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authorAaditya Dhruv <[email protected]>2026-01-25 15:10:37 -0600
committerAaditya Dhruv <[email protected]>2026-01-25 15:10:37 -0600
commit118980e02e59ff31871df59dce257075394f3533 (patch)
tree26fba4492bb4b561d21bf49b35d892a821d54fab /include/cglm/mat4.h
parent0e6e1245b70df4dfcba135d50e1b53d1a8ef7eb8 (diff)
wip
Diffstat (limited to 'include/cglm/mat4.h')
-rw-r--r--include/cglm/mat4.h831
1 files changed, 831 insertions, 0 deletions
diff --git a/include/cglm/mat4.h b/include/cglm/mat4.h
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+++ b/include/cglm/mat4.h
@@ -0,0 +1,831 @@
+/*
+ * Copyright (c), Recep Aslantas.
+ *
+ * MIT License (MIT), http://opensource.org/licenses/MIT
+ * Full license can be found in the LICENSE file
+ */
+
+/*!
+ * Most of functions in this header are optimized manually with SIMD
+ * if available. You dont need to call/incude SIMD headers manually
+ */
+
+/*
+ Macros:
+ GLM_MAT4_IDENTITY_INIT
+ GLM_MAT4_ZERO_INIT
+ GLM_MAT4_IDENTITY
+ GLM_MAT4_ZERO
+
+ Functions:
+ CGLM_INLINE void glm_mat4_ucopy(mat4 mat, mat4 dest);
+ CGLM_INLINE void glm_mat4_copy(mat4 mat, mat4 dest);
+ CGLM_INLINE void glm_mat4_identity(mat4 mat);
+ CGLM_INLINE void glm_mat4_identity_array(mat4 * restrict mat, size_t count);
+ CGLM_INLINE void glm_mat4_zero(mat4 mat);
+ CGLM_INLINE void glm_mat4_pick3(mat4 mat, mat3 dest);
+ CGLM_INLINE void glm_mat4_pick3t(mat4 mat, mat3 dest);
+ CGLM_INLINE void glm_mat4_ins3(mat3 mat, mat4 dest);
+ CGLM_INLINE void glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest);
+ CGLM_INLINE void glm_mat4_mulN(mat4 *matrices[], int len, mat4 dest);
+ CGLM_INLINE void glm_mat4_mulv(mat4 m, vec4 v, vec4 dest);
+ CGLM_INLINE void glm_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest);
+ CGLM_INLINE float glm_mat4_trace(mat4 m);
+ CGLM_INLINE float glm_mat4_trace3(mat4 m);
+ CGLM_INLINE void glm_mat4_quat(mat4 m, versor dest) ;
+ CGLM_INLINE void glm_mat4_transpose_to(mat4 m, mat4 dest);
+ CGLM_INLINE void glm_mat4_transpose(mat4 m);
+ CGLM_INLINE void glm_mat4_scale_p(mat4 m, float s);
+ CGLM_INLINE void glm_mat4_scale(mat4 m, float s);
+ CGLM_INLINE float glm_mat4_det(mat4 mat);
+ CGLM_INLINE void glm_mat4_inv(mat4 mat, mat4 dest);
+ CGLM_INLINE void glm_mat4_inv_fast(mat4 mat, mat4 dest);
+ CGLM_INLINE void glm_mat4_swap_col(mat4 mat, int col1, int col2);
+ CGLM_INLINE void glm_mat4_swap_row(mat4 mat, int row1, int row2);
+ CGLM_INLINE float glm_mat4_rmc(vec4 r, mat4 m, vec4 c);
+ CGLM_INLINE void glm_mat4_make(float * restrict src, mat4 dest);
+ CGLM_INLINE void glm_mat4_textrans(float sx, float sy, float rot, float tx, float ty, mat4 dest);
+ */
+
+#ifndef cglm_mat_h
+#define cglm_mat_h
+
+#include "common.h"
+#include "vec4.h"
+#include "vec3.h"
+
+#ifdef CGLM_SSE_FP
+# include "simd/sse2/mat4.h"
+#endif
+
+#ifdef CGLM_AVX_FP
+# include "simd/avx/mat4.h"
+#endif
+
+#ifdef CGLM_NEON_FP
+# include "simd/neon/mat4.h"
+#endif
+
+#ifdef CGLM_SIMD_WASM
+# include "simd/wasm/mat4.h"
+#endif
+
+#ifndef NDEBUG
+# include <assert.h>
+#endif
+
+#define GLM_MAT4_IDENTITY_INIT {{1.0f, 0.0f, 0.0f, 0.0f}, \
+ {0.0f, 1.0f, 0.0f, 0.0f}, \
+ {0.0f, 0.0f, 1.0f, 0.0f}, \
+ {0.0f, 0.0f, 0.0f, 1.0f}}
+
+#define GLM_MAT4_ZERO_INIT {{0.0f, 0.0f, 0.0f, 0.0f}, \
+ {0.0f, 0.0f, 0.0f, 0.0f}, \
+ {0.0f, 0.0f, 0.0f, 0.0f}, \
+ {0.0f, 0.0f, 0.0f, 0.0f}}
+
+/* for C only */
+#define GLM_MAT4_IDENTITY ((mat4)GLM_MAT4_IDENTITY_INIT)
+#define GLM_MAT4_ZERO ((mat4)GLM_MAT4_ZERO_INIT)
+
+/* DEPRECATED! use _copy, _ucopy versions */
+#define glm_mat4_udup(mat, dest) glm_mat4_ucopy(mat, dest)
+#define glm_mat4_dup(mat, dest) glm_mat4_copy(mat, dest)
+
+/* DEPRECATED! default is precise now. */
+#define glm_mat4_inv_precise(mat, dest) glm_mat4_inv(mat, dest)
+
+/*!
+ * @brief copy all members of [mat] to [dest]
+ *
+ * matrix may not be aligned, u stands for unaligned, this may be useful when
+ * copying a matrix from external source e.g. asset importer...
+ *
+ * @param[in] mat source
+ * @param[out] dest destination
+ */
+CGLM_INLINE
+void
+glm_mat4_ucopy(mat4 mat, mat4 dest) {
+ dest[0][0] = mat[0][0]; dest[1][0] = mat[1][0];
+ dest[0][1] = mat[0][1]; dest[1][1] = mat[1][1];
+ dest[0][2] = mat[0][2]; dest[1][2] = mat[1][2];
+ dest[0][3] = mat[0][3]; dest[1][3] = mat[1][3];
+
+ dest[2][0] = mat[2][0]; dest[3][0] = mat[3][0];
+ dest[2][1] = mat[2][1]; dest[3][1] = mat[3][1];
+ dest[2][2] = mat[2][2]; dest[3][2] = mat[3][2];
+ dest[2][3] = mat[2][3]; dest[3][3] = mat[3][3];
+}
+
+/*!
+ * @brief copy all members of [mat] to [dest]
+ *
+ * @param[in] mat source
+ * @param[out] dest destination
+ */
+CGLM_INLINE
+void
+glm_mat4_copy(mat4 mat, mat4 dest) {
+#if defined(__wasm__) && defined(__wasm_simd128__)
+ glmm_store(dest[0], glmm_load(mat[0]));
+ glmm_store(dest[1], glmm_load(mat[1]));
+ glmm_store(dest[2], glmm_load(mat[2]));
+ glmm_store(dest[3], glmm_load(mat[3]));
+#elif defined(__AVX__)
+ glmm_store256(dest[0], glmm_load256(mat[0]));
+ glmm_store256(dest[2], glmm_load256(mat[2]));
+#elif defined( __SSE__ ) || defined( __SSE2__ )
+ glmm_store(dest[0], glmm_load(mat[0]));
+ glmm_store(dest[1], glmm_load(mat[1]));
+ glmm_store(dest[2], glmm_load(mat[2]));
+ glmm_store(dest[3], glmm_load(mat[3]));
+#elif defined(CGLM_NEON_FP)
+ vst1q_f32(dest[0], vld1q_f32(mat[0]));
+ vst1q_f32(dest[1], vld1q_f32(mat[1]));
+ vst1q_f32(dest[2], vld1q_f32(mat[2]));
+ vst1q_f32(dest[3], vld1q_f32(mat[3]));
+#else
+ glm_mat4_ucopy(mat, dest);
+#endif
+}
+
+/*!
+ * @brief make given matrix identity. It is identical with below,
+ * but it is more easy to do that with this func especially for members
+ * e.g. glm_mat4_identity(aStruct->aMatrix);
+ *
+ * @code
+ * glm_mat4_copy(GLM_MAT4_IDENTITY, mat); // C only
+ *
+ * // or
+ * mat4 mat = GLM_MAT4_IDENTITY_INIT;
+ * @endcode
+ *
+ * @param[in, out] mat destination
+ */
+CGLM_INLINE
+void
+glm_mat4_identity(mat4 mat) {
+ CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
+ glm_mat4_copy(t, mat);
+}
+
+/*!
+ * @brief make given matrix array's each element identity matrix
+ *
+ * @param[in, out] mat matrix array (must be aligned (16/32)
+ * if alignment is not disabled)
+ *
+ * @param[in] count count of matrices
+ */
+CGLM_INLINE
+void
+glm_mat4_identity_array(mat4 * __restrict mat, size_t count) {
+ CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
+ size_t i;
+
+ for (i = 0; i < count; i++) {
+ glm_mat4_copy(t, mat[i]);
+ }
+}
+
+/*!
+ * @brief make given matrix zero.
+ *
+ * @param[in, out] mat matrix
+ */
+CGLM_INLINE
+void
+glm_mat4_zero(mat4 mat) {
+#if defined(__wasm__) && defined(__wasm_simd128__)
+ glmm_128 x0;
+ x0 = wasm_f32x4_const_splat(0.f);
+ glmm_store(mat[0], x0);
+ glmm_store(mat[1], x0);
+ glmm_store(mat[2], x0);
+ glmm_store(mat[3], x0);
+#elif defined(__AVX__)
+ __m256 y0;
+ y0 = _mm256_setzero_ps();
+ glmm_store256(mat[0], y0);
+ glmm_store256(mat[2], y0);
+#elif defined( __SSE__ ) || defined( __SSE2__ )
+ glmm_128 x0;
+ x0 = _mm_setzero_ps();
+ glmm_store(mat[0], x0);
+ glmm_store(mat[1], x0);
+ glmm_store(mat[2], x0);
+ glmm_store(mat[3], x0);
+#elif defined(CGLM_NEON_FP)
+ glmm_128 x0;
+ x0 = vdupq_n_f32(0.0f);
+ vst1q_f32(mat[0], x0);
+ vst1q_f32(mat[1], x0);
+ vst1q_f32(mat[2], x0);
+ vst1q_f32(mat[3], x0);
+#else
+ CGLM_ALIGN_MAT mat4 t = GLM_MAT4_ZERO_INIT;
+ glm_mat4_copy(t, mat);
+#endif
+}
+
+/*!
+ * @brief copy upper-left of mat4 to mat3
+ *
+ * @param[in] mat source
+ * @param[out] dest destination
+ */
+CGLM_INLINE
+void
+glm_mat4_pick3(mat4 mat, mat3 dest) {
+ dest[0][0] = mat[0][0];
+ dest[0][1] = mat[0][1];
+ dest[0][2] = mat[0][2];
+
+ dest[1][0] = mat[1][0];
+ dest[1][1] = mat[1][1];
+ dest[1][2] = mat[1][2];
+
+ dest[2][0] = mat[2][0];
+ dest[2][1] = mat[2][1];
+ dest[2][2] = mat[2][2];
+}
+
+/*!
+ * @brief copy upper-left of mat4 to mat3 (transposed)
+ *
+ * the postfix t stands for transpose
+ *
+ * @param[in] mat source
+ * @param[out] dest destination
+ */
+CGLM_INLINE
+void
+glm_mat4_pick3t(mat4 mat, mat3 dest) {
+ dest[0][0] = mat[0][0];
+ dest[0][1] = mat[1][0];
+ dest[0][2] = mat[2][0];
+
+ dest[1][0] = mat[0][1];
+ dest[1][1] = mat[1][1];
+ dest[1][2] = mat[2][1];
+
+ dest[2][0] = mat[0][2];
+ dest[2][1] = mat[1][2];
+ dest[2][2] = mat[2][2];
+}
+
+/*!
+ * @brief copy mat3 to mat4's upper-left
+ *
+ * @param[in] mat source
+ * @param[out] dest destination
+ */
+CGLM_INLINE
+void
+glm_mat4_ins3(mat3 mat, mat4 dest) {
+ dest[0][0] = mat[0][0];
+ dest[0][1] = mat[0][1];
+ dest[0][2] = mat[0][2];
+
+ dest[1][0] = mat[1][0];
+ dest[1][1] = mat[1][1];
+ dest[1][2] = mat[1][2];
+
+ dest[2][0] = mat[2][0];
+ dest[2][1] = mat[2][1];
+ dest[2][2] = mat[2][2];
+}
+
+/*!
+ * @brief multiply m1 and m2 to dest
+ *
+ * m1, m2 and dest matrices can be same matrix, it is possible to write this:
+ *
+ * @code
+ * mat4 m = GLM_MAT4_IDENTITY_INIT;
+ * glm_mat4_mul(m, m, m);
+ * @endcode
+ *
+ * @param[in] m1 left matrix
+ * @param[in] m2 right matrix
+ * @param[out] dest destination matrix
+ */
+CGLM_INLINE
+void
+glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest) {
+#if defined(__wasm__) && defined(__wasm_simd128__)
+ glm_mat4_mul_wasm(m1, m2, dest);
+#elif defined(__AVX__)
+ glm_mat4_mul_avx(m1, m2, dest);
+#elif defined( __SSE__ ) || defined( __SSE2__ )
+ glm_mat4_mul_sse2(m1, m2, dest);
+#elif defined(CGLM_NEON_FP)
+ glm_mat4_mul_neon(m1, m2, dest);
+#else
+ float a00 = m1[0][0], a01 = m1[0][1], a02 = m1[0][2], a03 = m1[0][3],
+ a10 = m1[1][0], a11 = m1[1][1], a12 = m1[1][2], a13 = m1[1][3],
+ a20 = m1[2][0], a21 = m1[2][1], a22 = m1[2][2], a23 = m1[2][3],
+ a30 = m1[3][0], a31 = m1[3][1], a32 = m1[3][2], a33 = m1[3][3],
+
+ b00 = m2[0][0], b01 = m2[0][1], b02 = m2[0][2], b03 = m2[0][3],
+ b10 = m2[1][0], b11 = m2[1][1], b12 = m2[1][2], b13 = m2[1][3],
+ b20 = m2[2][0], b21 = m2[2][1], b22 = m2[2][2], b23 = m2[2][3],
+ b30 = m2[3][0], b31 = m2[3][1], b32 = m2[3][2], b33 = m2[3][3];
+
+ dest[0][0] = a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03;
+ dest[0][1] = a01 * b00 + a11 * b01 + a21 * b02 + a31 * b03;
+ dest[0][2] = a02 * b00 + a12 * b01 + a22 * b02 + a32 * b03;
+ dest[0][3] = a03 * b00 + a13 * b01 + a23 * b02 + a33 * b03;
+ dest[1][0] = a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13;
+ dest[1][1] = a01 * b10 + a11 * b11 + a21 * b12 + a31 * b13;
+ dest[1][2] = a02 * b10 + a12 * b11 + a22 * b12 + a32 * b13;
+ dest[1][3] = a03 * b10 + a13 * b11 + a23 * b12 + a33 * b13;
+ dest[2][0] = a00 * b20 + a10 * b21 + a20 * b22 + a30 * b23;
+ dest[2][1] = a01 * b20 + a11 * b21 + a21 * b22 + a31 * b23;
+ dest[2][2] = a02 * b20 + a12 * b21 + a22 * b22 + a32 * b23;
+ dest[2][3] = a03 * b20 + a13 * b21 + a23 * b22 + a33 * b23;
+ dest[3][0] = a00 * b30 + a10 * b31 + a20 * b32 + a30 * b33;
+ dest[3][1] = a01 * b30 + a11 * b31 + a21 * b32 + a31 * b33;
+ dest[3][2] = a02 * b30 + a12 * b31 + a22 * b32 + a32 * b33;
+ dest[3][3] = a03 * b30 + a13 * b31 + a23 * b32 + a33 * b33;
+#endif
+}
+
+/*!
+ * @brief mupliply N mat4 matrices and store result in dest
+ *
+ * this function lets you multiply multiple (more than two or more...) matrices
+ * <br><br>multiplication will be done in loop, this may reduce instructions
+ * size but if <b>len</b> is too small then compiler may unroll whole loop,
+ * usage:
+ * @code
+ * mat4 m1, m2, m3, m4, res;
+ *
+ * glm_mat4_mulN((mat4 *[]){&m1, &m2, &m3, &m4}, 4, res);
+ * @endcode
+ *
+ * @warning matrices parameter is pointer array not mat4 array!
+ *
+ * @param[in] matrices mat4 * array
+ * @param[in] len matrices count
+ * @param[out] dest result
+ */
+CGLM_INLINE
+void
+glm_mat4_mulN(mat4 * __restrict matrices[], uint32_t len, mat4 dest) {
+ uint32_t i;
+
+#ifndef NDEBUG
+ assert(len > 1 && "there must be least 2 matrices to go!");
+#endif
+
+ glm_mat4_mul(*matrices[0], *matrices[1], dest);
+
+ for (i = 2; i < len; i++)
+ glm_mat4_mul(dest, *matrices[i], dest);
+}
+
+/*!
+ * @brief multiply mat4 with vec4 (column vector) and store in dest vector
+ *
+ * @param[in] m mat4 (left)
+ * @param[in] v vec4 (right, column vector)
+ * @param[out] dest vec4 (result, column vector)
+ */
+CGLM_INLINE
+void
+glm_mat4_mulv(mat4 m, vec4 v, vec4 dest) {
+#if defined(__wasm__) && defined(__wasm_simd128__)
+ glm_mat4_mulv_wasm(m, v, dest);
+#elif defined( __SSE__ ) || defined( __SSE2__ )
+ glm_mat4_mulv_sse2(m, v, dest);
+#elif defined(CGLM_NEON_FP)
+ glm_mat4_mulv_neon(m, v, dest);
+#else
+ vec4 res;
+ res[0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2] + m[3][0] * v[3];
+ res[1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1] * v[2] + m[3][1] * v[3];
+ res[2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2] + m[3][2] * v[3];
+ res[3] = m[0][3] * v[0] + m[1][3] * v[1] + m[2][3] * v[2] + m[3][3] * v[3];
+ glm_vec4_copy(res, dest);
+#endif
+}
+
+/*!
+ * @brief trace of matrix
+ *
+ * sum of the elements on the main diagonal from upper left to the lower right
+ *
+ * @param[in] m matrix
+ */
+CGLM_INLINE
+float
+glm_mat4_trace(mat4 m) {
+ return m[0][0] + m[1][1] + m[2][2] + m[3][3];
+}
+
+/*!
+ * @brief trace of matrix (rotation part)
+ *
+ * sum of the elements on the main diagonal from upper left to the lower right
+ *
+ * @param[in] m matrix
+ */
+CGLM_INLINE
+float
+glm_mat4_trace3(mat4 m) {
+ return m[0][0] + m[1][1] + m[2][2];
+}
+
+/*!
+ * @brief convert mat4's rotation part to quaternion
+ *
+ * @param[in] m affine matrix
+ * @param[out] dest destination quaternion
+ */
+CGLM_INLINE
+void
+glm_mat4_quat(mat4 m, versor dest) {
+ float trace, r, rinv;
+
+ /* it seems using like m12 instead of m[1][2] causes extra instructions */
+
+ trace = m[0][0] + m[1][1] + m[2][2];
+ if (trace >= 0.0f) {
+ r = sqrtf(1.0f + trace);
+ rinv = 0.5f / r;
+
+ dest[0] = rinv * (m[1][2] - m[2][1]);
+ dest[1] = rinv * (m[2][0] - m[0][2]);
+ dest[2] = rinv * (m[0][1] - m[1][0]);
+ dest[3] = r * 0.5f;
+ } else if (m[0][0] >= m[1][1] && m[0][0] >= m[2][2]) {
+ r = sqrtf(1.0f - m[1][1] - m[2][2] + m[0][0]);
+ rinv = 0.5f / r;
+
+ dest[0] = r * 0.5f;
+ dest[1] = rinv * (m[0][1] + m[1][0]);
+ dest[2] = rinv * (m[0][2] + m[2][0]);
+ dest[3] = rinv * (m[1][2] - m[2][1]);
+ } else if (m[1][1] >= m[2][2]) {
+ r = sqrtf(1.0f - m[0][0] - m[2][2] + m[1][1]);
+ rinv = 0.5f / r;
+
+ dest[0] = rinv * (m[0][1] + m[1][0]);
+ dest[1] = r * 0.5f;
+ dest[2] = rinv * (m[1][2] + m[2][1]);
+ dest[3] = rinv * (m[2][0] - m[0][2]);
+ } else {
+ r = sqrtf(1.0f - m[0][0] - m[1][1] + m[2][2]);
+ rinv = 0.5f / r;
+
+ dest[0] = rinv * (m[0][2] + m[2][0]);
+ dest[1] = rinv * (m[1][2] + m[2][1]);
+ dest[2] = r * 0.5f;
+ dest[3] = rinv * (m[0][1] - m[1][0]);
+ }
+}
+
+/*!
+ * @brief multiply vector with mat4
+ *
+ * actually the result is vec4, after multiplication the last component
+ * is trimmed. if you need it don't use this func.
+ *
+ * @param[in] m mat4(affine transform)
+ * @param[in] v vec3
+ * @param[in] last 4th item to make it vec4
+ * @param[out] dest result vector (vec3)
+ */
+CGLM_INLINE
+void
+glm_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest) {
+ vec4 res;
+ glm_vec4(v, last, res);
+ glm_mat4_mulv(m, res, res);
+ glm_vec3(res, dest);
+}
+
+/*!
+ * @brief transpose mat4 and store in dest
+ *
+ * source matrix will not be transposed unless dest is m
+ *
+ * @param[in] m matrix
+ * @param[out] dest result
+ */
+CGLM_INLINE
+void
+glm_mat4_transpose_to(mat4 m, mat4 dest) {
+#if defined(__wasm__) && defined(__wasm_simd128__)
+ glm_mat4_transp_wasm(m, dest);
+#elif defined(__AVX__)
+ glm_mat4_transp_avx(m, dest);
+#elif defined( __SSE__ ) || defined( __SSE2__ )
+ glm_mat4_transp_sse2(m, dest);
+#elif defined(CGLM_NEON_FP)
+ glm_mat4_transp_neon(m, dest);
+#else
+ dest[0][0] = m[0][0]; dest[1][0] = m[0][1];
+ dest[0][1] = m[1][0]; dest[1][1] = m[1][1];
+ dest[0][2] = m[2][0]; dest[1][2] = m[2][1];
+ dest[0][3] = m[3][0]; dest[1][3] = m[3][1];
+ dest[2][0] = m[0][2]; dest[3][0] = m[0][3];
+ dest[2][1] = m[1][2]; dest[3][1] = m[1][3];
+ dest[2][2] = m[2][2]; dest[3][2] = m[2][3];
+ dest[2][3] = m[3][2]; dest[3][3] = m[3][3];
+#endif
+}
+
+/*!
+ * @brief transpose mat4 and store result in same matrix
+ *
+ * @param[in, out] m source and dest
+ */
+CGLM_INLINE
+void
+glm_mat4_transpose(mat4 m) {
+#if defined(__wasm__) && defined(__wasm_simd128__)
+ glm_mat4_transp_wasm(m, m);
+#elif defined(__AVX__)
+ glm_mat4_transp_avx(m, m);
+#elif defined( __SSE__ ) || defined( __SSE2__ )
+ glm_mat4_transp_sse2(m, m);
+#elif defined(CGLM_NEON_FP)
+ glm_mat4_transp_neon(m, m);
+#else
+ mat4 d;
+ glm_mat4_transpose_to(m, d);
+ glm_mat4_ucopy(d, m);
+#endif
+}
+
+/*!
+ * @brief scale (multiply with scalar) matrix without simd optimization
+ *
+ * multiply matrix with scalar
+ *
+ * @param[in, out] m matrix
+ * @param[in] s scalar
+ */
+CGLM_INLINE
+void
+glm_mat4_scale_p(mat4 m, float s) {
+ m[0][0] *= s; m[0][1] *= s; m[0][2] *= s; m[0][3] *= s;
+ m[1][0] *= s; m[1][1] *= s; m[1][2] *= s; m[1][3] *= s;
+ m[2][0] *= s; m[2][1] *= s; m[2][2] *= s; m[2][3] *= s;
+ m[3][0] *= s; m[3][1] *= s; m[3][2] *= s; m[3][3] *= s;
+}
+
+/*!
+ * @brief scale (multiply with scalar) matrix
+ *
+ * multiply matrix with scalar
+ *
+ * @param[in, out] m matrix
+ * @param[in] s scalar
+ */
+CGLM_INLINE
+void
+glm_mat4_scale(mat4 m, float s) {
+#if defined(__wasm__) && defined(__wasm_simd128__)
+ glm_mat4_scale_wasm(m, s);
+#elif defined(__AVX__)
+ glm_mat4_scale_avx(m, s);
+#elif defined( __SSE__ ) || defined( __SSE2__ )
+ glm_mat4_scale_sse2(m, s);
+#elif defined(CGLM_NEON_FP)
+ glm_mat4_scale_neon(m, s);
+#else
+ glm_mat4_scale_p(m, s);
+#endif
+}
+
+/*!
+ * @brief mat4 determinant
+ *
+ * @param[in] mat matrix
+ *
+ * @return determinant
+ */
+CGLM_INLINE
+float
+glm_mat4_det(mat4 mat) {
+#if defined(__wasm__) && defined(__wasm_simd128__)
+ return glm_mat4_det_wasm(mat);
+#elif defined( __SSE__ ) || defined( __SSE2__ )
+ return glm_mat4_det_sse2(mat);
+#elif defined(CGLM_NEON_FP)
+ return glm_mat4_det_neon(mat);
+#else
+ /* [square] det(A) = det(At) */
+ float t[6];
+ float a = mat[0][0], b = mat[0][1], c = mat[0][2], d = mat[0][3],
+ e = mat[1][0], f = mat[1][1], g = mat[1][2], h = mat[1][3],
+ i = mat[2][0], j = mat[2][1], k = mat[2][2], l = mat[2][3],
+ m = mat[3][0], n = mat[3][1], o = mat[3][2], p = mat[3][3];
+
+ t[0] = k * p - o * l;
+ t[1] = j * p - n * l;
+ t[2] = j * o - n * k;
+ t[3] = i * p - m * l;
+ t[4] = i * o - m * k;
+ t[5] = i * n - m * j;
+
+ return a * (f * t[0] - g * t[1] + h * t[2])
+ - b * (e * t[0] - g * t[3] + h * t[4])
+ + c * (e * t[1] - f * t[3] + h * t[5])
+ - d * (e * t[2] - f * t[4] + g * t[5]);
+#endif
+}
+
+/*!
+ * @brief inverse mat4 and store in dest
+ *
+ * @param[in] mat matrix
+ * @param[out] dest inverse matrix
+ */
+CGLM_INLINE
+void
+glm_mat4_inv(mat4 mat, mat4 dest) {
+#if defined(__wasm__) && defined(__wasm_simd128__)
+ glm_mat4_inv_wasm(mat, dest);
+#elif defined( __SSE__ ) || defined( __SSE2__ )
+ glm_mat4_inv_sse2(mat, dest);
+#elif defined(CGLM_NEON_FP)
+ glm_mat4_inv_neon(mat, dest);
+#else
+ float a = mat[0][0], b = mat[0][1], c = mat[0][2], d = mat[0][3],
+ e = mat[1][0], f = mat[1][1], g = mat[1][2], h = mat[1][3],
+ i = mat[2][0], j = mat[2][1], k = mat[2][2], l = mat[2][3],
+ m = mat[3][0], n = mat[3][1], o = mat[3][2], p = mat[3][3],
+
+ c1 = k * p - l * o, c2 = c * h - d * g, c3 = i * p - l * m,
+ c4 = a * h - d * e, c5 = j * p - l * n, c6 = b * h - d * f,
+ c7 = i * n - j * m, c8 = a * f - b * e, c9 = j * o - k * n,
+ c10 = b * g - c * f, c11 = i * o - k * m, c12 = a * g - c * e,
+
+ idt = 1.0f/(c8*c1+c4*c9+c10*c3+c2*c7-c12*c5-c6*c11), ndt = -idt;
+
+ dest[0][0] = (f * c1 - g * c5 + h * c9) * idt;
+ dest[0][1] = (b * c1 - c * c5 + d * c9) * ndt;
+ dest[0][2] = (n * c2 - o * c6 + p * c10) * idt;
+ dest[0][3] = (j * c2 - k * c6 + l * c10) * ndt;
+
+ dest[1][0] = (e * c1 - g * c3 + h * c11) * ndt;
+ dest[1][1] = (a * c1 - c * c3 + d * c11) * idt;
+ dest[1][2] = (m * c2 - o * c4 + p * c12) * ndt;
+ dest[1][3] = (i * c2 - k * c4 + l * c12) * idt;
+
+ dest[2][0] = (e * c5 - f * c3 + h * c7) * idt;
+ dest[2][1] = (a * c5 - b * c3 + d * c7) * ndt;
+ dest[2][2] = (m * c6 - n * c4 + p * c8) * idt;
+ dest[2][3] = (i * c6 - j * c4 + l * c8) * ndt;
+
+ dest[3][0] = (e * c9 - f * c11 + g * c7) * ndt;
+ dest[3][1] = (a * c9 - b * c11 + c * c7) * idt;
+ dest[3][2] = (m * c10 - n * c12 + o * c8) * ndt;
+ dest[3][3] = (i * c10 - j * c12 + k * c8) * idt;
+#endif
+}
+
+/*!
+ * @brief inverse mat4 and store in dest
+ *
+ * this func uses reciprocal approximation without extra corrections
+ * e.g Newton-Raphson. this should work faster than normal,
+ * to get more precise use glm_mat4_inv version.
+ *
+ * NOTE: You will lose precision, glm_mat4_inv is more accurate
+ *
+ * @param[in] mat matrix
+ * @param[out] dest inverse matrix
+ */
+CGLM_INLINE
+void
+glm_mat4_inv_fast(mat4 mat, mat4 dest) {
+#if defined(__wasm__) && defined(__wasm_simd128__)
+ glm_mat4_inv_fast_wasm(mat, dest);
+#elif defined( __SSE__ ) || defined( __SSE2__ )
+ glm_mat4_inv_fast_sse2(mat, dest);
+#else
+ glm_mat4_inv(mat, dest);
+#endif
+}
+
+/*!
+ * @brief swap two matrix columns
+ *
+ * @param[in,out] mat matrix
+ * @param[in] col1 col1
+ * @param[in] col2 col2
+ */
+CGLM_INLINE
+void
+glm_mat4_swap_col(mat4 mat, int col1, int col2) {
+ CGLM_ALIGN(16) vec4 tmp;
+ glm_vec4_copy(mat[col1], tmp);
+ glm_vec4_copy(mat[col2], mat[col1]);
+ glm_vec4_copy(tmp, mat[col2]);
+}
+
+/*!
+ * @brief swap two matrix rows
+ *
+ * @param[in,out] mat matrix
+ * @param[in] row1 row1
+ * @param[in] row2 row2
+ */
+CGLM_INLINE
+void
+glm_mat4_swap_row(mat4 mat, int row1, int row2) {
+ CGLM_ALIGN(16) vec4 tmp;
+ tmp[0] = mat[0][row1];
+ tmp[1] = mat[1][row1];
+ tmp[2] = mat[2][row1];
+ tmp[3] = mat[3][row1];
+
+ mat[0][row1] = mat[0][row2];
+ mat[1][row1] = mat[1][row2];
+ mat[2][row1] = mat[2][row2];
+ mat[3][row1] = mat[3][row2];
+
+ mat[0][row2] = tmp[0];
+ mat[1][row2] = tmp[1];
+ mat[2][row2] = tmp[2];
+ mat[3][row2] = tmp[3];
+}
+
+/*!
+ * @brief helper for R (row vector) * M (matrix) * C (column vector)
+ *
+ * rmc stands for Row * Matrix * Column
+ *
+ * the result is scalar because R * M = Matrix1x4 (row vector),
+ * then Matrix1x4 * Vec4 (column vector) = Matrix1x1 (Scalar)
+ *
+ * @param[in] r row vector or matrix1x4
+ * @param[in] m matrix4x4
+ * @param[in] c column vector or matrix4x1
+ *
+ * @return scalar value e.g. B(s)
+ */
+CGLM_INLINE
+float
+glm_mat4_rmc(vec4 r, mat4 m, vec4 c) {
+ vec4 tmp;
+ glm_mat4_mulv(m, c, tmp);
+ return glm_vec4_dot(r, tmp);
+}
+
+/*!
+ * @brief Create mat4 matrix from pointer
+ *
+ * @param[in] src pointer to an array of floats
+ * @param[out] dest matrix
+ */
+CGLM_INLINE
+void
+glm_mat4_make(const float * __restrict src, mat4 dest) {
+ dest[0][0] = src[0]; dest[1][0] = src[4];
+ dest[0][1] = src[1]; dest[1][1] = src[5];
+ dest[0][2] = src[2]; dest[1][2] = src[6];
+ dest[0][3] = src[3]; dest[1][3] = src[7];
+
+ dest[2][0] = src[8]; dest[3][0] = src[12];
+ dest[2][1] = src[9]; dest[3][1] = src[13];
+ dest[2][2] = src[10]; dest[3][2] = src[14];
+ dest[2][3] = src[11]; dest[3][3] = src[15];
+}
+
+/*!
+ * @brief Create mat4 matrix from texture transform parameters
+ *
+ * @param[in] sx scale x
+ * @param[in] sy scale y
+ * @param[in] rot rotation in radians CCW/RH
+ * @param[in] tx translate x
+ * @param[in] ty translate y
+ * @param[out] dest texture transform matrix
+ */
+CGLM_INLINE
+void
+glm_mat4_textrans(float sx, float sy, float rot, float tx, float ty, mat4 dest) {
+ float c, s;
+
+ c = cosf(rot);
+ s = sinf(rot);
+
+ glm_mat4_identity(dest);
+
+ dest[0][0] = c * sx;
+ dest[0][1] = -s * sy;
+ dest[1][0] = s * sx;
+ dest[1][1] = c * sy;
+ dest[3][0] = tx;
+ dest[3][1] = ty;
+}
+
+#endif /* cglm_mat_h */