Files
cglm/include/cglm-affine.h
2016-10-03 12:57:55 +03:00

256 lines
5.3 KiB
C

/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_affine_h
#define cglm_affine_h
#include "cglm.h"
#include "cglm-vec.h"
#include <math.h>
CGLM_INLINE
void
glm_translate_to(mat4 m, vec3 v, mat4 dest) {
mat4 t = GLM_MAT4_IDENTITY_INIT;
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest[3],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(_mm_load_ps(t[0]),
_mm_set1_ps(v[0])),
_mm_mul_ps(_mm_load_ps(t[1]),
_mm_set1_ps(v[1]))),
_mm_add_ps(_mm_mul_ps(_mm_load_ps(t[2]),
_mm_set1_ps(v[2])),
_mm_load_ps(t[3]))))
;
_mm_store_ps(dest[0], _mm_load_ps(m[0]));
_mm_store_ps(dest[1], _mm_load_ps(m[1]));
_mm_store_ps(dest[2], _mm_load_ps(m[2]));
#else
vec4 v1, v2, v3;
glm_vec4_scale(t[0], v[0], v1);
glm_vec4_scale(t[1], v[1], v2);
glm_vec4_scale(t[2], v[2], v3);
glm_vec4_add(v1, t[3], t[3]);
glm_vec4_add(v2, t[3], t[3]);
glm_vec4_add(v3, t[3], t[3]);
glm__memcpy(float, dest, t, sizeof(mat4));
#endif
}
CGLM_INLINE
void
glm_translate(mat4 m, vec3 v) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(m[3],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(_mm_load_ps(m[0]),
_mm_set1_ps(v[0])),
_mm_mul_ps(_mm_load_ps(m[1]),
_mm_set1_ps(v[1]))),
_mm_add_ps(_mm_mul_ps(_mm_load_ps(m[2]),
_mm_set1_ps(v[2])),
_mm_load_ps(m[3]))))
;
#else
vec4 v1, v2, v3;
glm_vec4_scale(m[0], v[0], v1);
glm_vec4_scale(m[1], v[1], v2);
glm_vec4_scale(m[2], v[2], v3);
glm_vec4_add(v1, m[3], m[3]);
glm_vec4_add(v2, m[3], m[3]);
glm_vec4_add(v3, m[3], m[3]);
#endif
}
CGLM_INLINE
void
glm_translate_x(mat4 m, float to) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(m[3],
_mm_add_ps(_mm_mul_ps(_mm_load_ps(m[0]),
_mm_set1_ps(to)),
_mm_load_ps(m[3])))
;
#else
vec4 v1;
glm_vec4_scale(m[0], to, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
CGLM_INLINE
void
glm_translate_y(mat4 m, float to) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(m[3],
_mm_add_ps(_mm_mul_ps(_mm_load_ps(m[1]),
_mm_set1_ps(to)),
_mm_load_ps(m[3])))
;
#else
vec4 v1;
glm_vec4_scale(m[1], to, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
CGLM_INLINE
void
glm_translate_z(mat4 m, float to) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(m[3],
_mm_add_ps(_mm_mul_ps(_mm_load_ps(m[2]),
_mm_set1_ps(to)),
_mm_load_ps(m[3])))
;
#else
vec4 v1;
glm_vec4_scale(m[2], to, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
/* scale */
CGLM_INLINE
void
glm_scale_to(mat4 m, vec3 v, mat4 dest) {
glm_vec4_scale(m[0], v[0], dest[0]);
glm_vec4_scale(m[1], v[1], dest[1]);
glm_vec4_scale(m[2], v[2], dest[2]);
glm_vec4_dup(m[3], dest[3]);
}
CGLM_INLINE
void
glm_scale(mat4 m, vec3 v) {
glm_scale_to(m, v, m);
}
CGLM_INLINE
void
glm_scale1(mat4 m, float s) {
vec3 v = { s, s, s };
glm_scale_to(m, v, m);
}
CGLM_INLINE
void
glm_rotate_x(mat4 m, float rad, mat4 dest) {
float cosVal;
float sinVal;
mat4 t = GLM_MAT4_IDENTITY_INIT;
cosVal = cosf(rad);
sinVal = sinf(rad);
t[1][1] = cosVal;
t[1][2] = sinVal;
t[2][1] = -sinVal;
t[2][2] = cosVal;
glm_mat4_mul(t, m, dest);
}
CGLM_INLINE
void
glm_rotate_y(mat4 m, float rad, mat4 dest) {
float cosVal;
float sinVal;
mat4 t = GLM_MAT4_IDENTITY_INIT;
cosVal = cosf(rad);
sinVal = sinf(rad);
t[0][0] = cosVal;
t[0][2] = -sinVal;
t[2][0] = sinVal;
t[2][2] = cosVal;
glm_mat4_mul(t, m, dest);
}
CGLM_INLINE
void
glm_rotate_z(mat4 m, float rad, mat4 dest) {
float cosVal;
float sinVal;
mat4 t = GLM_MAT4_IDENTITY_INIT;
cosVal = cosf(rad);
sinVal = sinf(rad);
t[0][0] = cosVal;
t[0][1] = sinVal;
t[1][0] = -sinVal;
t[1][1] = cosVal;
glm_mat4_mul(t, m, dest);
}
CGLM_INLINE
void
glm_rotate_ndc_make(mat4 m, float angle, vec3 axis_ndc) {
/* https://www.opengl.org/sdk/docs/man2/xhtml/glRotate.xml */
float c, s, x1c, y1c, z1c;
#define x axis_ndc[0]
#define y axis_ndc[1]
#define z axis_ndc[2]
y1c = 1 - c;
x1c = y1c * x;
z1c = y1c * y;
y1c = y1c * z;
c = cosf(angle);
s = sinf(angle);
m[0][0] = x1c * x + c;
m[0][1] = x1c * y + z * s;
m[0][2] = x1c * z - y * s;
m[0][3] = 0.0f;
m[1][0] = x1c * y - z * s;
m[1][1] = y1c * y + c;
m[1][2] = z1c * y + x * s;
m[1][3] = 0.0f;
m[2][0] = z1c * x + y * s;
m[2][1] = z1c * y - x * s;
m[2][2] = z1c * z + c;
m[2][3] = 0.0f;
m[3][0] = 0.0f;
m[3][1] = 0.0f;
m[3][2] = 0.0f;
m[3][3] = 1.0f;
#undef x
#undef y
#undef z
}
CGLM_INLINE
void
glm_rotate_make(mat4 m, float angle, vec3 axis) {
vec3 axis_ndc;
glm_vec_normalize_to(axis, axis_ndc);
glm_rotate_ndc_make(m, angle, axis_ndc);
}
#endif /* cglm_affine_h */