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8 Commits

Author SHA1 Message Date
Ben Visness
9fa107b09b Fix tests 2019-07-09 17:15:10 -05:00
Ben Visness
242353b78b Update readme 2019-07-09 17:13:10 -05:00
Ben Visness
568df57575 Use vertical instead of horizontal FOV 2019-07-09 17:10:42 -05:00
Ben Visness
45c91702a9 Added SSE support for Quaternion operations (#97) (#98)
* Added SSE support for Quaternion operations (#97)

* Added SSE support for Quaternion operations

O2
| Function    |     SSE         |      NO SSE      |
====================================================
| Inverse     |     163 (0.89s) |      165 (1.89s) |
| NLerp       |     330 (1.70s) |      330 (1.75s) |
| Normalize   |     169 (1.03s) |      169 (1.06s) |
| Dot         |     22  (1.15s) |      23  (1.14s) |
| DivF        |     23  (0.72s) |      23  (0.82s) |
| MulF        |     22  (0.75s) |      22  (0.79s) |
| Mul         |     24  (1.14s) |      23  (1.24s) |
| Sub         |     23  (1.17s) |      37  (1.20s) |
| Add         |     23  (1.20s) |      24  (1.19s) |



O0
| Function    |     SSE         |      NO SSE      |
====================================================
| Inverse     |     394 (1.62s) |      430 (3.05s) |
| NLerp       |     694 (2.71s) |      1035(4.81s) |
| Normalize   |     374 (1.58s) |      412 (2.95s) |
| Dot         |     81  (1.83s) |      23  (2.50s) |
| DivF        |     61  (1.12s) |      25  (2.37s) |
| MulF        |     58  (1.09s) |      23  (2.31s) |
| Mul         |     94  (1.97s) |      42  (2.88s) |
| Sub         |     75  (1.83s) |      23  (2.82s) |
| Add         |     75  (1.81s) |      23  (2.81s) |

* Fixed quaternion multiplication

Old quaternion multiplication had a bug, this is a different approach.

* Added release notes and version for 1.9.0
2019-03-11 13:12:48 -05:00
Ben Visness
f7c8e1f7d1 Add fast vector normalization (#94)
* Add fast normalization routines

* Update readme and remove version history from main file

* Update version at top of file
2018-11-29 22:02:41 -08:00
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
5 changed files with 260 additions and 157 deletions

View File

@@ -1,5 +1,5 @@
/*
HandmadeMath.h v1.6.0
HandmadeMath.h v1.9.0
This is a single header file with a bunch of useful functions for game and
graphics math operations.
@@ -65,114 +65,6 @@
versions of these functions that are provided by the CRT.
=============================================================================
Version History:
0.2 (*) Updated documentation
(*) Better C compliance
(*) Prefix all handmade math functions
(*) Better operator overloading
0.2a
(*) Prefixed Macros
0.2b
(*) Disabled warning 4201 on MSVC as it is legal is C11
(*) Removed the f at the end of HMM_PI to get 64bit precision
0.3
(*) Added +=, -=, *=, /= for hmm_vec2, hmm_vec3, hmm_vec4
0.4
(*) SSE Optimized HMM_SqrtF
(*) SSE Optimized HMM_RSqrtF
(*) Removed CRT
0.5
(*) Added scalar multiplication and division for vectors
and matrices
(*) Added matrix subtraction and += for hmm_mat4
(*) Reconciled all headers and implementations
(*) Tidied up, and filled in a few missing operators
0.5.1
(*) Ensured column-major order for matrices throughout
(*) Fixed HMM_Translate producing row-major matrices
0.5.2
(*) Fixed SSE code in HMM_SqrtF
(*) Fixed SSE code in HMM_RSqrtF
0.6
(*) Added Unit testing
(*) Made HMM_Power faster
(*) Fixed possible efficiency problem with HMM_Normalize
(*) RENAMED HMM_LengthSquareRoot to HMM_LengthSquared
(*) RENAMED HMM_RSqrtF to HMM_RSquareRootF
(*) RENAMED HMM_SqrtF to HMM_SquareRootF
(*) REMOVED Inner function (user should use Dot now)
(*) REMOVED HMM_FastInverseSquareRoot function declaration
0.7
(*) REMOVED HMM_LengthSquared in HANDMADE_MATH_IMPLEMENTATION (should
use HMM_LengthSquaredVec3, or HANDMADE_MATH_CPP_MODE for function
overloaded version)
(*) REMOVED HMM_Length in HANDMADE_MATH_IMPLEMENTATION (should use
HMM_LengthVec3, HANDMADE_MATH_CPP_MODE for function
overloaded version)
(*) REMOVED HMM_Normalize in HANDMADE_MATH_IMPLEMENTATION (should use
HMM_NormalizeVec3, or HANDMADE_MATH_CPP_MODE for function
overloaded version)
(*) Added HMM_LengthSquaredVec2
(*) Added HMM_LengthSquaredVec4
(*) Addd HMM_LengthVec2
(*) Added HMM_LengthVec4
(*) Added HMM_NormalizeVec2
(*) Added HMM_NormalizeVec4
1.0
(*) Lots of testing!
1.1
(*) Quaternion support
(*) Added type hmm_quaternion
(*) Added HMM_Quaternion
(*) Added HMM_QuaternionV4
(*) Added HMM_AddQuaternion
(*) Added HMM_SubtractQuaternion
(*) Added HMM_MultiplyQuaternion
(*) Added HMM_MultiplyQuaternionF
(*) Added HMM_DivideQuaternionF
(*) Added HMM_InverseQuaternion
(*) Added HMM_DotQuaternion
(*) Added HMM_NormalizeQuaternion
(*) Added HMM_Slerp
(*) Added HMM_QuaternionToMat4
(*) Added HMM_QuaternionFromAxisAngle
1.1.1
(*) Resolved compiler warnings on gcc and g++
1.1.2
(*) Fixed invalid HMMDEF's in the function definitions
1.1.3
(*) Fixed compile error in C mode
1.1.4
(*) Fixed SSE being included on platforms that don't support it
(*) Fixed divide-by-zero errors when normalizing zero vectors.
1.1.5
(*) Add Width and Height to HMM_Vec2
(*) Made it so you can supply your own SqrtF
1.2.0
(*) Added equality functions for HMM_Vec2, HMM_Vec3, and HMM_Vec4.
(*) Added HMM_EqualsVec2, HMM_EqualsVec3, and HMM_EqualsVec4
(*) Added C++ overloaded HMM_Equals for all three
(*) Added C++ == and != operators for all three
(*) SSE'd HMM_MultiplyMat4 (this is _WAY_ faster)
(*) SSE'd HMM_Transpose
1.3.0
(*) Remove need to #define HANDMADE_MATH_CPP_MODE
1.4.0
(*) Fixed bug when using HandmadeMath in C mode
(*) SSEd all vec4 operations
(*) Removed all zero-ing
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.
1.5.1
(*) 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.
LICENSE
@@ -191,6 +83,7 @@
Gingerbill (@TheGingerBill)
Ben Visness (@bvisness)
Trinton Bullard (@Peliex_Dev)
@AntonDan
Fixes:
Jeroen van Rijn (@J_vanRijn)
@@ -320,7 +213,7 @@ typedef union hmm_vec2
float Elements[2];
#ifdef __cplusplus
inline float &operator[](int Index)
inline float &operator[](const int &Index)
{
return Elements[Index];
}
@@ -371,7 +264,7 @@ typedef union hmm_vec3
float Elements[3];
#ifdef __cplusplus
inline float &operator[](int Index)
inline float &operator[](const int &Index)
{
return Elements[Index];
}
@@ -435,7 +328,7 @@ typedef union hmm_vec4
#endif
#ifdef __cplusplus
inline float &operator[](int Index)
inline float &operator[](const int &Index)
{
return Elements[Index];
}
@@ -447,11 +340,15 @@ 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)
inline hmm_vec4 operator[](const int &Index)
{
float* col = Elements[Index];
@@ -483,6 +380,10 @@ typedef union hmm_quaternion
};
float Elements[4];
#ifdef HANDMADE_MATH__USE_SSE
__m128 InternalElementsSSE;
#endif
} hmm_quaternion;
typedef int32_t hmm_bool;
@@ -1120,6 +1021,21 @@ HMM_INLINE hmm_vec4 HMM_NormalizeVec4(hmm_vec4 A)
return (Result);
}
HMM_INLINE hmm_vec2 HMM_FastNormalizeVec2(hmm_vec2 A)
{
return HMM_MultiplyVec2f(A, HMM_RSquareRootF(HMM_DotVec2(A, A)));
}
HMM_INLINE hmm_vec3 HMM_FastNormalizeVec3(hmm_vec3 A)
{
return HMM_MultiplyVec3f(A, HMM_RSquareRootF(HMM_DotVec3(A, A)));
}
HMM_INLINE hmm_vec4 HMM_FastNormalizeVec4(hmm_vec4 A)
{
return HMM_MultiplyVec4f(A, HMM_RSquareRootF(HMM_DotVec4(A, A)));
}
/*
* SSE stuff
@@ -1129,10 +1045,10 @@ 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);
}
@@ -1167,7 +1083,7 @@ 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);
}
@@ -1180,10 +1096,10 @@ 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);
}
@@ -1196,10 +1112,10 @@ 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);
}
@@ -1215,10 +1131,10 @@ 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);
}
@@ -1234,10 +1150,10 @@ 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);
}
@@ -1270,10 +1186,12 @@ HMM_INLINE hmm_mat4 HMM_Perspective(float FOV, float AspectRatio, float Near, fl
{
hmm_mat4 Result = HMM_Mat4();
float TanThetaOver2 = HMM_TanF(FOV * (HMM_PI32 / 360.0f));
// See https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml
float Cotangent = 1.0f / HMM_TanF(FOV * (HMM_PI32 / 360.0f));
Result.Elements[0][0] = 1.0f / TanThetaOver2;
Result.Elements[1][1] = AspectRatio / TanThetaOver2;
Result.Elements[0][0] = Cotangent / AspectRatio;
Result.Elements[1][1] = Cotangent;
Result.Elements[2][3] = -1.0f;
Result.Elements[2][2] = (Near + Far) / (Near - Far);
Result.Elements[3][2] = (2.0f * Near * Far) / (Near - Far);
@@ -1317,10 +1235,14 @@ HMM_INLINE hmm_quaternion HMM_Quaternion(float X, float Y, float Z, float W)
{
hmm_quaternion Result;
#ifdef HANDMADE_MATH__USE_SSE
Result.InternalElementsSSE = _mm_setr_ps(X, Y, Z, W);
#else
Result.X = X;
Result.Y = Y;
Result.Z = Z;
Result.W = W;
#endif
return (Result);
}
@@ -1329,10 +1251,14 @@ HMM_INLINE hmm_quaternion HMM_QuaternionV4(hmm_vec4 Vector)
{
hmm_quaternion Result;
#ifdef HANDMADE_MATH__USE_SSE
Result.InternalElementsSSE = Vector.InternalElementsSSE;
#else
Result.X = Vector.X;
Result.Y = Vector.Y;
Result.Z = Vector.Z;
Result.W = Vector.W;
#endif
return (Result);
}
@@ -1341,10 +1267,15 @@ HMM_INLINE hmm_quaternion HMM_AddQuaternion(hmm_quaternion Left, hmm_quaternion
{
hmm_quaternion Result;
#ifdef HANDMADE_MATH__USE_SSE
Result.InternalElementsSSE = _mm_add_ps(Left.InternalElementsSSE, Right.InternalElementsSSE);
#else
Result.X = Left.X + Right.X;
Result.Y = Left.Y + Right.Y;
Result.Z = Left.Z + Right.Z;
Result.W = Left.W + Right.W;
#endif
return (Result);
}
@@ -1353,10 +1284,15 @@ HMM_INLINE hmm_quaternion HMM_SubtractQuaternion(hmm_quaternion Left, hmm_quater
{
hmm_quaternion Result;
#ifdef HANDMADE_MATH__USE_SSE
Result.InternalElementsSSE = _mm_sub_ps(Left.InternalElementsSSE, Right.InternalElementsSSE);
#else
Result.X = Left.X - Right.X;
Result.Y = Left.Y - Right.Y;
Result.Z = Left.Z - Right.Z;
Result.W = Left.W - Right.W;
#endif
return (Result);
}
@@ -1365,10 +1301,28 @@ HMM_INLINE hmm_quaternion HMM_MultiplyQuaternion(hmm_quaternion Left, hmm_quater
{
hmm_quaternion Result;
#ifdef HANDMADE_MATH__USE_SSE
__m128 SSEResultOne = _mm_xor_ps(_mm_shuffle_ps(Left.InternalElementsSSE, Left.InternalElementsSSE, _MM_SHUFFLE(0, 0, 0, 0)), _mm_setr_ps(0.f, -0.f, 0.f, -0.f));
__m128 SSEResultTwo = _mm_shuffle_ps(Right.InternalElementsSSE, Right.InternalElementsSSE, _MM_SHUFFLE(0, 1, 2, 3));
__m128 SSEResultThree = _mm_mul_ps(SSEResultTwo, SSEResultOne);
SSEResultOne = _mm_xor_ps(_mm_shuffle_ps(Left.InternalElementsSSE, Left.InternalElementsSSE, _MM_SHUFFLE(1, 1, 1, 1)) , _mm_setr_ps(0.f, 0.f, -0.f, -0.f));
SSEResultTwo = _mm_shuffle_ps(Right.InternalElementsSSE, Right.InternalElementsSSE, _MM_SHUFFLE(1, 0, 3, 2));
SSEResultThree = _mm_add_ps(SSEResultThree, _mm_mul_ps(SSEResultTwo, SSEResultOne));
SSEResultOne = _mm_xor_ps(_mm_shuffle_ps(Left.InternalElementsSSE, Left.InternalElementsSSE, _MM_SHUFFLE(2, 2, 2, 2)), _mm_setr_ps(-0.f, 0.f, 0.f, -0.f));
SSEResultTwo = _mm_shuffle_ps(Right.InternalElementsSSE, Right.InternalElementsSSE, _MM_SHUFFLE(2, 3, 0, 1));
SSEResultThree = _mm_add_ps(SSEResultThree, _mm_mul_ps(SSEResultTwo, SSEResultOne));
SSEResultOne = _mm_shuffle_ps(Left.InternalElementsSSE, Left.InternalElementsSSE, _MM_SHUFFLE(3, 3, 3, 3));
SSEResultTwo = _mm_shuffle_ps(Right.InternalElementsSSE, Right.InternalElementsSSE, _MM_SHUFFLE(3, 2, 1, 0));
Result.InternalElementsSSE = _mm_add_ps(SSEResultThree, _mm_mul_ps(SSEResultTwo, SSEResultOne));
#else
Result.X = (Left.X * Right.W) + (Left.Y * Right.Z) - (Left.Z * Right.Y) + (Left.W * Right.X);
Result.Y = (-Left.X * Right.Z) + (Left.Y * Right.W) + (Left.Z * Right.X) + (Left.W * Right.Y);
Result.Z = (Left.X * Right.Y) - (Left.Y * Right.X) + (Left.Z * Right.W) + (Left.W * Right.Z);
Result.W = (-Left.X * Right.X) - (Left.Y * Right.Y) - (Left.Z * Right.Z) + (Left.W * Right.W);
#endif
return (Result);
}
@@ -1377,10 +1331,15 @@ HMM_INLINE hmm_quaternion HMM_MultiplyQuaternionF(hmm_quaternion Left, float Mul
{
hmm_quaternion Result;
#ifdef HANDMADE_MATH__USE_SSE
__m128 Scalar = _mm_set1_ps(Multiplicative);
Result.InternalElementsSSE = _mm_mul_ps(Left.InternalElementsSSE, Scalar);
#else
Result.X = Left.X * Multiplicative;
Result.Y = Left.Y * Multiplicative;
Result.Z = Left.Z * Multiplicative;
Result.W = Left.W * Multiplicative;
#endif
return (Result);
}
@@ -1389,10 +1348,15 @@ HMM_INLINE hmm_quaternion HMM_DivideQuaternionF(hmm_quaternion Left, float Divid
{
hmm_quaternion Result;
#ifdef HANDMADE_MATH__USE_SSE
__m128 Scalar = _mm_set1_ps(Dividend);
Result.InternalElementsSSE = _mm_div_ps(Left.InternalElementsSSE, Scalar);
#else
Result.X = Left.X / Dividend;
Result.Y = Left.Y / Dividend;
Result.Z = Left.Z / Dividend;
Result.W = Left.W / Dividend;
#endif
return (Result);
}
@@ -1401,7 +1365,18 @@ HMM_EXTERN hmm_quaternion HMM_InverseQuaternion(hmm_quaternion Left);
HMM_INLINE float HMM_DotQuaternion(hmm_quaternion Left, hmm_quaternion Right)
{
float Result = (Left.X * Right.X) + (Left.Y * Right.Y) + (Left.Z * Right.Z) + (Left.W * Right.W);
float Result;
#ifdef HANDMADE_MATH__USE_SSE
__m128 SSEResultOne = _mm_mul_ps(Left.InternalElementsSSE, Right.InternalElementsSSE);
__m128 SSEResultTwo = _mm_shuffle_ps(SSEResultOne, SSEResultOne, _MM_SHUFFLE(2, 3, 0, 1));
SSEResultOne = _mm_add_ps(SSEResultOne, SSEResultTwo);
SSEResultTwo = _mm_shuffle_ps(SSEResultOne, SSEResultOne, _MM_SHUFFLE(0, 1, 2, 3));
SSEResultOne = _mm_add_ps(SSEResultOne, SSEResultTwo);
_mm_store_ss(&Result, SSEResultOne);
#else
Result = (Left.X * Right.X) + (Left.Y * Right.Y) + (Left.Z * Right.Z) + (Left.W * Right.W);
#endif
return (Result);
}
@@ -1420,11 +1395,18 @@ HMM_INLINE hmm_quaternion HMM_NLerp(hmm_quaternion Left, float Time, hmm_quatern
{
hmm_quaternion Result;
#ifdef HANDMADE_MATH__USE_SSE
__m128 ScalarLeft = _mm_set1_ps(1.0f - Time);
__m128 ScalarRight = _mm_set1_ps(Time);
__m128 SSEResultOne = _mm_mul_ps(Left.InternalElementsSSE, ScalarLeft);
__m128 SSEResultTwo = _mm_mul_ps(Right.InternalElementsSSE, ScalarRight);
Result.InternalElementsSSE = _mm_add_ps(SSEResultOne, SSEResultTwo);
#else
Result.X = HMM_Lerp(Left.X, Time, Right.X);
Result.Y = HMM_Lerp(Left.Y, Time, Right.Y);
Result.Z = HMM_Lerp(Left.Z, Time, Right.Z);
Result.W = HMM_Lerp(Left.W, Time, Right.W);
#endif
Result = HMM_NormalizeQuaternion(Result);
return (Result);
@@ -1503,6 +1485,27 @@ HMM_INLINE hmm_vec4 HMM_Normalize(hmm_vec4 A)
return (Result);
}
HMM_INLINE hmm_vec2 HMM_FastNormalize(hmm_vec2 A)
{
hmm_vec2 Result = HMM_FastNormalizeVec2(A);
return (Result);
}
HMM_INLINE hmm_vec3 HMM_FastNormalize(hmm_vec3 A)
{
hmm_vec3 Result = HMM_FastNormalizeVec3(A);
return (Result);
}
HMM_INLINE hmm_vec4 HMM_FastNormalize(hmm_vec4 A)
{
hmm_vec4 Result = HMM_FastNormalizeVec4(A);
return (Result);
}
HMM_INLINE hmm_quaternion HMM_Normalize(hmm_quaternion A)
{
hmm_quaternion Result = HMM_NormalizeQuaternion(A);
@@ -2252,10 +2255,10 @@ 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;
@@ -2411,10 +2414,7 @@ hmm_quaternion HMM_InverseQuaternion(hmm_quaternion Left)
Norm = HMM_SquareRootF(HMM_DotQuaternion(Left, Left));
NormSquared = Norm * Norm;
Result.X = Conjugate.X / NormSquared;
Result.Y = Conjugate.Y / NormSquared;
Result.Z = Conjugate.Z / NormSquared;
Result.W = Conjugate.W / NormSquared;
Result = HMM_DivideQuaternionF(Conjugate, NormSquared);
return (Result);
}

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@@ -10,6 +10,11 @@ To get started, go download [the latest release](https://github.com/HandmadeMath
Version | Changes |
----------------|----------------|
**1.10.0** | Made HMM_Perspective use vertical FOV instead of horizontal FOV for consistency with other graphics APIs. |
**1.9.0** | Added SSE versions of quaternion operations. |
**1.8.0** | Added fast vector normalization routines that use fast inverse square roots.
**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.

View File

@@ -20,16 +20,16 @@ TEST(Projection, Perspective)
{
hmm_vec3 original = HMM_Vec3(5.0f, 5.0f, -15.0f);
hmm_vec4 projected = HMM_MultiplyMat4ByVec4(projection, HMM_Vec4v(original, 1));
EXPECT_FLOAT_EQ(projected.X, 5.0f);
EXPECT_FLOAT_EQ(projected.Y, 10.0f);
EXPECT_FLOAT_EQ(projected.X, 2.5f);
EXPECT_FLOAT_EQ(projected.Y, 5.0f);
EXPECT_FLOAT_EQ(projected.Z, 15.0f);
EXPECT_FLOAT_EQ(projected.W, 15.0f);
}
{
hmm_vec3 original = HMM_Vec3(5.0f, 5.0f, -5.0f);
hmm_vec4 projected = HMM_MultiplyMat4ByVec4(projection, HMM_Vec4v(original, 1));
EXPECT_FLOAT_EQ(projected.X, 5.0f);
EXPECT_FLOAT_EQ(projected.Y, 10.0f);
EXPECT_FLOAT_EQ(projected.X, 2.5f);
EXPECT_FLOAT_EQ(projected.Y, 5.0f);
EXPECT_FLOAT_EQ(projected.Z, -5.0f);
EXPECT_FLOAT_EQ(projected.W, 5.0f);
}

View File

@@ -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);

View File

@@ -134,6 +134,106 @@ TEST(VectorOps, NormalizeZero)
#endif
}
TEST(VectorOps, FastNormalize)
{
hmm_vec2 v2 = HMM_Vec2(1.0f, -2.0f);
hmm_vec3 v3 = HMM_Vec3(1.0f, -2.0f, 3.0f);
hmm_vec4 v4 = HMM_Vec4(1.0f, -2.0f, 3.0f, -1.0f);
{
hmm_vec2 result = HMM_FastNormalizeVec2(v2);
EXPECT_NEAR(HMM_LengthVec2(result), 1.0f, 0.001f);
EXPECT_GT(result.X, 0.0f);
EXPECT_LT(result.Y, 0.0f);
}
{
hmm_vec3 result = HMM_FastNormalizeVec3(v3);
EXPECT_NEAR(HMM_LengthVec3(result), 1.0f, 0.001f);
EXPECT_GT(result.X, 0.0f);
EXPECT_LT(result.Y, 0.0f);
EXPECT_GT(result.Z, 0.0f);
}
{
hmm_vec4 result = HMM_FastNormalizeVec4(v4);
EXPECT_NEAR(HMM_LengthVec4(result), 1.0f, 0.001f);
EXPECT_GT(result.X, 0.0f);
EXPECT_LT(result.Y, 0.0f);
EXPECT_GT(result.Z, 0.0f);
EXPECT_LT(result.W, 0.0f);
}
#ifdef __cplusplus
{
hmm_vec2 result = HMM_FastNormalize(v2);
EXPECT_NEAR(HMM_LengthVec2(result), 1.0f, 0.001f);
EXPECT_GT(result.X, 0.0f);
EXPECT_LT(result.Y, 0.0f);
}
{
hmm_vec3 result = HMM_FastNormalize(v3);
EXPECT_NEAR(HMM_LengthVec3(result), 1.0f, 0.001f);
EXPECT_GT(result.X, 0.0f);
EXPECT_LT(result.Y, 0.0f);
EXPECT_GT(result.Z, 0.0f);
}
{
hmm_vec4 result = HMM_FastNormalize(v4);
EXPECT_NEAR(HMM_LengthVec4(result), 1.0f, 0.001f);
EXPECT_GT(result.X, 0.0f);
EXPECT_LT(result.Y, 0.0f);
EXPECT_GT(result.Z, 0.0f);
EXPECT_LT(result.W, 0.0f);
}
#endif
}
TEST(VectorOps, FastNormalizeZero)
{
hmm_vec2 v2 = HMM_Vec2(0.0f, 0.0f);
hmm_vec3 v3 = HMM_Vec3(0.0f, 0.0f, 0.0f);
hmm_vec4 v4 = HMM_Vec4(0.0f, 0.0f, 0.0f, 0.0f);
{
hmm_vec2 result = HMM_FastNormalizeVec2(v2);
EXPECT_FLOAT_EQ(result.X, 0.0f);
EXPECT_FLOAT_EQ(result.Y, 0.0f);
}
{
hmm_vec3 result = HMM_FastNormalizeVec3(v3);
EXPECT_FLOAT_EQ(result.X, 0.0f);
EXPECT_FLOAT_EQ(result.Y, 0.0f);
EXPECT_FLOAT_EQ(result.Z, 0.0f);
}
{
hmm_vec4 result = HMM_FastNormalizeVec4(v4);
EXPECT_FLOAT_EQ(result.X, 0.0f);
EXPECT_FLOAT_EQ(result.Y, 0.0f);
EXPECT_FLOAT_EQ(result.Z, 0.0f);
EXPECT_FLOAT_EQ(result.W, 0.0f);
}
#ifdef __cplusplus
{
hmm_vec2 result = HMM_FastNormalize(v2);
EXPECT_FLOAT_EQ(result.X, 0.0f);
EXPECT_FLOAT_EQ(result.Y, 0.0f);
}
{
hmm_vec3 result = HMM_FastNormalize(v3);
EXPECT_FLOAT_EQ(result.X, 0.0f);
EXPECT_FLOAT_EQ(result.Y, 0.0f);
EXPECT_FLOAT_EQ(result.Z, 0.0f);
}
{
hmm_vec4 result = HMM_FastNormalize(v4);
EXPECT_FLOAT_EQ(result.X, 0.0f);
EXPECT_FLOAT_EQ(result.Y, 0.0f);
EXPECT_FLOAT_EQ(result.Z, 0.0f);
EXPECT_FLOAT_EQ(result.W, 0.0f);
}
#endif
}
TEST(VectorOps, Cross)
{
hmm_vec3 v1 = HMM_Vec3(1.0f, 2.0f, 3.0f);