diff options
| author | Aaditya Dhruv <[email protected]> | 2026-01-25 15:10:37 -0600 |
|---|---|---|
| committer | Aaditya Dhruv <[email protected]> | 2026-01-25 15:10:37 -0600 |
| commit | 118980e02e59ff31871df59dce257075394f3533 (patch) | |
| tree | 26fba4492bb4b561d21bf49b35d892a821d54fab /include/cglm/struct/vec4.h | |
| parent | 0e6e1245b70df4dfcba135d50e1b53d1a8ef7eb8 (diff) | |
wip
Diffstat (limited to 'include/cglm/struct/vec4.h')
| -rw-r--r-- | include/cglm/struct/vec4.h | 961 |
1 files changed, 961 insertions, 0 deletions
diff --git a/include/cglm/struct/vec4.h b/include/cglm/struct/vec4.h new file mode 100644 index 0000000..a64c1a3 --- /dev/null +++ b/include/cglm/struct/vec4.h @@ -0,0 +1,961 @@ +/* + * Copyright (c), Recep Aslantas. + * + * MIT License (MIT), http://opensource.org/licenses/MIT + * Full license can be found in the LICENSE file + */ + +/* + Macros: + GLMS_VEC4_ONE_INIT + GLMS_VEC4_BLACK_INIT + GLMS_VEC4_ZERO_INIT + GLMS_VEC4_ONE + GLMS_VEC4_BLACK + GLMS_VEC4_ZERO + + Functions: + CGLM_INLINE vec4s glms_vec4(vec3s v3, float last); + CGLM_INLINE vec3s glms_vec4_copy3(vec4s v); + CGLM_INLINE vec4s glms_vec4_copy(vec4s v); + CGLM_INLINE vec4s glms_vec4_ucopy(vec4s v); + CGLM_INLINE void glms_vec4_pack(vec4s dst[], vec4 src[], size_t len); + CGLM_INLINE void glms_vec4_unpack(vec4 dst[], vec4s src[], size_t len); + CGLM_INLINE float glms_vec4_dot(vec4s a, vec4s b); + CGLM_INLINE float glms_vec4_norm2(vec4s v); + CGLM_INLINE float glms_vec4_norm(vec4s v); + CGLM_INLINE float glms_vec4_norm_one(vec4s v); + CGLM_INLINE float glms_vec4_norm_inf(vec4s v); + CGLM_INLINE vec4s glms_vec4_add(vec4s a, vec4s b); + CGLM_INLINE vec4s glms_vec4_adds(vec4s v, float s); + CGLM_INLINE vec4s glms_vec4_sub(vec4s a, vec4s b); + CGLM_INLINE vec4s glms_vec4_subs(vec4s v, float s); + CGLM_INLINE vec4s glms_vec4_mul(vec4s a, vec4s b); + CGLM_INLINE vec4s glms_vec4_scale(vec4s v, float s); + CGLM_INLINE vec4s glms_vec4_scale_as(vec4s v, float s); + CGLM_INLINE vec4s glms_vec4_div(vec4s a, vec4s b); + CGLM_INLINE vec4s glms_vec4_divs(vec4s v, float s); + CGLM_INLINE vec4s glms_vec4_addadd(vec4s a, vec4s b, vec4s dest); + CGLM_INLINE vec4s glms_vec4_subadd(vec4s a, vec4s b, vec4s dest); + CGLM_INLINE vec4s glms_vec4_muladd(vec4s a, vec4s b, vec4s dest); + CGLM_INLINE vec4s glms_vec4_muladds(vec4s a, float s, vec4s dest); + CGLM_INLINE vec4s glms_vec4_maxadd(vec4s a, vec4s b, vec4s dest); + CGLM_INLINE vec4s glms_vec4_minadd(vec4s a, vec4s b, vec4s dest); + CGLM_INLINE vec4s glms_vec4_subsub(vec4s a, vec4s b, vec4s dest); + CGLM_INLINE vec4s glms_vec4_addsub(vec4s a, vec4s b, vec4s dest); + CGLM_INLINE vec4s glms_vec4_mulsub(vec4s a, vec4s b, vec4s dest); + CGLM_INLINE vec4s glms_vec4_mulsubs(vec4s a, float s, vec4s dest); + CGLM_INLINE vec4s glms_vec4_maxsub(vec4s a, vec4s b, vec4s dest); + CGLM_INLINE vec4s glms_vec4_minsub(vec4s a, vec4s b, vec4s dest); + CGLM_INLINE vec4s glms_vec4_negate(vec4s v); + CGLM_INLINE vec4s glms_vec4_normalize(vec4s v); + CGLM_INLINE float glms_vec4_distance(vec4s a, vec4s b); + CGLM_INLINE float glms_vec4_distance2(vec4s a, vec4s b); + CGLM_INLINE vec4s glms_vec4_maxv(vec4s a, vec4s b); + CGLM_INLINE vec4s glms_vec4_minv(vec4s a, vec4s b); + CGLM_INLINE vec4s glms_vec4_clamp(vec4s v, float minVal, float maxVal); + CGLM_INLINE vec4s glms_vec4_lerp(vec4s from, vec4s to, float t); + CGLM_INLINE vec4s glms_vec4_lerpc(vec4s from, vec4s to, float t); + CGLM_INLINE vec4s glms_vec4_mix(vec4s from, vec4s to, float t); + CGLM_INLINE vec4s glms_vec4_mixc(vec4s from, vec4s to, float t); + CGLM_INLINE vec4s glms_vec4_step(vec4s edge, vec4s x); + CGLM_INLINE vec4s glms_vec4_smoothstep_uni(float edge0, float edge1, vec4s x); + CGLM_INLINE vec4s glms_vec4_smoothstep(vec4s edge0, vec4s edge1, vec4s x); + CGLM_INLINE vec4s glms_vec4_smoothinterp(vec4s from, vec4s to, float t); + CGLM_INLINE vec4s glms_vec4_smoothinterpc(vec4s from, vec4s to, float t); + CGLM_INLINE vec4s glms_vec4_cubic(float s); + CGLM_INLINE vec4s glms_vec4_swizzle(vec4s v, int mask); + CGLM_INLINE vec4s glms_vec4_make(float * restrict src); + CGLM_INLINE vec4s glms_vec4_reflect(vec4s v, vec4s n); + CGLM_INLINE bool glms_vec4_refract(vec4s v, vec4s n, float eta, vec4s *dest) + + Deprecated: + glms_vec4_step_uni --> use glms_vec4_steps + */ + +#ifndef cglms_vec4s_h +#define cglms_vec4s_h + +#include "../common.h" +#include "../types-struct.h" +#include "../util.h" +#include "../vec4.h" +#include "vec4-ext.h" + +/* DEPRECATED! */ +#define glms_vec4_step_uni(edge, x) glms_vec4_steps(edge, x) + +#define GLMS_VEC4_ONE_INIT {GLM_VEC4_ONE_INIT} +#define GLMS_VEC4_BLACK_INIT {GLM_VEC4_BLACK_INIT} +#define GLMS_VEC4_ZERO_INIT {GLM_VEC4_ZERO_INIT} + +#define GLMS_VEC4_ONE ((vec4s)GLM_VEC4_ONE_INIT) +#define GLMS_VEC4_BLACK ((vec4s)GLM_VEC4_BLACK_INIT) +#define GLMS_VEC4_ZERO ((vec4s)GLM_VEC4_ZERO_INIT) + +/*! + * @brief init vec4 using vec3 + * + * @param[in] v3 vector3 + * @param[in] last last item + * @returns destination + */ +CGLM_INLINE +vec4s +glms_vec4(vec3s v3, float last) { + vec4s r; + glm_vec4(v3.raw, last, r.raw); + return r; +} + +/*! + * @brief copy first 3 members of [a] to [dest] + * + * @param[in] v source + * @returns vec3 + */ +CGLM_INLINE +vec3s +glms_vec4_(copy3)(vec4s v) { + vec3s r; + glm_vec4_copy3(v.raw, r.raw); + return r; +} + +/*! + * @brief copy all members of [a] to [dest] + * + * @param[in] v source + * @returns destination + */ +CGLM_INLINE +vec4s +glms_vec4_(copy)(vec4s v) { + vec4s r; + glm_vec4_copy(v.raw, r.raw); + return r; +} + +/*! + * @brief copy all members of [a] to [dest] + * + * alignment is not required + * + * @param[in] v source + * @returns destination + */ +CGLM_INLINE +vec4s +glms_vec4_(ucopy)(vec4s v) { + vec4s r; + glm_vec4_ucopy(v.raw, r.raw); + return r; +} + +/*! + * @brief pack an array of vec4 into an array of vec4s + * + * @param[out] dst array of vec4 + * @param[in] src array of vec4s + * @param[in] len number of elements + */ +CGLM_INLINE +void +glms_vec4_(pack)(vec4s dst[], vec4 src[], size_t len) { + size_t i; + + for (i = 0; i < len; i++) { + glm_vec4_copy(src[i], dst[i].raw); + } +} + +/*! + * @brief unpack an array of vec4s into an array of vec4 + * + * @param[out] dst array of vec4s + * @param[in] src array of vec4 + * @param[in] len number of elements + */ +CGLM_INLINE +void +glms_vec4_(unpack)(vec4 dst[], vec4s src[], size_t len) { + size_t i; + + for (i = 0; i < len; i++) { + glm_vec4_copy(src[i].raw, dst[i]); + } +} + +/*! + * @brief make vector zero + * + * @returns zero vector + */ +CGLM_INLINE +vec4s +glms_vec4_(zero)(void) { + vec4s r; + glm_vec4_zero(r.raw); + return r; +} + +/*! + * @brief make vector one + * + * @returns one vector + */ +CGLM_INLINE +vec4s +glms_vec4_(one)(void) { + vec4s r; + glm_vec4_one(r.raw); + return r; +} + +/*! + * @brief vec4 dot product + * + * @param[in] a vector1 + * @param[in] b vector2 + * + * @return dot product + */ +CGLM_INLINE +float +glms_vec4_(dot)(vec4s a, vec4s b) { + return glm_vec4_dot(a.raw, b.raw); +} + +/*! + * @brief norm * norm (magnitude) of vec + * + * we can use this func instead of calling norm * norm, because it would call + * sqrtf function twice but with this func we can avoid func call, maybe this is + * not good name for this func + * + * @param[in] v vec4 + * + * @return norm * norm + */ +CGLM_INLINE +float +glms_vec4_(norm2)(vec4s v) { + return glm_vec4_norm2(v.raw); +} + +/*! + * @brief norm (magnitude) of vec4 + * + * @param[in] v vector + * + * @return norm + */ +CGLM_INLINE +float +glms_vec4_(norm)(vec4s v) { + return glm_vec4_norm(v.raw); +} + +/*! + * @brief L1 norm of vec4 + * Also known as Manhattan Distance or Taxicab norm. + * L1 Norm is the sum of the magnitudes of the vectors in a space. + * It is calculated as the sum of the absolute values of the vector components. + * In this norm, all the components of the vector are weighted equally. + * + * This computes: + * R = |v[0]| + |v[1]| + |v[2]| + |v[3]| + * + * @param[in] v vector + * + * @return L1 norm + */ +CGLM_INLINE +float +glms_vec4_(norm_one)(vec4s v) { + return glm_vec4_norm_one(v.raw); +} + +/*! + * @brief Infinity norm of vec4 + * Also known as Maximum norm. + * Infinity Norm is the largest magnitude among each element of a vector. + * It is calculated as the maximum of the absolute values of the vector components. + * + * This computes: + * inf norm = max(|v[0]|, |v[1]|, |v[2]|, |v[3]|) + * + * @param[in] v vector + * + * @return Infinity norm + */ +CGLM_INLINE +float +glms_vec4_(norm_inf)(vec4s v) { + return glm_vec4_norm_inf(v.raw); +} + +/*! + * @brief add b vector to a vector store result in dest + * + * @param[in] a vector1 + * @param[in] b vector2 + * @returns destination vector + */ +CGLM_INLINE +vec4s +glms_vec4_(add)(vec4s a, vec4s b) { + vec4s r; + glm_vec4_add(a.raw, b.raw, r.raw); + return r; +} + +/*! + * @brief add scalar to v vector store result in dest (d = v + vec(s)) + * + * @param[in] v vector + * @param[in] s scalar + * @returns destination vector + */ +CGLM_INLINE +vec4s +glms_vec4_(adds)(vec4s v, float s) { + vec4s r; + glm_vec4_adds(v.raw, s, r.raw); + return r; +} + +/*! + * @brief subtract b vector from a vector store result in dest (d = a - b) + * + * @param[in] a vector1 + * @param[in] b vector2 + * @returns destination vector + */ +CGLM_INLINE +vec4s +glms_vec4_(sub)(vec4s a, vec4s b) { + vec4s r; + glm_vec4_sub(a.raw, b.raw, r.raw); + return r; +} + +/*! + * @brief subtract scalar from v vector store result in dest (d = v - vec(s)) + * + * @param[in] v vector + * @param[in] s scalar + * @returns destination vector + */ +CGLM_INLINE +vec4s +glms_vec4_(subs)(vec4s v, float s) { + vec4s r; + glm_vec4_subs(v.raw, s, r.raw); + return r; +} + +/*! + * @brief multiply two vectors (component-wise multiplication) + * + * @param a vector1 + * @param b vector2 + * @returns dest = (a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3]) + */ +CGLM_INLINE +vec4s +glms_vec4_(mul)(vec4s a, vec4s b) { + vec4s r; + glm_vec4_mul(a.raw, b.raw, r.raw); + return r; +} + +/*! + * @brief multiply/scale vec4 vector with scalar: result = v * s + * + * @param[in] v vector + * @param[in] s scalar + * @returns destination vector + */ +CGLM_INLINE +vec4s +glms_vec4_(scale)(vec4s v, float s) { + vec4s r; + glm_vec4_scale(v.raw, s, r.raw); + return r; +} + +/*! + * @brief make vec4 vector scale as specified: result = unit(v) * s + * + * @param[in] v vector + * @param[in] s scalar + * @returns destination vector + */ +CGLM_INLINE +vec4s +glms_vec4_(scale_as)(vec4s v, float s) { + vec4s r; + glm_vec4_scale_as(v.raw, s, r.raw); + return r; +} + +/*! + * @brief div vector with another component-wise division: d = a / b + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns result = (a[0]/b[0], a[1]/b[1], a[2]/b[2], a[3]/b[3]) + */ +CGLM_INLINE +vec4s +glms_vec4_(div)(vec4s a, vec4s b) { + vec4s r; + glm_vec4_div(a.raw, b.raw, r.raw); + return r; +} + +/*! + * @brief div vec4 vector with scalar: d = v / s + * + * @param[in] v vector + * @param[in] s scalar + * @returns destination vector + */ +CGLM_INLINE +vec4s +glms_vec4_(divs)(vec4s v, float s) { + vec4s r; + glm_vec4_divs(v.raw, s, r.raw); + return r; +} + +/*! + * @brief add two vectors and add result to sum + * + * it applies += operator so dest must be initialized + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns dest += (a + b) + */ +CGLM_INLINE +vec4s +glms_vec4_(addadd)(vec4s a, vec4s b, vec4s dest) { + glm_vec4_addadd(a.raw, b.raw, dest.raw); + return dest; +} + +/*! + * @brief sub two vectors and add result to dest + * + * it applies += operator so dest must be initialized + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns dest += (a - b) + */ +CGLM_INLINE +vec4s +glms_vec4_(subadd)(vec4s a, vec4s b, vec4s dest) { + glm_vec4_subadd(a.raw, b.raw, dest.raw); + return dest; +} + +/*! + * @brief mul two vectors and add result to dest + * + * it applies += operator so dest must be initialized + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns dest += (a * b) + */ +CGLM_INLINE +vec4s +glms_vec4_(muladd)(vec4s a, vec4s b, vec4s dest) { + glm_vec4_muladd(a.raw, b.raw, dest.raw); + return dest; +} + +/*! + * @brief mul vector with scalar and add result to sum + * + * it applies += operator so dest must be initialized + * + * @param[in] a vector + * @param[in] s scalar + * @returns dest += (a * b) + */ +CGLM_INLINE +vec4s +glms_vec4_(muladds)(vec4s a, float s, vec4s dest) { + glm_vec4_muladds(a.raw, s, dest.raw); + return dest; +} + +/*! + * @brief add max of two vectors to result/dest + * + * it applies += operator so dest must be initialized + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns dest += max(a, b) + */ +CGLM_INLINE +vec4s +glms_vec4_(maxadd)(vec4s a, vec4s b, vec4s dest) { + glm_vec4_maxadd(a.raw, b.raw, dest.raw); + return dest; +} + +/*! + * @brief add min of two vectors to result/dest + * + * it applies += operator so dest must be initialized + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns dest += min(a, b) + */ +CGLM_INLINE +vec4s +glms_vec4_(minadd)(vec4s a, vec4s b, vec4s dest) { + glm_vec4_minadd(a.raw, b.raw, dest.raw); + return dest; +} + +/*! + * @brief sub two vectors and sub result to dest + * + * it applies -= operator so dest must be initialized + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns dest -= (a + b) + */ +CGLM_INLINE +vec4s +glms_vec4_(subsub)(vec4s a, vec4s b, vec4s dest) { + glm_vec4_subsub(a.raw, b.raw, dest.raw); + return dest; +} + +/*! + * @brief add two vectors and sub result to dest + * + * it applies -= operator so dest must be initialized + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns dest -= (a + b) + */ +CGLM_INLINE +vec4s +glms_vec4_(addsub)(vec4s a, vec4s b, vec4s dest) { + glm_vec4_addsub(a.raw, b.raw, dest.raw); + return dest; +} + +/*! + * @brief mul two vectors and sub result to dest + * + * it applies -= operator so dest must be initialized + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns dest -= (a * b) + */ +CGLM_INLINE +vec4s +glms_vec4_(mulsub)(vec4s a, vec4s b, vec4s dest) { + glm_vec4_mulsub(a.raw, b.raw, dest.raw); + return dest; +} + +/*! + * @brief mul vector with scalar and sub result to dest + * + * it applies -= operator so dest must be initialized + * + * @param[in] a vector + * @param[in] s scalar + * @returns dest -= (a * b) + */ +CGLM_INLINE +vec4s +glms_vec4_(mulsubs)(vec4s a, float s, vec4s dest) { + glm_vec4_mulsubs(a.raw, s, dest.raw); + return dest; +} + +/*! + * @brief sub max of two vectors to dest + * + * it applies -= operator so dest must be initialized + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns dest -= max(a, b) + */ +CGLM_INLINE +vec4s +glms_vec4_(maxsub)(vec4s a, vec4s b, vec4s dest) { + glm_vec4_maxsub(a.raw, b.raw, dest.raw); + return dest; +} + +/*! + * @brief sub min of two vectors to dest + * + * it applies -= operator so dest must be initialized + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns dest -= min(a, b) + */ +CGLM_INLINE +vec4s +glms_vec4_(minsub)(vec4s a, vec4s b, vec4s dest) { + glm_vec4_minsub(a.raw, b.raw, dest.raw); + return dest; +} + +/*! + * @brief negate vector components and store result in dest + * + * @param[in] v vector + * @returns result vector + */ +CGLM_INLINE +vec4s +glms_vec4_(negate)(vec4s v) { + glm_vec4_negate(v.raw); + return v; +} + +/*! + * @brief normalize vec4 and store result in same vec + * + * @param[in] v vector + * @returns normalized vector + */ +CGLM_INLINE +vec4s +glms_vec4_(normalize)(vec4s v) { + glm_vec4_normalize(v.raw); + return v; +} + +/** + * @brief distance between two vectors + * + * @param[in] a vector1 + * @param[in] b vector2 + * @return returns distance + */ +CGLM_INLINE +float +glms_vec4_(distance)(vec4s a, vec4s b) { + return glm_vec4_distance(a.raw, b.raw); +} + +/** + * @brief squared distance between two vectors + * + * @param[in] a vector1 + * @param[in] b vector2 + * @return returns squared distance + */ +CGLM_INLINE +float +glms_vec4_(distance2)(vec4s a, vec4s b) { + return glm_vec4_distance2(a.raw, b.raw); +} + +/*! + * @brief max values of vectors + * + * @param[in] a vector1 + * @param[in] b vector2 + * @returns destination + */ +CGLM_INLINE +vec4s +glms_vec4_(maxv)(vec4s a, vec4s b) { + vec4s r; + glm_vec4_maxv(a.raw, b.raw, r.raw); + return r; +} + +/*! + * @brief min values of vectors + * + * @param[in] a vector1 + * @param[in] b vector2 + * @returns destination + */ +CGLM_INLINE +vec4s +glms_vec4_(minv)(vec4s a, vec4s b) { + vec4s r; + glm_vec4_minv(a.raw, b.raw, r.raw); + return r; +} + +/*! + * @brief clamp vector's individual members between min and max values + * + * @param[in] v vector + * @param[in] minVal minimum value + * @param[in] maxVal maximum value + * @returns clamped vector + */ +CGLM_INLINE +vec4s +glms_vec4_(clamp)(vec4s v, float minVal, float maxVal) { + glm_vec4_clamp(v.raw, minVal, maxVal); + return v; +} + +/*! + * @brief linear interpolation between two vectors + * + * formula: from + s * (to - from) + * + * @param[in] from from value + * @param[in] to to value + * @param[in] t interpolant (amount) + * @returns destination + */ +CGLM_INLINE +vec4s +glms_vec4_(lerp)(vec4s from, vec4s to, float t) { + vec4s r; + glm_vec4_lerp(from.raw, to.raw, t, r.raw); + return r; +} + +/*! + * @brief linear interpolation between two vectors (clamped) + * + * formula: from + s * (to - from) + * + * @param[in] from from value + * @param[in] to to value + * @param[in] t interpolant (amount) clamped between 0 and 1 + * @returns destination + */ +CGLM_INLINE +vec4s +glms_vec4_(lerpc)(vec4s from, vec4s to, float t) { + vec4s r; + glm_vec4_lerpc(from.raw, to.raw, t, r.raw); + return r; +} + +/*! + * @brief linear interpolation between two vectors + * + * formula: from + s * (to - from) + * + * @param[in] from from value + * @param[in] to to value + * @param[in] t interpolant (amount) + * @returns destination + */ +CGLM_INLINE +vec4s +glms_vec4_(mix)(vec4s from, vec4s to, float t) { + vec4s r; + glm_vec4_mix(from.raw, to.raw, t, r.raw); + return r; +} + +/*! + * @brief linear interpolation between two vectors (clamped) + * + * formula: from + s * (to - from) + * + * @param[in] from from value + * @param[in] to to value + * @param[in] t interpolant (amount) clamped between 0 and 1 + * @returns destination + */ +CGLM_INLINE +vec4s +glms_vec4_(mixc)(vec4s from, vec4s to, float t) { + vec4s r; + glm_vec4_mixc(from.raw, to.raw, t, r.raw); + return r; +} + +/*! + * @brief threshold function + * + * @param[in] edge threshold + * @param[in] x value to test against threshold + * @returns 0.0 if x < edge, else 1.0 + */ +CGLM_INLINE +vec4s +glms_vec4_(step)(vec4s edge, vec4s x) { + vec4s r; + glm_vec4_step(edge.raw, x.raw, r.raw); + return r; +} + +/*! + * @brief threshold function with a smooth transition (unidimensional) + * + * @param[in] edge0 low threshold + * @param[in] edge1 high threshold + * @param[in] x value to test against threshold + * @returns destination + */ +CGLM_INLINE +vec4s +glms_vec4_(smoothstep_uni)(float edge0, float edge1, vec4s x) { + vec4s r; + glm_vec4_smoothstep_uni(edge0, edge1, x.raw, r.raw); + return r; +} + +/*! + * @brief threshold function with a smooth transition + * + * @param[in] edge0 low threshold + * @param[in] edge1 high threshold + * @param[in] x value to test against threshold + * @returns destination + */ +CGLM_INLINE +vec4s +glms_vec4_(smoothstep)(vec4s edge0, vec4s edge1, vec4s x) { + vec4s r; + glm_vec4_smoothstep(edge0.raw, edge1.raw, x.raw, r.raw); + return r; +} + +/*! + * @brief smooth Hermite interpolation between two vectors + * + * formula: from + s * (to - from) + * + * @param[in] from from value + * @param[in] to to value + * @param[in] t interpolant (amount) + * @returns destination + */ +CGLM_INLINE +vec4s +glms_vec4_(smoothinterp)(vec4s from, vec4s to, float t) { + vec4s r; + glm_vec4_smoothinterp(from.raw, to.raw, t, r.raw); + return r; +} + +/*! + * @brief smooth Hermite interpolation between two vectors (clamped) + * + * formula: from + s * (to - from) + * + * @param[in] from from value + * @param[in] to to value + * @param[in] t interpolant (amount) clamped between 0 and 1 + * @returns destination + */ +CGLM_INLINE +vec4s +glms_vec4_(smoothinterpc)(vec4s from, vec4s to, float t) { + vec4s r; + glm_vec4_smoothinterpc(from.raw, to.raw, t, r.raw); + return r; +} + +/*! + * @brief helper to fill vec4 as [S^3, S^2, S, 1] + * + * @param[in] s parameter + * @returns destination + */ +CGLM_INLINE +vec4s +glms_vec4_(cubic)(float s) { + vec4s r; + glm_vec4_cubic(s, r.raw); + return r; +} + +/*! + * @brief swizzle vector components + * + * you can use existing masks e.g. GLM_XXXX, GLM_WZYX + * + * @param[in] v source + * @param[in] mask mask + * @returns swizzled vector + */ +CGLM_INLINE +vec4s +glms_vec4_(swizzle)(vec4s v, int mask) { + vec4s dest; + glm_vec4_swizzle(v.raw, mask, dest.raw); + return dest; +} + +/*! + * @brief Create four dimensional vector from pointer + * + * @param[in] src pointer to an array of floats + * @returns constructed 4D vector from raw pointer + */ +CGLM_INLINE +vec4s +glms_vec4_(make)(const float * __restrict src) { + vec4s dest; + glm_vec4_make(src, dest.raw); + return dest; +} + +/*! + * @brief reflection vector using an incident ray and a surface normal + * + * @param[in] v incident vector + * @param[in] n normalized normal vector + * @returns reflection result + */ +CGLM_INLINE +vec4s +glms_vec4_(reflect)(vec4s v, vec4s n) { + vec4s dest; + glm_vec4_reflect(v.raw, n.raw, dest.raw); + return dest; +} + +/*! + * @brief computes refraction vector for an incident vector and a surface normal. + * + * calculates the refraction vector based on Snell's law. If total internal reflection + * occurs (angle too great given eta), dest is set to zero and returns false. + * Otherwise, computes refraction vector, stores it in dest, and returns true. + * + * this implementation does not explicitly preserve the 'w' component of the + * incident vector 'I' in the output 'dest', users requiring the preservation of + * the 'w' component should manually adjust 'dest' after calling this function. + * + * @param[in] v normalized incident vector + * @param[in] n normalized normal vector + * @param[in] eta ratio of indices of refraction (incident/transmitted) + * @param[out] dest refraction vector if refraction occurs; zero vector otherwise + * + * @returns true if refraction occurs; false if total internal reflection occurs. + */ +CGLM_INLINE +bool +glms_vec4_(refract)(vec4s v, vec4s n, float eta, vec4s * __restrict dest) { + return glm_vec4_refract(v.raw, n.raw, eta, dest->raw); +} + +#endif /* cglms_vec4s_h */ |
