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236 Commits

Author SHA1 Message Date
Recep Aslantas 46f46e5dcb Merge pull request #492 from FunkyAss/fix/call_api_pulls_inline
Fix "Call API pulls inline API"
2026-05-31 21:43:15 +03:00
Davide Del Zompo a97af506ce address review comments
- use relative includes for cglm/call/ headers
 - explicitly include stdio in cglm/call/io.h
 - update call documentation
2026-04-18 10:11:03 +03:00
Davide Del Zompo 454f032310 call API: don't include inline functions in header 2026-03-22 11:24:45 +02:00
Davide Del Zompo f0f05dadc5 Move glm_euler_seq to types.h 2026-03-22 11:11:46 +02:00
Recep Aslantas 83d5b2c973 docs: add infinite perspective 2026-02-10 22:59:46 +03:00
Recep Aslantas 7e1bdd0676 Merge pull request #489 from Lephar/master
Implement infinite perspective projection matrix creation functions
2026-02-10 22:45:21 +03:00
Ali Emre Gülcü 0dc17e5d47 Implement default infinite perspective projection matrix creation functions 2026-02-10 16:35:50 +03:00
Ali Emre Gülcü d6c6b4c542 Implement infinite perspective projection matrix creation functions 2026-02-10 12:30:11 +03:00
Recep Aslantas 0356534c0c Merge pull request #488 from lesleyrs/wextra
fix -ffast-math with -Wextra warnings
2026-01-31 14:44:49 +03:00
lesleyrs 5ff0d80c85 fix -ffast-math with -Wextra warnings 2026-01-22 16:09:11 +01:00
Recep Aslantas 1952042f2c Merge pull request #487 from tayoky/master
add glm_vecx_swap functions
2025-11-19 23:44:21 +03:00
tayoky 3aad5823ca add glm_vecx_swap functions 2025-11-15 10:39:14 +01:00
Recep Aslantas da957fa421 Merge pull request #483 from Lephar/master
Add missing glmc_perspective_resize_**_**() call/clipspace functions
2025-11-08 17:41:00 +03:00
Ali Emre Gülcü 47e5d48749 Add missing glmc_perspective_resize_**_**() call/clipspace functions 2025-11-05 09:56:28 +03:00
Recep Aslantas a4602f2d5f Merge pull request #478 from fd00/fix-make
Fix `make` on `srcdir != builddir`
2025-06-18 17:44:56 +03:00
Daisuke Fujimura (fd0) 6af4e0d565 Fix make on srcdir != builddir 2025-06-18 20:55:40 +09:00
Recep Aslantas a311dbfe4c Merge pull request #476 from aganm/double-promotion
Fix double-promotion warnings in tests
2025-05-13 12:33:55 +03:00
Michael Aganier a761088e15 Fix double-promotion warnings in tests 2025-05-12 17:38:21 -04:00
Recep Aslantas a886d6e170 Merge pull request #471 from under-view/feature/mat3-tables
mat3: add tables to docs & fix comments
2025-04-24 16:07:51 +03:00
Recep Aslantas 1a8b105ce6 Merge pull request #472 from under-view/mat2-docs-cleanup
mat2: docs cleanup
2025-04-24 16:07:31 +03:00
Vincent Davis Jr ec5f8074c4 mat2: docs cleanup
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2025-04-17 18:08:50 -04:00
Vincent Davis Jr 6f5fde8b52 mat3: add tables to docs & fix comments
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2025-04-17 14:22:00 -04:00
Recep Aslantas 9da4e78c2e Merge pull request #469 from under-view/feature/mat2-tables
mat2: add tables to docs & fix comments
2025-04-11 17:14:17 +03:00
Vincent Davis Jr 27a3ddc928 gitignore: ignore vim swp files
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2025-04-11 00:13:55 -04:00
Vincent Davis Jr 5d530cd8e0 mat2: add tables to docs & fix comments
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2025-04-11 00:13:54 -04:00
Vincent Davis Jr dde053a295 mat2x3[docs]: fix glm_mat2x3_zero parameters
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2025-04-05 09:58:49 -04:00
Recep Aslantas 2128235d42 Merge pull request #467 from recp/textrans
build texture transform matrix helper
2025-04-05 13:52:15 +03:00
Recep Aslantas 9fb418bcac Update include/cglm/mat3.h
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
2025-04-05 13:36:12 +03:00
Recep Aslantas 5fde20d65c build texture transform matrix helper 2025-04-05 13:32:47 +03:00
Recep Aslantas ebc65782f8 Merge pull request #466 from recp/integration_1 2025-04-05 06:32:01 +03:00
Recep Aslantas 1bd04c819b some apple simd framework integration helpers 2025-04-04 23:02:12 +03:00
Recep Aslantas 8560da0e70 define __cglm__ to publish cglm availability universally
in this way we wont need to check arbitrary header check e.g. cglm_common_h
2025-04-04 23:01:55 +03:00
Recep Aslantas ed7a658637 Merge pull request #465 from under-view/feature/mat4x3-tables
mat4x3: add tables to docs & fix comments
2025-04-04 22:57:01 +03:00
Recep Aslantas bcc475e2b7 Merge pull request #464 from under-view/feature/mat4x2-tables
mat4x2: add tables to docs & fix comments
2025-04-04 22:56:30 +03:00
Vincent Davis Jr bdca98ba48 mat4x2: add tables to docs & fix comments
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2025-04-04 13:29:10 -04:00
Vincent Davis Jr b33e29d50f mat4x3: add tables to docs & fix comments
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2025-04-04 13:22:27 -04:00
Vincent Davis Jr 4b3e9bb779 mat3x2: fix scale comment
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2025-04-04 11:04:44 -04:00
Recep Aslantas 214842db27 Merge pull request #462 from under-view/feature/mat3x4-tables
mat3x4: add tables to docs & fix comments
2025-04-03 21:42:27 +03:00
Recep Aslantas 60e4d6c188 Merge pull request #461 from under-view/feature/mat3x2-tables
mat3x2: add tables to docs & fix comments
2025-04-03 21:41:44 +03:00
Recep Aslantas 5063d4b2b0 Merge pull request #460 from under-view/feature/mat2x4-tables
mat2x4: add tables to docs & fix comments
2025-04-03 21:40:57 +03:00
Recep Aslantas a16bc2ae4a Merge pull request #459 from under-view/feature/mat2x3-tables
mat2x3: add tables to docs & fix comments
2025-04-03 21:38:32 +03:00
Vincent Davis Jr b694c97204 mat2x4: add tables to docs & fix comments
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2025-04-03 11:30:34 -04:00
Vincent Davis Jr 4791fe3f24 mat3x4: add tables to docs & fix comments
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2025-04-03 11:27:00 -04:00
Vincent Davis Jr b64067a94d mat3x2: add tables to docs & fix comments
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2025-04-03 01:22:55 -04:00
Vincent Davis Jr 43363e8c43 mat2x3: add tables to docs & fix comments
Signed-off-by: Vincent Davis Jr <vince@underview.tech>
2025-04-02 19:59:20 -04:00
Recep Aslantas f3094cdc65 add missing almm_*_set1() to arm and wasm 2025-03-19 23:28:58 +03:00
Recep Aslantas a7bd64952e Update .gitignore 2025-03-19 23:28:26 +03:00
Recep Aslantas 4141298161 Merge pull request #452 from RolandMarchand/add-tau-constants
Added Tau constant definitions to types.h
2025-03-19 17:27:45 +03:00
Recep Aslantas 05979281ac Merge pull request #457 from MarcinKonowalczyk/typo
Typo
2025-03-19 17:24:56 +03:00
Recep Aslantas 4b3dcceb9d Merge pull request #456 from MarcinKonowalczyk/w-conversion
Add -Wconversion
2025-03-19 17:22:55 +03:00
Marcin cfb8cd9447 more mat4's 2025-03-18 14:17:35 +00:00
Marcin 8d01d1d135 mat4 in docs 2025-03-18 14:14:37 +00:00
Marcin c6caddc75e frand48 2025-03-18 13:30:59 +00:00
Marcin 8b810c2280 -Wconversion 2025-03-18 13:25:32 +00:00
Marcin fd3b21f5d7 newline 2025-03-18 13:24:28 +00:00
Marcin c1ea9e7a69 -Wextra and -Wpedantic 2025-03-18 13:24:23 +00:00
Roland Marchand 44b5952ec3 Added Tau constant definitions to types.h 2025-03-11 08:05:51 -04:00
Recep Aslantas 6e2976d415 Merge pull request #450 from ATMI/affine2d-post
Added 2D Post Transformations
2025-02-22 14:49:35 +03:00
Artemii Miasoedov 9a7f52202d Fixed broken formatting in test_common.c 2025-02-16 15:55:40 +03:00
Artemii Miasoedov e96b6a382d Added tests for 2D affine post transformations (translate, rotate, scale) 2025-02-16 15:50:53 +03:00
Artemii Miasoedov 091c475422 Implemented 2D affine post transformations (translate, rotate, scale) 2025-02-16 14:39:10 +03:00
Recep Aslantas 144d1e7c29 build: add missing call/aabb2d.h 2025-02-13 22:35:16 +03:00
Recep Aslantas 643700c05e now working on v0.9.6 2025-02-13 12:25:10 +03:00
Recep Aslantas fb4eac2ee0 Merge pull request #413 from recp/optimize-inv
WIP: More Optimizations and SIMD fixes for MSVC & ARM
2025-02-12 23:08:07 +03:00
Recep Aslantas 4d0a0a7025 Update wasm.h 2025-02-09 15:30:49 +03:00
Recep Aslantas a88d32c776 Merge branch 'master' into optimize-inv 2025-02-09 15:13:28 +03:00
Recep Aslantas 3bfd31af99 build, win: add missing files 2025-02-09 15:01:55 +03:00
Recep Aslantas 3ee809b9b3 Merge pull request #444 from wethu/wethu-docs-minor-fix-example-numbering
Fix numbering - opengl matrix uniform examples (docs)
2025-01-30 23:10:03 +03:00
Ellis 8cdf496baf Fix numbering 2025-01-30 21:39:17 +10:00
Recep Aslantas d42bff7773 Update ci.yml 2025-01-25 11:53:27 +03:00
Recep Aslantas 365d43bef4 Update ci.yml 2025-01-25 11:47:32 +03:00
Recep Aslantas 5770fdb336 ci: add arm builds 2025-01-25 11:08:06 +03:00
Recep Aslantas 042d84f058 ci: add arm builds 2025-01-25 10:58:48 +03:00
Recep Aslantas 70a1a946ee arm: use glmm_div where possible to fix ARMv7 <-> ARM64 2025-01-24 22:21:11 +03:00
Recep Aslantas 8ca1f19aa2 arm: use glmm_div where possible to fix ARMv7 <-> ARM64 2025-01-24 22:20:57 +03:00
Recep Aslantas adb3ac18c0 Merge branch 'master' into optimize-inv 2025-01-24 16:04:49 +03:00
Recep Aslantas 441f2657ab suppress param-name warns 2025-01-24 11:20:49 +03:00
Recep Aslantas 9b660e8bd0 Update cmake-wasm.yml 2025-01-23 14:10:04 +03:00
Recep Aslantas 40a2aca7ec Update cmake-wasm.yml 2025-01-23 13:55:14 +03:00
Recep Aslantas a48fa8be65 Update cmake-wasm.yml 2025-01-23 13:54:37 +03:00
Recep Aslantas 2f36faa70a Update cmake-wasm.yml 2025-01-23 13:45:19 +03:00
Recep Aslantas 36f59b7b6c Update cmake-wasm.yml 2025-01-23 13:39:30 +03:00
Recep Aslantas f4993318d2 Update ci.yml 2025-01-23 13:04:37 +03:00
Recep Aslantas 5672370e31 Update ci.yml 2025-01-23 12:49:52 +03:00
Recep Aslantas ae1b9a3982 Update ci.yml 2025-01-23 12:44:04 +03:00
Recep Aslantas a18d9c28e7 Update ci.yml 2025-01-23 12:41:08 +03:00
Recep Aslantas fc91f95bb2 Merge branch 'master' of https://github.com/recp/cglm 2025-01-23 12:24:49 +03:00
Recep Aslantas 39052494a2 Revert "Update ci.yml"
This reverts commit 488f782704.
2025-01-23 12:22:27 +03:00
Recep Aslantas 488f782704 Update ci.yml
Update ci.yml

Update ci.yml
2025-01-23 12:22:09 +03:00
Recep Aslantas 814c354337 Update ci.yml 2025-01-23 12:18:12 +03:00
Recep Aslantas 1ad56f0e94 Update ci.yml 2025-01-23 12:16:07 +03:00
Recep Aslantas cc54ad3f92 Update ci.yml 2025-01-23 12:15:22 +03:00
Recep Aslantas 3971ef8ef1 Update ci.yml 2025-01-23 01:09:20 +03:00
Recep Aslantas b4a3ed32d9 Update ci.yml 2025-01-23 01:07:32 +03:00
Recep Aslantas eb37a28ff5 Update ci.yml 2025-01-23 00:58:02 +03:00
Recep Aslantas 925f9c1d1a Update ci.yml 2025-01-23 00:50:36 +03:00
Recep Aslantas 9f74fd9597 Update ci.yml 2025-01-23 00:44:12 +03:00
Recep Aslantas 99937807cf Update ci.yml 2025-01-23 00:19:52 +03:00
Recep Aslantas cc79b440e7 Update ci.yml 2025-01-23 00:13:59 +03:00
Recep Aslantas e161c4d0a7 Update ci.yml 2025-01-23 00:06:00 +03:00
Recep Aslantas e8c791e91e Merge pull request #441 from MarcinKonowalczyk/perlin
Implement Perlin noise
2025-01-22 23:23:03 +03:00
Recep Aslantas 241b751d8c build, autotools: add missing file 2025-01-22 23:17:23 +03:00
Marcin dfc9969f85 vectorise fades
fix fade for vec2
2025-01-22 16:49:27 +00:00
Marcin 2b4aef2a29 glm__noiseDetail_fade_vec2 arg restrict 2025-01-22 16:49:26 +00:00
Marcin fd0131734f fix granNorm arg order 2025-01-22 16:49:26 +00:00
Marcin 9cfa40f423 glm__noiseDetail_taylorInvSqrt 2025-01-22 16:49:26 +00:00
Marcin b79347eb13 vdivq_f32 2025-01-22 16:49:26 +00:00
Marcin 450d747867 1/7 patch 2025-01-22 14:40:18 +00:00
Recep Aslantas 26e174db46 Merge pull request #442 from duarm/master
Rename struct/aabb2d.h functions to match aabb2d.h, add tests
2025-01-21 10:00:12 +03:00
Recep Aslantas e605c1d585 Update aabb2d.h 2025-01-21 09:59:48 +03:00
duarm f815918a74 rename struct/aabb2d.h functions to match aabb2d.h, add tests 2025-01-20 13:29:21 -03:00
Marcin 948642ff33 _glm_ -> glm__ for internal macros 2025-01-20 14:09:05 +00:00
Marcin 23c0f5f660 couple more // comments 2025-01-18 20:11:00 +00:00
Marcin d3ad1645fc purged // comments in noise.h 2025-01-18 20:11:00 +00:00
Marcin fa7bc07ae9 changed noiseDetail to #defines
_glm_noiseDetail_mod289
_glm_noiseDetail_permute
_glm_noiseDetail_fade_vec4
_glm_noiseDetail_fade_vec3
_glm_noiseDetail_fade_vec2
_glm_noiseDetail_taylorInvSqrt
_glm_noiseDetail_gradNorm_vec4
_glm_noiseDetail_gradNorm_vec3
_glm_noiseDetail_gradNorm_vec2
_glm_noiseDetail_i2gxyzw
_glm_noiseDetail_i2gxyz
_glm_noiseDetail_i2gxy
2025-01-18 20:11:00 +00:00
Marcin f32f18a373 sets -> fill 2025-01-18 20:10:59 +00:00
Marcin 082f1878dd glms_vec2_mods doc 2025-01-18 20:10:59 +00:00
Marcin 4b0e7dadd6 vec2 swizzle 2025-01-18 20:10:59 +00:00
Marcin b45bf1d571 switch deprecation in cglm/call.h to #define 2025-01-18 20:10:59 +00:00
Marcin 8493a6c0d3 fix cglm_vec3/4_swizzle 2025-01-18 20:10:59 +00:00
Marcin f50736aee7 vec2_step test 2025-01-18 20:10:59 +00:00
Marcin 6bc980f3d9 add missing vec2 step 2025-01-18 20:10:59 +00:00
Marcin 5cffcf74c4 missing glmc_vec2_stepr 2025-01-18 20:10:58 +00:00
Marcin fb469c779d missing doc 2025-01-18 20:10:58 +00:00
Marcin 8e69157052 missing vec4 steps and stepr 2025-01-18 20:10:58 +00:00
Marcin 6c0e3e9460 deprecate step_uni in favour of steps
This seems to be the newer naming system
2025-01-18 20:10:58 +00:00
Marcin 4ca0c536af steps and stepr test 2025-01-18 20:10:58 +00:00
Marcin 9a1206f3f1 steps and stepr boilerplate 2025-01-18 20:10:58 +00:00
Marcin c2ebef3867 change steps -> stepr and move to ext 2025-01-18 20:10:57 +00:00
Marcin 0e0eff71ce correct vec4_mods doc 2025-01-18 20:10:57 +00:00
Marcin 6620adcc16 fix invalid types in vec2_frac/floor 2025-01-18 20:10:57 +00:00
Marcin a986a4d741 add missing floor tests 2025-01-18 20:10:57 +00:00
Marcin 32e7d5cceb mods test 2025-01-18 20:10:57 +00:00
Marcin e14c730d5c mods boilerplate 2025-01-18 20:10:57 +00:00
Marcin fbf0014c82 missing vec4_floor doc 2025-01-18 20:10:56 +00:00
Marcin 0483362f5c move mods to ext 2025-01-18 20:10:56 +00:00
Marcin 35af0c04fe remove extra spaces from vec3.h and vec4.h 2025-01-18 13:19:29 +00:00
Marcin 66d51e5771 double spaces in other files 2025-01-18 13:19:29 +00:00
Marcin 5a3a16d9ad double spaces in noise.h 2025-01-18 13:19:29 +00:00
Marcin 651ad8ca32 vec2-ext docs 2025-01-18 12:57:33 +00:00
Marcin b1192c8638 vec3-ext docs 2025-01-18 12:57:33 +00:00
Marcin eaf2d7314e vec4-ext docs 2025-01-18 12:57:33 +00:00
Marcin 200b0875ba vec2_floor test 2025-01-18 12:57:32 +00:00
Marcin 9a25fab6f0 vec2_floor boilerplate 2025-01-18 12:57:32 +00:00
Marcin bfaf413a5d vec2_floor impl 2025-01-18 12:57:32 +00:00
Marcin 9594d0cc86 add missing glms_vec2_abs 2025-01-18 12:57:32 +00:00
Marcin 2890472a0b add missing test entry for vec2_abs 2025-01-18 12:57:32 +00:00
Marcin c48befca37 vec2_fract test 2025-01-18 12:57:32 +00:00
Marcin 3c9eecd0be vec2_fract boilerplate 2025-01-18 12:57:32 +00:00
Marcin a9fee1b4d7 vec2_fract 2025-01-18 12:57:31 +00:00
Marcin 52753672bb vec4_fract test 2025-01-18 12:57:31 +00:00
Marcin 68215526cf vec4_floor boilerplate 2025-01-18 12:57:31 +00:00
Marcin c27ef7e93b vec3_floor struct doc 2025-01-18 12:57:31 +00:00
Marcin 2ba561cc92 move vec4_floor to ext 2025-01-18 12:57:31 +00:00
Marcin e66f2f3df4 vec3_floor test 2025-01-18 12:57:31 +00:00
Marcin 967c9e0a09 vec3_floor boilerplate 2025-01-18 12:57:31 +00:00
Marcin 1637d2cef1 move vec3_floor to ext 2025-01-18 12:57:30 +00:00
Marcin 2acdd1e4d0 fix _glm_noiseDetail_gradNorm_vec2 2025-01-18 12:57:30 +00:00
Marcin 606ecbceaa vac_muls -> vec_scale 2025-01-18 12:57:30 +00:00
Marcin f1a72241b1 docs 2025-01-17 20:34:47 +00:00
Marcin 9085ed020a glm_perlin_vec2 test 2025-01-17 20:22:00 +00:00
Marcin 1377a94a17 glm_perlin_vec2 boilerplate 2025-01-17 20:21:59 +00:00
Marcin a98c270eee glm_perlin_vec2 impl 2025-01-17 20:21:59 +00:00
Marcin 83b67baa23 glm_perlin_vec3 docs 2025-01-17 16:40:07 +00:00
Marcin ae82a493f7 note 2025-01-17 16:38:19 +00:00
Marcin 98ab6fcbe0 glm_perlin_vec3 test 2025-01-17 16:38:19 +00:00
Marcin f0529646b2 glm_perlin_vec3 boilerplate 2025-01-17 16:38:19 +00:00
Marcin 585a999d79 docs 2025-01-17 16:38:19 +00:00
Marcin 5f241a2daf glm_perlin_vec3 impl 2025-01-17 16:38:19 +00:00
Marcin fbdc46b205 more doc 2025-01-17 16:38:18 +00:00
Marcin ae1bee7481 doc 2025-01-17 16:38:18 +00:00
Marcin a0d8803f76 perlin.h -> noise.h 2025-01-15 14:05:08 +00:00
Marcin 43c9f84c8c test_perlin 2025-01-15 13:35:10 +00:00
Marcin 71a0dc6c35 minor reshuffle 2025-01-15 13:35:10 +00:00
Marcin 5d34a04496 refactor gNorm 2025-01-15 13:35:10 +00:00
Marcin b54dff0124 minor comment 2025-01-15 13:35:10 +00:00
Marcin fda5406ac0 unnecessary zero init 2025-01-15 13:35:10 +00:00
Marcin f19dc13e39 missed bracket 2025-01-15 13:35:09 +00:00
Marcin f3f75a2727 impl but buggy 2025-01-15 13:35:09 +00:00
Marcin c3e16a53f4 work in progress 2025-01-15 13:35:09 +00:00
Marcin 8a2fd9cda9 docs boilerplate 2025-01-14 17:34:51 +00:00
Marcin 98f53c750d test boilerplate 2025-01-14 17:32:56 +00:00
Marcin 3e52d90ecb boilerplate 2025-01-14 17:32:46 +00:00
Marcin a4cd7e008d initial impl 2025-01-14 17:31:35 +00:00
Recep Aslantas 5861c37a93 Merge pull request #437 from master30f/readme-restructure
Restructure and rephrase README
2025-01-08 11:28:30 +03:00
zorby aae82c1d4a README: Add chapter about alignment 2025-01-04 11:51:43 +01:00
zorby 7e51ed88e8 README: Add Features 2025-01-04 11:23:37 +01:00
zorby 32a05a579b README: Move Struct API chapter 2025-01-04 11:22:52 +01:00
Recep Aslantas 9b67866154 Merge pull request #438 from master30f/file-cleanup
Remove .vscode and .gitmodules
2025-01-03 23:42:41 +03:00
zorby bab7d7bb12 Add .vscode to .gitignore 2025-01-03 17:09:44 +01:00
zorby 5a207d84bb Remove .gitmodules
See issue #436.
2025-01-03 10:43:47 +01:00
zorby 7783acae10 Remove .vscode
See issue #436.
2025-01-03 10:40:17 +01:00
zorby 9d079d3cc3 Restructure README 2024-12-30 13:50:11 +01:00
Recep Aslantas 054b2df004 vscode: disable formatOnSave 2024-12-03 14:27:06 +03:00
Recep Aslantas 93a2926a13 Merge pull request #430 from nitrix/feat/cmake-3.13
Bump CMake minimum version to 3.13
2024-09-10 14:06:45 +03:00
Alex Belanger 5484259328 Undid the formatting. 2024-09-09 10:35:24 -04:00
Alex Belanger e930737807 Bump CMake minimum version to 3.13 2024-09-09 10:06:09 -04:00
Recep Aslantas c12f318fab supress fast-math warns 2024-08-27 13:40:34 +03:00
Recep Aslantas b0f35203f9 suppress warns 2024-08-27 12:32:58 +03:00
Recep Aslantas ad009d4e49 doc: improve briefs 2024-08-27 12:29:43 +03:00
Recep Aslantas 2f619cdd6f newlines 2024-08-27 12:22:42 +03:00
Recep Aslantas 33e78ca2ad suppress warns about va-args 2024-08-27 12:13:28 +03:00
Recep Aslantas f82d570dec take -pedantic into account to validate CGLM_USE_ANONYMOUS_STRUCT 2024-08-27 11:58:34 +03:00
Recep Aslantas 48839a38a1 fix refract 2024-07-15 12:41:23 +03:00
Recep Aslantas d491108386 Merge pull request #423 from waywardmonkeys/reduce-typo-count
Reduce typo count.
2024-07-15 11:29:42 +03:00
Bruce Mitchener 068f6951b3 Reduce typo count. 2024-07-14 09:10:19 +07:00
Recep Aslantas ed731f991d Merge pull request #421 from myfreeer/patch-1
mat4: wasm simd128 for glm_mat4_inv
2024-07-03 17:06:53 +03:00
myfreeer 07dc9520a4 mat4: wasm simd128 for glm_mat4_inv
The function `glm_mat4_inv_wasm` has been implemented, but not used in `glm_mat4_inv`. This commit adds a conditional macro to add the case of wasm and simd128 case for calling `glm_mat4_inv_wasm`.
2024-07-03 20:04:50 +08:00
Recep Aslantas be0defb7ac Merge pull request #420 from not-kaz/master
Fixed 'missing-prototypes' warnings for some vec2 funcs.
2024-06-11 14:52:02 +03:00
Kaz 5b2c37f73b Fixed 'missing-prototypes' warnings for some vec2 funcs.
Using gcc and missing-prototypes flag shows warnings for:
glmc_vec2_fill, glmc_vec2_eq and glmc_vec2_eqv. 
Seems they were not added to call/vec2.h for some reason. This should fix the warnings.
2024-06-09 11:06:18 +02:00
Recep Aslantas a93a9ef9a2 Merge pull request #416 from telephone001/quat_slerp_longest
added quat_slerp_longest
2024-05-13 17:26:49 +03:00
Recep Aslantas c5b2afc1c4 Update quat.h 2024-05-13 17:20:28 +03:00
John Choi cd5ed1f4c4 added quat_slerp_longest 2024-05-10 22:32:25 -05:00
Recep Aslantas eb3a51e591 win: suppress C4996; use snprintf() instead of sprintf() 2024-04-22 21:33:31 +03:00
Recep Aslantas 44cd0ae4fd avx: optimize avx mat4 scale and mat4 mul 2024-04-13 00:33:57 +03:00
Recep Aslantas d75467f93f avx: implement transpose with AVX 2024-04-13 00:12:14 +03:00
Recep Aslantas 45c1beff51 simd: fix glmm_set1, glmm_splat 2024-04-12 21:53:20 +03:00
Recep Aslantas 14c567d9d9 sse: drop unused macros: glmm_shuff1x, glmm_shuff2 2024-04-11 21:57:46 +03:00
Recep Aslantas 480e1de048 sse: make use of int domain as default behavior if possible ( compiler may ignore it )
also use AVX's `_mm_permute_ps`for shuffling single vector
2024-04-11 21:57:16 +03:00
Recep Aslantas de66f0a67f glmm, avx: optimize splat macros 2024-04-10 23:49:18 +03:00
Recep Aslantas 68bdec4510 simd: use glmm_set1() to optimize broadcasting single float 2024-04-10 22:52:53 +03:00
Recep Aslantas 62c0448e25 simd, msvc: ensure required definitions are exist on msvc 2024-04-07 22:48:11 +03:00
Recep Aslantas 4f00ce0e52 sse: reduce some instructions in mat4 inv 2024-04-07 22:33:37 +03:00
Recep Aslantas a7845ffc44 msvc, simd: fix simd headers for _M_ARM64EC 2024-04-07 00:54:29 +03:00
Recep Aslantas bd941ed7fb arm, neon: fix neon support on GCC ARM 2024-04-06 14:23:36 +03:00
Recep Aslantas 87350f809b msvc bug: dont align types due to "ARM32 = C2719: formal parameter with requested alignment of 16 won't be aligned." on ARM32/MSVC
until a good solution.
2024-04-06 14:11:46 +03:00
Recep Aslantas f50a7a7d00 arm, neon: improve glm_mat4_inv_neon 2024-04-06 14:10:13 +03:00
Recep Aslantas b3308af146 arm: fix glmm_vhadd on ARM32 2024-04-06 14:09:52 +03:00
Recep Aslantas a94f839d6d Merge branch 'master' into optimize-inv 2024-04-04 00:31:08 +03:00
Recep Aslantas 0ff0e8948f Update mat4.h 2024-04-03 00:05:42 +03:00
Recep Aslantas 5b772d0eb4 neon: mat4_inv, reduce 1mul for two extra 2xor 2024-04-03 00:03:55 +03:00
Recep Aslantas c528ca1095 neon: mat4_inv remastered 2024-04-02 13:21:49 +03:00
Recep Aslantas f0e09776d7 arm, neon: optimize glmm_vhadd and add glmm_vdot 2024-04-02 02:36:16 +03:00
Recep Aslantas da4224ba32 now working on v0.9.5 2024-04-02 00:52:54 +03:00
Recep Aslantas 8366e51b47 optimize mat4 scalar inv 2024-03-29 22:13:23 +03:00
Recep Aslantas 30b4ea80a9 optimize mat3 scalar inv 2024-03-29 20:59:54 +03:00
202 changed files with 8293 additions and 2469 deletions
+505 -96
View File
@@ -8,25 +8,80 @@ on:
jobs: jobs:
build_autotools: build_autotools:
name: Autotools / ${{ matrix.os }} name: Autotools / ${{ matrix.os }} / ${{ matrix.simd }}
runs-on: ${{ matrix.os }} runs-on: ${{ matrix.os }}
strategy: strategy:
fail-fast: false fail-fast: false
matrix: matrix:
os: [macos-12, macos-14, ubuntu-22.04] include:
# x86/x64 builds
- { os: macos-13, simd: none }
- { os: macos-13, simd: sse }
- { os: macos-13, simd: sse2 }
- { os: macos-13, simd: sse3 }
- { os: macos-13, simd: sse4 }
- { os: macos-13, simd: avx }
- { os: macos-13, simd: avx2 }
- { os: macos-14, simd: none }
- { os: macos-14, simd: sse }
- { os: macos-14, simd: sse2 }
- { os: macos-14, simd: sse3 }
- { os: macos-14, simd: sse4 }
- { os: macos-14, simd: avx }
- { os: macos-14, simd: avx2 }
- { os: ubuntu-22.04, simd: none }
- { os: ubuntu-22.04, simd: sse }
- { os: ubuntu-22.04, simd: sse2 }
- { os: ubuntu-22.04, simd: sse3 }
- { os: ubuntu-22.04, simd: sse4 }
- { os: ubuntu-22.04, simd: avx }
- { os: ubuntu-22.04, simd: avx2 }
- { os: ubuntu-24.04, simd: none }
- { os: ubuntu-24.04, simd: sse }
- { os: ubuntu-24.04, simd: sse2 }
- { os: ubuntu-24.04, simd: sse3 }
- { os: ubuntu-24.04, simd: sse4 }
- { os: ubuntu-24.04, simd: avx }
- { os: ubuntu-24.04, simd: avx2 }
# ARM64 builds
- { os: ubuntu-latest-arm64, simd: neon }
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v4
- name: Install Autotools - name: Install Autotools on macOS
if: runner.os == 'macOS' if: runner.os == 'macOS'
run: brew upgrade && brew install autoconf automake libtool run: brew upgrade && brew install autoconf automake libtool
- name: Install Autotools on Ubuntu
if: matrix.os == 'ubuntu-22.04' || matrix.os == 'ubuntu-24.04'
run: sudo apt-get install -y autoconf automake libtool
- name: Set SIMD flags
run: |
if [ "${{ matrix.simd }}" == "none" ]; then
export CFLAGS=""
elif [ "${{ matrix.simd }}" == "sse" ]; then
export CFLAGS="-msse"
elif [ "${{ matrix.simd }}" == "sse2" ]; then
export CFLAGS="-msse2"
elif [ "${{ matrix.simd }}" == "sse3" ]; then
export CFLAGS="-msse3"
elif [ "${{ matrix.simd }}" == "sse4" ]; then
export CFLAGS="-msse4"
elif [ "${{ matrix.simd }}" == "avx" ]; then
export CFLAGS="-mavx"
elif [ "${{ matrix.simd }}" == "avx2" ]; then
export CFLAGS="-mavx2"
elif [ "${{ matrix.simd }}" == "neon" ]; then
export CFLAGS="-mfpu=neon"
fi
- name: Generate Autotools - name: Generate Autotools
run: ./autogen.sh run: ./autogen.sh
- name: Configure Autotools - name: Configure Autotools
run: ./configure run: ./configure CFLAGS="$CFLAGS"
- name: Build - name: Build
run: make run: make
@@ -55,13 +110,141 @@ jobs:
- name: Build - name: Build
run: cmake --build build run: cmake --build build
build_cmake_ubuntu:
name: CMake / ${{ matrix.target.os }} / ${{ matrix.target.cc }} / ${{ matrix.target.arch }} / ${{ matrix.target.simd }}
runs-on: ${{ matrix.target.arch == 'arm64' && 'ubuntu-latest-arm64' || matrix.target.os }}
strategy:
fail-fast: false
matrix:
target:
# GCC 11 builds
- { os: ubuntu-20.04, cc: gcc-11, arch: x64, simd: none }
- { os: ubuntu-20.04, cc: gcc-11, arch: x64, simd: sse }
- { os: ubuntu-20.04, cc: gcc-11, arch: x64, simd: sse2 }
- { os: ubuntu-20.04, cc: gcc-11, arch: x64, simd: sse3 }
- { os: ubuntu-20.04, cc: gcc-11, arch: x64, simd: sse4 }
- { os: ubuntu-20.04, cc: gcc-11, arch: x64, simd: avx }
- { os: ubuntu-20.04, cc: gcc-11, arch: x64, simd: avx2 }
# GCC 12 builds
- { os: ubuntu-22.04, cc: gcc-12, arch: x64, simd: none }
- { os: ubuntu-22.04, cc: gcc-12, arch: x64, simd: sse }
- { os: ubuntu-22.04, cc: gcc-12, arch: x64, simd: sse2 }
- { os: ubuntu-22.04, cc: gcc-12, arch: x64, simd: sse3 }
- { os: ubuntu-22.04, cc: gcc-12, arch: x64, simd: sse4 }
- { os: ubuntu-22.04, cc: gcc-12, arch: x64, simd: avx }
- { os: ubuntu-22.04, cc: gcc-12, arch: x64, simd: avx2 }
# GCC 13 builds
- { os: ubuntu-24.04, cc: gcc-13, arch: x64, simd: none }
- { os: ubuntu-24.04, cc: gcc-13, arch: x64, simd: sse }
- { os: ubuntu-24.04, cc: gcc-13, arch: x64, simd: sse2 }
- { os: ubuntu-24.04, cc: gcc-13, arch: x64, simd: sse3 }
- { os: ubuntu-24.04, cc: gcc-13, arch: x64, simd: sse4 }
- { os: ubuntu-24.04, cc: gcc-13, arch: x64, simd: avx }
- { os: ubuntu-24.04, cc: gcc-13, arch: x64, simd: avx2 }
# Clang 12 builds
- { os: ubuntu-20.04, cc: clang-12, arch: x64, simd: none }
- { os: ubuntu-20.04, cc: clang-12, arch: x64, simd: sse }
- { os: ubuntu-20.04, cc: clang-12, arch: x64, simd: sse2 }
- { os: ubuntu-20.04, cc: clang-12, arch: x64, simd: sse3 }
- { os: ubuntu-20.04, cc: clang-12, arch: x64, simd: sse4 }
- { os: ubuntu-20.04, cc: clang-12, arch: x64, simd: avx }
- { os: ubuntu-20.04, cc: clang-12, arch: x64, simd: avx2 }
# Clang 15 builds
- { os: ubuntu-22.04, cc: clang-15, arch: x64, simd: none }
- { os: ubuntu-22.04, cc: clang-15, arch: x64, simd: sse }
- { os: ubuntu-22.04, cc: clang-15, arch: x64, simd: sse2 }
- { os: ubuntu-22.04, cc: clang-15, arch: x64, simd: sse3 }
- { os: ubuntu-22.04, cc: clang-15, arch: x64, simd: sse4 }
- { os: ubuntu-22.04, cc: clang-15, arch: x64, simd: avx }
- { os: ubuntu-22.04, cc: clang-15, arch: x64, simd: avx2 }
# ARM64 builds
- { os: ubuntu-latest, cc: gcc-12, arch: arm64, simd: neon }
- { os: ubuntu-latest, cc: gcc-13, arch: arm64, simd: neon }
# ARMv7 builds
- { os: ubuntu-latest-arm64, cc: gcc-12, arch: armv7, simd: neon }
- { os: ubuntu-latest-arm64, cc: gcc-12, arch: armv7, simd: none }
steps:
- uses: actions/checkout@v4
- name: Add Ubuntu Toolchain PPA
if: matrix.target.os == 'ubuntu-20.04'
run: |
sudo apt-get update
sudo apt-get install -y software-properties-common
sudo add-apt-repository -y ppa:ubuntu-toolchain-r/test
sudo apt-get update
- name: Install Compiler and Ninja
run: |
sudo apt-get install -y ${{ matrix.target.cc }} ninja-build
- name: Set SIMD flags
run: |
if [ "${{ matrix.simd }}" == "none" ]; then
export CFLAGS=""
elif [ "${{ matrix.simd }}" == "sse" ]; then
export CFLAGS="-msse"
elif [ "${{ matrix.simd }}" == "sse2" ]; then
export CFLAGS="-msse2"
elif [ "${{ matrix.simd }}" == "sse3" ]; then
export CFLAGS="-msse3"
elif [ "${{ matrix.simd }}" == "sse4" ]; then
export CFLAGS="-msse4"
elif [ "${{ matrix.simd }}" == "avx" ]; then
export CFLAGS="-mavx"
elif [ "${{ matrix.simd }}" == "avx2" ]; then
export CFLAGS="-mavx2"
elif [ "${{ matrix.simd }}" == "neon" ]; then
export CFLAGS="-mfpu=neon"
fi
- name: Configure CMake
run: |
if [ "${{ matrix.target.arch }}" == "armv7" ]; then
# Build for ARMv7
neon_flags=""
if [ "${{ matrix.simd }}" == "neon" ]; then
neon_flags="-mfpu=neon -mfloat-abi=hard"
fi
cmake -B build -GNinja -DCMAKE_BUILD_TYPE=Release \
-DCMAKE_C_COMPILER=${{ matrix.target.cc }} \
-DCMAKE_C_FLAGS="$CFLAGS -m32 -march=armv7-a ${neon_flags}" \
-DCGLM_STATIC=ON -DCGLM_USE_TEST=ON
elif [ "${{ matrix.target.arch }}" == "arm64" ]; then
# Build for ARM64 (AArch64)
neon_flags=""
if [ "${{ matrix.simd }}" == "neon" ]; then
neon_flags="+simd" # Enable SIMD/NEON features on ARM64
else
neon_flags="+nosimd" # Explicitly disable SIMD/NEON
fi
cmake -B build -GNinja -DCMAKE_BUILD_TYPE=Release \
-DCMAKE_C_COMPILER=${{ matrix.target.cc }} \
-DCMAKE_C_FLAGS="$CFLAGS -march=armv8-a${neon_flags}" \
-DCGLM_STATIC=ON -DCGLM_USE_TEST=ON
else
# Normal build (x86/x64)
cmake -B build -GNinja -DCMAKE_BUILD_TYPE=Release \
-DCMAKE_C_COMPILER=${{ matrix.target.cc }} \
-DCMAKE_C_FLAGS="$CFLAGS" \
-DCGLM_STATIC=ON -DCGLM_USE_TEST=ON
fi
- name: Build
run: cmake --build build
- name: Test
working-directory: build
run: ./tests
build_cmake_macos: build_cmake_macos:
name: CMake / ${{ matrix.os }} name: CMake / ${{ matrix.os }}
runs-on: ${{ matrix.os }} runs-on: ${{ matrix.os }}
strategy: strategy:
fail-fast: false fail-fast: false
matrix: matrix:
os: [macos-12, macos-14] os: [macos-13, macos-14]
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v4
@@ -86,76 +269,270 @@ jobs:
working-directory: build working-directory: build
run: ./tests run: ./tests
build_cmake_ubuntu: build_cmake:
name: CMake / ${{ matrix.target.os }} / ${{ matrix.target.cc }} name: CMake / ${{ matrix.os }} / ${{ matrix.simd }}
runs-on: ${{ matrix.target.os }} runs-on: ${{ matrix.os }}
strategy: strategy:
fail-fast: false fail-fast: false
matrix: matrix:
target: include:
- { os: ubuntu-20.04, cc: gcc-11 } # x86/x64 builds
- { os: ubuntu-22.04, cc: gcc-12 } - { os: macos-13, simd: none }
- { os: ubuntu-22.04, cc: gcc-13 } - { os: macos-13, simd: sse }
- { os: ubuntu-20.04, cc: clang-12 } - { os: macos-13, simd: sse2 }
- { os: ubuntu-22.04, cc: clang-15 } - { os: macos-13, simd: sse3 }
- { os: macos-13, simd: sse4 }
- { os: macos-13, simd: avx }
- { os: macos-13, simd: avx2 }
- { os: macos-14, simd: none }
- { os: macos-14, simd: sse }
- { os: macos-14, simd: sse2 }
- { os: macos-14, simd: sse3 }
- { os: macos-14, simd: sse4 }
- { os: macos-14, simd: avx }
- { os: macos-14, simd: avx2 }
- { os: windows-2022, simd: none }
- { os: windows-2022, simd: sse }
- { os: windows-2022, simd: sse2 }
- { os: windows-2022, simd: sse3 }
- { os: windows-2022, simd: sse4 }
- { os: windows-2022, simd: avx }
- { os: windows-2022, simd: avx2 }
# ARM64 builds
- { os: macos-14-arm64, simd: neon }
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v4
- name: Install Compiler and Ninja - name: Install Ninja on macOS
run: | if: runner.os == 'macOS'
sudo apt-get update -y run: brew upgrade && brew install ninja
sudo apt-get install -y ${{ matrix.target.cc }} ninja-build
- name: Configure CMake - name: Set SIMD flags (Windows)
if: runner.os == 'Windows'
shell: pwsh
run: | run: |
cmake \ $simd = "${{ matrix.simd }}"
-B build \ if ($simd -eq "none") {
-GNinja \ $env:CFLAGS = ""
-DCMAKE_C_COMPILER=${{ matrix.target.cc }} \ } elseif ($simd -eq "sse") {
-DCMAKE_BUILD_TYPE=Release \ $env:CFLAGS = "-arch:SSE"
-DCGLM_STATIC=ON \ } elseif ($simd -eq "sse2") {
-DCGLM_USE_TEST=ON $env:CFLAGS = "-arch:SSE2"
} elseif ($simd -eq "sse3") {
$env:CFLAGS = "-arch:SSE3"
} elseif ($simd -eq "sse4") {
$env:CFLAGS = "-arch:SSE4"
} elseif ($simd -eq "avx") {
$env:CFLAGS = "-arch:AVX"
} elseif ($simd -eq "avx2") {
$env:CFLAGS = "-arch:AVX2"
} elseif ($simd -eq "neon") {
$env:CFLAGS = "-arch:NEON"
}
- name: Set SIMD flags (Unix)
if: runner.os != 'Windows'
shell: bash
run: |
if [ "${{ matrix.simd }}" == "none" ]; then
export CFLAGS=""
elif [ "${{ matrix.simd }}" == "sse" ]; then
export CFLAGS="-msse"
elif [ "${{ matrix.simd }}" == "sse2" ]; then
export CFLAGS="-msse2"
elif [ "${{ matrix.simd }}" == "sse3" ]; then
export CFLAGS="-msse3"
elif [ "${{ matrix.simd }}" == "sse4" ]; then
export CFLAGS="-msse4"
elif [ "${{ matrix.simd }}" == "avx" ]; then
export CFLAGS="-mavx"
elif [ "${{ matrix.simd }}" == "avx2" ]; then
export CFLAGS="-mavx2"
elif [ "${{ matrix.simd }}" == "neon" ]; then
export CFLAGS="-mfpu=neon"
fi
- name: Configure CMake (Windows)
if: runner.os == 'Windows'
shell: pwsh
run: cmake -B build -G "Visual Studio 17 2022" -A x64 -T host=x64 -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_FLAGS="$env:CFLAGS" -DCGLM_STATIC=ON -DCGLM_USE_TEST=ON
- name: Configure CMake (Unix)
if: runner.os != 'Windows'
shell: bash
run: cmake -B build -GNinja -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_FLAGS="$CFLAGS" -DCGLM_STATIC=ON -DCGLM_USE_TEST=ON
- name: Build - name: Build
run: cmake --build build run: cmake --build build
- name: Test - name: Test (Windows)
if: runner.os == 'Windows'
shell: pwsh
working-directory: build
run: .\Debug\tests.exe
- name: Test (Unix)
if: runner.os != 'Windows'
shell: bash
working-directory: build working-directory: build
run: ./tests run: ./tests
build_cmake_windows: build_meson:
name: CMake / ${{ matrix.platform.name }} name: Meson / ${{ matrix.os }} / ${{ matrix.simd }}
runs-on: windows-2022 runs-on: ${{ contains(matrix.os, 'arm64') && 'ubuntu-latest-arm64' || matrix.os }}
strategy: strategy:
fail-fast: false fail-fast: false
matrix: matrix:
platform: include:
- { name: Windows (x64), flags: -A x64 } # x86/x64 builds
- { name: Windows (x86), flags: -A Win32 } - { os: macos-14, simd: none }
- { name: Windows (clang-cl x64), flags: -T ClangCL -A x64 } - { os: macos-14, simd: sse }
- { name: Windows (clang-cl x86), flags: -T ClangCL -A Win32 } - { os: macos-14, simd: sse2 }
- { name: Windows (ARM), flags: -A ARM, skip_tests: true, skip_build: true } # This fails to build. - { os: macos-14, simd: sse3 }
- { name: Windows (ARM64), flags: -A ARM64, skip_tests: true } - { os: macos-14, simd: sse4 }
- { name: UWP (ARM64), flags: -A ARM64, -DCMAKE_SYSTEM_NAME=WindowsStore -DCMAKE_SYSTEM_VERSION="10.0", skip_tests: true } - { os: macos-14, simd: avx }
- { name: UWP (x64), flags: -A x64 -DCMAKE_SYSTEM_NAME=WindowsStore -DCMAKE_SYSTEM_VERSION="10.0", skip_tests: true } - { os: macos-14, simd: avx2 }
- { os: ubuntu-22.04, simd: none }
- { os: ubuntu-22.04, simd: sse }
- { os: ubuntu-22.04, simd: sse2 }
- { os: ubuntu-22.04, simd: sse3 }
- { os: ubuntu-22.04, simd: sse4 }
- { os: ubuntu-22.04, simd: avx }
- { os: ubuntu-22.04, simd: avx2 }
- { os: ubuntu-24.04, simd: none }
- { os: ubuntu-24.04, simd: sse }
- { os: ubuntu-24.04, simd: sse2 }
- { os: ubuntu-24.04, simd: sse3 }
- { os: ubuntu-24.04, simd: sse4 }
- { os: ubuntu-24.04, simd: avx }
- { os: ubuntu-24.04, simd: avx2 }
- { os: windows-2022, simd: none }
- { os: windows-2022, simd: sse }
- { os: windows-2022, simd: sse2 }
- { os: windows-2022, simd: sse3 }
- { os: windows-2022, simd: sse4 }
- { os: windows-2022, simd: avx }
- { os: windows-2022, simd: avx2 }
# ARM64 builds
- { os: ubuntu-latest-arm64, simd: neon }
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v4
- name: Configure CMake - uses: actions/setup-python@v5
run: cmake -B build ` with:
-DCGLM_STATIC=ON ` python-version: '3.12'
-DCGLM_USE_TEST=ON ` cache: 'pip'
${{ matrix.platform.flags }}
- name: Build - name: Install meson
if: ${{ !matrix.platform.skip_build }} run: python3 -m pip install meson ninja
run: cmake --build build --config Release --parallel
- name: Test - name: Set SIMD flags (Windows)
if: ${{ !matrix.platform.skip_tests }} if: runner.os == 'Windows'
working-directory: build shell: pwsh
run: .\Release\tests.exe run: |
$simd = "${{ matrix.simd }}"
if ($simd -eq "none") {
$env:CFLAGS = ""
} elseif ($simd -eq "sse") {
$env:CFLAGS = "-arch:SSE"
} elseif ($simd -eq "sse2") {
$env:CFLAGS = "-arch:SSE2"
} elseif ($simd -eq "sse3") {
$env:CFLAGS = "-arch:SSE3"
} elseif ($simd -eq "sse4") {
$env:CFLAGS = "-arch:SSE4"
} elseif ($simd -eq "avx") {
$env:CFLAGS = "-arch:AVX"
} elseif ($simd -eq "avx2") {
$env:CFLAGS = "-arch:AVX2"
} elseif ($simd -eq "neon") {
$env:CFLAGS = "-arch:NEON"
}
- name: Set SIMD flags (Unix)
if: runner.os != 'Windows'
shell: bash
run: |
if [ "${{ matrix.simd }}" == "none" ]; then
export CFLAGS=""
elif [ "${{ matrix.simd }}" == "sse" ]; then
export CFLAGS="-msse"
elif [ "${{ matrix.simd }}" == "sse2" ]; then
export CFLAGS="-msse2"
elif [ "${{ matrix.simd }}" == "sse3" ]; then
export CFLAGS="-msse3"
elif [ "${{ matrix.simd }}" == "sse4" ]; then
export CFLAGS="-msse4"
elif [ "${{ matrix.simd }}" == "avx" ]; then
export CFLAGS="-mavx"
elif [ "${{ matrix.simd }}" == "avx2" ]; then
export CFLAGS="-mavx2"
elif [ "${{ matrix.simd }}" == "neon" ]; then
export CFLAGS="-mfpu=neon"
fi
- name: Build with meson (Windows)
if: runner.os == 'Windows'
shell: pwsh
run: |
meson setup build -Dbuildtype=release --default-library=static -Dbuild_tests=true -Dc_args="$env:CFLAGS"
meson test -C build
- name: Build with meson (Unix)
if: runner.os != 'Windows'
shell: bash
run: |
meson setup build -Dbuildtype=release --default-library=static -Dbuild_tests=true -Dc_args="$CFLAGS"
meson test -C build
build_msbuild:
name: MSBuild / Windows / ${{ matrix.simd }}
runs-on: windows-2022
strategy:
fail-fast: false
matrix:
simd: [none, sse, sse2, sse3, sse4, avx, avx2, neon]
steps:
- uses: actions/checkout@v4
- uses: microsoft/setup-msbuild@v2
- name: Retarget solution
run: |
vswhere -latest -products * -requires Microsoft.VisualStudio.Component.VC.Tools.x86.x64 -property installationPath
$vsInstallPath = vswhere -latest -products * -requires Microsoft.VisualStudio.Component.VC.Tools.x86.x64 -property installationPath
& "$vsInstallPath\Common7\IDE\devenv.com" cglm.sln /Upgrade
- name: Set SIMD flags
run: |
if ($Env:SIMD -eq 'none') {
$Env:CFLAGS=""
} elseif ($Env:SIMD -eq 'sse') {
$Env:CFLAGS="-arch:SSE"
} elseif ($Env:SIMD -eq 'sse2') {
$Env:CFLAGS="-arch:SSE2"
} elseif ($Env:SIMD -eq 'sse3') {
$Env:CFLAGS="-arch:SSE3"
} elseif ($Env:SIMD -eq 'sse4') {
$Env:CFLAGS="-arch:SSE4"
} elseif ($Env:SIMD -eq 'avx') {
$Env:CFLAGS="-arch:AVX"
} elseif ($Env:SIMD -eq 'avx2') {
$Env:CFLAGS="-arch:AVX2"
} elseif ($Env:SIMD -eq 'neon') {
$Env:CFLAGS="-arch:NEON"
}
- name: Build (x86)
working-directory: win
run: msbuild cglm.vcxproj /p:Configuration=Release /p:Platform=x86 /p:PlatformToolset=v143 /p:BuildInParallel=true /p:AdditionalOptions="$Env:CFLAGS"
- name: Build (x64)
working-directory: win
run: msbuild cglm.vcxproj /p:Configuration=Release /p:Platform=x64 /p:PlatformToolset=v143 /p:BuildInParallel=true /p:AdditionalOptions="$Env:CFLAGS"
build_documentation: build_documentation:
name: Documentation name: Documentation
@@ -176,57 +553,13 @@ jobs:
working-directory: docs working-directory: docs
run: sphinx-build -W --keep-going source build run: sphinx-build -W --keep-going source build
build_meson:
name: Meson / ${{ matrix.os }}
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
os: [macos-14, ubuntu-22.04]
steps:
- uses: actions/checkout@v4
- uses: actions/setup-python@v5
with:
python-version: '3.12'
cache: 'pip'
- name: Install meson
run: python3 -m pip install meson ninja
- name: Build
run: meson setup build -Dbuildtype=release --default-library=static -Dbuild_tests=true
- name: Test
run: meson test -C build
build_msbuild:
name: MSBuild / Windows
runs-on: windows-2022
# This has no test yet.
# It could also try building for ARM, ARM64, ARM64EC, but those fail currently.
steps:
- uses: actions/checkout@v4
- uses: microsoft/setup-msbuild@v2
- name: Build (x86)
working-directory: win
run: msbuild cglm.vcxproj /p:Configuration=Release /p:Platform=x86 /p:BuildInParallel=true
- name: Build (x64)
working-directory: win
run: msbuild cglm.vcxproj /p:Configuration=Release /p:Platform=x64 /p:BuildInParallel=true
build_swift: build_swift:
name: Swift ${{ matrix.swift }} / ${{ matrix.os }} name: Swift ${{ matrix.swift }} / ${{ matrix.os }}
runs-on: ${{ matrix.os }} runs-on: ${{ matrix.os }}
strategy: strategy:
fail-fast: false fail-fast: false
matrix: matrix:
os: [macos-12, macos-14, ubuntu-22.04] os: [macos-13, macos-14, ubuntu-22.04]
# This has no test yet. # This has no test yet.
steps: steps:
@@ -234,3 +567,79 @@ jobs:
- name: Build - name: Build
run: swift build run: swift build
build_cmake_arm:
name: CMake / ARM / ${{ matrix.os }} / ${{ matrix.arch }} / ${{ matrix.simd }}
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
include:
# Linux ARM builds
- os: ubuntu-latest-arm64
arch: arm64
simd: neon
- os: ubuntu-latest-arm64
arch: armv7
simd: neon
- os: ubuntu-latest-arm64
arch: armv7
simd: none
# Windows ARM builds
- os: windows-latest-arm64
arch: arm64
simd: neon
- os: windows-latest-arm64
arch: arm
simd: neon
- os: windows-latest-arm64
arch: arm
simd: none
steps:
- uses: actions/checkout@v4
- name: Configure CMake (Windows)
if: runner.os == 'Windows'
shell: pwsh
run: |
$flags = ""
if ("${{ matrix.arch }}" -eq "arm") {
$flags = "-m32 -march=armv7-a"
if ("${{ matrix.simd }}" -eq "neon") {
$flags += " -mfpu=neon"
}
}
elseif ("${{ matrix.simd }}" -eq "neon") {
$flags = "-march=armv8-a+simd"
}
cmake -B build -G "Visual Studio 17 2022" -A ${{ matrix.arch == 'arm64' && 'ARM64' || 'ARM' }} `
-DCMAKE_BUILD_TYPE=Release `
-DCMAKE_C_FLAGS="$flags" `
-DCGLM_STATIC=ON -DCGLM_USE_TEST=ON
- name: Configure CMake (Unix)
if: runner.os != 'Windows'
shell: bash
run: |
flags=""
if [ "${{ matrix.arch }}" = "armv7" ]; then
flags="-m32 -march=armv7-a"
if [ "${{ matrix.simd }}" = "neon" ]; then
flags="$flags -mfpu=neon -mfloat-abi=hard"
fi
elif [ "${{ matrix.simd }}" = "neon" ]; then
flags="-march=armv8-a+simd"
fi
cmake -B build -GNinja -DCMAKE_BUILD_TYPE=Release \
-DCMAKE_C_FLAGS="$flags" \
-DCGLM_STATIC=ON -DCGLM_USE_TEST=ON
- name: Build
run: cmake --build build
- name: Test
working-directory: build
run: ./tests
+11 -1
View File
@@ -31,10 +31,20 @@ jobs:
wget --no-verbose https://github.com/WebAssembly/wasi-sdk/releases/download/wasi-sdk-${{matrix.wasi_sdk_version}}/wasi-sdk-${{matrix.wasi_sdk_version}}.0-linux.tar.gz wget --no-verbose https://github.com/WebAssembly/wasi-sdk/releases/download/wasi-sdk-${{matrix.wasi_sdk_version}}/wasi-sdk-${{matrix.wasi_sdk_version}}.0-linux.tar.gz
tar xf wasi-sdk-${{matrix.wasi_sdk_version}}.0-linux.tar.gz tar xf wasi-sdk-${{matrix.wasi_sdk_version}}.0-linux.tar.gz
# Building a wasm library without needing to define a main():
# https://github.com/WebAssembly/wasi-sdk/issues/332
- name: Modify CMakeLists.txt for WASI
run: |
echo 'if (CMAKE_SYSTEM_NAME STREQUAL "WASI")' >> CMakeLists.txt
echo ' target_link_options(${PROJECT_NAME} PRIVATE -mexec-model=reactor)' >> CMakeLists.txt
echo 'endif()' >> CMakeLists.txt
- name: Configure CMake - name: Configure CMake
# Configure CMake in a 'build' subdirectory. `CMAKE_BUILD_TYPE` is only required if you are using a single-configuration generator such as make. # Configure CMake in a 'build' subdirectory. `CMAKE_BUILD_TYPE` is only required if you are using a single-configuration generator such as make.
# See https://cmake.org/cmake/help/latest/variable/CMAKE_BUILD_TYPE.html?highlight=cmake_build_type # See https://cmake.org/cmake/help/latest/variable/CMAKE_BUILD_TYPE.html?highlight=cmake_build_type
run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{matrix.BUILD_TYPE}} -DCMAKE_C_FLAGS="${{matrix.C_FLAGS}}" -DCMAKE_TOOLCHAIN_FILE=${{github.workspace}}/wasi-sdk-${{matrix.wasi_sdk_version}}.0/share/cmake/wasi-sdk.cmake -DWASI_SDK_PREFIX=${{github.workspace}}/wasi-sdk-${{matrix.wasi_sdk_version}}.0 -DCGLM_USE_TEST=ON # Below suppress <<'clock' is deprecated: WASI lacks process-associated clocks; ...>> warns:
# -D_WASI_EMULATED_PROCESS_CLOCKS" -DCMAKE_EXE_LINKER_FLAGS="-lwasi-emulated-process-clocks
run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{matrix.BUILD_TYPE}} -DCMAKE_C_FLAGS="${{matrix.C_FLAGS}} -D_WASI_EMULATED_PROCESS_CLOCKS" -DCMAKE_EXE_LINKER_FLAGS="-lwasi-emulated-process-clocks" -DCMAKE_TOOLCHAIN_FILE=${{github.workspace}}/wasi-sdk-${{matrix.wasi_sdk_version}}.0/share/cmake/wasi-sdk.cmake -DWASI_SDK_PREFIX=${{github.workspace}}/wasi-sdk-${{matrix.wasi_sdk_version}}.0 -DCGLM_STATIC=ON -DCGLM_SHARED=OFF -DCGLM_USE_TEST=ON
- name: Build - name: Build
# Build your program with the given configuration # Build your program with the given configuration
+3
View File
@@ -80,3 +80,6 @@ confdefs.h
cmake-build-debug cmake-build-debug
*.o.tmp *.o.tmp
xcode/* xcode/*
.vscode
.build
*.swp
View File
-20
View File
@@ -1,20 +0,0 @@
{
"configurations": [
{
"name": "Mac",
"includePath": [
"${workspaceFolder}/**"
],
"defines": [],
"macFrameworkPath": [
"/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks"
],
"compilerPath": "/usr/bin/clang",
"cStandard": "c23",
"cppStandard": "c++23",
"intelliSenseMode": "macos-clang-arm64",
"configurationProvider": "vector-of-bool.cmake-tools"
}
],
"version": 4
}
-31
View File
@@ -1,31 +0,0 @@
{
"C_Cpp.default.configurationProvider": "vector-of-bool.cmake-tools",
"restructuredtext.confPath": "${workspaceFolder}/docs/source",
"workbench.colorTheme": "Default Light+ Experimental",
"editor.fontSize": 14,
"workbench.colorCustomizations": {
"[Default Light*]": {
"editor.background": "#fefefe",
"sideBar.background": "#fefefe",
"sideBar.foreground": "#343436",
"sideBarTitle.foreground": "#343436",
"sideBar.border": "#e2e2e4",
"statusBar.background": "#fefefe",
"titleBar.activeBackground": "#fefefe",
"tab.activeBackground": "#f4fff4aa",
"tab.inactiveBackground": "#fefefe",
"activityBar.background": "#fefefe",
"editorGroupHeader.tabsBackground": "#fefefe"
},
"[Default Dark*]": {
"editor.background": "#1D1D25",
"sideBar.background": "#1D1D25",
"statusBar.background": "#1D1D25",
"titleBar.activeBackground": "#1D1D25",
"tab.activeBackground": "#2C2C3A",
"tab.inactiveBackground": "#1D1D25",
"activityBar.background": "#1D1D25",
"editorGroupHeader.tabsBackground": "#1D1D25"
}
},
}
+199
View File
@@ -0,0 +1,199 @@
# Building the library
cglm can be built using one of the following build systems:
## CMake (All platforms)
```bash
$ mkdir build
$ cd build
$ cmake .. # [Optional] -DCGLM_SHARED=ON
$ make
$ sudo make install # [Optional]
```
### 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
```
### Including in a CMake project
#### Header only
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)
```
#### Linked
* 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
```
### Using CMake to build for WebAssembly
Since math functions like `sinf` are used, this can not be targeted at `wasm32-unknown-unknown`, one of [wasi-sdk](https://github.com/WebAssembly/wasi-sdk) or [emscripten](https://github.com/emscripten-core/emsdk) should be used.
Should note that shared build is not yet supported for WebAssembly.
For [simd128](https://github.com/WebAssembly/simd) support, add `-msimd128` to `CMAKE_C_FLAGS`, in command line `-DCMAKE_C_FLAGS="-msimd128"`.
For tests, the cmake option `CGLM_USE_TEST` would still work, you'll need a wasi runtime for running tests, see our [ci config file](.github/workflows/cmake-wasm.yml) for a detailed example.
#### WASI SDK
```bash
$ cmake .. \
-DCMAKE_TOOLCHAIN_FILE=/path/to/wasi-sdk-19.0/share/cmake/wasi-sdk.cmake \
-DWASI_SDK_PREFIX=/path/to/wasi-sdk-19.0
```
Where `/path/to/wasi-sdk-19.0/` is the path to extracted [wasi sdk](https://github.com/WebAssembly/wasi-sdk).
In this case it would by default make a static build.
#### Emscripten
```bash
$ emcmake cmake .. \
-DCMAKE_EXE_LINKER_FLAGS="-s STANDALONE_WASM" \
-DCGLM_STATIC=ON
```
The `emcmake` here is the cmake wrapper for Emscripten from installed [emsdk](https://github.com/emscripten-core/emsdk).
## Meson (All platforms)
```bash
$ meson build # [Optional] --default-library=static
$ cd build
$ ninja
$ sudo ninja install # [Optional]
```
### Options with Defaults:
```meson
c_std=c11
buildtype=release
default_library=shared
build_tests=true # to run tests: ninja test
```
### Including in a 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)
```bash
$ sh autogen.sh
$ ./configure
$ make
$ make check # [Optional]
$ [sudo] make install # [Optional]
```
This will also install pkg-config files so you can use
`pkg-config --cflags cglm` and `pkg-config --libs cglm` to retrieve compiler
and linker flags.
The files will be installed into the given prefix (usually `/usr/local` by
default on Linux), but your pkg-config may not be configured to actually check
there. You can figure out where it's looking by running `pkg-config --variable
pc_path pkg-config` and change the path the files are installed to via
`./configure --with-pkgconfigdir=/your/path`. Alternatively, you can add the
prefix path to your `PKG_CONFIG_PATH` environment variable.
## Windows (MSBuild)
Windows related build file and project files are located in `win` folder,
make sure you are inside `cglm/win` folder.
Code Analysis is enabled, so it may take awhile to build.
```Powershell
$ cd win
$ .\build.bat
```
if `msbuild` won't work (because of multi version VS) then try to build with `devenv`:
```Powershell
$ devenv cglm.sln /Build Release
```
### Running Tests on Windows
You can see test project in same visual studio solution file. It is enough to run that project to run tests.
# Building the documentation
First you need install Sphinx: http://www.sphinx-doc.org/en/master/usage/installation.html
then:
```bash
$ cd docs
$ sphinx-build source build
```
it will compile docs into build folder, you can run index.html inside that function.
+5 -3
View File
@@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 3.8.2) cmake_minimum_required(VERSION 3.13)
project(cglm project(cglm
VERSION 0.9.4 VERSION 0.9.6
HOMEPAGE_URL https://github.com/recp/cglm HOMEPAGE_URL https://github.com/recp/cglm
DESCRIPTION "OpenGL Mathematics (glm) for C" DESCRIPTION "OpenGL Mathematics (glm) for C"
LANGUAGES C LANGUAGES C
@@ -44,7 +44,7 @@ if(MSVC)
endforeach(flag_var) endforeach(flag_var)
endif() endif()
else() else()
add_compile_options(-Wall) add_compile_options(-Wall -Wextra -Wpedantic -Wconversion)
if(NOT CMAKE_BUILD_TYPE MATCHES Debug) if(NOT CMAKE_BUILD_TYPE MATCHES Debug)
add_compile_options(-O3) add_compile_options(-O3)
@@ -93,8 +93,10 @@ add_library(${PROJECT_NAME}
src/mat4x2.c src/mat4x2.c
src/mat4x3.c src/mat4x3.c
src/plane.c src/plane.c
src/noise.c
src/frustum.c src/frustum.c
src/box.c src/box.c
src/aabb2d.c
src/project.c src/project.c
src/sphere.c src/sphere.c
src/ease.c src/ease.c
+8 -2
View File
@@ -23,7 +23,7 @@ checkCFLAGS = $(AM_CFLAGS) \
-std=gnu11 \ -std=gnu11 \
-O3 \ -O3 \
-DCGLM_DEFINE_PRINTS \ -DCGLM_DEFINE_PRINTS \
-I./include -I$(srcdir)/include
check_PROGRAMS = test/tests check_PROGRAMS = test/tests
TESTS = $(check_PROGRAMS) TESTS = $(check_PROGRAMS)
@@ -67,6 +67,7 @@ cglm_HEADERS = include/cglm/version.h \
include/cglm/util.h \ include/cglm/util.h \
include/cglm/quat.h \ include/cglm/quat.h \
include/cglm/plane.h \ include/cglm/plane.h \
include/cglm/noise.h \
include/cglm/frustum.h \ include/cglm/frustum.h \
include/cglm/box.h \ include/cglm/box.h \
include/cglm/aabb2d.h \ include/cglm/aabb2d.h \
@@ -120,6 +121,7 @@ cglm_call_HEADERS = include/cglm/call/mat4.h \
include/cglm/call/quat.h \ include/cglm/call/quat.h \
include/cglm/call/euler.h \ include/cglm/call/euler.h \
include/cglm/call/plane.h \ include/cglm/call/plane.h \
include/cglm/call/noise.h \
include/cglm/call/frustum.h \ include/cglm/call/frustum.h \
include/cglm/call/box.h \ include/cglm/call/box.h \
include/cglm/call/project.h \ include/cglm/call/project.h \
@@ -129,7 +131,8 @@ cglm_call_HEADERS = include/cglm/call/mat4.h \
include/cglm/call/bezier.h \ include/cglm/call/bezier.h \
include/cglm/call/ray.h \ include/cglm/call/ray.h \
include/cglm/call/affine.h \ include/cglm/call/affine.h \
include/cglm/call/affine2d.h include/cglm/call/affine2d.h \
include/cglm/call/aabb2d.h
cglm_call_clipspacedir=$(includedir)/cglm/call/clipspace cglm_call_clipspacedir=$(includedir)/cglm/call/clipspace
cglm_call_clipspace_HEADERS = include/cglm/call/clipspace/persp_lh_no.h \ cglm_call_clipspace_HEADERS = include/cglm/call/clipspace/persp_lh_no.h \
@@ -210,6 +213,7 @@ cglm_struct_HEADERS = include/cglm/struct/mat4.h \
include/cglm/struct/quat.h \ include/cglm/struct/quat.h \
include/cglm/struct/euler.h \ include/cglm/struct/euler.h \
include/cglm/struct/plane.h \ include/cglm/struct/plane.h \
include/cglm/struct/noise.h \
include/cglm/struct/frustum.h \ include/cglm/struct/frustum.h \
include/cglm/struct/box.h \ include/cglm/struct/box.h \
include/cglm/struct/aabb2d.h \ include/cglm/struct/aabb2d.h \
@@ -261,6 +265,7 @@ libcglm_la_SOURCES=\
src/mat4x2.c \ src/mat4x2.c \
src/mat4x3.c \ src/mat4x3.c \
src/plane.c \ src/plane.c \
src/noise.c \
src/frustum.c \ src/frustum.c \
src/box.c \ src/box.c \
src/project.c \ src/project.c \
@@ -270,6 +275,7 @@ libcglm_la_SOURCES=\
src/bezier.c \ src/bezier.c \
src/ray.c \ src/ray.c \
src/affine2d.c \ src/affine2d.c \
src/aabb2d.c \
src/clipspace/ortho_lh_no.c \ src/clipspace/ortho_lh_no.c \
src/clipspace/ortho_lh_zo.c \ src/clipspace/ortho_lh_zo.c \
src/clipspace/ortho_rh_no.c \ src/clipspace/ortho_rh_no.c \
+98 -390
View File
@@ -39,73 +39,100 @@
<br> <br>
<p align="center"> <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. A highly optimized 2D|3D math library. Also known as OpenGL Mathematics (glm) for C. <b>cglm</b> provides fast and ergonomic math functions to ease graphics programming. It is community friendly feel free to report any bugs and issues you face. <br>
<i>If you're using C++, you might want to check out <a href="https://github.com/g-truc/glm">GLM</a></i>
</p> </p>
- Allocation-free
- Header-only
- SIMD-optimized
- API-agnostic
--- ---
#### 📚 Documentation ### 📚 Documentation
Almost all functions (inline versions) and parameters are documented inside the corresponding headers. <br /> All functions and their parameters are documented above their declaration inside their corresponding headers. <br />
Complete documentation: http://cglm.readthedocs.io Alternatively, you can read the complete documentation [here](http://cglm.readthedocs.io).
#### 📌 Note for previous versions: ### 🔨 Building
- _dup (duplicate) is changed to _copy. For instance `glm_vec_dup -> glm_vec3_copy` cglm can be used in it's entirety as a header-only library simply by including `cglm/cglm.h`. If you wish to link against it instead, it can be built using one of the supported build systems. Detailed information about building on individual platforms and build systems along with the instructions for building the documentation can be found in [BUILDING.md](./BUILDING.md).
- OpenGL related functions are dropped to make this lib platform/third-party independent
- make sure you have latest version and feel free to report bugs, troubles
- **[bugfix]** euler angles was implemented in reverse order (extrinsic) it was fixed, now they are intrinsic. Make sure that
you have the latest version
- **[major change]** by starting v0.4.0, quaternions are stored as [x, y, z, w], it was [w, x, y, z] in v0.3.5 and earlier versions
- **[api rename]** by starting v0.4.5, **glm_simd** functions are renamed to **glmm_**
- **[new option]** by starting v0.4.5, you can disable alignment requirement, check options in docs.
- **[major change]** by starting v0.5.0, vec3 functions use **glm_vec3_** namespace, it was **glm_vec_** until v0.5.0
- **[major change]** by starting v0.5.1, built-in alignment is removed from **vec3** and **mat3** types
- **[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 configurations 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: ### ✅ Usage
If you are not aware of the original GLM library yet, you may also want to look at:
https://github.com/g-truc/glm
#### 📌 Note for new comers (Important): #### Header-only
- `vec4` and `mat4` variables must be aligned. (There will be unaligned versions later)
- **in** and **[in, out]** parameters must be initialized (please). But **[out]** parameters not, initializing out param is also redundant
- All functions are inline if you don't want to use pre-compiled versions with glmc_ prefix, you can ignore build process. Just include headers.
- if your debugger takes you to cglm headers then make sure you are not trying to copy vec4 to vec3 or alig issues...
- Welcome!
#### 📌 Note for experienced developers: Include the `cglm/cglm.h` header and use functions with the `glm_` prefix.
- 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. ```c
#include "cglm/cglm.h"
#### 📌 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.
#### 📌 Returning vector or matrix... ? vec2 vector;
glm_vec2_zero(vector);
```
**cglm** supports both *ARRAY API* and *STRUCT API*, so you can return structs if you utilize struct api (`glms_`). #### Struct API
<hr/> Include `cglm/struct.h` and use `glms_`.
```c
#include "cglm/struct.h"
<table> // ...
<tbody>
<tr>
<td>
<div>Like some other graphics libraries (especially OpenGL) this library use Column-Major layout to keep matrices in the memory. </div>
<div>&nbsp;</div>
<div>In the future the library may support an option to use row-major layout, CURRENTLY if you need to row-major layout you will need to transpose it. </div>
</td>
<td>
<img src="https://upload.wikimedia.org/wikipedia/commons/3/3f/Matrix_Columns.svg" width="300px" />
</td>
</tr>
</tbody>
</table>
## 🚀 Features vec2s vector = glms_vec2_zero();
- **scalar** and **simd** (sse, avx, neon...) optimizations ```
- option to use different clipspaces e.g. Left Handed, Zero-to-One... (currently right handed negative-one is default)
- array api and struct api, you can use arrays or structs. #### Linked
Include `cglm/call.h` and use `glmc_`.
```c
#include "cglm/call.h"
// ...
vec2 vector;
glmc_vec2_zero(vector);
```
### ❗ Alignment
While cglm by default aligns what's necessary, it is possible to disable this by defining `CGLM_ALL_UNALIGNED`. If you're targeting machines with any kind of SIMD support, make sure that all `vec4`, `mat4` and `mat2` arguments you pass to cglm functions are aligned to prevent unexpected crashes, alternatively use the unaligned versions if present.
### Struct API
The struct API works as follows (note the `s` suffix on types, `glms_` prefix on functions and `GLMS_` on constants):
```C
#include <cglm/struct.h>
mat4s mat = GLMS_MAT4_IDENTITY_INIT;
mat4s inv = glms_mat4_inv(mat);
```
Struct functions generally take parameters *by copy* and *return* the results rather than taking pointers and writing to out parameters. That means your variables can usually be `const`, if you're into that.
The types used are actually unions that allow access to the same data in multiple ways. One of these involves anonymous structures available since C11. MSVC supports them in earlier versions out of the box and GCC/Clang as well if you enable `-fms-extensions`.
To explicitly enable anonymous structures `#define CGLM_USE_ANONYMOUS_STRUCT 1`, or `0` to disable them.
For backwards compatibility, you can also `#define CGLM_NO_ANONYMOUS_STRUCT` to disable them. If you don't specify explicitly, cglm will attempt a best guess based on your compiler and C version.
### 📌 Migration notes:
- `_dup` (duplicate) functions were renamed to `_copy`. For instance: `glm_vec_dup` -> `glm_vec3_copy`.
- OpenGL related functions were dropped to make cglm API independent.
- **[bugfix]** Euler angles had been previously implemented in reverse order (extrinsic). This was fixed to be intrinsic.
- **[major change]** Starting with **v0.4.0**, quaternions are stored as [x, y, z, w]. Previously it was [w, x, y, z].
- **[api rename]** Starting with **v0.4.5**, `glm_simd_` functions are renamed to `glmm_`.
- **[new option]** Starting with **v0.4.5**, alignment requirements can be disabled. Read more in the documentation.
- **[major change]** Starting with **v0.5.0**, vec3 functions occupy the **glm_vec3_** namespace. This used to be **glm_vec_** in earlier versions.
- **[major change]** Starting with **v0.5.1**, `vec3` and `mat3` types are not aligned by default.
- **[major change]** Starting with **v0.7.3**, inline print functions are disabled by default in release mode to eliminate printing costs (see the Options chapter of the docs). <br> Colored output can be disabled (see documentation).
- **[major change]** Starting with **v0.8.3**, alternate clipspace configurations are supported. The `CGLM_FORCE_DEPTH_ZERO_TO_ONE` and `CGLM_FORCE_LEFT_HANDED` flags are provided to control clip depth and handedness. This makes it easier to incorporate cglm into projects using graphics APIs such as Vulkan or Metal. See https://cglm.readthedocs.io/en/latest/opt.html#clipspace-option-s
### 🚀 Features
- scalar and simd (sse, avx, neon...) optimizations
- 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...)
@@ -117,49 +144,35 @@ https://github.com/g-truc/glm
- quaternions - quaternions
- euler angles / yaw-pitch-roll to matrix - euler angles / yaw-pitch-roll to matrix
- extract euler angles - extract euler angles
- inline or pre-compiled function call
- frustum (extract view frustum planes, corners...) - frustum (extract view frustum planes, corners...)
- bounding box (AABB in Frustum (culling), crop, merge...) - bounding box (AABB in Frustum (culling), crop, merge...)
- bounding sphere - bounding sphere
- project, unproject - project, unproject
- easing functions - easing functions
- curves - curves
- curve interpolation helpers (S*M*C, deCasteljau...) - curve interpolation helpers (SMC, deCasteljau...)
- helpers to convert cglm types to Apple's simd library to pass cglm types to Metal GL without packing them on both sides - comversion helpers from cglm types to Apple's simd library to pass cglm types to Metal GL without packing them on both sides
- ray intersection helpers - ray intersection helpers
- and others... ---
<hr /> <table>
<tbody>
<tr>
<td>
<div>Like other graphics libraries (especially OpenGL), cglm uses column-major layout to keep matrices in memory. </div>
<div>&nbsp;</div>
<div>While we might support row-major matrices in the future, currently if you need your matrices to be in row-major layout you have to transpose them. </div>
</td>
<td>
<img src="https://upload.wikimedia.org/wikipedia/commons/3/3f/Matrix_Columns.svg" width="300px" />
</td>
</tr>
</tbody>
</table>
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.
To call pre-compiled versions, just use `glmc_` (c stands for 'call') instead of `glm_`.
```C cglm contains general purpose mat4 product and inverse functions but also provides optimized versions for affine transformations. If you want to multiply two affine transformation matrices you can use glm_mul instead of glm_mat4_mul and glm_inv_tr (ROT + TR) instead glm_mat4_inv.
#include <cglm/cglm.h> /* for inline */
#include <cglm/call.h> /* for library call (this also includes cglm.h) */
mat4 rot, trans, rt;
/* ... */
glm_mul(trans, rot, rt); /* inline */
glmc_mul(trans, rot, rt); /* call from library */
```
Most of math functions are optimized manually with SSE2 if available, if not? Dont worry there are non-sse versions of all operations
You can pass matrices and vectors as array to functions rather than get address.
```C
mat4 m = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
glm_translate(m, (vec3){1.0f, 0.0f, 0.0f});
```
Library contains general purpose mat4 mul and inverse functions, and also contains some special forms (optimized) of these functions for affine transformations' matrices. If you want to multiply two affine transformation matrices you can use glm_mul instead of glm_mat4_mul and glm_inv_tr (ROT + TR) instead glm_mat4_inv
```C ```C
/* multiplication */ /* multiplication */
mat4 modelMat; mat4 modelMat;
@@ -169,311 +182,9 @@ glm_mul(T, R, modelMat);
glm_inv_tr(modelMat); glm_inv_tr(modelMat);
``` ```
### Struct API
The struct API works as follows, note the `s` suffix on types, the `glms_` prefix on functions and the `GLMS_` prefix on constants:
```C
#include <cglm/struct.h>
mat4s mat = GLMS_MAT4_IDENTITY_INIT;
mat4s inv = glms_mat4_inv(mat);
```
Struct functions generally take their parameters as *values* and *return* their results, rather than taking pointers and writing to out parameters. That means your parameters can usually be `const`, if you're into that.
The types used are actually unions that allow access to the same data multiple ways. One of those ways involves anonymous structures, available since C11. MSVC also supports it for earlier C versions out of the box and GCC/Clang do if you enable `-fms-extensions`. To explicitly enable these anonymous structures, `#define CGLM_USE_ANONYMOUS_STRUCT` to `1`, to disable them, to `0`. For backward compatibility, you can also `#define CGLM_NO_ANONYMOUS_STRUCT` (value is irrelevant) to disable them. If you don't specify explicitly, cglm will do a best guess based on your compiler and the C version you're using.
## 🔨 Build
### 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
```
#### Use CMake to build for WebAssembly
Since math functions like `sinf` is used, this can not be targeted at `wasm32-unknown-unknown`, one of [wasi-sdk](https://github.com/WebAssembly/wasi-sdk) or [emscripten](https://github.com/emscripten-core/emsdk) should be used.
Should note that shared build is not yet supported for WebAssembly.
For [simd128](https://github.com/WebAssembly/simd) support, add `-msimd128` to `CMAKE_C_FLAGS`, in command line `-DCMAKE_C_FLAGS="-msimd128"`.
For tests, the cmake option `CGLM_USE_TEST` would still work, you'll need a wasi runtime for running tests, see our [ci config file](.github/workflows/cmake-wasm.yml) for a detailed example.
##### Use CMake and WASI SDK to build for WebAssembly
```bash
$ cmake .. \
-DCMAKE_TOOLCHAIN_FILE=/path/to/wasi-sdk-19.0/share/cmake/wasi-sdk.cmake \
-DWASI_SDK_PREFIX=/path/to/wasi-sdk-19.0
```
Where `/path/to/wasi-sdk-19.0/` is the path to extracted [wasi sdk](https://github.com/WebAssembly/wasi-sdk).
In this case it would by default make a static build.
##### Use CMake and Emscripten SDK to build for WebAssembly
```bash
$ emcmake cmake .. \
-DCMAKE_EXE_LINKER_FLAGS="-s STANDALONE_WASM" \
-DCGLM_STATIC=ON
```
The `emcmake` here is the cmake wrapper for Emscripten from installed [emsdk](https://github.com/emscripten-core/emsdk).
### 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
build_tests=true # 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)
```bash
$ sh autogen.sh
$ ./configure
$ make
$ make check # [Optional]
$ [sudo] make install # [Optional]
```
This will also install pkg-config files so you can use
`pkg-config --cflags cglm` and `pkg-config --libs cglm` to retrieve compiler
and linker flags.
The files will be installed into the given prefix (usually `/usr/local` by
default on Linux), but your pkg-config may not be configured to actually check
there. You can figure out where it's looking by running `pkg-config --variable
pc_path pkg-config` and change the path the files are installed to via
`./configure --with-pkgconfigdir=/your/path`. Alternatively, you can add the
prefix path to your `PKG_CONFIG_PATH` environment variable.
### Windows (MSBuild)
Windows related build file and project files are located in `win` folder,
make sure you are inside `cglm/win` folder.
Code Analysis is enabled, so it may take awhile to build.
```Powershell
$ cd win
$ .\build.bat
```
if `msbuild` won't work (because of multi version VS) then try to build with `devenv`:
```Powershell
$ devenv cglm.sln /Build Release
```
#### Running Tests on Windows
You can see test project in same visual studio solution file. It is enough to run that project to run tests.
### Building Docs
First you need install Sphinx: http://www.sphinx-doc.org/en/master/usage/installation.html
then:
```bash
$ cd docs
$ sphinx-build source build
```
it will compile docs into build folder, you can run index.html inside that function.
## How to use
If you want to use the inline versions of functions, then include the main header
```C
#include <cglm/cglm.h>
```
the header will include all headers. Then call the func you want e.g. rotate vector by axis:
```C
glm_vec3_rotate(v1, glm_rad(45), (vec3){1.0f, 0.0f, 0.0f});
```
some functions are overloaded :) e.g you can normalize vector:
```C
glm_vec3_normalize(vec);
```
this will normalize vec and store normalized vector into `vec` but if you will store normalized vector into another vector do this:
```C
glm_vec3_normalize_to(vec, result);
```
like this function you may see `_to` postfix, this functions store results to another variables and save temp memory
to call pre-compiled versions include header with `c` postfix, c means call. Pre-compiled versions are just wrappers.
```C
#include <cglm/call.h>
```
this header will include all headers with c postfix. You need to call functions with c posfix:
```C
glmc_vec3_normalize(vec);
```
Function usage and parameters are documented inside related headers. You may see same parameter passed twice in some examples like this:
```C
glm_mat4_mul(m1, m2, m1);
/* or */
glm_mat4_mul(m1, m1, m1);
```
the first two parameter are **[in]** and the last one is **[out]** parameter. After multiplying *m1* and *m2*, the result is stored in *m1*. This is why we send *m1* twice. You may store the result in a different matrix, this is just an example.
### Example: Computing MVP matrix
#### Option 1
```C
mat4 proj, view, model, mvp;
/* init proj, view and model ... */
glm_mat4_mul(proj, view, viewProj);
glm_mat4_mul(viewProj, model, mvp);
```
#### Option 2
```C
mat4 proj, view, model, mvp;
/* init proj, view and model ... */
glm_mat4_mulN((mat4 *[]){&proj, &view, &model}, 3, mvp);
```
## How to send matrix to OpenGL
mat4 is array of vec4 and vec4 is array of floats. `glUniformMatrix4fv` functions accecpts `float*` as `value` (last param), so you can cast mat4 to float* or you can pass first column of matrix as beginning of memory of matrix:
Option 1: Send first column
```C
glUniformMatrix4fv(location, 1, GL_FALSE, matrix[0]);
/* array of matrices */
glUniformMatrix4fv(location, 1, GL_FALSE, matrix[0][0]);
```
Option 2: Cast matrix to pointer type (also valid for multiple dimensional arrays)
```C
glUniformMatrix4fv(location, 1, GL_FALSE, (float *)matrix);
```
You can pass matrices the same way to other APIs e.g. Vulkan, DX...
## Notes
- 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
**TODO:**
- [ ] Unit tests (In Progress)
- [ ] Unit tests for comparing cglm with glm results
- [x] Add version info
- [ ] Unaligned operations (e.g. `glm_umat4_mul`)
- [x] Extra documentation
- [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="https://github.com/recp/cglm/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>
@@ -498,6 +209,3 @@ Support this project by becoming a sponsor. Your logo will show up here with a l
<a href="https://opencollective.com/cglm/sponsor/7/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/7/avatar.svg"></a> <a href="https://opencollective.com/cglm/sponsor/7/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/7/avatar.svg"></a>
<a href="https://opencollective.com/cglm/sponsor/8/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/8/avatar.svg"></a> <a href="https://opencollective.com/cglm/sponsor/8/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/8/avatar.svg"></a>
<a href="https://opencollective.com/cglm/sponsor/9/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/9/avatar.svg"></a> <a href="https://opencollective.com/cglm/sponsor/9/website" target="_blank"><img src="https://opencollective.com/cglm/sponsor/9/avatar.svg"></a>
## License
MIT. check the LICENSE file
+1 -1
View File
@@ -2,7 +2,7 @@ Pod::Spec.new do |s|
# Description # Description
s.name = "cglm" s.name = "cglm"
s.version = "0.9.3" s.version = "0.9.5"
s.summary = "📽 Highly Optimized 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. 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.
+1 -1
View File
@@ -7,7 +7,7 @@
#***************************************************************************** #*****************************************************************************
AC_PREREQ([2.69]) AC_PREREQ([2.69])
AC_INIT([cglm], [0.9.4], [info@recp.me]) AC_INIT([cglm], [0.9.6], [info@recp.me])
AM_INIT_AUTOMAKE([-Wall foreign subdir-objects serial-tests]) AM_INIT_AUTOMAKE([-Wall 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.
+2 -2
View File
@@ -82,7 +82,7 @@ Functions documentation
| crops a bounding box with another one. | crops a bounding box with another one.
this could be useful for gettng a bbox which fits with view frustum and this could be useful for getting a bbox which fits with view frustum and
object bounding boxes. In this case you crop view frustum box with objects object bounding boxes. In this case you crop view frustum box with objects
box box
@@ -95,7 +95,7 @@ Functions documentation
| crops a bounding box with another one. | crops a bounding box with another one.
this could be useful for gettng a bbox which fits with view frustum and this could be useful for getting a bbox which fits with view frustum and
object bounding boxes. In this case you crop view frustum box with objects object bounding boxes. In this case you crop view frustum box with objects
box box
+1 -1
View File
@@ -117,7 +117,7 @@ Functions documentation
If you need to rotate object around itself e.g. center of object or at If you need to rotate object around itself e.g. center of object or at
some point [of object] then `glm_rotate_at()` would be better choice to do so. some point [of object] then `glm_rotate_at()` would be better choice to do so.
Even if object's model transform is identiy, rotation may not be around Even if object's model transform is identity, rotation may not be around
center of object if object does not lay out at ORIGIN perfectly. center of object if object does not lay out at ORIGIN perfectly.
Using `glm_rotate_at()` with center of bounding shape ( AABB, Sphere ... ) Using `glm_rotate_at()` with center of bounding shape ( AABB, Sphere ... )
+1
View File
@@ -66,6 +66,7 @@ Follow the :doc:`build` documentation for this
ivec4 ivec4
color color
plane plane
noise
project project
util util
io io
+1 -1
View File
@@ -9,7 +9,7 @@ By default struct api adds `s` suffix to every type name e.g. vec3s, mat4s, vers
Also struct api `s` suffix to namespace e.g. `glms_vec3_add`, `glms_mat4_mul` etc. Also struct api `s` suffix to namespace e.g. `glms_vec3_add`, `glms_mat4_mul` etc.
By starting v0.9.0, struct api namespace is configurable. We can omit **glms_** namespace or By starting v0.9.0, struct api namespace is configurable. We can omit **glms_** namespace or
even change it with custom name to move existing api integrations to **cglm** more easliy... even change it with custom name to move existing api integrations to **cglm** more easily...
We can also add **s** to function names if we want e.g. `glms_vec3_add()` -> `vec3_add()` or `vec3s_add()`. We can also add **s** to function names if we want e.g. `glms_vec3_add()` -> `vec3_add()` or `vec3s_add()`.
By including **cglm/struct.h** header you will include all struct api. It will also include **cglm/cglm.h** too. By including **cglm/struct.h** header you will include all struct api. It will also include **cglm/cglm.h** too.
+2 -2
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@@ -62,7 +62,7 @@ Functions documentation
| crops a bounding box with another one. | crops a bounding box with another one.
this could be useful for gettng a bbox which fits with view frustum and this could be useful for getting a bbox which fits with view frustum and
object bounding boxes. In this case you crop view frustum box with objects object bounding boxes. In this case you crop view frustum box with objects
box box
@@ -75,7 +75,7 @@ Functions documentation
| crops a bounding box with another one. | crops a bounding box with another one.
this could be useful for gettng a bbox which fits with view frustum and this could be useful for getting a bbox which fits with view frustum and
object bounding boxes. In this case you crop view frustum box with objects object bounding boxes. In this case you crop view frustum box with objects
box box
+3 -2
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@@ -15,5 +15,6 @@ It would be duplicate documentation also it
would be hard to sync documentation between inline and call version for me. would be hard to sync documentation between inline and call version for me.
By including **clgm/cglm.h** you include all inline versions. To get precompiled By including **clgm/cglm.h** you include all inline versions. To get precompiled
versions you need to include **cglm/call.h** header it also includes all versions you need to include **cglm/call.h** header. When using the
call versions plus *clgm/cglm.h* (inline versions) precompiled versions, explicitly including **cglm/cglm.h** is still necessary
for the inline versions to be included.
+31
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@@ -36,8 +36,10 @@ Functions:
#. :c:func:`glm_ortho_default` #. :c:func:`glm_ortho_default`
#. :c:func:`glm_ortho_default_s` #. :c:func:`glm_ortho_default_s`
#. :c:func:`glm_perspective` #. :c:func:`glm_perspective`
#. :c:func:`glm_perspective_infinite`
#. :c:func:`glm_persp_move_far` #. :c:func:`glm_persp_move_far`
#. :c:func:`glm_perspective_default` #. :c:func:`glm_perspective_default`
#. :c:func:`glm_perspective_default_infinite`
#. :c:func:`glm_perspective_resize` #. :c:func:`glm_perspective_resize`
#. :c:func:`glm_lookat` #. :c:func:`glm_lookat`
#. :c:func:`glm_look` #. :c:func:`glm_look`
@@ -146,6 +148,21 @@ Functions documentation
| *[in]* **farVal** far clipping planes | *[in]* **farVal** far clipping planes
| *[out]* **dest** result matrix | *[out]* **dest** result matrix
.. c:function:: void glm_perspective_infinite(float fovy, float aspect, float nearZ, mat4 dest)
| set up perspective projection matrix with infinite far plane
The far clipping plane is pushed to infinity. This can improve depth
precision for distant objects and is required by some rendering techniques
such as shadow volumes. Dispatches to the appropriate clipspace variant
based on compile-time configuration (LH/RH, NO/ZO).
Parameters:
| *[in]* **fovy** field of view angle (in radians)
| *[in]* **aspect** aspect ratio ( width / height )
| *[in]* **nearZ** near clipping plane
| *[out]* **dest** result matrix
.. c:function:: void glm_persp_move_far(mat4 proj, float deltaFar) .. c:function:: void glm_persp_move_far(mat4 proj, float deltaFar)
| extend perspective projection matrix's far distance | extend perspective projection matrix's far distance
@@ -165,6 +182,20 @@ Functions documentation
| *[in]* **aspect** aspect aspect ratio ( width / height ) | *[in]* **aspect** aspect aspect ratio ( width / height )
| *[out]* **dest** result matrix | *[out]* **dest** result matrix
.. c:function:: void glm_perspective_default_infinite(float aspect, mat4 dest)
| set up infinite perspective projection matrix with default near
and angle values
Equivalent to calling :c:func:`glm_perspective_infinite` with
``fovy = GLM_PI_4`` (45°) and ``nearZ = 0.01``. Useful as a
quick drop-in when you need an infinite projection without tuning
the individual parameters.
Parameters:
| *[in]* **aspect** aspect ratio ( width / height )
| *[out]* **dest** result matrix
.. c:function:: void glm_perspective_resize(float aspect, mat4 proj) .. c:function:: void glm_perspective_resize(float aspect, mat4 proj)
| resize perspective matrix by aspect ratio ( width / height ) | resize perspective matrix by aspect ratio ( width / height )
+2 -2
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@@ -62,9 +62,9 @@ author = u'Recep Aslantas'
# built documents. # built documents.
# #
# The short X.Y version. # The short X.Y version.
version = u'0.9.4' version = u'0.9.6'
# The full version, including alpha/beta/rc tags. # The full version, including alpha/beta/rc tags.
release = u'0.9.4' release = u'0.9.6'
# 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.
+835 -155
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+117 -52
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@@ -36,58 +36,103 @@ Represented
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_mat2x3_copy(mat2x3 mat, mat2x3 dest) .. c:function:: void glm_mat2x3_copy(mat2x3 src, mat2x3 dest)
copy mat2x3 to another one (dest). Copy mat2x3 (src) to mat2x3 (dest).
Parameters: Parameters:
| *[in]* **mat** source | *[in]* **src** mat2x3 (left)
| *[out]* **dest** destination | *[out]* **dest** destination (result, mat2x3)
.. c:function:: void glm_mat2x3_zero(mat2x3 mat) .. csv-table:: mat2x3 **(src)**
make given matrix zero
Parameters:
| *[in,out]* **mat** matrix
.. c:function:: void glm_mat2x3_make(const float * __restrict src, mat2x3 dest)
Create mat2x3 matrix from pointer
.. note:: **@src** must contain at least 6 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix2x3
.. c:function:: void glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat3 dest)
multiply m1 and m2 to dest
.. code-block:: c
glm_mat2x3_mul(mat2x3, mat3x2, mat3);
Parameters:
| *[in]* **m1** left matrix (mat2x3)
| *[in]* **m2** right matrix (mat3x2)
| *[out]* **dest** destination matrix (mat3)
.. csv-table:: mat2x3
:header: "", "column 1", "column 2" :header: "", "column 1", "column 2"
"row 1", "a00", "a10" "row 1", "a00", "a10"
"row 2", "a01", "a11" "row 2", "a01", "a11"
"row 3", "a02", "a12" "row 3", "a02", "a12"
.. csv-table:: mat3x2 .. csv-table:: mat2x3 **(dest)**
:header: "", "column 1", "column 2"
"row 1", "b00 = a00", "b10 = a10"
"row 2", "b01 = a01", "b11 = a11"
"row 3", "b02 = a02", "b12 = a12"
.. c:function:: void glm_mat2x3_zero(mat2x3 m)
Zero out the mat2x3 (m).
Parameters:
| *[in, out]* **m** mat2x3 (src, dest)
.. csv-table:: mat2x3 **(m)**
:header: "", "column 1", "column 2"
"row 1", "0.00", "2.00"
"row 2", "5.00", "4.00"
"row 3", "7.00", "6.00"
.. csv-table:: mat2x3 **(m)**
:header: "", "column 1", "column 2"
"row 1", "0.00", "0.00"
"row 2", "0.00", "0.00"
"row 3", "0.00", "0.00"
.. c:function:: void glm_mat2x3_make(const float * __restrict src, mat2x3 dest)
Create mat2x3 (dest) from pointer (src).
.. note:: **@src** must contain at least 6 elements.
Parameters:
| *[in]* **src** pointer to an array of floats (left)
| *[out]* **dest** destination (result, mat2x3)
.. csv-table:: float array (1x6) **(src)**
:header: "", "column 1"
"row 1", "v0"
"row 2", "v1"
"row 3", "v2"
"row 4", "v3"
"row 5", "v4"
"row 6", "v5"
.. csv-table:: mat2x3 **(dest)**
:header: "", "column 1", "column 2"
"row 1", "v0", "v3"
"row 2", "v1", "v4"
"row 3", "v2", "v5"
.. c:function:: void glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat3 dest)
Multiply mat2x3 (m1) by mat3x2 (m2) and store in mat3 (dest).
.. code-block:: c
glm_mat2x3_mul(mat2x3, mat3x2, mat3);
Parameters:
| *[in]* **m1** mat2x3 (left)
| *[in]* **m2** mat3x2 (right)
| *[out]* **dest** destination (result, mat3)
.. csv-table:: mat2x3 **(m1)**
:header: "", "column 1", "column 2"
"row 1", "a00", "a10"
"row 2", "a01", "a11"
"row 3", "a02", "a12"
.. csv-table:: mat3x2 **(m2)**
:header: "", "column 1", "column 2", "column 3" :header: "", "column 1", "column 2", "column 3"
"row 1", "b00", "b10", "b20" "row 1", "b00", "b10", "b20"
"row 2", "b01", "b11", "b21" "row 2", "b01", "b11", "b21"
.. csv-table:: mat3x3 .. csv-table:: mat3 **(dest)**
:header: "", "column 1", "column 2", "column 3" :header: "", "column 1", "column 2", "column 3"
"row 1", "a00 * b00 + a10 * b01", "a00 * b10 + a10 * b11", "a00 * b20 + a10 * b21" "row 1", "a00 * b00 + a10 * b01", "a00 * b10 + a10 * b11", "a00 * b20 + a10 * b21"
@@ -96,45 +141,65 @@ Functions documentation
.. c:function:: void glm_mat2x3_mulv(mat2x3 m, vec2 v, vec3 dest) .. c:function:: void glm_mat2x3_mulv(mat2x3 m, vec2 v, vec3 dest)
multiply mat2x3 with vec2 (column vector) and store in dest column vector Multiply mat2x3 (m) by vec2 (v) and store in vec3 (dest).
Parameters: Parameters:
| *[in]* **m** mat2x3 (left) | *[in]* **m** mat2x3 (left)
| *[in]* **v** vec3 (right, column vector) | *[in]* **v** vec2 (right, column vector)
| *[out]* **dest** destination (result, column vector) | *[out]* **dest** destination (result, column vector)
.. csv-table:: mat2x3 .. csv-table:: mat2x3 **(m)**
:header: "", "column 1", "column 2" :header: "", "column 1", "column 2"
"row 1", "m00", "m10" "row 1", "m00", "m10"
"row 2", "m01", "m11" "row 2", "m01", "m11"
"row 3", "m02", "m12" "row 3", "m02", "m12"
.. csv-table:: column vec2 (1x2) .. csv-table:: column vec2 (1x2) **(v)**
:header: "", "column 1" :header: "", "column 1"
"row 1", "v0" "row 1", "v0"
"row 2", "v1" "row 2", "v1"
.. csv-table:: column vec3 (1x3) .. csv-table:: column vec3 (1x3) **(dest)**
:header: "", "column 1" :header: "", "column 1"
"row 1", "m00 * v0 + m10 * v1" "row 1", "m00 * v0 + m10 * v1"
"row 2", "m01 * v0 + m11 * v1" "row 2", "m01 * v0 + m11 * v1"
"row 3", "m02 * v0 + m12 * v1" "row 3", "m02 * v0 + m12 * v1"
.. c:function:: void glm_mat2x3_transpose(mat2x3 m, mat3x2 dest) .. c:function:: void glm_mat2x3_transpose(mat2x3 src, mat3x2 dest)
transpose matrix and store in dest Transpose mat2x3 (src) and store in mat3x2 (dest).
Parameters: Parameters:
| *[in]* **m** matrix | *[in]* **src** mat2x3 (left)
| *[out]* **dest** destination | *[out]* **dest** destination (result, mat3x2)
.. c:function:: void glm_mat2x3_scale(mat2x3 m, float s) .. csv-table:: mat2x3 **(src)**
:header: "", "column 1", "column 2"
multiply matrix with scalar "row 1", "a00", "a10"
"row 2", "a01", "a11"
"row 3", "a02", "a12"
.. csv-table:: mat3x2 **(dest)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "b00 = a00", "b10 = a01", "b20 = a02"
"row 2", "b01 = a10", "b11 = a11", "b21 = a12"
.. c:function:: void glm_mat2x3_scale(mat2x3 m, float s)
Multiply mat2x3 (m) by scalar constant (s).
Parameters: Parameters:
| *[in, out]* **m** matrix | *[in, out]* **m** mat2x3 (src, dest)
| *[in]* **s** scalar | *[in]* **s** float (scalar)
.. csv-table:: mat2x3 **(m)**
:header: "", "column 1", "column 2"
"row 1", "m00 = m00 * s", "m10 = m10 * s"
"row 2", "m01 = m01 * s", "m11 = m11 * s"
"row 3", "m02 = m02 * s", "m12 = m12 * s"
+125 -51
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@@ -37,45 +37,15 @@ Represented
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_mat2x4_copy(mat2x4 mat, mat2x4 dest) .. c:function:: void glm_mat2x4_copy(mat2x4 src, mat2x4 dest)
copy mat2x4 to another one (dest). Copy mat2x4 (src) to mat2x4 (dest).
Parameters: Parameters:
| *[in]* **mat** source | *[in]* **src** mat2x4 (left)
| *[out]* **dest** destination | *[out]* **dest** destination (result, mat2x4)
.. c:function:: void glm_mat2x4_zero(mat2x4 mat) .. csv-table:: mat2x4 **(src)**
make given matrix zero
Parameters:
| *[in,out]* **mat** matrix
.. c:function:: void glm_mat2x4_make(const float * __restrict src, mat2x4 dest)
Create mat2x4 matrix from pointer
.. note:: **@src** must contain at least 8 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix2x4
.. c:function:: void glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat4 dest)
multiply m1 and m2 to dest
.. code-block:: c
glm_mat2x4_mul(mat2x4, mat4x2, mat4);
Parameters:
| *[in]* **m1** left matrix (mat2x4)
| *[in]* **m2** right matrix (mat4x2)
| *[out]* **dest** destination matrix (mat4)
.. csv-table:: mat2x4
:header: "", "column 1", "column 2" :header: "", "column 1", "column 2"
"row 1", "a00", "a10" "row 1", "a00", "a10"
@@ -83,13 +53,95 @@ Functions documentation
"row 3", "a02", "a12" "row 3", "a02", "a12"
"row 4", "a03", "a13" "row 4", "a03", "a13"
.. csv-table:: mat4x2 .. csv-table:: mat2x4 **(dest)**
:header: "", "column 1", "column 2"
"row 1", "b00 = a00", "b10 = a10"
"row 2", "b01 = a01", "b11 = a11"
"row 3", "b02 = a02", "b12 = a12"
"row 4", "b03 = a03", "b13 = a13"
.. c:function:: void glm_mat2x4_zero(mat2x4 m)
Zero out the mat2x4 (m).
Parameters:
| *[in, out]* **m** mat2x4 (src, dest)
.. csv-table:: mat2x4 **(m)**
:header: "", "column 1", "column 2"
"row 1", "0.00", "2.00"
"row 2", "5.00", "4.00"
"row 3", "7.00", "6.00"
"row 4", "23.00", "1.00"
.. csv-table:: mat2x4 **(m)**
:header: "", "column 1", "column 2"
"row 1", "0.00", "0.00"
"row 2", "0.00", "0.00"
"row 3", "0.00", "0.00"
"row 4", "0.00", "0.00"
.. c:function:: void glm_mat2x4_make(const float * __restrict src, mat2x4 dest)
Create mat2x4 (dest) from pointer (src).
.. note:: **@src** must contain at least 8 elements.
Parameters:
| *[in]* **src** pointer to an array of floats (left)
| *[out]* **dest** destination (result, mat2x4)
.. csv-table:: float array (1x8) **(src)**
:header: "", "column 1"
"row 1", "v0"
"row 2", "v1"
"row 3", "v2"
"row 4", "v3"
"row 5", "v4"
"row 6", "v5"
"row 7", "v6"
"row 8", "v7"
.. csv-table:: mat2x4 **(dest)**
:header: "", "column 1", "column 2"
"row 1", "v0", "v4"
"row 2", "v1", "v5"
"row 3", "v2", "v6"
"row 4", "v3", "v7"
.. c:function:: void glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat4 dest)
Multiply mat2x4 (m1) by mat4x2 (m2) and store in mat4 (dest).
.. code-block:: c
glm_mat2x4_mul(mat2x4, mat4x2, mat4);
Parameters:
| *[in]* **m1** mat2x4 (left)
| *[in]* **m2** mat4x2 (right)
| *[out]* **dest** destination (result, mat4)
.. csv-table:: mat2x4 **(m1)**
:header: "", "column 1", "column 2"
"row 1", "a00", "a10"
"row 2", "a01", "a11"
"row 3", "a02", "a12"
"row 4", "a03", "a13"
.. csv-table:: mat4x2 **(m2)**
:header: "", "column 1", "column 2", "column 3", "column 4" :header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "b00", "b10", "b20", "b30" "row 1", "b00", "b10", "b20", "b30"
"row 2", "b01", "b11", "b21", "b31" "row 2", "b01", "b11", "b21", "b31"
.. csv-table:: mat4x4 .. csv-table:: mat4x4 **(dest)**
:header: "", "column 1", "column 2", "column 3", "column 4" :header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "a00 * b00 + a10 * b01", "a00 * b10 + a10 * b11", "a00 * b20 + a10 * b21", "a00 * b30 + a10 * b31" "row 1", "a00 * b00 + a10 * b01", "a00 * b10 + a10 * b11", "a00 * b20 + a10 * b21", "a00 * b30 + a10 * b31"
@@ -99,14 +151,14 @@ Functions documentation
.. c:function:: void glm_mat2x4_mulv(mat2x4 m, vec2 v, vec4 dest) .. c:function:: void glm_mat2x4_mulv(mat2x4 m, vec2 v, vec4 dest)
multiply mat2x4 with vec2 (column vector) and store in dest column vector Multiply mat2x4 (m) by vec2 (v) and store in vec4 (dest).
Parameters: Parameters:
| *[in]* **m** mat2x4 (left) | *[in]* **m** mat2x4 (left)
| *[in]* **v** vec2 (right, column vector) | *[in]* **v** vec2 (right, column vector)
| *[out]* **dest** destination (result, column vector) | *[out]* **dest** destination (result, column vector)
.. csv-table:: mat2x4 .. csv-table:: mat2x4 **(m)**
:header: "", "column 1", "column 2" :header: "", "column 1", "column 2"
"row 1", "m00", "m10" "row 1", "m00", "m10"
@@ -114,13 +166,13 @@ Functions documentation
"row 3", "m02", "m12" "row 3", "m02", "m12"
"row 4", "m03", "m13" "row 4", "m03", "m13"
.. csv-table:: column vec2 (1x2) .. csv-table:: column vec2 (1x2) **(v)**
:header: "", "column 1" :header: "", "column 1"
"row 1", "v0" "row 1", "v0"
"row 2", "v1" "row 2", "v1"
.. csv-table:: column vec4 (1x4) .. csv-table:: column vec4 (1x4) **(dest)**
:header: "", "column 1" :header: "", "column 1"
"row 1", "m00 * v0 + m10 * v1" "row 1", "m00 * v0 + m10 * v1"
@@ -128,18 +180,40 @@ Functions documentation
"row 3", "m02 * v0 + m12 * v1" "row 3", "m02 * v0 + m12 * v1"
"row 4", "m03 * v0 + m13 * v1" "row 4", "m03 * v0 + m13 * v1"
.. c:function:: void glm_mat2x4_transpose(mat2x4 m, mat4x2 dest) .. c:function:: void glm_mat2x4_transpose(mat2x4 src, mat4x2 dest)
transpose matrix and store in dest Transpose mat2x4 (src) and store in mat4x2 (dest).
Parameters: Parameters:
| *[in]* **m** matrix | *[in]* **src** mat2x4 (left)
| *[out]* **dest** destination | *[out]* **dest** destination (result, mat4x2)
.. csv-table:: mat2x4 **(src)**
:header: "", "column 1", "column 2"
"row 1", "a00", "a10"
"row 2", "a01", "a11"
"row 3", "a02", "a12"
"row 4", "a03", "a13"
.. csv-table:: mat4x2 **(dest)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "b00 = a00", "b10 = a01", "b20 = a02", "b30 = a03"
"row 2", "b01 = a10", "b11 = a11", "b21 = a12", "b31 = a13"
.. c:function:: void glm_mat2x4_scale(mat2x4 m, float s) .. c:function:: void glm_mat2x4_scale(mat2x4 m, float s)
multiply matrix with scalar Multiply mat2x4 (m) by scalar constant (s).
Parameters: Parameters:
| *[in, out]* **m** matrix | *[in, out]* **m** mat2x4 (src, dest)
| *[in]* **s** scalar | *[in]* **s** float (scalar)
.. csv-table:: mat2x4 **(m)**
:header: "", "column 1", "column 2"
"row 1", "m00 = m00 * s", "m10 = m10 * s"
"row 2", "m01 = m01 * s", "m11 = m11 * s"
"row 3", "m02 = m02 * s", "m12 = m12 * s"
"row 4", "m03 = m03 * s", "m13 = m13 * s"
+1068 -84
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+91 -32
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@@ -35,58 +35,98 @@ Represented
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_mat3x2_copy(mat3x2 mat, mat3x2 dest) .. c:function:: void glm_mat3x2_copy(mat3x2 src, mat3x2 dest)
copy mat3x2 to another one (dest). Copy mat3x2 (src) to mat3x2 (dest).
Parameters: Parameters:
| *[in]* **mat** source | *[in]* **src** mat3x2 (left)
| *[out]* **dest** destination | *[out]* **dest** destination (result, mat3x2)
.. c:function:: void glm_mat3x2_zero(mat3x2 mat) .. csv-table:: mat3x2 **(src)**
:header: "", "column 1", "column 2", "column 3"
make given matrix zero "row 1", "a00", "a10", "a20"
"row 2", "a01", "a11", "a21"
.. csv-table:: mat3x2 **(dest)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "b00 = a00", "b10 = a10", "b20 = a20"
"row 2", "b01 = a01", "b11 = a11", "b21 = a21"
.. c:function:: void glm_mat3x2_zero(mat3x2 m)
Zero out the mat3x2 (m).
Parameters: Parameters:
| *[in,out]* **mat** matrix | *[in, out]* **m** mat3x2 (src, dest)
.. csv-table:: mat3x2 **(m)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "0.00", "2.00", "15.00"
"row 2", "5.00", "4.00", "6.00"
.. csv-table:: mat3x2 **(m)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "0.00", "0.00", "0.00"
"row 2", "0.00", "0.00", "0.00"
.. c:function:: void glm_mat3x2_make(const float * __restrict src, mat3x2 dest) .. c:function:: void glm_mat3x2_make(const float * __restrict src, mat3x2 dest)
Create mat3x2 matrix from pointer Create mat3x2 (dest) from pointer (src).
.. note:: **@src** must contain at least 6 elements. .. note:: **@src** must contain at least 6 elements.
Parameters: Parameters:
| *[in]* **src** pointer to an array of floats | *[in]* **src** pointer to an array of floats (left)
| *[out]* **dest** destination matrix3x2 | *[out]* **dest** destination (result, mat3x2)
.. csv-table:: float array (1x6) **(src)**
:header: "", "column 1"
"row 1", "v0"
"row 2", "v1"
"row 3", "v2"
"row 4", "v3"
"row 5", "v4"
"row 6", "v5"
.. csv-table:: mat3x2 **(dest)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "v0", "v2", "v4"
"row 2", "v1", "v3", "v5"
.. c:function:: void glm_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat2 dest) .. c:function:: void glm_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat2 dest)
multiply m1 and m2 to dest Multiply mat3x2 (m1) by mat2x3 (m2) and store in mat2 (dest).
.. code-block:: c .. code-block:: c
glm_mat3x2_mul(mat3x2, mat2x3, mat2); glm_mat3x2_mul(mat3x2, mat2x3, mat2);
Parameters: Parameters:
| *[in]* **m1** left matrix (mat3x2) | *[in]* **m1** mat3x2 (left)
| *[in]* **m2** right matrix (mat2x3) | *[in]* **m2** mat2x3 (right)
| *[out]* **dest** destination matrix (mat2) | *[out]* **dest** destination (result, mat2)
.. csv-table:: mat3x2 .. csv-table:: mat3x2 **(m1)**
:header: "", "column 1", "column 2", "column 3" :header: "", "column 1", "column 2", "column 3"
"row 1", "a00", "a10", "a20" "row 1", "a00", "a10", "a20"
"row 2", "a01", "a11", "a21" "row 2", "a01", "a11", "a21"
.. csv-table:: mat2x3 .. csv-table:: mat2x3 **(m2)**
:header: "", "column 1", "column 2" :header: "", "column 1", "column 2"
"row 1", "b00", "b10" "row 1", "b00", "b10"
"row 2", "b01", "b11" "row 2", "b01", "b11"
"row 3", "b02", "b12" "row 3", "b02", "b12"
.. csv-table:: mat2x2 .. csv-table:: mat2x2 **(dest)**
:header: "", "column 1", "column 2" :header: "", "column 1", "column 2"
"row 1", "a00 * b00 + a10 * b01 + a20 * b02", "a00 * b10 + a10 * b11 + a20 * b12" "row 1", "a00 * b00 + a10 * b01 + a20 * b02", "a00 * b10 + a10 * b11 + a20 * b12"
@@ -94,44 +134,63 @@ Functions documentation
.. c:function:: void glm_mat3x2_mulv(mat3x2 m, vec3 v, vec2 dest) .. c:function:: void glm_mat3x2_mulv(mat3x2 m, vec3 v, vec2 dest)
multiply mat3x2 with vec3 (column vector) and store in dest vector Multiply mat3x2 (m) by vec3 (v) and store in vec2 (dest).
Parameters: Parameters:
| *[in]* **m** mat3x2 (left) | *[in]* **m** mat3x2 (left)
| *[in]* **v** vec3 (right, column vector) | *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** destination (result, column vector) | *[out]* **dest** destination (result, column vector)
.. csv-table:: mat3x2 .. csv-table:: mat3x2 **(m)**
:header: "", "column 1", "column 2", "column 3" :header: "", "column 1", "column 2", "column 3"
"row 1", "m00", "m10", "m20" "row 1", "m00", "m10", "m20"
"row 2", "m01", "m11", "m21" "row 2", "m01", "m11", "m21"
.. csv-table:: column vec3 (1x3) .. csv-table:: column vec3 (1x3) **(v)**
:header: "", "column 1" :header: "", "column 1"
"row 1", "v0" "row 1", "v0"
"row 2", "v1" "row 2", "v1"
"row 3", "v2" "row 3", "v2"
.. csv-table:: column vec2 (1x2) .. csv-table:: column vec2 (1x2) **(dest)**
:header: "", "column 1" :header: "", "column 1"
"row 1", "m00 * v0 + m10 * v1 + m20 * v2" "row 1", "m00 * v0 + m10 * v1 + m20 * v2"
"row 2", "m01 * v0 + m11 * v1 + m21 * v2" "row 2", "m01 * v0 + m11 * v1 + m21 * v2"
.. c:function:: void glm_mat3x2_transpose(mat3x2 m, mat2x3 dest) .. c:function:: void glm_mat3x2_transpose(mat3x2 src, mat2x3 dest)
transpose matrix and store in dest Transpose mat3x2 (src) and store in mat2x3 (dest).
Parameters: Parameters:
| *[in]* **m** matrix | *[in]* **src** mat3x2 (left)
| *[out]* **dest** destination | *[out]* **dest** destination (result, mat2x3)
.. c:function:: void glm_mat3x2_scale(mat3x2 m, float s) .. csv-table:: mat3x2 **(src)**
:header: "", "column 1", "column 2", "column 3"
multiply matrix with scalar "row 1", "a00", "a10", "a20"
"row 2", "a01", "a11", "a21"
.. csv-table:: mat2x3 **(dest)**
:header: "", "column 1", "column 2"
"row 1", "b00 = a00", "b10 = a01"
"row 2", "b01 = a10", "b11 = a11"
"row 3", "b02 = a20", "b12 = a21"
.. c:function:: void glm_mat3x2_scale(mat3x2 m, float s)
Multiply mat3x2 (m) by scalar constant (s).
Parameters: Parameters:
| *[in, out]* **m** matrix | *[in, out]* **m** mat3x2 (src, dest)
| *[in]* **s** scalar | *[in]* **s** float (scalar)
.. csv-table:: mat3x2 **(m)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "m00 = m00 * s", "m10 = m10 * s", "m20 = m20 * s"
"row 2", "m01 = m01 * s", "m11 = m11 * s", "m21 = m21 * s"
+130 -51
View File
@@ -37,45 +37,15 @@ Represented
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_mat3x4_copy(mat3x4 mat, mat3x4 dest) .. c:function:: void glm_mat3x4_copy(mat3x4 src, mat3x4 dest)
copy mat3x4 to another one (dest). Copy mat3x4 (src) to mat3x4 (dest).
Parameters: Parameters:
| *[in]* **mat** source | *[in]* **src** mat3x4 (left)
| *[out]* **dest** destination | *[out]* **dest** destination (result, mat3x4)
.. c:function:: void glm_mat3x4_zero(mat3x4 mat) .. csv-table:: mat3x4 **(src)**
make given matrix zero
Parameters:
| *[in,out]* **mat** matrix
.. c:function:: void glm_mat3x4_make(const float * __restrict src, mat3x4 dest)
Create mat3x4 matrix from pointer
.. note::: **@src** must contain at least 12 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix3x4
.. c:function:: void glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat4 dest)
multiply m1 and m2 to dest
.. code-block:: c
glm_mat3x4_mul(mat3x4, mat4x3, mat4);
Parameters:
| *[in]* **m1** left matrix (mat3x4)
| *[in]* **m2** right matrix (mat4x3)
| *[out]* **dest** destination matrix (mat4)
.. csv-table:: mat3x4
:header: "", "column 1", "column 2", "column 3" :header: "", "column 1", "column 2", "column 3"
"row 1", "a00", "a10", "a20" "row 1", "a00", "a10", "a20"
@@ -83,14 +53,100 @@ Functions documentation
"row 3", "a02", "a12", "a22" "row 3", "a02", "a12", "a22"
"row 4", "a03", "a13", "a23" "row 4", "a03", "a13", "a23"
.. csv-table:: mat4x3 .. csv-table:: mat3x4 **(dest)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "b00 = a00", "b10 = a10", "b20 = a20"
"row 2", "b01 = a01", "b11 = a11", "b21 = a21"
"row 3", "b02 = a02", "b12 = a12", "b22 = a22"
"row 4", "b03 = a03", "b13 = a13", "b23 = a23"
.. c:function:: void glm_mat3x4_zero(mat3x4 m)
Zero out the mat3x4 (m).
Parameters:
| *[in, out]* **m** mat3x4 (src, dest)
.. csv-table:: mat3x4 **(m)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "0.00", "2.00", "78.00"
"row 2", "5.00", "4.00", "12.00"
"row 3", "7.00", "6.00", "32.00"
"row 4", "23.00", "1.00", "9.00"
.. csv-table:: mat3x4 **(m)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "0.00", "0.00", "0.00"
"row 2", "0.00", "0.00", "0.00"
"row 3", "0.00", "0.00", "0.00"
"row 4", "0.00", "0.00", "0.00"
.. c:function:: void glm_mat3x4_make(const float * __restrict src, mat3x4 dest)
Create mat3x4 (dest) from pointer (src).
.. note:: **@src** must contain at least 12 elements.
Parameters:
| *[in]* **src** pointer to an array of floats (left)
| *[out]* **dest** destination (result, mat3x4)
.. csv-table:: float array (1x12) **(src)**
:header: "", "column 1"
"row 1", "v0"
"row 2", "v1"
"row 3", "v2"
"row 4", "v3"
"row 5", "v4"
"row 6", "v5"
"row 7", "v6"
"row 8", "v7"
"row 9", "v8"
"row 10", "v9"
"row 11", "v10"
"row 12", "v11"
.. csv-table:: mat3x4 **(dest)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "v0", "v4", "v8"
"row 2", "v1", "v5", "v9"
"row 3", "v2", "v6", "v10"
"row 4", "v3", "v7", "v11"
.. c:function:: void glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat4 dest)
Multiply mat3x4 (m1) by mat4x3 (m2) and store in mat4 (dest).
.. code-block:: c
glm_mat3x4_mul(mat3x4, mat4x3, mat4);
Parameters:
| *[in]* **m1** mat2x4 (left)
| *[in]* **m2** mat4x2 (right)
| *[out]* **dest** destination (result, mat4)
.. csv-table:: mat3x4 **(m1)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "a00", "a10", "a20"
"row 2", "a01", "a11", "a21"
"row 3", "a02", "a12", "a22"
"row 4", "a03", "a13", "a23"
.. csv-table:: mat4x3 **(m2)**
:header: "", "column 1", "column 2", "column 3", "column 4" :header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "b00", "b10", "b20", "b30" "row 1", "b00", "b10", "b20", "b30"
"row 2", "b01", "b11", "b21", "b31" "row 2", "b01", "b11", "b21", "b31"
"row 3", "b02", "b12", "b22", "b32" "row 3", "b02", "b12", "b22", "b32"
.. csv-table:: mat4x4 .. csv-table:: mat4x4 **(dest)**
:header: "", "column 1", "column 2", "column 3", "column 4" :header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "a00 * b00 + a10 * b01 + a20 * b02", "a00 * b10 + a10 * b11 + a20 * b12", "a00 * b20 + a10 * b21 + a20 * b22", "a00 * b30 + a10 * b31 + a20 * b32" "row 1", "a00 * b00 + a10 * b01 + a20 * b02", "a00 * b10 + a10 * b11 + a20 * b12", "a00 * b20 + a10 * b21 + a20 * b22", "a00 * b30 + a10 * b31 + a20 * b32"
@@ -100,14 +156,14 @@ Functions documentation
.. c:function:: void glm_mat3x4_mulv(mat3x4 m, vec3 v, vec4 dest) .. c:function:: void glm_mat3x4_mulv(mat3x4 m, vec3 v, vec4 dest)
multiply mat3x4 with vec3 (column vector) and store in dest vector Multiply ma3x4 (m) by vec3 (v) and store in vec4 (dest).
Parameters: Parameters:
| *[in]* **m** mat3x4 (left) | *[in]* **m** mat3x4 (left)
| *[in]* **v** vec3 (right, column vector) | *[in]* **v** vec3 (right, column vector)
| *[out]* **dest** destination (result, column vector) | *[out]* **dest** destination (result, column vector)
.. csv-table:: mat3x4 .. csv-table:: mat3x4 **(m)**
:header: "", "column 1", "column 2", "column 3" :header: "", "column 1", "column 2", "column 3"
"row 1", "m00", "m10", "m20" "row 1", "m00", "m10", "m20"
@@ -115,14 +171,14 @@ Functions documentation
"row 3", "m02", "m12", "m22" "row 3", "m02", "m12", "m22"
"row 4", "m03", "m13", "m23" "row 4", "m03", "m13", "m23"
.. csv-table:: column vec3 (1x3) .. csv-table:: column vec3 (1x3) **(v)**
:header: "", "column 1" :header: "", "column 1"
"row 1", "v0" "row 1", "v0"
"row 2", "v1" "row 2", "v1"
"row 3", "v2" "row 3", "v2"
.. csv-table:: column vec4 (1x4) .. csv-table:: column vec4 (1x4) **(dest)**
:header: "", "column 1" :header: "", "column 1"
"row 1", "m00 * v0 + m10 * v1 + m20 * v2" "row 1", "m00 * v0 + m10 * v1 + m20 * v2"
@@ -130,18 +186,41 @@ Functions documentation
"row 3", "m02 * v0 + m12 * v1 + m22 * v2" "row 3", "m02 * v0 + m12 * v1 + m22 * v2"
"row 4", "m03 * v0 + m13 * v1 + m23 * v2" "row 4", "m03 * v0 + m13 * v1 + m23 * v2"
.. c:function:: void glm_mat3x4_transpose(mat3x4 m, mat4x3 dest) .. c:function:: void glm_mat3x4_transpose(mat3x4 src, mat4x3 dest)
transpose matrix and store in dest Transpose mat3x4 (src) and store in mat4x3 (dest).
Parameters: Parameters:
| *[in]* **m** matrix | *[in]* **src** mat3x4 (left)
| *[out]* **dest** destination | *[out]* **dest** destination (result, mat4x3)
.. csv-table:: mat3x4 **(src)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "a00", "a10", "a20"
"row 2", "a01", "a11", "a21"
"row 3", "a02", "a12", "a22"
"row 4", "a03", "a13", "a23"
.. csv-table:: mat4x3 **(dest)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "b00 = a00", "b10 = a01", "b20 = a02", "b30 = a03"
"row 2", "b01 = a10", "b11 = a11", "b21 = a12", "b31 = a13"
"row 3", "b02 = a20", "b12 = a21", "b22 = a22", "b32 = a23"
.. c:function:: void glm_mat3x4_scale(mat3x4 m, float s) .. c:function:: void glm_mat3x4_scale(mat3x4 m, float s)
multiply matrix with scalar Multiply mat3x4 (m) by scalar constant (s).
Parameters: Parameters:
| *[in, out]* **m** matrix | *[in, out]* **m** mat3x4 (src, dest)
| *[in]* **s** scalar | *[in]* **s** float (scalar)
.. csv-table:: mat3x4 **(m)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "m00 = m00 * s", "m10 = m10 * s", "m20 = m20 * s"
"row 2", "m01 = m01 * s", "m11 = m11 * s", "m21 = m21 * s"
"row 3", "m02 = m02 * s", "m12 = m12 * s", "m22 = m22 * s"
"row 4", "m03 = m03 * s", "m13 = m13 * s", "m23 = m23 * s"
+14 -1
View File
@@ -48,6 +48,7 @@ Functions:
#. :c:func:`glm_mat4_swap_row` #. :c:func:`glm_mat4_swap_row`
#. :c:func:`glm_mat4_rmc` #. :c:func:`glm_mat4_rmc`
#. :c:func:`glm_mat4_make` #. :c:func:`glm_mat4_make`
#. :c:func:`glm_mat4_textrans`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -143,7 +144,7 @@ Functions documentation
.. code-block:: c .. code-block:: c
mat m1, m2, m3, m4, res; mat4 m1, m2, m3, m4, res;
glm_mat4_mulN((mat4 *[]){&m1, &m2, &m3, &m4}, 4, res); glm_mat4_mulN((mat4 *[]){&m1, &m2, &m3, &m4}, 4, res);
Parameters: Parameters:
@@ -313,3 +314,15 @@ Functions documentation
Parameters: Parameters:
| *[in]* **src** pointer to an array of floats | *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix4x4 | *[out]* **dest** destination matrix4x4
.. c:function:: void glm_mat4_textrans(float sx, float sy, float rot, float tx, float ty, mat4 dest)
Create texture transformation matrix, rotation is in radians CCW/RH
Parameters:
| *[in]* **sx** scale x
| *[in]* **sy** scale y
| *[in]* **rot** rotation in radians CCW/RH
| *[in]* **tx** translation x
| *[in]* **ty** translation y
| *[out]* **dest** destination matrix3x3
+96 -36
View File
@@ -35,51 +35,93 @@ Represented
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_mat4x2_copy(mat4x2 mat, mat4x2 dest) .. c:function:: void glm_mat4x2_copy(mat4x2 src, mat4x2 dest)
copy mat4x2 to another one (dest). Copy mat4x2 (src) to mat4x2 (dest).
Parameters: Parameters:
| *[in]* **mat** source | *[in]* **src** mat4x2 (left)
| *[out]* **dest** destination | *[out]* **dest** destination (result, mat4x2)
.. c:function:: void glm_mat4x2_zero(mat4x2 mat) .. csv-table:: mat4x2 **(src)**
:header: "", "column 1", "column 2", "column 3", "column 4"
make given matrix zero "row 1", "a00", "a10", "a20", "a30"
"row 2", "a01", "a11", "a21", "a31"
.. csv-table:: ma4x2 **(dest)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "b00 = a00", "b10 = a10", "b20 = a20", "b30 = a30"
"row 2", "b01 = a01", "b11 = a11", "b21 = a21", "b31 = a31"
.. c:function:: void glm_mat4x2_zero(mat4x2 m)
Zero out the mat4x2 (m).
Parameters: Parameters:
| *[in,out]* **mat** matrix | *[in, out]* **m** mat4x2 (src, dest)
.. csv-table:: mat4x2 **(m)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "0.00", "2.00", "15.00", "44.00"
"row 2", "5.00", "4.00", "6.00", "12.00"
.. csv-table:: mat4x2 **(m)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "0.00", "0.00", "0.00", "0.00"
"row 2", "0.00", "0.00", "0.00", "0.00"
.. c:function:: void glm_mat4x2_make(const float * __restrict src, mat4x2 dest) .. c:function:: void glm_mat4x2_make(const float * __restrict src, mat4x2 dest)
Create mat4x2 matrix from pointer Create mat4x2 (dest) from pointer (src).
.. note:: **@src** must contain at least 8 elements. .. note:: **@src** must contain at least 8 elements.
Parameters: Parameters:
| *[in]* **src** pointer to an array of floats | *[in]* **src** pointer to an array of floats (left)
| *[out]* **dest** destination matrix4x2 | *[out]* **dest** destination (result, mat4x2)
.. csv-table:: float array (1x8) **(src)**
:header: "", "column 1"
"row 1", "v0"
"row 2", "v1"
"row 3", "v2"
"row 4", "v3"
"row 5", "v4"
"row 6", "v5"
"row 7", "v6"
"row 8", "v7"
.. csv-table:: mat4x2 **(dest)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "v0", "v2", "v4", "v6"
"row 2", "v1", "v3", "v5", "v7"
.. c:function:: void glm_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat2 dest) .. c:function:: void glm_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat2 dest)
multiply m1 and m2 to dest Multiply mat4x2 (m1) by mat2x4 (m2) and store in mat2 (dest).
.. code-block:: c .. code-block:: c
glm_mat4x2_mul(mat4x2, mat2x4, mat2); glm_mat4x2_mul(mat4x2, mat2x4, mat2);
Parameters: Parameters:
| *[in]* **m1** left matrix (mat4x2) | *[in]* **m1** mat4x2 (left)
| *[in]* **m2** right matrix (mat2x4) | *[in]* **m2** mat2x4 (right)
| *[out]* **dest** destination matrix (mat2) | *[out]* **dest** destination (result, mat2)
.. csv-table:: mat4x2 .. csv-table:: mat4x2 **(m1)**
:header: "", "column 1", "column 2", "column 3", "column 4" :header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "a00", "a10", "a20", "a30" "row 1", "a00", "a10", "a20", "a30"
"row 2", "a01", "a11", "a21", "a31" "row 2", "a01", "a11", "a21", "a31"
.. csv-table:: mat2x4 .. csv-table:: mat2x4 **(m2)**
:header: "", "column 1", "column 2" :header: "", "column 1", "column 2"
"row 1", "b00", "b10" "row 1", "b00", "b10"
@@ -87,7 +129,7 @@ Functions documentation
"row 3", "b02", "b12" "row 3", "b02", "b12"
"row 4", "b03", "b13" "row 4", "b03", "b13"
.. csv-table:: mat2x2 .. csv-table:: mat2x2 **(dest)**
:header: "", "column 1", "column 2" :header: "", "column 1", "column 2"
"row 1", "a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03", "a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13" "row 1", "a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03", "a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13"
@@ -95,22 +137,20 @@ Functions documentation
.. c:function:: void glm_mat4x2_mulv(mat4x2 m, vec4 v, vec2 dest) .. c:function:: void glm_mat4x2_mulv(mat4x2 m, vec4 v, vec2 dest)
multiply mat4x2 with vec4 (column vector) and store in dest vector Multiply mat4x2 (m) by vec4 (v) and store in vec2 (dest).
Parameters: Parameters:
| *[in]* **m** mat4x2 (left) | *[in]* **m** mat4x2 (left)
| *[in]* **v** vec4 (right, column vector) | *[in]* **v** vec4 (right, column vector)
| *[out]* **dest** destination (result, column vector) | *[out]* **dest** destination (result, column vector)
.. csv-table:: mat4x2 .. csv-table:: mat4x2 **(m)**
:header: "", "column 1", "column 2", "column 3" :header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "m00", "m10", "m20" "row 1", "m00", "m10", "m20", "m30"
"row 2", "m01", "m11", "m21" "row 2", "m01", "m11", "m21", "m31"
"row 3", "m02", "m12", "m22"
"row 4", "m03", "m13", "m23"
.. csv-table:: column vec4 (1x4) .. csv-table:: column vec4 (1x4) **(v)**
:header: "", "column 1" :header: "", "column 1"
"row 1", "v0" "row 1", "v0"
@@ -118,24 +158,44 @@ Functions documentation
"row 3", "v2" "row 3", "v2"
"row 4", "v3" "row 4", "v3"
.. csv-table:: column vec2 (1x2) .. csv-table:: column vec2 (1x2) **(dest)**
:header: "", "column 1" :header: "", "column 1"
"row 1", "m00 * v0 + m10 * v1 + m20 * v2 + m30 * v3" "row 1", "m00 * v0 + m10 * v1 + m20 * v2 + m30 * v3"
"row 2", "m01 * v0 + m11 * v1 + m21 * v2 + m31 * v3" "row 2", "m01 * v0 + m11 * v1 + m21 * v2 + m31 * v3"
.. c:function:: void glm_mat4x2_transpose(mat4x2 m, mat2x4 dest) .. c:function:: void glm_mat4x2_transpose(mat4x2 src, mat2x4 dest)
transpose matrix and store in dest Transpose mat4x2 (src) and store in mat2x4 (dest).
Parameters: Parameters:
| *[in]* **m** matrix | *[in]* **src** mat4x2 (left)
| *[out]* **dest** destination | *[out]* **dest** destination (result, mat2x4)
.. csv-table:: mat4x2 **(src)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "a00", "a10", "a20", "a30"
"row 2", "a01", "a11", "a21", "a31"
.. csv-table:: mat2x4 **(dest)**
:header: "", "column 1", "column 2"
"row 1", "b00 = a00", "b10 = a01"
"row 2", "b01 = a10", "b11 = a11"
"row 3", "b02 = a20", "b12 = a21"
"row 4", "b03 = a30", "b13 = a31"
.. c:function:: void glm_mat4x2_scale(mat4x2 m, float s) .. c:function:: void glm_mat4x2_scale(mat4x2 m, float s)
multiply matrix with scalar Multiply mat4x2 (m) by scalar constant (s).
Parameters: Parameters:
| *[in, out]* **m** matrix | *[in, out]* **m** mat4x2 (src, dest)
| *[in]* **s** scalar | *[in]* **s** float (scalar)
.. csv-table:: mat4x2 **(m)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "m00 = m00 * s", "m10 = m10 * s", "m20 = m20 * s", "m30 = m30 * s"
"row 2", "m01 = m01 * s", "m11 = m11 * s", "m21 = m21 * s", "m31 = m31 * s"
+126 -53
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@@ -27,7 +27,7 @@ Represented
~~~~~~~~~~~ ~~~~~~~~~~~
.. csv-table:: mat4x3 .. csv-table:: mat4x3
:header: "", "column 1", "column 2", "column 3", "column4" :header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "m00", "m10", "m20", "m30" "row 1", "m00", "m10", "m20", "m30"
"row 2", "m01", "m11", "m21", "m31" "row 2", "m01", "m11", "m21", "m31"
@@ -36,52 +36,103 @@ Represented
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_mat4x3_copy(mat4x3 mat, mat4x3 dest) .. c:function:: void glm_mat4x3_copy(mat4x3 src, mat4x3 dest)
copy mat4x3 to another one (dest). Copy mat4x3 (src) to mat4x3 (dest).
Parameters: Parameters:
| *[in]* **mat** source | *[in]* **src** mat4x3 (left)
| *[out]* **dest** destination | *[out]* **dest** destination (result, mat4x3)
.. c:function:: void glm_mat4x3_zero(mat4x3 mat) .. csv-table:: mat4x3 **(src)**
make given matrix zero
Parameters:
| *[in,out]* **mat** matrix
.. c:function:: void glm_mat4x3_make(const float * __restrict src, mat4x3 dest)
Create mat4x3 matrix from pointer
.. note:: **@src** must contain at least 12 elements.
Parameters:
| *[in]* **src** pointer to an array of floats
| *[out]* **dest** destination matrix4x3
.. c:function:: void glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat3 dest)
multiply m1 and m2 to dest
.. code-block:: c
glm_mat4x3_mul(mat4x3, mat3x4, mat3);
Parameters:
| *[in]* **m1** left matrix (mat4x3)
| *[in]* **m2** right matrix (mat3x4)
| *[out]* **dest** destination matrix (mat3)
.. csv-table:: mat4x3
:header: "", "column 1", "column 2", "column 3", "column 4" :header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "a00", "a10", "a20", "a30" "row 1", "a00", "a10", "a20", "a30"
"row 2", "a01", "a11", "a21", "a31" "row 2", "a01", "a11", "a21", "a31"
"row 3", "a02", "a12", "a22", "a32" "row 3", "a02", "a12", "a22", "a32"
.. csv-table:: mat3x4 .. csv-table:: mat4x3 **(dest)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "b00 = a00", "b10 = a10", "b20 = a20", "b30 = a30"
"row 2", "b01 = a01", "b11 = a11", "b21 = a21", "b31 = a31"
"row 3", "b02 = a02", "b12 = a12", "b22 = a22", "b32 = a32"
.. c:function:: void glm_mat4x3_zero(mat4x3 m)
Zero out the mat4x3 (m).
Parameters:
| *[in, out]* **m** mat4x3 (src, dest)
.. csv-table:: mat4x3 **(m)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "0.00", "2.00", "15.00", "44.00"
"row 2", "5.00", "4.00", "6.00", "12.00"
"row 3", "88.00", "8.00", "4.30", "15.00"
.. csv-table:: mat4x3 **(m)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "0.00", "0.00", "0.00", "0.00"
"row 2", "0.00", "0.00", "0.00", "0.00"
"row3", "0.00", "0.00", "0.00", "0.00"
.. c:function:: void glm_mat4x3_make(const float * __restrict src, mat4x3 dest)
Create mat4x3 (dest) from pointer (src).
.. note:: **@src** must contain at least 12 elements.
Parameters:
| *[in]* **src** pointer to an array of floats (left)
| *[out]* **dest** destination (result, mat4x3)
.. csv-table:: float array (1x12) **(src)**
:header: "", "column 1"
"row 1", "v0"
"row 2", "v1"
"row 3", "v2"
"row 4", "v3"
"row 5", "v4"
"row 6", "v5"
"row 7", "v6"
"row 8", "v7"
"row 9", "v8"
"row 10", "v9"
"row 11", "v10"
"row 12", "v11"
.. csv-table:: mat4x3 **(dest)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "v0", "v3", "v6", "v9"
"row 2", "v1", "v4", "v7", "v10"
"row 3", "v2", "v5", "v8", "v11"
.. c:function:: void glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat3 dest)
Multiply mat4x3 (m1) by mat3x4 (m2) and store in mat3 (dest).
.. code-block:: c
glm_mat4x3_mul(mat4x3, mat3x4, mat3);
Parameters:
| *[in]* **m1** mat4x3 (left)
| *[in]* **m2** mat3x4 (right)
| *[out]* **dest** destination (result, mat3)
.. csv-table:: mat4x3 **(m1)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "a00", "a10", "a20", "a30"
"row 2", "a01", "a11", "a21", "a31"
"row 3", "a02", "a12", "a22", "a32"
.. csv-table:: mat3x4 **(m2)**
:header: "", "column 1", "column 2", "column 3" :header: "", "column 1", "column 2", "column 3"
"row 1", "b00", "b10", "b20" "row 1", "b00", "b10", "b20"
@@ -89,7 +140,7 @@ Functions documentation
"row 3", "b02", "b12", "b22" "row 3", "b02", "b12", "b22"
"row 4", "b03", "b13", "b23" "row 4", "b03", "b13", "b23"
.. csv-table:: mat3x3 .. csv-table:: mat3x3 **(dest)**
:header: "", "column 1", "column 2", "column 3" :header: "", "column 1", "column 2", "column 3"
"row 1", "a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03", "a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13", "a00 * b20 + a10 * b21 + a20 * b22 + a30 * b23" "row 1", "a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03", "a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13", "a00 * b20 + a10 * b21 + a20 * b22 + a30 * b23"
@@ -98,21 +149,21 @@ Functions documentation
.. c:function:: void glm_mat4x3_mulv(mat4x3 m, vec4 v, vec3 dest) .. c:function:: void glm_mat4x3_mulv(mat4x3 m, vec4 v, vec3 dest)
multiply mat4x3 with vec4 (column vector) and store in dest column vector Multiply mat4x3 (m) by vec4 (v) and store in vec3 (dest).
Parameters: Parameters:
| *[in]* **m** mat4x3 (left) | *[in]* **m** mat4x3 (left)
| *[in]* **v** vec4 (right, column vector) | *[in]* **v** vec4 (right, column vector)
| *[out]* **dest** destination (result, column vector) | *[out]* **dest** destination (result, column vector)
.. csv-table:: mat4x3 .. csv-table:: mat4x3 **(m)**
:header: "", "column 1", "column 2", "column 3", "column 4" :header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "m00", "m10", "m20", "m30" "row 1", "m00", "m10", "m20", "m30"
"row 2", "m01", "m11", "m21", "m31" "row 2", "m01", "m11", "m21", "m31"
"row 3", "m02", "m12", "m22", "m32" "row 3", "m02", "m12", "m22", "m32"
.. csv-table:: column vec4 (1x4) .. csv-table:: column vec4 (1x4) **(v)**
:header: "", "column 1" :header: "", "column 1"
"row 1", "v0" "row 1", "v0"
@@ -120,25 +171,47 @@ Functions documentation
"row 3", "v2" "row 3", "v2"
"row 4", "v3" "row 4", "v3"
.. csv-table:: column vec3 (1x3) .. csv-table:: column vec3 (1x3) **(dest)**
:header: "", "column 1" :header: "", "column 1"
"row 1", "m00 * v0 + m10 * v1 + m20 * v2 + m30 * v3" "row 1", "m00 * v0 + m10 * v1 + m20 * v2 + m30 * v3"
"row 2", "m01 * v0 + m11 * v1 + m21 * v2 + m31 * v3" "row 2", "m01 * v0 + m11 * v1 + m21 * v2 + m31 * v3"
"row 3", "m02 * v0 + m12 * v1 + m22 * v2 + m32 * v3" "row 3", "m02 * v0 + m12 * v1 + m22 * v2 + m32 * v3"
.. c:function:: void glm_mat4x3_transpose(mat4x3 m, mat3x4 dest) .. c:function:: void glm_mat4x3_transpose(mat4x3 src, mat3x4 dest)
transpose matrix and store in dest Transpose mat4x3 (src) and store in mat3x4 (dest).
Parameters: Parameters:
| *[in]* **m** matrix | *[in]* **src** mat4x3 (left)
| *[out]* **dest** destination | *[out]* **dest** destination (result, mat3x4)
.. c:function:: void glm_mat4x3_scale(mat4x3 m, float s) .. csv-table:: mat4x3 **(src)**
:header: "", "column 1", "column 2", "column 3", "column 4"
multiply matrix with scalar "row 1", "a00", "a10", "a20", "a30"
"row 2", "a01", "a11", "a21", "a31"
"row 3", "a02", "a12", "a22", "a32"
.. csv-table:: mat3x4 **(dest)**
:header: "", "column 1", "column 2", "column 3"
"row 1", "b00 = a00", "b10 = a01", "b20 = a02"
"row 2", "b01 = a10", "b11 = a11", "b21 = a12"
"row 3", "b02 = a20", "b12 = a21", "b22 = a22"
"row 4", "b03 = a30", "b13 = a31", "b23 = a32"
.. c:function:: void glm_mat4x3_scale(mat4x3 m, float s)
Multiply mat4x3 (m) by scalar constant (s).
Parameters: Parameters:
| *[in, out]* **m** matrix | *[in, out]* **m** mat4x3 (src, dest)
| *[in]* **s** scalar | *[in]* **s** float (scalar)
.. csv-table:: mat4x3 **(m)**
:header: "", "column 1", "column 2", "column 3", "column 4"
"row 1", "m00 = m00 * s", "m10 = m10 * s", "m20 = m20 * s", "m30 = m30 * s"
"row 2", "m01 = m01 * s", "m11 = m11 * s", "m21 = m21 * s", "m31 = m31 * s"
"row 3", "m02 = m02 * s", "m12 = m12 * s", "m22 = m22 * s", "m32 = m32 * s"
+60
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@@ -0,0 +1,60 @@
.. default-domain:: C
perlin
================================================================================
Header: cglm/noise.h
Classic Perlin noise implementation.
Based on the work of Stefan Gustavson and Ashima Arts on "webgl-noise":
https://github.com/stegu/webgl-noise
Following Stefan Gustavson's paper "Simplex noise demystified":
http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
Implementation based on glm::perlin function:
https://github.com/g-truc/glm/blob/master/glm/gtc/noise.inl
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_perlin_vec4`
#. :c:func:`glm_perlin_vec3`
#. :c:func:`glm_perlin_vec2`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: float glm_perlin_vec4(vec4 point)
| Classic Perlin noise
Parameters:
| *[in]* **point** 4D point
Returns:
| noise value
.. c:function:: float glm_perlin_vec3(vec3 point)
| Classic Perlin noise
Parameters:
| *[in]* **point** 3D point
Returns:
| noise value
.. c:function:: float glm_perlin_vec2(vec2 point)
| Classic Perlin noise
Parameters:
| *[in]* **point** 2D point
Returns:
| noise value
+1 -1
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@@ -34,7 +34,7 @@ array of matrices:
/* ... */ /* ... */
glUniformMatrix4fv(location, count, GL_FALSE, matrix[0][0]); glUniformMatrix4fv(location, count, GL_FALSE, matrix[0][0]);
1. Cast matrix to pointer 2. Cast matrix to pointer
-------------------------- --------------------------
.. code-block:: c .. code-block:: c
+1 -1
View File
@@ -76,7 +76,7 @@ SSE and SSE2 Shuffle Option
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**_mm_shuffle_ps** generates **shufps** instruction even if registers are same. **_mm_shuffle_ps** generates **shufps** instruction even if registers are same.
You can force it to generate **pshufd** instruction by defining You can force it to generate **pshufd** instruction by defining
**CGLM_USE_INT_DOMAIN** macro. As default it is not defined. **CGLM_NO_INT_DOMAIN** macro. As default it is not defined.
SSE3 and SSE4 Dot Product Options SSE3 and SSE4 Dot Product Options
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+15 -3
View File
@@ -11,9 +11,9 @@ Header: cglm/quat.h
What you can do with quaternions with existing functions is (Some of them): What you can do with quaternions with existing functions is (Some of them):
- You can rotate transform matrix using quaterion - You can rotate transform matrix using quaternion
- You can rotate vector using quaterion - You can rotate vector using quaternion
- You can create view matrix using quaterion - You can create view matrix using quaternion
- You can create a lookrotation (from source point to dest) - You can create a lookrotation (from source point to dest)
Table of contents (click to go): Table of contents (click to go):
@@ -55,6 +55,7 @@ Functions:
#. :c:func:`glm_quat_lerp` #. :c:func:`glm_quat_lerp`
#. :c:func:`glm_quat_nlerp` #. :c:func:`glm_quat_nlerp`
#. :c:func:`glm_quat_slerp` #. :c:func:`glm_quat_slerp`
#. :c:func:`glm_quat_slerp_longest`
#. :c:func:`glm_quat_look` #. :c:func:`glm_quat_look`
#. :c:func:`glm_quat_for` #. :c:func:`glm_quat_for`
#. :c:func:`glm_quat_forp` #. :c:func:`glm_quat_forp`
@@ -351,6 +352,17 @@ 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_slerp_longest(versor q, versor r, float t, versor dest)
| interpolates between two quaternions
| using spherical linear interpolation (SLERP) and always takes the longest path
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_look(vec3 eye, versor ori, mat4 dest) .. c:function:: void glm_quat_look(vec3 eye, versor ori, mat4 dest)
| creates view matrix using quaternion as camera orientation | creates view matrix using quaternion as camera orientation
+18
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@@ -27,6 +27,8 @@ Functions:
#. :c:func:`glm_vec2_isvalid` #. :c:func:`glm_vec2_isvalid`
#. :c:func:`glm_vec2_sign` #. :c:func:`glm_vec2_sign`
#. :c:func:`glm_vec2_abs` #. :c:func:`glm_vec2_abs`
#. :c:func:`glm_vec2_fract`
#. :c:func:`glm_vec2_floor`
#. :c:func:`glm_vec2_sqrt` #. :c:func:`glm_vec2_sqrt`
Functions documentation Functions documentation
@@ -134,6 +136,22 @@ Functions documentation
| *[in]* **v** vector | *[in]* **v** vector
| *[out]* **dest** destination vector | *[out]* **dest** destination vector
.. c:function:: void glm_vec2_fract(vec2 v, vec2 dest)
get fractional part of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector
.. c:function:: void glm_vec2_floor(vec2 v, vec2 dest)
floor value of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector
.. c:function:: void glm_vec2_sqrt(vec2 v, vec2 dest) .. c:function:: void glm_vec2_sqrt(vec2 v, vec2 dest)
square root of each vector item square root of each vector item
+18
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@@ -28,6 +28,8 @@ Functions:
#. :c:func:`glm_vec3_isvalid` #. :c:func:`glm_vec3_isvalid`
#. :c:func:`glm_vec3_sign` #. :c:func:`glm_vec3_sign`
#. :c:func:`glm_vec3_abs` #. :c:func:`glm_vec3_abs`
#. :c:func:`glm_vec3_fract`
#. :c:func:`glm_vec3_floor`
#. :c:func:`glm_vec3_sqrt` #. :c:func:`glm_vec3_sqrt`
Functions documentation Functions documentation
@@ -151,6 +153,22 @@ Functions documentation
| *[in]* **v** vector | *[in]* **v** vector
| *[out]* **dest** destination vector | *[out]* **dest** destination vector
.. c:function:: void glm_vec3_fract(vec3 v, vec3 dest)
fractional part of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector
.. c:function:: void glm_vec3_floor(vec3 v, vec3 dest)
floor of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector
.. c:function:: void glm_vec3_sqrt(vec3 v, vec3 dest) .. c:function:: void glm_vec3_sqrt(vec3 v, vec3 dest)
square root of each vector item square root of each vector item
+33
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@@ -23,6 +23,15 @@ Functions:
#. :c:func:`glm_vec4_eqv_eps` #. :c:func:`glm_vec4_eqv_eps`
#. :c:func:`glm_vec4_max` #. :c:func:`glm_vec4_max`
#. :c:func:`glm_vec4_min` #. :c:func:`glm_vec4_min`
#. :c:func:`glm_vec4_isnan`
#. :c:func:`glm_vec4_isinf`
#. :c:func:`glm_vec4_isvalid`
#. :c:func:`glm_vec4_sign`
#. :c:func:`glm_vec4_abs`
#. :c:func:`glm_vec4_fract`
#. :c:func:`glm_vec4_floor`
#. :c:func:`glm_vec4_sqrt`
Functions documentation Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
@@ -129,6 +138,30 @@ Functions documentation
| *[in]* **v** vector | *[in]* **v** vector
| *[out]* **dest** sign vector (only keeps signs as -1, 0, -1) | *[out]* **dest** sign vector (only keeps signs as -1, 0, -1)
.. c:function:: void glm_vec4_abs(vec4 v, vec4 dest)
absolute value of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector (abs(v))
.. c:function:: void glm_vec4_fract(vec4 v, vec4 dest)
fractional part of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector (fract(v))
.. c:function:: void glm_vec4_floor(vec4 v, vec4 dest)
floor of each vector item
Parameters:
| *[in]* **v** vector
| *[out]* **dest** destination vector (floor(v))
.. c:function:: void glm_vec4_sqrt(vec4 v, vec4 dest) .. c:function:: void glm_vec4_sqrt(vec4 v, vec4 dest)
square root of each vector item square root of each vector item
+2 -3
View File
@@ -95,7 +95,7 @@ glm_aabb2d_merge(vec2 aabb1[2], vec2 aabb2[2], vec2 dest[2]) {
/*! /*!
* @brief crops a bounding aabb with another one. * @brief crops a bounding aabb with another one.
* *
* this could be useful for gettng a baabb which fits with view frustum and * this could be useful for getting a baabb which fits with view frustum and
* object bounding aabbes. In this case you crop view frustum aabb with objects * object bounding aabbes. In this case you crop view frustum aabb with objects
* aabb * aabb
* *
@@ -116,7 +116,7 @@ glm_aabb2d_crop(vec2 aabb[2], vec2 cropAabb[2], vec2 dest[2]) {
/*! /*!
* @brief crops a bounding aabb with another one. * @brief crops a bounding aabb with another one.
* *
* this could be useful for gettng a baabb which fits with view frustum and * this could be useful for getting a baabb which fits with view frustum and
* object bounding aabbes. In this case you crop view frustum aabb with objects * object bounding aabbes. In this case you crop view frustum aabb with objects
* aabb * aabb
* *
@@ -268,4 +268,3 @@ glm_aabb2d_contains(vec2 aabb[2], vec2 other[2]) {
} }
#endif /* cglm_aabb2d_h */ #endif /* cglm_aabb2d_h */
+1 -1
View File
@@ -215,7 +215,7 @@ glm_rotate_z(mat4 m, float angle, mat4 dest) {
* If you need to rotate object around itself e.g. center of object or at * If you need to rotate object around itself e.g. center of object or at
* some point [of object] then `glm_rotate_at()` would be better choice to do so. * some point [of object] then `glm_rotate_at()` would be better choice to do so.
* *
* Even if object's model transform is identiy, rotation may not be around * Even if object's model transform is identity, rotation may not be around
* center of object if object does not lay out at ORIGIN perfectly. * center of object if object does not lay out at ORIGIN perfectly.
* *
* Using `glm_rotate_at()` with center of bounding shape ( AABB, Sphere ... ) * Using `glm_rotate_at()` with center of bounding shape ( AABB, Sphere ... )
+132
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@@ -0,0 +1,132 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_affine2d_post_h
#define cglm_affine2d_post_h
/*
Functions:
CGLM_INLINE void glm_translated2d(mat3 m, vec2 v);
CGLM_INLINE void glm_translated2d_x(mat3 m, float to);
CGLM_INLINE void glm_translated2d_y(mat3 m, float to);
CGLM_INLINE void glm_rotated2d(mat3 m, float angle);
CGLM_INLINE void glm_scaled2d(mat3 m, vec2 v);
CGLM_INLINE void glm_scaled2d_uni(mat3 m, float s);
*/
#include "vec2.h"
/*!
* @brief translate existing transform matrix by v vector
* and store result in same matrix
*
* this is POST transform, applies to existing transform as last transform
*
* @param[in, out] m affine transform
* @param[in] v translate vector [x, y]
*/
CGLM_INLINE
void
glm_translated2d(mat3 m, vec2 v) {
glm_vec2_add(m[2], v, m[2]);
}
/*!
* @brief translate existing transform matrix by x factor
*
* this is POST transform, applies to existing transform as last transform
*
* @param[in, out] m affine transform
* @param[in] x x factor
*/
CGLM_INLINE
void
glm_translated2d_x(mat3 m, float x) {
m[2][0] += x;
}
/*!
* @brief translate existing transform matrix by y factor
*
* this is POST transform, applies to existing transform as last transform
*
* @param[in, out] m affine transform
* @param[in] y y factor
*/
CGLM_INLINE
void
glm_translated2d_y(mat3 m, float y) {
m[2][1] += y;
}
/*!
* @brief rotate existing transform matrix by angle
*
* this is POST transform, applies to existing transform as last transform
*
* @param[in, out] m affine transform
* @param[in] angle angle (radians)
*/
CGLM_INLINE
void
glm_rotated2d(mat3 m, float angle) {
float c = cosf(angle),
s = sinf(angle),
m00 = m[0][0], m10 = m[1][0], m20 = m[2][0],
m01 = m[0][1], m11 = m[1][1], m21 = m[2][1];
m[0][0] = c * m00 - s * m01;
m[1][0] = c * m10 - s * m11;
m[2][0] = c * m20 - s * m21;
m[0][1] = s * m00 + c * m01;
m[1][1] = s * m10 + c * m11;
m[2][1] = s * m20 + c * m21;
}
/*!
* @brief scale existing 2d transform matrix by v vector
*
* this is POST transform, applies to existing transform as last transform
*
* @param[in, out] m affine transform
* @param[in] v scale vector [x, y]
*/
CGLM_INLINE
void
glm_scaled2d(mat3 m, vec2 v) {
m[0][0] *= v[0];
m[1][0] *= v[0];
m[2][0] *= v[0];
m[0][1] *= v[1];
m[1][1] *= v[1];
m[2][1] *= v[1];
}
/*!
* @brief applies uniform scale to existing 2d transform matrix v = [s, s]
*
* this is POST transform, applies to existing transform as last transform
*
* @param[in, out] m affine transform
* @param[in] s scale factor
*/
CGLM_INLINE
void
glm_scaled2d_uni(mat3 m, float s) {
m[0][0] *= s;
m[1][0] *= s;
m[2][0] *= s;
m[0][1] *= s;
m[1][1] *= s;
m[2][1] *= s;
}
#endif /* cglm_affine2d_post_h */
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@@ -14,11 +14,12 @@
&& defined(SIMD_VECTOR_TYPES) && defined(SIMD_VECTOR_TYPES)
#include "common.h" #include "common.h"
#include "struct.h"
/*! /*!
* @brief converts mat4 to Apple's simd type simd_float4x4 * @brief converts mat4 to Apple's simd type simd_float4x4
* @return simd_float4x4 * @return simd_float4x4
*/ */
CGLM_INLINE CGLM_INLINE
simd_float4x4 simd_float4x4
glm_mat4_applesimd(mat4 m) { glm_mat4_applesimd(mat4 m) {
@@ -83,7 +84,7 @@ glm_vec4_applesimd(vec4 v) {
/*! /*!
* @brief converts vec3 to Apple's simd type simd_float3 * @brief converts vec3 to Apple's simd type simd_float3
* @return v * @return simd_float3
*/ */
CGLM_INLINE CGLM_INLINE
simd_float3 simd_float3
@@ -91,5 +92,45 @@ glm_vec3_applesimd(vec3 v) {
return (simd_float3){v[0], v[1], v[2]}; return (simd_float3){v[0], v[1], v[2]};
} }
/*!
* @brief generic function to convert cglm types to Apple's simd types
*
* Example usage:
* simd_float4x4 m = applesimd(mat4_value);
* simd_float3 v = applesimd(vec3_value);
*
* @param x cglm type (mat4, mat3, vec4, vec3)
* @return corresponding Apple simd type
*/
#if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 201112L)
# define applesimd(x) _Generic((x), \
mat4: glm_mat4_applesimd, \
mat3: glm_mat3_applesimd, \
vec4: glm_vec4_applesimd, \
vec3: glm_vec3_applesimd \
)((x))
#endif
#ifdef cglm_types_struct_h
CGLM_INLINE simd_float4x4 glms_mat4_(applesimd)(mat4s m) { return glm_mat4_applesimd(m.raw); }
CGLM_INLINE simd_float3x3 glms_mat3_(applesimd)(mat3s m) { return glm_mat3_applesimd(m.raw); }
CGLM_INLINE simd_float4 glms_vec4_(applesimd)(vec4s v) { return glm_vec4_applesimd(v.raw); }
CGLM_INLINE simd_float3 glms_vec3_(applesimd)(vec3s v) { return glm_vec3_applesimd(v.raw); }
#if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 201112L)
# undef applesimd
# define applesimd(x) _Generic((x), \
mat4: glm_mat4_applesimd, \
mat3: glm_mat3_applesimd, \
vec4: glm_vec4_applesimd, \
vec3: glm_vec3_applesimd, \
mat4s: glms_mat4_(applesimd), \
mat3s: glms_mat3_(applesimd), \
vec4s: glms_vec4_(applesimd), \
vec3s: glms_vec3_(applesimd) \
)((x))
#endif
#endif
#endif #endif
#endif /* cglm_applesimd_h */ #endif /* cglm_applesimd_h */
+2 -2
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@@ -75,7 +75,7 @@ glm_aabb_merge(vec3 box1[2], vec3 box2[2], vec3 dest[2]) {
/*! /*!
* @brief crops a bounding box with another one. * @brief crops a bounding box with another one.
* *
* this could be useful for gettng a bbox which fits with view frustum and * this could be useful for getting a bbox which fits with view frustum and
* object bounding boxes. In this case you crop view frustum box with objects * object bounding boxes. In this case you crop view frustum box with objects
* box * box
* *
@@ -98,7 +98,7 @@ glm_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]) {
/*! /*!
* @brief crops a bounding box with another one. * @brief crops a bounding box with another one.
* *
* this could be useful for gettng a bbox which fits with view frustum and * this could be useful for getting a bbox which fits with view frustum and
* object bounding boxes. In this case you crop view frustum box with objects * object bounding boxes. In this case you crop view frustum box with objects
* box * box
* *
+1 -1
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@@ -11,7 +11,6 @@
extern "C" { extern "C" {
#endif #endif
#include "cglm.h"
#include "call/vec2.h" #include "call/vec2.h"
#include "call/vec3.h" #include "call/vec3.h"
#include "call/vec4.h" #include "call/vec4.h"
@@ -32,6 +31,7 @@ extern "C" {
#include "call/quat.h" #include "call/quat.h"
#include "call/euler.h" #include "call/euler.h"
#include "call/plane.h" #include "call/plane.h"
#include "call/noise.h"
#include "call/frustum.h" #include "call/frustum.h"
#include "call/aabb2d.h" #include "call/aabb2d.h"
#include "call/box.h" #include "call/box.h"
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
/* DEPRECATED! use _diag */ /* DEPRECATED! use _diag */
#define glmc_aabb2d_size(aabb) glmc_aabb2d_diag(aabb) #define glmc_aabb2d_size(aabb) glmc_aabb2d_diag(aabb)
@@ -87,5 +87,3 @@ glmc_aabb2d_circle(vec2 aabb[2], vec3 s);
} }
#endif #endif
#endif /* cglmc_aabb2d_h */ #endif /* cglmc_aabb2d_h */
+1 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
+1 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
+1 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
CGLM_EXPORT CGLM_EXPORT
float float
+1 -2
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
@@ -76,4 +76,3 @@ glmc_aabb_sphere(vec3 box[2], vec4 s);
} }
#endif #endif
#endif /* cglmc_box_h */ #endif /* cglmc_box_h */
+9 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
@@ -51,6 +51,10 @@ CGLM_EXPORT
void void
glmc_perspective(float fovy, float aspect, float nearZ, float farZ, mat4 dest); glmc_perspective(float fovy, float aspect, float nearZ, float farZ, mat4 dest);
CGLM_EXPORT
void
glmc_perspective_infinite(float fovy, float aspect, float nearZ, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_move_far(mat4 proj, float deltaFar); glmc_persp_move_far(mat4 proj, float deltaFar);
@@ -59,6 +63,10 @@ CGLM_EXPORT
void void
glmc_perspective_default(float aspect, mat4 dest); glmc_perspective_default(float aspect, mat4 dest);
CGLM_EXPORT
void
glmc_perspective_default_infinite(float aspect, mat4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_perspective_resize(float aspect, mat4 proj); glmc_perspective_resize(float aspect, mat4 proj);
+1 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../../cglm.h" #include "../../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
+1 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../../cglm.h" #include "../../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
+1 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../../cglm.h" #include "../../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
+1 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../../cglm.h" #include "../../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
+5 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../../cglm.h" #include "../../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
@@ -28,6 +28,10 @@ glmc_perspective_lh_no(float fovy,
float farVal, float farVal,
mat4 dest); mat4 dest);
CGLM_EXPORT
void
glmc_perspective_resize_lh_no(float aspect, mat4 proj);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_move_far_lh_no(mat4 proj, float deltaFar); glmc_persp_move_far_lh_no(mat4 proj, float deltaFar);
+5 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../../cglm.h" #include "../../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
@@ -28,6 +28,10 @@ glmc_perspective_lh_zo(float fovy,
float farVal, float farVal,
mat4 dest); mat4 dest);
CGLM_EXPORT
void
glmc_perspective_resize_lh_zo(float aspect, mat4 proj);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_move_far_lh_zo(mat4 proj, float deltaFar); glmc_persp_move_far_lh_zo(mat4 proj, float deltaFar);
+5 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../../cglm.h" #include "../../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
@@ -28,6 +28,10 @@ glmc_perspective_rh_no(float fovy,
float farVal, float farVal,
mat4 dest); mat4 dest);
CGLM_EXPORT
void
glmc_perspective_resize_rh_no(float aspect, mat4 proj);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_move_far_rh_no(mat4 proj, float deltaFar); glmc_persp_move_far_rh_no(mat4 proj, float deltaFar);
+5 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../../cglm.h" #include "../../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
@@ -28,6 +28,10 @@ glmc_perspective_rh_zo(float fovy,
float farVal, float farVal,
mat4 dest); mat4 dest);
CGLM_EXPORT
void
glmc_perspective_resize_rh_zo(float aspect, mat4 proj);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_persp_move_far_rh_zo(mat4 proj, float deltaFar); glmc_persp_move_far_rh_zo(mat4 proj, float deltaFar);
+1 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../../cglm.h" #include "../../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
+1 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../../cglm.h" #include "../../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
+1 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../../cglm.h" #include "../../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
+1 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../../cglm.h" #include "../../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
+1 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../../cglm.h" #include "../../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
+1 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../../cglm.h" #include "../../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
+1 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
CGLM_EXPORT CGLM_EXPORT
float float
+1 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
CGLM_EXPORT CGLM_EXPORT
float float
+1 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
+1 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
+2 -1
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@@ -12,7 +12,8 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
#include <stdio.h>
CGLM_EXPORT CGLM_EXPORT
void void
+1 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
+1 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
+1 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
+20 -20
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@@ -11,7 +11,11 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
CGLM_EXPORT
void
glmc_mat2_make(const float * __restrict src, mat2 dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -19,15 +23,15 @@ glmc_mat2_copy(mat2 mat, mat2 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat2_identity(mat2 mat); glmc_mat2_identity(mat2 m);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat2_identity_array(mat2 * __restrict mat, size_t count); glmc_mat2_identity_array(mat2 * __restrict mats, size_t count);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat2_zero(mat2 mat); glmc_mat2_zero(mat2 m);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -35,28 +39,20 @@ glmc_mat2_mul(mat2 m1, mat2 m2, mat2 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat2_transpose_to(mat2 m, mat2 dest); glmc_mat2_mulv(mat2 m, vec2 v, vec2 dest);
CGLM_EXPORT
void
glmc_mat2_transpose_to(mat2 mat, mat2 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat2_transpose(mat2 m); glmc_mat2_transpose(mat2 m);
CGLM_EXPORT
void
glmc_mat2_mulv(mat2 m, vec2 v, vec2 dest);
CGLM_EXPORT
float
glmc_mat2_trace(mat2 m);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat2_scale(mat2 m, float s); glmc_mat2_scale(mat2 m, float s);
CGLM_EXPORT
float
glmc_mat2_det(mat2 mat);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat2_inv(mat2 mat, mat2 dest); glmc_mat2_inv(mat2 mat, mat2 dest);
@@ -71,11 +67,15 @@ glmc_mat2_swap_row(mat2 mat, int row1, int row2);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_mat2_rmc(vec2 r, mat2 m, vec2 c); glmc_mat2_trace(mat2 m);
CGLM_EXPORT CGLM_EXPORT
void float
glmc_mat2_make(const float * __restrict src, mat2 dest); glmc_mat2_det(mat2 m);
CGLM_EXPORT
float
glmc_mat2_rmc(vec2 r, mat2 m, vec2 c);
#ifdef __cplusplus #ifdef __cplusplus
} }
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@@ -11,15 +11,15 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat2x3_copy(mat2x3 mat, mat2x3 dest); glmc_mat2x3_copy(mat2x3 src, mat2x3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat2x3_zero(mat2x3 mat); glmc_mat2x3_zero(mat2x3 m);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -35,7 +35,7 @@ glmc_mat2x3_mulv(mat2x3 m, vec2 v, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat2x3_transpose(mat2x3 m, mat3x2 dest); glmc_mat2x3_transpose(mat2x3 src, mat3x2 dest);
CGLM_EXPORT CGLM_EXPORT
void void
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@@ -11,15 +11,15 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat2x4_copy(mat2x4 mat, mat2x4 dest); glmc_mat2x4_copy(mat2x4 src, mat2x4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat2x4_zero(mat2x4 mat); glmc_mat2x4_zero(mat2x4 m);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -35,7 +35,7 @@ glmc_mat2x4_mulv(mat2x4 m, vec2 v, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat2x4_transpose(mat2x4 m, mat4x2 dest); glmc_mat2x4_transpose(mat2x4 src, mat4x2 dest);
CGLM_EXPORT CGLM_EXPORT
void void
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
/* DEPRECATED! use _copy, _ucopy versions */ /* DEPRECATED! use _copy, _ucopy versions */
#define glmc_mat3_dup(mat, dest) glmc_mat3_copy(mat, dest) #define glmc_mat3_dup(mat, dest) glmc_mat3_copy(mat, dest)
@@ -84,6 +84,10 @@ CGLM_EXPORT
void void
glmc_mat3_make(const float * __restrict src, mat3 dest); glmc_mat3_make(const float * __restrict src, mat3 dest);
CGLM_EXPORT
void
glmc_mat3_textrans(float sx, float sy, float rot, float tx, float ty, mat3 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif
+4 -4
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@@ -11,15 +11,15 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3x2_copy(mat3x2 mat, mat3x2 dest); glmc_mat3x2_copy(mat3x2 src, mat3x2 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3x2_zero(mat3x2 mat); glmc_mat3x2_zero(mat3x2 m);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -35,7 +35,7 @@ glmc_mat3x2_mulv(mat3x2 m, vec3 v, vec2 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3x2_transpose(mat3x2 m, mat2x3 dest); glmc_mat3x2_transpose(mat3x2 src, mat2x3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
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@@ -11,15 +11,15 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3x4_copy(mat3x4 mat, mat3x4 dest); glmc_mat3x4_copy(mat3x4 src, mat3x4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3x4_zero(mat3x4 mat); glmc_mat3x4_zero(mat3x4 m);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -35,7 +35,7 @@ glmc_mat3x4_mulv(mat3x4 m, vec3 v, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat3x4_transpose(mat3x4 m, mat4x3 dest); glmc_mat3x4_transpose(mat3x4 src, mat4x3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
+5 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
/* DEPRECATED! use _copy, _ucopy versions */ /* DEPRECATED! use _copy, _ucopy versions */
#define glmc_mat4_udup(mat, dest) glmc_mat4_ucopy(mat, dest) #define glmc_mat4_udup(mat, dest) glmc_mat4_ucopy(mat, dest)
@@ -125,6 +125,10 @@ CGLM_EXPORT
void void
glmc_mat4_make(const float * __restrict src, mat4 dest); glmc_mat4_make(const float * __restrict src, mat4 dest);
CGLM_EXPORT
void
glmc_mat4_textrans(float sx, float sy, float rot, float tx, float ty, mat4 dest);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif
+4 -4
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@@ -11,15 +11,15 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4x2_copy(mat4x2 mat, mat4x2 dest); glmc_mat4x2_copy(mat4x2 src, mat4x2 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4x2_zero(mat4x2 mat); glmc_mat4x2_zero(mat4x2 m);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -35,7 +35,7 @@ glmc_mat4x2_mulv(mat4x2 m, vec4 v, vec2 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4x2_transpose(mat4x2 m, mat2x4 dest); glmc_mat4x2_transpose(mat4x2 src, mat2x4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
+4 -4
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@@ -11,15 +11,15 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4x3_copy(mat4x3 mat, mat4x3 dest); glmc_mat4x3_copy(mat4x3 src, mat4x3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4x3_zero(mat4x3 mat); glmc_mat4x3_zero(mat4x3 m);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -35,7 +35,7 @@ glmc_mat4x3_mulv(mat4x3 m, vec4 v, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_mat4x3_transpose(mat4x3 m, mat3x4 dest); glmc_mat4x3_transpose(mat4x3 src, mat3x4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
+31
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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_noise_h
#define cglmc_noise_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../common.h"
CGLM_EXPORT
float
glmc_perlin_vec4(vec4 point);
CGLM_EXPORT
float
glmc_perlin_vec3(vec3 point);
CGLM_EXPORT
float
glmc_perlin_vec2(vec2 point);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_noise_h */
+1 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
+1 -3
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
@@ -37,5 +37,3 @@ glmc_pickmatrix(vec2 center, vec2 size, vec4 vp, mat4 dest);
} }
#endif #endif
#endif /* cglmc_project_h */ #endif /* cglmc_project_h */
+5 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
@@ -133,6 +133,10 @@ 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);
CGLM_EXPORT
void
glmc_quat_slerp_longest(versor q, versor r, float t, versor dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_quat_look(vec3 eye, versor ori, mat4 dest); glmc_quat_look(vec3 eye, versor ori, mat4 dest);
+2 -1
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@@ -10,7 +10,8 @@
#ifdef __cplusplus #ifdef __cplusplus
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h"
#include "../common.h"
CGLM_EXPORT CGLM_EXPORT
bool bool
+1 -1
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
CGLM_EXPORT CGLM_EXPORT
float float
+45 -1
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@@ -11,12 +11,24 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec2(float * __restrict v, vec2 dest); glmc_vec2(float * __restrict v, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_fill(vec2 v, float val);
CGLM_EXPORT
bool
glmc_vec2_eq(vec2 v, float val);
CGLM_EXPORT
bool
glmc_vec2_eqv(vec2 a, vec2 b);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec2_copy(vec2 a, vec2 dest); glmc_vec2_copy(vec2 a, vec2 dest);
@@ -177,10 +189,38 @@ CGLM_EXPORT
void void
glmc_vec2_abs(vec2 v, vec2 dest); glmc_vec2_abs(vec2 v, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_fract(vec2 v, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_floor(vec2 v, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_mods(vec2 v, float s, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_swizzle(vec2 v, int mask, vec2 dest);
CGLM_EXPORT 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_step(vec2 edge, vec2 x, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_steps(float edge, vec2 x, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_stepr(vec2 edge, float x, vec2 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec2_complex_mul(vec2 a, vec2 b, vec2 dest); glmc_vec2_complex_mul(vec2 a, vec2 b, vec2 dest);
@@ -205,6 +245,10 @@ CGLM_EXPORT
bool bool
glmc_vec2_refract(vec2 v, vec2 n, float eta, vec2 dest); glmc_vec2_refract(vec2 v, vec2 n, float eta, vec2 dest);
CGLM_EXPORT
void
glmc_vec2_swap(vec2 a, vec2 b);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif
+26 -5
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
/* DEPRECATED! use _copy, _ucopy versions */ /* DEPRECATED! use _copy, _ucopy versions */
#define glmc_vec_dup(v, dest) glmc_vec3_copy(v, dest) #define glmc_vec_dup(v, dest) glmc_vec3_copy(v, dest)
@@ -19,6 +19,7 @@ extern "C" {
#define glmc_vec3_flipsign_to(v, dest) glmc_vec3_negate_to(v, dest) #define glmc_vec3_flipsign_to(v, dest) glmc_vec3_negate_to(v, dest)
#define glmc_vec3_inv(v) glmc_vec3_negate(v) #define glmc_vec3_inv(v) glmc_vec3_negate(v)
#define glmc_vec3_inv_to(v, dest) glmc_vec3_negate_to(v, dest) #define glmc_vec3_inv_to(v, dest) glmc_vec3_negate_to(v, dest)
#define glmc_vec3_step_uni(edge, x, dest) glmc_vec3_steps(edge, x, dest);
CGLM_EXPORT CGLM_EXPORT
void void
@@ -232,10 +233,6 @@ glmc_vec3_mixc(vec3 from, vec3 to, float t, vec3 dest) {
glmc_vec3_lerpc(from, to, t, dest); glmc_vec3_lerpc(from, to, t, dest);
} }
CGLM_EXPORT
void
glmc_vec3_step_uni(float edge, vec3 x, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec3_step(vec3 edge, vec3 x, vec3 dest); glmc_vec3_step(vec3 edge, vec3 x, vec3 dest);
@@ -256,6 +253,10 @@ CGLM_EXPORT
void void
glmc_vec3_smoothinterpc(vec3 from, vec3 to, float t, vec3 dest); glmc_vec3_smoothinterpc(vec3 from, vec3 to, float t, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_swizzle(vec3 v, int mask, vec3 dest);
/* ext */ /* ext */
CGLM_EXPORT CGLM_EXPORT
@@ -322,6 +323,22 @@ CGLM_EXPORT
void void
glmc_vec3_fract(vec3 v, vec3 dest); glmc_vec3_fract(vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_floor(vec3 v, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_mods(vec3 v, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_steps(float edge, vec3 x, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_stepr(vec3 edge, float x, vec3 dest);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec3_hadd(vec3 v); glmc_vec3_hadd(vec3 v);
@@ -346,6 +363,10 @@ CGLM_EXPORT
bool bool
glmc_vec3_refract(vec3 v, vec3 n, float eta, vec3 dest); glmc_vec3_refract(vec3 v, vec3 n, float eta, vec3 dest);
CGLM_EXPORT
void
glmc_vec3_swap(vec3 a, vec3 b);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif
+26 -6
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@@ -11,7 +11,7 @@
extern "C" { extern "C" {
#endif #endif
#include "../cglm.h" #include "../common.h"
/* DEPRECATED! use _copy, _ucopy versions */ /* DEPRECATED! use _copy, _ucopy versions */
#define glmc_vec4_dup3(v, dest) glmc_vec4_copy3(v, dest) #define glmc_vec4_dup3(v, dest) glmc_vec4_copy3(v, dest)
@@ -20,6 +20,7 @@ extern "C" {
#define glmc_vec4_flipsign_to(v, dest) glmc_vec4_negate_to(v, dest) #define glmc_vec4_flipsign_to(v, dest) glmc_vec4_negate_to(v, dest)
#define glmc_vec4_inv(v) glmc_vec4_negate(v) #define glmc_vec4_inv(v) glmc_vec4_negate(v)
#define glmc_vec4_inv_to(v, dest) glmc_vec4_negate_to(v, dest) #define glmc_vec4_inv_to(v, dest) glmc_vec4_negate_to(v, dest)
#define glmc_vec4_step_uni(edge, x, dest) glmc_vec4_steps(edge, x, dest)
CGLM_EXPORT CGLM_EXPORT
void void
@@ -205,10 +206,6 @@ glmc_vec4_mixc(vec4 from, vec4 to, float t, vec4 dest) {
glmc_vec4_lerpc(from, to, t, dest); glmc_vec4_lerpc(from, to, t, dest);
} }
CGLM_EXPORT
void
glmc_vec4_step_uni(float edge, vec4 x, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
void void
glmc_vec4_step(vec4 edge, vec4 x, vec4 dest); glmc_vec4_step(vec4 edge, vec4 x, vec4 dest);
@@ -233,6 +230,10 @@ CGLM_EXPORT
void void
glmc_vec4_cubic(float s, vec4 dest); glmc_vec4_cubic(float s, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_swizzle(vec4 v, int mask, vec4 dest);
/* ext */ /* ext */
CGLM_EXPORT CGLM_EXPORT
@@ -299,6 +300,22 @@ CGLM_EXPORT
void void
glmc_vec4_fract(vec4 v, vec4 dest); glmc_vec4_fract(vec4 v, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_floor(vec4 v, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_mods(vec4 v, float s, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_steps(float edge, vec4 x, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_stepr(vec4 edge, float x, vec4 dest);
CGLM_EXPORT CGLM_EXPORT
float float
glmc_vec4_hadd(vec4 v); glmc_vec4_hadd(vec4 v);
@@ -319,8 +336,11 @@ CGLM_EXPORT
bool bool
glmc_vec4_refract(vec4 v, vec4 n, float eta, vec4 dest); glmc_vec4_refract(vec4 v, vec4 n, float eta, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_swap(vec4 a, vec4 b);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif
#endif /* cglmc_vec4_h */ #endif /* cglmc_vec4_h */
+49 -1
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@@ -25,7 +25,12 @@
float nearZ, float nearZ,
float farZ, float farZ,
mat4 dest) mat4 dest)
CGLM_INLINE void glm_perspective_infinite(float fovy,
float aspect,
float nearZ,
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_default_infinite(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_resize(float aspect, mat4 proj) CGLM_INLINE void glm_perspective_resize(float aspect, mat4 proj)
CGLM_INLINE void glm_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest) CGLM_INLINE void glm_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest)
CGLM_INLINE void glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) CGLM_INLINE void glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest)
@@ -87,7 +92,7 @@
#endif #endif
/*! /*!
* @brief set up perspective peprojection matrix * @brief set up perspective projection matrix
* *
* @param[in] left viewport.left * @param[in] left viewport.left
* @param[in] right viewport.right * @param[in] right viewport.right
@@ -274,6 +279,28 @@ glm_perspective(float fovy, float aspect, float nearZ, float farZ, mat4 dest) {
#endif #endif
} }
/*!
* @brief set up perspective projection matrix with infinite far plane
*
* @param[in] fovy field of view angle
* @param[in] aspect aspect ratio ( width / height )
* @param[in] nearZ near clipping plane
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective_infinite(float fovy, float aspect, float nearZ, mat4 dest) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glm_perspective_infinite_lh_zo(fovy, aspect, nearZ, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glm_perspective_infinite_lh_no(fovy, aspect, nearZ, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_perspective_infinite_rh_zo(fovy, aspect, nearZ, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_perspective_infinite_rh_no(fovy, aspect, nearZ, dest);
#endif
}
/*! /*!
* @brief extend perspective projection matrix's far distance * @brief extend perspective projection matrix's far distance
* *
@@ -317,6 +344,27 @@ glm_perspective_default(float aspect, mat4 dest) {
#endif #endif
} }
/*!
* @brief set up infinite perspective projection matrix with default near
* and angle values
*
* @param[in] aspect aspect ratio ( width / height )
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective_default_infinite(float aspect, mat4 dest) {
#if CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_ZO
glm_perspective_default_infinite_lh_zo(aspect, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_LH_NO
glm_perspective_default_infinite_lh_no(aspect, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_ZO
glm_perspective_default_infinite_rh_zo(aspect, dest);
#elif CGLM_CONFIG_CLIP_CONTROL == CGLM_CLIP_CONTROL_RH_NO
glm_perspective_default_infinite_rh_no(aspect, dest);
#endif
}
/*! /*!
* @brief resize perspective matrix by aspect ratio ( width / height ) * @brief resize perspective matrix by aspect ratio ( width / height )
* this makes very easy to resize proj matrix when window /viewport * this makes very easy to resize proj matrix when window /viewport
+2
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@@ -30,6 +30,7 @@
#include "quat.h" #include "quat.h"
#include "euler.h" #include "euler.h"
#include "plane.h" #include "plane.h"
#include "noise.h"
#include "aabb2d.h" #include "aabb2d.h"
#include "box.h" #include "box.h"
#include "color.h" #include "color.h"
@@ -42,5 +43,6 @@
#include "bezier.h" #include "bezier.h"
#include "ray.h" #include "ray.h"
#include "affine2d.h" #include "affine2d.h"
#include "affine2d-post.h"
#endif /* cglm_h */ #endif /* cglm_h */
+47
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@@ -16,7 +16,12 @@
float nearZ, float nearZ,
float farZ, float farZ,
mat4 dest) mat4 dest)
CGLM_INLINE void glm_perspective_infinite_lh_no(float fovy,
float aspect,
float nearZ,
mat4 dest)
CGLM_INLINE void glm_perspective_default_lh_no(float aspect, mat4 dest) CGLM_INLINE void glm_perspective_default_lh_no(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_default_infinite_lh_no(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_resize_lh_no(float aspect, mat4 proj) CGLM_INLINE void glm_perspective_resize_lh_no(float aspect, mat4 proj)
CGLM_INLINE void glm_persp_move_far_lh_no(mat4 proj, CGLM_INLINE void glm_persp_move_far_lh_no(mat4 proj,
float deltaFar) float deltaFar)
@@ -116,7 +121,35 @@ glm_perspective_lh_no(float fovy,
dest[2][2] =-(nearZ + farZ) * fn; dest[2][2] =-(nearZ + farZ) * fn;
dest[2][3] = 1.0f; dest[2][3] = 1.0f;
dest[3][2] = 2.0f * nearZ * farZ * fn; dest[3][2] = 2.0f * nearZ * farZ * fn;
}
/*!
* @brief set up infinite 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[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective_infinite_lh_no(float fovy,
float aspect,
float nearZ,
mat4 dest) {
float f;
glm_mat4_zero(dest);
f = 1.0f / tanf(fovy * 0.5f);
dest[0][0] = f / aspect;
dest[1][1] = f;
dest[2][2] = 1.0f;
dest[2][3] = 1.0f;
dest[3][2] =-2.0f * nearZ;
} }
/*! /*!
@@ -133,6 +166,20 @@ glm_perspective_default_lh_no(float aspect, mat4 dest) {
glm_perspective_lh_no(GLM_PI_4f, aspect, 0.01f, 100.0f, dest); glm_perspective_lh_no(GLM_PI_4f, aspect, 0.01f, 100.0f, dest);
} }
/*!
* @brief set up infinite perspective projection matrix with default near
* 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_infinite_lh_no(float aspect, mat4 dest) {
glm_perspective_infinite_lh_no(GLM_PI_4f, aspect, 0.01f, dest);
}
/*! /*!
* @brief resize perspective matrix by aspect ratio ( width / height ) * @brief resize perspective matrix by aspect ratio ( width / height )
* this makes very easy to resize proj matrix when window /viewport * this makes very easy to resize proj matrix when window /viewport
+48
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@@ -16,7 +16,12 @@
float nearZ, float nearZ,
float farZ, float farZ,
mat4 dest) mat4 dest)
CGLM_INLINE void glm_perspective_infinite_lh_zo(float fovy,
float aspect,
float nearZ,
mat4 dest)
CGLM_INLINE void glm_perspective_default_lh_zo(float aspect, mat4 dest) CGLM_INLINE void glm_perspective_default_lh_zo(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_default_infinite_lh_zo(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_resize_lh_zo(float aspect, mat4 proj) CGLM_INLINE void glm_perspective_resize_lh_zo(float aspect, mat4 proj)
CGLM_INLINE void glm_persp_move_far_lh_zo(mat4 proj, CGLM_INLINE void glm_persp_move_far_lh_zo(mat4 proj,
float deltaFar) float deltaFar)
@@ -116,6 +121,35 @@ glm_perspective_lh_zo(float fovy,
dest[3][2] = nearZ * farZ * fn; dest[3][2] = nearZ * farZ * fn;
} }
/*!
* @brief set up infinite 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[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective_infinite_lh_zo(float fovy,
float aspect,
float nearZ,
mat4 dest) {
float f;
glm_mat4_zero(dest);
f = 1.0f / tanf(fovy * 0.5f);
dest[0][0] = f / aspect;
dest[1][1] = f;
dest[2][2] = 1.0f;
dest[2][3] = 1.0f;
dest[3][2] =-nearZ;
}
/*! /*!
* @brief extend perspective projection matrix's far distance with a * @brief extend perspective projection matrix's far distance with a
* left-hand coordinate system and a clip-space with depth values * left-hand coordinate system and a clip-space with depth values
@@ -156,6 +190,20 @@ glm_perspective_default_lh_zo(float aspect, mat4 dest) {
glm_perspective_lh_zo(GLM_PI_4f, aspect, 0.01f, 100.0f, dest); glm_perspective_lh_zo(GLM_PI_4f, aspect, 0.01f, 100.0f, dest);
} }
/*!
* @brief set up infinite perspective projection matrix with default near
* 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_infinite_lh_zo(float aspect, mat4 dest) {
glm_perspective_infinite_lh_zo(GLM_PI_4f, aspect, 0.01f, dest);
}
/*! /*!
* @brief resize perspective matrix by aspect ratio ( width / height ) * @brief resize perspective matrix by aspect ratio ( width / height )
* this makes very easy to resize proj matrix when window /viewport * this makes very easy to resize proj matrix when window /viewport
+47
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@@ -16,7 +16,12 @@
float nearZ, float nearZ,
float farZ, float farZ,
mat4 dest) mat4 dest)
CGLM_INLINE void glm_perspective_infinite_rh_no(float fovy,
float aspect,
float nearZ,
mat4 dest)
CGLM_INLINE void glm_perspective_default_rh_no(float aspect, mat4 dest) CGLM_INLINE void glm_perspective_default_rh_no(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_default_infinite_rh_no(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_resize_rh_no(float aspect, mat4 proj) CGLM_INLINE void glm_perspective_resize_rh_no(float aspect, mat4 proj)
CGLM_INLINE void glm_persp_move_far_rh_no(mat4 proj, CGLM_INLINE void glm_persp_move_far_rh_no(mat4 proj,
float deltaFar) float deltaFar)
@@ -116,7 +121,35 @@ glm_perspective_rh_no(float fovy,
dest[2][2] = (nearZ + farZ) * fn; dest[2][2] = (nearZ + farZ) * fn;
dest[2][3] =-1.0f; dest[2][3] =-1.0f;
dest[3][2] = 2.0f * nearZ * farZ * fn; dest[3][2] = 2.0f * nearZ * farZ * fn;
}
/*!
* @brief set up infinite 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[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective_infinite_rh_no(float fovy,
float aspect,
float nearZ,
mat4 dest) {
float f;
glm_mat4_zero(dest);
f = 1.0f / tanf(fovy * 0.5f);
dest[0][0] = f / aspect;
dest[1][1] = f;
dest[2][2] =-1.0f;
dest[2][3] =-1.0f;
dest[3][2] =-2.0f * nearZ;
} }
/*! /*!
@@ -133,6 +166,20 @@ glm_perspective_default_rh_no(float aspect, mat4 dest) {
glm_perspective_rh_no(GLM_PI_4f, aspect, 0.01f, 100.0f, dest); glm_perspective_rh_no(GLM_PI_4f, aspect, 0.01f, 100.0f, dest);
} }
/*!
* @brief set up infinite perspective projection matrix with default near
* 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_infinite_rh_no(float aspect, mat4 dest) {
glm_perspective_infinite_rh_no(GLM_PI_4f, aspect, 0.01f, dest);
}
/*! /*!
* @brief resize perspective matrix by aspect ratio ( width / height ) * @brief resize perspective matrix by aspect ratio ( width / height )
* this makes very easy to resize proj matrix when window /viewport * this makes very easy to resize proj matrix when window /viewport
+48
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@@ -16,7 +16,12 @@
float nearZ, float nearZ,
float farZ, float farZ,
mat4 dest) mat4 dest)
CGLM_INLINE void glm_perspective_infinite_rh_zo(float fovy,
float aspect,
float nearZ,
mat4 dest)
CGLM_INLINE void glm_perspective_default_rh_zo(float aspect, mat4 dest) CGLM_INLINE void glm_perspective_default_rh_zo(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_default_infinite_rh_zo(float aspect, mat4 dest)
CGLM_INLINE void glm_perspective_resize_rh_zo(float aspect, mat4 proj) CGLM_INLINE void glm_perspective_resize_rh_zo(float aspect, mat4 proj)
CGLM_INLINE void glm_persp_move_far_rh_zo(mat4 proj, CGLM_INLINE void glm_persp_move_far_rh_zo(mat4 proj,
float deltaFar) float deltaFar)
@@ -116,6 +121,35 @@ glm_perspective_rh_zo(float fovy,
dest[3][2] = nearZ * farZ * fn; dest[3][2] = nearZ * farZ * fn;
} }
/*!
* @brief set up infinite 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[out] dest result matrix
*/
CGLM_INLINE
void
glm_perspective_infinite_rh_zo(float fovy,
float aspect,
float nearZ,
mat4 dest) {
float f;
glm_mat4_zero(dest);
f = 1.0f / tanf(fovy * 0.5f);
dest[0][0] = f / aspect;
dest[1][1] = f;
dest[2][2] =-1.0f;
dest[2][3] =-1.0f;
dest[3][2] =-nearZ;
}
/*! /*!
* @brief set up perspective projection matrix with default near/far * @brief set up perspective projection matrix with default near/far
* and angle values with a right-hand coordinate system and a * and angle values with a right-hand coordinate system and a
@@ -130,6 +164,20 @@ glm_perspective_default_rh_zo(float aspect, mat4 dest) {
glm_perspective_rh_zo(GLM_PI_4f, aspect, 0.01f, 100.0f, dest); glm_perspective_rh_zo(GLM_PI_4f, aspect, 0.01f, 100.0f, dest);
} }
/*!
* @brief set up infinite perspective projection matrix with default near
* 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_infinite_rh_zo(float aspect, mat4 dest) {
glm_perspective_infinite_rh_zo(GLM_PI_4f, aspect, 0.01f, dest);
}
/*! /*!
* @brief resize perspective matrix by aspect ratio ( width / height ) * @brief resize perspective matrix by aspect ratio ( width / height )
* this makes very easy to resize proj matrix when window /viewport * this makes very easy to resize proj matrix when window /viewport
+3
View File
@@ -8,6 +8,8 @@
#ifndef cglm_common_h #ifndef cglm_common_h
#define cglm_common_h #define cglm_common_h
#define __cglm__ 1
#ifndef _USE_MATH_DEFINES #ifndef _USE_MATH_DEFINES
# define _USE_MATH_DEFINES /* for windows */ # define _USE_MATH_DEFINES /* for windows */
#endif #endif
@@ -51,6 +53,7 @@
#define GLM_SHUFFLE4(z, y, x, w) (((z) << 6) | ((y) << 4) | ((x) << 2) | (w)) #define GLM_SHUFFLE4(z, y, x, w) (((z) << 6) | ((y) << 4) | ((x) << 2) | (w))
#define GLM_SHUFFLE3(z, y, x) (((z) << 4) | ((y) << 2) | (x)) #define GLM_SHUFFLE3(z, y, x) (((z) << 4) | ((y) << 2) | (x))
#define GLM_SHUFFLE2(y, x) (((y) << 2) | (x))
#include "types.h" #include "types.h"
#include "simd/intrin.h" #include "simd/intrin.h"
-19
View File
@@ -83,25 +83,6 @@
# include "clipspace/view_rh_no.h" # include "clipspace/view_rh_no.h"
#endif #endif
/*!
* if you have axis order like vec3 orderVec = [0, 1, 2] or [0, 2, 1]...
* vector then you can convert it to this enum by doing this:
* @code
* glm_euler_seq order;
* order = orderVec[0] | orderVec[1] << 2 | orderVec[2] << 4;
* @endcode
* you may need to explicit cast if required
*/
typedef enum glm_euler_seq {
GLM_EULER_XYZ = 0 << 0 | 1 << 2 | 2 << 4,
GLM_EULER_XZY = 0 << 0 | 2 << 2 | 1 << 4,
GLM_EULER_YZX = 1 << 0 | 2 << 2 | 0 << 4,
GLM_EULER_YXZ = 1 << 0 | 0 << 2 | 2 << 4,
GLM_EULER_ZXY = 2 << 0 | 0 << 2 | 1 << 4,
GLM_EULER_ZYX = 2 << 0 | 1 << 2 | 0 << 4
} glm_euler_seq;
CGLM_INLINE CGLM_INLINE
glm_euler_seq glm_euler_seq
glm_euler_order(int ord[3]) { glm_euler_order(int ord[3]) {
+6 -6
View File
@@ -132,9 +132,9 @@ glm_mat4_print(mat4 matrix,
for (i = 0; i < m; i++) { for (i = 0; i < m; i++) {
for (j = 0; j < n; j++) { for (j = 0; j < n; j++) {
if (matrix[i][j] < CGLM_PRINT_MAX_TO_SHORT) if (matrix[i][j] < CGLM_PRINT_MAX_TO_SHORT)
cwi = sprintf(buff, "% .*f", CGLM_PRINT_PRECISION, (double)matrix[i][j]); cwi = snprintf(buff, sizeof(buff), "% .*f", CGLM_PRINT_PRECISION, (double)matrix[i][j]);
else else
cwi = sprintf(buff, "% g", (double)matrix[i][j]); cwi = snprintf(buff, sizeof(buff), "% g", (double)matrix[i][j]);
cw[i] = GLM_MAX(cw[i], cwi); cw[i] = GLM_MAX(cw[i], cwi);
} }
} }
@@ -175,9 +175,9 @@ glm_mat3_print(mat3 matrix,
for (i = 0; i < m; i++) { for (i = 0; i < m; i++) {
for (j = 0; j < n; j++) { for (j = 0; j < n; j++) {
if (matrix[i][j] < CGLM_PRINT_MAX_TO_SHORT) if (matrix[i][j] < CGLM_PRINT_MAX_TO_SHORT)
cwi = sprintf(buff, "% .*f", CGLM_PRINT_PRECISION, (double)matrix[i][j]); cwi = snprintf(buff, sizeof(buff), "% .*f", CGLM_PRINT_PRECISION, (double)matrix[i][j]);
else else
cwi = sprintf(buff, "% g", (double)matrix[i][j]); cwi = snprintf(buff, sizeof(buff), "% g", (double)matrix[i][j]);
cw[i] = GLM_MAX(cw[i], cwi); cw[i] = GLM_MAX(cw[i], cwi);
} }
} }
@@ -217,9 +217,9 @@ glm_mat2_print(mat2 matrix,
for (i = 0; i < m; i++) { for (i = 0; i < m; i++) {
for (j = 0; j < n; j++) { for (j = 0; j < n; j++) {
if (matrix[i][j] < CGLM_PRINT_MAX_TO_SHORT) if (matrix[i][j] < CGLM_PRINT_MAX_TO_SHORT)
cwi = sprintf(buff, "% .*f", CGLM_PRINT_PRECISION, (double)matrix[i][j]); cwi = snprintf(buff, sizeof(buff), "% .*f", CGLM_PRINT_PRECISION, (double)matrix[i][j]);
else else
cwi = sprintf(buff, "% g", (double)matrix[i][j]); cwi = snprintf(buff, sizeof(buff), "% g", (double)matrix[i][j]);
cw[i] = GLM_MAX(cw[i], cwi); cw[i] = GLM_MAX(cw[i], cwi);
} }
} }
+124 -125
View File
@@ -13,22 +13,22 @@
GLM_MAT2_ZERO GLM_MAT2_ZERO
Functions: Functions:
CGLM_INLINE void glm_mat2_make(float * restrict src, mat2 dest)
CGLM_INLINE void glm_mat2_copy(mat2 mat, mat2 dest) CGLM_INLINE void glm_mat2_copy(mat2 mat, mat2 dest)
CGLM_INLINE void glm_mat2_identity(mat2 mat) CGLM_INLINE void glm_mat2_identity(mat2 m)
CGLM_INLINE void glm_mat2_identity_array(mat2 * restrict mat, size_t count) CGLM_INLINE void glm_mat2_identity_array(mat2 * restrict mats, size_t count)
CGLM_INLINE void glm_mat2_zero(mat2 mat) CGLM_INLINE void glm_mat2_zero(mat2 m)
CGLM_INLINE void glm_mat2_mul(mat2 m1, mat2 m2, mat2 dest) CGLM_INLINE void glm_mat2_mul(mat2 m1, mat2 m2, mat2 dest)
CGLM_INLINE void glm_mat2_transpose_to(mat2 m, mat2 dest)
CGLM_INLINE void glm_mat2_transpose(mat2 m)
CGLM_INLINE void glm_mat2_mulv(mat2 m, vec2 v, vec2 dest) CGLM_INLINE void glm_mat2_mulv(mat2 m, vec2 v, vec2 dest)
CGLM_INLINE float glm_mat2_trace(mat2 m) CGLM_INLINE void glm_mat2_transpose_to(mat2 mat, mat2 dest)
CGLM_INLINE void glm_mat2_transpose(mat2 m)
CGLM_INLINE void glm_mat2_scale(mat2 m, float s) CGLM_INLINE void glm_mat2_scale(mat2 m, float s)
CGLM_INLINE float glm_mat2_det(mat2 mat)
CGLM_INLINE void glm_mat2_inv(mat2 mat, mat2 dest) CGLM_INLINE void glm_mat2_inv(mat2 mat, mat2 dest)
CGLM_INLINE void glm_mat2_swap_col(mat2 mat, int col1, int col2) CGLM_INLINE void glm_mat2_swap_col(mat2 mat, int col1, int col2)
CGLM_INLINE void glm_mat2_swap_row(mat2 mat, int row1, int row2) CGLM_INLINE void glm_mat2_swap_row(mat2 mat, int row1, int row2)
CGLM_INLINE float glm_mat2_det(mat2 m)
CGLM_INLINE float glm_mat2_trace(mat2 m)
CGLM_INLINE float glm_mat2_rmc(vec2 r, mat2 m, vec2 c) CGLM_INLINE float glm_mat2_rmc(vec2 r, mat2 m, vec2 c)
CGLM_INLINE void glm_mat2_make(float * restrict src, mat2 dest)
*/ */
#ifndef cglm_mat2_h #ifndef cglm_mat2_h
@@ -57,10 +57,25 @@
#define GLM_MAT2_ZERO ((mat2)GLM_MAT2_ZERO_INIT) #define GLM_MAT2_ZERO ((mat2)GLM_MAT2_ZERO_INIT)
/*! /*!
* @brief copy all members of [mat] to [dest] * @brief Create mat2 (dest) from pointer (src).
* *
* @param[in] mat source * @param[in] src pointer to an array of floats (left)
* @param[out] dest destination * @param[out] dest destination (result, mat2)
*/
CGLM_INLINE
void
glm_mat2_make(const float * __restrict src, mat2 dest) {
dest[0][0] = src[0];
dest[0][1] = src[1];
dest[1][0] = src[2];
dest[1][1] = src[3];
}
/*!
* @brief Copy mat2 (mat) to mat2 (dest).
*
* @param[in] mat mat2 (left, src)
* @param[out] dest destination (result, mat2)
*/ */
CGLM_INLINE CGLM_INLINE
void void
@@ -69,7 +84,9 @@ glm_mat2_copy(mat2 mat, mat2 dest) {
} }
/*! /*!
* @brief make given matrix identity. It is identical with below, * @brief Copy a mat2 identity to mat2 (m), or makes mat2 (m) an identity.
*
* The same thing may be achieved with either of bellow methods,
* but it is more easy to do that with this func especially for members * but it is more easy to do that with this func especially for members
* e.g. glm_mat2_identity(aStruct->aMatrix); * e.g. glm_mat2_identity(aStruct->aMatrix);
* *
@@ -80,59 +97,57 @@ glm_mat2_copy(mat2 mat, mat2 dest) {
* mat2 mat = GLM_MAT2_IDENTITY_INIT; * mat2 mat = GLM_MAT2_IDENTITY_INIT;
* @endcode * @endcode
* *
* @param[in, out] mat destination * @param[in, out] m mat2 (src, dest)
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat2_identity(mat2 mat) { glm_mat2_identity(mat2 m) {
CGLM_ALIGN_MAT mat2 t = GLM_MAT2_IDENTITY_INIT; CGLM_ALIGN_MAT mat2 t = GLM_MAT2_IDENTITY_INIT;
glm_mat2_copy(t, mat); glm_mat2_copy(t, m);
} }
/*! /*!
* @brief make given matrix array's each element identity matrix * @brief Given an array of mat2s (mats) make each matrix an identity matrix.
* *
* @param[in, out] mat matrix array (must be aligned (16) * @param[in, out] mats Array of mat2s (must be aligned (16/32) if alignment is not disabled)
* if alignment is not disabled) * @param[in] count Array size of mats or number of matrices
*
* @param[in] count count of matrices
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat2_identity_array(mat2 * __restrict mat, size_t count) { glm_mat2_identity_array(mat2 * __restrict mats, size_t count) {
CGLM_ALIGN_MAT mat2 t = GLM_MAT2_IDENTITY_INIT; CGLM_ALIGN_MAT mat2 t = GLM_MAT2_IDENTITY_INIT;
size_t i; size_t i;
for (i = 0; i < count; i++) { for (i = 0; i < count; i++) {
glm_mat2_copy(t, mat[i]); glm_mat2_copy(t, mats[i]);
} }
} }
/*! /*!
* @brief make given matrix zero. * @brief Zero out the mat2 (m).
* *
* @param[in, out] mat matrix * @param[in, out] m mat2 (src, dest)
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat2_zero(mat2 mat) { glm_mat2_zero(mat2 m) {
CGLM_ALIGN_MAT mat2 t = GLM_MAT2_ZERO_INIT; CGLM_ALIGN_MAT mat2 t = GLM_MAT2_ZERO_INIT;
glm_mat2_copy(t, mat); glm_mat2_copy(t, m);
} }
/*! /*!
* @brief multiply m1 and m2 to dest * @brief Multiply mat2 (m1) by mat2 (m2) and store in mat2 (dest).
* *
* m1, m2 and dest matrices can be same matrix, it is possible to write this: * m1, m2 and dest matrices can be same matrix, it is possible to write this:
* *
* @code * @code
* mat2 m = GLM_MAT2_IDENTITY_INIT; * mat2 m = GLM_MAT2_IDENTITY_INIT;
* glm_mat2_mul(m, m, m); * glm_mat2_mul(m, m, m);
* @endcode * @endcode
* *
* @param[in] m1 left matrix * @param[in] m1 mat2 (left)
* @param[in] m2 right matrix * @param[in] m2 mat2 (right)
* @param[out] dest destination matrix * @param[out] dest destination (result, mat2)
*/ */
CGLM_INLINE CGLM_INLINE
void void
@@ -157,32 +172,44 @@ glm_mat2_mul(mat2 m1, mat2 m2, mat2 dest) {
} }
/*! /*!
* @brief transpose mat2 and store in dest * @brief Multiply mat2 (m) by vec2 (v) and store in vec2 (dest).
* *
* source matrix will not be transposed unless dest is m * @param[in] m mat2 (left)
* * @param[in] v vec2 (right, column vector)
* @param[in] m matrix * @param[out] dest destination (result, column vector)
* @param[out] dest result
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat2_transpose_to(mat2 m, mat2 dest) { glm_mat2_mulv(mat2 m, vec2 v, vec2 dest) {
dest[0] = m[0][0] * v[0] + m[1][0] * v[1];
dest[1] = m[0][1] * v[0] + m[1][1] * v[1];
}
/*!
* @brief Transpose mat2 (mat) and store in mat2 (dest).
*
* @param[in] mat mat2 (left, src)
* @param[out] dest destination (result, mat2)
*/
CGLM_INLINE
void
glm_mat2_transpose_to(mat2 mat, mat2 dest) {
#if defined(__wasm__) && defined(__wasm_simd128__) #if defined(__wasm__) && defined(__wasm_simd128__)
glm_mat2_transp_wasm(m, dest); glm_mat2_transp_wasm(mat, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ ) #elif defined( __SSE__ ) || defined( __SSE2__ )
glm_mat2_transp_sse2(m, dest); glm_mat2_transp_sse2(mat, dest);
#else #else
dest[0][0] = m[0][0]; dest[0][0] = mat[0][0];
dest[0][1] = m[1][0]; dest[0][1] = mat[1][0];
dest[1][0] = m[0][1]; dest[1][0] = mat[0][1];
dest[1][1] = m[1][1]; dest[1][1] = mat[1][1];
#endif #endif
} }
/*! /*!
* @brief transpose mat2 and store result in same matrix * @brief Transpose mat2 (m) and store result in the same matrix.
* *
* @param[in, out] m source and dest * @param[in, out] m mat2 (src, dest)
*/ */
CGLM_INLINE CGLM_INLINE
void void
@@ -194,39 +221,10 @@ glm_mat2_transpose(mat2 m) {
} }
/*! /*!
* @brief multiply mat2 with vec2 (column vector) and store in dest vector * @brief Multiply mat2 (m) by scalar constant (s).
* *
* @param[in] m mat2 (left) * @param[in, out] m mat2 (src, dest)
* @param[in] v vec2 (right, column vector) * @param[in] s float (scalar)
* @param[out] dest vec2 (result, column vector)
*/
CGLM_INLINE
void
glm_mat2_mulv(mat2 m, vec2 v, vec2 dest) {
dest[0] = m[0][0] * v[0] + m[1][0] * v[1];
dest[1] = m[0][1] * v[0] + m[1][1] * v[1];
}
/*!
* @brief trace of matrix
*
* sum of the elements on the main diagonal from upper left to the lower right
*
* @param[in] m matrix
*/
CGLM_INLINE
float
glm_mat2_trace(mat2 m) {
return m[0][0] + m[1][1];
}
/*!
* @brief scale (multiply with scalar) matrix
*
* multiply matrix with scalar
*
* @param[in, out] m matrix
* @param[in] s scalar
*/ */
CGLM_INLINE CGLM_INLINE
void void
@@ -235,7 +233,7 @@ glm_mat2_scale(mat2 m, float s) {
glmm_store(m[0], wasm_f32x4_mul(wasm_v128_load(m[0]), glmm_store(m[0], wasm_f32x4_mul(wasm_v128_load(m[0]),
wasm_f32x4_splat(s))); wasm_f32x4_splat(s)));
#elif defined( __SSE__ ) || defined( __SSE2__ ) #elif defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(m[0], _mm_mul_ps(_mm_loadu_ps(m[0]), _mm_set1_ps(s))); glmm_store(m[0], _mm_mul_ps(_mm_loadu_ps(m[0]), glmm_set1(s)));
#elif defined(CGLM_NEON_FP) #elif defined(CGLM_NEON_FP)
vst1q_f32(m[0], vmulq_f32(vld1q_f32(m[0]), vdupq_n_f32(s))); vst1q_f32(m[0], vmulq_f32(vld1q_f32(m[0]), vdupq_n_f32(s)));
#else #else
@@ -247,23 +245,10 @@ glm_mat2_scale(mat2 m, float s) {
} }
/*! /*!
* @brief mat2 determinant * @brief Inverse mat2 (mat) and store in mat2 (dest).
* *
* @param[in] mat matrix * @param[in] mat mat2 (left, src)
* * @param[out] dest destination (result, inverse mat2)
* @return determinant
*/
CGLM_INLINE
float
glm_mat2_det(mat2 mat) {
return mat[0][0] * mat[1][1] - mat[1][0] * mat[0][1];
}
/*!
* @brief inverse mat2 and store in dest
*
* @param[in] mat matrix
* @param[out] dest inverse matrix
*/ */
CGLM_INLINE CGLM_INLINE
void void
@@ -281,11 +266,11 @@ glm_mat2_inv(mat2 mat, mat2 dest) {
} }
/*! /*!
* @brief swap two matrix columns * @brief Swap two columns in mat2 (mat) and store in same matrix.
* *
* @param[in,out] mat matrix * @param[in, out] mat mat2 (src, dest)
* @param[in] col1 col1 * @param[in] col1 Column 1 array index
* @param[in] col2 col2 * @param[in] col2 Column 2 array index
*/ */
CGLM_INLINE CGLM_INLINE
void void
@@ -303,11 +288,11 @@ glm_mat2_swap_col(mat2 mat, int col1, int col2) {
} }
/*! /*!
* @brief swap two matrix rows * @brief Swap two rows in mat2 (mat) and store in same matrix.
* *
* @param[in,out] mat matrix * @param[in, out] mat mat2 (src, dest)
* @param[in] row1 row1 * @param[in] row1 Row 1 array index
* @param[in] row2 row2 * @param[in] row2 Row 2 array index
*/ */
CGLM_INLINE CGLM_INLINE
void void
@@ -325,18 +310,47 @@ glm_mat2_swap_row(mat2 mat, int row1, int row2) {
} }
/*! /*!
* @brief helper for R (row vector) * M (matrix) * C (column vector) * @brief Returns mat2 determinant.
* *
* rmc stands for Row * Matrix * Column * @param[in] m mat2 (src)
* *
* the result is scalar because R * M = Matrix1x2 (row vector), * @return[out] mat2 determinant (float)
* then Matrix1x2 * Vec2 (column vector) = Matrix1x1 (Scalar) */
CGLM_INLINE
float
glm_mat2_det(mat2 m) {
return m[0][0] * m[1][1] - m[1][0] * m[0][1];
}
/*!
* @brief Returns trace of matrix. Which is:
* *
* @param[in] r row vector or matrix1x2 * The sum of the elements on the main diagonal from
* @param[in] m matrix2x2 * upper left corner to the bottom right corner.
* @param[in] c column vector or matrix2x1
* *
* @return scalar value e.g. Matrix1x1 * @param[in] m mat2 (src)
*
* @return[out] mat2 trace (float)
*/
CGLM_INLINE
float
glm_mat2_trace(mat2 m) {
return m[0][0] + m[1][1];
}
/*!
* @brief Helper for R (row vector) * M (matrix) * C (column vector)
*
* rmc stands for Row * Matrix * Column
*
* the result is scalar because M * C = ResC (1x2, column vector),
* then if you take the dot_product(R (2x1), ResC (1x2)) = scalar value.
*
* @param[in] r vec2 (2x1, row vector)
* @param[in] m mat2 (2x2, matrix)
* @param[in] c vec2 (1x2, column vector)
*
* @return[out] Scalar value (float, 1x1)
*/ */
CGLM_INLINE CGLM_INLINE
float float
@@ -346,19 +360,4 @@ glm_mat2_rmc(vec2 r, mat2 m, vec2 c) {
return glm_vec2_dot(r, tmp); return glm_vec2_dot(r, tmp);
} }
/*!
* @brief Create mat2 matrix from pointer
*
* @param[in] src pointer to an array of floats
* @param[out] dest matrix
*/
CGLM_INLINE
void
glm_mat2_make(const float * __restrict src, mat2 dest) {
dest[0][0] = src[0];
dest[0][1] = src[1];
dest[1][0] = src[2];
dest[1][1] = src[3];
}
#endif /* cglm_mat2_h */ #endif /* cglm_mat2_h */
+34 -41
View File
@@ -11,12 +11,12 @@
GLM_MAT2X3_ZERO GLM_MAT2X3_ZERO
Functions: Functions:
CGLM_INLINE void glm_mat2x3_copy(mat2x3 mat, mat2x3 dest); CGLM_INLINE void glm_mat2x3_copy(mat2x3 src, mat2x3 dest);
CGLM_INLINE void glm_mat2x3_zero(mat2x3 mat); CGLM_INLINE void glm_mat2x3_zero(mat2x3 m);
CGLM_INLINE void glm_mat2x3_make(const float * __restrict src, mat2x3 dest); CGLM_INLINE void glm_mat2x3_make(const float * __restrict src, mat2x3 dest);
CGLM_INLINE void glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat3 dest); CGLM_INLINE void glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat3 dest);
CGLM_INLINE void glm_mat2x3_mulv(mat2x3 m, vec2 v, vec3 dest); CGLM_INLINE void glm_mat2x3_mulv(mat2x3 m, vec2 v, vec3 dest);
CGLM_INLINE void glm_mat2x3_transpose(mat2x3 m, mat3x2 dest); CGLM_INLINE void glm_mat2x3_transpose(mat2x3 src, mat3x2 dest);
CGLM_INLINE void glm_mat2x3_scale(mat2x3 m, float s); CGLM_INLINE void glm_mat2x3_scale(mat2x3 m, float s);
*/ */
@@ -31,40 +31,35 @@
#define GLM_MAT2X3_ZERO GLM_MAT2X3_ZERO_INIT #define GLM_MAT2X3_ZERO GLM_MAT2X3_ZERO_INIT
/*! /*!
* @brief copy all members of [mat] to [dest] * @brief Copy mat2x3 (src) to mat2x3 (dest).
* *
* @param[in] mat source * @param[in] src mat2x3 (left)
* @param[out] dest destination * @param[out] dest destination (result, mat2x3)
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat2x3_copy(mat2x3 mat, mat2x3 dest) { glm_mat2x3_copy(mat2x3 src, mat2x3 dest) {
dest[0][0] = mat[0][0]; glm_vec3_copy(src[0], dest[0]);
dest[0][1] = mat[0][1]; glm_vec3_copy(src[1], dest[1]);
dest[0][2] = mat[0][2];
dest[1][0] = mat[1][0];
dest[1][1] = mat[1][1];
dest[1][2] = mat[1][2];
} }
/*! /*!
* @brief make given matrix zero. * @brief Zero out the mat2x3 (m).
* *
* @param[in, out] mat matrix * @param[in, out] mat2x3 (src, dest)
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat2x3_zero(mat2x3 mat) { glm_mat2x3_zero(mat2x3 m) {
CGLM_ALIGN_MAT mat2x3 t = GLM_MAT2X3_ZERO_INIT; CGLM_ALIGN_MAT mat2x3 t = GLM_MAT2X3_ZERO_INIT;
glm_mat2x3_copy(t, mat); glm_mat2x3_copy(t, m);
} }
/*! /*!
* @brief Create mat2x3 matrix from pointer * @brief Create mat2x3 (dest) from pointer (src).
* *
* @param[in] src pointer to an array of floats * @param[in] src pointer to an array of floats (left)
* @param[out] dest matrix * @param[out] dest destination (result, mat2x3)
*/ */
CGLM_INLINE CGLM_INLINE
void void
@@ -79,15 +74,15 @@ glm_mat2x3_make(const float * __restrict src, mat2x3 dest) {
} }
/*! /*!
* @brief multiply m1 and m2 to dest * @brief Multiply mat2x3 (m1) by mat3x2 (m2) and store in mat3 (dest).
* *
* @code * @code
* glm_mat2x3_mul(mat2x3, mat3x2, mat3); * glm_mat2x3_mul(mat2x3, mat3x2, mat3);
* @endcode * @endcode
* *
* @param[in] m1 left matrix (mat2x3) * @param[in] m1 mat2x3 (left)
* @param[in] m2 right matrix (mat3x2) * @param[in] m2 mat3x2 (right)
* @param[out] dest destination matrix (mat2) * @param[out] dest destination (result, mat3)
*/ */
CGLM_INLINE CGLM_INLINE
void void
@@ -113,11 +108,11 @@ glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat3 dest) {
} }
/*! /*!
* @brief multiply matrix with column vector and store in dest vector * @brief Multiply mat2x3 (m) by vec2 (v) and store in vec3 (dest).
* *
* @param[in] m matrix (left) * @param[in] m mat2x3 (left)
* @param[in] v vector (right, column vector) * @param[in] v vec2 (right, column vector)
* @param[out] dest result vector * @param[out] dest destination (result, column vector)
*/ */
CGLM_INLINE CGLM_INLINE
void void
@@ -130,26 +125,24 @@ glm_mat2x3_mulv(mat2x3 m, vec2 v, vec3 dest) {
} }
/*! /*!
* @brief transpose matrix and store in dest * @brief Transpose mat2x3 (src) and store in mat3x2 (dest).
* *
* @param[in] m matrix * @param[in] src mat2x3 (left)
* @param[out] dest result * @param[out] dest destination (result, mat3x2)
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat2x3_transpose(mat2x3 m, mat3x2 dest) { glm_mat2x3_transpose(mat2x3 src, mat3x2 dest) {
dest[0][0] = m[0][0]; dest[0][1] = m[1][0]; dest[0][0] = src[0][0]; dest[0][1] = src[1][0];
dest[1][0] = m[0][1]; dest[1][1] = m[1][1]; dest[1][0] = src[0][1]; dest[1][1] = src[1][1];
dest[2][0] = m[0][2]; dest[2][1] = m[1][2]; dest[2][0] = src[0][2]; dest[2][1] = src[1][2];
} }
/*! /*!
* @brief scale (multiply with scalar) matrix * @brief Multiply mat2x3 (m) by scalar constant (s).
* *
* multiply matrix with scalar * @param[in, out] m (src, dest)
* * @param[in] float (scalar)
* @param[in, out] m matrix
* @param[in] s scalar
*/ */
CGLM_INLINE CGLM_INLINE
void void
+35 -37
View File
@@ -11,12 +11,12 @@
GLM_MAT2X4_ZERO GLM_MAT2X4_ZERO
Functions: Functions:
CGLM_INLINE void glm_mat2x4_copy(mat2x4 mat, mat2x4 dest); CGLM_INLINE void glm_mat2x4_copy(mat2x4 src, mat2x4 dest);
CGLM_INLINE void glm_mat2x4_zero(mat2x4 mat); CGLM_INLINE void glm_mat2x4_zero(mat2x4 m);
CGLM_INLINE void glm_mat2x4_make(const float * __restrict src, mat2x4 dest); CGLM_INLINE void glm_mat2x4_make(const float * __restrict src, mat2x4 dest);
CGLM_INLINE void glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat4 dest); CGLM_INLINE void glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat4 dest);
CGLM_INLINE void glm_mat2x4_mulv(mat2x4 m, vec2 v, vec4 dest); CGLM_INLINE void glm_mat2x4_mulv(mat2x4 m, vec2 v, vec4 dest);
CGLM_INLINE void glm_mat2x4_transpose(mat2x4 m, mat4x2 dest); CGLM_INLINE void glm_mat2x4_transpose(mat2x4 src, mat4x2 dest);
CGLM_INLINE void glm_mat2x4_scale(mat2x4 m, float s); CGLM_INLINE void glm_mat2x4_scale(mat2x4 m, float s);
*/ */
@@ -32,35 +32,35 @@
#define GLM_MAT2X4_ZERO GLM_MAT2X4_ZERO_INIT #define GLM_MAT2X4_ZERO GLM_MAT2X4_ZERO_INIT
/*! /*!
* @brief copy all members of [mat] to [dest] * @brief Copy mat2x4 (src) to mat2x4 (dest).
* *
* @param[in] mat source * @param[in] src mat2x4 (left)
* @param[out] dest destination * @param[out] dest destination (result, mat2x4)
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat2x4_copy(mat2x4 mat, mat2x4 dest) { glm_mat2x4_copy(mat2x4 src, mat2x4 dest) {
glm_vec4_ucopy(mat[0], dest[0]); glm_vec4_ucopy(src[0], dest[0]);
glm_vec4_ucopy(mat[1], dest[1]); glm_vec4_ucopy(src[1], dest[1]);
} }
/*! /*!
* @brief make given matrix zero. * @brief Zero out the mat2x4 (m).
* *
* @param[in, out] mat matrix * @param[in, out] mat2x4 (src, dest)
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat2x4_zero(mat2x4 mat) { glm_mat2x4_zero(mat2x4 m) {
CGLM_ALIGN_MAT mat2x4 t = GLM_MAT2X4_ZERO_INIT; CGLM_ALIGN_MAT mat2x4 t = GLM_MAT2X4_ZERO_INIT;
glm_mat2x4_copy(t, mat); glm_mat2x4_copy(t, m);
} }
/*! /*!
* @brief Create mat2x4 matrix from pointer * @brief Create mat2x4 (dest) from pointer (src).
* *
* @param[in] src pointer to an array of floats * @param[in] src pointer to an array of floats (left)
* @param[out] dest matrix * @param[out] dest destination (result, mat2x4)
*/ */
CGLM_INLINE CGLM_INLINE
void void
@@ -77,15 +77,15 @@ glm_mat2x4_make(const float * __restrict src, mat2x4 dest) {
} }
/*! /*!
* @brief multiply m1 and m2 to dest * @brief Multiply mat2x4 (m1) by mat4x2 (m2) and store in mat4 (dest).
* *
* @code * @code
* glm_mat2x4_mul(mat2x4, mat4x2, mat4); * glm_mat2x4_mul(mat2x4, mat4x2, mat4);
* @endcode * @endcode
* *
* @param[in] m1 left matrix (mat2x4) * @param[in] m1 mat2x4 (left)
* @param[in] m2 right matrix (mat4x2) * @param[in] m2 mat4x2 (right)
* @param[out] dest destination matrix (mat4) * @param[out] dest destination (result, mat4)
*/ */
CGLM_INLINE CGLM_INLINE
void void
@@ -120,11 +120,11 @@ glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat4 dest) {
} }
/*! /*!
* @brief multiply matrix with column vector and store in dest column vector * @brief Multiply mat2x4 (m) by vec2 (v) and store in vec4 (dest).
* *
* @param[in] m matrix (left) * @param[in] m mat2x4 (left)
* @param[in] v vector (right, column vector) * @param[in] v vec2 (right, column vector)
* @param[out] dest result vector * @param[out] dest destination (result, column vector)
*/ */
CGLM_INLINE CGLM_INLINE
void void
@@ -138,27 +138,25 @@ glm_mat2x4_mulv(mat2x4 m, vec2 v, vec4 dest) {
} }
/*! /*!
* @brief transpose matrix and store in dest * @brief Transpose mat2x4 (src) and store in mat4x2 (dest).
* *
* @param[in] m matrix * @param[in] src mat2x4 (left)
* @param[out] dest result * @param[out] dest destination (result, mat4x2)
*/ */
CGLM_INLINE CGLM_INLINE
void void
glm_mat2x4_transpose(mat2x4 m, mat4x2 dest) { glm_mat2x4_transpose(mat2x4 src, mat4x2 dest) {
dest[0][0] = m[0][0]; dest[0][1] = m[1][0]; dest[0][0] = src[0][0]; dest[0][1] = src[1][0];
dest[1][0] = m[0][1]; dest[1][1] = m[1][1]; dest[1][0] = src[0][1]; dest[1][1] = src[1][1];
dest[2][0] = m[0][2]; dest[2][1] = m[1][2]; dest[2][0] = src[0][2]; dest[2][1] = src[1][2];
dest[3][0] = m[0][3]; dest[3][1] = m[1][3]; dest[3][0] = src[0][3]; dest[3][1] = src[1][3];
} }
/*! /*!
* @brief scale (multiply with scalar) matrix * @brief Multiply mat2x4 (m) by scalar constant (s).
* *
* multiply matrix with scalar * @param[in, out] m (src, dest)
* * @param[in] s float (scalar)
* @param[in, out] m matrix
* @param[in] s scalar
*/ */
CGLM_INLINE CGLM_INLINE
void void

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