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https://github.com/HandmadeMath/HandmadeMath.git
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3 Commits
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94859b2a32 | ||
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f50c9a3165 | ||
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295f6c476f |
@@ -1,5 +1,5 @@
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/*
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/*
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HandmadeMath.h v1.6.0
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HandmadeMath.h v1.7.1
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This is a single header file with a bunch of useful functions for game and
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This is a single header file with a bunch of useful functions for game and
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graphics math operations.
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graphics math operations.
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@@ -172,7 +172,14 @@
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(*) Added array subscript operators for vector and matrix types in
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(*) Added array subscript operators for vector and matrix types in
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C++. This is provided as a convenience, but be aware that it may
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C++. This is provided as a convenience, but be aware that it may
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incur an extra function call in unoptimized builds.
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incur an extra function call in unoptimized builds.
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1.7.0
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(*) Renamed the 'Rows' member of hmm_mat4 to 'Columns'. Since our
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matrices are column-major, this should have been named 'Columns'
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from the start. 'Rows' is still present, but has been deprecated.
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1.7.1
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(*) Changed operator[] to take in a const ref int instead of a int.
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Simple dumb mistake. NOTE: The compiler still wont inline operator[]
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for some reason
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LICENSE
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LICENSE
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@@ -320,7 +327,7 @@ typedef union hmm_vec2
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float Elements[2];
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float Elements[2];
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#ifdef __cplusplus
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#ifdef __cplusplus
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inline float &operator[](int Index)
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inline float &operator[](const int &Index)
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{
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{
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return Elements[Index];
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return Elements[Index];
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}
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}
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@@ -371,7 +378,7 @@ typedef union hmm_vec3
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float Elements[3];
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float Elements[3];
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#ifdef __cplusplus
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#ifdef __cplusplus
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inline float &operator[](int Index)
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inline float &operator[](const int &Index)
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{
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{
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return Elements[Index];
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return Elements[Index];
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}
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}
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@@ -435,7 +442,7 @@ typedef union hmm_vec4
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#endif
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#endif
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#ifdef __cplusplus
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#ifdef __cplusplus
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inline float &operator[](int Index)
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inline float &operator[](const int &Index)
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{
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{
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return Elements[Index];
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return Elements[Index];
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}
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}
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@@ -447,11 +454,15 @@ typedef union hmm_mat4
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float Elements[4][4];
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float Elements[4][4];
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#ifdef HANDMADE_MATH__USE_SSE
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#ifdef HANDMADE_MATH__USE_SSE
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__m128 Columns[4];
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// DEPRECATED. Our matrices are column-major, so this was named
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// incorrectly. Use Columns instead.
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__m128 Rows[4];
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__m128 Rows[4];
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#endif
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#endif
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#ifdef __cplusplus
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#ifdef __cplusplus
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inline hmm_vec4 operator[](const int Index)
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inline hmm_vec4 operator[](const int &Index)
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{
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{
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float* col = Elements[Index];
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float* col = Elements[Index];
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@@ -1129,10 +1140,10 @@ HMM_INLINE hmm_vec4 HMM_NormalizeVec4(hmm_vec4 A)
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HMM_INLINE __m128 HMM_LinearCombineSSE(__m128 Left, hmm_mat4 Right)
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HMM_INLINE __m128 HMM_LinearCombineSSE(__m128 Left, hmm_mat4 Right)
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{
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{
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__m128 Result;
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__m128 Result;
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Result = _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0x00), Right.Rows[0]);
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Result = _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0x00), Right.Columns[0]);
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Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0x55), Right.Rows[1]));
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Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0x55), Right.Columns[1]));
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Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0xaa), Right.Rows[2]));
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Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0xaa), Right.Columns[2]));
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Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0xff), Right.Rows[3]));
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Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0xff), Right.Columns[3]));
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return (Result);
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return (Result);
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}
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}
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@@ -1167,7 +1178,7 @@ HMM_INLINE hmm_mat4 HMM_Transpose(hmm_mat4 Matrix)
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{
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{
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hmm_mat4 Result = Matrix;
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hmm_mat4 Result = Matrix;
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_MM_TRANSPOSE4_PS(Result.Rows[0], Result.Rows[1], Result.Rows[2], Result.Rows[3]);
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_MM_TRANSPOSE4_PS(Result.Columns[0], Result.Columns[1], Result.Columns[2], Result.Columns[3]);
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return (Result);
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return (Result);
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}
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}
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@@ -1180,10 +1191,10 @@ HMM_INLINE hmm_mat4 HMM_AddMat4(hmm_mat4 Left, hmm_mat4 Right)
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{
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{
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hmm_mat4 Result;
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hmm_mat4 Result;
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Result.Rows[0] = _mm_add_ps(Left.Rows[0], Right.Rows[0]);
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Result.Columns[0] = _mm_add_ps(Left.Columns[0], Right.Columns[0]);
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Result.Rows[1] = _mm_add_ps(Left.Rows[1], Right.Rows[1]);
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Result.Columns[1] = _mm_add_ps(Left.Columns[1], Right.Columns[1]);
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Result.Rows[2] = _mm_add_ps(Left.Rows[2], Right.Rows[2]);
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Result.Columns[2] = _mm_add_ps(Left.Columns[2], Right.Columns[2]);
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Result.Rows[3] = _mm_add_ps(Left.Rows[3], Right.Rows[3]);
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Result.Columns[3] = _mm_add_ps(Left.Columns[3], Right.Columns[3]);
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return (Result);
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return (Result);
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}
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}
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@@ -1196,10 +1207,10 @@ HMM_INLINE hmm_mat4 HMM_SubtractMat4(hmm_mat4 Left, hmm_mat4 Right)
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{
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{
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hmm_mat4 Result;
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hmm_mat4 Result;
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Result.Rows[0] = _mm_sub_ps(Left.Rows[0], Right.Rows[0]);
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Result.Columns[0] = _mm_sub_ps(Left.Columns[0], Right.Columns[0]);
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Result.Rows[1] = _mm_sub_ps(Left.Rows[1], Right.Rows[1]);
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Result.Columns[1] = _mm_sub_ps(Left.Columns[1], Right.Columns[1]);
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Result.Rows[2] = _mm_sub_ps(Left.Rows[2], Right.Rows[2]);
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Result.Columns[2] = _mm_sub_ps(Left.Columns[2], Right.Columns[2]);
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Result.Rows[3] = _mm_sub_ps(Left.Rows[3], Right.Rows[3]);
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Result.Columns[3] = _mm_sub_ps(Left.Columns[3], Right.Columns[3]);
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return (Result);
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return (Result);
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}
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}
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@@ -1215,10 +1226,10 @@ HMM_INLINE hmm_mat4 HMM_MultiplyMat4f(hmm_mat4 Matrix, float Scalar)
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hmm_mat4 Result;
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hmm_mat4 Result;
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__m128 SSEScalar = _mm_set1_ps(Scalar);
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__m128 SSEScalar = _mm_set1_ps(Scalar);
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Result.Rows[0] = _mm_mul_ps(Matrix.Rows[0], SSEScalar);
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Result.Columns[0] = _mm_mul_ps(Matrix.Columns[0], SSEScalar);
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Result.Rows[1] = _mm_mul_ps(Matrix.Rows[1], SSEScalar);
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Result.Columns[1] = _mm_mul_ps(Matrix.Columns[1], SSEScalar);
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Result.Rows[2] = _mm_mul_ps(Matrix.Rows[2], SSEScalar);
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Result.Columns[2] = _mm_mul_ps(Matrix.Columns[2], SSEScalar);
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Result.Rows[3] = _mm_mul_ps(Matrix.Rows[3], SSEScalar);
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Result.Columns[3] = _mm_mul_ps(Matrix.Columns[3], SSEScalar);
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return (Result);
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return (Result);
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}
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}
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@@ -1234,10 +1245,10 @@ HMM_INLINE hmm_mat4 HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar)
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hmm_mat4 Result;
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hmm_mat4 Result;
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__m128 SSEScalar = _mm_set1_ps(Scalar);
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__m128 SSEScalar = _mm_set1_ps(Scalar);
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Result.Rows[0] = _mm_div_ps(Matrix.Rows[0], SSEScalar);
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Result.Columns[0] = _mm_div_ps(Matrix.Columns[0], SSEScalar);
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Result.Rows[1] = _mm_div_ps(Matrix.Rows[1], SSEScalar);
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Result.Columns[1] = _mm_div_ps(Matrix.Columns[1], SSEScalar);
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Result.Rows[2] = _mm_div_ps(Matrix.Rows[2], SSEScalar);
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Result.Columns[2] = _mm_div_ps(Matrix.Columns[2], SSEScalar);
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Result.Rows[3] = _mm_div_ps(Matrix.Rows[3], SSEScalar);
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Result.Columns[3] = _mm_div_ps(Matrix.Columns[3], SSEScalar);
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return (Result);
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return (Result);
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}
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}
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@@ -2252,10 +2263,10 @@ hmm_mat4 HMM_MultiplyMat4(hmm_mat4 Left, hmm_mat4 Right)
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#ifdef HANDMADE_MATH__USE_SSE
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#ifdef HANDMADE_MATH__USE_SSE
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Result.Rows[0] = HMM_LinearCombineSSE(Right.Rows[0], Left);
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Result.Columns[0] = HMM_LinearCombineSSE(Right.Columns[0], Left);
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Result.Rows[1] = HMM_LinearCombineSSE(Right.Rows[1], Left);
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Result.Columns[1] = HMM_LinearCombineSSE(Right.Columns[1], Left);
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Result.Rows[2] = HMM_LinearCombineSSE(Right.Rows[2], Left);
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Result.Columns[2] = HMM_LinearCombineSSE(Right.Columns[2], Left);
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Result.Rows[3] = HMM_LinearCombineSSE(Right.Rows[3], Left);
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Result.Columns[3] = HMM_LinearCombineSSE(Right.Columns[3], Left);
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#else
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#else
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int Columns;
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int Columns;
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@@ -10,6 +10,8 @@ To get started, go download [the latest release](https://github.com/HandmadeMath
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Version | Changes |
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Version | Changes |
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----------------|----------------|
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----------------|----------------|
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**1.7.1** | Changed operator[] to take in a const ref int instead of a int. Simple mistake
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**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.
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**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.
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**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.
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**1.5.1** | Fixed a bug with uninitialized elements in HMM_LookAt.
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**1.5.1** | Fixed a bug with uninitialized elements in HMM_LookAt.
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**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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**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)
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hmm_mat4 MatrixTwo = HMM_Mat4d(4.0f);
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hmm_mat4 MatrixTwo = HMM_Mat4d(4.0f);
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hmm_mat4 Result;
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hmm_mat4 Result;
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Result.Rows[0] = HMM_LinearCombineSSE(MatrixOne.Rows[0], MatrixTwo);
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Result.Columns[0] = HMM_LinearCombineSSE(MatrixOne.Columns[0], MatrixTwo);
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Result.Rows[1] = HMM_LinearCombineSSE(MatrixOne.Rows[1], MatrixTwo);
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Result.Columns[1] = HMM_LinearCombineSSE(MatrixOne.Columns[1], MatrixTwo);
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Result.Rows[2] = HMM_LinearCombineSSE(MatrixOne.Rows[2], MatrixTwo);
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Result.Columns[2] = HMM_LinearCombineSSE(MatrixOne.Columns[2], MatrixTwo);
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Result.Rows[3] = HMM_LinearCombineSSE(MatrixOne.Rows[3], MatrixTwo);
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Result.Columns[3] = HMM_LinearCombineSSE(MatrixOne.Columns[3], MatrixTwo);
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{
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{
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EXPECT_FLOAT_EQ(Result.Elements[0][0], 8.0f);
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EXPECT_FLOAT_EQ(Result.Elements[0][0], 8.0f);
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@@ -23,14 +23,12 @@ TEST(SSE, LinearCombine)
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EXPECT_FLOAT_EQ(Result.Elements[1][1], 8.0f);
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EXPECT_FLOAT_EQ(Result.Elements[1][1], 8.0f);
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EXPECT_FLOAT_EQ(Result.Elements[1][2], 0.0f);
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EXPECT_FLOAT_EQ(Result.Elements[1][2], 0.0f);
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EXPECT_FLOAT_EQ(Result.Elements[1][3], 0.0f);
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EXPECT_FLOAT_EQ(Result.Elements[1][3], 0.0f);
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EXPECT_FLOAT_EQ(Result.Elements[2][0], 0.0f);
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EXPECT_FLOAT_EQ(Result.Elements[2][0], 0.0f);
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EXPECT_FLOAT_EQ(Result.Elements[2][1], 0.0f);
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EXPECT_FLOAT_EQ(Result.Elements[2][1], 0.0f);
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EXPECT_FLOAT_EQ(Result.Elements[2][2], 8.0f);
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EXPECT_FLOAT_EQ(Result.Elements[2][2], 8.0f);
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EXPECT_FLOAT_EQ(Result.Elements[2][3], 0.0f);
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EXPECT_FLOAT_EQ(Result.Elements[2][3], 0.0f);
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EXPECT_FLOAT_EQ(Result.Elements[3][0], 0.0f);
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EXPECT_FLOAT_EQ(Result.Elements[3][0], 0.0f);
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EXPECT_FLOAT_EQ(Result.Elements[3][1], 0.0f);
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EXPECT_FLOAT_EQ(Result.Elements[3][1], 0.0f);
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EXPECT_FLOAT_EQ(Result.Elements[3][2], 0.0f);
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EXPECT_FLOAT_EQ(Result.Elements[3][2], 0.0f);
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Block a user