/util.h \
include/cglm/quat.h \ include/cglm/quat.h \
include/cglm/affine-mat.h \
include/cglm/plane.h \ include/cglm/plane.h \
include/cglm/frustum.h \ include/cglm/frustum.h \
include/cglm/box.h \ include/cglm/box.h \
@@ -63,7 +68,28 @@ cglm_HEADERS = include/cglm/version.h \
include/cglm/ease.h \ include/cglm/ease.h \
include/cglm/curve.h \ include/cglm/curve.h \
include/cglm/bezier.h \ include/cglm/bezier.h \
include/cglm/applesimd.h include/cglm/applesimd.h \
include/cglm/ray.h \
include/cglm/affine2d.h
cglm_clipspacedir=$(includedir)/cglm/clipspace
cglm_clipspace_HEADERS = include/cglm/clipspace/persp.h \
include/cglm/clipspace/persp_lh_no.h \
include/cglm/clipspace/persp_lh_zo.h \
include/cglm/clipspace/persp_rh_no.h \
include/cglm/clipspace/persp_rh_zo.h \
include/cglm/clipspace/ortho_lh_no.h \
include/cglm/clipspace/ortho_lh_zo.h \
include/cglm/clipspace/ortho_rh_no.h \
include/cglm/clipspace/ortho_rh_zo.h \
include/cglm/clipspace/view_lh.h \
include/cglm/clipspace/view_rh.h \
include/cglm/clipspace/view_lh_no.h \
include/cglm/clipspace/view_lh_zo.h \
include/cglm/clipspace/view_rh_no.h \
include/cglm/clipspace/view_rh_zo.h \
include/cglm/clipspace/project_no.h \
include/cglm/clipspace/project_zo.h
cglm_calldir=$(includedir)/cglm/call cglm_calldir=$(includedir)/cglm/call
cglm_call_HEADERS = include/cglm/call/mat4.h \ cglm_call_HEADERS = include/cglm/call/mat4.h \
@@ -72,7 +98,9 @@ cglm_call_HEADERS = include/cglm/call/mat4.h \
include/cglm/call/vec2.h \ include/cglm/call/vec2.h \
include/cglm/call/vec3.h \ include/cglm/call/vec3.h \
include/cglm/call/vec4.h \ include/cglm/call/vec4.h \
include/cglm/call/affine.h \ include/cglm/call/ivec2.h \
include/cglm/call/ivec3.h \
include/cglm/call/ivec4.h \
include/cglm/call/io.h \ include/cglm/call/io.h \
include/cglm/call/cam.h \ include/cglm/call/cam.h \
include/cglm/call/quat.h \ include/cglm/call/quat.h \
@@ -84,7 +112,26 @@ cglm_call_HEADERS = include/cglm/call/mat4.h \
include/cglm/call/sphere.h \ include/cglm/call/sphere.h \
include/cglm/call/ease.h \ include/cglm/call/ease.h \
include/cglm/call/curve.h \ include/cglm/call/curve.h \
include/cglm/call/bezier.h include/cglm/call/bezier.h \
include/cglm/call/ray.h \
include/cglm/call/affine.h \
include/cglm/call/affine2d.h
cglm_call_clipspacedir=$(includedir)/cglm/call/clipspace
cglm_call_clipspace_HEADERS = include/cglm/call/clipspace/persp_lh_no.h \
include/cglm/call/clipspace/persp_lh_zo.h \
include/cglm/call/clipspace/persp_rh_no.h \
include/cglm/call/clipspace/persp_rh_zo.h \
include/cglm/call/clipspace/ortho_lh_no.h \
include/cglm/call/clipspace/ortho_lh_zo.h \
include/cglm/call/clipspace/ortho_rh_no.h \
include/cglm/call/clipspace/ortho_rh_zo.h \
include/cglm/call/clipspace/view_lh_no.h \
include/cglm/call/clipspace/view_lh_zo.h \
include/cglm/call/clipspace/view_rh_no.h \
include/cglm/call/clipspace/view_rh_zo.h \
include/cglm/call/clipspace/project_no.h \
include/cglm/call/clipspace/project_zo.h
cglm_simddir=$(includedir)/cglm/simd cglm_simddir=$(includedir)/cglm/simd
cglm_simd_HEADERS = include/cglm/simd/intrin.h \ cglm_simd_HEADERS = include/cglm/simd/intrin.h \
@@ -103,19 +150,25 @@ cglm_simd_avx_HEADERS = include/cglm/simd/avx/mat4.h \
include/cglm/simd/avx/affine.h include/cglm/simd/avx/affine.h
cglm_simd_neondir=$(includedir)/cglm/simd/neon cglm_simd_neondir=$(includedir)/cglm/simd/neon
cglm_simd_neon_HEADERS = include/cglm/simd/neon/mat4.h cglm_simd_neon_HEADERS = include/cglm/simd/neon/affine.h \
include/cglm/simd/neon/mat2.h \
include/cglm/simd/neon/mat4.h \
include/cglm/simd/neon/quat.h
cglm_structdir=$(includedir)/cglm/struct cglm_structdir=$(includedir)/cglm/struct
cglm_struct_HEADERS = include/cglm/struct/mat4.h \ cglm_struct_HEADERS = include/cglm/struct/mat4.h \
include/cglm/struct/mat3.h \ include/cglm/struct/mat3.h \
include/cglm/struct/mat2.h \ include/cglm/struct/mat2.h \
include/cglm/struct/affine-pre.h \
include/cglm/struct/affine-post.h \
include/cglm/struct/affine.h \
include/cglm/struct/affine2d.h \
include/cglm/struct/vec2.h \ include/cglm/struct/vec2.h \
include/cglm/struct/vec2-ext.h \ include/cglm/struct/vec2-ext.h \
include/cglm/struct/vec3.h \ include/cglm/struct/vec3.h \
include/cglm/struct/vec3-ext.h \ include/cglm/struct/vec3-ext.h \
include/cglm/struct/vec4.h \ include/cglm/struct/vec4.h \
include/cglm/struct/vec4-ext.h \ include/cglm/struct/vec4-ext.h \
include/cglm/struct/affine.h \
include/cglm/struct/io.h \ include/cglm/struct/io.h \
include/cglm/struct/cam.h \ include/cglm/struct/cam.h \
include/cglm/struct/quat.h \ include/cglm/struct/quat.h \
@@ -128,6 +181,22 @@ cglm_struct_HEADERS = include/cglm/struct/mat4.h \
include/cglm/struct/color.h \ include/cglm/struct/color.h \
include/cglm/struct/curve.h include/cglm/struct/curve.h
cglm_struct_clipspacedir=$(includedir)/cglm/struct/clipspace
cglm_struct_clipspace_HEADERS = include/cglm/struct/clipspace/persp_lh_no.h \
include/cglm/struct/clipspace/persp_lh_zo.h \
include/cglm/struct/clipspace/persp_rh_no.h \
include/cglm/struct/clipspace/persp_rh_zo.h \
include/cglm/struct/clipspace/ortho_lh_no.h \
include/cglm/struct/clipspace/ortho_lh_zo.h \
include/cglm/struct/clipspace/ortho_rh_no.h \
include/cglm/struct/clipspace/ortho_rh_zo.h \
include/cglm/struct/clipspace/view_lh_no.h \
include/cglm/struct/clipspace/view_lh_zo.h \
include/cglm/struct/clipspace/view_rh_no.h \
include/cglm/struct/clipspace/view_rh_zo.h \
include/cglm/struct/clipspace/project_no.h \
include/cglm/struct/clipspace/project_zo.h
libcglm_la_SOURCES=\ libcglm_la_SOURCES=\
src/euler.c \ src/euler.c \
src/affine.c \ src/affine.c \
@@ -135,8 +204,11 @@ libcglm_la_SOURCES=\
src/quat.c \ src/quat.c \
src/cam.c \ src/cam.c \
src/vec2.c \ src/vec2.c \
src/ivec2.c \
src/vec3.c \ src/vec3.c \
src/ivec3.c \
src/vec4.c \ src/vec4.c \
src/ivec4.c \
src/mat2.c \ src/mat2.c \
src/mat3.c \ src/mat3.c \
src/mat4.c \ src/mat4.c \
@@ -147,13 +219,33 @@ libcglm_la_SOURCES=\
src/sphere.c \ src/sphere.c \
src/ease.c \ src/ease.c \
src/curve.c \ src/curve.c \
src/bezier.c src/bezier.c \
src/ray.c \
src/affine2d.c \
src/clipspace/ortho_lh_no.c \
src/clipspace/ortho_lh_zo.c \
src/clipspace/ortho_rh_no.c \
src/clipspace/ortho_rh_zo.c \
src/clipspace/persp_lh_no.c \
src/clipspace/persp_lh_zo.c \
src/clipspace/persp_rh_no.c \
src/clipspace/persp_rh_zo.c \
src/clipspace/view_lh_no.c \
src/clipspace/view_lh_zo.c \
src/clipspace/view_rh_no.c \
src/clipspace/view_rh_zo.c \
src/clipspace/project_no.c \
src/clipspace/project_zo.c
test_tests_SOURCES=\ test_tests_SOURCES=\
test/runner.c \ test/runner.c \
test/src/test_common.c \ test/src/test_common.c \
test/src/tests.c \ test/src/tests.c \
test/src/test_cam.c \ test/src/test_cam.c \
test/src/test_cam_lh_zo.c \
test/src/test_cam_rh_zo.c \
test/src/test_cam_lh_no.c \
test/src/test_cam_rh_no.c \
test/src/test_clamp.c \ test/src/test_clamp.c \
test/src/test_euler.c \ test/src/test_euler.c \
test/src/test_bezier.c \ test/src/test_bezier.c \

44
Package.swift Normal file
View File

@@ -0,0 +1,44 @@
// swift-tools-version:5.2
import PackageDescription
let package = Package(
name: "cglm",
products: [
.library(name: "cglm", type: .static, targets: ["cglmHeader"]),
.library(name: "cglmc", targets: ["cglmCompiled"]),
],
dependencies: [],
targets: [
.target(
name: "cglmCompiled",
path: "./",
exclude: [
"./docs",
"./src/swift",
"./include",
"./test",
"./win",
],
sources: [
"./src",
],
publicHeadersPath: "./include"
),
.target(
name: "cglmHeader",
path: "./",
exclude: [
"./docs",
"./include",
"./test",
"./win",
],
sources: [
"./src/swift",
],
publicHeadersPath: "./include"
),
],
cLanguageStandard: .c11
)

205
README.md
View File

@@ -1,19 +1,59 @@
# 🎥 OpenGL Mathematics (glm) for `C` # 🎥 OpenGL Mathematics (glm) for `C`
[![Build Status](https://travis-ci.org/recp/cglm.svg?branch=master)](https://travis-ci.org/recp/cglm)
[![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)
#### Documentation <p align="center">
<img alt="" src="cglm.png" width="550" />
</p>
<br>
<p align="center">
<a href="https://travis-ci.com/recp/cglm">
<img src="https://travis-ci.com/recp/cglm.svg?branch=master"
alt="Build Status">
</a>
<a href="https://ci.appveyor.com/project/recp/cglm/branch/master">
<img src="https://ci.appveyor.com/api/projects/status/av7l3gc0yhfex8y4/branch/master?svg=true"
alt="Windows Build Status">
</a>
<a href="http://cglm.readthedocs.io/en/latest/?badge=latest">
<img src="https://readthedocs.org/projects/cglm/badge/?version=latest"
alt="Documentation Status">
</a>
<a href="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">
<img src="https://api.codacy.com/project/badge/Grade/6a62b37d5f214f178ebef269dc4a6bf1"
alt="Codacy Badge"/>
</a>
<a href="https://coveralls.io/github/recp/cglm?branch=master">
<img src="https://coveralls.io/repos/github/recp/cglm/badge.svg?branch=master"
alt="Coverage Status"/>
</a>
<a href="https://codecov.io/gh/recp/cglm">
<img src="https://codecov.io/gh/recp/cglm/branch/master/graph/badge.svg"
alt="Coverage Status"/>
</a>
<br /><br />
<a href="#sponsors">
<img src="https://opencollective.com/cglm/sponsors/badge.svg"
alt="Sponsors on Open Collective"/>
</a>
<a href="#backers">
<img src="https://opencollective.com/cglm/backers/badge.svg"
alt="Backers on Open Collective"/>
</a>
</p>
<br>
<p align="center">
Highly optimized 2D|3D math library, also known as <b>OpenGL Mathematics (glm) for `C`</b>. <b>cglm</b> provides lot of utils to help math operations to be fast and quick to write. It is community friendly, feel free to bring any issues, bugs you faced.
</p>
---
#### 📚 Documentation
Almost all functions (inline versions) and parameters are documented inside the corresponding headers. <br /> Almost all functions (inline versions) and parameters are documented inside the corresponding headers. <br />
Complete documentation: http://cglm.readthedocs.io Complete documentation: http://cglm.readthedocs.io
#### Note for previous versions: #### 📌 Note for previous versions:
- _dup (duplicate) is changed to _copy. For instance `glm_vec_dup -> glm_vec3_copy` - _dup (duplicate) is changed to _copy. For instance `glm_vec_dup -> glm_vec3_copy`
- OpenGL related functions are dropped to make this lib platform/third-party independent - OpenGL related functions are dropped to make this lib platform/third-party independent
@@ -25,31 +65,30 @@ you have the latest version
- **[new option]** by starting v0.4.5, you can disable alignment requirement, check options in docs. - **[new option]** by starting v0.4.5, you can disable alignment requirement, check options in docs.
- **[major change]** by starting v0.5.0, vec3 functions use **glm_vec3_** namespace, it was **glm_vec_** until v0.5.0 - **[major change]** by starting v0.5.0, vec3 functions use **glm_vec3_** namespace, it was **glm_vec_** until v0.5.0
- **[major change]** by starting v0.5.1, built-in alignment is removed from **vec3** and **mat3** types - **[major change]** by starting v0.5.1, built-in alignment is removed from **vec3** and **mat3** types
- **[major change]** by starting v0.7.3, inline print functions are disabled in release/production mode to eliminate print costs (see options in documentation). Print output also improved. You can disable colors if you need (see documentation)
- **[major change]** by starting v0.8.3, **cglm** supports alternative clipspace configuations e.g. Left Handed, Zero-to-One (_zo)... `CGLM_FORCE_DEPTH_ZERO_TO_ONE` and `CGLM_FORCE_LEFT_HANDED` is provided to control clipspace. You should be able to use **cglm** with Vulkan, DirectX and Metal now... see https://cglm.readthedocs.io/en/latest/opt.html#clipspace-option-s
#### Note for C++ developers: #### 📌 Note for C++ developers:
If you are not aware of the 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 https://github.com/g-truc/glm
#### Note for new comers (Important): #### 📌 Note for new comers (Important):
- `vec4` and `mat4` variables must be aligned. (There will be unaligned versions later) - `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 - **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 include 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... - if your debugger takes you to cglm headers then make sure you are not trying to copy vec4 to vec3 or alig issues...
- Welcome! - Welcome!
#### Note for experienced developers: #### 📌 Note for experienced developers:
- Since I'm testing this library in my projects, sometimes bugs occurs; finding that bug[s] and making improvements would be more easy with multiple developer/contributor and their projects or knowledge. Consider to make some tests if you suspect something is wrong and any feedbacks, contributions and bug reports are always welcome. - Since I'm testing this library in my projects, sometimes bugs occurs; finding that bug[s] and making improvements would be more easy with multiple developer/contributor and their projects or knowledge. Consider to make some tests if you suspect something is wrong and any feedbacks, contributions and bug reports are always welcome.
#### Allocations? #### 📌 Allocations?
`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. `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... ? #### 📌 Returning vector or matrix... ?
**cglm** supports both *ARRAY API* and *STRUCT API*, so you can return structs if you utilize struct api (`glms_`). **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
<hr/> <hr/>
<table> <table>
@@ -67,7 +106,9 @@ Currently *cglm* uses default clip space configuration (-1, 1) for camera functi
</tbody> </tbody>
</table> </table>
## Features ## 🚀 Features
- **scalar** and **simd** (sse, avx, neon...) optimizations
- option to use different clipspaces e.g. Left Handed, Zero-to-One... (currrently right handed negative-one is default)
- array api and struct api, you can use arrays or structs. - array api and struct api, you can use arrays or structs.
- general purpose matrix operations (mat4, mat3) - general purpose matrix operations (mat4, mat3)
- chain matrix multiplication (square only) - chain matrix multiplication (square only)
@@ -89,13 +130,14 @@ Currently *cglm* uses default clip space configuration (-1, 1) for camera functi
- curves - curves
- curve interpolation helpers (S*M*C, deCasteljau...) - 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 - helpers to convert cglm types to Apple's simd library to pass cglm types to Metal GL without packing them on both sides
- ray intersection helpers
- and others... - and others...
<hr /> <hr />
You have two option to call a function/operation: inline or library call (link) You have two options to call a function/operation: inline or library call (link)
Almost all functions are marked inline (always_inline) so compiler will probably 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_`. To call pre-compiled versions, just use `glmc_` (c stands for 'call') instead of `glm_`.
```C ```C
#include <cglm/cglm.h> /* for inline */ #include <cglm/cglm.h> /* for inline */
@@ -146,7 +188,120 @@ Struct functions generally take their parameters as *values* and *return* their
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. 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 ## 🔨 Build
### CMake (All platforms)
```bash
$ mkdir build
$ cd build
$ cmake .. # [Optional] -DCGLM_SHARED=ON
$ make
$ sudo make install # [Optional]
```
##### Cmake options with Defaults:
```CMake
option(CGLM_SHARED "Shared build" ON)
option(CGLM_STATIC "Static build" OFF)
option(CGLM_USE_C99 "" OFF) # C11
option(CGLM_USE_TEST "Enable Tests" OFF) # for make check - make test
```
#### Use as header-only library with your CMake project
This requires no building or installation of cglm.
* Example:
``` cmake
cmake_minimum_required(VERSION 3.8.2)
project(<Your Project Name>)
add_executable(${PROJECT_NAME} src/main.c)
target_link_libraries(${LIBRARY_NAME} PRIVATE
cglm_headers)
add_subdirectory(external/cglm/ EXCLUDE_FROM_ALL)
```
#### Use with your CMake project
* Example:
```cmake
cmake_minimum_required(VERSION 3.8.2)
project(<Your Project Name>)
add_executable(${PROJECT_NAME} src/main.c)
target_link_libraries(${LIBRARY_NAME} PRIVATE
cglm)
add_subdirectory(external/cglm/)
# or you can use find_package to configure cglm
```
### Meson (All platforms)
```bash
$ meson build # [Optional] --default-library=static
$ cd build
$ ninja
$ sudo ninja install # [Optional]
```
##### Meson options with Defaults:
```meson
c_std=c11
buildtype=release
default_library=shared
enable_tests=false # to run tests: ninja test
```
#### Use with your Meson project
* Example:
```meson
# Clone cglm or create a cglm.wrap under <source_root>/subprojects
project('name', 'c')
cglm_dep = dependency('cglm', fallback : 'cglm', 'cglm_dep')
executable('exe', 'src/main.c', dependencies : cglm_dep)
```
### Swift (Swift Package Manager)
Currently only default build options are supported. Add **cglm** dependency to your project:
```swift
...
Package(
...
dependencies: [
...
.package(url: "https://github.com/recp/cglm", .branch("master")),
]
...
)
```
Now add **cgml** as a dependency to your target. Product choices are:
- **cglm** for inlined version of the library which can be linked only statically
- **cglmc** for a compiled version of the library with no linking limitation
```swift
...
.target(
...
dependencies: [
...
.product(name: "cglm", package: "cglm"),
]
...
)
...
```
### Unix (Autotools) ### Unix (Autotools)
@@ -276,7 +431,7 @@ You can pass matrices the same way to other APIs e.g. Vulkan, DX...
## Notes ## Notes
- This library uses float types only, does not support Integers, Double... yet - This library does not support double type... yet
- If headers are not working properly with your compiler, IDE please open an issue, because I'm using GCC and clang to test it maybe sometimes MSVC - If headers are not working properly with your compiler, IDE please open an issue, because I'm using GCC and clang to test it maybe sometimes MSVC
**TODO:** **TODO:**
@@ -285,13 +440,13 @@ You can pass matrices the same way to other APIs e.g. Vulkan, DX...
- [x] Add version info - [x] Add version info
- [ ] Unaligned operations (e.g. `glm_umat4_mul`) - [ ] Unaligned operations (e.g. `glm_umat4_mul`)
- [x] Extra documentation - [x] Extra documentation
- [ ] ARM Neon Arch (In Progress) - [x] ARM Neon Arch
## Contributors ## Contributors
This project exists thanks to all the people who contribute. [[Contribute](CONTRIBUTING.md)]. This project exists thanks to all the people who contribute. [[Contribute](CONTRIBUTING.md)].
<a href="graphs/contributors"><img src="https://opencollective.com/cglm/contributors.svg?width=890&button=false" /></a> <a href="https://github.com/recp/cglm/graphs/contributors"><img src="https://opencollective.com/cglm/contributors.svg?width=890&button=false" /></a>
## Backers ## Backers

View File

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

BIN
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@@ -2,10 +2,10 @@ Pod::Spec.new do |s|
# Description # Description
s.name = "cglm" s.name = "cglm"
s.version = "0.6.1" s.version = "0.8.4"
s.summary = "📽 Optimized OpenGL/Graphics Math (glm) for C" s.summary = "📽 Highly Optimized Graphics Math (glm) for C"
s.description = <<-DESC s.description = <<-DESC
cglm is math library for graphics programming for C. It is similar to original glm but it is written for C instead of C++ (you can use here too). See the documentation or README for all features. cglm is math library for graphics programming for C. See the documentation or README for all features.
DESC DESC
s.documentation_url = "http://cglm.readthedocs.io" s.documentation_url = "http://cglm.readthedocs.io"
@@ -25,4 +25,13 @@ cglm is math library for graphics programming for C. It is similar to original g
# Linking # Linking
s.library = "m" s.library = "m"
# Configuration
s.pod_target_xcconfig = {
'CLANG_ENABLE_MODULES' => 'NO',
'CLANG_ALLOW_NON_MODULAR_INCLUDES_IN_FRAMEWORK_MODULES' => 'YES',
'CLANG_WARN_DOCUMENTATION_COMMENTS' => 'NO',
'GCC_C_LANGUAGE_STANDARD' => 'gnu11',
'GCC_PREPROCESSOR_DEFINITIONS' => '$(inherited) GLM_TESTS_NO_COLORFUL_OUTPUT'
}
end end

View File

@@ -7,7 +7,7 @@
#***************************************************************************** #*****************************************************************************
AC_PREREQ([2.69]) AC_PREREQ([2.69])
AC_INIT([cglm], [0.7.1], [info@recp.me]) AC_INIT([cglm], [0.8.6], [info@recp.me])
AM_INIT_AUTOMAKE([-Wall -Werror foreign subdir-objects serial-tests]) 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. # Don't use the default cflags (-O2 -g), we set ours manually in Makefile.am.

View File

@@ -0,0 +1,129 @@
.. default-domain:: C
3D Affine Transforms (common)
================================================================================
Common transfrom functions.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_translate_make`
#. :c:func:`glm_scale_to`
#. :c:func:`glm_scale_make`
#. :c:func:`glm_scale`
#. :c:func:`glm_scale_uni`
#. :c:func:`glm_rotate_make`
#. :c:func:`glm_rotate_atm`
#. :c:func:`glm_decompose_scalev`
#. :c:func:`glm_uniscaled`
#. :c:func:`glm_decompose_rs`
#. :c:func:`glm_decompose`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_translate_make(mat4 m, vec3 v)
creates NEW translate transform matrix by *v* vector.
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_scale_to(mat4 m, vec3 v, mat4 dest)
scale existing transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
| *[out]* **dest** scaled matrix
.. c:function:: void glm_scale_make(mat4 m, vec3 v)
creates NEW scale matrix by v vector
Parameters:
| *[out]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale(mat4 m, vec3 v)
scales existing transform matrix by v vector
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale_uni(mat4 m, float s)
applies uniform scale to existing transform matrix v = [s, s, s]
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** scale factor
.. c:function:: void glm_rotate_make(mat4 m, float angle, vec3 axis)
creates NEW rotation matrix by angle and axis,
axis will be normalized so you don't need to normalize it
Parameters:
| *[out]* **m** affine transfrom
| *[in]* **axis** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis)
| creates NEW rotation matrix by angle and axis at given point
| this creates rotation matrix, it assumes you don't have a matrix
| this should work faster than glm_rotate_at because it reduces one glm_translate.
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_decompose_scalev(mat4 m, vec3 s)
decompose scale vector
Parameters:
| *[in]* **m** affine transform
| *[out]* **s** scale vector (Sx, Sy, Sz)
.. c:function:: bool glm_uniscaled(mat4 m)
returns true if matrix is uniform scaled.
This is helpful for creating normal matrix.
Parameters:
| *[in]* **m** matrix
.. c:function:: void glm_decompose_rs(mat4 m, mat4 r, vec3 s)
decompose rotation matrix (mat4) and scale vector [Sx, Sy, Sz]
DON'T pass projected matrix here
Parameters:
| *[in]* **m** affine transform
| *[out]* **r** rotation matrix
| *[out]* **s** scale matrix
.. c:function:: void glm_decompose(mat4 m, vec4 t, mat4 r, vec3 s)
decompose affine transform, TODO: extract shear factors.
DON'T pass projected matrix here
Parameters:
| *[in]* **m** affine transfrom
| *[out]* **t** translation vector
| *[out]* **r** rotation matrix (mat4)
| *[out]* **s** scaling vector [X, Y, Z]

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@@ -1,6 +1,6 @@
.. default-domain:: C .. default-domain:: C
affine transform matrix (specialized functions) 3D Affine Transform Matrix (specialized functions)
================================================================================ ================================================================================
Header: cglm/affine-mat.h Header: cglm/affine-mat.h

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@@ -0,0 +1,129 @@
.. default-domain:: C
3D Affine Transforms (post)
================================================================================
Post transfrom functions are similar to pre transform functions except order of application is reversed.
Post transform functions are applied after the object is transformed with given (model matrix) transfrom.
Ther are named af
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_translated_to`
#. :c:func:`glm_translated`
#. :c:func:`glm_translated_x`
#. :c:func:`glm_translated_y`
#. :c:func:`glm_translated_z`
#. :c:func:`glm_rotated_x`
#. :c:func:`glm_rotated_y`
#. :c:func:`glm_rotated_z`
#. :c:func:`glm_rotated`
#. :c:func:`glm_rotated_at`
#. :c:func:`glm_spinned`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_translated_to(mat4 m, vec3 v, mat4 dest)
translate existing transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
| *[out]* **dest** translated matrix
.. c:function:: void glm_translated(mat4 m, vec3 v)
translate existing transform matrix by *v* vector
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_translated_x(mat4 m, float x)
translate existing transform matrix by x factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** x factor
.. c:function:: void glm_translated_y(mat4 m, float y)
translate existing transform matrix by *y* factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** y factor
.. c:function:: void glm_translated_z(mat4 m, float z)
translate existing transform matrix by *z* factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** z factor
.. c:function:: void glm_rotated_x(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around X axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotated_y(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around Y axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotated_z(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around Z axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotated(mat4 m, float angle, vec3 axis)
rotate existing transform matrix around Z axis by angle and axis
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_rotated_at(mat4 m, vec3 pivot, float angle, vec3 axis)
rotate existing transform around given axis by angle at given pivot point (rotation center)
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_spinned(mat4 m, float angle, vec3 axis)
| rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis

240
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@@ -0,0 +1,240 @@
.. default-domain:: C
3D Affine Transforms (pre)
================================================================================
Pre transfrom functions which are regular transfrom functions.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_translate_to`
#. :c:func:`glm_translate`
#. :c:func:`glm_translate_x`
#. :c:func:`glm_translate_y`
#. :c:func:`glm_translate_z`
#. :c:func:`glm_translate_make`
#. :c:func:`glm_scale_to`
#. :c:func:`glm_scale_make`
#. :c:func:`glm_scale`
#. :c:func:`glm_scale_uni`
#. :c:func:`glm_rotate_x`
#. :c:func:`glm_rotate_y`
#. :c:func:`glm_rotate_z`
#. :c:func:`glm_rotate_make`
#. :c:func:`glm_rotate`
#. :c:func:`glm_rotate_at`
#. :c:func:`glm_rotate_atm`
#. :c:func:`glm_decompose_scalev`
#. :c:func:`glm_uniscaled`
#. :c:func:`glm_decompose_rs`
#. :c:func:`glm_decompose`
#. :c:func:`glm_spin`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_translate_to(mat4 m, vec3 v, mat4 dest)
translate existing transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
| *[out]* **dest** translated matrix
.. c:function:: void glm_translate(mat4 m, vec3 v)
translate existing transform matrix by *v* vector
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_translate_x(mat4 m, float x)
translate existing transform matrix by x factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** x factor
.. c:function:: void glm_translate_y(mat4 m, float y)
translate existing transform matrix by *y* factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** y factor
.. c:function:: void glm_translate_z(mat4 m, float z)
translate existing transform matrix by *z* factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** z factor
.. c:function:: void glm_translate_make(mat4 m, vec3 v)
creates NEW translate transform matrix by *v* vector.
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_scale_to(mat4 m, vec3 v, mat4 dest)
scale existing transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
| *[out]* **dest** scaled matrix
.. c:function:: void glm_scale_make(mat4 m, vec3 v)
creates NEW scale matrix by v vector
Parameters:
| *[out]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale(mat4 m, vec3 v)
scales existing transform matrix by v vector
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale_uni(mat4 m, float s)
applies uniform scale to existing transform matrix v = [s, s, s]
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** scale factor
.. c:function:: void glm_rotate_x(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around X axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotate_y(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around Y axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotate_z(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around Z axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotate_make(mat4 m, float angle, vec3 axis)
creates NEW rotation matrix by angle and axis,
axis will be normalized so you don't need to normalize it
Parameters:
| *[out]* **m** affine transfrom
| *[in]* **axis** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_rotate(mat4 m, float angle, vec3 axis)
rotate existing transform matrix around Z axis by angle and axis
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis)
rotate existing transform around given axis by angle at given pivot point (rotation center)
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis)
| creates NEW rotation matrix by angle and axis at given point
| this creates rotation matrix, it assumes you don't have a matrix
| this should work faster than glm_rotate_at because it reduces one glm_translate.
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_decompose_scalev(mat4 m, vec3 s)
decompose scale vector
Parameters:
| *[in]* **m** affine transform
| *[out]* **s** scale vector (Sx, Sy, Sz)
.. c:function:: bool glm_uniscaled(mat4 m)
returns true if matrix is uniform scaled.
This is helpful for creating normal matrix.
Parameters:
| *[in]* **m** matrix
.. c:function:: void glm_decompose_rs(mat4 m, mat4 r, vec3 s)
decompose rotation matrix (mat4) and scale vector [Sx, Sy, Sz]
DON'T pass projected matrix here
Parameters:
| *[in]* **m** affine transform
| *[out]* **r** rotation matrix
| *[out]* **s** scale matrix
.. c:function:: void glm_decompose(mat4 m, vec4 t, mat4 r, vec3 s)
decompose affine transform, TODO: extract shear factors.
DON'T pass projected matrix here
Parameters:
| *[in]* **m** affine transfrom
| *[out]* **t** translation vector
| *[out]* **r** rotation matrix (mat4)
| *[out]* **s** scaling vector [X, Y, Z]
.. c:function:: void glm_spin(mat4 m, float angle, vec3 axis)
| rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis

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@@ -1,10 +1,22 @@
.. default-domain:: C .. default-domain:: C
affine transforms 3D Affine Transforms
================================================================================ ================================================================================
Header: cglm/affine.h Header: cglm/affine.h
Before starting, **cglm** provides two kind of transform functions; pre and post.
Pre functions (`T' = Tnew * T`) are like `glm_translate`, `glm_rotate` which means it will translate the vector first and then apply the model transformation.
Post functions (`T' = T * Tnew`) are like `glm_translated`, `glm_rotated` which means it will apply the model transformation first and then translate the vector.
`glm_translate`, `glm_rotate` are pre functions and are similar to C++ **glm** which you are familiar with.
In new versions of **cglm** we added `glm_translated`, `glm_rotated`... which are post functions,
they are useful in some cases, e.g. append transform to existing transform (apply/append transform as last transfrom T' = T * Tnew).
Post functions are named after pre functions with `ed` suffix, e.g. `glm_translate` -> `glm_translated`. So don't mix them up.
Initialize Transform Matrices Initialize Transform Matrices
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions with **_make** prefix expect you don't have a matrix and they create Functions with **_make** prefix expect you don't have a matrix and they create
@@ -25,6 +37,9 @@ since scale factors are stored in rotation matrix, same may also true for scalli
cglm provides some functions for rotating around at given point e.g. cglm provides some functions for rotating around at given point e.g.
**glm_rotate_at**, **glm_quat_rotate_at**. Use them or follow next section for algorihm ("Rotate or Scale around specific Point (Pivot Point / Anchor Point)"). **glm_rotate_at**, **glm_quat_rotate_at**. Use them or follow next section for algorihm ("Rotate or Scale around specific Point (Pivot Point / Anchor Point)").
Also **cglm** provides :c:func:`glm_spin` and :c:func:`glm_spinned` functions to rotate around itself. No need to give pivot.
These functions are useful for rotating around center of object.
Rotate or Scale around specific Point (Anchor Point) Rotate or Scale around specific Point (Anchor Point)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -35,6 +50,7 @@ If you want to rotate model around arbibtrary point follow these steps:
3. Move model back from origin to pivot (reverse of step-1): **translate(pivot.x, pivot.y, pivot.z)** 3. Move model back from origin to pivot (reverse of step-1): **translate(pivot.x, pivot.y, pivot.z)**
**glm_rotate_at**, **glm_quat_rotate_at** and their helper functions works that way. **glm_rotate_at**, **glm_quat_rotate_at** and their helper functions works that way.
So if you use them you don't need to do these steps manually which are done by **cglm**.
The implementation would be: The implementation would be:
@@ -45,6 +61,15 @@ The implementation would be:
glm_rotate(m, angle, axis); glm_rotate(m, angle, axis);
glm_translate(m, pivotInv); /* pivotInv = -pivot */ glm_translate(m, pivotInv); /* pivotInv = -pivot */
or just:
.. code-block:: c
:linenos:
glm_rotate_at(m, pivot, angle, axis);
.. _TransformsOrder:
Transforms Order Transforms Order
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -52,7 +77,7 @@ It is important to understand this part especially if you call transform
functions multiple times functions multiple times
`glm_translate`, `glm_rotate`, `glm_scale` and `glm_quat_rotate` and their `glm_translate`, `glm_rotate`, `glm_scale` and `glm_quat_rotate` and their
helpers functions works like this (cglm may provide reverse order too as alternative in the future): helpers functions works like this (cglm provides reverse order as `ed` suffix e.g `glm_translated`, `glm_rotated` see post transforms):
.. code-block:: c .. code-block:: c
:linenos: :linenos:
@@ -145,199 +170,27 @@ Functions:
#. :c:func:`glm_decompose_rs` #. :c:func:`glm_decompose_rs`
#. :c:func:`glm_decompose` #. :c:func:`glm_decompose`
Post functions (**NEW**):
1. :c:func:`glm_translated_to`
#. :c:func:`glm_translated`
#. :c:func:`glm_translated_x`
#. :c:func:`glm_translated_y`
#. :c:func:`glm_translated_z`
#. :c:func:`glm_rotated_x`
#. :c:func:`glm_rotated_y`
#. :c:func:`glm_rotated_z`
#. :c:func:`glm_rotated`
#. :c:func:`glm_rotated_at`
#. :c:func:`glm_spinned`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_translate_to(mat4 m, vec3 v, mat4 dest) .. toctree::
:maxdepth: 1
:caption: Affine categories:
translate existing transform matrix by *v* vector and store result in dest affine-common
affine-pre
Parameters: affine-post
| *[in]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
| *[out]* **dest** translated matrix
.. c:function:: void glm_translate(mat4 m, vec3 v)
translate existing transform matrix by *v* vector
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_translate_x(mat4 m, float x)
translate existing transform matrix by x factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** x factor
.. c:function:: void glm_translate_y(mat4 m, float y)
translate existing transform matrix by *y* factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** y factor
.. c:function:: void glm_translate_z(mat4 m, float z)
translate existing transform matrix by *z* factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** z factor
.. c:function:: void glm_translate_make(mat4 m, vec3 v)
creates NEW translate transform matrix by *v* vector.
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_scale_to(mat4 m, vec3 v, mat4 dest)
scale existing transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
| *[out]* **dest** scaled matrix
.. c:function:: void glm_scale_make(mat4 m, vec3 v)
creates NEW scale matrix by v vector
Parameters:
| *[out]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale(mat4 m, vec3 v)
scales existing transform matrix by v vector
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale_uni(mat4 m, float s)
applies uniform scale to existing transform matrix v = [s, s, s]
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** scale factor
.. c:function:: void glm_rotate_x(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around X axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotate_y(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around Y axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotate_z(mat4 m, float angle, mat4 dest)
rotate existing transform matrix around Z axis by angle
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
.. c:function:: void glm_rotate_make(mat4 m, float angle, vec3 axis)
creates NEW rotation matrix by angle and axis,
axis will be normalized so you don't need to normalize it
Parameters:
| *[out]* **m** affine transfrom
| *[in]* **axis** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_rotate(mat4 m, float angle, vec3 axis)
rotate existing transform matrix around Z axis by angle and axis
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis)
rotate existing transform around given axis by angle at given pivot point (rotation center)
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis)
| creates NEW rotation matrix by angle and axis at given point
| this creates rotation matrix, it assumes you don't have a matrix
| this should work faster than glm_rotate_at because it reduces one glm_translate.
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
.. c:function:: void glm_decompose_scalev(mat4 m, vec3 s)
decompose scale vector
Parameters:
| *[in]* **m** affine transform
| *[out]* **s** scale vector (Sx, Sy, Sz)
.. c:function:: bool glm_uniscaled(mat4 m)
returns true if matrix is uniform scaled.
This is helpful for creating normal matrix.
Parameters:
| *[in]* **m** matrix
.. c:function:: void glm_decompose_rs(mat4 m, mat4 r, vec3 s)
decompose rotation matrix (mat4) and scale vector [Sx, Sy, Sz]
DON'T pass projected matrix here
Parameters:
| *[in]* **m** affine transform
| *[out]* **r** rotation matrix
| *[out]* **s** scale matrix
.. c:function:: void glm_decompose(mat4 m, vec4 t, mat4 r, vec3 s)
decompose affine transform, TODO: extract shear factors.
DON'T pass projected matrix here
Parameters:
| *[in]* **m** affine transfrom
| *[out]* **t** translation vector
| *[out]* **r** rotation matrix (mat4)
| *[out]* **s** scaling vector [X, Y, Z]

140
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@@ -0,0 +1,140 @@
.. default-domain:: C
2D Affine Transforms
================================================================================
Header: cglm/affine2d.h
2D Transforms uses `2d` suffix for naming. If there is no 2D suffix it is 3D function.
Initialize Transform Matrices
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions with **_make** prefix expect you don't have a matrix and they create
a matrix for you. You don't need to pass identity matrix.
But other functions expect you have a matrix and you want to transform them. If
you didn't have any existing matrix you have to initialize matrix to identity
before sending to transfrom functions.
Transforms Order
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
See :ref:`TransformsOrder` to read similar section.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_translate2d`
#. :c:func:`glm_translate2d_to`
#. :c:func:`glm_translate2d_x`
#. :c:func:`glm_translate2d_y`
#. :c:func:`glm_translate2d_make`
#. :c:func:`glm_scale2d_to`
#. :c:func:`glm_scale2d_make`
#. :c:func:`glm_scale2d`
#. :c:func:`glm_scale2d_uni`
#. :c:func:`glm_rotate2d_make`
#. :c:func:`glm_rotate2d`
#. :c:func:`glm_rotate2d_to`
.. c:function:: void glm_translate2d(mat3 m, vec2 v)
translate existing 2d transform matrix by *v* vector and stores result in same matrix
Parameters:
| *[in, out]* **m** 2d affine transfrom
| *[in]* **v** translate vector [x, y]
.. c:function:: void glm_translate2d_to(mat3 m, vec2 v, mat3 dest)
translate existing 2d transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** 2d affine transfrom
| *[in]* **v** translate vector [x, y]
| *[out]* **dest** translated matrix
.. c:function:: void glm_translate2d_x(mat3 m, float x)
translate existing 2d transform matrix by x factor
Parameters:
| *[in, out]* **m** 2d affine transfrom
| *[in]* **x** x factor
.. c:function:: void glm_translate2d_y(mat3 m, float y)
translate existing 2d transform matrix by y factor
Parameters:
| *[in, out]* **m** 2d affine transfrom
| *[in]* **y** y factor
.. c:function:: void glm_translate2d_make(mat3 m, vec2 v)
creates NEW translate 2d transform matrix by *v* vector
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** translate vector [x, y]
.. c:function:: void glm_scale2d_to(mat3 m, vec2 v, mat3 dest)
scale existing 2d transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **v** scale vector [x, y]
| *[out]* **dest** scaled matrix
.. c:function:: void glm_scale2d_make(mat3 m, vec2 v)
creates NEW 2d scale matrix by *v* vector
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** scale vector [x, y]
.. c:function:: void glm_scale2d(mat3 m, vec2 v)
scales existing 2d transform matrix by *v* vector and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **v** translate vector [x, y]
.. c:function:: void glm_scale2d_uni(mat3 m, float s)
applies uniform scale to existing 2d transform matrix v = [s, s] and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **s** scale factor
.. c:function:: void glm_rotate2d_make(mat3 m, float angle)
creates NEW rotation matrix by angle around *Z* axis
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **angle** angle (radians)
.. c:function:: void glm_rotate2d(mat3 m, float angle)
rotate existing 2d transform matrix around *Z* axis by angle and store result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in]* **angle** angle (radians)
.. c:function:: void glm_rotate2d_to(mat3 m, float angle, mat3 dest)
rotate existing 2d transform matrix around *Z* axis by angle and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix

View File

@@ -28,20 +28,24 @@ Follow the :doc:`build` documentation for this
affine affine
affine-mat affine-mat
affine2d
cam cam
frustum frustum
box box
quat quat
euler euler
mat4
mat3
mat2 mat2
mat3
mat4
vec2
vec2-ext
vec3 vec3
vec3-ext vec3-ext
vec4 vec4
vec4-ext vec4-ext
vec2 ivec2
vec2-ext ivec3
ivec4
color color
plane plane
project project
@@ -51,3 +55,5 @@ Follow the :doc:`build` documentation for this
sphere sphere
curve curve
bezier bezier
version
ray

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@@ -7,6 +7,97 @@ Build cglm
If you only need to inline versions, you don't need to build **cglm**, you don't need to link it to your program. If you only need to inline versions, you don't need to build **cglm**, you don't need to link it to your program.
Just import cglm to your project as dependency / external lib by copy-paste then use it as usual Just import cglm to your project as dependency / external lib by copy-paste then use it as usual
CMake (All platforms):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.. code-block:: bash
:linenos:
$ mkdir build
$ cd build
$ cmake .. # [Optional] -DCGLM_SHARED=ON
$ make
$ sudo make install # [Optional]
**make** will build cglm to **build** folder.
If you don't want to install **cglm** to your system's folder you can get static and dynamic libs in this folder.
**CMake Options:**
.. code-block:: CMake
:linenos:
option(CGLM_SHARED "Shared build" ON)
option(CGLM_STATIC "Static build" OFF)
option(CGLM_USE_C99 "" OFF) # C11
option(CGLM_USE_TEST "Enable Tests" OFF) # for make check - make test
**Use as header-only library with your CMake project example**
This requires no building or installation of cglm.
.. code-block:: CMake
:linenos:
cmake_minimum_required(VERSION 3.8.2)
project(<Your Project Name>)
add_executable(${PROJECT_NAME} src/main.c)
target_link_libraries(${LIBRARY_NAME} PRIVATE
cglm_headers)
add_subdirectory(external/cglm/ EXCLUDE_FROM_ALL)
**Use with your CMake project example**
.. code-block:: CMake
:linenos:
cmake_minimum_required(VERSION 3.8.2)
project(<Your Project Name>)
add_executable(${PROJECT_NAME} src/main.c)
target_link_libraries(${LIBRARY_NAME} PRIVATE
cglm)
add_subdirectory(external/cglm/)
Meson (All platforms):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.. code-block::
:linenos:
$ meson build # [Optional] --default-library=static
$ cd build
$ ninja
$ sudo ninja install # [Optional]
**Meson Options:**
.. code-block::
:linenos:
c_std=c11
buildtype=release
default_library=shared
enable_tests=false # to run tests: ninja test
**Use with your Meson project**
.. code-block::
:linenos:
# Clone cglm or create a cglm.wrap under <source_root>/subprojects
project('name', 'c')
cglm_dep = dependency('cglm', fallback : 'cglm', 'cglm_dep')
executable('exe', 'src/main.c', dependencies : cglm_dep)
Unix (Autotools): Unix (Autotools):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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@@ -140,7 +140,7 @@ Functions documentation
| set up perspective projection matrix | set up perspective projection matrix
Parameters: Parameters:
| *[in]* **fovy** field of view angle | *[in]* **fovy** field of view angle (in radians)
| *[in]* **aspect** aspect ratio ( width / height ) | *[in]* **aspect** aspect ratio ( width / height )
| *[in]* **nearVal** near clipping plane | *[in]* **nearVal** near clipping plane
| *[in]* **farVal** far clipping planes | *[in]* **farVal** far clipping planes
@@ -198,7 +198,7 @@ Functions documentation
Parameters: Parameters:
| *[in]* **eye** eye vector | *[in]* **eye** eye vector
| *[in]* **center** direction vector | *[in]* **dir** direction vector
| *[in]* **up** up vector | *[in]* **up** up vector
| *[out]* **dest** result matrix | *[out]* **dest** result matrix
@@ -212,7 +212,7 @@ Functions documentation
Parameters: Parameters:
| *[in]* **eye** eye vector | *[in]* **eye** eye vector
| *[in]* **center** direction vector | *[in]* **dir** direction vector
| *[out]* **dest** result matrix | *[out]* **dest** result matrix
.. c:function:: void glm_persp_decomp(mat4 proj, float *nearVal, float *farVal, float *top, float *bottom, float *left, float *right) .. c:function:: void glm_persp_decomp(mat4 proj, float *nearVal, float *farVal, float *top, float *bottom, float *left, float *right)

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@@ -25,7 +25,7 @@
# If your documentation needs a minimal Sphinx version, state it here. # If your documentation needs a minimal Sphinx version, state it here.
# #
# needs_sphinx = '1.0' # needs_sphinx = '3.0'
# Add any Sphinx extension module names here, as strings. They can be # Add any Sphinx extension module names here, as strings. They can be
# extensions coming with Sphinx (named 'sphinx.ext.*') or your custom # extensions coming with Sphinx (named 'sphinx.ext.*') or your custom
@@ -62,9 +62,9 @@ author = u'Recep Aslantas'
# built documents. # built documents.
# #
# The short X.Y version. # The short X.Y version.
version = u'0.7.1' version = u'0.8.6'
# The full version, including alpha/beta/rc tags. # The full version, including alpha/beta/rc tags.
release = u'0.7.1' release = u'0.8.6'
# The language for content autogenerated by Sphinx. Refer to documentation # The language for content autogenerated by Sphinx. Refer to documentation
# for a list of supported languages. # for a list of supported languages.
@@ -197,3 +197,7 @@ epub_exclude_files = ['search.html']
# If true, `todo` and `todoList` produce output, else they produce nothing. # If true, `todo` and `todoList` produce output, else they produce nothing.
todo_include_todos = True todo_include_todos = True
# -- Options for the C domain ------------------------------------------------
c_id_attributes = ['__restrict']

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@@ -1,10 +1,13 @@
Features Features
================================================================================ ================================================================================
* **scalar** and **simd** (sse, avx, neon...) optimizations
* option to use different clipspaces e.g. Left Handed, Zero-to-One... (currrently right handed negative-one is default)
* array api and struct api, you can use arrays or structs.
* general purpose matrix operations (mat4, mat3) * general purpose matrix operations (mat4, mat3)
* chain matrix multiplication (square only) * chain matrix multiplication (square only)
* general purpose vector operations (cross, dot, rotate, proj, angle...) * general purpose vector operations (cross, dot, rotate, proj, angle...)
* affine transforms * affine transformations
* matrix decomposition (extract rotation, scaling factor) * matrix decomposition (extract rotation, scaling factor)
* optimized affine transform matrices (mul, rigid-body inverse) * optimized affine transform matrices (mul, rigid-body inverse)
* camera (lookat) * camera (lookat)
@@ -20,4 +23,6 @@ Features
* easing functions * easing functions
* curves * curves
* curve interpolation helpers (SMC, deCasteljau...) * curve interpolation helpers (SMC, deCasteljau...)
* and other... * helpers to convert cglm types to Apple's simd library to pass cglm types to Metal GL without packing them on both sides
* ray intersection helpers
* and others...

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@@ -6,13 +6,12 @@
cglm Documentation cglm Documentation
================================ ================================
**cglm** is optimized 3D math library written in C99 (compatible with C89). **cglm** is an optimized 3D math library written in C99 (compatible with C89).
It is similar to original **glm** library except this is mainly for **C** It is similar to the original **glm** library, except **cglm** is mainly for
**C**.
This library stores matrices as column-major order but in the future row-major **cglm** stores matrices as column-major order but in the future row-major is
is considered to be supported as optional. considered to be supported as optional.
Also currently only **float** type is supported for most operations.
.. toctree:: .. toctree::
:maxdepth: 2 :maxdepth: 2
@@ -46,8 +45,8 @@ Also currently only **float** type is supported for most operations.
troubleshooting troubleshooting
Indices and tables Indices and Tables:
================== ===================
* :ref:`genindex` * :ref:`genindex`
* :ref:`modindex` * :ref:`modindex`

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@@ -28,6 +28,23 @@ Example to print mat4 matrix:
(you probably will in some cases), you can change it temporary. (you probably will in some cases), you can change it temporary.
cglm may provide precision parameter in the future cglm may provide precision parameter in the future
Changes since **v0.7.3**:
* Now mis-alignment of columns are fixed: larger numbers are printed via %g and others are printed via %f. Column withs are calculated before print.
* Now values are colorful ;)
* Some print improvements
* New options with default values:
.. code-block:: c
#define CGLM_PRINT_PRECISION 5
#define CGLM_PRINT_MAX_TO_SHORT 1e5
#define CGLM_PRINT_COLOR "\033[36m"
#define CGLM_PRINT_COLOR_RESET "\033[0m"
* Inline prints are only enabled in DEBUG mode and if **CGLM_DEFINE_PRINTS** is defined.
Check options page.
Table of contents (click to go): Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

163
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@@ -0,0 +1,163 @@
.. default-domain:: C
ivec2
=====
Header: cglm/ivec2.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_ivec2`
#. :c:func:`glm_ivec2_copy`
#. :c:func:`glm_ivec2_zero`
#. :c:func:`glm_ivec2_one`
#. :c:func:`glm_ivec2_add`
#. :c:func:`glm_ivec2_adds`
#. :c:func:`glm_ivec2_sub`
#. :c:func:`glm_ivec2_subs`
#. :c:func:`glm_ivec2_mul`
#. :c:func:`glm_ivec2_scale`
#. :c:func:`glm_ivec2_distance2`
#. :c:func:`glm_ivec2_distance`
#. :c:func:`glm_ivec2_maxv`
#. :c:func:`glm_ivec2_minv`
#. :c:func:`glm_ivec2_clamp`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_ivec2(int * v, ivec2 dest)
init ivec2 using vec3 or vec4
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_copy(ivec2 a, ivec2 dest)
copy all members of [a] to [dest]
Parameters:
| *[in]* **a** source vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_zero(ivec2 v)
set all members of [v] to zero
Parameters:
| *[out]* **v** vector
.. c:function:: void glm_ivec2_one(ivec2 v)
set all members of [v] to one
Parameters:
| *[out]* **v** vector
.. c:function:: void glm_ivec2_add(ivec2 a, ivec2 b, ivec2 dest)
add vector [a] to vector [b] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_adds(ivec2 v, int s, ivec2 dest)
add scalar s to vector [v] and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_sub(ivec2 a, ivec2 b, ivec2 dest)
subtract vector [b] from vector [a] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_subs(ivec2 v, int s, ivec2 dest)
subtract scalar s from vector [v] and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_mul(ivec2 a, ivec2 b, ivec2 dest)
multiply vector [a] with vector [b] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_scale(ivec2 v, int s, ivec2 dest)
multiply vector [a] with scalar s and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: int glm_ivec2_distance2(ivec2 a, ivec2 b)
squared distance between two vectors
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
Returns:
squared distance (distance * distance)
.. c:function:: float glm_ivec2_distance(ivec2 a, ivec2 b)
distance between two vectors
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
Returns:
distance
.. c:function:: void glm_ivec2_maxv(ivec2 a, ivec2 b, ivec2 dest)
set each member of dest to greater of vector a and b
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_minv(ivec2 a, ivec2 b, ivec2 dest)
set each member of dest to lesser of vector a and b
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec2_clamp(ivec2 v, int minVal, int maxVal)
clamp each member of [v] between minVal and maxVal (inclusive)
Parameters:
| *[in, out]* **v** vector
| *[in]* **minVal** minimum value
| *[in]* **maxVal** maximum value

163
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@@ -0,0 +1,163 @@
.. default-domain:: C
ivec3
=====
Header: cglm/ivec3.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_ivec3`
#. :c:func:`glm_ivec3_copy`
#. :c:func:`glm_ivec3_zero`
#. :c:func:`glm_ivec3_one`
#. :c:func:`glm_ivec3_add`
#. :c:func:`glm_ivec3_adds`
#. :c:func:`glm_ivec3_sub`
#. :c:func:`glm_ivec3_subs`
#. :c:func:`glm_ivec3_mul`
#. :c:func:`glm_ivec3_scale`
#. :c:func:`glm_ivec3_distance2`
#. :c:func:`glm_ivec3_distance`
#. :c:func:`glm_ivec3_maxv`
#. :c:func:`glm_ivec3_minv`
#. :c:func:`glm_ivec3_clamp`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_ivec3(ivec4 v4, ivec3 dest)
init ivec3 using ivec4
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_copy(ivec3 a, ivec3 dest)
copy all members of [a] to [dest]
Parameters:
| *[in]* **a** source vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_zero(ivec3 v)
set all members of [v] to zero
Parameters:
| *[out]* **v** vector
.. c:function:: void glm_ivec3_one(ivec3 v)
set all members of [v] to one
Parameters:
| *[out]* **v** vector
.. c:function:: void glm_ivec3_add(ivec3 a, ivec3 b, ivec3 dest)
add vector [a] to vector [b] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_adds(ivec3 v, int s, ivec3 dest)
add scalar s to vector [v] and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_sub(ivec3 a, ivec3 b, ivec3 dest)
subtract vector [b] from vector [a] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_subs(ivec3 v, int s, ivec3 dest)
subtract scalar s from vector [v] and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_mul(ivec3 a, ivec3 b, ivec3 dest)
multiply vector [a] with vector [b] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_scale(ivec3 v, int s, ivec3 dest)
multiply vector [a] with scalar s and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: int glm_ivec3_distance2(ivec3 a, ivec3 b)
squared distance between two vectors
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
Returns:
squared distance (distance * distance)
.. c:function:: float glm_ivec3_distance(ivec3 a, ivec3 b)
distance between two vectors
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
Returns:
distance
.. c:function:: void glm_ivec3_maxv(ivec3 a, ivec3 b, ivec3 dest)
set each member of dest to greater of vector a and b
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_minv(ivec3 a, ivec3 b, ivec3 dest)
set each member of dest to lesser of vector a and b
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec3_clamp(ivec3 v, int minVal, int maxVal)
clamp each member of [v] between minVal and maxVal (inclusive)
Parameters:
| *[in, out]* **v** vector
| *[in]* **minVal** minimum value
| *[in]* **maxVal** maximum value

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@@ -0,0 +1,163 @@
.. default-domain:: C
ivec4
=====
Header: cglm/ivec4.h
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_ivec4`
#. :c:func:`glm_ivec4_copy`
#. :c:func:`glm_ivec4_zero`
#. :c:func:`glm_ivec4_one`
#. :c:func:`glm_ivec4_add`
#. :c:func:`glm_ivec4_adds`
#. :c:func:`glm_ivec4_sub`
#. :c:func:`glm_ivec4_subs`
#. :c:func:`glm_ivec4_mul`
#. :c:func:`glm_ivec4_scale`
#. :c:func:`glm_ivec4_distance2`
#. :c:func:`glm_ivec4_distance`
#. :c:func:`glm_ivec4_maxv`
#. :c:func:`glm_ivec4_minv`
#. :c:func:`glm_ivec4_clamp`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_ivec4(ivec3 v3, int last, ivec4 dest)
init ivec4 using ivec3
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_copy(ivec4 a, ivec4 dest)
copy all members of [a] to [dest]
Parameters:
| *[in]* **a** source vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_zero(ivec4 v)
set all members of [v] to zero
Parameters:
| *[out]* **v** vector
.. c:function:: void glm_ivec4_one(ivec4 v)
set all members of [v] to one
Parameters:
| *[out]* **v** vector
.. c:function:: void glm_ivec4_add(ivec4 a, ivec4 b, ivec4 dest)
add vector [a] to vector [b] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_adds(ivec4 v, int s, ivec4 dest)
add scalar s to vector [v] and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_sub(ivec4 a, ivec4 b, ivec4 dest)
subtract vector [b] from vector [a] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_subs(ivec4 v, int s, ivec4 dest)
subtract scalar s from vector [v] and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_mul(ivec4 a, ivec4 b, ivec4 dest)
multiply vector [a] with vector [b] and store result in [dest]
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_scale(ivec4 v, int s, ivec4 dest)
multiply vector [a] with scalar s and store result in [dest]
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination
.. c:function:: int glm_ivec4_distance2(ivec4 a, ivec4 b)
squared distance between two vectors
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
Returns:
squared distance (distance * distance)
.. c:function:: float glm_ivec4_distance(ivec4 a, ivec4 b)
distance between two vectors
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
Returns:
distance
.. c:function:: void glm_ivec4_maxv(ivec4 a, ivec4 b, ivec4 dest)
set each member of dest to greater of vector a and b
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_minv(ivec4 a, ivec4 b, ivec4 dest)
set each member of dest to lesser of vector a and b
Parameters:
| *[in]* **a** first vector
| *[in]* **b** second vector
| *[out]* **dest** destination
.. c:function:: void glm_ivec4_clamp(ivec4 v, int minVal, int maxVal)
clamp each member of [v] between minVal and maxVal (inclusive)
Parameters:
| *[in, out]* **v** vector
| *[in]* **minVal** minimum value
| *[in]* **maxVal** maximum value

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@@ -156,16 +156,22 @@ Functions documentation
Parameters: Parameters:
| *[in]* **m** mat4 (left) | *[in]* **m** mat4 (left)
| *[in]* **v** vec4 (right, column vector) | *[in]* **v** vec4 (right, column vector)
| *[in]* **last** 4th item to make it vec4
| *[out]* **dest** vec4 (result, column vector) | *[out]* **dest** vec4 (result, column vector)
.. c:function:: void glm_mat4_mulv3(mat4 m, vec3 v, vec3 dest) .. c:function:: void glm_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest)
multiply vector with mat4's mat3 part(rotation) | multiply **vec3** with **mat4** and get **vec3** as result
|
| actually the result is **vec4**, after multiplication,
the last component is trimmed, if you need the result's last component
then don't use this function and consider to use **glm_mat4_mulv()**
Parameters: Parameters:
| *[in]* **m** mat4 (left) | *[in]* **m** mat4(affine transform)
| *[in]* **v** vec3 (right, column vector) | *[in]* **v** vec3
| *[out]* **dest** vec3 (result, column vector) | *[in]* **last** 4th item to make it vec4
| *[out]* **dest** result vector (vec3)
.. c:function:: void glm_mat4_trace(mat4 m) .. c:function:: void glm_mat4_trace(mat4 m)

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@@ -2,7 +2,7 @@ How to send vector or matrix to OpenGL like API
================================================== ==================================================
*cglm*'s vector and matrix types are arrays. So you can send them directly to a *cglm*'s vector and matrix types are arrays. So you can send them directly to a
function which accecpts pointer. But you may got warnings for matrix because it is function which accepts pointer. But you may got warnings for matrix because it is
two dimensional array. two dimensional array.
Passing / Uniforming Matrix to OpenGL: Passing / Uniforming Matrix to OpenGL:

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@@ -18,7 +18,7 @@ versor: 16 byte
By starting **v0.4.5** cglm provides an option to disable alignment requirement. By starting **v0.4.5** cglm provides an option to disable alignment requirement.
To enable this option define **CGLM_ALL_UNALIGNED** macro before all headers. To enable this option define **CGLM_ALL_UNALIGNED** macro before all headers.
You can define it in Xcode, Visual Studio (or other IDEs) or you can also prefer You can define it in Xcode, Visual Studio (or other IDEs) or you can also prefer
to define it in build system. If you use pre-compiled verisons then you to define it in build system. If you use pre-compiled versions then you
have to compile cglm with **CGLM_ALL_UNALIGNED** macro. have to compile cglm with **CGLM_ALL_UNALIGNED** macro.
**VERY VERY IMPORTANT:** If you use cglm in multiple projects and **VERY VERY IMPORTANT:** If you use cglm in multiple projects and
@@ -35,6 +35,45 @@ have to compile cglm with **CGLM_ALL_UNALIGNED** macro.
For instance if you set CGLM_ALL_UNALIGNED in a project then set it in other projects too For instance if you set CGLM_ALL_UNALIGNED in a project then set it in other projects too
Clipspace Option[s]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
By starting **v0.8.3** cglm provides options to switch between clipspace configurations.
Clipspace related files are located at `include/cglm/[struct]/clipspace.h` but
these are included in related files like `cam.h`. If you don't want to change your existing
clipspace configuration and want to use different clipspace function like `glm_lookat_zo` or `glm_lookat_lh_zo`...
then you can include individual headers or just define `CGLM_CLIPSPACE_INCLUDE_ALL` which will iclude all headers for you.
1. **CGLM_CLIPSPACE_INCLUDE_ALL**
2. **CGLM_FORCE_DEPTH_ZERO_TO_ONE**
3. **CGLM_FORCE_LEFT_HANDED**
1. **CGLM_CLIPSPACE_INCLUDE_ALL**:
By defining this macro, **cglm** will include all clipspace functions for you by just using
`#include cglm/cglm.h` or `#include cglm/struct.h` or `#include cglm/call.h`
Otherwise you need to include header you want manually e.g. `#include cglm/clipspace/view_rh_zo.h`
2. **CGLM_FORCE_DEPTH_ZERO_TO_ONE**
This is similar to **GLM**'s **GLM_FORCE_DEPTH_ZERO_TO_ONE** option.
This will set clip space between 0 to 1 which makes **cglm** Vulkan, Metal friendly.
You can use functions like `glm_lookat_lh_zo()` individually. By setting **CGLM_FORCE_DEPTH_ZERO_TO_ONE**
functions in cam.h for instance will use `_zo` versions.
3. **CGLM_FORCE_LEFT_HANDED**
Force **cglm** to use the left handed coordinate system by default, currently **cglm** uses right handed coordinate system as default,
you can change this behavior with this option.
**VERY VERY IMPORTANT:**
Be careful if you include **cglm** in multiple projects.
SSE and SSE2 Shuffle Option SSE and SSE2 Shuffle Option
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**_mm_shuffle_ps** generates **shufps** instruction even if registers are same. **_mm_shuffle_ps** generates **shufps** instruction even if registers are same.
@@ -50,3 +89,36 @@ You have to extra options for dot product: **CGLM_SSE4_DOT** and **CGLM_SSE3_DOT
- If **SSE3** is enabled then you can define **CGLM_SSE3_DOT** to force cglm to use **_mm_hadd_ps** instructions. - 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. otherwise cglm will use custom cglm's hadd functions which are optimized too.
Print Options
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. **CGLM_DEFINE_PRINTS**
2. **CGLM_NO_PRINTS_NOOP** (use CGLM_DEFINE_PRINTS)
Inline prints are only enabled in **DEBUG** mode or if **CGLM_DEFINE_PRINTS** is defined.
**glmc_** versions will always print too.
Because **cglm** tried to enable print functions in debug mode and disable them in
release/production mode to eliminate printing costs when we do not need them.
**cglm** checks **DEBUG** or **_DEBUG** macros to test debug mode, if these are not working for you then you can use
**CGLM_DEFINE_PRINTS** to force enable, or create a PR to introduce new macro to test against debugging mode.
If DEBUG mode is not enabled then print functions will be emptied to eliminate print function calls.
You can disable this feature too by defining **CGLM_DEFINE_PRINTS** macro top of cglm header
or in project/build settings...
3. **CGLM_PRINT_PRECISION** 5
precision.
4. **CGLM_PRINT_MAX_TO_SHORT** 1e5
if a number is greater than this value then %g will be used, since this is shorten print you won't be able to see high precision.
5. **CGLM_PRINT_COLOR** "\033[36m"
6. **CGLM_PRINT_COLOR_RESET** "\033[0m"
You can disable colorful print output by defining **CGLM_PRINT_COLOR** and **CGLM_PRINT_COLOR_RESET** as empty macro.
Because some terminals may not support colors.

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@@ -27,8 +27,8 @@ Functions documentation
the matrix should contain projection matrix. the matrix should contain projection matrix.
if you don't have ( and don't want to have ) an inverse matrix then use 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 :c:func:`glm_unproject` version. You may use existing inverse of matrix in somewhere
else, this is why glm_unprojecti exists to save save inversion cost else, this is why **glm_unprojecti** exists to save inversion cost
[1] space: [1] space:
- if m = invProj: View Space - if m = invProj: View Space
@@ -57,7 +57,7 @@ Functions documentation
| maps the specified viewport coordinates into specified space [1] | maps the specified viewport coordinates into specified space [1]
the matrix should contain projection matrix. the matrix should contain projection matrix.
this is same as glm_unprojecti except this function get inverse matrix for this is same as :c:func:`glm_unprojecti` except this function get inverse matrix for
you. you.
[1] space: [1] space:
@@ -91,12 +91,29 @@ Functions documentation
glm_mat4_mul(proj, view, viewProj); glm_mat4_mul(proj, view, viewProj);
glm_mat4_mul(viewProj, model, MVP); glm_mat4_mul(viewProj, model, MVP);
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
Parameters: Parameters:
| *[in]* **pos** object coordinates | *[in]* **pos** object coordinates
| *[in]* **m** MVP matrix | *[in]* **m** MVP matrix
| *[in]* **vp** viewport as [x, y, width, height] | *[in]* **vp** viewport as [x, y, width, height]
| *[out]* **dest** projected coordinates | *[out]* **dest** projected coordinates
.. c:function:: float glm_project_z(vec3 pos, mat4 m)
| map object's z coordinate to window coordinates
this is same as :c:func:`glm_project` except this function projects only Z coordinate
which reduces a few calculations and parameters.
Computing MVP:
.. code-block:: c
glm_mat4_mul(proj, view, viewProj);
glm_mat4_mul(viewProj, model, MVP);
Parameters:
| *[in]* **pos** object coordinates
| *[in]* **m** MVP matrix
Returns:
projected z coordinate

View File

@@ -32,6 +32,7 @@ Functions:
#. :c:func:`glm_quat` #. :c:func:`glm_quat`
#. :c:func:`glm_quatv` #. :c:func:`glm_quatv`
#. :c:func:`glm_quat_copy` #. :c:func:`glm_quat_copy`
#. :c:func:`glm_quat_from_vecs`
#. :c:func:`glm_quat_norm` #. :c:func:`glm_quat_norm`
#. :c:func:`glm_quat_normalize` #. :c:func:`glm_quat_normalize`
#. :c:func:`glm_quat_normalize_to` #. :c:func:`glm_quat_normalize_to`
@@ -52,6 +53,7 @@ Functions:
#. :c:func:`glm_quat_mat3` #. :c:func:`glm_quat_mat3`
#. :c:func:`glm_quat_mat3t` #. :c:func:`glm_quat_mat3t`
#. :c:func:`glm_quat_lerp` #. :c:func:`glm_quat_lerp`
#. :c:func:`glm_quat_nlerp`
#. :c:func:`glm_quat_slerp` #. :c:func:`glm_quat_slerp`
#. :c:func:`glm_quat_look` #. :c:func:`glm_quat_look`
#. :c:func:`glm_quat_for` #. :c:func:`glm_quat_for`
@@ -122,6 +124,20 @@ Functions documentation
| *[in]* **q** source quaternion | *[in]* **q** source quaternion
| *[out]* **dest** destination quaternion | *[out]* **dest** destination quaternion
.. c:function:: void glm_quat_from_vecs(vec3 a, vec3 b, versor dest)
| compute unit quaternion needed to rotate a into b
References:
* `Finding quaternion representing the rotation from one vector to another <https://stackoverflow.com/a/11741520/183120>`_
* `Quaternion from two vectors <http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final>`_
* `Angle between vectors <http://www.euclideanspace.com/maths/algebra/vectors/angleBetween/minorlogic.htm>`_
Parameters:
| *[in]* **a** unit vector
| *[in]* **b** unit vector
| *[in]* **dest** unit quaternion
.. c:function:: float glm_quat_norm(versor q) .. c:function:: float glm_quat_norm(versor q)
| returns norm (magnitude) of quaternion | returns norm (magnitude) of quaternion
@@ -304,6 +320,25 @@ Functions documentation
| *[in]* **t** interpolant (amount) clamped between 0 and 1 | *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** result quaternion | *[out]* **dest** result quaternion
.. c:function:: void glm_quat_nlerp(versor q, versor r, float t, versor dest)
| interpolates between two quaternions
| taking the shortest rotation path using
| normalized linear interpolation (NLERP)
| This is a cheaper alternative to slerp; most games use nlerp
| for animations as it visually makes little difference.
References:
* `Understanding Slerp, Then Not Using it <http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%20It>`_
* `Lerp, Slerp and Nlerp <https://keithmaggio.wordpress.com/2011/02/15/math-magician-lerp-slerp-and-nlerp/>`_
Parameters:
| *[in]* **from** from
| *[in]* **to** to
| *[in]* **t** interpolant (amount) clamped between 0 and 1
| *[out]* **dest** result quaternion
.. c:function:: void glm_quat_slerp(versor q, versor r, float t, versor dest) .. c:function:: void glm_quat_slerp(versor q, versor r, float t, versor dest)
| interpolates between two quaternions | interpolates between two quaternions
@@ -374,7 +409,7 @@ Functions documentation
| *[in]* **q** quaternion | *[in]* **q** quaternion
| *[in]* **pivot** pivot | *[in]* **pivot** pivot
.. c:function:: void glm_quat_rotate(mat4 m, versor q, mat4 dest) .. c:function:: void glm_quat_rotate_atm(mat4 m, versor q, vec3 pivot)
| rotate NEW transform matrix using quaternion at pivot point | rotate NEW transform matrix using quaternion at pivot point
| this creates rotation matrix, it assumes you don't have a matrix | this creates rotation matrix, it assumes you don't have a matrix

31
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@@ -0,0 +1,31 @@
.. default-domain:: C
ray
====
Header: cglm/ray.h
This is for collision-checks used by ray-tracers and the like.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_ray_triangle`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: bool glm_ray_triangle(vec3 origin, vec3 direction, vec3 v0, vec3 v1, vec3 v2, float *d)
MöllerTrumbore ray-triangle intersection algorithm
Parameters:
| *[in]* **origin** origin of ray
| *[in]* **direction** direction of ray
| *[in]* **v0** first vertex of triangle
| *[in]* **v1** second vertex of triangle
| *[in]* **v2** third vertex of triangle
| *[in, out]* **d** float pointer to save distance to intersection
| *[out]* **intersection** whether there is intersection

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@@ -80,6 +80,19 @@ So be carefull, when your IDE (Xcode, Visual Studio ...) tried to autocomplete f
**Also implementation may be wrong please let us know by creating an issue on Github.** **Also implementation may be wrong please let us know by creating an issue on Github.**
BAD_ACCESS : Thread 1: EXC_BAD_ACCESS (code=EXC_I386_GPFLT) or Similar Errors/Crashes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is similar issue with alignment. For instance if you compiled **cglm** with
AVX (**-mavx**, intentionally or not) and if you use **cglm** in an environment that doesn't
support AVX (or if AVX is disabled intentionally) e.g. environment that max support SSE2/3/4,
then you probably get **BAD ACCESS** or similar...
Because if you compile **cglm** with AVX it aligns **mat4** with 32 byte boundary,
and your project aligns that as 16 byte boundary...
Check alignment, supported vector extension or simd in **cglm** and linked projects...
Other Issues? Other Issues?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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@@ -23,6 +23,7 @@ Functions:
#. :c:func:`glm_max` #. :c:func:`glm_max`
#. :c:func:`glm_clamp` #. :c:func:`glm_clamp`
#. :c:func:`glm_lerp` #. :c:func:`glm_lerp`
#. :c:func:`glm_swapf`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -146,7 +147,7 @@ Functions documentation
| *[in]* **b** b | *[in]* **b** b
Returns: Returns:
true if a and b equals true if a and b are equal
.. c:function:: float glm_percent(float from, float to, float current) .. c:function:: float glm_percent(float from, float to, float current)
@@ -158,7 +159,7 @@ Functions documentation
| *[in]* **current** value between from and to values | *[in]* **current** value between from and to values
Returns: Returns:
clamped normalized percent (0-100 in 0-1) percentage of current value
.. c:function:: float glm_percentc(float from, float to, float current) .. c:function:: float glm_percentc(float from, float to, float current)
@@ -171,3 +172,11 @@ Functions documentation
Returns: Returns:
clamped normalized percent (0-100 in 0-1) clamped normalized percent (0-100 in 0-1)
.. c:function:: void glm_swapf(float *a, float *b)
swap two float values
Parameters:
| *[in]* **a** float 1
| *[in]* **b** float 2

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@@ -55,12 +55,12 @@ Functions:
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_vec2(vec4 v4, vec2 dest) .. c:function:: void glm_vec2(float * v, vec2 dest)
init vec2 using vec3 init vec2 using vec3 or vec4
Parameters: Parameters:
| *[in]* **v3** vector3 | *[in]* **v** vector
| *[out]* **dest** destination | *[out]* **dest** destination
.. c:function:: void glm_vec2_copy(vec2 a, vec2 dest) .. c:function:: void glm_vec2_copy(vec2 a, vec2 dest)

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@@ -392,7 +392,7 @@ Functions documentation
Parameters: Parameters:
| *[in, out]* **v** vector | *[in, out]* **v** vector
| *[in]* **axis** axis vector (will be normalized) | *[in]* **axis** axis vector (will be normalized)
| *[out]* **angle** angle (radians) | *[in]* **angle** angle (radians)
.. c:function:: void glm_vec3_rotate_m4(mat4 m, vec3 v, vec3 dest) .. c:function:: void glm_vec3_rotate_m4(mat4 m, vec3 v, vec3 dest)
@@ -435,8 +435,8 @@ Functions documentation
squared distance between two vectors squared distance between two vectors
Parameters: Parameters:
| *[in]* **mat** vector1 | *[in]* **v1** vector1
| *[in]* **row1** vector2 | *[in]* **v2** vector2
Returns: Returns:
| squared distance (distance * distance) | squared distance (distance * distance)
@@ -446,8 +446,8 @@ Functions documentation
distance between two vectors distance between two vectors
Parameters: Parameters:
| *[in]* **mat** vector1 | *[in]* **v1** vector1
| *[in]* **row1** vector2 | *[in]* **v2** vector2
Returns: Returns:
| distance | distance
@@ -474,8 +474,11 @@ Functions documentation
possible orthogonal/perpendicular vector possible orthogonal/perpendicular vector
References:
* `On picking an orthogonal vector (and combing coconuts) <http://lolengine.net/blog/2013/09/21/picking-orthogonal-vector-combing-coconuts>`_
Parameters: Parameters:
| *[in]* **mat** vector | *[in]* **v** vector
| *[out]* **dest** orthogonal/perpendicular vector | *[out]* **dest** orthogonal/perpendicular vector
.. c:function:: void glm_vec3_clamp(vec3 v, float minVal, float maxVal) .. c:function:: void glm_vec3_clamp(vec3 v, float minVal, float maxVal)

15
docs/source/version.rst Normal file
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@@ -0,0 +1,15 @@
.. default-domain:: C
version
================================================================================
Header: cglm/version.h
**cglm** uses semantic versioning (http://semver.org) which is MAJOR.MINOR.PATCH
| **CGLM_VERSION_MAJOR** is major number of the version.
| **CGLM_VERSION_MINOR** is minor number of the version.
| **CGLM_VERSION_PATCH** is patch number of the version.
every release increases these numbers. You can check existing version by
including `cglm/version.h`

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@@ -26,6 +26,10 @@
# include "simd/avx/affine.h" # include "simd/avx/affine.h"
#endif #endif
#ifdef CGLM_NEON_FP
# include "simd/neon/affine.h"
#endif
/*! /*!
* @brief this is similar to glm_mat4_mul but specialized to affine transform * @brief this is similar to glm_mat4_mul but specialized to affine transform
* *
@@ -49,6 +53,8 @@ glm_mul(mat4 m1, mat4 m2, mat4 dest) {
glm_mul_avx(m1, m2, dest); glm_mul_avx(m1, m2, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ ) #elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mul_sse2(m1, m2, dest); glm_mul_sse2(m1, m2, dest);
#elif defined(CGLM_NEON_FP)
glm_mul_neon(m1, m2, dest);
#else #else
float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2], a03 = m1[0][3], float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2], a03 = m1[0][3],
a10 = m1[1][0], a11 = m1[1][1], a12 = m1[1][2], a13 = m1[1][3], a10 = m1[1][0], a11 = m1[1][1], a12 = m1[1][2], a13 = m1[1][3],
@@ -103,6 +109,8 @@ void
glm_mul_rot(mat4 m1, mat4 m2, mat4 dest) { glm_mul_rot(mat4 m1, mat4 m2, mat4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glm_mul_rot_sse2(m1, m2, dest); glm_mul_rot_sse2(m1, m2, dest);
#elif defined(CGLM_NEON_FP)
glm_mul_rot_neon(m1, m2, dest);
#else #else
float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2], a03 = m1[0][3], float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2], a03 = m1[0][3],
a10 = m1[1][0], a11 = m1[1][1], a12 = m1[1][2], a13 = m1[1][3], a10 = m1[1][0], a11 = m1[1][1], a12 = m1[1][2], a13 = m1[1][3],
@@ -150,6 +158,8 @@ void
glm_inv_tr(mat4 mat) { glm_inv_tr(mat4 mat) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glm_inv_tr_sse2(mat); glm_inv_tr_sse2(mat);
#elif defined(CGLM_NEON_FP)
glm_inv_tr_neon(mat);
#else #else
CGLM_ALIGN_MAT mat3 r; CGLM_ALIGN_MAT mat3 r;
CGLM_ALIGN(8) vec3 t; CGLM_ALIGN(8) vec3 t;

247
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@@ -0,0 +1,247 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_affine_post_h
#define cglm_affine_post_h
/*
Functions:
CGLM_INLINE void glm_translated_to(mat4 m, vec3 v, mat4 dest);
CGLM_INLINE void glm_translated(mat4 m, vec3 v);
CGLM_INLINE void glm_translated_x(mat4 m, float to);
CGLM_INLINE void glm_translated_y(mat4 m, float to);
CGLM_INLINE void glm_translated_z(mat4 m, float to);
CGLM_INLINE void glm_rotated_x(mat4 m, float angle, mat4 dest);
CGLM_INLINE void glm_rotated_y(mat4 m, float angle, mat4 dest);
CGLM_INLINE void glm_rotated_z(mat4 m, float angle, mat4 dest);
CGLM_INLINE void glm_rotated(mat4 m, float angle, vec3 axis);
CGLM_INLINE void glm_rotated_at(mat4 m, vec3 pivot, float angle, vec3 axis);
CGLM_INLINE void glm_spinned(mat4 m, float angle, vec3 axis);
*/
#include "common.h"
#include "util.h"
#include "vec3.h"
#include "vec4.h"
#include "mat4.h"
#include "affine-mat.h"
/*!
* @brief translate existing transform matrix by v vector
* and stores result in same matrix
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in, out] m affine transfrom
* @param[in] v translate vector [x, y, z]
*/
CGLM_INLINE
void
glm_translated(mat4 m, vec3 v) {
glm_vec3_add(m[3], v, m[3]);
}
/*!
* @brief translate existing transform matrix by v vector
* and store result in dest
*
* source matrix will remain same
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in] m affine transfrom
* @param[in] v translate vector [x, y, z]
* @param[out] dest translated matrix
*/
CGLM_INLINE
void
glm_translated_to(mat4 m, vec3 v, mat4 dest) {
glm_mat4_copy(m, dest);
glm_translated(dest, v);
}
/*!
* @brief translate existing transform matrix by x factor
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in, out] m affine transfrom
* @param[in] x x factor
*/
CGLM_INLINE
void
glm_translated_x(mat4 m, float x) {
m[3][0] += x;
}
/*!
* @brief translate existing transform matrix by y factor
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in, out] m affine transfrom
* @param[in] y y factor
*/
CGLM_INLINE
void
glm_translated_y(mat4 m, float y) {
m[3][1] += y;
}
/*!
* @brief translate existing transform matrix by z factor
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in, out] m affine transfrom
* @param[in] z z factor
*/
CGLM_INLINE
void
glm_translated_z(mat4 m, float z) {
m[3][2] += z;
}
/*!
* @brief rotate existing transform matrix around X axis by angle
* and store result in dest
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotated_x(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[1][1] = c;
t[1][2] = s;
t[2][1] = -s;
t[2][2] = c;
glm_mul_rot(t, m, dest);
}
/*!
* @brief rotate existing transform matrix around Y axis by angle
* and store result in dest
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotated_y(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[0][0] = c;
t[0][2] = -s;
t[2][0] = s;
t[2][2] = c;
glm_mul_rot(t, m, dest);
}
/*!
* @brief rotate existing transform matrix around Z axis by angle
* and store result in dest
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotated_z(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[0][0] = c;
t[0][1] = s;
t[1][0] = -s;
t[1][1] = c;
glm_mul_rot(t, m, dest);
}
/*!
* @brief rotate existing transform matrix around given axis by angle
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in, out] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotated(mat4 m, float angle, vec3 axis) {
CGLM_ALIGN_MAT mat4 rot;
glm_rotate_make(rot, angle, axis);
glm_mul_rot(rot, m, m);
}
/*!
* @brief rotate existing transform
* around given axis by angle at given pivot point (rotation center)
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in, out] m affine transfrom
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotated_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv);
glm_translated(m, pivot);
glm_rotated(m, angle, axis);
glm_translated(m, pivotInv);
}
/*!
* @brief rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
*
* this is POST transform, applies to existing transform as last transfrom
*
* @param[in, out] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_spinned(mat4 m, float angle, vec3 axis) {
CGLM_ALIGN_MAT mat4 rot;
glm_rotate_atm(rot, m[3], angle, axis);
glm_mat4_mul(rot, m, m);
}
#endif /* cglm_affine_post_h */

285
include/cglm/affine-pre.h Normal file
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@@ -0,0 +1,285 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_affine_pre_h
#define cglm_affine_pre_h
/*
Functions:
CGLM_INLINE void glm_translate_to(mat4 m, vec3 v, mat4 dest);
CGLM_INLINE void glm_translate(mat4 m, vec3 v);
CGLM_INLINE void glm_translate_x(mat4 m, float to);
CGLM_INLINE void glm_translate_y(mat4 m, float to);
CGLM_INLINE void glm_translate_z(mat4 m, float to);
CGLM_INLINE void glm_rotate_x(mat4 m, float angle, mat4 dest);
CGLM_INLINE void glm_rotate_y(mat4 m, float angle, mat4 dest);
CGLM_INLINE void glm_rotate_z(mat4 m, float angle, mat4 dest);
CGLM_INLINE void glm_rotate(mat4 m, float angle, vec3 axis);
CGLM_INLINE void glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis);
CGLM_INLINE void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis);
CGLM_INLINE void glm_spin(mat4 m, float angle, vec3 axis);
*/
#include "common.h"
#include "util.h"
#include "vec3.h"
#include "vec4.h"
#include "mat4.h"
#include "affine-mat.h"
/*!
* @brief translate existing transform matrix by v vector
* and stores result in same matrix
*
* @param[in, out] m affine transfrom
* @param[in] v translate vector [x, y, z]
*/
CGLM_INLINE
void
glm_translate(mat4 m, vec3 v) {
#if defined(CGLM_SIMD)
glmm_128 m0, m1, m2, m3;
m0 = glmm_load(m[0]);
m1 = glmm_load(m[1]);
m2 = glmm_load(m[2]);
m3 = glmm_load(m[3]);
glmm_store(m[3],
glmm_fmadd(m0, glmm_set1(v[0]),
glmm_fmadd(m1, glmm_set1(v[1]),
glmm_fmadd(m2, glmm_set1(v[2]), m3))));
#else
glm_vec4_muladds(m[0], v[0], m[3]);
glm_vec4_muladds(m[1], v[1], m[3]);
glm_vec4_muladds(m[2], v[2], m[3]);
#endif
}
/*!
* @brief translate existing transform matrix by v vector
* and store result in dest
*
* source matrix will remain same
*
* @param[in] m affine transfrom
* @param[in] v translate vector [x, y, z]
* @param[out] dest translated matrix
*/
CGLM_INLINE
void
glm_translate_to(mat4 m, vec3 v, mat4 dest) {
glm_mat4_copy(m, dest);
glm_translate(dest, v);
}
/*!
* @brief translate existing transform matrix by x factor
*
* @param[in, out] m affine transfrom
* @param[in] x x factor
*/
CGLM_INLINE
void
glm_translate_x(mat4 m, float x) {
#if defined(CGLM_SIMD)
glmm_store(m[3], glmm_fmadd(glmm_load(m[0]), glmm_set1(x), glmm_load(m[3])));
#else
vec4 v1;
glm_vec4_scale(m[0], x, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
/*!
* @brief translate existing transform matrix by y factor
*
* @param[in, out] m affine transfrom
* @param[in] y y factor
*/
CGLM_INLINE
void
glm_translate_y(mat4 m, float y) {
#if defined(CGLM_SIMD)
glmm_store(m[3], glmm_fmadd(glmm_load(m[1]), glmm_set1(y), glmm_load(m[3])));
#else
vec4 v1;
glm_vec4_scale(m[1], y, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
/*!
* @brief translate existing transform matrix by z factor
*
* @param[in, out] m affine transfrom
* @param[in] z z factor
*/
CGLM_INLINE
void
glm_translate_z(mat4 m, float z) {
#if defined(CGLM_SIMD)
glmm_store(m[3], glmm_fmadd(glmm_load(m[2]), glmm_set1(z), glmm_load(m[3])));
#else
vec4 v1;
glm_vec4_scale(m[2], z, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
/*!
* @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)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotate_x(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[1][1] = c;
t[1][2] = s;
t[2][1] = -s;
t[2][2] = c;
glm_mul_rot(m, t, dest);
}
/*!
* @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)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotate_y(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[0][0] = c;
t[0][2] = -s;
t[2][0] = s;
t[2][2] = c;
glm_mul_rot(m, t, dest);
}
/*!
* @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)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotate_z(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[0][0] = c;
t[0][1] = s;
t[1][0] = -s;
t[1][1] = c;
glm_mul_rot(m, t, dest);
}
/*!
* @brief rotate existing transform matrix around given axis by angle
*
* @param[in, out] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotate(mat4 m, float angle, vec3 axis) {
CGLM_ALIGN_MAT mat4 rot;
glm_rotate_make(rot, angle, axis);
glm_mul_rot(m, rot, m);
}
/*!
* @brief rotate existing transform
* around given axis by angle at given pivot point (rotation center)
*
* @param[in, out] m affine transfrom
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv);
glm_translate(m, pivot);
glm_rotate(m, angle, axis);
glm_translate(m, pivotInv);
}
/*!
* @brief creates NEW rotation matrix by angle and axis at given point
*
* this creates rotation matrix, it assumes you don't have a matrix
*
* this should work faster than glm_rotate_at because it reduces
* one glm_translate.
*
* @param[out] m affine transfrom
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) {
CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv);
glm_translate_make(m, pivot);
glm_rotate(m, angle, axis);
glm_translate(m, pivotInv);
}
/*!
* @brief rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
*
* @param[in, out] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_spin(mat4 m, float angle, vec3 axis) {
CGLM_ALIGN_MAT mat4 rot;
glm_rotate_atm(rot, m[3], angle, axis);
glm_mat4_mul(m, rot, m);
}
#endif /* cglm_affine_pre_h */

View File

@@ -24,6 +24,7 @@
CGLM_INLINE void glm_rotate(mat4 m, float angle, vec3 axis); CGLM_INLINE void glm_rotate(mat4 m, float angle, vec3 axis);
CGLM_INLINE void glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis); CGLM_INLINE void glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis);
CGLM_INLINE void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis); CGLM_INLINE void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis);
CGLM_INLINE void glm_spin(mat4 m, float angle, vec3 axis);
CGLM_INLINE void glm_decompose_scalev(mat4 m, vec3 s); CGLM_INLINE void glm_decompose_scalev(mat4 m, vec3 s);
CGLM_INLINE bool glm_uniscaled(mat4 m); CGLM_INLINE bool glm_uniscaled(mat4 m);
CGLM_INLINE void glm_decompose_rs(mat4 m, mat4 r, vec3 s); CGLM_INLINE void glm_decompose_rs(mat4 m, mat4 r, vec3 s);
@@ -40,126 +41,6 @@
#include "mat4.h" #include "mat4.h"
#include "affine-mat.h" #include "affine-mat.h"
CGLM_INLINE
void
glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest);
/*!
* @brief translate existing transform matrix by v vector
* and stores result in same matrix
*
* @param[in, out] m affine transfrom
* @param[in] v translate vector [x, y, z]
*/
CGLM_INLINE
void
glm_translate(mat4 m, vec3 v) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(m[3],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_load(m[0]),
_mm_set1_ps(v[0])),
_mm_mul_ps(glmm_load(m[1]),
_mm_set1_ps(v[1]))),
_mm_add_ps(_mm_mul_ps(glmm_load(m[2]),
_mm_set1_ps(v[2])),
glmm_load(m[3]))))
;
#else
vec4 v1, v2, v3;
glm_vec4_scale(m[0], v[0], v1);
glm_vec4_scale(m[1], v[1], v2);
glm_vec4_scale(m[2], v[2], v3);
glm_vec4_add(v1, m[3], m[3]);
glm_vec4_add(v2, m[3], m[3]);
glm_vec4_add(v3, m[3], m[3]);
#endif
}
/*!
* @brief translate existing transform matrix by v vector
* and store result in dest
*
* source matrix will remain same
*
* @param[in] m affine transfrom
* @param[in] v translate vector [x, y, z]
* @param[out] dest translated matrix
*/
CGLM_INLINE
void
glm_translate_to(mat4 m, vec3 v, mat4 dest) {
glm_mat4_copy(m, dest);
glm_translate(dest, v);
}
/*!
* @brief translate existing transform matrix by x factor
*
* @param[in, out] m affine transfrom
* @param[in] x x factor
*/
CGLM_INLINE
void
glm_translate_x(mat4 m, float x) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(m[3],
_mm_add_ps(_mm_mul_ps(glmm_load(m[0]),
_mm_set1_ps(x)),
glmm_load(m[3])))
;
#else
vec4 v1;
glm_vec4_scale(m[0], x, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
/*!
* @brief translate existing transform matrix by y factor
*
* @param[in, out] m affine transfrom
* @param[in] y y factor
*/
CGLM_INLINE
void
glm_translate_y(mat4 m, float y) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(m[3],
_mm_add_ps(_mm_mul_ps(glmm_load(m[1]),
_mm_set1_ps(y)),
glmm_load(m[3])))
;
#else
vec4 v1;
glm_vec4_scale(m[1], y, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
/*!
* @brief translate existing transform matrix by z factor
*
* @param[in, out] m affine transfrom
* @param[in] z z factor
*/
CGLM_INLINE
void
glm_translate_z(mat4 m, float z) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(m[3],
_mm_add_ps(_mm_mul_ps(glmm_load(m[2]),
_mm_set1_ps(z)),
glmm_load(m[3])))
;
#else
vec4 v1;
glm_vec4_scale(m[2], z, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
/*! /*!
* @brief creates NEW translate transform matrix by v vector * @brief creates NEW translate transform matrix by v vector
* *
@@ -233,81 +114,6 @@ glm_scale_uni(mat4 m, float s) {
glm_scale_to(m, v, m); glm_scale_to(m, v, 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)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotate_x(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[1][1] = c;
t[1][2] = s;
t[2][1] = -s;
t[2][2] = c;
glm_mul_rot(m, t, dest);
}
/*!
* @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)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotate_y(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[0][0] = c;
t[0][2] = -s;
t[2][0] = s;
t[2][2] = c;
glm_mul_rot(m, t, dest);
}
/*!
* @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)
* @param[out] dest rotated matrix
*/
CGLM_INLINE
void
glm_rotate_z(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
c = cosf(angle);
s = sinf(angle);
t[0][0] = c;
t[0][1] = s;
t[1][0] = -s;
t[1][1] = c;
glm_mul_rot(m, t, dest);
}
/*! /*!
* @brief creates NEW rotation matrix by angle and axis * @brief creates NEW rotation matrix by angle and axis
* *
@@ -341,67 +147,6 @@ glm_rotate_make(mat4 m, float angle, vec3 axis) {
m[3][3] = 1.0f; m[3][3] = 1.0f;
} }
/*!
* @brief rotate existing transform matrix around given axis by angle
*
* @param[in, out] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotate(mat4 m, float angle, vec3 axis) {
CGLM_ALIGN_MAT mat4 rot;
glm_rotate_make(rot, angle, axis);
glm_mul_rot(m, rot, m);
}
/*!
* @brief rotate existing transform
* around given axis by angle at given pivot point (rotation center)
*
* @param[in, out] m affine transfrom
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv);
glm_translate(m, pivot);
glm_rotate(m, angle, axis);
glm_translate(m, pivotInv);
}
/*!
* @brief creates NEW rotation matrix by angle and axis at given point
*
* this creates rotation matrix, it assumes you don't have a matrix
*
* this should work faster than glm_rotate_at because it reduces
* one glm_translate.
*
* @param[out] m affine transfrom
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) {
CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv);
glm_translate_make(m, pivot);
glm_rotate(m, angle, axis);
glm_translate(m, pivotInv);
}
/*! /*!
* @brief decompose scale vector * @brief decompose scale vector
* *
@@ -459,7 +204,7 @@ glm_decompose_rs(mat4 m, mat4 r, vec3 s) {
glm_vec4_scale(r[1], 1.0f/s[1], r[1]); glm_vec4_scale(r[1], 1.0f/s[1], r[1]);
glm_vec4_scale(r[2], 1.0f/s[2], r[2]); glm_vec4_scale(r[2], 1.0f/s[2], r[2]);
/* Note from Apple Open Source (asume that the matrix is orthonormal): /* Note from Apple Open Source (assume that the matrix is orthonormal):
check for a coordinate system flip. If the determinant check for a coordinate system flip. If the determinant
is -1, then negate the matrix and the scaling factors. */ is -1, then negate the matrix and the scaling factors. */
glm_vec3_cross(m[0], m[1], v); glm_vec3_cross(m[0], m[1], v);
@@ -487,4 +232,7 @@ glm_decompose(mat4 m, vec4 t, mat4 r, vec3 s) {
glm_decompose_rs(m, r, s); glm_decompose_rs(m, r, s);
} }
#include "affine-pre.h"
#include "affine-post.h"
#endif /* cglm_affine_h */ #endif /* cglm_affine_h */

268
include/cglm/affine2d.h Normal file
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@@ -0,0 +1,268 @@
/*
* 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_translate2d(mat3 m, vec2 v)
CGLM_INLINE void glm_translate2d_to(mat3 m, vec2 v, mat3 dest)
CGLM_INLINE void glm_translate2d_x(mat3 m, float x)
CGLM_INLINE void glm_translate2d_y(mat3 m, float y)
CGLM_INLINE void glm_translate2d_make(mat3 m, vec2 v)
CGLM_INLINE void glm_scale2d_to(mat3 m, vec2 v, mat3 dest)
CGLM_INLINE void glm_scale2d_make(mat3 m, vec2 v)
CGLM_INLINE void glm_scale2d(mat3 m, vec2 v)
CGLM_INLINE void glm_scale2d_uni(mat3 m, float s)
CGLM_INLINE void glm_rotate2d_make(mat3 m, float angle)
CGLM_INLINE void glm_rotate2d(mat3 m, float angle)
CGLM_INLINE void glm_rotate2d_to(mat3 m, float angle, mat3 dest)
*/
#ifndef cglm_affine2d_h
#define cglm_affine2d_h
#include "common.h"
#include "util.h"
#include "vec2.h"
#include "mat3.h"
/*!
* @brief translate existing 2d transform matrix by v vector
* and stores result in same matrix
*
* @param[in, out] m affine transfrom
* @param[in] v translate vector [x, y]
*/
CGLM_INLINE
void
glm_translate2d(mat3 m, vec2 v) {
m[2][0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0];
m[2][1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1];
m[2][2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2];
}
/*!
* @brief translate existing 2d transform matrix by v vector
* and store result in dest
*
* source matrix will remain same
*
* @param[in] m affine transfrom
* @param[in] v translate vector [x, y]
* @param[out] dest translated matrix
*/
CGLM_INLINE
void
glm_translate2d_to(mat3 m, vec2 v, mat3 dest) {
glm_mat3_copy(m, dest);
glm_translate2d(dest, v);
}
/*!
* @brief translate existing 2d transform matrix by x factor
*
* @param[in, out] m affine transfrom
* @param[in] x x factor
*/
CGLM_INLINE
void
glm_translate2d_x(mat3 m, float x) {
m[2][0] = m[0][0] * x + m[2][0];
m[2][1] = m[0][1] * x + m[2][1];
m[2][2] = m[0][2] * x + m[2][2];
}
/*!
* @brief translate existing 2d transform matrix by y factor
*
* @param[in, out] m affine transfrom
* @param[in] y y factor
*/
CGLM_INLINE
void
glm_translate2d_y(mat3 m, float y) {
m[2][0] = m[1][0] * y + m[2][0];
m[2][1] = m[1][1] * y + m[2][1];
m[2][2] = m[1][2] * y + m[2][2];
}
/*!
* @brief creates NEW translate 2d transform matrix by v vector
*
* @param[out] m affine transfrom
* @param[in] v translate vector [x, y]
*/
CGLM_INLINE
void
glm_translate2d_make(mat3 m, vec2 v) {
glm_mat3_identity(m);
m[2][0] = v[0];
m[2][1] = v[1];
}
/*!
* @brief scale existing 2d transform matrix by v vector
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] v scale vector [x, y]
* @param[out] dest scaled matrix
*/
CGLM_INLINE
void
glm_scale2d_to(mat3 m, vec2 v, mat3 dest) {
dest[0][0] = m[0][0] * v[0];
dest[0][1] = m[0][1] * v[0];
dest[0][2] = m[0][2] * v[0];
dest[1][0] = m[1][0] * v[1];
dest[1][1] = m[1][1] * v[1];
dest[1][2] = m[1][2] * v[1];
dest[2][0] = m[2][0];
dest[2][1] = m[2][1];
dest[2][2] = m[2][2];
}
/*!
* @brief creates NEW 2d scale matrix by v vector
*
* @param[out] m affine transfrom
* @param[in] v scale vector [x, y]
*/
CGLM_INLINE
void
glm_scale2d_make(mat3 m, vec2 v) {
glm_mat3_identity(m);
m[0][0] = v[0];
m[1][1] = v[1];
}
/*!
* @brief scales existing 2d transform matrix by v vector
* and stores result in same matrix
*
* @param[in, out] m affine transfrom
* @param[in] v scale vector [x, y]
*/
CGLM_INLINE
void
glm_scale2d(mat3 m, vec2 v) {
m[0][0] = m[0][0] * v[0];
m[0][1] = m[0][1] * v[0];
m[0][2] = m[0][2] * v[0];
m[1][0] = m[1][0] * v[1];
m[1][1] = m[1][1] * v[1];
m[1][2] = m[1][2] * v[1];
}
/*!
* @brief applies uniform scale to existing 2d transform matrix v = [s, s]
* and stores result in same matrix
*
* @param[in, out] m affine transfrom
* @param[in] s scale factor
*/
CGLM_INLINE
void
glm_scale2d_uni(mat3 m, float s) {
m[0][0] = m[0][0] * s;
m[0][1] = m[0][1] * s;
m[0][2] = m[0][2] * s;
m[1][0] = m[1][0] * s;
m[1][1] = m[1][1] * s;
m[1][2] = m[1][2] * s;
}
/*!
* @brief creates NEW rotation matrix by angle around Z axis
*
* @param[out] m affine transfrom
* @param[in] angle angle (radians)
*/
CGLM_INLINE
void
glm_rotate2d_make(mat3 m, float angle) {
float c, s;
s = sinf(angle);
c = cosf(angle);
m[0][0] = c;
m[0][1] = s;
m[0][2] = 0;
m[1][0] = -s;
m[1][1] = c;
m[1][2] = 0;
m[2][0] = 0.0f;
m[2][1] = 0.0f;
m[2][2] = 1.0f;
}
/*!
* @brief rotate existing 2d transform matrix around Z axis by angle
* and store result in same matrix
*
* @param[in, out] m affine transfrom
* @param[in] angle angle (radians)
*/
CGLM_INLINE
void
glm_rotate2d(mat3 m, float angle) {
float m00 = m[0][0], m10 = m[1][0],
m01 = m[0][1], m11 = m[1][1],
m02 = m[0][2], m12 = m[1][2];
float c, s;
s = sinf(angle);
c = cosf(angle);
m[0][0] = m00 * c + m10 * s;
m[0][1] = m01 * c + m11 * s;
m[0][2] = m02 * c + m12 * s;
m[1][0] = m00 * -s + m10 * c;
m[1][1] = m01 * -s + m11 * c;
m[1][2] = m02 * -s + m12 * c;
}
/*!
* @brief rotate existing 2d transform matrix around Z axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_rotate2d_to(mat3 m, float angle, mat3 dest) {
float m00 = m[0][0], m10 = m[1][0],
m01 = m[0][1], m11 = m[1][1],
m02 = m[0][2], m12 = m[1][2];
float c, s;
s = sinf(angle);
c = cosf(angle);
dest[0][0] = m00 * c + m10 * s;
dest[0][1] = m01 * c + m11 * s;
dest[0][2] = m02 * c + m12 * s;
dest[1][0] = m00 * -s + m10 * c;
dest[1][1] = m01 * -s + m11 * c;
dest[1][2] = m02 * -s + m12 * c;
dest[2][0] = m[2][0];
dest[2][1] = m[2][1];
dest[2][2] = m[2][2];
}
#endif /* cglm_affine2d_h */

View File

@@ -228,6 +228,8 @@ glm_aabb_aabb(vec3 box[2], vec3 other[2]) {
* https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c * https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c
* Solid Box - Solid Sphere test. * Solid Box - Solid Sphere test.
* *
* Sphere Representation in cglm: [center.x, center.y, center.z, radii]
*
* @param[in] box solid bounding box * @param[in] box solid bounding box
* @param[in] s solid sphere * @param[in] s solid sphere
*/ */
@@ -237,13 +239,13 @@ glm_aabb_sphere(vec3 box[2], vec4 s) {
float dmin; float dmin;
int a, b, c; int a, b, c;
a = s[0] >= box[0][0]; a = (s[0] < box[0][0]) + (s[0] > box[1][0]);
b = s[1] >= box[0][1]; b = (s[1] < box[0][1]) + (s[1] > box[1][1]);
c = s[2] >= box[0][2]; c = (s[2] < box[0][2]) + (s[2] > box[1][2]);
dmin = glm_pow2(s[0] - box[a][0]) dmin = glm_pow2((s[0] - box[!(a - 1)][0]) * (a != 0))
+ glm_pow2(s[1] - box[b][1]) + glm_pow2((s[1] - box[!(b - 1)][1]) * (b != 0))
+ glm_pow2(s[2] - box[c][2]); + glm_pow2((s[2] - box[!(c - 1)][2]) * (c != 0));
return dmin <= glm_pow2(s[3]); return dmin <= glm_pow2(s[3]);
} }

View File

@@ -15,6 +15,9 @@ extern "C" {
#include "call/vec2.h" #include "call/vec2.h"
#include "call/vec3.h" #include "call/vec3.h"
#include "call/vec4.h" #include "call/vec4.h"
#include "call/ivec2.h"
#include "call/ivec3.h"
#include "call/ivec4.h"
#include "call/mat2.h" #include "call/mat2.h"
#include "call/mat3.h" #include "call/mat3.h"
#include "call/mat4.h" #include "call/mat4.h"
@@ -31,6 +34,8 @@ extern "C" {
#include "call/ease.h" #include "call/ease.h"
#include "call/curve.h" #include "call/curve.h"
#include "call/bezier.h" #include "call/bezier.h"
#include "call/ray.h"
#include "call/affine2d.h"
#ifdef __cplusplus #ifdef __cplusplus
} }

View File

@@ -81,6 +81,10 @@ CGLM_EXPORT
void void
glmc_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis); glmc_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis);
CGLM_EXPORT
void
glmc_spin(mat4 m, float angle, vec3 axis);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_decompose_scalev(mat4 m, vec3 s); glmc_decompose_scalev(mat4 m, vec3 s);
@@ -97,6 +101,52 @@ CGLM_EXPORT
void void
glmc_decompose(mat4 m, vec4 t, mat4 r, vec3 s); glmc_decompose(mat4 m, vec4 t, mat4 r, vec3 s);
/* affine-post */
CGLM_EXPORT
void
glmc_translated(mat4 m, vec3 v);
CGLM_EXPORT
void
glmc_translated_to(mat4 m, vec3 v, mat4 dest);
CGLM_EXPORT
void
glmc_translated_x(mat4 m, float x);
CGLM_EXPORT
void
glmc_translated_y(mat4 m, float y);
CGLM_EXPORT
void
glmc_translated_z(mat4 m, float z);
CGLM_EXPORT
void
glmc_rotated_x(mat4 m, float angle, mat4 dest);
CGLM_EXPORT
void
glmc_rotated_y(mat4 m, float angle, mat4 dest);
CGLM_EXPORT
void
glmc_rotated_z(mat4 m, float angle, mat4 dest);
CGLM_EXPORT
void
glmc_rotated(mat4 m, float angle, vec3 axis);
CGLM_EXPORT
void
glmc_rotated_at(mat4 m, vec3 pivot, float angle, vec3 axis);
CGLM_EXPORT
void
glmc_spinned(mat4 m, float angle, vec3 axis);
/* affine-mat */ /* affine-mat */
CGLM_EXPORT CGLM_EXPORT

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@@ -0,0 +1,67 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_affine2d_h
#define cglmc_affine2d_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_translate2d_make(mat3 m, vec2 v);
CGLM_EXPORT
void
glmc_translate2d_to(mat3 m, vec2 v, mat3 dest);
CGLM_EXPORT
void
glmc_translate2d(mat3 m, vec2 v);
CGLM_EXPORT
void
glmc_translate2d_x(mat3 m, float to);
CGLM_EXPORT
void
glmc_translate2d_y(mat3 m, float to);
CGLM_EXPORT
void
glmc_scale2d_to(mat3 m, vec2 v, mat3 dest);
CGLM_EXPORT
void
glmc_scale2d_make(mat3 m, vec2 v);
CGLM_EXPORT
void
glmc_scale2d(mat3 m, vec2 v);
CGLM_EXPORT
void
glmc_scale2d_uni(mat3 m, float s);
CGLM_EXPORT
void
glmc_rotate2d_make(mat3 m, float angle);
CGLM_EXPORT
void
glmc_rotate2d(mat3 m, float angle);
CGLM_EXPORT
void
glmc_rotate2d_to(mat3 m, float angle, mat3 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_affine2d_h */

View File

@@ -15,22 +15,16 @@ extern "C" {
CGLM_EXPORT CGLM_EXPORT
void void
glmc_frustum(float left, glmc_frustum(float left, float right,
float right, float bottom, float top,
float bottom, float nearZ, float farZ,
float top,
float nearVal,
float farVal,
mat4 dest); mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_ortho(float left, glmc_ortho(float left, float right,
float right, float bottom, float top,
float bottom, float nearZ, float farZ,
float top,
float nearVal,
float farVal,
mat4 dest); mat4 dest);
CGLM_EXPORT CGLM_EXPORT
@@ -55,11 +49,7 @@ glmc_ortho_default_s(float aspect, float size, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_perspective(float fovy, glmc_perspective(float fovy, float aspect, float nearZ, float farZ, mat4 dest);
float aspect,
float nearVal,
float farVal,
mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -88,8 +78,8 @@ glmc_look_anyup(vec3 eye, vec3 dir, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decomp(mat4 proj, glmc_persp_decomp(mat4 proj,
float * __restrict nearVal, float * __restrict nearZ,
float * __restrict farVal, float * __restrict farZ,
float * __restrict top, float * __restrict top,
float * __restrict bottom, float * __restrict bottom,
float * __restrict left, float * __restrict left,
@@ -114,16 +104,16 @@ glmc_persp_decomp_y(mat4 proj,
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decomp_z(mat4 proj, glmc_persp_decomp_z(mat4 proj,
float * __restrict nearVal, float * __restrict nearZ,
float * __restrict farVal); float * __restrict farZ);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decomp_far(mat4 proj, float * __restrict farVal); glmc_persp_decomp_far(mat4 proj, float * __restrict farZ);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_decomp_near(mat4 proj, float * __restrict nearVal); glmc_persp_decomp_near(mat4 proj, float * __restrict nearZ);
CGLM_EXPORT CGLM_EXPORT
float float

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@@ -0,0 +1,46 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ortho_lh_no_h
#define cglmc_ortho_lh_no_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_ortho_lh_no(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_lh_no(vec3 box[2], mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_p_lh_no(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_pz_lh_no(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default_lh_no(float aspect, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default_s_lh_no(float aspect, float size, mat4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ortho_lh_no_h */

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@@ -0,0 +1,46 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ortho_lh_zo_h
#define cglmc_ortho_lh_zo_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_ortho_lh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_lh_zo(vec3 box[2], mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_p_lh_zo(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_pz_lh_zo(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default_lh_zo(float aspect, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default_s_lh_zo(float aspect, float size, mat4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ortho_lh_zo_h */

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@@ -0,0 +1,46 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ortho_rh_no_h
#define cglmc_ortho_rh_no_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_ortho_rh_no(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_rh_no(vec3 box[2], mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_p_rh_no(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_pz_rh_no(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default_rh_no(float aspect, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default_s_rh_no(float aspect, float size, mat4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ortho_rh_no_h */

View File

@@ -0,0 +1,46 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ortho_rh_zo_h
#define cglmc_ortho_rh_zo_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_ortho_rh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_rh_zo(vec3 box[2], mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_p_rh_zo(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_aabb_pz_rh_zo(vec3 box[2], float padding, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default_rh_zo(float aspect, mat4 dest);
CGLM_EXPORT
void
glmc_ortho_default_s_rh_zo(float aspect, float size, mat4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ortho_rh_zo_h */

View File

@@ -0,0 +1,87 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_persp_lh_no_h
#define cglmc_persp_lh_no_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_frustum_lh_no(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest);
CGLM_EXPORT
void
glmc_perspective_lh_no(float fovy,
float aspect,
float nearVal,
float farVal,
mat4 dest);
CGLM_EXPORT
void
glmc_persp_move_far_lh_no(mat4 proj, float deltaFar);
CGLM_EXPORT
void
glmc_persp_decomp_lh_no(mat4 proj,
float * __restrict nearZ, float * __restrict farZ,
float * __restrict top, float * __restrict bottom,
float * __restrict left, float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decompv_lh_no(mat4 proj, float dest[6]);
CGLM_EXPORT
void
glmc_persp_decomp_x_lh_no(mat4 proj,
float * __restrict left,
float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decomp_y_lh_no(mat4 proj,
float * __restrict top,
float * __restrict bottom);
CGLM_EXPORT
void
glmc_persp_decomp_z_lh_no(mat4 proj,
float * __restrict nearZ,
float * __restrict farZ);
CGLM_EXPORT
void
glmc_persp_decomp_far_lh_no(mat4 proj, float * __restrict farZ);
CGLM_EXPORT
void
glmc_persp_decomp_near_lh_no(mat4 proj, float * __restrict nearZ);
CGLM_EXPORT
void
glmc_persp_sizes_lh_no(mat4 proj, float fovy, vec4 dest);
CGLM_EXPORT
float
glmc_persp_fovy_lh_no(mat4 proj);
CGLM_EXPORT
float
glmc_persp_aspect_lh_no(mat4 proj);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_persp_lh_no_h */

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@@ -0,0 +1,87 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_persp_lh_zo_h
#define cglmc_persp_lh_zo_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_frustum_lh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest);
CGLM_EXPORT
void
glmc_perspective_lh_zo(float fovy,
float aspect,
float nearVal,
float farVal,
mat4 dest);
CGLM_EXPORT
void
glmc_persp_move_far_lh_zo(mat4 proj, float deltaFar);
CGLM_EXPORT
void
glmc_persp_decomp_lh_zo(mat4 proj,
float * __restrict nearZ, float * __restrict farZ,
float * __restrict top, float * __restrict bottom,
float * __restrict left, float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decompv_lh_zo(mat4 proj, float dest[6]);
CGLM_EXPORT
void
glmc_persp_decomp_x_lh_zo(mat4 proj,
float * __restrict left,
float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decomp_y_lh_zo(mat4 proj,
float * __restrict top,
float * __restrict bottom);
CGLM_EXPORT
void
glmc_persp_decomp_z_lh_zo(mat4 proj,
float * __restrict nearZ,
float * __restrict farZ);
CGLM_EXPORT
void
glmc_persp_decomp_far_lh_zo(mat4 proj, float * __restrict farZ);
CGLM_EXPORT
void
glmc_persp_decomp_near_lh_zo(mat4 proj, float * __restrict nearZ);
CGLM_EXPORT
void
glmc_persp_sizes_lh_zo(mat4 proj, float fovy, vec4 dest);
CGLM_EXPORT
float
glmc_persp_fovy_lh_zo(mat4 proj);
CGLM_EXPORT
float
glmc_persp_aspect_lh_zo(mat4 proj);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_persp_lh_zo_h */

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@@ -0,0 +1,87 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_persp_rh_no_h
#define cglmc_persp_rh_no_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_frustum_rh_no(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest);
CGLM_EXPORT
void
glmc_perspective_rh_no(float fovy,
float aspect,
float nearVal,
float farVal,
mat4 dest);
CGLM_EXPORT
void
glmc_persp_move_far_rh_no(mat4 proj, float deltaFar);
CGLM_EXPORT
void
glmc_persp_decomp_rh_no(mat4 proj,
float * __restrict nearZ, float * __restrict farZ,
float * __restrict top, float * __restrict bottom,
float * __restrict left, float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decompv_rh_no(mat4 proj, float dest[6]);
CGLM_EXPORT
void
glmc_persp_decomp_x_rh_no(mat4 proj,
float * __restrict left,
float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decomp_y_rh_no(mat4 proj,
float * __restrict top,
float * __restrict bottom);
CGLM_EXPORT
void
glmc_persp_decomp_z_rh_no(mat4 proj,
float * __restrict nearZ,
float * __restrict farZ);
CGLM_EXPORT
void
glmc_persp_decomp_far_rh_no(mat4 proj, float * __restrict farZ);
CGLM_EXPORT
void
glmc_persp_decomp_near_rh_no(mat4 proj, float * __restrict nearZ);
CGLM_EXPORT
void
glmc_persp_sizes_rh_no(mat4 proj, float fovy, vec4 dest);
CGLM_EXPORT
float
glmc_persp_fovy_rh_no(mat4 proj);
CGLM_EXPORT
float
glmc_persp_aspect_rh_no(mat4 proj);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_persp_rh_no_h */

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@@ -0,0 +1,87 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_persp_rh_zo_h
#define cglmc_persp_rh_zo_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_frustum_rh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest);
CGLM_EXPORT
void
glmc_perspective_rh_zo(float fovy,
float aspect,
float nearVal,
float farVal,
mat4 dest);
CGLM_EXPORT
void
glmc_persp_move_far_rh_zo(mat4 proj, float deltaFar);
CGLM_EXPORT
void
glmc_persp_decomp_rh_zo(mat4 proj,
float * __restrict nearZ, float * __restrict farZ,
float * __restrict top, float * __restrict bottom,
float * __restrict left, float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decompv_rh_zo(mat4 proj, float dest[6]);
CGLM_EXPORT
void
glmc_persp_decomp_x_rh_zo(mat4 proj,
float * __restrict left,
float * __restrict right);
CGLM_EXPORT
void
glmc_persp_decomp_y_rh_zo(mat4 proj,
float * __restrict top,
float * __restrict bottom);
CGLM_EXPORT
void
glmc_persp_decomp_z_rh_zo(mat4 proj,
float * __restrict nearZ,
float * __restrict farZ);
CGLM_EXPORT
void
glmc_persp_decomp_far_rh_zo(mat4 proj, float * __restrict farZ);
CGLM_EXPORT
void
glmc_persp_decomp_near_rh_zo(mat4 proj, float * __restrict nearZ);
CGLM_EXPORT
void
glmc_persp_sizes_rh_zo(mat4 proj, float fovy, vec4 dest);
CGLM_EXPORT
float
glmc_persp_fovy_rh_zo(mat4 proj);
CGLM_EXPORT
float
glmc_persp_aspect_rh_zo(mat4 proj);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_persp_rh_zo_h */

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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_project_no_h
#define cglmc_project_no_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_unprojecti_no(vec3 pos, mat4 invMat, vec4 vp, vec3 dest);
CGLM_EXPORT
void
glmc_project_no(vec3 pos, mat4 m, vec4 vp, vec3 dest);
CGLM_EXPORT
float
glmc_project_z_no(vec3 pos, mat4 m);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_project_no_h */

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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_project_zo_h
#define cglmc_project_zo_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_unprojecti_zo(vec3 pos, mat4 invMat, vec4 vp, vec3 dest);
CGLM_EXPORT
void
glmc_project_zo(vec3 pos, mat4 m, vec4 vp, vec3 dest);
CGLM_EXPORT
float
glmc_project_z_zo(vec3 pos, mat4 m);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_project_zo_h */

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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_view_lh_no_h
#define cglmc_view_lh_no_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_lookat_lh_no(vec3 eye, vec3 center, vec3 up, mat4 dest);
CGLM_EXPORT
void
glmc_look_lh_no(vec3 eye, vec3 dir, vec3 up, mat4 dest);
CGLM_EXPORT
void
glmc_look_anyup_lh_no(vec3 eye, vec3 dir, mat4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_view_lh_no_h */

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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_view_lh_zo_h
#define cglmc_view_lh_zo_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_lookat_lh_zo(vec3 eye, vec3 center, vec3 up, mat4 dest);
CGLM_EXPORT
void
glmc_look_lh_zo(vec3 eye, vec3 dir, vec3 up, mat4 dest);
CGLM_EXPORT
void
glmc_look_anyup_lh_zo(vec3 eye, vec3 dir, mat4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_view_lh_zo_h */

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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_view_rh_no_h
#define cglmc_view_rh_no_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_lookat_rh_no(vec3 eye, vec3 center, vec3 up, mat4 dest);
CGLM_EXPORT
void
glmc_look_rh_no(vec3 eye, vec3 dir, vec3 up, mat4 dest);
CGLM_EXPORT
void
glmc_look_anyup_rh_no(vec3 eye, vec3 dir, mat4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_view_rh_no_h */

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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_view_rh_zo_h
#define cglmc_view_rh_zo_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../../cglm.h"
CGLM_EXPORT
void
glmc_lookat_rh_zo(vec3 eye, vec3 center, vec3 up, mat4 dest);
CGLM_EXPORT
void
glmc_look_rh_zo(vec3 eye, vec3 dir, vec3 up, mat4 dest);
CGLM_EXPORT
void
glmc_look_anyup_rh_zo(vec3 eye, vec3 dir, mat4 dest);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_view_rh_zo_h */

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@@ -7,6 +7,7 @@
#ifndef cglmc_io_h #ifndef cglmc_io_h
#define cglmc_io_h #define cglmc_io_h
#ifdef __cplusplus #ifdef __cplusplus
extern "C" { extern "C" {
#endif #endif

79
include/cglm/call/ivec2.h Normal file
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@@ -0,0 +1,79 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ivec2_h
#define cglmc_ivec2_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_ivec2(int * __restrict v, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_copy(ivec2 a, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_zero(ivec2 v);
CGLM_EXPORT
void
glmc_ivec2_one(ivec2 v);
CGLM_EXPORT
void
glmc_ivec2_add(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_adds(ivec2 v, int s, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_sub(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_subs(ivec2 v, int s, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_mul(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_scale(ivec2 v, int s, ivec2 dest);
CGLM_EXPORT
int
glmc_ivec2_distance2(ivec2 a, ivec2 b);
CGLM_EXPORT
float
glmc_ivec2_distance(ivec2 a, ivec2 b);
CGLM_EXPORT
void
glmc_ivec2_maxv(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_minv(ivec2 a, ivec2 b, ivec2 dest);
CGLM_EXPORT
void
glmc_ivec2_clamp(ivec2 v, int minVal, int maxVal);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ivec2_h */

79
include/cglm/call/ivec3.h Normal file
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@@ -0,0 +1,79 @@
/*
* Copyright (c);, Recep Aslantas.
*
* MIT License (MIT);, http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ivec3_h
#define cglmc_ivec3_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_ivec3(ivec4 v4, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_copy(ivec3 a, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_zero(ivec3 v);
CGLM_EXPORT
void
glmc_ivec3_one(ivec3 v);
CGLM_EXPORT
void
glmc_ivec3_add(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_adds(ivec3 v, int s, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_sub(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_subs(ivec3 v, int s, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_mul(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_scale(ivec3 v, int s, ivec3 dest);
CGLM_EXPORT
int
glmc_ivec3_distance2(ivec3 a, ivec3 b);
CGLM_EXPORT
float
glmc_ivec3_distance(ivec3 a, ivec3 b);
CGLM_EXPORT
void
glmc_ivec3_maxv(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_minv(ivec3 a, ivec3 b, ivec3 dest);
CGLM_EXPORT
void
glmc_ivec3_clamp(ivec3 v, int minVal, int maxVal);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ivec3_h */

79
include/cglm/call/ivec4.h Normal file
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@@ -0,0 +1,79 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ivec4_h
#define cglmc_ivec4_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_ivec4(ivec3 v3, int last, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_copy(ivec4 a, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_zero(ivec4 v);
CGLM_EXPORT
void
glmc_ivec4_one(ivec4 v);
CGLM_EXPORT
void
glmc_ivec4_add(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_adds(ivec4 v, int s, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_sub(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_subs(ivec4 v, int s, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_mul(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_scale(ivec4 v, int s, ivec4 dest);
CGLM_EXPORT
int
glmc_ivec4_distance2(ivec4 a, ivec4 b);
CGLM_EXPORT
float
glmc_ivec4_distance(ivec4 a, ivec4 b);
CGLM_EXPORT
void
glmc_ivec4_maxv(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_minv(ivec4 a, ivec4 b, ivec4 dest);
CGLM_EXPORT
void
glmc_ivec4_clamp(ivec4 v, int minVal, int maxVal);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ivec4_h */

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@@ -25,6 +25,14 @@ CGLM_EXPORT
void void
glmc_project(vec3 pos, mat4 m, vec4 vp, vec3 dest); glmc_project(vec3 pos, mat4 m, vec4 vp, vec3 dest);
CGLM_EXPORT
float
glmc_project_z(vec3 pos, mat4 m);
CGLM_EXPORT
void
glmc_pickmatrix(vec2 center, vec2 size, vec4 vp, mat4 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

View File

@@ -37,6 +37,10 @@ CGLM_EXPORT
void void
glmc_quat_copy(versor q, versor dest); glmc_quat_copy(versor q, versor dest);
CGLM_EXPORT
void
glmc_quat_from_vecs(vec3 a, vec3 b, versor dest);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_quat_norm(versor q); glmc_quat_norm(versor q);
@@ -121,6 +125,10 @@ CGLM_EXPORT
void void
glmc_quat_lerpc(versor from, versor to, float t, versor dest); glmc_quat_lerpc(versor from, versor to, float t, versor dest);
CGLM_EXPORT
void
glmc_quat_nlerp(versor q, versor r, float t, versor dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_slerp(versor q, versor r, float t, versor dest); glmc_quat_slerp(versor q, versor r, float t, versor dest);

27
include/cglm/call/ray.h Normal file
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@@ -0,0 +1,27 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_ray_h
#define cglmc_ray_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
bool
glmc_ray_triangle(vec3 origin,
vec3 direction,
vec3 v0,
vec3 v1,
vec3 v2,
float *d);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_ray_h */

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@@ -149,6 +149,18 @@ CGLM_EXPORT
void void
glmc_vec2_lerp(vec2 from, vec2 to, float t, vec2 dest); glmc_vec2_lerp(vec2 from, vec2 to, float t, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_complex_mul(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_complex_div(vec2 a, vec2 b, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_complex_conjugate(vec2 a, vec2 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

View File

@@ -99,7 +99,7 @@ glmc_vec4_scale(vec4 v, float s, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_scale_as(vec3 v, float s, vec3 dest); glmc_vec4_scale_as(vec4 v, float s, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void

View File

@@ -9,11 +9,11 @@
Functions: Functions:
CGLM_INLINE void glm_frustum(float left, float right, CGLM_INLINE void glm_frustum(float left, float right,
float bottom, float top, float bottom, float top,
float nearVal, float farVal, float nearZ, float farZ,
mat4 dest) mat4 dest)
CGLM_INLINE void glm_ortho(float left, float right, CGLM_INLINE void glm_ortho(float left, float right,
float bottom, float top, float bottom, float top,
float nearVal, float farVal, float nearZ, float farZ,
mat4 dest) mat4 dest)
CGLM_INLINE void glm_ortho_aabb(vec3 box[2], 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)
@@ -22,8 +22,8 @@
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, CGLM_INLINE void glm_perspective(float fovy,
float aspect, float aspect,
float nearVal, float nearZ,
float farVal, float farZ,
mat4 dest) mat4 dest)
CGLM_INLINE void glm_perspective_default(float aspect, 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_resize(float aspect, mat4 proj)
@@ -31,26 +31,61 @@
CGLM_INLINE void glm_look(vec3 eye, vec3 dir, 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_look_anyup(vec3 eye, vec3 dir, mat4 dest)
CGLM_INLINE void glm_persp_decomp(mat4 proj, CGLM_INLINE void glm_persp_decomp(mat4 proj,
float *nearVal, float *farVal, float *nearZ, float *farZ,
float *top, float *bottom, float *top, float *bottom,
float *left, float *right) float *left, float *right)
CGLM_INLINE void glm_persp_decompv(mat4 proj, float dest[6]) 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_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_y(mat4 proj, float *top, float *bottom)
CGLM_INLINE void glm_persp_decomp_z(mat4 proj, float *nearv, float *farv) 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_far(mat4 proj, float *farZ)
CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *nearVal) CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *nearZ)
CGLM_INLINE float glm_persp_fovy(mat4 proj) CGLM_INLINE float glm_persp_fovy(mat4 proj)
CGLM_INLINE float glm_persp_aspect(mat4 proj) CGLM_INLINE float glm_persp_aspect(mat4 proj)
CGLM_INLINE void glm_persp_sizes(mat4 proj, float fovy, vec4 dest) CGLM_INLINE void glm_persp_sizes(mat4 proj, float fovy, vec4 dest)
*/ */
#ifndef cglm_vcam_h #ifndef cglm_cam_h
#define cglm_vcam_h #define cglm_cam_h
#include "common.h" #include "common.h"
#include "plane.h" #include "plane.h"
#include "clipspace/persp.h"
#ifndef CGLM_CLIPSPACE_INCLUDE_ALL
# if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
# include "clipspace/ortho_lh_zo.h"
# include "clipspace/persp_lh_zo.h"
# include "clipspace/view_lh_zo.h"
# elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
# include "clipspace/ortho_lh_no.h"
# include "clipspace/persp_lh_no.h"
# include "clipspace/view_lh_no.h"
# elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
# include "clipspace/ortho_rh_zo.h"
# include "clipspace/persp_rh_zo.h"
# include "clipspace/view_rh_zo.h"
# elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
# include "clipspace/ortho_rh_no.h"
# include "clipspace/persp_rh_no.h"
# include "clipspace/view_rh_no.h"
# endif
#else
# include "clipspace/ortho_lh_zo.h"
# include "clipspace/persp_lh_zo.h"
# include "clipspace/ortho_lh_no.h"
# include "clipspace/persp_lh_no.h"
# include "clipspace/ortho_rh_zo.h"
# include "clipspace/persp_rh_zo.h"
# include "clipspace/ortho_rh_no.h"
# include "clipspace/persp_rh_no.h"
# include "clipspace/view_lh_zo.h"
# include "clipspace/view_lh_no.h"
# include "clipspace/view_rh_zo.h"
# include "clipspace/view_rh_no.h"
#endif
/*! /*!
* @brief set up perspective peprojection matrix * @brief set up perspective peprojection matrix
* *
@@ -58,32 +93,25 @@
* @param[in] right viewport.right * @param[in] right viewport.right
* @param[in] bottom viewport.bottom * @param[in] bottom viewport.bottom
* @param[in] top viewport.top * @param[in] top viewport.top
* @param[in] nearVal near clipping plane * @param[in] nearZ near clipping plane
* @param[in] farVal far clipping plane * @param[in] farZ far clipping plane
* @param[out] dest result matrix * @param[out] dest result matrix
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_frustum(float left, float right, glm_frustum(float left, float right,
float bottom, float top, float bottom, float top,
float nearVal, float farVal, float nearZ, float farZ,
mat4 dest) { mat4 dest) {
float rl, tb, fn, nv; #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glm_frustum_lh_zo(left, right, bottom, top, nearZ, farZ, dest);
glm_mat4_zero(dest); #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glm_frustum_lh_no(left, right, bottom, top, nearZ, farZ, dest);
rl = 1.0f / (right - left); #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
tb = 1.0f / (top - bottom); glm_frustum_rh_zo(left, right, bottom, top, nearZ, farZ, dest);
fn =-1.0f / (farVal - nearVal); #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
nv = 2.0f * nearVal; glm_frustum_rh_no(left, right, bottom, top, nearZ, farZ, dest);
#endif
dest[0][0] = nv * rl;
dest[1][1] = nv * tb;
dest[2][0] = (right + left) * rl;
dest[2][1] = (top + bottom) * tb;
dest[2][2] = (farVal + nearVal) * fn;
dest[2][3] =-1.0f;
dest[3][2] = farVal * nv * fn;
} }
/*! /*!
@@ -93,31 +121,25 @@ glm_frustum(float left, float right,
* @param[in] right viewport.right * @param[in] right viewport.right
* @param[in] bottom viewport.bottom * @param[in] bottom viewport.bottom
* @param[in] top viewport.top * @param[in] top viewport.top
* @param[in] nearVal near clipping plane * @param[in] nearZ near clipping plane
* @param[in] farVal far clipping plane * @param[in] farZ far clipping plane
* @param[out] dest result matrix * @param[out] dest result matrix
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_ortho(float left, float right, glm_ortho(float left, float right,
float bottom, float top, float bottom, float top,
float nearVal, float farVal, float nearZ, float farZ,
mat4 dest) { mat4 dest) {
float rl, tb, fn; #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glm_ortho_lh_zo(left, right, bottom, top, nearZ, farZ, dest);
glm_mat4_zero(dest); #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glm_ortho_lh_no(left, right, bottom, top, nearZ, farZ, dest);
rl = 1.0f / (right - left); #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
tb = 1.0f / (top - bottom); glm_ortho_rh_zo(left, right, bottom, top, nearZ, farZ, dest);
fn =-1.0f / (farVal - nearVal); #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_ortho_rh_no(left, right, bottom, top, nearZ, farZ, dest);
dest[0][0] = 2.0f * rl; #endif
dest[1][1] = 2.0f * tb;
dest[2][2] = 2.0f * fn;
dest[3][0] =-(right + left) * rl;
dest[3][1] =-(top + bottom) * tb;
dest[3][2] = (farVal + nearVal) * fn;
dest[3][3] = 1.0f;
} }
/*! /*!
@@ -131,10 +153,15 @@ glm_ortho(float left, float right,
CGLM_INLINE CGLM_INLINE
void void
glm_ortho_aabb(vec3 box[2], mat4 dest) { glm_ortho_aabb(vec3 box[2], mat4 dest) {
glm_ortho(box[0][0], box[1][0], #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
box[0][1], box[1][1], glm_ortho_aabb_lh_zo(box, dest);
-box[1][2], -box[0][2], #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
dest); glm_ortho_aabb_lh_no(box, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_ortho_aabb_rh_zo(box, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_ortho_aabb_rh_no(box, dest);
#endif
} }
/*! /*!
@@ -149,10 +176,15 @@ glm_ortho_aabb(vec3 box[2], mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) { glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) {
glm_ortho(box[0][0] - padding, box[1][0] + padding, #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
box[0][1] - padding, box[1][1] + padding, glm_ortho_aabb_p_lh_zo(box, padding, dest);
-(box[1][2] + padding), -(box[0][2] - padding), #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
dest); glm_ortho_aabb_p_lh_no(box, padding, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_ortho_aabb_p_rh_zo(box, padding, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_ortho_aabb_p_rh_no(box, padding, dest);
#endif
} }
/*! /*!
@@ -167,10 +199,15 @@ glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) { glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) {
glm_ortho(box[0][0], box[1][0], #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
box[0][1], box[1][1], glm_ortho_aabb_pz_lh_zo(box, padding, dest);
-(box[1][2] + padding), -(box[0][2] - padding), #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
dest); glm_ortho_aabb_pz_lh_no(box, padding, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_ortho_aabb_pz_rh_zo(box, padding, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_ortho_aabb_pz_rh_no(box, padding, dest);
#endif
} }
/*! /*!
@@ -182,14 +219,15 @@ glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_ortho_default(float aspect, mat4 dest) { glm_ortho_default(float aspect, mat4 dest) {
if (aspect >= 1.0f) { #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glm_ortho(-aspect, aspect, -1.0f, 1.0f, -100.0f, 100.0f, dest); glm_ortho_default_lh_zo(aspect, dest);
return; #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
} glm_ortho_default_lh_no(aspect, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
aspect = 1.0f / aspect; glm_ortho_default_rh_zo(aspect, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_ortho(-1.0f, 1.0f, -aspect, aspect, -100.0f, 100.0f, dest); glm_ortho_default_rh_no(aspect, dest);
#endif
} }
/*! /*!
@@ -202,24 +240,15 @@ glm_ortho_default(float aspect, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void 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) { #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glm_ortho(-size * aspect, glm_ortho_default_s_lh_zo(aspect, size, dest);
size * aspect, #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
-size, glm_ortho_default_s_lh_no(aspect, size, dest);
size, #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
-size - 100.0f, glm_ortho_default_s_rh_zo(aspect, size, dest);
size + 100.0f, #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
dest); glm_ortho_default_s_rh_no(aspect, size, dest);
return; #endif
}
glm_ortho(-size,
size,
-size / aspect,
size / aspect,
-size - 100.0f,
size + 100.0f,
dest);
} }
/*! /*!
@@ -227,29 +256,22 @@ glm_ortho_default_s(float aspect, float size, mat4 dest) {
* *
* @param[in] fovy field of view angle * @param[in] fovy field of view angle
* @param[in] aspect aspect ratio ( width / height ) * @param[in] aspect aspect ratio ( width / height )
* @param[in] nearVal near clipping plane * @param[in] nearZ near clipping plane
* @param[in] farVal far clipping planes * @param[in] farZ far clipping planes
* @param[out] dest result matrix * @param[out] dest result matrix
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_perspective(float fovy, glm_perspective(float fovy, float aspect, float nearZ, float farZ, mat4 dest) {
float aspect, #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
float nearVal, glm_perspective_lh_zo(fovy, aspect, nearZ, farZ, dest);
float farVal, #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
mat4 dest) { glm_perspective_lh_no(fovy, aspect, nearZ, farZ, dest);
float f, fn; #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_perspective_rh_zo(fovy, aspect, nearZ, farZ, dest);
glm_mat4_zero(dest); #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_perspective_rh_no(fovy, aspect, nearZ, farZ, dest);
f = 1.0f / tanf(fovy * 0.5f); #endif
fn = 1.0f / (nearVal - farVal);
dest[0][0] = f / aspect;
dest[1][1] = f;
dest[2][2] = (nearVal + farVal) * fn;
dest[2][3] =-1.0f;
dest[3][2] = 2.0f * nearVal * farVal * fn;
} }
/*! /*!
@@ -263,17 +285,15 @@ glm_perspective(float fovy,
CGLM_INLINE CGLM_INLINE
void void
glm_persp_move_far(mat4 proj, float deltaFar) { glm_persp_move_far(mat4 proj, float deltaFar) {
float fn, farVal, nearVal, p22, p32; #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glm_persp_move_far_lh_zo(proj, deltaFar);
p22 = proj[2][2]; #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
p32 = proj[3][2]; glm_persp_move_far_lh_no(proj, deltaFar);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
nearVal = p32 / (p22 - 1.0f); glm_persp_move_far_rh_zo(proj, deltaFar);
farVal = p32 / (p22 + 1.0f) + deltaFar; #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
fn = 1.0f / (nearVal - farVal); glm_persp_move_far_rh_no(proj, deltaFar);
#endif
proj[2][2] = (nearVal + farVal) * fn;
proj[3][2] = 2.0f * nearVal * farVal * fn;
} }
/*! /*!
@@ -286,7 +306,15 @@ glm_persp_move_far(mat4 proj, float deltaFar) {
CGLM_INLINE CGLM_INLINE
void void
glm_perspective_default(float aspect, mat4 dest) { glm_perspective_default(float aspect, mat4 dest) {
glm_perspective(GLM_PI_4f, aspect, 0.01f, 100.0f, dest); #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glm_perspective_default_lh_zo(aspect, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glm_perspective_default_lh_no(aspect, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_perspective_default_rh_zo(aspect, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_perspective_default_rh_no(aspect, dest);
#endif
} }
/*! /*!
@@ -320,28 +348,11 @@ glm_perspective_resize(float aspect, mat4 proj) {
CGLM_INLINE CGLM_INLINE
void void
glm_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest) { glm_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest) {
CGLM_ALIGN(8) vec3 f, u, s; #if CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_LH_BIT
glm_lookat_lh(eye, center, up, dest);
glm_vec3_sub(center, eye, f); #elif CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_RH_BIT
glm_vec3_normalize(f); glm_lookat_rh(eye, center, up, dest);
#endif
glm_vec3_crossn(f, up, s);
glm_vec3_cross(s, f, u);
dest[0][0] = s[0];
dest[0][1] = u[0];
dest[0][2] =-f[0];
dest[1][0] = s[1];
dest[1][1] = u[1];
dest[1][2] =-f[1];
dest[2][0] = s[2];
dest[2][1] = u[2];
dest[2][2] =-f[2];
dest[3][0] =-glm_vec3_dot(s, eye);
dest[3][1] =-glm_vec3_dot(u, eye);
dest[3][2] = glm_vec3_dot(f, eye);
dest[0][3] = dest[1][3] = dest[2][3] = 0.0f;
dest[3][3] = 1.0f;
} }
/*! /*!
@@ -361,9 +372,11 @@ glm_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) { glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) {
CGLM_ALIGN(8) vec3 target; #if CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_LH_BIT
glm_vec3_add(eye, dir, target); glm_look_lh(eye, dir, up, dest);
glm_lookat(eye, target, up, dest); #elif CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_RH_BIT
glm_look_rh(eye, dir, up, dest);
#endif
} }
/*! /*!
@@ -379,17 +392,19 @@ glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_look_anyup(vec3 eye, vec3 dir, mat4 dest) { glm_look_anyup(vec3 eye, vec3 dir, mat4 dest) {
CGLM_ALIGN(8) vec3 up; #if CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_LH_BIT
glm_vec3_ortho(dir, up); glm_look_anyup_lh(eye, dir, dest);
glm_look(eye, dir, up, dest); #elif CGLM_CONFIG_CLIP_CONTROL & CGLM_CLIP_CONTROL_RH_BIT
glm_look_anyup_rh(eye, dir, dest);
#endif
} }
/*! /*!
* @brief decomposes frustum values of perspective projection. * @brief decomposes frustum values of perspective projection.
* *
* @param[in] proj perspective projection matrix * @param[in] proj perspective projection matrix
* @param[out] nearVal near * @param[out] nearZ near
* @param[out] farVal far * @param[out] farZ far
* @param[out] top top * @param[out] top top
* @param[out] bottom bottom * @param[out] bottom bottom
* @param[out] left left * @param[out] left left
@@ -398,31 +413,18 @@ glm_look_anyup(vec3 eye, vec3 dir, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decomp(mat4 proj, glm_persp_decomp(mat4 proj,
float * __restrict nearVal, float * __restrict farVal, float * __restrict nearZ, float * __restrict farZ,
float * __restrict top, float * __restrict bottom, float * __restrict top, float * __restrict bottom,
float * __restrict left, float * __restrict right) { float * __restrict left, float * __restrict right) {
float m00, m11, m20, m21, m22, m32, n, f; #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
float n_m11, n_m00; glm_persp_decomp_lh_zo(proj, nearZ, farZ, top, bottom, left, right);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
m00 = proj[0][0]; glm_persp_decomp_lh_no(proj, nearZ, farZ, top, bottom, left, right);
m11 = proj[1][1]; #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
m20 = proj[2][0]; glm_persp_decomp_rh_zo(proj, nearZ, farZ, top, bottom, left, right);
m21 = proj[2][1]; #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
m22 = proj[2][2]; glm_persp_decomp_rh_no(proj, nearZ, farZ, top, bottom, left, right);
m32 = proj[3][2]; #endif
n = m32 / (m22 - 1.0f);
f = m32 / (m22 + 1.0f);
n_m11 = n / m11;
n_m00 = n / m00;
*nearVal = n;
*farVal = f;
*bottom = n_m11 * (m21 - 1.0f);
*top = n_m11 * (m21 + 1.0f);
*left = n_m00 * (m20 - 1.0f);
*right = n_m00 * (m20 + 1.0f);
} }
/*! /*!
@@ -435,8 +437,15 @@ glm_persp_decomp(mat4 proj,
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decompv(mat4 proj, float dest[6]) { glm_persp_decompv(mat4 proj, float dest[6]) {
glm_persp_decomp(proj, &dest[0], &dest[1], &dest[2], #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
&dest[3], &dest[4], &dest[5]); glm_persp_decompv_lh_zo(proj, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glm_persp_decompv_lh_no(proj, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_persp_decompv_rh_zo(proj, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_persp_decompv_rh_no(proj, dest);
#endif
} }
/*! /*!
@@ -452,14 +461,15 @@ void
glm_persp_decomp_x(mat4 proj, glm_persp_decomp_x(mat4 proj,
float * __restrict left, float * __restrict left,
float * __restrict right) { float * __restrict right) {
float nearVal, m20, m00; #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glm_persp_decomp_x_lh_zo(proj, left, right);
m00 = proj[0][0]; #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
m20 = proj[2][0]; glm_persp_decomp_x_lh_no(proj, left, right);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
nearVal = proj[3][2] / (proj[3][3] - 1.0f); glm_persp_decomp_x_rh_zo(proj, left, right);
*left = nearVal * (m20 - 1.0f) / m00; #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
*right = nearVal * (m20 + 1.0f) / m00; glm_persp_decomp_x_rh_no(proj, left, right);
#endif
} }
/*! /*!
@@ -475,14 +485,15 @@ void
glm_persp_decomp_y(mat4 proj, glm_persp_decomp_y(mat4 proj,
float * __restrict top, float * __restrict top,
float * __restrict bottom) { float * __restrict bottom) {
float nearVal, m21, m11; #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glm_persp_decomp_y_lh_zo(proj, top, bottom);
m21 = proj[2][1]; #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
m11 = proj[1][1]; glm_persp_decomp_y_lh_no(proj, top, bottom);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
nearVal = proj[3][2] / (proj[3][3] - 1.0f); glm_persp_decomp_y_rh_zo(proj, top, bottom);
*bottom = nearVal * (m21 - 1) / m11; #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
*top = nearVal * (m21 + 1) / m11; glm_persp_decomp_y_rh_no(proj, top, bottom);
#endif
} }
/*! /*!
@@ -490,70 +501,61 @@ glm_persp_decomp_y(mat4 proj,
* z stands for z axis (near / far axis) * z stands for z axis (near / far axis)
* *
* @param[in] proj perspective projection matrix * @param[in] proj perspective projection matrix
* @param[out] nearVal near * @param[out] nearZ near
* @param[out] farVal far * @param[out] farZ far
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decomp_z(mat4 proj, glm_persp_decomp_z(mat4 proj, float * __restrict nearZ, float * __restrict farZ) {
float * __restrict nearVal, #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
float * __restrict farVal) { glm_persp_decomp_z_lh_zo(proj, nearZ, farZ);
float m32, m22; #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glm_persp_decomp_z_lh_no(proj, nearZ, farZ);
m32 = proj[3][2]; #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
m22 = proj[2][2]; glm_persp_decomp_z_rh_zo(proj, nearZ, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
*nearVal = m32 / (m22 - 1.0f); glm_persp_decomp_z_rh_no(proj, nearZ, farZ);
*farVal = m32 / (m22 + 1.0f); #endif
} }
/*! /*!
* @brief decomposes far value of perspective projection. * @brief decomposes far value of perspective projection.
* *
* @param[in] proj perspective projection matrix * @param[in] proj perspective projection matrix
* @param[out] farVal far * @param[out] farZ far
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decomp_far(mat4 proj, float * __restrict farVal) { glm_persp_decomp_far(mat4 proj, float * __restrict farZ) {
*farVal = proj[3][2] / (proj[2][2] + 1.0f); #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glm_persp_decomp_far_lh_zo(proj, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glm_persp_decomp_far_lh_no(proj, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_persp_decomp_far_rh_zo(proj, farZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_persp_decomp_far_rh_no(proj, farZ);
#endif
} }
/*! /*!
* @brief decomposes near value of perspective projection. * @brief decomposes near value of perspective projection.
* *
* @param[in] proj perspective projection matrix * @param[in] proj perspective projection matrix
* @param[out] nearVal near * @param[out] nearZ near
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_persp_decomp_near(mat4 proj, float * __restrict nearVal) { glm_persp_decomp_near(mat4 proj, float * __restrict nearZ) {
*nearVal = proj[3][2] / (proj[2][2] - 1.0f); #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
} glm_persp_decomp_near_lh_zo(proj, nearZ);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
/*! glm_persp_decomp_near_lh_no(proj, nearZ);
* @brief returns field of view angle along the Y-axis (in radians) #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
* glm_persp_decomp_near_rh_zo(proj, nearZ);
* if you need to degrees, use glm_deg to convert it or use this: #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
* fovy_deg = glm_deg(glm_persp_fovy(projMatrix)) glm_persp_decomp_near_rh_no(proj, nearZ);
* #endif
* @param[in] proj perspective projection matrix
*/
CGLM_INLINE
float
glm_persp_fovy(mat4 proj) {
return 2.0f * atanf(1.0f / proj[1][1]);
}
/*!
* @brief returns aspect ratio of perspective projection
*
* @param[in] proj perspective projection matrix
*/
CGLM_INLINE
float
glm_persp_aspect(mat4 proj) {
return proj[1][1] / proj[0][0];
} }
/*! /*!
@@ -566,17 +568,15 @@ glm_persp_aspect(mat4 proj) {
CGLM_INLINE CGLM_INLINE
void void
glm_persp_sizes(mat4 proj, float fovy, vec4 dest) { glm_persp_sizes(mat4 proj, float fovy, vec4 dest) {
float t, a, nearVal, farVal; #if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glm_persp_sizes_lh_zo(proj, fovy, dest);
t = 2.0f * tanf(fovy * 0.5f); #elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
a = glm_persp_aspect(proj); glm_persp_sizes_lh_no(proj, fovy, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_persp_decomp_z(proj, &nearVal, &farVal); glm_persp_sizes_rh_zo(proj, fovy, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
dest[1] = t * nearVal; glm_persp_sizes_rh_no(proj, fovy, dest);
dest[3] = t * farVal; #endif
dest[0] = a * dest[1];
dest[2] = a * dest[3];
} }
#endif /* cglm_vcam_h */ #endif /* cglm_cam_h */

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@@ -12,6 +12,9 @@
#include "vec2.h" #include "vec2.h"
#include "vec3.h" #include "vec3.h"
#include "vec4.h" #include "vec4.h"
#include "ivec2.h"
#include "ivec3.h"
#include "ivec4.h"
#include "mat4.h" #include "mat4.h"
#include "mat3.h" #include "mat3.h"
#include "mat2.h" #include "mat2.h"
@@ -30,5 +33,7 @@
#include "ease.h" #include "ease.h"
#include "curve.h" #include "curve.h"
#include "bezier.h" #include "bezier.h"
#include "ray.h"
#include "affine2d.h"
#endif /* cglm_h */ #endif /* cglm_h */

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@@ -0,0 +1,183 @@
/*
* 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_ortho_lh_no(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest)
CGLM_INLINE void glm_ortho_aabb_lh_no(vec3 box[2], mat4 dest)
CGLM_INLINE void glm_ortho_aabb_p_lh_no(vec3 box[2],
float padding,
mat4 dest)
CGLM_INLINE void glm_ortho_aabb_pz_lh_no(vec3 box[2],
float padding,
mat4 dest)
CGLM_INLINE void glm_ortho_default_lh_no(float aspect,
mat4 dest)
CGLM_INLINE void glm_ortho_default_s_lh_no(float aspect,
float size,
mat4 dest)
*/
#ifndef cglm_ortho_lh_no_h
#define cglm_ortho_lh_no_h
#include "../common.h"
#include "../plane.h"
#include "../mat4.h"
/*!
* @brief set up orthographic projection matrix
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] left viewport.left
* @param[in] right viewport.right
* @param[in] bottom viewport.bottom
* @param[in] top viewport.top
* @param[in] nearZ near clipping plane
* @param[in] farZ far clipping plane
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_lh_no(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest) {
float rl, tb, fn;
glm_mat4_zero(dest);
rl = 1.0f / (right - left);
tb = 1.0f / (top - bottom);
fn =-1.0f / (farZ - nearZ);
dest[0][0] = 2.0f * rl;
dest[1][1] = 2.0f * tb;
dest[2][2] =-2.0f * fn;
dest[3][0] =-(right + left) * rl;
dest[3][1] =-(top + bottom) * tb;
dest[3][2] = (farZ + nearZ) * fn;
dest[3][3] = 1.0f;
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_lh_no(vec3 box[2], mat4 dest) {
glm_ortho_lh_no(box[0][0], box[1][0],
box[0][1], box[1][1],
-box[1][2], -box[0][2],
dest);
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[in] padding padding
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_p_lh_no(vec3 box[2], float padding, mat4 dest) {
glm_ortho_lh_no(box[0][0] - padding, box[1][0] + padding,
box[0][1] - padding, box[1][1] + padding,
-(box[1][2] + padding), -(box[0][2] - padding),
dest);
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[in] padding padding for near and far
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_pz_lh_no(vec3 box[2], float padding, mat4 dest) {
glm_ortho_lh_no(box[0][0], box[1][0],
box[0][1], box[1][1],
-(box[1][2] + padding), -(box[0][2] - padding),
dest);
}
/*!
* @brief set up unit orthographic projection matrix
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] aspect aspect ration ( width / height )
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_default_lh_no(float aspect, mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho_lh_no(-aspect, aspect, -1.0f, 1.0f, -100.0f, 100.0f, dest);
return;
}
aspect = 1.0f / aspect;
glm_ortho_lh_no(-1.0f, 1.0f, -aspect, aspect, -100.0f, 100.0f, dest);
}
/*!
* @brief set up orthographic projection matrix with given CUBE size
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] aspect aspect ratio ( width / height )
* @param[in] size cube size
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_default_s_lh_no(float aspect, float size, mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho_lh_no(-size * aspect,
size * aspect,
-size,
size,
-size - 100.0f,
size + 100.0f,
dest);
return;
}
glm_ortho_lh_no(-size,
size,
-size / aspect,
size / aspect,
-size - 100.0f,
size + 100.0f,
dest);
}
#endif /*cglm_ortho_lh_no_h*/

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@@ -0,0 +1,177 @@
/*
* 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_ortho_lh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest)
CGLM_INLINE void glm_ortho_aabb_lh_zo(vec3 box[2], mat4 dest)
CGLM_INLINE void glm_ortho_aabb_p_lh_zo(vec3 box[2],
float padding,
mat4 dest)
CGLM_INLINE void glm_ortho_aabb_pz_lh_zo(vec3 box[2],
float padding,
mat4 dest)
CGLM_INLINE void glm_ortho_default_lh_zo(float aspect,
mat4 dest)
CGLM_INLINE void glm_ortho_default_s_lh_zo(float aspect,
float size,
mat4 dest)
*/
#ifndef cglm_ortho_lh_zo_h
#define cglm_ortho_lh_zo_h
#include "../common.h"
#include "../plane.h"
#include "../mat4.h"
/*!
* @brief set up orthographic projection matrix with a left-hand coordinate
* system and a clip-space of [0, 1].
*
* @param[in] left viewport.left
* @param[in] right viewport.right
* @param[in] bottom viewport.bottom
* @param[in] top viewport.top
* @param[in] nearZ near clipping plane
* @param[in] farZ far clipping plane
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_lh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest) {
float rl, tb, fn;
glm_mat4_zero(dest);
rl = 1.0f / (right - left);
tb = 1.0f / (top - bottom);
fn =-1.0f / (farZ - nearZ);
dest[0][0] = 2.0f * rl;
dest[1][1] = 2.0f * tb;
dest[2][2] =-fn;
dest[3][0] =-(right + left) * rl;
dest[3][1] =-(top + bottom) * tb;
dest[3][2] = nearZ * fn;
dest[3][3] = 1.0f;
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a left-hand coordinate system and a clip-space of [0, 1].
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_lh_zo(vec3 box[2], mat4 dest) {
glm_ortho_lh_zo(box[0][0], box[1][0],
box[0][1], box[1][1],
-box[1][2], -box[0][2],
dest);
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a left-hand coordinate system and a clip-space of [0, 1].
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[in] padding padding
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_p_lh_zo(vec3 box[2], float padding, mat4 dest) {
glm_ortho_lh_zo(box[0][0] - padding, box[1][0] + padding,
box[0][1] - padding, box[1][1] + padding,
-(box[1][2] + padding), -(box[0][2] - padding),
dest);
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a left-hand coordinate system and a clip-space of [0, 1].
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[in] padding padding for near and far
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_pz_lh_zo(vec3 box[2], float padding, mat4 dest) {
glm_ortho_lh_zo(box[0][0], box[1][0],
box[0][1], box[1][1],
-(box[1][2] + padding), -(box[0][2] - padding),
dest);
}
/*!
* @brief set up unit orthographic projection matrix
* with a left-hand coordinate system and a clip-space of [0, 1].
*
* @param[in] aspect aspect ration ( width / height )
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_default_lh_zo(float aspect, mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho_lh_zo(-aspect, aspect, -1.0f, 1.0f, -100.0f, 100.0f, dest);
return;
}
aspect = 1.0f / aspect;
glm_ortho_lh_zo(-1.0f, 1.0f, -aspect, aspect, -100.0f, 100.0f, dest);
}
/*!
* @brief set up orthographic projection matrix with given CUBE size
* with a left-hand coordinate system and a clip-space of [0, 1].
*
* @param[in] aspect aspect ratio ( width / height )
* @param[in] size cube size
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_default_s_lh_zo(float aspect, float size, mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho_lh_zo(-size * aspect,
size * aspect,
-size,
size,
-size - 100.0f,
size + 100.0f,
dest);
return;
}
glm_ortho_lh_zo(-size,
size,
-size / aspect,
size / aspect,
-size - 100.0f,
size + 100.0f,
dest);
}
#endif /*cglm_ortho_lh_zo_h*/

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@@ -0,0 +1,183 @@
/*
* 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_ortho_rh_no(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest)
CGLM_INLINE void glm_ortho_aabb_rh_no(vec3 box[2], mat4 dest)
CGLM_INLINE void glm_ortho_aabb_p_rh_no(vec3 box[2],
float padding,
mat4 dest)
CGLM_INLINE void glm_ortho_aabb_pz_rh_no(vec3 box[2],
float padding,
mat4 dest)
CGLM_INLINE void glm_ortho_default_rh_no(float aspect,
mat4 dest)
CGLM_INLINE void glm_ortho_default_s_rh_no(float aspect,
float size,
mat4 dest)
*/
#ifndef cglm_ortho_rh_no_h
#define cglm_ortho_rh_no_h
#include "../common.h"
#include "../plane.h"
#include "../mat4.h"
/*!
* @brief set up orthographic projection matrix
* with a right-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] left viewport.left
* @param[in] right viewport.right
* @param[in] bottom viewport.bottom
* @param[in] top viewport.top
* @param[in] nearZ near clipping plane
* @param[in] farZ far clipping plane
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_rh_no(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest) {
float rl, tb, fn;
glm_mat4_zero(dest);
rl = 1.0f / (right - left);
tb = 1.0f / (top - bottom);
fn =-1.0f / (farZ - nearZ);
dest[0][0] = 2.0f * rl;
dest[1][1] = 2.0f * tb;
dest[2][2] = 2.0f * fn;
dest[3][0] =-(right + left) * rl;
dest[3][1] =-(top + bottom) * tb;
dest[3][2] = (farZ + nearZ) * fn;
dest[3][3] = 1.0f;
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a right-hand coordinate system and a
* clip-space of [-1, 1].
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_rh_no(vec3 box[2], mat4 dest) {
glm_ortho_rh_no(box[0][0], box[1][0],
box[0][1], box[1][1],
-box[1][2], -box[0][2],
dest);
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a right-hand coordinate system and a
* clip-space of [-1, 1].
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[in] padding padding
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_p_rh_no(vec3 box[2], float padding, mat4 dest) {
glm_ortho_rh_no(box[0][0] - padding, box[1][0] + padding,
box[0][1] - padding, box[1][1] + padding,
-(box[1][2] + padding), -(box[0][2] - padding),
dest);
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a right-hand coordinate system and a
* clip-space of [-1, 1].
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[in] padding padding for near and far
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_pz_rh_no(vec3 box[2], float padding, mat4 dest) {
glm_ortho_rh_no(box[0][0], box[1][0],
box[0][1], box[1][1],
-(box[1][2] + padding), -(box[0][2] - padding),
dest);
}
/*!
* @brief set up unit orthographic projection matrix
* with a right-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] aspect aspect ration ( width / height )
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_default_rh_no(float aspect, mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho_rh_no(-aspect, aspect, -1.0f, 1.0f, -100.0f, 100.0f, dest);
return;
}
aspect = 1.0f / aspect;
glm_ortho_rh_no(-1.0f, 1.0f, -aspect, aspect, -100.0f, 100.0f, dest);
}
/*!
* @brief set up orthographic projection matrix with given CUBE size
* with a right-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] aspect aspect ratio ( width / height )
* @param[in] size cube size
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_default_s_rh_no(float aspect, float size, mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho_rh_no(-size * aspect,
size * aspect,
-size,
size,
-size - 100.0f,
size + 100.0f,
dest);
return;
}
glm_ortho_rh_no(-size,
size,
-size / aspect,
size / aspect,
-size - 100.0f,
size + 100.0f,
dest);
}
#endif /*cglm_ortho_rh_no_h*/

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@@ -0,0 +1,181 @@
/*
* 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_ortho_rh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest)
CGLM_INLINE void glm_ortho_aabb_rh_zo(vec3 box[2], mat4 dest)
CGLM_INLINE void glm_ortho_aabb_p_rh_zo(vec3 box[2],
float padding,
mat4 dest)
CGLM_INLINE void glm_ortho_aabb_pz_rh_zo(vec3 box[2],
float padding,
mat4 dest)
CGLM_INLINE void glm_ortho_default_rh_zo(float aspect,
mat4 dest)
CGLM_INLINE void glm_ortho_default_s_rh_zo(float aspect,
float size,
mat4 dest)
*/
#ifndef cglm_ortho_rh_zo_h
#define cglm_ortho_rh_zo_h
#include "../common.h"
#include "../plane.h"
#include "../mat4.h"
/*!
* @brief set up orthographic projection matrix with a right-hand coordinate
* system and a clip-space of [0, 1].
*
* @param[in] left viewport.left
* @param[in] right viewport.right
* @param[in] bottom viewport.bottom
* @param[in] top viewport.top
* @param[in] nearZ near clipping plane
* @param[in] farZ far clipping plane
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_rh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest) {
float rl, tb, fn;
glm_mat4_zero(dest);
rl = 1.0f / (right - left);
tb = 1.0f / (top - bottom);
fn =-1.0f / (farZ - nearZ);
dest[0][0] = 2.0f * rl;
dest[1][1] = 2.0f * tb;
dest[2][2] = fn;
dest[3][0] =-(right + left) * rl;
dest[3][1] =-(top + bottom) * tb;
dest[3][2] = nearZ * fn;
dest[3][3] = 1.0f;
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a right-hand coordinate system and a clip-space with depth
* values from zero to one.
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_rh_zo(vec3 box[2], mat4 dest) {
glm_ortho_rh_zo(box[0][0], box[1][0],
box[0][1], box[1][1],
-box[1][2], -box[0][2],
dest);
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a right-hand coordinate system and a clip-space with depth
* values from zero to one.
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[in] padding padding
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_p_rh_zo(vec3 box[2], float padding, mat4 dest) {
glm_ortho_rh_zo(box[0][0] - padding, box[1][0] + padding,
box[0][1] - padding, box[1][1] + padding,
-(box[1][2] + padding), -(box[0][2] - padding),
dest);
}
/*!
* @brief set up orthographic projection matrix using bounding box
* with a right-hand coordinate system and a clip-space with depth
* values from zero to one.
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[in] padding padding for near and far
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_pz_rh_zo(vec3 box[2], float padding, mat4 dest) {
glm_ortho_rh_zo(box[0][0], box[1][0],
box[0][1], box[1][1],
-(box[1][2] + padding), -(box[0][2] - padding),
dest);
}
/*!
* @brief set up unit orthographic projection matrix with a right-hand
* coordinate system and a clip-space of [0, 1].
*
* @param[in] aspect aspect ration ( width / height )
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_default_rh_zo(float aspect, mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho_rh_zo(-aspect, aspect, -1.0f, 1.0f, -100.0f, 100.0f, dest);
return;
}
aspect = 1.0f / aspect;
glm_ortho_rh_zo(-1.0f, 1.0f, -aspect, aspect, -100.0f, 100.0f, dest);
}
/*!
* @brief set up orthographic projection matrix with given CUBE size
* with a right-hand coordinate system and a clip-space with depth
* values from zero to one.
*
* @param[in] aspect aspect ratio ( width / height )
* @param[in] size cube size
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_default_s_rh_zo(float aspect, float size, mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho_rh_zo(-size * aspect,
size * aspect,
-size,
size,
-size - 100.0f,
size + 100.0f,
dest);
return;
}
glm_ortho_rh_zo(-size,
size,
-size / aspect,
size / aspect,
-size - 100.0f,
size + 100.0f,
dest);
}
#endif /*cglm_ortho_rh_zo_h*/

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@@ -0,0 +1,48 @@
/*
* 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_persp_decomp_far(mat4 proj, float *farZ)
CGLM_INLINE float glm_persp_fovy(mat4 proj)
CGLM_INLINE float glm_persp_aspect(mat4 proj)
CGLM_INLINE void glm_persp_sizes(mat4 proj, float fovy, vec4 dest)
*/
#ifndef cglm_persp_h
#define cglm_persp_h
#include "../common.h"
#include "../plane.h"
#include "../mat4.h"
/*!
* @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
glm_persp_fovy(mat4 proj) {
return 2.0f * atanf(1.0f / proj[1][1]);
}
/*!
* @brief returns aspect ratio of perspective projection
*
* @param[in] proj perspective projection matrix
*/
CGLM_INLINE
float
glm_persp_aspect(mat4 proj) {
return proj[1][1] / proj[0][0];
}
#endif /* cglm_persp_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_frustum_lh_no(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest)
CGLM_INLINE void glm_perspective_lh_no(float fovy,
float aspect,
float nearZ,
float farZ,
mat4 dest)
CGLM_INLINE void glm_perspective_default_lh_no(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_resize_lh_no(float aspect, mat4 proj)
CGLM_INLINE void glm_persp_move_far_lh_no(mat4 proj,
float deltaFar)
CGLM_INLINE void glm_persp_decomp_lh_no(mat4 proj,
float * __restrict nearZ,
float * __restrict farZ,
float * __restrict top,
float * __restrict bottom,
float * __restrict left,
float * __restrict right)
CGLM_INLINE void glm_persp_decompv_lh_no(mat4 proj,
float dest[6])
CGLM_INLINE void glm_persp_decomp_x_lh_no(mat4 proj,
float * __restrict left,
float * __restrict right)
CGLM_INLINE void glm_persp_decomp_y_lh_no(mat4 proj,
float * __restrict top,
float * __restrict bottom)
CGLM_INLINE void glm_persp_decomp_z_lh_no(mat4 proj,
float * __restrict nearZ,
float * __restrict farZ)
CGLM_INLINE void glm_persp_decomp_far_lh_no(mat4 proj, float * __restrict farZ)
CGLM_INLINE void glm_persp_decomp_near_lh_no(mat4 proj, float * __restrict nearZ)
CGLM_INLINE void glm_persp_sizes_lh_no(mat4 proj, float fovy, vec4 dest)
*/
#ifndef cglm_persp_lh_no_h
#define cglm_persp_lh_no_h
#include "../common.h"
#include "persp.h"
/*!
* @brief set up perspective peprojection matrix
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] left viewport.left
* @param[in] right viewport.right
* @param[in] bottom viewport.bottom
* @param[in] top viewport.top
* @param[in] nearZ near clipping plane
* @param[in] farZ far clipping plane
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_frustum_lh_no(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest) {
float rl, tb, fn, nv;
glm_mat4_zero(dest);
rl = 1.0f / (right - left);
tb = 1.0f / (top - bottom);
fn =-1.0f / (farZ - nearZ);
nv = 2.0f * nearZ;
dest[0][0] = nv * rl;
dest[1][1] = nv * tb;
dest[2][0] = (right + left) * rl;
dest[2][1] = (top + bottom) * tb;
dest[2][2] =-(farZ + nearZ) * fn;
dest[2][3] = 1.0f;
dest[3][2] = farZ * nv * fn;
}
/*!
* @brief set up perspective projection matrix
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] fovy field of view angle
* @param[in] aspect aspect ratio ( width / height )
* @param[in] nearZ near clipping plane
* @param[in] farZ far clipping planes
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective_lh_no(float fovy,
float aspect,
float nearZ,
float farZ,
mat4 dest) {
float f, fn;
glm_mat4_zero(dest);
f = 1.0f / tanf(fovy * 0.5f);
fn = 1.0f / (nearZ - farZ);
dest[0][0] = f / aspect;
dest[1][1] = f;
dest[2][2] =-(nearZ + farZ) * fn;
dest[2][3] = 1.0f;
dest[3][2] = 2.0f * nearZ * farZ * fn;
}
/*!
* @brief set up perspective projection matrix with default near/far
* and angle values with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] aspect aspect ratio ( width / height )
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective_default_lh_no(float aspect, mat4 dest) {
glm_perspective_lh_no(GLM_PI_4f, aspect, 0.01f, 100.0f, dest);
}
/*!
* @brief resize perspective matrix by aspect ratio ( width / height )
* this makes very easy to resize proj matrix when window /viewport
* resized with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] aspect aspect ratio ( width / height )
* @param[in, out] proj perspective projection matrix
*/
CGLM_INLINE
void
glm_perspective_resize_lh_no(float aspect, mat4 proj) {
if (proj[0][0] == 0.0f)
return;
proj[0][0] = proj[1][1] / aspect;
}
/*!
* @brief extend perspective projection matrix's far distance
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* 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_lh_no(mat4 proj, float deltaFar) {
float fn, farZ, nearZ, p22, p32;
p22 = -proj[2][2];
p32 = proj[3][2];
nearZ = p32 / (p22 - 1.0f);
farZ = p32 / (p22 + 1.0f) + deltaFar;
fn = 1.0f / (nearZ - farZ);
proj[2][2] = -(farZ + nearZ) * fn;
proj[3][2] = 2.0f * nearZ * farZ * fn;
}
/*!
* @brief decomposes frustum values of perspective projection
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] proj perspective projection matrix
* @param[out] nearZ near
* @param[out] farZ far
* @param[out] top top
* @param[out] bottom bottom
* @param[out] left left
* @param[out] right right
*/
CGLM_INLINE
void
glm_persp_decomp_lh_no(mat4 proj,
float * __restrict nearZ, float * __restrict farZ,
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;
m00 = proj[0][0];
m11 = proj[1][1];
m20 = proj[2][0];
m21 = proj[2][1];
m22 =-proj[2][2];
m32 = proj[3][2];
n = m32 / (m22 - 1.0f);
f = m32 / (m22 + 1.0f);
n_m11 = n / m11;
n_m00 = n / m00;
*nearZ = n;
*farZ = f;
*bottom = n_m11 * (m21 - 1.0f);
*top = n_m11 * (m21 + 1.0f);
*left = n_m00 * (m20 - 1.0f);
*right = n_m00 * (m20 + 1.0f);
}
/*!
* @brief decomposes frustum values of perspective projection
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
* this makes easy to get all values at once
*
* @param[in] proj perspective projection matrix
* @param[out] dest array
*/
CGLM_INLINE
void
glm_persp_decompv_lh_no(mat4 proj, float dest[6]) {
glm_persp_decomp_lh_no(proj, &dest[0], &dest[1], &dest[2],
&dest[3], &dest[4], &dest[5]);
}
/*!
* @brief decomposes left and right values of perspective projection
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
* 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
glm_persp_decomp_x_lh_no(mat4 proj,
float * __restrict left,
float * __restrict right) {
float nearZ, m20, m00, m22;
m00 = proj[0][0];
m20 = proj[2][0];
m22 =-proj[2][2];
nearZ = proj[3][2] / (m22 - 1.0f);
*left = nearZ * (m20 - 1.0f) / m00;
*right = nearZ * (m20 + 1.0f) / m00;
}
/*!
* @brief decomposes top and bottom values of perspective projection
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
* 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
glm_persp_decomp_y_lh_no(mat4 proj,
float * __restrict top,
float * __restrict bottom) {
float nearZ, m21, m11, m22;
m21 = proj[2][1];
m11 = proj[1][1];
m22 =-proj[2][2];
nearZ = proj[3][2] / (m22 - 1.0f);
*bottom = nearZ * (m21 - 1.0f) / m11;
*top = nearZ * (m21 + 1.0f) / m11;
}
/*!
* @brief decomposes near and far values of perspective projection
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
* z stands for z axis (near / far axis)
*
* @param[in] proj perspective projection matrix
* @param[out] nearZ near
* @param[out] farZ far
*/
CGLM_INLINE
void
glm_persp_decomp_z_lh_no(mat4 proj,
float * __restrict nearZ,
float * __restrict farZ) {
float m32, m22;
m32 = proj[3][2];
m22 =-proj[2][2];
*nearZ = m32 / (m22 - 1.0f);
*farZ = m32 / (m22 + 1.0f);
}
/*!
* @brief decomposes far value of perspective projection
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] proj perspective projection matrix
* @param[out] farZ far
*/
CGLM_INLINE
void
glm_persp_decomp_far_lh_no(mat4 proj, float * __restrict farZ) {
*farZ = proj[3][2] / (-proj[2][2] + 1.0f);
}
/*!
* @brief decomposes near value of perspective projection
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] proj perspective projection matrix
* @param[out] nearZ near
*/
CGLM_INLINE
void
glm_persp_decomp_near_lh_no(mat4 proj, float * __restrict nearZ) {
*nearZ = proj[3][2] / (-proj[2][2] - 1.0f);
}
/*!
* @brief returns sizes of near and far planes of perspective projection
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] proj perspective projection matrix
* @param[in] fovy fovy (see brief)
* @param[out] dest sizes order: [Wnear, Hnear, Wfar, Hfar]
*/
CGLM_INLINE
void
glm_persp_sizes_lh_no(mat4 proj, float fovy, vec4 dest) {
float t, a, nearZ, farZ;
t = 2.0f * tanf(fovy * 0.5f);
a = glm_persp_aspect(proj);
glm_persp_decomp_z_lh_no(proj, &nearZ, &farZ);
dest[1] = t * nearZ;
dest[3] = t * farZ;
dest[0] = a * dest[1];
dest[2] = a * dest[3];
}
/*!
* @brief returns field of view angle along the Y-axis (in radians)
* with a left-hand coordinate system and a clip-space of [-1, 1].
*
* 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
glm_persp_fovy_lh_no(mat4 proj) {
return glm_persp_fovy(proj);
}
/*!
* @brief returns aspect ratio of perspective projection
* with a left-hand coordinate system and a clip-space of [-1, 1].
*
* @param[in] proj perspective projection matrix
*/
CGLM_INLINE
float
glm_persp_aspect_lh_no(mat4 proj) {
return glm_persp_aspect(proj);
}
#endif /*cglm_cam_lh_no_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_frustum_lh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest)
CGLM_INLINE void glm_perspective_lh_zo(float fovy,
float aspect,
float nearZ,
float farZ,
mat4 dest)
CGLM_INLINE void glm_perspective_default_lh_zo(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_resize_lh_zo(float aspect, mat4 proj)
CGLM_INLINE void glm_persp_move_far_lh_zo(mat4 proj,
float deltaFar)
CGLM_INLINE void glm_persp_decomp_lh_zo(mat4 proj,
float * __restrict nearZ,
float * __restrict farZ,
float * __restrict top,
float * __restrict bottom,
float * __restrict left,
float * __restrict right)
CGLM_INLINE void glm_persp_decompv_lh_zo(mat4 proj,
float dest[6])
CGLM_INLINE void glm_persp_decomp_x_lh_zo(mat4 proj,
float * __restrict left,
float * __restrict right)
CGLM_INLINE void glm_persp_decomp_y_lh_zo(mat4 proj,
float * __restrict top,
float * __restrict bottom)
CGLM_INLINE void glm_persp_decomp_z_lh_zo(mat4 proj,
float * __restrict nearZ,
float * __restrict farZ)
CGLM_INLINE void glm_persp_decomp_far_lh_zo(mat4 proj, float * __restrict farZ)
CGLM_INLINE void glm_persp_decomp_near_lh_zo(mat4 proj, float * __restrict nearZ)
CGLM_INLINE void glm_persp_sizes_lh_zo(mat4 proj, float fovy, vec4 dest)
*/
#ifndef cglm_persp_lh_zo_h
#define cglm_persp_lh_zo_h
#include "../common.h"
#include "persp.h"
/*!
* @brief set up perspective peprojection matrix with a left-hand coordinate
* system and a clip-space of [0, 1].
*
* @param[in] left viewport.left
* @param[in] right viewport.right
* @param[in] bottom viewport.bottom
* @param[in] top viewport.top
* @param[in] nearZ near clipping plane
* @param[in] farZ far clipping plane
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_frustum_lh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest) {
float rl, tb, fn, nv;
glm_mat4_zero(dest);
rl = 1.0f / (right - left);
tb = 1.0f / (top - bottom);
fn =-1.0f / (farZ - nearZ);
nv = 2.0f * nearZ;
dest[0][0] = nv * rl;
dest[1][1] = nv * tb;
dest[2][0] = (right + left) * rl;
dest[2][1] = (top + bottom) * tb;
dest[2][2] =-farZ * fn;
dest[2][3] = 1.0f;
dest[3][2] = farZ * nearZ * fn;
}
/*!
* @brief set up perspective projection matrix with a left-hand coordinate
* system and a clip-space of [0, 1].
*
* @param[in] fovy field of view angle
* @param[in] aspect aspect ratio ( width / height )
* @param[in] nearZ near clipping plane
* @param[in] farZ far clipping planes
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective_lh_zo(float fovy,
float aspect,
float nearZ,
float farZ,
mat4 dest) {
float f, fn;
glm_mat4_zero(dest);
f = 1.0f / tanf(fovy * 0.5f);
fn = 1.0f / (nearZ - farZ);
dest[0][0] = f / aspect;
dest[1][1] = f;
dest[2][2] =-farZ * fn;
dest[2][3] = 1.0f;
dest[3][2] = nearZ * farZ * fn;
}
/*!
* @brief extend perspective projection matrix's far distance with a
* left-hand coordinate system and a clip-space with depth values
* from zero to one.
*
* 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_lh_zo(mat4 proj, float deltaFar) {
float fn, farZ, nearZ, p22, p32;
p22 = -proj[2][2];
p32 = proj[3][2];
nearZ = p32 / p22;
farZ = p32 / (p22 + 1.0f) + deltaFar;
fn = 1.0f / (nearZ - farZ);
proj[2][2] = -farZ * fn;
proj[3][2] = nearZ * farZ * fn;
}
/*!
* @brief set up perspective projection matrix with default near/far
* and angle values with a left-hand coordinate system and a
* clip-space of [0, 1].
*
* @param[in] aspect aspect ratio ( width / height )
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective_default_lh_zo(float aspect, mat4 dest) {
glm_perspective_lh_zo(GLM_PI_4f, aspect, 0.01f, 100.0f, dest);
}
/*!
* @brief resize perspective matrix by aspect ratio ( width / height )
* this makes very easy to resize proj matrix when window /viewport
* reized
*
* @param[in] aspect aspect ratio ( width / height )
* @param[in, out] proj perspective projection matrix
*/
CGLM_INLINE
void
glm_perspective_resize_lh_zo(float aspect, mat4 proj) {
if (proj[0][0] == 0.0f)
return;
proj[0][0] = proj[1][1] / aspect;
}
/*!
* @brief decomposes frustum values of perspective projection
* with angle values with a left-hand coordinate system and a
* clip-space of [0, 1].
*
* @param[in] proj perspective projection matrix
* @param[out] nearZ near
* @param[out] farZ far
* @param[out] top top
* @param[out] bottom bottom
* @param[out] left left
* @param[out] right right
*/
CGLM_INLINE
void
glm_persp_decomp_lh_zo(mat4 proj,
float * __restrict nearZ, float * __restrict farZ,
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;
m00 = proj[0][0];
m11 = proj[1][1];
m20 = proj[2][0];
m21 = proj[2][1];
m22 =-proj[2][2];
m32 = proj[3][2];
n = m32 / m22;
f = m32 / (m22 + 1.0f);
n_m11 = n / m11;
n_m00 = n / m00;
*nearZ = n;
*farZ = f;
*bottom = n_m11 * (m21 - 1.0f);
*top = n_m11 * (m21 + 1.0f);
*left = n_m00 * (m20 - 1.0f);
*right = n_m00 * (m20 + 1.0f);
}
/*!
* @brief decomposes frustum values of perspective projection
* with angle values with a left-hand coordinate system and a
* clip-space of [0, 1].
* this makes easy to get all values at once
*
* @param[in] proj perspective projection matrix
* @param[out] dest array
*/
CGLM_INLINE
void
glm_persp_decompv_lh_zo(mat4 proj, float dest[6]) {
glm_persp_decomp_lh_zo(proj, &dest[0], &dest[1], &dest[2],
&dest[3], &dest[4], &dest[5]);
}
/*!
* @brief decomposes left and right values of perspective projection (ZO).
* 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
glm_persp_decomp_x_lh_zo(mat4 proj,
float * __restrict left,
float * __restrict right) {
float nearZ, m20, m00;
m00 = proj[0][0];
m20 = proj[2][0];
nearZ = proj[3][2] / (proj[3][3]);
*left = nearZ * (m20 - 1.0f) / m00;
*right = nearZ * (m20 + 1.0f) / m00;
}
/*!
* @brief decomposes top and bottom values of perspective projection
* with angle values with a left-hand coordinate system and a
* clip-space of [0, 1].
* y stands for y axis (top / bottom axis)
*
* @param[in] proj perspective projection matrix
* @param[out] top top
* @param[out] bottom bottom
*/
CGLM_INLINE
void
glm_persp_decomp_y_lh_zo(mat4 proj,
float * __restrict top,
float * __restrict bottom) {
float nearZ, m21, m11;
m21 = proj[2][1];
m11 = proj[1][1];
nearZ = proj[3][2] / (proj[3][3]);
*bottom = nearZ * (m21 - 1) / m11;
*top = nearZ * (m21 + 1) / m11;
}
/*!
* @brief decomposes near and far values of perspective projection
* with angle values with a left-hand coordinate system and a
* clip-space of [0, 1].
* z stands for z axis (near / far axis)
*
* @param[in] proj perspective projection matrix
* @param[out] nearZ near
* @param[out] farZ far
*/
CGLM_INLINE
void
glm_persp_decomp_z_lh_zo(mat4 proj,
float * __restrict nearZ,
float * __restrict farZ) {
float m32, m22;
m32 = proj[3][2];
m22 = -proj[2][2];
*nearZ = m32 / m22;
*farZ = m32 / (m22 + 1.0f);
}
/*!
* @brief decomposes far value of perspective projection
* with angle values with a left-hand coordinate system and a
* clip-space of [0, 1].
*
* @param[in] proj perspective projection matrix
* @param[out] farZ far
*/
CGLM_INLINE
void
glm_persp_decomp_far_lh_zo(mat4 proj, float * __restrict farZ) {
*farZ = proj[3][2] / (-proj[2][2] + 1.0f);
}
/*!
* @brief decomposes near value of perspective projection
* with angle values with a left-hand coordinate system and a
* clip-space of [0, 1].
*
* @param[in] proj perspective projection matrix
* @param[out] nearZ near
*/
CGLM_INLINE
void
glm_persp_decomp_near_lh_zo(mat4 proj, float * __restrict nearZ) {
*nearZ = proj[3][2] / -proj[2][2];
}
/*!
* @brief returns sizes of near and far planes of perspective projection
* with a left-hand coordinate system and a
* clip-space of [0, 1].
*
* @param[in] proj perspective projection matrix
* @param[in] fovy fovy (see brief)
* @param[out] dest sizes order: [Wnear, Hnear, Wfar, Hfar]
*/
CGLM_INLINE
void
glm_persp_sizes_lh_zo(mat4 proj, float fovy, vec4 dest) {
float t, a, nearZ, farZ;
t = 2.0f * tanf(fovy * 0.5f);
a = glm_persp_aspect(proj);
glm_persp_decomp_z_lh_zo(proj, &nearZ, &farZ);
dest[1] = t * nearZ;
dest[3] = t * farZ;
dest[0] = a * dest[1];
dest[2] = a * dest[3];
}
/*!
* @brief returns field of view angle along the Y-axis (in radians)
* with a left-hand coordinate system and a clip-space of [0, 1].
*
* 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
glm_persp_fovy_lh_zo(mat4 proj) {
return glm_persp_fovy(proj);
}
/*!
* @brief returns aspect ratio of perspective projection
* with a left-hand coordinate system and a clip-space of [0, 1].
*
* @param[in] proj perspective projection matrix
*/
CGLM_INLINE
float
glm_persp_aspect_lh_zo(mat4 proj) {
return glm_persp_aspect(proj);
}
#endif /*cglm_persp_lh_zo_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_frustum_rh_no(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest)
CGLM_INLINE void glm_perspective_rh_no(float fovy,
float aspect,
float nearZ,
float farZ,
mat4 dest)
CGLM_INLINE void glm_perspective_default_rh_no(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_resize_rh_no(float aspect, mat4 proj)
CGLM_INLINE void glm_persp_move_far_rh_no(mat4 proj,
float deltaFar)
CGLM_INLINE void glm_persp_decomp_rh_no(mat4 proj,
float * __restrict nearZ,
float * __restrict farZ,
float * __restrict top,
float * __restrict bottom,
float * __restrict left,
float * __restrict right)
CGLM_INLINE void glm_persp_decompv_rh_no(mat4 proj,
float dest[6])
CGLM_INLINE void glm_persp_decomp_x_rh_no(mat4 proj,
float * __restrict left,
float * __restrict right)
CGLM_INLINE void glm_persp_decomp_y_rh_no(mat4 proj,
float * __restrict top,
float * __restrict bottom)
CGLM_INLINE void glm_persp_decomp_z_rh_no(mat4 proj,
float * __restrict nearZ,
float * __restrict farZ)
CGLM_INLINE void glm_persp_decomp_far_rh_no(mat4 proj, float * __restrict farZ)
CGLM_INLINE void glm_persp_decomp_near_rh_no(mat4 proj, float * __restrict nearZ)
CGLM_INLINE void glm_persp_sizes_rh_no(mat4 proj, float fovy, vec4 dest)
*/
#ifndef cglm_persp_rh_no_h
#define cglm_persp_rh_no_h
#include "../common.h"
#include "persp.h"
/*!
* @brief set up perspective peprojection matrix
* with a right-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] left viewport.left
* @param[in] right viewport.right
* @param[in] bottom viewport.bottom
* @param[in] top viewport.top
* @param[in] nearZ near clipping plane
* @param[in] farZ far clipping plane
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_frustum_rh_no(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest) {
float rl, tb, fn, nv;
glm_mat4_zero(dest);
rl = 1.0f / (right - left);
tb = 1.0f / (top - bottom);
fn =-1.0f / (farZ - nearZ);
nv = 2.0f * nearZ;
dest[0][0] = nv * rl;
dest[1][1] = nv * tb;
dest[2][0] = (right + left) * rl;
dest[2][1] = (top + bottom) * tb;
dest[2][2] = (farZ + nearZ) * fn;
dest[2][3] =-1.0f;
dest[3][2] = farZ * nv * fn;
}
/*!
* @brief set up perspective projection matrix
* with a right-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] fovy field of view angle
* @param[in] aspect aspect ratio ( width / height )
* @param[in] nearZ near clipping plane
* @param[in] farZ far clipping planes
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective_rh_no(float fovy,
float aspect,
float nearZ,
float farZ,
mat4 dest) {
float f, fn;
glm_mat4_zero(dest);
f = 1.0f / tanf(fovy * 0.5f);
fn = 1.0f / (nearZ - farZ);
dest[0][0] = f / aspect;
dest[1][1] = f;
dest[2][2] = (nearZ + farZ) * fn;
dest[2][3] =-1.0f;
dest[3][2] = 2.0f * nearZ * farZ * fn;
}
/*!
* @brief set up perspective projection matrix with default near/far
* and angle values with a right-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] aspect aspect ratio ( width / height )
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective_default_rh_no(float aspect, mat4 dest) {
glm_perspective_rh_no(GLM_PI_4f, aspect, 0.01f, 100.0f, dest);
}
/*!
* @brief resize perspective matrix by aspect ratio ( width / height )
* this makes very easy to resize proj matrix when window /viewport
* resized with a right-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] aspect aspect ratio ( width / height )
* @param[in, out] proj perspective projection matrix
*/
CGLM_INLINE
void
glm_perspective_resize_rh_no(float aspect, mat4 proj) {
if (proj[0][0] == 0.0f)
return;
proj[0][0] = proj[1][1] / aspect;
}
/*!
* @brief extend perspective projection matrix's far distance
* with a right-hand coordinate system and a
* clip-space of [-1, 1].
*
* 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_rh_no(mat4 proj, float deltaFar) {
float fn, farZ, nearZ, p22, p32;
p22 = proj[2][2];
p32 = proj[3][2];
nearZ = p32 / (p22 - 1.0f);
farZ = p32 / (p22 + 1.0f) + deltaFar;
fn = 1.0f / (nearZ - farZ);
proj[2][2] = (farZ + nearZ) * fn;
proj[3][2] = 2.0f * nearZ * farZ * fn;
}
/*!
* @brief decomposes frustum values of perspective projection
* with a right-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] proj perspective projection matrix
* @param[out] nearZ near
* @param[out] farZ far
* @param[out] top top
* @param[out] bottom bottom
* @param[out] left left
* @param[out] right right
*/
CGLM_INLINE
void
glm_persp_decomp_rh_no(mat4 proj,
float * __restrict nearZ, float * __restrict farZ,
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;
m00 = proj[0][0];
m11 = proj[1][1];
m20 = proj[2][0];
m21 = proj[2][1];
m22 = proj[2][2];
m32 = proj[3][2];
n = m32 / (m22 - 1.0f);
f = m32 / (m22 + 1.0f);
n_m11 = n / m11;
n_m00 = n / m00;
*nearZ = n;
*farZ = f;
*bottom = n_m11 * (m21 - 1.0f);
*top = n_m11 * (m21 + 1.0f);
*left = n_m00 * (m20 - 1.0f);
*right = n_m00 * (m20 + 1.0f);
}
/*!
* @brief decomposes frustum values of perspective projection
* with a right-hand coordinate system and a
* clip-space of [-1, 1].
* this makes easy to get all values at once
*
* @param[in] proj perspective projection matrix
* @param[out] dest array
*/
CGLM_INLINE
void
glm_persp_decompv_rh_no(mat4 proj, float dest[6]) {
glm_persp_decomp_rh_no(proj, &dest[0], &dest[1], &dest[2],
&dest[3], &dest[4], &dest[5]);
}
/*!
* @brief decomposes left and right values of perspective projection
* with a right-hand coordinate system and a
* clip-space of [-1, 1].
* 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
glm_persp_decomp_x_rh_no(mat4 proj,
float * __restrict left,
float * __restrict right) {
float nearZ, m20, m00, m22;
m00 = proj[0][0];
m20 = proj[2][0];
m22 = proj[2][2];
nearZ = proj[3][2] / (m22 - 1.0f);
*left = nearZ * (m20 - 1.0f) / m00;
*right = nearZ * (m20 + 1.0f) / m00;
}
/*!
* @brief decomposes top and bottom values of perspective projection
* with a right-hand coordinate system and a
* clip-space of [-1, 1].
* 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
glm_persp_decomp_y_rh_no(mat4 proj,
float * __restrict top,
float * __restrict bottom) {
float nearZ, m21, m11, m22;
m21 = proj[2][1];
m11 = proj[1][1];
m22 = proj[2][2];
nearZ = proj[3][2] / (m22 - 1.0f);
*bottom = nearZ * (m21 - 1.0f) / m11;
*top = nearZ * (m21 + 1.0f) / m11;
}
/*!
* @brief decomposes near and far values of perspective projection
* with a right-hand coordinate system and a
* clip-space of [-1, 1].
* z stands for z axis (near / far axis)
*
* @param[in] proj perspective projection matrix
* @param[out] nearZ near
* @param[out] farZ far
*/
CGLM_INLINE
void
glm_persp_decomp_z_rh_no(mat4 proj,
float * __restrict nearZ,
float * __restrict farZ) {
float m32, m22;
m32 = proj[3][2];
m22 = proj[2][2];
*nearZ = m32 / (m22 - 1.0f);
*farZ = m32 / (m22 + 1.0f);
}
/*!
* @brief decomposes far value of perspective projection
* with a right-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] proj perspective projection matrix
* @param[out] farZ far
*/
CGLM_INLINE
void
glm_persp_decomp_far_rh_no(mat4 proj, float * __restrict farZ) {
*farZ = proj[3][2] / (proj[2][2] + 1.0f);
}
/*!
* @brief decomposes near value of perspective projection
* with a right-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] proj perspective projection matrix
* @param[out] nearZ near
*/
CGLM_INLINE
void
glm_persp_decomp_near_rh_no(mat4 proj, float * __restrict nearZ) {
*nearZ = proj[3][2] / (proj[2][2] - 1.0f);
}
/*!
* @brief returns sizes of near and far planes of perspective projection
* with a right-hand coordinate system and a
* clip-space of [-1, 1].
*
* @param[in] proj perspective projection matrix
* @param[in] fovy fovy (see brief)
* @param[out] dest sizes order: [Wnear, Hnear, Wfar, Hfar]
*/
CGLM_INLINE
void
glm_persp_sizes_rh_no(mat4 proj, float fovy, vec4 dest) {
float t, a, nearZ, farZ;
t = 2.0f * tanf(fovy * 0.5f);
a = glm_persp_aspect(proj);
glm_persp_decomp_z_rh_no(proj, &nearZ, &farZ);
dest[1] = t * nearZ;
dest[3] = t * farZ;
dest[0] = a * dest[1];
dest[2] = a * dest[3];
}
/*!
* @brief returns field of view angle along the Y-axis (in radians)
* with a right-hand coordinate system and a clip-space of [-1, 1].
*
* 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
glm_persp_fovy_rh_no(mat4 proj) {
return glm_persp_fovy(proj);
}
/*!
* @brief returns aspect ratio of perspective projection
* with a right-hand coordinate system and a clip-space of [-1, 1].
*
* @param[in] proj perspective projection matrix
*/
CGLM_INLINE
float
glm_persp_aspect_rh_no(mat4 proj) {
return glm_persp_aspect(proj);
}
#endif /*cglm_cam_rh_no_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_frustum_rh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest)
CGLM_INLINE void glm_perspective_rh_zo(float fovy,
float aspect,
float nearZ,
float farZ,
mat4 dest)
CGLM_INLINE void glm_perspective_default_rh_zo(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_resize_rh_zo(float aspect, mat4 proj)
CGLM_INLINE void glm_persp_move_far_rh_zo(mat4 proj,
float deltaFar)
CGLM_INLINE void glm_persp_decomp_rh_zo(mat4 proj,
float * __restrict nearZ,
float * __restrict farZ,
float * __restrict top,
float * __restrict bottom,
float * __restrict left,
float * __restrict right)
CGLM_INLINE void glm_persp_decompv_rh_zo(mat4 proj,
float dest[6])
CGLM_INLINE void glm_persp_decomp_x_rh_zo(mat4 proj,
float * __restrict left,
float * __restrict right)
CGLM_INLINE void glm_persp_decomp_y_rh_zo(mat4 proj,
float * __restrict top,
float * __restrict bottom)
CGLM_INLINE void glm_persp_decomp_z_rh_zo(mat4 proj,
float * __restrict nearZ,
float * __restrict farZ)
CGLM_INLINE void glm_persp_decomp_far_rh_zo(mat4 proj, float * __restrict farZ)
CGLM_INLINE void glm_persp_decomp_near_rh_zo(mat4 proj, float * __restrict nearZ)
CGLM_INLINE void glm_persp_sizes_rh_zo(mat4 proj, float fovy, vec4 dest)
*/
#ifndef cglm_persp_rh_zo_h
#define cglm_persp_rh_zo_h
#include "../common.h"
#include "persp.h"
/*!
* @brief set up perspective peprojection matrix with a right-hand coordinate
* system and a clip-space of [0, 1].
*
* @param[in] left viewport.left
* @param[in] right viewport.right
* @param[in] bottom viewport.bottom
* @param[in] top viewport.top
* @param[in] nearZ near clipping plane
* @param[in] farZ far clipping plane
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_frustum_rh_zo(float left, float right,
float bottom, float top,
float nearZ, float farZ,
mat4 dest) {
float rl, tb, fn, nv;
glm_mat4_zero(dest);
rl = 1.0f / (right - left);
tb = 1.0f / (top - bottom);
fn =-1.0f / (farZ - nearZ);
nv = 2.0f * nearZ;
dest[0][0] = nv * rl;
dest[1][1] = nv * tb;
dest[2][0] = (right + left) * rl;
dest[2][1] = (top + bottom) * tb;
dest[2][2] = farZ * fn;
dest[2][3] =-1.0f;
dest[3][2] = farZ * nearZ * fn;
}
/*!
* @brief set up perspective projection matrix with a right-hand coordinate
* system and a clip-space of [0, 1].
*
* @param[in] fovy field of view angle
* @param[in] aspect aspect ratio ( width / height )
* @param[in] nearZ near clipping plane
* @param[in] farZ far clipping planes
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective_rh_zo(float fovy,
float aspect,
float nearZ,
float farZ,
mat4 dest) {
float f, fn;
glm_mat4_zero(dest);
f = 1.0f / tanf(fovy * 0.5f);
fn = 1.0f / (nearZ - farZ);
dest[0][0] = f / aspect;
dest[1][1] = f;
dest[2][2] = farZ * fn;
dest[2][3] =-1.0f;
dest[3][2] = nearZ * farZ * fn;
}
/*!
* @brief set up perspective projection matrix with default near/far
* and angle values with a right-hand coordinate system and a
* clip-space of [0, 1].
*
* @param[in] aspect aspect ratio ( width / height )
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective_default_rh_zo(float aspect, mat4 dest) {
glm_perspective_rh_zo(GLM_PI_4f, aspect, 0.01f, 100.0f, dest);
}
/*!
* @brief resize perspective matrix by aspect ratio ( width / height )
* this makes very easy to resize proj matrix when window /viewport
* resized with a right-hand coordinate system and a clip-space of
* [0, 1].
*
* @param[in] aspect aspect ratio ( width / height )
* @param[in, out] proj perspective projection matrix
*/
CGLM_INLINE
void
glm_perspective_resize_rh_zo(float aspect, mat4 proj) {
if (proj[0][0] == 0.0f)
return;
proj[0][0] = proj[1][1] / aspect;
}
/*!
* @brief extend perspective projection matrix's far distance with a
* right-hand coordinate system and a clip-space of [0, 1].
*
* 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_rh_zo(mat4 proj, float deltaFar) {
float fn, farZ, nearZ, p22, p32;
p22 = proj[2][2];
p32 = proj[3][2];
nearZ = p32 / p22;
farZ = p32 / (p22 + 1.0f) + deltaFar;
fn = 1.0f / (nearZ - farZ);
proj[2][2] = farZ * fn;
proj[3][2] = nearZ * farZ * fn;
}
/*!
* @brief decomposes frustum values of perspective projection
* with angle values with a right-hand coordinate system and a
* clip-space of [0, 1].
*
* @param[in] proj perspective projection matrix
* @param[out] nearZ near
* @param[out] farZ far
* @param[out] top top
* @param[out] bottom bottom
* @param[out] left left
* @param[out] right right
*/
CGLM_INLINE
void
glm_persp_decomp_rh_zo(mat4 proj,
float * __restrict nearZ, float * __restrict farZ,
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;
m00 = proj[0][0];
m11 = proj[1][1];
m20 = proj[2][0];
m21 = proj[2][1];
m22 = proj[2][2];
m32 = proj[3][2];
n = m32 / m22;
f = m32 / (m22 + 1.0f);
n_m11 = n / m11;
n_m00 = n / m00;
*nearZ = n;
*farZ = f;
*bottom = n_m11 * (m21 - 1.0f);
*top = n_m11 * (m21 + 1.0f);
*left = n_m00 * (m20 - 1.0f);
*right = n_m00 * (m20 + 1.0f);
}
/*!
* @brief decomposes frustum values of perspective projection
* with angle values with a right-hand coordinate system and a
* clip-space of [0, 1].
* this makes easy to get all values at once
*
* @param[in] proj perspective projection matrix
* @param[out] dest array
*/
CGLM_INLINE
void
glm_persp_decompv_rh_zo(mat4 proj, float dest[6]) {
glm_persp_decomp_rh_zo(proj, &dest[0], &dest[1], &dest[2],
&dest[3], &dest[4], &dest[5]);
}
/*!
* @brief decomposes left and right values of perspective projection (ZO).
* 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
glm_persp_decomp_x_rh_zo(mat4 proj,
float * __restrict left,
float * __restrict right) {
float nearZ, m20, m00, m22;
m00 = proj[0][0];
m20 = proj[2][0];
m22 = proj[2][2];
nearZ = proj[3][2] / m22;
*left = nearZ * (m20 - 1.0f) / m00;
*right = nearZ * (m20 + 1.0f) / m00;
}
/*!
* @brief decomposes top and bottom values of perspective projection
* with angle values with a right-hand coordinate system and a
* clip-space of [0, 1].
* y stands for y axis (top / bottom axis)
*
* @param[in] proj perspective projection matrix
* @param[out] top top
* @param[out] bottom bottom
*/
CGLM_INLINE
void
glm_persp_decomp_y_rh_zo(mat4 proj,
float * __restrict top,
float * __restrict bottom) {
float nearZ, m21, m11, m22;
m21 = proj[2][1];
m11 = proj[1][1];
m22 = proj[2][2];
nearZ = proj[3][2] / m22;
*bottom = nearZ * (m21 - 1) / m11;
*top = nearZ * (m21 + 1) / m11;
}
/*!
* @brief decomposes near and far values of perspective projection
* with angle values with a right-hand coordinate system and a
* clip-space of [0, 1].
* z stands for z axis (near / far axis)
*
* @param[in] proj perspective projection matrix
* @param[out] nearZ near
* @param[out] farZ far
*/
CGLM_INLINE
void
glm_persp_decomp_z_rh_zo(mat4 proj,
float * __restrict nearZ,
float * __restrict farZ) {
float m32, m22;
m32 = proj[3][2];
m22 = proj[2][2];
*nearZ = m32 / m22;
*farZ = m32 / (m22 + 1.0f);
}
/*!
* @brief decomposes far value of perspective projection
* with angle values with a right-hand coordinate system and a
* clip-space of [0, 1].
*
* @param[in] proj perspective projection matrix
* @param[out] farZ far
*/
CGLM_INLINE
void
glm_persp_decomp_far_rh_zo(mat4 proj, float * __restrict farZ) {
*farZ = proj[3][2] / (proj[2][2] + 1.0f);
}
/*!
* @brief decomposes near value of perspective projection
* with angle values with a right-hand coordinate system and a
* clip-space of [0, 1].
*
* @param[in] proj perspective projection matrix
* @param[out] nearZ near
*/
CGLM_INLINE
void
glm_persp_decomp_near_rh_zo(mat4 proj, float * __restrict nearZ) {
*nearZ = proj[3][2] / proj[2][2];
}
/*!
* @brief returns sizes of near and far planes of perspective projection
* with a right-hand coordinate system and a
* clip-space of [0, 1].
*
* @param[in] proj perspective projection matrix
* @param[in] fovy fovy (see brief)
* @param[out] dest sizes order: [Wnear, Hnear, Wfar, Hfar]
*/
CGLM_INLINE
void
glm_persp_sizes_rh_zo(mat4 proj, float fovy, vec4 dest) {
float t, a, nearZ, farZ;
t = 2.0f * tanf(fovy * 0.5f);
a = glm_persp_aspect(proj);
glm_persp_decomp_z_rh_zo(proj, &nearZ, &farZ);
dest[1] = t * nearZ;
dest[3] = t * farZ;
dest[0] = a * dest[1];
dest[2] = a * dest[3];
}
/*!
* @brief returns field of view angle along the Y-axis (in radians)
* with a right-hand coordinate system and a clip-space of [0, 1].
*
* 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
glm_persp_fovy_rh_zo(mat4 proj) {
return glm_persp_fovy(proj);
}
/*!
* @brief returns aspect ratio of perspective projection
* with a right-hand coordinate system and a clip-space of [0, 1].
*
* @param[in] proj perspective projection matrix
*/
CGLM_INLINE
float
glm_persp_aspect_rh_zo(mat4 proj) {
return glm_persp_aspect(proj);
}
#endif /*cglm_persp_rh_zo_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_project_no_h
#define cglm_project_no_h
#include "../common.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]
* @param[out] dest unprojected coordinates
*/
CGLM_INLINE
void
glm_unprojecti_no(vec3 pos, mat4 invMat, vec4 vp, vec3 dest) {
vec4 v;
v[0] = 2.0f * (pos[0] - vp[0]) / vp[2] - 1.0f;
v[1] = 2.0f * (pos[1] - vp[1]) / vp[3] - 1.0f;
v[2] = 2.0f * pos[2] - 1.0f;
v[3] = 1.0f;
glm_mat4_mulv(invMat, v, v);
glm_vec4_scale(v, 1.0f / v[3], v);
glm_vec3(v, dest);
}
/*!
* @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]
* @param[out] dest projected coordinates
*/
CGLM_INLINE
void
glm_project_no(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
CGLM_ALIGN(16) vec4 pos4;
glm_vec4(pos, 1.0f, pos4);
glm_mat4_mulv(m, pos4, pos4);
glm_vec4_scale(pos4, 1.0f / pos4[3], pos4); /* pos = pos / pos.w */
glm_vec4_scale(pos4, 0.5f, pos4);
glm_vec4_adds(pos4, 0.5f, pos4);
dest[0] = pos4[0] * vp[2] + vp[0];
dest[1] = pos4[1] * vp[3] + vp[1];
dest[2] = pos4[2];
}
/*!
* @brief map object's z coordinate to window coordinates
*
* Computing MVP:
* glm_mat4_mul(proj, view, viewProj);
* glm_mat4_mul(viewProj, model, MVP);
*
* @param[in] v object coordinates
* @param[in] m MVP matrix
*
* @returns projected z coordinate
*/
CGLM_INLINE
float
glm_project_z_no(vec3 v, mat4 m) {
float z, w;
z = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2] + m[3][2];
w = m[0][3] * v[0] + m[1][3] * v[1] + m[2][3] * v[2] + m[3][3];
return 0.5f * (z / w) + 0.5f;
}
#endif /* cglm_project_no_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_project_zo_h
#define cglm_project_zo_h
#include "../common.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]
* @param[out] dest unprojected coordinates
*/
CGLM_INLINE
void
glm_unprojecti_zo(vec3 pos, mat4 invMat, vec4 vp, vec3 dest) {
vec4 v;
v[0] = 2.0f * (pos[0] - vp[0]) / vp[2] - 1.0f;
v[1] = 2.0f * (pos[1] - vp[1]) / vp[3] - 1.0f;
v[2] = pos[2];
v[3] = 1.0f;
glm_mat4_mulv(invMat, v, v);
glm_vec4_scale(v, 1.0f / v[3], v);
glm_vec3(v, dest);
}
/*!
* @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]
* @param[out] dest projected coordinates
*/
CGLM_INLINE
void
glm_project_zo(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
CGLM_ALIGN(16) vec4 pos4;
glm_vec4(pos, 1.0f, pos4);
glm_mat4_mulv(m, pos4, pos4);
glm_vec4_scale(pos4, 1.0f / pos4[3], pos4); /* pos = pos / pos.w */
dest[2] = pos4[2];
glm_vec4_scale(pos4, 0.5f, pos4);
glm_vec4_adds(pos4, 0.5f, pos4);
dest[0] = pos4[0] * vp[2] + vp[0];
dest[1] = pos4[1] * vp[3] + vp[1];
}
/*!
* @brief map object's z coordinate to window coordinates
*
* Computing MVP:
* glm_mat4_mul(proj, view, viewProj);
* glm_mat4_mul(viewProj, model, MVP);
*
* @param[in] v object coordinates
* @param[in] m MVP matrix
*
* @returns projected z coordinate
*/
CGLM_INLINE
float
glm_project_z_zo(vec3 v, mat4 m) {
float z, w;
z = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2] + m[3][2];
w = m[0][3] * v[0] + m[1][3] * v[1] + m[2][3] * v[2] + m[3][3];
return z / w;
}
#endif /* cglm_project_zo_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_lookat_lh(vec3 eye, vec3 center, vec3 up, mat4 dest)
CGLM_INLINE void glm_look_lh(vec3 eye, vec3 dir, vec3 up, mat4 dest)
CGLM_INLINE void glm_look_anyup_lh(vec3 eye, vec3 dir, mat4 dest)
*/
#ifndef cglm_view_lh_h
#define cglm_view_lh_h
#include "../common.h"
#include "../plane.h"
/*!
* @brief set up view matrix (LH)
*
* 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
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_lookat_lh(vec3 eye, vec3 center, vec3 up, mat4 dest) {
CGLM_ALIGN(8) vec3 f, u, s;
glm_vec3_sub(center, eye, f);
glm_vec3_normalize(f);
glm_vec3_crossn(up, f, s);
glm_vec3_cross(f, s, u);
dest[0][0] = s[0];
dest[0][1] = u[0];
dest[0][2] = f[0];
dest[1][0] = s[1];
dest[1][1] = u[1];
dest[1][2] = f[1];
dest[2][0] = s[2];
dest[2][1] = u[2];
dest[2][2] = f[2];
dest[3][0] =-glm_vec3_dot(s, eye);
dest[3][1] =-glm_vec3_dot(u, eye);
dest[3][2] =-glm_vec3_dot(f, eye);
dest[0][3] = dest[1][3] = dest[2][3] = 0.0f;
dest[3][3] = 1.0f;
}
/*!
* @brief set up view matrix with left handed coordinate system
*
* 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
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_look_lh(vec3 eye, vec3 dir, vec3 up, mat4 dest) {
CGLM_ALIGN(8) vec3 target;
glm_vec3_add(eye, dir, target);
glm_lookat_lh(eye, target, up, dest);
}
/*!
* @brief set up view matrix with left handed coordinate system
*
* 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
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_look_anyup_lh(vec3 eye, vec3 dir, mat4 dest) {
CGLM_ALIGN(8) vec3 up;
glm_vec3_ortho(dir, up);
glm_look_lh(eye, dir, up, dest);
}
#endif /*cglm_view_lh_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_lookat_lh_no(vec3 eye, vec3 center, vec3 up, mat4 dest)
CGLM_INLINE void glm_look_lh_no(vec3 eye, vec3 dir, vec3 up, mat4 dest)
CGLM_INLINE void glm_look_anyup_lh_no(vec3 eye, vec3 dir, mat4 dest)
*/
#ifndef cglm_view_lh_no_h
#define cglm_view_lh_no_h
#include "../common.h"
#include "view_lh.h"
/*!
* @brief set up view matrix with left handed coordinate system.
*
* 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
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_lookat_lh_no(vec3 eye, vec3 center, vec3 up, mat4 dest) {
glm_lookat_lh(eye, center, up, dest);
}
/*!
* @brief set up view matrix with left handed coordinate system.
*
* 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
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_look_lh_no(vec3 eye, vec3 dir, vec3 up, mat4 dest) {
glm_look_lh(eye, dir, up, dest);
}
/*!
* @brief set up view matrix with left handed coordinate system.
*
* 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
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_look_anyup_lh_no(vec3 eye, vec3 dir, mat4 dest) {
glm_look_anyup_lh(eye, dir, dest);
}
#endif /*cglm_view_lh_no_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_lookat_lh_zo(vec3 eye, vec3 center, vec3 up, mat4 dest)
CGLM_INLINE void glm_look_lh_zo(vec3 eye, vec3 dir, vec3 up, mat4 dest)
CGLM_INLINE void glm_look_anyup_lh_zo(vec3 eye, vec3 dir, mat4 dest)
*/
#ifndef cglm_view_lh_zo_h
#define cglm_view_lh_zo_h
#include "../common.h"
#include "view_lh.h"
/*!
* @brief set up view matrix with left handed coordinate system.
*
* 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
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_lookat_lh_zo(vec3 eye, vec3 center, vec3 up, mat4 dest) {
glm_lookat_lh(eye, center, up, dest);
}
/*!
* @brief set up view matrix with left handed coordinate system.
*
* 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
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_look_lh_zo(vec3 eye, vec3 dir, vec3 up, mat4 dest) {
glm_look_lh(eye, dir, up, dest);
}
/*!
* @brief set up view matrix with left handed coordinate system.
*
* 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
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_look_anyup_lh_zo(vec3 eye, vec3 dir, mat4 dest) {
glm_look_anyup_lh(eye, dir, dest);
}
#endif /*cglm_view_lh_zo_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_lookat_rh(vec3 eye, vec3 center, vec3 up, mat4 dest)
CGLM_INLINE void glm_look_rh(vec3 eye, vec3 dir, vec3 up, mat4 dest)
CGLM_INLINE void glm_look_anyup_rh(vec3 eye, vec3 dir, mat4 dest)
*/
#ifndef cglm_view_rh_h
#define cglm_view_rh_h
#include "../common.h"
#include "../plane.h"
/*!
* @brief set up view matrix with right handed coordinate system.
*
* 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
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_lookat_rh(vec3 eye, vec3 center, vec3 up, mat4 dest) {
CGLM_ALIGN(8) vec3 f, u, s;
glm_vec3_sub(center, eye, f);
glm_vec3_normalize(f);
glm_vec3_crossn(f, up, s);
glm_vec3_cross(s, f, u);
dest[0][0] = s[0];
dest[0][1] = u[0];
dest[0][2] =-f[0];
dest[1][0] = s[1];
dest[1][1] = u[1];
dest[1][2] =-f[1];
dest[2][0] = s[2];
dest[2][1] = u[2];
dest[2][2] =-f[2];
dest[3][0] =-glm_vec3_dot(s, eye);
dest[3][1] =-glm_vec3_dot(u, eye);
dest[3][2] = glm_vec3_dot(f, eye);
dest[0][3] = dest[1][3] = dest[2][3] = 0.0f;
dest[3][3] = 1.0f;
}
/*!
* @brief set up view matrix with right handed coordinate system.
*
* 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
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_look_rh(vec3 eye, vec3 dir, vec3 up, mat4 dest) {
CGLM_ALIGN(8) vec3 target;
glm_vec3_add(eye, dir, target);
glm_lookat_rh(eye, target, up, dest);
}
/*!
* @brief set up view matrix with right handed coordinate system.
*
* 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
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_look_anyup_rh(vec3 eye, vec3 dir, mat4 dest) {
CGLM_ALIGN(8) vec3 up;
glm_vec3_ortho(dir, up);
glm_look_rh(eye, dir, up, dest);
}
#endif /*cglm_view_rh_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_lookat_rh_no(vec3 eye, vec3 center, vec3 up, mat4 dest)
CGLM_INLINE void glm_look_rh_no(vec3 eye, vec3 dir, vec3 up, mat4 dest)
CGLM_INLINE void glm_look_anyup_rh_no(vec3 eye, vec3 dir, mat4 dest)
*/
#ifndef cglm_view_rh_no_h
#define cglm_view_rh_no_h
#include "../common.h"
#include "view_rh.h"
/*!
* @brief set up view matrix with right handed coordinate system.
*
* 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
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_lookat_rh_no(vec3 eye, vec3 center, vec3 up, mat4 dest) {
glm_lookat_rh(eye, center, up, dest);
}
/*!
* @brief set up view matrix with right handed coordinate system.
*
* 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
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_look_rh_no(vec3 eye, vec3 dir, vec3 up, mat4 dest) {
glm_look_rh(eye, dir, up, dest);
}
/*!
* @brief set up view matrix with right handed coordinate system.
*
* 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
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_look_anyup_rh_no(vec3 eye, vec3 dir, mat4 dest) {
glm_look_anyup_rh(eye, dir, dest);
}
#endif /*cglm_view_rh_no_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_lookat_rh_zo(vec3 eye, vec3 center, vec3 up, mat4 dest)
CGLM_INLINE void glm_look_rh_zo(vec3 eye, vec3 dir, vec3 up, mat4 dest)
CGLM_INLINE void glm_look_anyup_rh_zo(vec3 eye, vec3 dir, mat4 dest)
*/
#ifndef cglm_view_rh_zo_h
#define cglm_view_rh_zo_h
#include "../common.h"
#include "view_rh.h"
/*!
* @brief set up view matrix with right handed coordinate system.
*
* 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
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_lookat_rh_zo(vec3 eye, vec3 center, vec3 up, mat4 dest) {
glm_lookat_rh(eye, center, up, dest);
}
/*!
* @brief set up view matrix with right handed coordinate system.
*
* 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
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_look_rh_zo(vec3 eye, vec3 dir, vec3 up, mat4 dest) {
glm_look_rh(eye, dir, up, dest);
}
/*!
* @brief set up view matrix with right handed coordinate system.
*
* 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
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_look_anyup_rh_zo(vec3 eye, vec3 dir, mat4 dest) {
glm_look_anyup_rh(eye, dir, dest);
}
#endif /*cglm_view_rh_zo_h*/

View File

@@ -8,7 +8,13 @@
#ifndef cglm_common_h #ifndef cglm_common_h
#define cglm_common_h #define cglm_common_h
#ifndef _USE_MATH_DEFINES
# define _USE_MATH_DEFINES /* for windows */ # define _USE_MATH_DEFINES /* for windows */
#endif
#ifndef _CRT_SECURE_NO_WARNINGS
# define _CRT_SECURE_NO_WARNINGS /* for windows */
#endif
#include <stdint.h> #include <stdint.h>
#include <stddef.h> #include <stddef.h>
@@ -17,7 +23,9 @@
#include <stdbool.h> #include <stdbool.h>
#if defined(_MSC_VER) #if defined(_MSC_VER)
# ifdef CGLM_DLL # ifdef CGLM_STATIC
# define CGLM_EXPORT
# elif defined(CGLM_EXPORTS)
# define CGLM_EXPORT __declspec(dllexport) # define CGLM_EXPORT __declspec(dllexport)
# else # else
# define CGLM_EXPORT __declspec(dllimport) # define CGLM_EXPORT __declspec(dllimport)
@@ -34,4 +42,43 @@
#include "types.h" #include "types.h"
#include "simd/intrin.h" #include "simd/intrin.h"
#ifndef CGLM_USE_DEFAULT_EPSILON
# ifndef GLM_FLT_EPSILON
# define GLM_FLT_EPSILON 1e-5
# endif
#else
# define GLM_FLT_EPSILON FLT_EPSILON
#endif
/*
* Clip control: define CGLM_FORCE_DEPTH_ZERO_TO_ONE before including
* CGLM to use a clip space between 0 to 1.
* Coordinate system: define CGLM_FORCE_LEFT_HANDED before including
* CGLM to use the left handed coordinate system by default.
*/
#define CGLM_CLIP_CONTROL_ZO_BIT (1 << 0) /* ZERO_TO_ONE */
#define CGLM_CLIP_CONTROL_NO_BIT (1 << 1) /* NEGATIVE_ONE_TO_ONE */
#define CGLM_CLIP_CONTROL_LH_BIT (1 << 2) /* LEFT_HANDED, For DirectX, Metal, Vulkan */
#define CGLM_CLIP_CONTROL_RH_BIT (1 << 3) /* RIGHT_HANDED, For OpenGL, default in GLM */
#define CGLM_CLIP_CONTROL_LH_ZO (CGLM_CLIP_CONTROL_LH_BIT | CGLM_CLIP_CONTROL_ZO_BIT)
#define CGLM_CLIP_CONTROL_LH_NO (CGLM_CLIP_CONTROL_LH_BIT | CGLM_CLIP_CONTROL_NO_BIT)
#define CGLM_CLIP_CONTROL_RH_ZO (CGLM_CLIP_CONTROL_RH_BIT | CGLM_CLIP_CONTROL_ZO_BIT)
#define CGLM_CLIP_CONTROL_RH_NO (CGLM_CLIP_CONTROL_RH_BIT | CGLM_CLIP_CONTROL_NO_BIT)
#ifdef CGLM_FORCE_DEPTH_ZERO_TO_ONE
# ifdef CGLM_FORCE_LEFT_HANDED
# define CGLM_CONFIG_CLIP_CONTROL CGLM_CLIP_CONTROL_LH_ZO
# else
# define CGLM_CONFIG_CLIP_CONTROL CGLM_CLIP_CONTROL_RH_ZO
# endif
#else
# ifdef CGLM_FORCE_LEFT_HANDED
# define CGLM_CONFIG_CLIP_CONTROL CGLM_CLIP_CONTROL_LH_NO
# else
# define CGLM_CONFIG_CLIP_CONTROL CGLM_CLIP_CONTROL_RH_NO
# endif
#endif
#endif /* cglm_common_h */ #endif /* cglm_common_h */

View File

@@ -55,8 +55,6 @@ typedef enum glm_euler_seq {
GLM_EULER_ZYX = 2 << 0 | 1 << 2 | 0 << 4 GLM_EULER_ZYX = 2 << 0 | 1 << 2 | 0 << 4
} glm_euler_seq; } glm_euler_seq;
typedef glm_euler_seq glm_euler_sq;
CGLM_INLINE CGLM_INLINE
glm_euler_seq glm_euler_seq
glm_euler_order(int ord[3]) { glm_euler_order(int ord[3]) {

View File

@@ -15,69 +15,131 @@
CGLM_INLINE void glm_versor_print(versor vec, FILE *ostream); CGLM_INLINE void glm_versor_print(versor vec, FILE *ostream);
*/ */
/*
cglm tried to enable print functions in debug mode and disable them in
release/production mode to eliminate printing costs.
if you need to force enable then define CGLM_DEFINE_PRINTS macro not DEBUG one
Print functions are enabled if:
- DEBUG or _DEBUG macro is defined (mostly defined automatically in debugging)
- CGLM_DEFINE_PRINTS macro is defined including release/production
which makes enabled printing always
- glmc_ calls for io are always prints
*/
/* DEPRECATED: CGLM_NO_PRINTS_NOOP (use CGLM_DEFINE_PRINTS) */
#ifndef cglm_io_h #ifndef cglm_io_h
#define cglm_io_h #define cglm_io_h
#if defined(DEBUG) || defined(_DEBUG) \
|| defined(CGLM_DEFINE_PRINTS) || defined(CGLM_LIB_SRC) \
|| defined(CGLM_NO_PRINTS_NOOP)
#include "common.h" #include "common.h"
#include "util.h"
#include <stdio.h> #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
#ifndef CGLM_PRINT_PRECISION
# define CGLM_PRINT_PRECISION 5
#endif
#ifndef CGLM_PRINT_MAX_TO_SHORT
# define CGLM_PRINT_MAX_TO_SHORT 1e5
#endif
#ifndef CGLM_PRINT_COLOR
# define CGLM_PRINT_COLOR "\033[36m"
#endif
#ifndef CGLM_PRINT_COLOR_RESET
# define CGLM_PRINT_COLOR_RESET "\033[0m"
#endif
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_print(mat4 matrix, glm_mat4_print(mat4 matrix,
FILE * __restrict ostream) { FILE * __restrict ostream) {
int i; char buff[16];
int j; int i, j, cw[4], cwi;
#define m 4 #define m 4
#define n 4 #define n 4
fprintf(ostream, "Matrix (float%dx%d):\n", m, n); fprintf(ostream, "Matrix (float%dx%d): " CGLM_PRINT_COLOR "\n" , m, n);
cw[0] = cw[1] = cw[2] = cw[3] = 0;
for (i = 0; i < m; i++) { for (i = 0; i < m; i++) {
fprintf(ostream, "\t|");
for (j = 0; j < n; j++) { for (j = 0; j < n; j++) {
fprintf(ostream, "%0.4f", matrix[j][i]);; if (matrix[i][j] < CGLM_PRINT_MAX_TO_SHORT)
cwi = sprintf(buff, "% .*f", CGLM_PRINT_PRECISION, matrix[i][j]);
if (j != n - 1) else
fprintf(ostream, "\t"); cwi = sprintf(buff, "% g", matrix[i][j]);
cw[i] = GLM_MAX(cw[i], cwi);
} }
}
for (i = 0; i < m; i++) {
fprintf(ostream, " |");
for (j = 0; j < n; j++)
if (matrix[i][j] < CGLM_PRINT_MAX_TO_SHORT)
fprintf(ostream, " % *.*f", cw[j], CGLM_PRINT_PRECISION, matrix[j][i]);
else
fprintf(ostream, " % *g", cw[j], matrix[j][i]);
fprintf(ostream, " |\n"); fprintf(ostream, " |\n");
} }
fprintf(ostream, "\n"); fprintf(ostream, CGLM_PRINT_COLOR_RESET "\n");
#undef m #undef m
#undef n #undef n
} }
CGLM_INLINE CGLM_INLINE
void void
glm_mat3_print(mat3 matrix, glm_mat3_print(mat3 matrix,
FILE * __restrict ostream) { FILE * __restrict ostream) {
int i; char buff[16];
int j; int i, j, cw[4], cwi;
#define m 3 #define m 3
#define n 3 #define n 3
fprintf(ostream, "Matrix (float%dx%d):\n", m, n); fprintf(ostream, "Matrix (float%dx%d): " CGLM_PRINT_COLOR "\n", m, n);
cw[0] = cw[1] = cw[2] = 0;
for (i = 0; i < m; i++) { for (i = 0; i < m; i++) {
fprintf(ostream, "\t|");
for (j = 0; j < n; j++) { for (j = 0; j < n; j++) {
fprintf(ostream, "%0.4f", matrix[j][i]);; if (matrix[i][j] < CGLM_PRINT_MAX_TO_SHORT)
cwi = sprintf(buff, "% .*f", CGLM_PRINT_PRECISION, matrix[i][j]);
if (j != n - 1) else
fprintf(ostream, "\t"); cwi = sprintf(buff, "% g", matrix[i][j]);
cw[i] = GLM_MAX(cw[i], cwi);
} }
}
for (i = 0; i < m; i++) {
fprintf(ostream, " |");
for (j = 0; j < n; j++)
if (matrix[i][j] < CGLM_PRINT_MAX_TO_SHORT)
fprintf(ostream, " % *.*f", cw[j], CGLM_PRINT_PRECISION, matrix[j][i]);
else
fprintf(ostream, " % *g", cw[j], matrix[j][i]);
fprintf(ostream, " |\n"); fprintf(ostream, " |\n");
} }
fprintf(ostream, "\n"); fprintf(ostream, CGLM_PRINT_COLOR_RESET "\n");
#undef m #undef m
#undef n #undef n
@@ -87,27 +149,39 @@ CGLM_INLINE
void void
glm_mat2_print(mat2 matrix, glm_mat2_print(mat2 matrix,
FILE * __restrict ostream) { FILE * __restrict ostream) {
int i; char buff[16];
int j; int i, j, cw[4], cwi;
#define m 2 #define m 2
#define n 2 #define n 2
fprintf(ostream, "Matrix (float%dx%d):\n", m, n); fprintf(ostream, "Matrix (float%dx%d): " CGLM_PRINT_COLOR "\n", m, n);
cw[0] = cw[1] = 0;
for (i = 0; i < m; i++) { for (i = 0; i < m; i++) {
fprintf(ostream, "\t|");
for (j = 0; j < n; j++) { for (j = 0; j < n; j++) {
fprintf(ostream, "%0.4f", matrix[j][i]);; if (matrix[i][j] < CGLM_PRINT_MAX_TO_SHORT)
cwi = sprintf(buff, "% .*f", CGLM_PRINT_PRECISION, matrix[i][j]);
if (j != n - 1) else
fprintf(ostream, "\t"); cwi = sprintf(buff, "% g", matrix[i][j]);
cw[i] = GLM_MAX(cw[i], cwi);
} }
}
for (i = 0; i < m; i++) {
fprintf(ostream, " |");
for (j = 0; j < n; j++)
if (matrix[i][j] < CGLM_PRINT_MAX_TO_SHORT)
fprintf(ostream, " % *.*f", cw[j], CGLM_PRINT_PRECISION, matrix[j][i]);
else
fprintf(ostream, " % *g", cw[j], matrix[j][i]);
fprintf(ostream, " |\n"); fprintf(ostream, " |\n");
} }
fprintf(ostream, "\n"); fprintf(ostream, CGLM_PRINT_COLOR_RESET "\n");
#undef m #undef m
#undef n #undef n
@@ -121,16 +195,16 @@ glm_vec4_print(vec4 vec,
#define m 4 #define m 4
fprintf(ostream, "Vector (float%d):\n\t|", m); fprintf(ostream, "Vector (float%d): " CGLM_PRINT_COLOR "\n (", m);
for (i = 0; i < m; i++) { for (i = 0; i < m; i++) {
fprintf(ostream, "%0.4f", vec[i]); if (vec[i] < CGLM_PRINT_MAX_TO_SHORT)
fprintf(ostream, " % .*f", CGLM_PRINT_PRECISION, vec[i]);
if (i != m - 1) else
fprintf(ostream, "\t"); fprintf(ostream, " % g", vec[i]);
} }
fprintf(ostream, "|\n\n"); fprintf(ostream, " )" CGLM_PRINT_COLOR_RESET "\n\n");
#undef m #undef m
} }
@@ -143,16 +217,16 @@ glm_vec3_print(vec3 vec,
#define m 3 #define m 3
fprintf(ostream, "Vector (float%d):\n\t|", m); fprintf(ostream, "Vector (float%d): " CGLM_PRINT_COLOR "\n (", m);
for (i = 0; i < m; i++) { for (i = 0; i < m; i++) {
fprintf(ostream, "%0.4f", vec[i]); if (vec[i] < CGLM_PRINT_MAX_TO_SHORT)
fprintf(ostream, " % .*f", CGLM_PRINT_PRECISION, vec[i]);
if (i != m - 1) else
fprintf(ostream, "\t"); fprintf(ostream, " % g", vec[i]);
} }
fprintf(ostream, "|\n\n"); fprintf(ostream, " )" CGLM_PRINT_COLOR_RESET "\n\n");
#undef m #undef m
} }
@@ -165,16 +239,12 @@ glm_ivec3_print(ivec3 vec,
#define m 3 #define m 3
fprintf(ostream, "Vector (int%d):\n\t|", m); fprintf(ostream, "Vector (int%d): " CGLM_PRINT_COLOR "\n (", m);
for (i = 0; i < m; i++) { for (i = 0; i < m; i++)
fprintf(ostream, " % d", vec[i]); fprintf(ostream, " % d", vec[i]);
if (i != m - 1) fprintf(ostream, " )" CGLM_PRINT_COLOR_RESET "\n\n");
fprintf(ostream, "\t");
}
fprintf(ostream, "|\n\n");
#undef m #undef m
} }
@@ -187,16 +257,16 @@ glm_vec2_print(vec2 vec,
#define m 2 #define m 2
fprintf(ostream, "Vector (float%d):\n\t|", m); fprintf(ostream, "Vector (float%d): " CGLM_PRINT_COLOR "\n (", m);
for (i = 0; i < m; i++) { for (i = 0; i < m; i++) {
fprintf(ostream, "%0.4f", vec[i]); if (vec[i] < CGLM_PRINT_MAX_TO_SHORT)
fprintf(ostream, " % .*f", CGLM_PRINT_PRECISION, vec[i]);
if (i != m - 1) else
fprintf(ostream, "\t"); fprintf(ostream, " % g", vec[i]);
} }
fprintf(ostream, "|\n\n"); fprintf(ostream, " )" CGLM_PRINT_COLOR_RESET "\n\n");
#undef m #undef m
} }
@@ -209,16 +279,17 @@ glm_versor_print(versor vec,
#define m 4 #define m 4
fprintf(ostream, "Versor (float%d):\n\t|", m); fprintf(ostream, "Quaternion (float%d): " CGLM_PRINT_COLOR "\n (", m);
for (i = 0; i < m; i++) { for (i = 0; i < m; i++) {
fprintf(ostream, "%0.4f", vec[i]); if (vec[i] < CGLM_PRINT_MAX_TO_SHORT)
fprintf(ostream, " % .*f", CGLM_PRINT_PRECISION, vec[i]);
if (i != m - 1) else
fprintf(ostream, "\t"); fprintf(ostream, " % g", vec[i]);
} }
fprintf(ostream, "|\n\n");
fprintf(ostream, " )" CGLM_PRINT_COLOR_RESET "\n\n");
#undef m #undef m
} }
@@ -232,24 +303,43 @@ glm_aabb_print(vec3 bbox[2],
#define m 3 #define m 3
fprintf(ostream, "AABB (%s):\n", tag ? tag: "float"); fprintf(ostream, "AABB (%s): " CGLM_PRINT_COLOR "\n", tag ? tag: "float");
for (i = 0; i < 2; i++) { for (i = 0; i < 2; i++) {
fprintf(ostream, "\t|"); fprintf(ostream, " (");
for (j = 0; j < m; j++) { for (j = 0; j < m; j++) {
fprintf(ostream, "%0.4f", bbox[i][j]); if (bbox[i][j] < CGLM_PRINT_MAX_TO_SHORT)
fprintf(ostream, " % .*f", CGLM_PRINT_PRECISION, bbox[i][j]);
if (j != m - 1) else
fprintf(ostream, "\t"); fprintf(ostream, " % g", bbox[i][j]);
} }
fprintf(ostream, "|\n"); fprintf(ostream, " )\n");
} }
fprintf(ostream, "\n"); fprintf(ostream, CGLM_PRINT_COLOR_RESET "\n");
#undef m #undef m
} }
#else
#include "common.h"
#include <stdio.h>
#include <stdlib.h>
/* NOOP: Remove print from DEBUG */
#define glm_mat4_print(v, s) (void)v; (void)s;
#define glm_mat3_print(v, s) (void)v; (void)s;
#define glm_mat2_print(v, s) (void)v; (void)s;
#define glm_vec4_print(v, s) (void)v; (void)s;
#define glm_vec3_print(v, s) (void)v; (void)s;
#define glm_ivec3_print(v, s) (void)v; (void)s;
#define glm_vec2_print(v, s) (void)v; (void)s;
#define glm_versor_print(v, s) (void)v; (void)s;
#define glm_aabb_print(v, t, s) (void)v; (void)t; (void)s;
#endif
#endif /* cglm_io_h */ #endif /* cglm_io_h */

242
include/cglm/ivec2.h Normal file
View File

@@ -0,0 +1,242 @@
/*
* 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_ivec2(int * __restrict v, ivec2 dest)
CGLM_INLINE void glm_ivec2_copy(ivec2 a, ivec2 dest)
CGLM_INLINE void glm_ivec2_zero(ivec2 v)
CGLM_INLINE void glm_ivec2_one(ivec2 v)
CGLM_INLINE void glm_ivec2_add(ivec2 a, ivec2 b, ivec2 dest)
CGLM_INLINE void glm_ivec2_adds(ivec2 v, int s, ivec2 dest)
CGLM_INLINE void glm_ivec2_sub(ivec2 a, ivec2 b, ivec2 dest)
CGLM_INLINE void glm_ivec2_subs(ivec2 v, int s, ivec2 dest)
CGLM_INLINE void glm_ivec2_mul(ivec2 a, ivec2 b, ivec2 dest)
CGLM_INLINE void glm_ivec2_scale(ivec2 v, int s, ivec2 dest)
CGLM_INLINE int glm_ivec2_distance2(ivec2 a, ivec2 b)
CGLM_INLINE float glm_ivec2_distance(ivec2 a, ivec2 b)
CGLM_INLINE void glm_ivec2_maxv(ivec2 a, ivec2 b, ivec2 dest)
CGLM_INLINE void glm_ivec2_minv(ivec2 a, ivec2 b, ivec2 dest)
CGLM_INLINE void glm_ivec2_clamp(ivec2 v, int minVal, int maxVal)
*/
#ifndef cglm_ivec2_h
#define cglm_ivec2_h
#include "common.h"
/*!
* @brief init ivec2 using vec3 or vec4
*
* @param[in] v vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec2(int * __restrict v, ivec2 dest) {
dest[0] = v[0];
dest[1] = v[1];
}
/*!
* @brief copy all members of [a] to [dest]
*
* @param[in] a source vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec2_copy(ivec2 a, ivec2 dest) {
dest[0] = a[0];
dest[1] = a[1];
}
/*!
* @brief set all members of [v] to zero
*
* @param[out] v vector
*/
CGLM_INLINE
void
glm_ivec2_zero(ivec2 v) {
v[0] = v[1] = 0;
}
/*!
* @brief set all members of [v] to one
*
* @param[out] v vector
*/
CGLM_INLINE
void
glm_ivec2_one(ivec2 v) {
v[0] = v[1] = 1;
}
/*!
* @brief add vector [a] to vector [b] and store result in [dest]
*
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec2_add(ivec2 a, ivec2 b, ivec2 dest) {
dest[0] = a[0] + b[0];
dest[1] = a[1] + b[1];
}
/*!
* @brief add scalar s to vector [v] and store result in [dest]
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec2_adds(ivec2 v, int s, ivec2 dest) {
dest[0] = v[0] + s;
dest[1] = v[1] + s;
}
/*!
* @brief subtract vector [b] from vector [a] and store result in [dest]
*
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec2_sub(ivec2 a, ivec2 b, ivec2 dest) {
dest[0] = a[0] - b[0];
dest[1] = a[1] - b[1];
}
/*!
* @brief subtract scalar s from vector [v] and store result in [dest]
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec2_subs(ivec2 v, int s, ivec2 dest) {
dest[0] = v[0] - s;
dest[1] = v[1] - s;
}
/*!
* @brief multiply vector [a] with vector [b] and store result in [dest]
*
* @param[in] a frist vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec2_mul(ivec2 a, ivec2 b, ivec2 dest) {
dest[0] = a[0] * b[0];
dest[1] = a[1] * b[1];
}
/*!
* @brief multiply vector [a] with scalar s and store result in [dest]
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec2_scale(ivec2 v, int s, ivec2 dest) {
dest[0] = v[0] * s;
dest[1] = v[1] * s;
}
/*!
* @brief squared distance between two vectors
*
* @param[in] a first vector
* @param[in] b second vector
* @return returns squared distance (distance * distance)
*/
CGLM_INLINE
int
glm_ivec2_distance2(ivec2 a, ivec2 b) {
int xd, yd;
xd = a[0] - b[0];
yd = a[1] - b[1];
return xd * xd + yd * yd;
}
/*!
* @brief distance between two vectors
*
* @param[in] a first vector
* @param[in] b second vector
* @return returns distance
*/
CGLM_INLINE
float
glm_ivec2_distance(ivec2 a, ivec2 b) {
return sqrtf((float)glm_ivec2_distance2(a, b));
}
/*!
* @brief set each member of dest to greater of vector a and b
*
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec2_maxv(ivec2 a, ivec2 b, ivec2 dest) {
dest[0] = a[0] > b[0] ? a[0] : b[0];
dest[1] = a[1] > b[1] ? a[1] : b[1];
}
/*!
* @brief set each member of dest to lesser of vector a and b
*
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec2_minv(ivec2 a, ivec2 b, ivec2 dest) {
dest[0] = a[0] < b[0] ? a[0] : b[0];
dest[1] = a[1] < b[1] ? a[1] : b[1];
}
/*!
* @brief clamp each member of [v] between minVal and maxVal (inclusive)
*
* @param[in, out] v vector
* @param[in] minVal minimum value
* @param[in] maxVal maximum value
*/
CGLM_INLINE
void
glm_ivec2_clamp(ivec2 v, int minVal, int maxVal) {
if (v[0] < minVal)
v[0] = minVal;
else if(v[0] > maxVal)
v[0] = maxVal;
if (v[1] < minVal)
v[1] = minVal;
else if(v[1] > maxVal)
v[1] = maxVal;
}
#endif /* cglm_ivec2_h */

258
include/cglm/ivec3.h Normal file
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@@ -0,0 +1,258 @@
/*
* 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_ivec3(ivec4 v4, ivec3 dest)
CGLM_INLINE void glm_ivec3_copy(ivec3 a, ivec3 dest)
CGLM_INLINE void glm_ivec3_zero(ivec3 v)
CGLM_INLINE void glm_ivec3_one(ivec3 v)
CGLM_INLINE void glm_ivec3_add(ivec3 a, ivec3 b, ivec3 dest)
CGLM_INLINE void glm_ivec3_adds(ivec3 v, int s, ivec3 dest)
CGLM_INLINE void glm_ivec3_sub(ivec3 a, ivec3 b, ivec3 dest)
CGLM_INLINE void glm_ivec3_subs(ivec3 v, int s, ivec3 dest)
CGLM_INLINE void glm_ivec3_mul(ivec3 a, ivec3 b, ivec3 dest)
CGLM_INLINE void glm_ivec3_scale(ivec3 v, int s, ivec3 dest)
CGLM_INLINE int glm_ivec3_distance2(ivec3 a, ivec3 b)
CGLM_INLINE float glm_ivec3_distance(ivec3 a, ivec3 b)
CGLM_INLINE void glm_ivec3_maxv(ivec3 a, ivec3 b, ivec3 dest)
CGLM_INLINE void glm_ivec3_minv(ivec3 a, ivec3 b, ivec3 dest)
CGLM_INLINE void glm_ivec3_clamp(ivec3 v, int minVal, int maxVal)
*/
#ifndef cglm_ivec3_h
#define cglm_ivec3_h
#include "common.h"
/*!
* @brief init ivec3 using ivec4
*
* @param[in] v4 vector4
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec3(ivec4 v4, ivec3 dest) {
dest[0] = v4[0];
dest[1] = v4[1];
dest[2] = v4[2];
}
/*!
* @brief copy all members of [a] to [dest]
*
* @param[in] a source vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec3_copy(ivec3 a, ivec3 dest) {
dest[0] = a[0];
dest[1] = a[1];
dest[2] = a[2];
}
/*!
* @brief set all members of [v] to zero
*
* @param[out] v vector
*/
CGLM_INLINE
void
glm_ivec3_zero(ivec3 v) {
v[0] = v[1] = v[2] = 0;
}
/*!
* @brief set all members of [v] to one
*
* @param[out] v vector
*/
CGLM_INLINE
void
glm_ivec3_one(ivec3 v) {
v[0] = v[1] = v[2] = 1;
}
/*!
* @brief add vector [a] to vector [b] and store result in [dest]
*
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec3_add(ivec3 a, ivec3 b, ivec3 dest) {
dest[0] = a[0] + b[0];
dest[1] = a[1] + b[1];
dest[2] = a[2] + b[2];
}
/*!
* @brief add scalar s to vector [v] and store result in [dest]
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec3_adds(ivec3 v, int s, ivec3 dest) {
dest[0] = v[0] + s;
dest[1] = v[1] + s;
dest[2] = v[2] + s;
}
/*!
* @brief subtract vector [b] from vector [a] and store result in [dest]
*
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec3_sub(ivec3 a, ivec3 b, ivec3 dest) {
dest[0] = a[0] - b[0];
dest[1] = a[1] - b[1];
dest[2] = a[2] - b[2];
}
/*!
* @brief subtract scalar s from vector [v] and store result in [dest]
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec3_subs(ivec3 v, int s, ivec3 dest) {
dest[0] = v[0] - s;
dest[1] = v[1] - s;
dest[2] = v[2] - s;
}
/*!
* @brief multiply vector [a] with vector [b] and store result in [dest]
*
* @param[in] a frist vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec3_mul(ivec3 a, ivec3 b, ivec3 dest) {
dest[0] = a[0] * b[0];
dest[1] = a[1] * b[1];
dest[2] = a[2] * b[2];
}
/*!
* @brief multiply vector [a] with scalar s and store result in [dest]
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec3_scale(ivec3 v, int s, ivec3 dest) {
dest[0] = v[0] * s;
dest[1] = v[1] * s;
dest[2] = v[2] * s;
}
/*!
* @brief squared distance between two vectors
*
* @param[in] a first vector
* @param[in] b second vector
* @return returns squared distance (distance * distance)
*/
CGLM_INLINE
int
glm_ivec3_distance2(ivec3 a, ivec3 b) {
int xd, yd, zd;
xd = a[0] - b[0];
yd = a[1] - b[1];
zd = a[2] - b[2];
return xd * xd + yd * yd + zd * zd;
}
/*!
* @brief distance between two vectors
*
* @param[in] a first vector
* @param[in] b second vector
* @return returns distance
*/
CGLM_INLINE
float
glm_ivec3_distance(ivec3 a, ivec3 b) {
return sqrtf((float)glm_ivec3_distance2(a, b));
}
/*!
* @brief set each member of dest to greater of vector a and b
*
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec3_maxv(ivec3 a, ivec3 b, ivec3 dest) {
dest[0] = a[0] > b[0] ? a[0] : b[0];
dest[1] = a[1] > b[1] ? a[1] : b[1];
dest[2] = a[2] > b[2] ? a[2] : b[2];
}
/*!
* @brief set each member of dest to lesser of vector a and b
*
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec3_minv(ivec3 a, ivec3 b, ivec3 dest) {
dest[0] = a[0] < b[0] ? a[0] : b[0];
dest[1] = a[1] < b[1] ? a[1] : b[1];
dest[2] = a[2] < b[2] ? a[2] : b[2];
}
/*!
* @brief clamp each member of [v] between minVal and maxVal (inclusive)
*
* @param[in, out] v vector
* @param[in] minVal minimum value
* @param[in] maxVal maximum value
*/
CGLM_INLINE
void
glm_ivec3_clamp(ivec3 v, int minVal, int maxVal) {
if (v[0] < minVal)
v[0] = minVal;
else if(v[0] > maxVal)
v[0] = maxVal;
if (v[1] < minVal)
v[1] = minVal;
else if(v[1] > maxVal)
v[1] = maxVal;
if (v[2] < minVal)
v[2] = minVal;
else if(v[2] > maxVal)
v[2] = maxVal;
}
#endif /* cglm_ivec3_h */

275
include/cglm/ivec4.h Normal file
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@@ -0,0 +1,275 @@
/*
* 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_ivec4(ivec3 v3, int last, ivec4 dest)
CGLM_INLINE void glm_ivec4_copy(ivec4 a, ivec4 dest)
CGLM_INLINE void glm_ivec4_zero(ivec4 v)
CGLM_INLINE void glm_ivec4_one(ivec4 v)
CGLM_INLINE void glm_ivec4_add(ivec4 a, ivec4 b, ivec4 dest)
CGLM_INLINE void glm_ivec4_adds(ivec4 v, int s, ivec4 dest)
CGLM_INLINE void glm_ivec4_sub(ivec4 a, ivec4 b, ivec4 dest)
CGLM_INLINE void glm_ivec4_subs(ivec4 v, int s, ivec4 dest)
CGLM_INLINE void glm_ivec4_mul(ivec4 a, ivec4 b, ivec4 dest)
CGLM_INLINE void glm_ivec4_scale(ivec4 v, int s, ivec4 dest)
CGLM_INLINE int glm_ivec4_distance2(ivec4 a, ivec4 b)
CGLM_INLINE float glm_ivec4_distance(ivec4 a, ivec4 b)
CGLM_INLINE void glm_ivec4_maxv(ivec4 a, ivec4 b, ivec4 dest)
CGLM_INLINE void glm_ivec4_minv(ivec4 a, ivec4 b, ivec4 dest)
CGLM_INLINE void glm_ivec4_clamp(ivec4 v, int minVal, int maxVal)
*/
#ifndef cglm_ivec4_h
#define cglm_ivec4_h
#include "common.h"
/*!
* @brief init ivec4 using ivec3
*
* @param[in] v3 vector3
* @param[in] last last item
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec4(ivec3 v3, int last, ivec4 dest) {
dest[0] = v3[0];
dest[1] = v3[1];
dest[2] = v3[2];
dest[3] = last;
}
/*!
* @brief copy all members of [a] to [dest]
*
* @param[in] a source vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec4_copy(ivec4 a, ivec4 dest) {
dest[0] = a[0];
dest[1] = a[1];
dest[2] = a[2];
dest[3] = a[3];
}
/*!
* @brief set all members of [v] to zero
*
* @param[out] v vector
*/
CGLM_INLINE
void
glm_ivec4_zero(ivec4 v) {
v[0] = v[1] = v[2] = v[3] = 0;
}
/*!
* @brief set all members of [v] to one
*
* @param[out] v vector
*/
CGLM_INLINE
void
glm_ivec4_one(ivec4 v) {
v[0] = v[1] = v[2] = v[3] = 1;
}
/*!
* @brief add vector [a] to vector [b] and store result in [dest]
*
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec4_add(ivec4 a, ivec4 b, ivec4 dest) {
dest[0] = a[0] + b[0];
dest[1] = a[1] + b[1];
dest[2] = a[2] + b[2];
dest[3] = a[3] + b[3];
}
/*!
* @brief add scalar s to vector [v] and store result in [dest]
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec4_adds(ivec4 v, int s, ivec4 dest) {
dest[0] = v[0] + s;
dest[1] = v[1] + s;
dest[2] = v[2] + s;
dest[3] = v[3] + s;
}
/*!
* @brief subtract vector [b] from vector [a] and store result in [dest]
*
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec4_sub(ivec4 a, ivec4 b, ivec4 dest) {
dest[0] = a[0] - b[0];
dest[1] = a[1] - b[1];
dest[2] = a[2] - b[2];
dest[3] = a[3] - b[3];
}
/*!
* @brief subtract scalar s from vector [v] and store result in [dest]
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec4_subs(ivec4 v, int s, ivec4 dest) {
dest[0] = v[0] - s;
dest[1] = v[1] - s;
dest[2] = v[2] - s;
dest[3] = v[3] - s;
}
/*!
* @brief multiply vector [a] with vector [b] and store result in [dest]
*
* @param[in] a frist vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec4_mul(ivec4 a, ivec4 b, ivec4 dest) {
dest[0] = a[0] * b[0];
dest[1] = a[1] * b[1];
dest[2] = a[2] * b[2];
dest[3] = a[3] * b[3];
}
/*!
* @brief multiply vector [a] with scalar s and store result in [dest]
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec4_scale(ivec4 v, int s, ivec4 dest) {
dest[0] = v[0] * s;
dest[1] = v[1] * s;
dest[2] = v[2] * s;
dest[3] = v[3] * s;
}
/*!
* @brief squared distance between two vectors
*
* @param[in] a first vector
* @param[in] b second vector
* @return returns squared distance (distance * distance)
*/
CGLM_INLINE
int
glm_ivec4_distance2(ivec4 a, ivec4 b) {
int xd, yd, zd, wd;
xd = a[0] - b[0];
yd = a[1] - b[1];
zd = a[2] - b[2];
wd = a[3] - b[3];
return xd * xd + yd * yd + zd * zd + wd * wd;
}
/*!
* @brief distance between two vectors
*
* @param[in] a first vector
* @param[in] b second vector
* @return returns distance
*/
CGLM_INLINE
float
glm_ivec4_distance(ivec4 a, ivec4 b) {
return sqrtf((float)glm_ivec4_distance2(a, b));
}
/*!
* @brief set each member of dest to greater of vector a and b
*
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec4_maxv(ivec4 a, ivec4 b, ivec4 dest) {
dest[0] = a[0] > b[0] ? a[0] : b[0];
dest[1] = a[1] > b[1] ? a[1] : b[1];
dest[2] = a[2] > b[2] ? a[2] : b[2];
dest[3] = a[3] > b[3] ? a[3] : b[3];
}
/*!
* @brief set each member of dest to lesser of vector a and b
*
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_ivec4_minv(ivec4 a, ivec4 b, ivec4 dest) {
dest[0] = a[0] < b[0] ? a[0] : b[0];
dest[1] = a[1] < b[1] ? a[1] : b[1];
dest[2] = a[2] < b[2] ? a[2] : b[2];
dest[3] = a[3] < b[3] ? a[3] : b[3];
}
/*!
* @brief clamp each member of [v] between minVal and maxVal (inclusive)
*
* @param[in, out] v vector
* @param[in] minVal minimum value
* @param[in] maxVal maximum value
*/
CGLM_INLINE
void
glm_ivec4_clamp(ivec4 v, int minVal, int maxVal) {
if (v[0] < minVal)
v[0] = minVal;
else if(v[0] > maxVal)
v[0] = maxVal;
if (v[1] < minVal)
v[1] = minVal;
else if(v[1] > maxVal)
v[1] = maxVal;
if (v[2] < minVal)
v[2] = minVal;
else if(v[2] > maxVal)
v[2] = maxVal;
if (v[3] < minVal)
v[3] = minVal;
else if(v[3] > maxVal)
v[3] = maxVal;
}
#endif /* cglm_ivec4_h */

View File

@@ -40,6 +40,10 @@
# include "simd/sse2/mat2.h" # include "simd/sse2/mat2.h"
#endif #endif
#ifdef CGLM_NEON_FP
# include "simd/neon/mat2.h"
#endif
#define GLM_MAT2_IDENTITY_INIT {{1.0f, 0.0f}, {0.0f, 1.0f}} #define GLM_MAT2_IDENTITY_INIT {{1.0f, 0.0f}, {0.0f, 1.0f}}
#define GLM_MAT2_ZERO_INIT {{0.0f, 0.0f}, {0.0f, 0.0f}} #define GLM_MAT2_ZERO_INIT {{0.0f, 0.0f}, {0.0f, 0.0f}}
@@ -56,7 +60,7 @@
CGLM_INLINE CGLM_INLINE
void void
glm_mat2_copy(mat2 mat, mat2 dest) { glm_mat2_copy(mat2 mat, mat2 dest) {
glm_vec4_copy(mat[0], dest[0]); glm_vec4_ucopy(mat[0], dest[0]);
} }
/*! /*!
@@ -130,6 +134,8 @@ void
glm_mat2_mul(mat2 m1, mat2 m2, mat2 dest) { glm_mat2_mul(mat2 m1, mat2 m2, mat2 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glm_mat2_mul_sse2(m1, m2, dest); glm_mat2_mul_sse2(m1, m2, dest);
#elif defined(CGLM_NEON_FP)
glm_mat2_mul_neon(m1, m2, dest);
#else #else
float a00 = m1[0][0], a01 = m1[0][1], float a00 = m1[0][0], a01 = m1[0][1],
a10 = m1[1][0], a11 = m1[1][1], a10 = m1[1][0], a11 = m1[1][1],
@@ -216,7 +222,16 @@ glm_mat2_trace(mat2 m) {
CGLM_INLINE CGLM_INLINE
void void
glm_mat2_scale(mat2 m, float s) { glm_mat2_scale(mat2 m, float s) {
glm_vec4_scale(m[0], s, m[0]); #if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(m[0], _mm_mul_ps(_mm_loadu_ps(m[0]), _mm_set1_ps(s)));
#elif defined(CGLM_NEON_FP)
vst1q_f32(m[0], vmulq_f32(vld1q_f32(m[0]), vdupq_n_f32(s)));
#else
m[0][0] = m[0][0] * s;
m[0][1] = m[0][1] * s;
m[1][0] = m[1][0] * s;
m[1][1] = m[1][1] * s;
#endif
} }
/*! /*!

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