Files
cglm/include/cglm/vec4.h
2018-04-15 12:46:29 +03:00

709 lines
16 KiB
C

/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
/*!
* vec3 functions dont have suffix e.g glm_vec_dot (not glm_vec3_dot)
* all functions without suffix are vec3 functions
*/
/*
Macros:
glm_vec4_dup3(v, dest)
glm_vec4_dup(v, dest)
GLM_VEC4_ONE_INIT
GLM_VEC4_BLACK_INIT
GLM_VEC4_ZERO_INIT
GLM_VEC4_ONE
GLM_VEC4_BLACK
GLM_VEC4_ZERO
Functions:
CGLM_INLINE void glm_vec4(vec3 v3, float last, vec4 dest);
CGLM_INLINE void glm_vec4_copy3(vec4 a, vec3 dest);
CGLM_INLINE void glm_vec4_copy(vec4 v, vec4 dest);
CGLM_INLINE float glm_vec4_dot(vec4 a, vec4 b);
CGLM_INLINE float glm_vec4_norm2(vec4 v);
CGLM_INLINE float glm_vec4_norm(vec4 vec);
CGLM_INLINE void glm_vec4_add(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_adds(vec4 v, float s, vec4 dest);
CGLM_INLINE void glm_vec4_sub(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_subs(vec4 v, float s, vec4 dest);
CGLM_INLINE void glm_vec4_mul(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_scale(vec4 v, float s, vec4 dest);
CGLM_INLINE void glm_vec4_scale_as(vec4 v, float s, vec4 dest);
CGLM_INLINE void glm_vec4_div(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_divs(vec4 v, float s, vec4 dest);
CGLM_INLINE void glm_vec4_addadd(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_subadd(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_muladd(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_flipsign(vec4 v);
CGLM_INLINE void glm_vec4_inv(vec4 v);
CGLM_INLINE void glm_vec4_inv_to(vec4 v, vec4 dest);
CGLM_INLINE void glm_vec4_normalize(vec4 v);
CGLM_INLINE void glm_vec4_normalize_to(vec4 vec, vec4 dest);
CGLM_INLINE float glm_vec4_distance(vec4 v1, vec4 v2);
CGLM_INLINE void glm_vec4_maxv(vec4 v1, vec4 v2, vec4 dest);
CGLM_INLINE void glm_vec4_minv(vec4 v1, vec4 v2, vec4 dest);
CGLM_INLINE void glm_vec4_clamp(vec4 v, float minVal, float maxVal);
CGLM_INLINE void glm_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest)
*/
#ifndef cglm_vec4_h
#define cglm_vec4_h
#include "common.h"
#include "vec4-ext.h"
#include "util.h"
/* DEPRECATED! use _copy, _ucopy versions */
#define glm_vec4_dup3(v, dest) glm_vec4_copy3(v, dest)
#define glm_vec4_dup(v, dest) glm_vec4_copy(v, dest)
#define GLM_VEC4_ONE_INIT {1.0f, 1.0f, 1.0f, 1.0f}
#define GLM_VEC4_BLACK_INIT {0.0f, 0.0f, 0.0f, 1.0f}
#define GLM_VEC4_ZERO_INIT {0.0f, 0.0f, 0.0f, 0.0f}
#define GLM_VEC4_ONE ((vec4)GLM_VEC4_ONE_INIT)
#define GLM_VEC4_BLACK ((vec4)GLM_VEC4_BLACK_INIT)
#define GLM_VEC4_ZERO ((vec4)GLM_VEC4_ZERO_INIT)
/*!
* @brief init vec4 using vec3
*
* @param[in] v3 vector3
* @param[in] last last item
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4(vec3 v3, float last, vec4 dest) {
dest[0] = v3[0];
dest[1] = v3[1];
dest[2] = v3[2];
dest[3] = last;
}
/*!
* @brief copy first 3 members of [a] to [dest]
*
* @param[in] a source
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_copy3(vec4 a, vec3 dest) {
dest[0] = a[0];
dest[1] = a[1];
dest[2] = a[2];
}
/*!
* @brief copy all members of [a] to [dest]
*
* @param[in] v source
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_copy(vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_load_ps(v));
#else
dest[0] = v[0];
dest[1] = v[1];
dest[2] = v[2];
dest[3] = v[3];
#endif
}
/*!
* @brief make vector zero
*
* @param[in, out] v vector
*/
CGLM_INLINE
void
glm_vec4_zero(vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(v, _mm_setzero_ps());
#else
v[0] = 0.0f;
v[1] = 0.0f;
v[2] = 0.0f;
v[3] = 0.0f;
#endif
}
/*!
* @brief make vector one
*
* @param[in, out] v vector
*/
CGLM_INLINE
void
glm_vec4_one(vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(v, _mm_set1_ps(1.0f));
#else
v[0] = 1.0f;
v[1] = 1.0f;
v[2] = 1.0f;
v[3] = 1.0f;
#endif
}
/*!
* @brief vec4 dot product
*
* @param[in] a vector1
* @param[in] b vector2
*
* @return dot product
*/
CGLM_INLINE
float
glm_vec4_dot(vec4 a, vec4 b) {
#if defined( __SSE__ ) || defined( __SSE2__ )
__m128 x0;
x0 = _mm_mul_ps(_mm_load_ps(a), _mm_load_ps(b));
x0 = _mm_add_ps(x0, _mm_shuffle1_ps(x0, 1, 0, 3, 2));
return _mm_cvtss_f32(_mm_add_ss(x0, _mm_shuffle1_ps(x0, 0, 1, 0, 1)));
#else
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
#endif
}
/*!
* @brief norm * norm (magnitude) of vec
*
* we can use this func instead of calling norm * norm, because it would call
* sqrtf fuction twice but with this func we can avoid func call, maybe this is
* not good name for this func
*
* @param[in] v vec4
*
* @return norm * norm
*/
CGLM_INLINE
float
glm_vec4_norm2(vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ )
__m128 x0;
x0 = _mm_load_ps(v);
x0 = _mm_mul_ps(x0, x0);
x0 = _mm_add_ps(x0, _mm_shuffle1_ps(x0, 1, 0, 3, 2));
return _mm_cvtss_f32(_mm_add_ss(x0, _mm_shuffle1_ps(x0, 0, 1, 0, 1)));
#else
return v[0] * v[0] + v[1] * v[1] + v[2] * v[2] + v[3] * v[3];
#endif
}
/*!
* @brief norm (magnitude) of vec4
*
* @param[in] vec vector
*
* @return norm
*/
CGLM_INLINE
float
glm_vec4_norm(vec4 vec) {
#if defined( __SSE__ ) || defined( __SSE2__ )
__m128 x0;
x0 = _mm_load_ps(vec);
return _mm_cvtss_f32(_mm_sqrt_ss(glm_simd_dot(x0, x0)));
#else
return sqrtf(glm_vec4_norm2(vec));
#endif
}
/*!
* @brief add v2 vector to v1 vector store result in dest
*
* @param[in] a vector1
* @param[in] b vector2
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec4_add(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_add_ps(_mm_load_ps(a), _mm_load_ps(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 add scalar to v vector store result in dest (d = v + vec(s))
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec4_adds(vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_add_ps(_mm_load_ps(v), _mm_set1_ps(s)));
#else
dest[0] = v[0] + s;
dest[1] = v[1] + s;
dest[2] = v[2] + s;
dest[3] = v[3] + s;
#endif
}
/*!
* @brief subtract b vector from a vector store result in dest (d = v1 - v2)
*
* @param[in] a vector1
* @param[in] b vector2
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec4_sub(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_sub_ps(_mm_load_ps(a), _mm_load_ps(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 subtract scalar from v vector store result in dest (d = v - vec(s))
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec4_subs(vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_sub_ps(_mm_load_ps(v), _mm_set1_ps(s)));
#else
dest[0] = v[0] - s;
dest[1] = v[1] - s;
dest[2] = v[2] - s;
dest[3] = v[3] - s;
#endif
}
/*!
* @brief multiply two vector (component-wise multiplication)
*
* @param a v1
* @param b v2
* @param d v3 = (a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3])
*/
CGLM_INLINE
void
glm_vec4_mul(vec4 a, vec4 b, vec4 d) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(d, _mm_mul_ps(_mm_load_ps(a), _mm_load_ps(b)));
#else
d[0] = a[0] * b[0];
d[1] = a[1] * b[1];
d[2] = a[2] * b[2];
d[3] = a[3] * b[3];
#endif
}
/*!
* @brief multiply/scale vec4 vector with scalar: result = v * s
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec4_scale(vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_mul_ps(_mm_load_ps(v), _mm_set1_ps(s)));
#else
dest[0] = v[0] * s;
dest[1] = v[1] * s;
dest[2] = v[2] * s;
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 = v1 / v2
*
* @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( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_div_ps(_mm_load_ps(a), _mm_load_ps(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__ )
_mm_store_ps(dest, _mm_div_ps(_mm_load_ps(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__ )
_mm_store_ps(dest, _mm_add_ps(_mm_load_ps(dest),
_mm_add_ps(_mm_load_ps(a),
_mm_load_ps(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__ )
_mm_store_ps(dest, _mm_add_ps(_mm_load_ps(dest),
_mm_sub_ps(_mm_load_ps(a),
_mm_load_ps(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( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_add_ps(_mm_load_ps(dest),
_mm_mul_ps(_mm_load_ps(a),
_mm_load_ps(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 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( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_add_ps(_mm_load_ps(dest),
_mm_mul_ps(_mm_load_ps(a),
_mm_set1_ps(s))));
#else
dest[0] += a[0] * s;
dest[1] += a[1] * s;
dest[2] += a[2] * s;
dest[3] += a[3] * s;
#endif
}
/*!
* @brief flip sign of all vec4 members
*
* @param[in, out] v vector
*/
CGLM_INLINE
void
glm_vec4_flipsign(vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(v, _mm_xor_ps(_mm_load_ps(v), _mm_set1_ps(-0.0f)));
#else
v[0] = -v[0];
v[1] = -v[1];
v[2] = -v[2];
v[3] = -v[3];
#endif
}
/*!
* @brief flip sign of all vec4 members and store result in dest
*
* @param[in] v vector
* @param[out] dest vector
*/
CGLM_INLINE
void
glm_vec4_flipsign_to(vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_xor_ps(_mm_load_ps(v),
_mm_set1_ps(-0.0f)));
#else
dest[0] = -v[0];
dest[1] = -v[1];
dest[2] = -v[2];
dest[3] = -v[3];
#endif
}
/*!
* @brief make vector as inverse/opposite of itself
*
* @param[in, out] v vector
*/
CGLM_INLINE
void
glm_vec4_inv(vec4 v) {
glm_vec4_flipsign(v);
}
/*!
* @brief inverse/opposite vector
*
* @param[in] v source
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_inv_to(vec4 v, vec4 dest) {
glm_vec4_copy(v, dest);
glm_vec4_flipsign(dest);
}
/*!
* @brief normalize vec4 to dest
*
* @param[in] vec source
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_normalize_to(vec4 vec, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
__m128 xdot, x0;
float dot;
x0 = _mm_load_ps(vec);
xdot = glm_simd_dot(x0, x0);
dot = _mm_cvtss_f32(xdot);
if (dot == 0.0f) {
_mm_store_ps(dest, _mm_setzero_ps());
return;
}
_mm_store_ps(dest, _mm_div_ps(x0, _mm_sqrt_ps(xdot)));
#else
float norm;
norm = glm_vec4_norm(vec);
if (norm == 0.0f) {
glm_vec4_zero(dest);
return;
}
glm_vec4_scale(vec, 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] v1 vector1
* @param[in] v2 vector2
* @return returns distance
*/
CGLM_INLINE
float
glm_vec4_distance(vec4 v1, vec4 v2) {
return sqrtf(glm_pow2(v2[0] - v1[0])
+ glm_pow2(v2[1] - v1[1])
+ glm_pow2(v2[2] - v1[2])
+ glm_pow2(v2[3] - v1[3]));
}
/*!
* @brief max values of vectors
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_maxv(vec4 v1, vec4 v2, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_max_ps(_mm_load_ps(v1), _mm_load_ps(v2)));
#else
dest[0] = glm_max(v1[0], v2[0]);
dest[1] = glm_max(v1[1], v2[1]);
dest[2] = glm_max(v1[2], v2[2]);
dest[3] = glm_max(v1[3], v2[3]);
#endif
}
/*!
* @brief min values of vectors
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_minv(vec4 v1, vec4 v2, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_min_ps(_mm_load_ps(v1), _mm_load_ps(v2)));
#else
dest[0] = glm_min(v1[0], v2[0]);
dest[1] = glm_min(v1[1], v2[1]);
dest[2] = glm_min(v1[2], v2[2]);
dest[3] = glm_min(v1[3], v2[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__ )
_mm_store_ps(v, _mm_min_ps(_mm_max_ps(_mm_load_ps(v), _mm_set1_ps(minVal)),
_mm_set1_ps(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 vector
*
* formula: from + s * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount) clamped between 0 and 1
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest) {
vec4 s, v;
/* from + s * (to - from) */
glm_vec4_broadcast(glm_clamp(t, 0.0f, 1.0f), s);
glm_vec4_sub(to, from, v);
glm_vec4_mulv(s, v, v);
glm_vec4_add(from, v, dest);
}
#endif /* cglm_vec4_h */