add _mul for non-square matrices

This commit is contained in:
Recep Aslantas
2023-07-22 12:00:23 +03:00
parent 1e077fd125
commit 6e9e91be05
18 changed files with 286 additions and 0 deletions

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@@ -25,6 +25,10 @@ CGLM_EXPORT
void
glmc_mat2x3_make(float * __restrict src, mat2x3 dest);
CGLM_EXPORT
void
glmc_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat2 dest);
#ifdef __cplusplus
}
#endif

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@@ -25,6 +25,10 @@ CGLM_EXPORT
void
glmc_mat2x4_make(float * __restrict src, mat2x4 dest);
CGLM_EXPORT
void
glmc_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat2 dest);
#ifdef __cplusplus
}
#endif

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@@ -25,6 +25,10 @@ CGLM_EXPORT
void
glmc_mat3x2_make(float * __restrict src, mat3x2 dest);
CGLM_EXPORT
void
glmc_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat3 dest);
#ifdef __cplusplus
}
#endif

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@@ -25,6 +25,10 @@ CGLM_EXPORT
void
glmc_mat3x4_make(float * __restrict src, mat3x4 dest);
CGLM_EXPORT
void
glmc_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest);
#ifdef __cplusplus
}
#endif

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@@ -25,6 +25,10 @@ CGLM_EXPORT
void
glmc_mat4x2_make(float * __restrict src, mat4x2 dest);
CGLM_EXPORT
void
glmc_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat4 dest);
#ifdef __cplusplus
}
#endif

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@@ -25,6 +25,10 @@ CGLM_EXPORT
void
glmc_mat4x3_make(float * __restrict src, mat4x3 dest);
CGLM_EXPORT
void
glmc_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat4 dest);
#ifdef __cplusplus
}
#endif

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@@ -72,4 +72,34 @@ glm_mat2x3_make(float * __restrict src, mat2x3 dest) {
dest[1][2] = src[5];
}
/*!
* @brief multiply m1 and m2 to dest
*
* m1, m2 and dest matrices can be same matrix, it is possible to write this:
*
* @code
* glm_mat2x3_mul(m, m, m);
* @endcode
*
* @param[in] m1 left matrix
* @param[in] m2 right matrix
* @param[out] dest destination matrix
*/
CGLM_INLINE
void
glm_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat2 dest) {
float a00 = m1[0][0], a01 = m1[0][1],
a10 = m1[1][0], a11 = m1[1][1],
a20 = m1[2][0], a21 = m1[2][1],
b00 = m2[0][0], b01 = m2[0][1],
b10 = m2[1][0], b11 = m2[1][1],
b20 = m2[2][0], b21 = m2[2][1];
dest[0][0] = a00 * b00 + a10 * b01 + a20 * b20;
dest[0][1] = a00 * b10 + a10 * b11 + a20 * b21;
dest[1][0] = a01 * b00 + a11 * b01 + a21 * b20;
dest[1][1] = a01 * b10 + a11 * b11 + a21 * b21;
}
#endif

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@@ -70,4 +70,36 @@ glm_mat2x4_make(float * __restrict src, mat2x4 dest) {
dest[1][3] = src[7];
}
/*!
* @brief multiply m1 and m2 to dest
*
* m1, m2 and dest matrices can be same matrix, it is possible to write this:
*
* @code
* glm_mat2x4_mul(m, m, m);
* @endcode
*
* @param[in] m1 left matrix
* @param[in] m2 right matrix
* @param[out] dest destination matrix
*/
CGLM_INLINE
void
glm_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat2 dest) {
float a00 = m1[0][0], a01 = m1[0][1],
a10 = m1[1][0], a11 = m1[1][1],
a20 = m1[2][0], a21 = m1[2][1],
a30 = m1[3][0], a31 = m1[3][1],
b00 = m2[0][0], b01 = m2[0][1],
b10 = m2[1][0], b11 = m2[1][1],
b20 = m2[2][0], b21 = m2[2][1],
b30 = m2[3][0], b31 = m2[3][1];
dest[0][0] = a00 * b00 + a10 * b01 + a20 * b20 + a30 * b30;
dest[0][1] = a00 * b10 + a10 * b11 + a20 * b21 + a30 * b31;
dest[1][0] = a01 * b00 + a11 * b01 + a21 * b20 + a31 * b30;
dest[1][1] = a01 * b10 + a11 * b11 + a21 * b21 + a31 * b31;
}
#endif

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@@ -74,4 +74,40 @@ glm_mat3x2_make(float * __restrict src, mat3x2 dest) {
dest[2][1] = src[5];
}
/*!
* @brief multiply m1 and m2 to dest
*
* m1, m2 and dest matrices can be same matrix, it is possible to write this:
*
* @code
* glm_mat3x2_mul(m, m, m);
* @endcode
*
* @param[in] m1 left matrix
* @param[in] m2 right matrix
* @param[out] dest destination matrix
*/
CGLM_INLINE
void
glm_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat3 dest) {
float a00 = m1[0][0], a01 = m1[0][1],
a10 = m1[1][0], a11 = m1[1][1],
a20 = m1[2][0], a21 = m1[2][1],
b00 = m2[0][0], b01 = m2[0][1], b02 = m2[0][2],
b10 = m2[1][0], b11 = m2[1][1], b12 = m2[1][2];
dest[0][0] = a00 * b00 + a10 * b10;
dest[0][1] = a00 * b01 + a10 * b11;
dest[0][2] = a00 * b02 + a10 * b12;
dest[1][0] = a01 * b00 + a11 * b10;
dest[1][1] = a01 * b01 + a11 * b11;
dest[1][2] = a01 * b02 + a11 * b12;
dest[2][0] = a20 * b00 + a21 * b10;
dest[2][1] = a20 * b01 + a21 * b11;
dest[2][2] = a20 * b02 + a21 * b12;
}
#endif

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@@ -77,4 +77,42 @@ glm_mat3x4_make(float * __restrict src, mat3x4 dest) {
dest[2][3] = src[11];
}
/*!
* @brief multiply m1 and m2 to dest
*
* m1, m2 and dest matrices can be same matrix, it is possible to write this:
*
* @code
* glm_mat3x4_mul(m, m, m);
* @endcode
*
* @param[in] m1 left matrix
* @param[in] m2 right matrix
* @param[out] dest destination matrix
*/
CGLM_INLINE
void
glm_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest) {
float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2], a03 = m1[0][3],
a10 = m1[1][0], a11 = m1[1][1], a12 = m1[1][2], a13 = m1[1][3],
a20 = m1[2][0], a21 = m1[2][1], a22 = m1[2][2], a23 = m1[2][3],
b00 = m2[0][0], b01 = m2[0][1], b02 = m2[0][2],
b10 = m2[1][0], b11 = m2[1][1], b12 = m2[1][2],
b20 = m2[2][0], b21 = m2[2][1], b22 = m2[2][2],
b30 = m2[3][0], b31 = m2[3][1], b32 = m2[3][2];
dest[0][0] = a00 * b00 + a01 * b10 + a02 * b20 + a03 * b30;
dest[0][1] = a00 * b01 + a01 * b11 + a02 * b21 + a03 * b31;
dest[0][2] = a00 * b02 + a01 * b12 + a02 * b22 + a03 * b32;
dest[1][0] = a10 * b00 + a11 * b10 + a12 * b20 + a13 * b30;
dest[1][1] = a10 * b01 + a11 * b11 + a12 * b21 + a13 * b31;
dest[1][2] = a10 * b02 + a11 * b12 + a12 * b22 + a13 * b32;
dest[2][0] = a20 * b00 + a21 * b10 + a22 * b20 + a23 * b30;
dest[2][1] = a20 * b01 + a21 * b11 + a22 * b21 + a23 * b31;
dest[2][2] = a20 * b02 + a21 * b12 + a22 * b22 + a23 * b32;
}
#endif

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@@ -80,4 +80,49 @@ glm_mat4x2_make(float * __restrict src, mat4x2 dest) {
dest[3][1] = src[7];
}
/*!
* @brief multiply m1 and m2 to dest
*
* m1, m2 and dest matrices can be same matrix, it is possible to write this:
*
* @code
* glm_mat4x2_mul(m, m, m);
* @endcode
*
* @param[in] m1 left matrix
* @param[in] m2 right matrix
* @param[out] dest destination matrix
*/
CGLM_INLINE
void
glm_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat4 dest) {
float a00 = m1[0][0], a01 = m1[0][1],
a10 = m1[1][0], a11 = m1[1][1],
a20 = m1[2][0], a21 = m1[2][1],
a30 = m1[3][0], a31 = m1[3][1],
b00 = m2[0][0], b01 = m2[0][1], b02 = m2[0][2], b03 = m2[0][3],
b10 = m2[1][0], b11 = m2[1][1], b12 = m2[1][2], b13 = m2[1][3];
dest[0][0] = a00 * b00 + a10 * b10;
dest[0][1] = a00 * b01 + a10 * b11;
dest[0][2] = a00 * b02 + a10 * b12;
dest[0][3] = a00 * b03 + a10 * b13;
dest[1][0] = a01 * b00 + a11 * b10;
dest[1][1] = a01 * b01 + a11 * b11;
dest[1][2] = a01 * b02 + a11 * b12;
dest[1][3] = a01 * b03 + a11 * b13;
dest[2][0] = a20 * b00 + a21 * b10;
dest[2][1] = a20 * b01 + a21 * b11;
dest[2][2] = a20 * b02 + a21 * b12;
dest[2][3] = a20 * b03 + a21 * b13;
dest[3][0] = a30 * b00 + a31 * b10;
dest[3][1] = a30 * b01 + a31 * b11;
dest[3][2] = a30 * b02 + a31 * b12;
dest[3][3] = a30 * b03 + a31 * b13;
}
#endif

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@@ -85,4 +85,49 @@ glm_mat4x3_make(float * __restrict src, mat4x3 dest) {
dest[3][2] = src[11];
}
/*!
* @brief multiply m1 and m2 to dest
*
* m1, m2 and dest matrices can be same matrix, it is possible to write this:
*
* @code
* glm_mat4x3_mul(m, m, m);
* @endcode
*
* @param[in] m1 left matrix
* @param[in] m2 right matrix
* @param[out] dest destination matrix
*/
CGLM_INLINE
void
glm_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat4 dest) {
float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2],
a10 = m1[1][0], a11 = m1[1][1], a12 = m1[1][2],
a20 = m1[2][0], a21 = m1[2][1], a22 = m1[2][2],
a30 = m1[3][0], a31 = m1[3][1], a32 = m1[3][2],
b00 = m2[0][0], b01 = m2[0][1], b02 = m2[0][2], b03 = m2[0][3],
b10 = m2[1][0], b11 = m2[1][1], b12 = m2[1][2], b13 = m2[1][3],
b20 = m2[2][0], b21 = m2[2][1], b22 = m2[2][2], b23 = m2[2][3];
dest[0][0] = a00 * b00 + a01 * b10 + a02 * b20;
dest[0][1] = a00 * b01 + a01 * b11 + a02 * b21;
dest[0][2] = a00 * b02 + a01 * b12 + a02 * b22;
dest[0][3] = a00 * b03 + a01 * b13 + a02 * b23;
dest[1][0] = a10 * b00 + a11 * b10 + a12 * b20;
dest[1][1] = a10 * b01 + a11 * b11 + a12 * b21;
dest[1][2] = a10 * b02 + a11 * b12 + a12 * b22;
dest[1][3] = a10 * b03 + a11 * b13 + a12 * b23;
dest[2][0] = a20 * b00 + a21 * b10 + a22 * b20;
dest[2][1] = a20 * b01 + a21 * b11 + a22 * b21;
dest[2][2] = a20 * b02 + a21 * b12 + a22 * b22;
dest[2][3] = a20 * b03 + a21 * b13 + a22 * b23;
dest[3][0] = a30 * b00 + a31 * b10 + a32 * b20;
dest[3][1] = a30 * b01 + a31 * b11 + a32 * b21;
dest[3][2] = a30 * b02 + a31 * b12 + a32 * b22;
dest[3][3] = a30 * b03 + a31 * b13 + a32 * b23;
}
#endif

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@@ -25,3 +25,9 @@ void
glmc_mat2x3_make(float * __restrict src, mat2x3 dest) {
glm_mat2x3_make(src, dest);
}
CGLM_EXPORT
void
glmc_mat2x3_mul(mat2x3 m1, mat3x2 m2, mat2 dest) {
glm_mat2x3_mul(m1, m2, dest);
}

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@@ -25,3 +25,9 @@ void
glmc_mat2x4_make(float * __restrict src, mat2x4 dest) {
glm_mat2x4_make(src, dest);
}
CGLM_EXPORT
void
glmc_mat2x4_mul(mat2x4 m1, mat4x2 m2, mat2 dest) {
glm_mat2x4_mul(m1, m2, dest);
}

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@@ -25,3 +25,9 @@ void
glmc_mat3x2_make(float * __restrict src, mat3x2 dest) {
glm_mat3x2_make(src, dest);
}
CGLM_EXPORT
void
glmc_mat3x2_mul(mat3x2 m1, mat2x3 m2, mat3 dest) {
glm_mat3x2_mul(m1, m2, dest);
}

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@@ -25,3 +25,9 @@ void
glmc_mat3x4_make(float * __restrict src, mat3x4 dest) {
glm_mat3x4_make(src, dest);
}
CGLM_EXPORT
void
glmc_mat3x4_mul(mat3x4 m1, mat4x3 m2, mat3 dest) {
glm_mat3x4_mul(m1, m2, dest);
}

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@@ -25,3 +25,9 @@ void
glmc_mat4x2_make(float * __restrict src, mat4x2 dest) {
glm_mat4x2_make(src, dest);
}
CGLM_EXPORT
void
glmc_mat4x2_mul(mat4x2 m1, mat2x4 m2, mat4 dest) {
glm_mat4x2_mul(m1, m2, dest);
}

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@@ -25,3 +25,9 @@ void
glmc_mat4x3_make(float * __restrict src, mat4x3 dest) {
glm_mat4x3_make(src, dest);
}
CGLM_EXPORT
void
glmc_mat4x3_mul(mat4x3 m1, mat3x4 m2, mat4 dest) {
glm_mat4x3_mul(m1, m2, dest);
}