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- /*
- * Copyright (c), Recep Aslantas.
- *
- * MIT License (MIT), http://opensource.org/licenses/MIT
- * Full license can be found in the LICENSE file
- */
- /*
- Macros:
- 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 void glm_vec4_ucopy(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 v);
- CGLM_INLINE float glm_vec4_norm_one(vec4 v);
- CGLM_INLINE float glm_vec4_norm_inf(vec4 v);
- 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_muladds(vec4 a, float s, vec4 dest);
- CGLM_INLINE void glm_vec4_maxadd(vec4 a, vec4 b, vec4 dest);
- CGLM_INLINE void glm_vec4_minadd(vec4 a, vec4 b, vec4 dest);
- CGLM_INLINE void glm_vec4_negate(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 a, vec4 b);
- CGLM_INLINE float glm_vec4_distance2(vec4 a, vec4 b);
- CGLM_INLINE void glm_vec4_maxv(vec4 a, vec4 b, vec4 dest);
- CGLM_INLINE void glm_vec4_minv(vec4 a, vec4 b, 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);
- CGLM_INLINE void glm_vec4_lerpc(vec4 from, vec4 to, float t, vec4 dest);
- CGLM_INLINE void glm_vec4_step_uni(float edge, vec4 x, vec4 dest);
- CGLM_INLINE void glm_vec4_step(vec4 edge, vec4 x, vec4 dest);
- CGLM_INLINE void glm_vec4_smoothstep_uni(float edge0, float edge1, vec4 x, vec4 dest);
- CGLM_INLINE void glm_vec4_smoothstep(vec4 edge0, vec4 edge1, vec4 x, vec4 dest);
- CGLM_INLINE void glm_vec4_smoothinterp(vec4 from, vec4 to, float t, vec4 dest);
- CGLM_INLINE void glm_vec4_smoothinterpc(vec4 from, vec4 to, float t, vec4 dest);
- CGLM_INLINE void glm_vec4_swizzle(vec4 v, int mask, vec4 dest);
- DEPRECATED:
- glm_vec4_dup
- glm_vec4_flipsign
- glm_vec4_flipsign_to
- glm_vec4_inv
- glm_vec4_inv_to
- glm_vec4_mulv
- */
- #ifndef cglm_vec4_h
- #define cglm_vec4_h
- #include "common.h"
- #include "vec4-ext.h"
- #include "util.h"
- /* DEPRECATED! functions */
- #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_flipsign(v) glm_vec4_negate(v)
- #define glm_vec4_flipsign_to(v, dest) glm_vec4_negate_to(v, dest)
- #define glm_vec4_inv(v) glm_vec4_negate(v)
- #define glm_vec4_inv_to(v, dest) glm_vec4_negate_to(v, dest)
- #define glm_vec4_mulv(a, b, d) glm_vec4_mul(a, b, d)
- #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)
- #define GLM_XXXX GLM_SHUFFLE4(0, 0, 0, 0)
- #define GLM_YYYY GLM_SHUFFLE4(1, 1, 1, 1)
- #define GLM_ZZZZ GLM_SHUFFLE4(2, 2, 2, 2)
- #define GLM_WWWW GLM_SHUFFLE4(3, 3, 3, 3)
- #define GLM_WZYX GLM_SHUFFLE4(0, 1, 2, 3)
- /*!
- * @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__ )
- glmm_store(dest, glmm_load(v));
- #elif defined(CGLM_NEON_FP)
- vst1q_f32(dest, vld1q_f32(v));
- #else
- dest[0] = v[0];
- dest[1] = v[1];
- dest[2] = v[2];
- dest[3] = v[3];
- #endif
- }
- /*!
- * @brief copy all members of [a] to [dest]
- *
- * alignment is not required
- *
- * @param[in] v source
- * @param[out] dest destination
- */
- CGLM_INLINE
- void
- glm_vec4_ucopy(vec4 v, vec4 dest) {
- dest[0] = v[0];
- dest[1] = v[1];
- dest[2] = v[2];
- dest[3] = v[3];
- }
- /*!
- * @brief make vector zero
- *
- * @param[in, out] v vector
- */
- CGLM_INLINE
- void
- glm_vec4_zero(vec4 v) {
- #if defined( __SSE__ ) || defined( __SSE2__ )
- glmm_store(v, _mm_setzero_ps());
- #elif defined(CGLM_NEON_FP)
- vst1q_f32(v, vdupq_n_f32(0.0f));
- #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__ )
- glmm_store(v, _mm_set1_ps(1.0f));
- #elif defined(CGLM_NEON_FP)
- vst1q_f32(v, vdupq_n_f32(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(CGLM_SIMD)
- return glmm_dot(glmm_load(a), glmm_load(b));
- #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) {
- return glm_vec4_dot(v, v);
- }
- /*!
- * @brief euclidean norm (magnitude), also called L2 norm
- * this will give magnitude of vector in euclidean space
- *
- * @param[in] v vector
- *
- * @return norm
- */
- CGLM_INLINE
- float
- glm_vec4_norm(vec4 v) {
- #if defined(CGLM_SIMD)
- return glmm_norm(glmm_load(v));
- #else
- return sqrtf(glm_vec4_dot(v, v));
- #endif
- }
- /*!
- * @brief L1 norm of vec4
- * Also known as Manhattan Distance or Taxicab norm.
- * L1 Norm is the sum of the magnitudes of the vectors in a space.
- * It is calculated as the sum of the absolute values of the vector components.
- * In this norm, all the components of the vector are weighted equally.
- *
- * This computes:
- * L1 norm = |v[0]| + |v[1]| + |v[2]| + |v[3]|
- *
- * @param[in] v vector
- *
- * @return L1 norm
- */
- CGLM_INLINE
- float
- glm_vec4_norm_one(vec4 v) {
- #if defined(CGLM_SIMD)
- return glmm_norm_one(glmm_load(v));
- #else
- vec4 t;
- glm_vec4_abs(v, t);
- return glm_vec4_hadd(t);
- #endif
- }
- /*!
- * @brief infinity norm of vec4
- * Also known as Maximum norm.
- * Infinity Norm is the largest magnitude among each element of a vector.
- * It is calculated as the maximum of the absolute values of the vector components.
- *
- * This computes:
- * inf norm = max(|v[0]|, |v[1]|, |v[2]|, |v[3]|)
- *
- * @param[in] v vector
- *
- * @return infinity norm
- */
- CGLM_INLINE
- float
- glm_vec4_norm_inf(vec4 v) {
- #if defined(CGLM_SIMD)
- return glmm_norm_inf(glmm_load(v));
- #else
- vec4 t;
- glm_vec4_abs(v, t);
- return glm_vec4_max(t);
- #endif
- }
- /*!
- * @brief add b vector to a 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__ )
- glmm_store(dest, _mm_add_ps(glmm_load(a), glmm_load(b)));
- #elif defined(CGLM_NEON_FP)
- vst1q_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 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__ )
- glmm_store(dest, _mm_add_ps(glmm_load(v), _mm_set1_ps(s)));
- #elif defined(CGLM_NEON_FP)
- vst1q_f32(dest, vaddq_f32(vld1q_f32(v), vdupq_n_f32(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 = a - b)
- *
- * @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__ )
- glmm_store(dest, _mm_sub_ps(glmm_load(a), glmm_load(b)));
- #elif defined(CGLM_NEON_FP)
- vst1q_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 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__ )
- glmm_store(dest, _mm_sub_ps(glmm_load(v), _mm_set1_ps(s)));
- #elif defined(CGLM_NEON_FP)
- vst1q_f32(dest, vsubq_f32(vld1q_f32(v), vdupq_n_f32(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 vector1
- * @param b vector2
- * @param dest dest = (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 dest) {
- #if defined( __SSE__ ) || defined( __SSE2__ )
- glmm_store(dest, _mm_mul_ps(glmm_load(a), glmm_load(b)));
- #elif defined(CGLM_NEON_FP)
- vst1q_f32(dest, vmulq_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 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__ )
- glmm_store(dest, _mm_mul_ps(glmm_load(v), _mm_set1_ps(s)));
- #elif defined(CGLM_NEON_FP)
- vst1q_f32(dest, vmulq_f32(vld1q_f32(v), vdupq_n_f32(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 = 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( __SSE__ ) || defined( __SSE2__ )
- glmm_store(dest, _mm_div_ps(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( __SSE__ ) || defined( __SSE2__ )
- glmm_store(dest, _mm_add_ps(glmm_load(dest),
- _mm_mul_ps(glmm_load(a),
- glmm_load(b))));
- #elif defined(CGLM_NEON_FP)
- vst1q_f32(dest, vaddq_f32(vld1q_f32(dest),
- vmulq_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 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__ )
- glmm_store(dest, _mm_add_ps(glmm_load(dest),
- _mm_mul_ps(glmm_load(a),
- _mm_set1_ps(s))));
- #elif defined(CGLM_NEON_FP)
- vst1q_f32(dest, vaddq_f32(vld1q_f32(dest),
- vmulq_f32(vld1q_f32(a),
- vdupq_n_f32(s))));
- #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) {
- dest[0] = glm_step(edge, x[0]);
- dest[1] = glm_step(edge, x[1]);
- dest[2] = glm_step(edge, x[2]);
- dest[3] = glm_step(edge, x[3]);
- }
- /*!
- * @brief threshold function
- *
- * @param[in] edge threshold
- * @param[in] x value to test against threshold
- * @param[out] dest destination
- */
- CGLM_INLINE
- void
- glm_vec4_step(vec4 edge, vec4 x, vec4 dest) {
- dest[0] = glm_step(edge[0], x[0]);
- dest[1] = glm_step(edge[1], x[1]);
- dest[2] = glm_step(edge[2], x[2]);
- dest[3] = glm_step(edge[3], x[3]);
- }
- /*!
- * @brief threshold function with a smooth transition (unidimensional)
- *
- * @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_uni(float edge0, float edge1, vec4 x, vec4 dest) {
- dest[0] = glm_smoothstep(edge0, edge1, x[0]);
- dest[1] = glm_smoothstep(edge0, edge1, x[1]);
- 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 */
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