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5 Commits

Author SHA1 Message Date
Ben Visness
5ca1d58b36 Improve grammar/spelling 2018-11-29 13:21:05 -06:00
Zak Strange
5bf727dbd5 Removed copy in operator[] (#93)
* Removed copy in operator[]

* Updated version info
2018-11-29 09:32:12 -08:00
Ben Visness
295f6c476f Rename Rows to Columns on hmm_mat4 (#91) 2018-08-17 11:02:44 -07:00
Ben Visness
e095aefaf7 Bump file version 2018-06-10 15:32:12 -04:00
Ben Visness
4e2f47db55 Add array subscript operators for all types (#88)
* Add array subscript operators for all types

* Taking the parameter for the operator[] as a reference. This should allow it to be inlined

* I guess you can't do that.

* Update version and readme
2018-06-10 15:26:48 -04:00
4 changed files with 124 additions and 35 deletions

View File

@@ -1,5 +1,5 @@
/*
HandmadeMath.h v1.5.1
HandmadeMath.h v1.7.1
This is a single header file with a bunch of useful functions for game and
graphics math operations.
@@ -168,8 +168,17 @@
longer has any effect.
1.5.1
(*) Fixed a bug with uninitialized elements in HMM_LookAt.
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.
1.7.0
(*) 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 a const ref int instead of an int.
LICENSE
This software is in the public domain. Where that dedication is not
@@ -314,6 +323,13 @@ typedef union hmm_vec2
};
float Elements[2];
#ifdef __cplusplus
inline float &operator[](const int &Index)
{
return Elements[Index];
}
#endif
} hmm_vec2;
typedef union hmm_vec3
@@ -358,6 +374,13 @@ typedef union hmm_vec3
};
float Elements[3];
#ifdef __cplusplus
inline float &operator[](const int &Index)
{
return Elements[Index];
}
#endif
} hmm_vec3;
typedef union hmm_vec4
@@ -415,6 +438,13 @@ typedef union hmm_vec4
#ifdef HANDMADE_MATH__USE_SSE
__m128 InternalElementsSSE;
#endif
#ifdef __cplusplus
inline float &operator[](const int &Index)
{
return Elements[Index];
}
#endif
} hmm_vec4;
typedef union hmm_mat4
@@ -422,8 +452,27 @@ typedef union hmm_mat4
float Elements[4][4];
#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];
#endif
#ifdef __cplusplus
inline hmm_vec4 operator[](const int &Index)
{
float* col = Elements[Index];
hmm_vec4 result;
result.Elements[0] = col[0];
result.Elements[1] = col[1];
result.Elements[2] = col[2];
result.Elements[3] = col[3];
return result;
}
#endif
} hmm_mat4;
typedef union hmm_quaternion
@@ -1089,10 +1138,10 @@ HMM_INLINE hmm_vec4 HMM_NormalizeVec4(hmm_vec4 A)
HMM_INLINE __m128 HMM_LinearCombineSSE(__m128 Left, hmm_mat4 Right)
{
__m128 Result;
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.Rows[1]));
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.Rows[3]));
Result = _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0x00), Right.Columns[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, 0xaa), Right.Columns[2]));
Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0xff), Right.Columns[3]));
return (Result);
}
@@ -1127,7 +1176,7 @@ HMM_INLINE hmm_mat4 HMM_Transpose(hmm_mat4 Matrix)
{
hmm_mat4 Result = Matrix;
_MM_TRANSPOSE4_PS(Result.Rows[0], Result.Rows[1], Result.Rows[2], Result.Rows[3]);
_MM_TRANSPOSE4_PS(Result.Columns[0], Result.Columns[1], Result.Columns[2], Result.Columns[3]);
return (Result);
}
@@ -1140,10 +1189,10 @@ HMM_INLINE hmm_mat4 HMM_AddMat4(hmm_mat4 Left, hmm_mat4 Right)
{
hmm_mat4 Result;
Result.Rows[0] = _mm_add_ps(Left.Rows[0], Right.Rows[0]);
Result.Rows[1] = _mm_add_ps(Left.Rows[1], Right.Rows[1]);
Result.Rows[2] = _mm_add_ps(Left.Rows[2], Right.Rows[2]);
Result.Rows[3] = _mm_add_ps(Left.Rows[3], Right.Rows[3]);
Result.Columns[0] = _mm_add_ps(Left.Columns[0], Right.Columns[0]);
Result.Columns[1] = _mm_add_ps(Left.Columns[1], Right.Columns[1]);
Result.Columns[2] = _mm_add_ps(Left.Columns[2], Right.Columns[2]);
Result.Columns[3] = _mm_add_ps(Left.Columns[3], Right.Columns[3]);
return (Result);
}
@@ -1156,10 +1205,10 @@ HMM_INLINE hmm_mat4 HMM_SubtractMat4(hmm_mat4 Left, hmm_mat4 Right)
{
hmm_mat4 Result;
Result.Rows[0] = _mm_sub_ps(Left.Rows[0], Right.Rows[0]);
Result.Rows[1] = _mm_sub_ps(Left.Rows[1], Right.Rows[1]);
Result.Rows[2] = _mm_sub_ps(Left.Rows[2], Right.Rows[2]);
Result.Rows[3] = _mm_sub_ps(Left.Rows[3], Right.Rows[3]);
Result.Columns[0] = _mm_sub_ps(Left.Columns[0], Right.Columns[0]);
Result.Columns[1] = _mm_sub_ps(Left.Columns[1], Right.Columns[1]);
Result.Columns[2] = _mm_sub_ps(Left.Columns[2], Right.Columns[2]);
Result.Columns[3] = _mm_sub_ps(Left.Columns[3], Right.Columns[3]);
return (Result);
}
@@ -1175,10 +1224,10 @@ HMM_INLINE hmm_mat4 HMM_MultiplyMat4f(hmm_mat4 Matrix, float Scalar)
hmm_mat4 Result;
__m128 SSEScalar = _mm_set1_ps(Scalar);
Result.Rows[0] = _mm_mul_ps(Matrix.Rows[0], SSEScalar);
Result.Rows[1] = _mm_mul_ps(Matrix.Rows[1], SSEScalar);
Result.Rows[2] = _mm_mul_ps(Matrix.Rows[2], SSEScalar);
Result.Rows[3] = _mm_mul_ps(Matrix.Rows[3], SSEScalar);
Result.Columns[0] = _mm_mul_ps(Matrix.Columns[0], SSEScalar);
Result.Columns[1] = _mm_mul_ps(Matrix.Columns[1], SSEScalar);
Result.Columns[2] = _mm_mul_ps(Matrix.Columns[2], SSEScalar);
Result.Columns[3] = _mm_mul_ps(Matrix.Columns[3], SSEScalar);
return (Result);
}
@@ -1194,10 +1243,10 @@ HMM_INLINE hmm_mat4 HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar)
hmm_mat4 Result;
__m128 SSEScalar = _mm_set1_ps(Scalar);
Result.Rows[0] = _mm_div_ps(Matrix.Rows[0], SSEScalar);
Result.Rows[1] = _mm_div_ps(Matrix.Rows[1], SSEScalar);
Result.Rows[2] = _mm_div_ps(Matrix.Rows[2], SSEScalar);
Result.Rows[3] = _mm_div_ps(Matrix.Rows[3], SSEScalar);
Result.Columns[0] = _mm_div_ps(Matrix.Columns[0], SSEScalar);
Result.Columns[1] = _mm_div_ps(Matrix.Columns[1], SSEScalar);
Result.Columns[2] = _mm_div_ps(Matrix.Columns[2], SSEScalar);
Result.Columns[3] = _mm_div_ps(Matrix.Columns[3], SSEScalar);
return (Result);
}
@@ -2212,10 +2261,10 @@ hmm_mat4 HMM_MultiplyMat4(hmm_mat4 Left, hmm_mat4 Right)
#ifdef HANDMADE_MATH__USE_SSE
Result.Rows[0] = HMM_LinearCombineSSE(Right.Rows[0], Left);
Result.Rows[1] = HMM_LinearCombineSSE(Right.Rows[1], Left);
Result.Rows[2] = HMM_LinearCombineSSE(Right.Rows[2], Left);
Result.Rows[3] = HMM_LinearCombineSSE(Right.Rows[3], Left);
Result.Columns[0] = HMM_LinearCombineSSE(Right.Columns[0], Left);
Result.Columns[1] = HMM_LinearCombineSSE(Right.Columns[1], Left);
Result.Columns[2] = HMM_LinearCombineSSE(Right.Columns[2], Left);
Result.Columns[3] = HMM_LinearCombineSSE(Right.Columns[3], Left);
#else
int Columns;

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@@ -8,8 +8,11 @@ To get started, go download [the latest release](https://github.com/HandmadeMath
-----
Version | Changes |
Version | Changes |
----------------|----------------|
**1.7.1** | Changed operator[] to take a const ref int instead of an int.
**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.
**1.5.1** | 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.
**1.4.0** | Fixed bug when using C mode. SSE'd all vec4 operations. Removed zeroing for better performance.

View File

@@ -18,6 +18,10 @@ TEST(Initialization, Vectors)
EXPECT_FLOAT_EQ(v2.Height, 2.0f);
EXPECT_FLOAT_EQ(v2.Elements[0], 1.0f);
EXPECT_FLOAT_EQ(v2.Elements[1], 2.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(v2[0], 1.0f);
EXPECT_FLOAT_EQ(v2[1], 2.0f);
#endif
EXPECT_FLOAT_EQ(v2i.X, 1.0f);
EXPECT_FLOAT_EQ(v2i.Y, 2.0f);
@@ -29,6 +33,10 @@ TEST(Initialization, Vectors)
EXPECT_FLOAT_EQ(v2i.Height, 2.0f);
EXPECT_FLOAT_EQ(v2i.Elements[0], 1.0f);
EXPECT_FLOAT_EQ(v2i.Elements[1], 2.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(v2i[0], 1.0f);
EXPECT_FLOAT_EQ(v2i[1], 2.0f);
#endif
//
// Test vec3
@@ -56,6 +64,11 @@ TEST(Initialization, Vectors)
EXPECT_FLOAT_EQ(v3.UV.Elements[1], 2.0f);
EXPECT_FLOAT_EQ(v3.VW.Elements[0], 2.0f);
EXPECT_FLOAT_EQ(v3.VW.Elements[1], 3.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(v3[0], 1.0f);
EXPECT_FLOAT_EQ(v3[1], 2.0f);
EXPECT_FLOAT_EQ(v3[2], 3.0f);
#endif
EXPECT_FLOAT_EQ(v3i.X, 1.0f);
EXPECT_FLOAT_EQ(v3i.Y, 2.0f);
@@ -77,6 +90,11 @@ TEST(Initialization, Vectors)
EXPECT_FLOAT_EQ(v3i.UV.Elements[1], 2.0f);
EXPECT_FLOAT_EQ(v3i.VW.Elements[0], 2.0f);
EXPECT_FLOAT_EQ(v3i.VW.Elements[1], 3.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(v3i[0], 1.0f);
EXPECT_FLOAT_EQ(v3i[1], 2.0f);
EXPECT_FLOAT_EQ(v3i[2], 3.0f);
#endif
//
// Test vec4
@@ -107,6 +125,12 @@ TEST(Initialization, Vectors)
EXPECT_FLOAT_EQ(v4.RGB.Elements[0], 1.0f);
EXPECT_FLOAT_EQ(v4.RGB.Elements[1], 2.0f);
EXPECT_FLOAT_EQ(v4.RGB.Elements[2], 3.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(v4[0], 1.0f);
EXPECT_FLOAT_EQ(v4[1], 2.0f);
EXPECT_FLOAT_EQ(v4[2], 3.0f);
EXPECT_FLOAT_EQ(v4[3], 4.0f);
#endif
EXPECT_FLOAT_EQ(v4i.X, 1.0f);
EXPECT_FLOAT_EQ(v4i.Y, 2.0f);
@@ -130,6 +154,12 @@ TEST(Initialization, Vectors)
EXPECT_FLOAT_EQ(v4i.RGB.Elements[0], 1.0f);
EXPECT_FLOAT_EQ(v4i.RGB.Elements[1], 2.0f);
EXPECT_FLOAT_EQ(v4i.RGB.Elements[2], 3.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(v4i[0], 1.0f);
EXPECT_FLOAT_EQ(v4i[1], 2.0f);
EXPECT_FLOAT_EQ(v4i[2], 3.0f);
EXPECT_FLOAT_EQ(v4i[3], 4.0f);
#endif
EXPECT_FLOAT_EQ(v4v.X, 1.0f);
EXPECT_FLOAT_EQ(v4v.Y, 2.0f);
@@ -153,6 +183,12 @@ TEST(Initialization, Vectors)
EXPECT_FLOAT_EQ(v4v.RGB.Elements[0], 1.0f);
EXPECT_FLOAT_EQ(v4v.RGB.Elements[1], 2.0f);
EXPECT_FLOAT_EQ(v4v.RGB.Elements[2], 3.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(v4v[0], 1.0f);
EXPECT_FLOAT_EQ(v4v[1], 2.0f);
EXPECT_FLOAT_EQ(v4v[2], 3.0f);
EXPECT_FLOAT_EQ(v4v[3], 4.0f);
#endif
}
TEST(Initialization, MatrixEmpty)
@@ -163,6 +199,9 @@ TEST(Initialization, MatrixEmpty)
for (int Row = 0; Row < 4; ++Row)
{
EXPECT_FLOAT_EQ(m4.Elements[Column][Row], 0.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(m4[Column][Row], 0.0f);
#endif
}
}
}

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@@ -8,10 +8,10 @@ TEST(SSE, LinearCombine)
hmm_mat4 MatrixTwo = HMM_Mat4d(4.0f);
hmm_mat4 Result;
Result.Rows[0] = HMM_LinearCombineSSE(MatrixOne.Rows[0], MatrixTwo);
Result.Rows[1] = HMM_LinearCombineSSE(MatrixOne.Rows[1], MatrixTwo);
Result.Rows[2] = HMM_LinearCombineSSE(MatrixOne.Rows[2], MatrixTwo);
Result.Rows[3] = HMM_LinearCombineSSE(MatrixOne.Rows[3], MatrixTwo);
Result.Columns[0] = HMM_LinearCombineSSE(MatrixOne.Columns[0], MatrixTwo);
Result.Columns[1] = HMM_LinearCombineSSE(MatrixOne.Columns[1], MatrixTwo);
Result.Columns[2] = HMM_LinearCombineSSE(MatrixOne.Columns[2], MatrixTwo);
Result.Columns[3] = HMM_LinearCombineSSE(MatrixOne.Columns[3], MatrixTwo);
{
EXPECT_FLOAT_EQ(Result.Elements[0][0], 8.0f);
@@ -23,14 +23,12 @@ TEST(SSE, LinearCombine)
EXPECT_FLOAT_EQ(Result.Elements[1][1], 8.0f);
EXPECT_FLOAT_EQ(Result.Elements[1][2], 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][1], 0.0f);
EXPECT_FLOAT_EQ(Result.Elements[2][2], 8.0f);
EXPECT_FLOAT_EQ(Result.Elements[2][3], 0.0f);
EXPECT_FLOAT_EQ(Result.Elements[3][0], 0.0f);
EXPECT_FLOAT_EQ(Result.Elements[3][1], 0.0f);
EXPECT_FLOAT_EQ(Result.Elements[3][2], 0.0f);