/* * Copyright (c), Recep Aslantas. * * MIT License (MIT), http://opensource.org/licenses/MIT * Full license can be found in the LICENSE file */ /*! * @brief SIMD like functions */ /* Functions: CGLM_INLINE vec4s glms_vec4_broadcast(float val); CGLM_INLINE vec4s glms_vec4_fill(float val); CGLM_INLINE bool glms_vec4_eq(vec4s v, float val); CGLM_INLINE bool glms_vec4_eq_eps(vec4s v, float val); CGLM_INLINE bool glms_vec4_eq_all(vec4s v); CGLM_INLINE bool glms_vec4_eqv(vec4s a, vec4s b); CGLM_INLINE bool glms_vec4_eqv_eps(vec4s a, vec4s b); CGLM_INLINE float glms_vec4_max(vec4s v); CGLM_INLINE float glms_vec4_min(vec4s v); CGLM_INLINE bool glms_vec4_isnan(vec4s v); CGLM_INLINE bool glms_vec4_isinf(vec4s v); CGLM_INLINE bool glms_vec4_isvalid(vec4s v); CGLM_INLINE vec4s glms_vec4_sign(vec4s v); CGLM_INLINE vec4s glms_vec4_abs(vec4s v); CGLM_INLINE vec4s glms_vec4_fract(vec4s v); CGLM_INLINE float glms_vec4_hadd(vec4s v); CGLM_INLINE vec4s glms_vec4_sqrt(vec4s v); */ #ifndef cglms_vec4s_ext_h #define cglms_vec4s_ext_h #include "../common.h" #include "../types-struct.h" #include "../util.h" #include "../vec4-ext.h" /*! * @brief fill a vector with specified value * * @param val value * @returns dest */ CGLM_INLINE vec4s glms_vec4_broadcast(float val) { vec4s r; glm_vec4_broadcast(val, r.raw); return r; } /*! * @brief fill a vector with specified value * * @param val value * @returns dest */ CGLM_INLINE vec4s glms_vec4_fill(float val) { vec4s r; glm_vec4_fill(r.raw, val); return r; } /*! * @brief check if vector is equal to value (without epsilon) * * @param v vector * @param val value */ CGLM_INLINE bool glms_vec4_eq(vec4s v, float val) { return glm_vec4_eq(v.raw, val); } /*! * @brief check if vector is equal to value (with epsilon) * * @param v vector * @param val value */ CGLM_INLINE bool glms_vec4_eq_eps(vec4s v, float val) { return glm_vec4_eq_eps(v.raw, val); } /*! * @brief check if vectors members are equal (without epsilon) * * @param v vector */ CGLM_INLINE bool glms_vec4_eq_all(vec4s v) { return glm_vec4_eq_all(v.raw); } /*! * @brief check if vector is equal to another (without epsilon) * * @param a vector * @param b vector */ CGLM_INLINE bool glms_vec4_eqv(vec4s a, vec4s b) { return glm_vec4_eqv(a.raw, b.raw); } /*! * @brief check if vector is equal to another (with epsilon) * * @param a vector * @param b vector */ CGLM_INLINE bool glms_vec4_eqv_eps(vec4s a, vec4s b) { return glm_vec4_eqv_eps(a.raw, b.raw); } /*! * @brief max value of vector * * @param v vector */ CGLM_INLINE float glms_vec4_max(vec4s v) { return glm_vec4_max(v.raw); } /*! * @brief min value of vector * * @param v vector */ CGLM_INLINE float glms_vec4_min(vec4s v) { return glm_vec4_min(v.raw); } /*! * @brief check if one of items is NaN (not a number) * you should only use this in DEBUG mode or very critical asserts * * @param[in] v vector */ CGLM_INLINE bool glms_vec4_isnan(vec4s v) { return glm_vec4_isnan(v.raw); } /*! * @brief check if one of items is INFINITY * you should only use this in DEBUG mode or very critical asserts * * @param[in] v vector */ CGLM_INLINE bool glms_vec4_isinf(vec4s v) { return glm_vec4_isinf(v.raw); } /*! * @brief check if all items are valid number * you should only use this in DEBUG mode or very critical asserts * * @param[in] v vector */ CGLM_INLINE bool glms_vec4_isvalid(vec4s v) { return glm_vec4_isvalid(v.raw); } /*! * @brief get sign of 32 bit float as +1, -1, 0 * * Important: It returns 0 for zero/NaN input * * @param v vector * @returns sign vector */ CGLM_INLINE vec4s glms_vec4_sign(vec4s v) { vec4s r; glm_vec4_sign(v.raw, r.raw); return r; } /*! * @brief absolute value of each vector item * * @param[in] v vector * @returns destination vector */ CGLM_INLINE vec4s glms_vec4_abs(vec4s v) { vec4s r; glm_vec4_abs(v.raw, r.raw); return r; } /*! * @brief fractional part of each vector item * * @param[in] v vector * @returns dest destination vector */ CGLM_INLINE vec4s glms_vec4_fract(vec4s v) { vec4s r; glm_vec4_fract(v.raw, r.raw); return r; } /*! * @brief vector reduction by summation * @warning could overflow * * @param[in] v vector * @return sum of all vector's elements */ CGLM_INLINE float glms_vec4_hadd(vec4s v) { return glm_vec4_hadd(v.raw); } /*! * @brief square root of each vector item * * @param[in] v vector * @returns destination vector */ CGLM_INLINE vec4s glms_vec4_sqrt(vec4s v) { vec4s r; glm_vec4_sqrt(v.raw, r.raw); return r; } #endif /* cglms_vec4s_ext_h */