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3 changed files with 65 additions and 53 deletions

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@@ -1,5 +1,5 @@
/* /*
HandmadeMath.h v1.7.1 HandmadeMath.h v1.6.0
This is a single header file with a bunch of useful functions for game and This is a single header file with a bunch of useful functions for game and
graphics math operations. graphics math operations.
@@ -172,14 +172,7 @@
(*) Added array subscript operators for vector and matrix types in (*) Added array subscript operators for vector and matrix types in
C++. This is provided as a convenience, but be aware that it may C++. This is provided as a convenience, but be aware that it may
incur an extra function call in unoptimized builds. incur an extra function call in unoptimized builds.
1.7.0
(*) Renamed the 'Rows' member of hmm_mat4 to 'Columns'. Since our
matrices are column-major, this should have been named 'Columns'
from the start. 'Rows' is still present, but has been deprecated.
1.7.1
(*) Changed operator[] to take in a const ref int instead of a int.
Simple dumb mistake. NOTE: The compiler still wont inline operator[]
for some reason
LICENSE LICENSE
@@ -327,7 +320,7 @@ typedef union hmm_vec2
float Elements[2]; float Elements[2];
#ifdef __cplusplus #ifdef __cplusplus
inline float &operator[](const int &Index) inline float &operator[](int Index)
{ {
return Elements[Index]; return Elements[Index];
} }
@@ -378,7 +371,7 @@ typedef union hmm_vec3
float Elements[3]; float Elements[3];
#ifdef __cplusplus #ifdef __cplusplus
inline float &operator[](const int &Index) inline float &operator[](int Index)
{ {
return Elements[Index]; return Elements[Index];
} }
@@ -442,7 +435,7 @@ typedef union hmm_vec4
#endif #endif
#ifdef __cplusplus #ifdef __cplusplus
inline float &operator[](const int &Index) inline float &operator[](int Index)
{ {
return Elements[Index]; return Elements[Index];
} }
@@ -454,15 +447,11 @@ typedef union hmm_mat4
float Elements[4][4]; float Elements[4][4];
#ifdef HANDMADE_MATH__USE_SSE #ifdef HANDMADE_MATH__USE_SSE
__m128 Columns[4];
// DEPRECATED. Our matrices are column-major, so this was named
// incorrectly. Use Columns instead.
__m128 Rows[4]; __m128 Rows[4];
#endif #endif
#ifdef __cplusplus #ifdef __cplusplus
inline hmm_vec4 operator[](const int &Index) inline hmm_vec4 operator[](const int Index)
{ {
float* col = Elements[Index]; float* col = Elements[Index];
@@ -493,7 +482,16 @@ typedef union hmm_quaternion
float W; float W;
}; };
struct
{
hmm_vec4 XYZW;
};
float Elements[4]; float Elements[4];
#if HANDMADE_MATH__USE_SSE
_m128 InternalElementsSSE;
#endif
} hmm_quaternion; } hmm_quaternion;
typedef int32_t hmm_bool; typedef int32_t hmm_bool;
@@ -1140,10 +1138,10 @@ HMM_INLINE hmm_vec4 HMM_NormalizeVec4(hmm_vec4 A)
HMM_INLINE __m128 HMM_LinearCombineSSE(__m128 Left, hmm_mat4 Right) HMM_INLINE __m128 HMM_LinearCombineSSE(__m128 Left, hmm_mat4 Right)
{ {
__m128 Result; __m128 Result;
Result = _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0x00), Right.Columns[0]); Result = _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0x00), Right.Rows[0]);
Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0x55), Right.Columns[1])); Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0x55), Right.Rows[1]));
Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0xaa), Right.Columns[2])); Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0xaa), Right.Rows[2]));
Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0xff), Right.Columns[3])); Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0xff), Right.Rows[3]));
return (Result); return (Result);
} }
@@ -1178,7 +1176,7 @@ HMM_INLINE hmm_mat4 HMM_Transpose(hmm_mat4 Matrix)
{ {
hmm_mat4 Result = Matrix; hmm_mat4 Result = Matrix;
_MM_TRANSPOSE4_PS(Result.Columns[0], Result.Columns[1], Result.Columns[2], Result.Columns[3]); _MM_TRANSPOSE4_PS(Result.Rows[0], Result.Rows[1], Result.Rows[2], Result.Rows[3]);
return (Result); return (Result);
} }
@@ -1191,10 +1189,10 @@ HMM_INLINE hmm_mat4 HMM_AddMat4(hmm_mat4 Left, hmm_mat4 Right)
{ {
hmm_mat4 Result; hmm_mat4 Result;
Result.Columns[0] = _mm_add_ps(Left.Columns[0], Right.Columns[0]); Result.Rows[0] = _mm_add_ps(Left.Rows[0], Right.Rows[0]);
Result.Columns[1] = _mm_add_ps(Left.Columns[1], Right.Columns[1]); Result.Rows[1] = _mm_add_ps(Left.Rows[1], Right.Rows[1]);
Result.Columns[2] = _mm_add_ps(Left.Columns[2], Right.Columns[2]); Result.Rows[2] = _mm_add_ps(Left.Rows[2], Right.Rows[2]);
Result.Columns[3] = _mm_add_ps(Left.Columns[3], Right.Columns[3]); Result.Rows[3] = _mm_add_ps(Left.Rows[3], Right.Rows[3]);
return (Result); return (Result);
} }
@@ -1207,10 +1205,10 @@ HMM_INLINE hmm_mat4 HMM_SubtractMat4(hmm_mat4 Left, hmm_mat4 Right)
{ {
hmm_mat4 Result; hmm_mat4 Result;
Result.Columns[0] = _mm_sub_ps(Left.Columns[0], Right.Columns[0]); Result.Rows[0] = _mm_sub_ps(Left.Rows[0], Right.Rows[0]);
Result.Columns[1] = _mm_sub_ps(Left.Columns[1], Right.Columns[1]); Result.Rows[1] = _mm_sub_ps(Left.Rows[1], Right.Rows[1]);
Result.Columns[2] = _mm_sub_ps(Left.Columns[2], Right.Columns[2]); Result.Rows[2] = _mm_sub_ps(Left.Rows[2], Right.Rows[2]);
Result.Columns[3] = _mm_sub_ps(Left.Columns[3], Right.Columns[3]); Result.Rows[3] = _mm_sub_ps(Left.Rows[3], Right.Rows[3]);
return (Result); return (Result);
} }
@@ -1226,10 +1224,10 @@ HMM_INLINE hmm_mat4 HMM_MultiplyMat4f(hmm_mat4 Matrix, float Scalar)
hmm_mat4 Result; hmm_mat4 Result;
__m128 SSEScalar = _mm_set1_ps(Scalar); __m128 SSEScalar = _mm_set1_ps(Scalar);
Result.Columns[0] = _mm_mul_ps(Matrix.Columns[0], SSEScalar); Result.Rows[0] = _mm_mul_ps(Matrix.Rows[0], SSEScalar);
Result.Columns[1] = _mm_mul_ps(Matrix.Columns[1], SSEScalar); Result.Rows[1] = _mm_mul_ps(Matrix.Rows[1], SSEScalar);
Result.Columns[2] = _mm_mul_ps(Matrix.Columns[2], SSEScalar); Result.Rows[2] = _mm_mul_ps(Matrix.Rows[2], SSEScalar);
Result.Columns[3] = _mm_mul_ps(Matrix.Columns[3], SSEScalar); Result.Rows[3] = _mm_mul_ps(Matrix.Rows[3], SSEScalar);
return (Result); return (Result);
} }
@@ -1245,10 +1243,10 @@ HMM_INLINE hmm_mat4 HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar)
hmm_mat4 Result; hmm_mat4 Result;
__m128 SSEScalar = _mm_set1_ps(Scalar); __m128 SSEScalar = _mm_set1_ps(Scalar);
Result.Columns[0] = _mm_div_ps(Matrix.Columns[0], SSEScalar); Result.Rows[0] = _mm_div_ps(Matrix.Rows[0], SSEScalar);
Result.Columns[1] = _mm_div_ps(Matrix.Columns[1], SSEScalar); Result.Rows[1] = _mm_div_ps(Matrix.Rows[1], SSEScalar);
Result.Columns[2] = _mm_div_ps(Matrix.Columns[2], SSEScalar); Result.Rows[2] = _mm_div_ps(Matrix.Rows[2], SSEScalar);
Result.Columns[3] = _mm_div_ps(Matrix.Columns[3], SSEScalar); Result.Rows[3] = _mm_div_ps(Matrix.Rows[3], SSEScalar);
return (Result); return (Result);
} }
@@ -1328,11 +1326,14 @@ HMM_INLINE hmm_quaternion HMM_Quaternion(float X, float Y, float Z, float W)
{ {
hmm_quaternion Result; hmm_quaternion Result;
#if HANDMADE_MATH__USE_SSE
Result.InternalElementsSSE = _mm_setr_ps(X, Y, Z, W);
#else
Result.X = X; Result.X = X;
Result.Y = Y; Result.Y = Y;
Result.Z = Z; Result.Z = Z;
Result.W = W; Result.W = W;
#endif
return (Result); return (Result);
} }
@@ -1340,10 +1341,14 @@ HMM_INLINE hmm_quaternion HMM_QuaternionV4(hmm_vec4 Vector)
{ {
hmm_quaternion Result; hmm_quaternion Result;
#if HANDMADE_MATH__USE_SSE
Result.InternalElementsSSE = _mm_setr_ps(Vector.X, Vector.Y, Vector.Z, Vector.W);
#else
Result.X = Vector.X; Result.X = Vector.X;
Result.Y = Vector.Y; Result.Y = Vector.Y;
Result.Z = Vector.Z; Result.Z = Vector.Z;
Result.W = Vector.W; Result.W = Vector.W;
#endif
return (Result); return (Result);
} }
@@ -1352,11 +1357,14 @@ HMM_INLINE hmm_quaternion HMM_AddQuaternion(hmm_quaternion Left, hmm_quaternion
{ {
hmm_quaternion Result; hmm_quaternion Result;
#if HANDMADE_MATH__USE_SSE
Result.InternalElementsSSE = _mm_add_ps(Left.InternalElementsSSE, Right.InternalElementsSSE);
#else
Result.X = Left.X + Right.X; Result.X = Left.X + Right.X;
Result.Y = Left.Y + Right.Y; Result.Y = Left.Y + Right.Y;
Result.Z = Left.Z + Right.Z; Result.Z = Left.Z + Right.Z;
Result.W = Left.W + Right.W; Result.W = Left.W + Right.W;
#endif
return (Result); return (Result);
} }
@@ -1364,10 +1372,14 @@ HMM_INLINE hmm_quaternion HMM_SubtractQuaternion(hmm_quaternion Left, hmm_quater
{ {
hmm_quaternion Result; hmm_quaternion Result;
#if HANDMADE_MATH__USE_SSE
Result.InternalElementsSSE = _mm_sub_ps(Left.InternalElementsSSE, Right.InternalElementsSSE);
#else
Result.X = Left.X - Right.X; Result.X = Left.X - Right.X;
Result.Y = Left.Y - Right.Y; Result.Y = Left.Y - Right.Y;
Result.Z = Left.Z - Right.Z; Result.Z = Left.Z - Right.Z;
Result.W = Left.W - Right.W; Result.W = Left.W - Right.W;
#endif
return (Result); return (Result);
} }
@@ -2263,10 +2275,10 @@ hmm_mat4 HMM_MultiplyMat4(hmm_mat4 Left, hmm_mat4 Right)
#ifdef HANDMADE_MATH__USE_SSE #ifdef HANDMADE_MATH__USE_SSE
Result.Columns[0] = HMM_LinearCombineSSE(Right.Columns[0], Left); Result.Rows[0] = HMM_LinearCombineSSE(Right.Rows[0], Left);
Result.Columns[1] = HMM_LinearCombineSSE(Right.Columns[1], Left); Result.Rows[1] = HMM_LinearCombineSSE(Right.Rows[1], Left);
Result.Columns[2] = HMM_LinearCombineSSE(Right.Columns[2], Left); Result.Rows[2] = HMM_LinearCombineSSE(Right.Rows[2], Left);
Result.Columns[3] = HMM_LinearCombineSSE(Right.Columns[3], Left); Result.Rows[3] = HMM_LinearCombineSSE(Right.Rows[3], Left);
#else #else
int Columns; int Columns;

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@@ -10,8 +10,6 @@ To get started, go download [the latest release](https://github.com/HandmadeMath
Version | Changes | Version | Changes |
----------------|----------------| ----------------|----------------|
**1.7.1** | Changed operator[] to take in a const ref int instead of a int. Simple mistake
**1.7.0** | Renamed the 'Rows' member of hmm_mat4 to 'Columns'. Since our matrices are column-major, this should have been named 'Columns' from the start. 'Rows' is still present, but has been deprecated.
**1.6.0** | Added array subscript operators for vector and matrix types in C++. This is provided as a convenience, but be aware that it may incur an extra function call in unoptimized builds. **1.6.0** | Added array subscript operators for vector and matrix types in C++. This is provided as a convenience, but be aware that it may incur an extra function call in unoptimized builds.
**1.5.1** | Fixed a bug with uninitialized elements in HMM_LookAt. **1.5.1** | Fixed a bug with uninitialized elements in HMM_LookAt.
**1.5.0** | Changed internal structure for better performance and inlining. As a result, `HANDMADE_MATH_NO_INLINE` has been removed and no longer has any effect. **1.5.0** | Changed internal structure for better performance and inlining. As a result, `HANDMADE_MATH_NO_INLINE` has been removed and no longer has any effect.

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@@ -8,10 +8,10 @@ TEST(SSE, LinearCombine)
hmm_mat4 MatrixTwo = HMM_Mat4d(4.0f); hmm_mat4 MatrixTwo = HMM_Mat4d(4.0f);
hmm_mat4 Result; hmm_mat4 Result;
Result.Columns[0] = HMM_LinearCombineSSE(MatrixOne.Columns[0], MatrixTwo); Result.Rows[0] = HMM_LinearCombineSSE(MatrixOne.Rows[0], MatrixTwo);
Result.Columns[1] = HMM_LinearCombineSSE(MatrixOne.Columns[1], MatrixTwo); Result.Rows[1] = HMM_LinearCombineSSE(MatrixOne.Rows[1], MatrixTwo);
Result.Columns[2] = HMM_LinearCombineSSE(MatrixOne.Columns[2], MatrixTwo); Result.Rows[2] = HMM_LinearCombineSSE(MatrixOne.Rows[2], MatrixTwo);
Result.Columns[3] = HMM_LinearCombineSSE(MatrixOne.Columns[3], MatrixTwo); Result.Rows[3] = HMM_LinearCombineSSE(MatrixOne.Rows[3], MatrixTwo);
{ {
EXPECT_FLOAT_EQ(Result.Elements[0][0], 8.0f); EXPECT_FLOAT_EQ(Result.Elements[0][0], 8.0f);
@@ -24,11 +24,13 @@ TEST(SSE, LinearCombine)
EXPECT_FLOAT_EQ(Result.Elements[1][2], 0.0f); EXPECT_FLOAT_EQ(Result.Elements[1][2], 0.0f);
EXPECT_FLOAT_EQ(Result.Elements[1][3], 0.0f); EXPECT_FLOAT_EQ(Result.Elements[1][3], 0.0f);
EXPECT_FLOAT_EQ(Result.Elements[2][0], 0.0f); EXPECT_FLOAT_EQ(Result.Elements[2][0], 0.0f);
EXPECT_FLOAT_EQ(Result.Elements[2][1], 0.0f); EXPECT_FLOAT_EQ(Result.Elements[2][1], 0.0f);
EXPECT_FLOAT_EQ(Result.Elements[2][2], 8.0f); EXPECT_FLOAT_EQ(Result.Elements[2][2], 8.0f);
EXPECT_FLOAT_EQ(Result.Elements[2][3], 0.0f); EXPECT_FLOAT_EQ(Result.Elements[2][3], 0.0f);
EXPECT_FLOAT_EQ(Result.Elements[3][0], 0.0f); EXPECT_FLOAT_EQ(Result.Elements[3][0], 0.0f);
EXPECT_FLOAT_EQ(Result.Elements[3][1], 0.0f); EXPECT_FLOAT_EQ(Result.Elements[3][1], 0.0f);
EXPECT_FLOAT_EQ(Result.Elements[3][2], 0.0f); EXPECT_FLOAT_EQ(Result.Elements[3][2], 0.0f);