1067 lines
26 KiB
C
1067 lines
26 KiB
C
/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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/*
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Macros:
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GLM_VEC4_ONE_INIT
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GLM_VEC4_BLACK_INIT
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GLM_VEC4_ZERO_INIT
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GLM_VEC4_ONE
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GLM_VEC4_BLACK
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GLM_VEC4_ZERO
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Functions:
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CGLM_INLINE void glm_vec4(vec3 v3, float last, vec4 dest);
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CGLM_INLINE void glm_vec4_copy3(vec4 a, vec3 dest);
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CGLM_INLINE void glm_vec4_copy(vec4 v, vec4 dest);
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CGLM_INLINE void glm_vec4_ucopy(vec4 v, vec4 dest);
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CGLM_INLINE float glm_vec4_dot(vec4 a, vec4 b);
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CGLM_INLINE float glm_vec4_norm2(vec4 v);
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CGLM_INLINE float glm_vec4_norm(vec4 v);
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CGLM_INLINE float glm_vec4_norm_one(vec4 v);
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CGLM_INLINE float glm_vec4_norm_inf(vec4 v);
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CGLM_INLINE void glm_vec4_add(vec4 a, vec4 b, vec4 dest);
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CGLM_INLINE void glm_vec4_adds(vec4 v, float s, vec4 dest);
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CGLM_INLINE void glm_vec4_sub(vec4 a, vec4 b, vec4 dest);
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CGLM_INLINE void glm_vec4_subs(vec4 v, float s, vec4 dest);
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CGLM_INLINE void glm_vec4_mul(vec4 a, vec4 b, vec4 dest);
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CGLM_INLINE void glm_vec4_scale(vec4 v, float s, vec4 dest);
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CGLM_INLINE void glm_vec4_scale_as(vec4 v, float s, vec4 dest);
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CGLM_INLINE void glm_vec4_div(vec4 a, vec4 b, vec4 dest);
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CGLM_INLINE void glm_vec4_divs(vec4 v, float s, vec4 dest);
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CGLM_INLINE void glm_vec4_addadd(vec4 a, vec4 b, vec4 dest);
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CGLM_INLINE void glm_vec4_subadd(vec4 a, vec4 b, vec4 dest);
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CGLM_INLINE void glm_vec4_muladd(vec4 a, vec4 b, vec4 dest);
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CGLM_INLINE void glm_vec4_muladds(vec4 a, float s, vec4 dest);
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CGLM_INLINE void glm_vec4_maxadd(vec4 a, vec4 b, vec4 dest);
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CGLM_INLINE void glm_vec4_minadd(vec4 a, vec4 b, vec4 dest);
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CGLM_INLINE void glm_vec4_negate(vec4 v);
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CGLM_INLINE void glm_vec4_inv(vec4 v);
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CGLM_INLINE void glm_vec4_inv_to(vec4 v, vec4 dest);
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CGLM_INLINE void glm_vec4_normalize(vec4 v);
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CGLM_INLINE void glm_vec4_normalize_to(vec4 vec, vec4 dest);
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CGLM_INLINE float glm_vec4_distance(vec4 a, vec4 b);
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CGLM_INLINE float glm_vec4_distance2(vec4 a, vec4 b);
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CGLM_INLINE void glm_vec4_maxv(vec4 a, vec4 b, vec4 dest);
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CGLM_INLINE void glm_vec4_minv(vec4 a, vec4 b, vec4 dest);
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CGLM_INLINE void glm_vec4_clamp(vec4 v, float minVal, float maxVal);
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CGLM_INLINE void glm_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest);
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CGLM_INLINE void glm_vec4_lerpc(vec4 from, vec4 to, float t, vec4 dest);
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CGLM_INLINE void glm_vec4_step_uni(float edge, vec4 x, vec4 dest);
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CGLM_INLINE void glm_vec4_step(vec4 edge, vec4 x, vec4 dest);
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CGLM_INLINE void glm_vec4_smoothstep_uni(float edge0, float edge1, vec4 x, vec4 dest);
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CGLM_INLINE void glm_vec4_smoothstep(vec4 edge0, vec4 edge1, vec4 x, vec4 dest);
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CGLM_INLINE void glm_vec4_smoothinterp(vec4 from, vec4 to, float t, vec4 dest);
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CGLM_INLINE void glm_vec4_smoothinterpc(vec4 from, vec4 to, float t, vec4 dest);
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CGLM_INLINE void glm_vec4_swizzle(vec4 v, int mask, vec4 dest);
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DEPRECATED:
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glm_vec4_dup
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glm_vec4_flipsign
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glm_vec4_flipsign_to
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glm_vec4_inv
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glm_vec4_inv_to
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glm_vec4_mulv
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*/
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#ifndef cglm_vec4_h
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#define cglm_vec4_h
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#include "common.h"
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#include "vec4-ext.h"
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#include "util.h"
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/* DEPRECATED! functions */
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#define glm_vec4_dup3(v, dest) glm_vec4_copy3(v, dest)
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#define glm_vec4_dup(v, dest) glm_vec4_copy(v, dest)
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#define glm_vec4_flipsign(v) glm_vec4_negate(v)
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#define glm_vec4_flipsign_to(v, dest) glm_vec4_negate_to(v, dest)
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#define glm_vec4_inv(v) glm_vec4_negate(v)
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#define glm_vec4_inv_to(v, dest) glm_vec4_negate_to(v, dest)
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#define glm_vec4_mulv(a, b, d) glm_vec4_mul(a, b, d)
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#define GLM_VEC4_ONE_INIT {1.0f, 1.0f, 1.0f, 1.0f}
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#define GLM_VEC4_BLACK_INIT {0.0f, 0.0f, 0.0f, 1.0f}
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#define GLM_VEC4_ZERO_INIT {0.0f, 0.0f, 0.0f, 0.0f}
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#define GLM_VEC4_ONE ((vec4)GLM_VEC4_ONE_INIT)
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#define GLM_VEC4_BLACK ((vec4)GLM_VEC4_BLACK_INIT)
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#define GLM_VEC4_ZERO ((vec4)GLM_VEC4_ZERO_INIT)
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#define GLM_XXXX GLM_SHUFFLE4(0, 0, 0, 0)
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#define GLM_YYYY GLM_SHUFFLE4(1, 1, 1, 1)
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#define GLM_ZZZZ GLM_SHUFFLE4(2, 2, 2, 2)
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#define GLM_WWWW GLM_SHUFFLE4(3, 3, 3, 3)
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#define GLM_WZYX GLM_SHUFFLE4(0, 1, 2, 3)
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/*!
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* @brief init vec4 using vec3
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*
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* @param[in] v3 vector3
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* @param[in] last last item
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* @param[out] dest destination
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*/
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CGLM_INLINE
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void
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glm_vec4(vec3 v3, float last, vec4 dest) {
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dest[0] = v3[0];
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dest[1] = v3[1];
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dest[2] = v3[2];
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dest[3] = last;
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}
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/*!
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* @brief copy first 3 members of [a] to [dest]
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*
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* @param[in] a source
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* @param[out] dest destination
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*/
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CGLM_INLINE
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void
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glm_vec4_copy3(vec4 a, vec3 dest) {
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dest[0] = a[0];
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dest[1] = a[1];
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dest[2] = a[2];
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}
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/*!
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* @brief copy all members of [a] to [dest]
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*
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* @param[in] v source
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* @param[out] dest destination
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*/
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CGLM_INLINE
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void
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glm_vec4_copy(vec4 v, vec4 dest) {
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#if defined( __SSE__ ) || defined( __SSE2__ )
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glmm_store(dest, glmm_load(v));
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#elif defined(CGLM_NEON_FP)
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vst1q_f32(dest, vld1q_f32(v));
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#else
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dest[0] = v[0];
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dest[1] = v[1];
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dest[2] = v[2];
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dest[3] = v[3];
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#endif
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}
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/*!
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* @brief copy all members of [a] to [dest]
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*
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* alignment is not required
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*
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* @param[in] v source
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* @param[out] dest destination
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*/
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CGLM_INLINE
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void
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glm_vec4_ucopy(vec4 v, vec4 dest) {
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dest[0] = v[0];
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dest[1] = v[1];
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dest[2] = v[2];
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dest[3] = v[3];
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}
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/*!
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* @brief make vector zero
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*
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* @param[in, out] v vector
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*/
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CGLM_INLINE
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void
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glm_vec4_zero(vec4 v) {
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#if defined( __SSE__ ) || defined( __SSE2__ )
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glmm_store(v, _mm_setzero_ps());
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#elif defined(CGLM_NEON_FP)
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vst1q_f32(v, vdupq_n_f32(0.0f));
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#else
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v[0] = 0.0f;
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v[1] = 0.0f;
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v[2] = 0.0f;
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v[3] = 0.0f;
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#endif
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}
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/*!
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* @brief make vector one
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*
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* @param[in, out] v vector
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*/
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CGLM_INLINE
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void
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glm_vec4_one(vec4 v) {
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#if defined( __SSE__ ) || defined( __SSE2__ )
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glmm_store(v, _mm_set1_ps(1.0f));
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#elif defined(CGLM_NEON_FP)
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vst1q_f32(v, vdupq_n_f32(1.0f));
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#else
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v[0] = 1.0f;
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v[1] = 1.0f;
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v[2] = 1.0f;
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v[3] = 1.0f;
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#endif
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}
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/*!
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* @brief vec4 dot product
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*
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* @param[in] a vector1
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* @param[in] b vector2
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*
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* @return dot product
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*/
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CGLM_INLINE
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float
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glm_vec4_dot(vec4 a, vec4 b) {
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#if defined(CGLM_SIMD)
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return glmm_dot(glmm_load(a), glmm_load(b));
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#else
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return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
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#endif
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}
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/*!
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* @brief norm * norm (magnitude) of vec
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*
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* we can use this func instead of calling norm * norm, because it would call
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* sqrtf fuction twice but with this func we can avoid func call, maybe this is
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* not good name for this func
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*
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* @param[in] v vec4
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*
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* @return norm * norm
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*/
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CGLM_INLINE
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float
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glm_vec4_norm2(vec4 v) {
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return glm_vec4_dot(v, v);
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}
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/*!
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* @brief euclidean norm (magnitude), also called L2 norm
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* this will give magnitude of vector in euclidean space
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*
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* @param[in] v vector
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*
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* @return norm
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*/
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CGLM_INLINE
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float
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glm_vec4_norm(vec4 v) {
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#if defined(CGLM_SIMD)
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return glmm_norm(glmm_load(v));
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#else
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return sqrtf(glm_vec4_dot(v, v));
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#endif
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}
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/*!
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* @brief L1 norm of vec4
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* Also known as Manhattan Distance or Taxicab norm.
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* L1 Norm is the sum of the magnitudes of the vectors in a space.
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* It is calculated as the sum of the absolute values of the vector components.
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* In this norm, all the components of the vector are weighted equally.
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*
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* This computes:
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* L1 norm = |v[0]| + |v[1]| + |v[2]| + |v[3]|
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*
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* @param[in] v vector
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*
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* @return L1 norm
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*/
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CGLM_INLINE
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float
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glm_vec4_norm_one(vec4 v) {
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#if defined(CGLM_SIMD)
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return glmm_norm_one(glmm_load(v));
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#else
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vec4 t;
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glm_vec4_abs(v, t);
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return glm_vec4_hadd(t);
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#endif
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}
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/*!
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* @brief infinity norm of vec4
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* Also known as Maximum norm.
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* Infinity Norm is the largest magnitude among each element of a vector.
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* It is calculated as the maximum of the absolute values of the vector components.
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*
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* This computes:
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* inf norm = max(|v[0]|, |v[1]|, |v[2]|, |v[3]|)
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*
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* @param[in] v vector
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*
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* @return infinity norm
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*/
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CGLM_INLINE
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float
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glm_vec4_norm_inf(vec4 v) {
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#if defined(CGLM_SIMD)
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return glmm_norm_inf(glmm_load(v));
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#else
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vec4 t;
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glm_vec4_abs(v, t);
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return glm_vec4_max(t);
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#endif
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}
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/*!
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* @brief add b vector to a vector store result in dest
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*
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* @param[in] a vector1
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* @param[in] b vector2
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* @param[out] dest destination vector
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*/
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CGLM_INLINE
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void
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glm_vec4_add(vec4 a, vec4 b, vec4 dest) {
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#if defined( __SSE__ ) || defined( __SSE2__ )
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glmm_store(dest, _mm_add_ps(glmm_load(a), glmm_load(b)));
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#elif defined(CGLM_NEON_FP)
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vst1q_f32(dest, vaddq_f32(vld1q_f32(a), vld1q_f32(b)));
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#else
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dest[0] = a[0] + b[0];
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dest[1] = a[1] + b[1];
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dest[2] = a[2] + b[2];
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dest[3] = a[3] + b[3];
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#endif
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}
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/*!
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* @brief add scalar to v vector store result in dest (d = v + vec(s))
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*
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* @param[in] v vector
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* @param[in] s scalar
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* @param[out] dest destination vector
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*/
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CGLM_INLINE
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void
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glm_vec4_adds(vec4 v, float s, vec4 dest) {
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#if defined( __SSE__ ) || defined( __SSE2__ )
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glmm_store(dest, _mm_add_ps(glmm_load(v), _mm_set1_ps(s)));
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#elif defined(CGLM_NEON_FP)
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vst1q_f32(dest, vaddq_f32(vld1q_f32(v), vdupq_n_f32(s)));
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#else
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dest[0] = v[0] + s;
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dest[1] = v[1] + s;
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dest[2] = v[2] + s;
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dest[3] = v[3] + s;
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#endif
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}
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/*!
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* @brief subtract b vector from a vector store result in dest (d = a - b)
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*
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* @param[in] a vector1
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* @param[in] b vector2
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* @param[out] dest destination vector
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*/
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CGLM_INLINE
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void
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glm_vec4_sub(vec4 a, vec4 b, vec4 dest) {
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#if defined( __SSE__ ) || defined( __SSE2__ )
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glmm_store(dest, _mm_sub_ps(glmm_load(a), glmm_load(b)));
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#elif defined(CGLM_NEON_FP)
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vst1q_f32(dest, vsubq_f32(vld1q_f32(a), vld1q_f32(b)));
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#else
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dest[0] = a[0] - b[0];
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dest[1] = a[1] - b[1];
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dest[2] = a[2] - b[2];
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dest[3] = a[3] - b[3];
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#endif
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}
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/*!
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* @brief subtract scalar from v vector store result in dest (d = v - vec(s))
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*
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* @param[in] v vector
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* @param[in] s scalar
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* @param[out] dest destination vector
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*/
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CGLM_INLINE
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void
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glm_vec4_subs(vec4 v, float s, vec4 dest) {
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#if defined( __SSE__ ) || defined( __SSE2__ )
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glmm_store(dest, _mm_sub_ps(glmm_load(v), _mm_set1_ps(s)));
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#elif defined(CGLM_NEON_FP)
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vst1q_f32(dest, vsubq_f32(vld1q_f32(v), vdupq_n_f32(s)));
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#else
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dest[0] = v[0] - s;
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dest[1] = v[1] - s;
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dest[2] = v[2] - s;
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dest[3] = v[3] - s;
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#endif
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}
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/*!
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* @brief multiply two vector (component-wise multiplication)
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*
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* @param a vector1
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* @param b vector2
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* @param dest dest = (a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3])
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*/
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CGLM_INLINE
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void
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glm_vec4_mul(vec4 a, vec4 b, vec4 dest) {
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#if defined( __SSE__ ) || defined( __SSE2__ )
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glmm_store(dest, _mm_mul_ps(glmm_load(a), glmm_load(b)));
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#elif defined(CGLM_NEON_FP)
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vst1q_f32(dest, vmulq_f32(vld1q_f32(a), vld1q_f32(b)));
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#else
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dest[0] = a[0] * b[0];
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dest[1] = a[1] * b[1];
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dest[2] = a[2] * b[2];
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dest[3] = a[3] * b[3];
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#endif
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}
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/*!
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* @brief multiply/scale vec4 vector with scalar: result = v * s
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*
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* @param[in] v vector
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* @param[in] s scalar
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* @param[out] dest destination vector
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*/
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CGLM_INLINE
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void
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glm_vec4_scale(vec4 v, float s, vec4 dest) {
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#if defined( __SSE__ ) || defined( __SSE2__ )
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glmm_store(dest, _mm_mul_ps(glmm_load(v), _mm_set1_ps(s)));
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#elif defined(CGLM_NEON_FP)
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vst1q_f32(dest, vmulq_f32(vld1q_f32(v), vdupq_n_f32(s)));
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#else
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dest[0] = v[0] * s;
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dest[1] = v[1] * s;
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dest[2] = v[2] * s;
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dest[3] = v[3] * s;
|
|
#endif
|
|
}
|
|
|
|
/*!
|
|
* @brief make vec4 vector scale as specified: result = unit(v) * s
|
|
*
|
|
* @param[in] v vector
|
|
* @param[in] s scalar
|
|
* @param[out] dest destination vector
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_vec4_scale_as(vec4 v, float s, vec4 dest) {
|
|
float norm;
|
|
norm = glm_vec4_norm(v);
|
|
|
|
if (norm == 0.0f) {
|
|
glm_vec4_zero(dest);
|
|
return;
|
|
}
|
|
|
|
glm_vec4_scale(v, s / norm, dest);
|
|
}
|
|
|
|
/*!
|
|
* @brief div vector with another component-wise division: d = a / b
|
|
*
|
|
* @param[in] a vector 1
|
|
* @param[in] b vector 2
|
|
* @param[out] dest result = (a[0]/b[0], a[1]/b[1], a[2]/b[2], a[3]/b[3])
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_vec4_div(vec4 a, vec4 b, vec4 dest) {
|
|
#if defined(CGLM_SIMD)
|
|
glmm_store(dest, glmm_div(glmm_load(a), glmm_load(b)));
|
|
#else
|
|
dest[0] = a[0] / b[0];
|
|
dest[1] = a[1] / b[1];
|
|
dest[2] = a[2] / b[2];
|
|
dest[3] = a[3] / b[3];
|
|
#endif
|
|
}
|
|
|
|
/*!
|
|
* @brief div vec4 vector with scalar: d = v / s
|
|
*
|
|
* @param[in] v vector
|
|
* @param[in] s scalar
|
|
* @param[out] dest destination vector
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_vec4_divs(vec4 v, float s, vec4 dest) {
|
|
#if defined( __SSE__ ) || defined( __SSE2__ )
|
|
glmm_store(dest, _mm_div_ps(glmm_load(v), _mm_set1_ps(s)));
|
|
#else
|
|
glm_vec4_scale(v, 1.0f / s, dest);
|
|
#endif
|
|
}
|
|
|
|
/*!
|
|
* @brief add two vectors and add result to sum
|
|
*
|
|
* it applies += operator so dest must be initialized
|
|
*
|
|
* @param[in] a vector 1
|
|
* @param[in] b vector 2
|
|
* @param[out] dest dest += (a + b)
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_vec4_addadd(vec4 a, vec4 b, vec4 dest) {
|
|
#if defined( __SSE__ ) || defined( __SSE2__ )
|
|
glmm_store(dest, _mm_add_ps(glmm_load(dest),
|
|
_mm_add_ps(glmm_load(a),
|
|
glmm_load(b))));
|
|
#elif defined(CGLM_NEON_FP)
|
|
vst1q_f32(dest, vaddq_f32(vld1q_f32(dest),
|
|
vaddq_f32(vld1q_f32(a),
|
|
vld1q_f32(b))));
|
|
#else
|
|
dest[0] += a[0] + b[0];
|
|
dest[1] += a[1] + b[1];
|
|
dest[2] += a[2] + b[2];
|
|
dest[3] += a[3] + b[3];
|
|
#endif
|
|
}
|
|
|
|
/*!
|
|
* @brief sub two vectors and add result to dest
|
|
*
|
|
* it applies += operator so dest must be initialized
|
|
*
|
|
* @param[in] a vector 1
|
|
* @param[in] b vector 2
|
|
* @param[out] dest dest += (a - b)
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_vec4_subadd(vec4 a, vec4 b, vec4 dest) {
|
|
#if defined( __SSE__ ) || defined( __SSE2__ )
|
|
glmm_store(dest, _mm_add_ps(glmm_load(dest),
|
|
_mm_sub_ps(glmm_load(a),
|
|
glmm_load(b))));
|
|
#elif defined(CGLM_NEON_FP)
|
|
vst1q_f32(dest, vaddq_f32(vld1q_f32(dest),
|
|
vsubq_f32(vld1q_f32(a),
|
|
vld1q_f32(b))));
|
|
#else
|
|
dest[0] += a[0] - b[0];
|
|
dest[1] += a[1] - b[1];
|
|
dest[2] += a[2] - b[2];
|
|
dest[3] += a[3] - b[3];
|
|
#endif
|
|
}
|
|
|
|
/*!
|
|
* @brief mul two vectors and add result to dest
|
|
*
|
|
* it applies += operator so dest must be initialized
|
|
*
|
|
* @param[in] a vector 1
|
|
* @param[in] b vector 2
|
|
* @param[out] dest dest += (a * b)
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_vec4_muladd(vec4 a, vec4 b, vec4 dest) {
|
|
#if defined(CGLM_SIMD)
|
|
glmm_store(dest, glmm_fmadd(glmm_load(a), glmm_load(b), glmm_load(dest)));
|
|
#else
|
|
dest[0] += a[0] * b[0];
|
|
dest[1] += a[1] * b[1];
|
|
dest[2] += a[2] * b[2];
|
|
dest[3] += a[3] * b[3];
|
|
#endif
|
|
}
|
|
|
|
/*!
|
|
* @brief mul vector with scalar and add result to sum
|
|
*
|
|
* it applies += operator so dest must be initialized
|
|
*
|
|
* @param[in] a vector
|
|
* @param[in] s scalar
|
|
* @param[out] dest dest += (a * b)
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_vec4_muladds(vec4 a, float s, vec4 dest) {
|
|
#if defined(CGLM_SIMD)
|
|
glmm_store(dest, glmm_fmadd(glmm_load(a), glmm_set1(s), glmm_load(dest)));
|
|
#else
|
|
dest[0] += a[0] * s;
|
|
dest[1] += a[1] * s;
|
|
dest[2] += a[2] * s;
|
|
dest[3] += a[3] * s;
|
|
#endif
|
|
}
|
|
|
|
/*!
|
|
* @brief add max of two vector to result/dest
|
|
*
|
|
* it applies += operator so dest must be initialized
|
|
*
|
|
* @param[in] a vector 1
|
|
* @param[in] b vector 2
|
|
* @param[out] dest dest += max(a, b)
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_vec4_maxadd(vec4 a, vec4 b, vec4 dest) {
|
|
#if defined( __SSE__ ) || defined( __SSE2__ )
|
|
glmm_store(dest, _mm_add_ps(glmm_load(dest),
|
|
_mm_max_ps(glmm_load(a),
|
|
glmm_load(b))));
|
|
#elif defined(CGLM_NEON_FP)
|
|
vst1q_f32(dest, vaddq_f32(vld1q_f32(dest),
|
|
vmaxq_f32(vld1q_f32(a),
|
|
vld1q_f32(b))));
|
|
#else
|
|
dest[0] += glm_max(a[0], b[0]);
|
|
dest[1] += glm_max(a[1], b[1]);
|
|
dest[2] += glm_max(a[2], b[2]);
|
|
dest[3] += glm_max(a[3], b[3]);
|
|
#endif
|
|
}
|
|
|
|
/*!
|
|
* @brief add min of two vector to result/dest
|
|
*
|
|
* it applies += operator so dest must be initialized
|
|
*
|
|
* @param[in] a vector 1
|
|
* @param[in] b vector 2
|
|
* @param[out] dest dest += min(a, b)
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_vec4_minadd(vec4 a, vec4 b, vec4 dest) {
|
|
#if defined( __SSE__ ) || defined( __SSE2__ )
|
|
glmm_store(dest, _mm_add_ps(glmm_load(dest),
|
|
_mm_min_ps(glmm_load(a),
|
|
glmm_load(b))));
|
|
#elif defined(CGLM_NEON_FP)
|
|
vst1q_f32(dest, vaddq_f32(vld1q_f32(dest),
|
|
vminq_f32(vld1q_f32(a),
|
|
vld1q_f32(b))));
|
|
#else
|
|
dest[0] += glm_min(a[0], b[0]);
|
|
dest[1] += glm_min(a[1], b[1]);
|
|
dest[2] += glm_min(a[2], b[2]);
|
|
dest[3] += glm_min(a[3], b[3]);
|
|
#endif
|
|
}
|
|
|
|
/*!
|
|
* @brief negate vector components and store result in dest
|
|
*
|
|
* @param[in] v vector
|
|
* @param[out] dest result vector
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_vec4_negate_to(vec4 v, vec4 dest) {
|
|
#if defined( __SSE__ ) || defined( __SSE2__ )
|
|
glmm_store(dest, _mm_xor_ps(glmm_load(v), _mm_set1_ps(-0.0f)));
|
|
#elif defined(CGLM_NEON_FP)
|
|
vst1q_f32(dest, vnegq_f32(vld1q_f32(v)));
|
|
#else
|
|
dest[0] = -v[0];
|
|
dest[1] = -v[1];
|
|
dest[2] = -v[2];
|
|
dest[3] = -v[3];
|
|
#endif
|
|
}
|
|
|
|
/*!
|
|
* @brief flip sign of all vec4 members
|
|
*
|
|
* @param[in, out] v vector
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_vec4_negate(vec4 v) {
|
|
glm_vec4_negate_to(v, v);
|
|
}
|
|
|
|
/*!
|
|
* @brief normalize vec4 to dest
|
|
*
|
|
* @param[in] v source
|
|
* @param[out] dest destination
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_vec4_normalize_to(vec4 v, vec4 dest) {
|
|
#if defined( __SSE__ ) || defined( __SSE2__ )
|
|
__m128 xdot, x0;
|
|
float dot;
|
|
|
|
x0 = glmm_load(v);
|
|
xdot = glmm_vdot(x0, x0);
|
|
dot = _mm_cvtss_f32(xdot);
|
|
|
|
if (dot == 0.0f) {
|
|
glmm_store(dest, _mm_setzero_ps());
|
|
return;
|
|
}
|
|
|
|
glmm_store(dest, _mm_div_ps(x0, _mm_sqrt_ps(xdot)));
|
|
#else
|
|
float norm;
|
|
|
|
norm = glm_vec4_norm(v);
|
|
|
|
if (norm == 0.0f) {
|
|
glm_vec4_zero(dest);
|
|
return;
|
|
}
|
|
|
|
glm_vec4_scale(v, 1.0f / norm, dest);
|
|
#endif
|
|
}
|
|
|
|
/*!
|
|
* @brief normalize vec4 and store result in same vec
|
|
*
|
|
* @param[in, out] v vector
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_vec4_normalize(vec4 v) {
|
|
glm_vec4_normalize_to(v, v);
|
|
}
|
|
|
|
/**
|
|
* @brief distance between two vectors
|
|
*
|
|
* @param[in] a vector1
|
|
* @param[in] b vector2
|
|
* @return returns distance
|
|
*/
|
|
CGLM_INLINE
|
|
float
|
|
glm_vec4_distance(vec4 a, vec4 b) {
|
|
#if defined( __SSE__ ) || defined( __SSE2__ )
|
|
return glmm_norm(_mm_sub_ps(glmm_load(a), glmm_load(b)));
|
|
#elif defined(CGLM_NEON_FP)
|
|
return glmm_norm(vsubq_f32(glmm_load(a), glmm_load(b)));
|
|
#else
|
|
return sqrtf(glm_pow2(a[0] - b[0])
|
|
+ glm_pow2(a[1] - b[1])
|
|
+ glm_pow2(a[2] - b[2])
|
|
+ glm_pow2(a[3] - b[3]));
|
|
#endif
|
|
}
|
|
|
|
/**
|
|
* @brief squared distance between two vectors
|
|
*
|
|
* @param[in] a vector1
|
|
* @param[in] b vector2
|
|
* @return returns squared distance
|
|
*/
|
|
CGLM_INLINE
|
|
float
|
|
glm_vec4_distance2(vec4 a, vec4 b) {
|
|
#if defined( __SSE__ ) || defined( __SSE2__ )
|
|
return glmm_norm2(_mm_sub_ps(glmm_load(a), glmm_load(b)));
|
|
#elif defined(CGLM_NEON_FP)
|
|
return glmm_norm2(vsubq_f32(glmm_load(a), glmm_load(b)));
|
|
#else
|
|
return glm_pow2(a[0] - b[0])
|
|
+ glm_pow2(a[1] - b[1])
|
|
+ glm_pow2(a[2] - b[2])
|
|
+ glm_pow2(a[3] - b[3]);
|
|
#endif
|
|
}
|
|
|
|
/*!
|
|
* @brief max values of vectors
|
|
*
|
|
* @param[in] a vector1
|
|
* @param[in] b vector2
|
|
* @param[out] dest destination
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_vec4_maxv(vec4 a, vec4 b, vec4 dest) {
|
|
#if defined( __SSE__ ) || defined( __SSE2__ )
|
|
glmm_store(dest, _mm_max_ps(glmm_load(a), glmm_load(b)));
|
|
#elif defined(CGLM_NEON_FP)
|
|
vst1q_f32(dest, vmaxq_f32(vld1q_f32(a), vld1q_f32(b)));
|
|
#else
|
|
dest[0] = glm_max(a[0], b[0]);
|
|
dest[1] = glm_max(a[1], b[1]);
|
|
dest[2] = glm_max(a[2], b[2]);
|
|
dest[3] = glm_max(a[3], b[3]);
|
|
#endif
|
|
}
|
|
|
|
/*!
|
|
* @brief min values of vectors
|
|
*
|
|
* @param[in] a vector1
|
|
* @param[in] b vector2
|
|
* @param[out] dest destination
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_vec4_minv(vec4 a, vec4 b, vec4 dest) {
|
|
#if defined( __SSE__ ) || defined( __SSE2__ )
|
|
glmm_store(dest, _mm_min_ps(glmm_load(a), glmm_load(b)));
|
|
#elif defined(CGLM_NEON_FP)
|
|
vst1q_f32(dest, vminq_f32(vld1q_f32(a), vld1q_f32(b)));
|
|
#else
|
|
dest[0] = glm_min(a[0], b[0]);
|
|
dest[1] = glm_min(a[1], b[1]);
|
|
dest[2] = glm_min(a[2], b[2]);
|
|
dest[3] = glm_min(a[3], b[3]);
|
|
#endif
|
|
}
|
|
|
|
/*!
|
|
* @brief clamp vector's individual members between min and max values
|
|
*
|
|
* @param[in, out] v vector
|
|
* @param[in] minVal minimum value
|
|
* @param[in] maxVal maximum value
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_vec4_clamp(vec4 v, float minVal, float maxVal) {
|
|
#if defined( __SSE__ ) || defined( __SSE2__ )
|
|
glmm_store(v, _mm_min_ps(_mm_max_ps(glmm_load(v), _mm_set1_ps(minVal)),
|
|
_mm_set1_ps(maxVal)));
|
|
#elif defined(CGLM_NEON_FP)
|
|
vst1q_f32(v, vminq_f32(vmaxq_f32(vld1q_f32(v), vdupq_n_f32(minVal)),
|
|
vdupq_n_f32(maxVal)));
|
|
#else
|
|
v[0] = glm_clamp(v[0], minVal, maxVal);
|
|
v[1] = glm_clamp(v[1], minVal, maxVal);
|
|
v[2] = glm_clamp(v[2], minVal, maxVal);
|
|
v[3] = glm_clamp(v[3], minVal, maxVal);
|
|
#endif
|
|
}
|
|
|
|
/*!
|
|
* @brief linear interpolation between two vectors
|
|
*
|
|
* formula: from + t * (to - from)
|
|
*
|
|
* @param[in] from from value
|
|
* @param[in] to to value
|
|
* @param[in] t interpolant (amount)
|
|
* @param[out] dest destination
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest) {
|
|
vec4 s, v;
|
|
|
|
/* from + s * (to - from) */
|
|
glm_vec4_broadcast(t, s);
|
|
glm_vec4_sub(to, from, v);
|
|
glm_vec4_mul(s, v, v);
|
|
glm_vec4_add(from, v, dest);
|
|
}
|
|
|
|
/*!
|
|
* @brief linear interpolation between two vectors (clamped)
|
|
*
|
|
* formula: from + t * (to - from)
|
|
*
|
|
* @param[in] from from value
|
|
* @param[in] to to value
|
|
* @param[in] t interpolant (amount) clamped between 0 and 1
|
|
* @param[out] dest destination
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_vec4_lerpc(vec4 from, vec4 to, float t, vec4 dest) {
|
|
glm_vec4_lerp(from, to, glm_clamp_zo(t), dest);
|
|
}
|
|
|
|
/*!
|
|
* @brief linear interpolation between two vectors
|
|
*
|
|
* formula: from + t * (to - from)
|
|
*
|
|
* @param[in] from from value
|
|
* @param[in] to to value
|
|
* @param[in] t interpolant (amount)
|
|
* @param[out] dest destination
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_vec4_mix(vec4 from, vec4 to, float t, vec4 dest) {
|
|
glm_vec4_lerp(from, to, t, dest);
|
|
}
|
|
|
|
/*!
|
|
* @brief linear interpolation between two vectors (clamped)
|
|
*
|
|
* formula: from + t * (to - from)
|
|
*
|
|
* @param[in] from from value
|
|
* @param[in] to to value
|
|
* @param[in] t interpolant (amount) clamped between 0 and 1
|
|
* @param[out] dest destination
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_vec4_mixc(vec4 from, vec4 to, float t, vec4 dest) {
|
|
glm_vec4_lerpc(from, to, t, dest);
|
|
}
|
|
|
|
/*!
|
|
* @brief threshold function (unidimensional)
|
|
*
|
|
* @param[in] edge threshold
|
|
* @param[in] x value to test against threshold
|
|
* @param[out] dest destination
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_vec4_step_uni(float edge, vec4 x, vec4 dest) {
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dest[0] = glm_step(edge, x[0]);
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dest[1] = glm_step(edge, x[1]);
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dest[2] = glm_step(edge, x[2]);
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dest[3] = glm_step(edge, x[3]);
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}
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/*!
|
|
* @brief threshold function
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|
*
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* @param[in] edge threshold
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* @param[in] x value to test against threshold
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* @param[out] dest destination
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|
*/
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CGLM_INLINE
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void
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glm_vec4_step(vec4 edge, vec4 x, vec4 dest) {
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dest[0] = glm_step(edge[0], x[0]);
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dest[1] = glm_step(edge[1], x[1]);
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dest[2] = glm_step(edge[2], x[2]);
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dest[3] = glm_step(edge[3], x[3]);
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}
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|
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/*!
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* @brief threshold function with a smooth transition (unidimensional)
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|
*
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|
* @param[in] edge0 low threshold
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|
* @param[in] edge1 high threshold
|
|
* @param[in] x value to test against threshold
|
|
* @param[out] dest destination
|
|
*/
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CGLM_INLINE
|
|
void
|
|
glm_vec4_smoothstep_uni(float edge0, float edge1, vec4 x, vec4 dest) {
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|
dest[0] = glm_smoothstep(edge0, edge1, x[0]);
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|
dest[1] = glm_smoothstep(edge0, edge1, x[1]);
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|
dest[2] = glm_smoothstep(edge0, edge1, x[2]);
|
|
dest[3] = glm_smoothstep(edge0, edge1, x[3]);
|
|
}
|
|
|
|
/*!
|
|
* @brief threshold function with a smooth transition
|
|
*
|
|
* @param[in] edge0 low threshold
|
|
* @param[in] edge1 high threshold
|
|
* @param[in] x value to test against threshold
|
|
* @param[out] dest destination
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_vec4_smoothstep(vec4 edge0, vec4 edge1, vec4 x, vec4 dest) {
|
|
dest[0] = glm_smoothstep(edge0[0], edge1[0], x[0]);
|
|
dest[1] = glm_smoothstep(edge0[1], edge1[1], x[1]);
|
|
dest[2] = glm_smoothstep(edge0[2], edge1[2], x[2]);
|
|
dest[3] = glm_smoothstep(edge0[3], edge1[3], x[3]);
|
|
}
|
|
|
|
/*!
|
|
* @brief smooth Hermite interpolation between two vectors
|
|
*
|
|
* formula: t^2 * (3 - 2*t)
|
|
*
|
|
* @param[in] from from value
|
|
* @param[in] to to value
|
|
* @param[in] t interpolant (amount)
|
|
* @param[out] dest destination
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_vec4_smoothinterp(vec4 from, vec4 to, float t, vec4 dest) {
|
|
vec4 s, v;
|
|
|
|
/* from + smoothstep * (to - from) */
|
|
glm_vec4_broadcast(glm_smooth(t), s);
|
|
glm_vec4_sub(to, from, v);
|
|
glm_vec4_mul(s, v, v);
|
|
glm_vec4_add(from, v, dest);
|
|
}
|
|
|
|
/*!
|
|
* @brief smooth Hermite interpolation between two vectors (clamped)
|
|
*
|
|
* formula: t^2 * (3 - 2*t)
|
|
*
|
|
* @param[in] from from value
|
|
* @param[in] to to value
|
|
* @param[in] t interpolant (amount) clamped between 0 and 1
|
|
* @param[out] dest destination
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_vec4_smoothinterpc(vec4 from, vec4 to, float t, vec4 dest) {
|
|
glm_vec4_smoothinterp(from, to, glm_clamp_zo(t), dest);
|
|
}
|
|
|
|
/*!
|
|
* @brief helper to fill vec4 as [S^3, S^2, S, 1]
|
|
*
|
|
* @param[in] s parameter
|
|
* @param[out] dest destination
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_vec4_cubic(float s, vec4 dest) {
|
|
float ss;
|
|
|
|
ss = s * s;
|
|
|
|
dest[0] = ss * s;
|
|
dest[1] = ss;
|
|
dest[2] = s;
|
|
dest[3] = 1.0f;
|
|
}
|
|
|
|
/*!
|
|
* @brief swizzle vector components
|
|
*
|
|
* you can use existin masks e.g. GLM_XXXX, GLM_WZYX
|
|
*
|
|
* @param[in] v source
|
|
* @param[in] mask mask
|
|
* @param[out] dest destination
|
|
*/
|
|
CGLM_INLINE
|
|
void
|
|
glm_vec4_swizzle(vec4 v, int mask, vec4 dest) {
|
|
vec4 t;
|
|
|
|
t[0] = v[(mask & (3 << 0))];
|
|
t[1] = v[(mask & (3 << 2)) >> 2];
|
|
t[2] = v[(mask & (3 << 4)) >> 4];
|
|
t[3] = v[(mask & (3 << 6)) >> 6];
|
|
|
|
glm_vec4_copy(t, dest);
|
|
}
|
|
|
|
#endif /* cglm_vec4_h */
|