814 lines
18 KiB
C
814 lines
18 KiB
C
/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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/*
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Macros:
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GLMS_VEC4_ONE_INIT
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GLMS_VEC4_BLACK_INIT
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GLMS_VEC4_ZERO_INIT
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GLMS_VEC4_ONE
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GLMS_VEC4_BLACK
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GLMS_VEC4_ZERO
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Functions:
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CGLM_INLINE vec4s glms_vec4(vec3s v3, float last);
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CGLM_INLINE vec3s glms_vec4_copy3(vec4s v);
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CGLM_INLINE vec4s glms_vec4_copy(vec4s v);
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CGLM_INLINE vec4s glms_vec4_ucopy(vec4s v);
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CGLM_INLINE void glms_vec4_pack(vec4s dst[], vec4 src[], size_t len);
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CGLM_INLINE void glms_vec4_unpack(vec4 dst[], vec4s src[], size_t len);
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CGLM_INLINE float glms_vec4_dot(vec4s a, vec4s b);
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CGLM_INLINE float glms_vec4_norm2(vec4s v);
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CGLM_INLINE float glms_vec4_norm(vec4s v);
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CGLM_INLINE float glms_vec4_norm_one(vec4s v);
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CGLM_INLINE float glms_vec4_norm_inf(vec4s v);
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CGLM_INLINE vec4s glms_vec4_add(vec4s a, vec4s b);
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CGLM_INLINE vec4s glms_vec4_adds(vec4s v, float s);
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CGLM_INLINE vec4s glms_vec4_sub(vec4s a, vec4s b);
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CGLM_INLINE vec4s glms_vec4_subs(vec4s v, float s);
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CGLM_INLINE vec4s glms_vec4_mul(vec4s a, vec4s b);
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CGLM_INLINE vec4s glms_vec4_scale(vec4s v, float s);
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CGLM_INLINE vec4s glms_vec4_scale_as(vec4s v, float s);
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CGLM_INLINE vec4s glms_vec4_div(vec4s a, vec4s b);
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CGLM_INLINE vec4s glms_vec4_divs(vec4s v, float s);
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CGLM_INLINE vec4s glms_vec4_addadd(vec4s a, vec4s b, vec4s dest);
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CGLM_INLINE vec4s glms_vec4_subadd(vec4s a, vec4s b, vec4s dest);
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CGLM_INLINE vec4s glms_vec4_muladd(vec4s a, vec4s b, vec4s dest);
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CGLM_INLINE vec4s glms_vec4_muladds(vec4s a, float s, vec4s dest);
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CGLM_INLINE vec4s glms_vec4_maxadd(vec4s a, vec4s b, vec4s dest);
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CGLM_INLINE vec4s glms_vec4_minadd(vec4s a, vec4s b, vec4s dest);
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CGLM_INLINE vec4s glms_vec4_negate(vec4s v);
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CGLM_INLINE vec4s glms_vec4_inv(vec4s v);
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CGLM_INLINE vec4s glms_vec4_normalize(vec4s v);
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CGLM_INLINE float glms_vec4_distance(vec4s a, vec4s b);
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CGLM_INLINE float glms_vec4_distance2(vec4s a, vec4s b);
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CGLM_INLINE vec4s glms_vec4_maxv(vec4s a, vec4s b);
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CGLM_INLINE vec4s glms_vec4_minv(vec4s a, vec4s b);
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CGLM_INLINE vec4s glms_vec4_clamp(vec4s v, float minVal, float maxVal);
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CGLM_INLINE vec4s glms_vec4_lerp(vec4s from, vec4s to, float t);
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CGLM_INLINE vec4s glms_vec4_lerpc(vec4s from, vec4s to, float t);
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CGLM_INLINE vec4s glms_vec4_mix(vec4s from, vec4s to, float t);
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CGLM_INLINE vec4s glms_vec4_mixc(vec4s from, vec4s to, float t);
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CGLM_INLINE vec4s glms_vec4_step_uni(float edge, vec4s x);
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CGLM_INLINE vec4s glms_vec4_step(vec4s edge, vec4s x);
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CGLM_INLINE vec4s glms_vec4_smoothstep_uni(float edge0, float edge1, vec4s x);
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CGLM_INLINE vec4s glms_vec4_smoothstep(vec4s edge0, vec4s edge1, vec4s x);
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CGLM_INLINE vec4s glms_vec4_smoothinterp(vec4s from, vec4s to, float t);
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CGLM_INLINE vec4s glms_vec4_smoothinterpc(vec4s from, vec4s to, float t);
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CGLM_INLINE vec4s glms_vec4_cubic(float s);
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CGLM_INLINE vec4s glms_vec4_swizzle(vec4s v, int mask);
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*/
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#ifndef cglms_vec4s_h
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#define cglms_vec4s_h
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#include "../common.h"
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#include "../types-struct.h"
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#include "../util.h"
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#include "../vec4.h"
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#include "vec4-ext.h"
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#define GLMS_VEC4_ONE_INIT {GLM_VEC4_ONE_INIT}
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#define GLMS_VEC4_BLACK_INIT {GLM_VEC4_BLACK_INIT}
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#define GLMS_VEC4_ZERO_INIT {GLM_VEC4_ZERO_INIT}
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#define GLMS_VEC4_ONE ((vec4s)GLM_VEC4_ONE_INIT)
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#define GLMS_VEC4_BLACK ((vec4s)GLM_VEC4_BLACK_INIT)
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#define GLMS_VEC4_ZERO ((vec4s)GLM_VEC4_ZERO_INIT)
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/*!
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* @brief init vec4 using vec3
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*
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* @param[in] v3 vector3
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* @param[in] last last item
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* @returns destination
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*/
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CGLM_INLINE
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vec4s
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glms_vec4(vec3s v3, float last) {
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vec4s r;
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glm_vec4(v3.raw, last, r.raw);
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return r;
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}
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/*!
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* @brief copy first 3 members of [a] to [dest]
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*
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* @param[in] v source
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* @returns vec3
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*/
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CGLM_INLINE
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vec3s
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glms_vec4_copy3(vec4s v) {
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vec3s r;
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glm_vec4_copy3(v.raw, r.raw);
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return r;
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}
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/*!
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* @brief copy all members of [a] to [dest]
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*
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* @param[in] v source
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* @returns destination
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*/
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CGLM_INLINE
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vec4s
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glms_vec4_copy(vec4s v) {
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vec4s r;
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glm_vec4_copy(v.raw, r.raw);
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return r;
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}
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/*!
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* @brief copy all members of [a] to [dest]
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*
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* alignment is not required
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*
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* @param[in] v source
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* @returns destination
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*/
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CGLM_INLINE
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vec4s
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glms_vec4_ucopy(vec4s v) {
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vec4s r;
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glm_vec4_ucopy(v.raw, r.raw);
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return r;
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}
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/*!
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* @brief pack an array of vec4 into an array of vec4s
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*
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* @param[out] dst array of vec4
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* @param[in] src array of vec4s
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* @param[in] len number of elements
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*/
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CGLM_INLINE
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void
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glms_vec4_pack(vec4s dst[], vec4 src[], size_t len) {
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size_t i;
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for (i = 0; i < len; i++) {
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glm_vec4_copy(src[i], dst[i].raw);
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}
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}
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/*!
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* @brief unpack an array of vec4s into an array of vec4
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*
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* @param[out] dst array of vec4s
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* @param[in] src array of vec4
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* @param[in] len number of elements
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*/
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CGLM_INLINE
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void
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glms_vec4_unpack(vec4 dst[], vec4s src[], size_t len) {
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size_t i;
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for (i = 0; i < len; i++) {
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glm_vec4_copy(src[i].raw, dst[i]);
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}
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}
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/*!
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* @brief make vector zero
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*
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* @returns zero vector
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*/
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CGLM_INLINE
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vec4s
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glms_vec4_zero(void) {
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vec4s r;
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glm_vec4_zero(r.raw);
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return r;
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}
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/*!
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* @brief make vector one
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*
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* @returns one vector
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*/
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CGLM_INLINE
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vec4s
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glms_vec4_one(void) {
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vec4s r;
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glm_vec4_one(r.raw);
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return r;
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}
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/*!
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* @brief vec4 dot product
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*
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* @param[in] a vector1
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* @param[in] b vector2
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*
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* @return dot product
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*/
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CGLM_INLINE
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float
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glms_vec4_dot(vec4s a, vec4s b) {
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return glm_vec4_dot(a.raw, b.raw);
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}
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/*!
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* @brief norm * norm (magnitude) of vec
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*
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* we can use this func instead of calling norm * norm, because it would call
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* sqrtf fuction twice but with this func we can avoid func call, maybe this is
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* not good name for this func
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*
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* @param[in] v vec4
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*
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* @return norm * norm
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*/
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CGLM_INLINE
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float
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glms_vec4_norm2(vec4s v) {
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return glm_vec4_norm2(v.raw);
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}
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/*!
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* @brief norm (magnitude) of vec4
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*
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* @param[in] v vector
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*
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* @return norm
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*/
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CGLM_INLINE
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float
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glms_vec4_norm(vec4s v) {
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return glm_vec4_norm(v.raw);
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}
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/*!
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* @brief L1 norm of vec4
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* Also known as Manhattan Distance or Taxicab norm.
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* L1 Norm is the sum of the magnitudes of the vectors in a space.
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* It is calculated as the sum of the absolute values of the vector components.
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* In this norm, all the components of the vector are weighted equally.
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*
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* This computes:
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* R = |v[0]| + |v[1]| + |v[2]| + |v[3]|
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*
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* @param[in] v vector
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*
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* @return L1 norm
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*/
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CGLM_INLINE
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float
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glms_vec4_norm_one(vec4s v) {
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return glm_vec4_norm_one(v.raw);
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}
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/*!
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* @brief Infinity norm of vec4
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* Also known as Maximum norm.
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* Infinity Norm is the largest magnitude among each element of a vector.
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* It is calculated as the maximum of the absolute values of the vector components.
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*
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* This computes:
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* inf norm = max(|v[0]|, |v[1]|, |v[2]|, |v[3]|)
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*
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* @param[in] v vector
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*
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* @return Infinity norm
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*/
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CGLM_INLINE
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float
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glms_vec4_norm_inf(vec4s v) {
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return glm_vec4_norm_inf(v.raw);
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}
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/*!
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* @brief add b vector to a vector store result in dest
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*
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* @param[in] a vector1
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* @param[in] b vector2
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* @returns destination vector
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*/
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CGLM_INLINE
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vec4s
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glms_vec4_add(vec4s a, vec4s b) {
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vec4s r;
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glm_vec4_add(a.raw, b.raw, r.raw);
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return r;
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}
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/*!
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* @brief add scalar to v vector store result in dest (d = v + vec(s))
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*
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* @param[in] v vector
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* @param[in] s scalar
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* @returns destination vector
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*/
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CGLM_INLINE
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vec4s
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glms_vec4_adds(vec4s v, float s) {
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vec4s r;
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glm_vec4_adds(v.raw, s, r.raw);
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return r;
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}
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/*!
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* @brief subtract b vector from a vector store result in dest (d = a - b)
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*
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* @param[in] a vector1
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* @param[in] b vector2
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* @returns destination vector
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*/
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CGLM_INLINE
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vec4s
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glms_vec4_sub(vec4s a, vec4s b) {
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vec4s r;
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glm_vec4_sub(a.raw, b.raw, r.raw);
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return r;
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}
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/*!
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* @brief subtract scalar from v vector store result in dest (d = v - vec(s))
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*
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* @param[in] v vector
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* @param[in] s scalar
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* @returns destination vector
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*/
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CGLM_INLINE
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vec4s
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glms_vec4_subs(vec4s v, float s) {
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vec4s r;
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glm_vec4_subs(v.raw, s, r.raw);
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return r;
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}
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/*!
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* @brief multiply two vector (component-wise multiplication)
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*
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* @param a vector1
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* @param b vector2
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* @returns dest = (a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3])
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*/
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CGLM_INLINE
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vec4s
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glms_vec4_mul(vec4s a, vec4s b) {
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vec4s r;
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glm_vec4_mul(a.raw, b.raw, r.raw);
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return r;
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}
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/*!
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* @brief multiply/scale vec4 vector with scalar: result = v * s
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*
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* @param[in] v vector
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* @param[in] s scalar
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* @returns destination vector
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*/
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CGLM_INLINE
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vec4s
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glms_vec4_scale(vec4s v, float s) {
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vec4s r;
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glm_vec4_scale(v.raw, s, r.raw);
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return r;
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}
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/*!
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* @brief make vec4 vector scale as specified: result = unit(v) * s
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*
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* @param[in] v vector
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* @param[in] s scalar
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* @returns destination vector
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*/
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CGLM_INLINE
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vec4s
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glms_vec4_scale_as(vec4s v, float s) {
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vec4s r;
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glm_vec4_scale_as(v.raw, s, r.raw);
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return r;
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}
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/*!
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* @brief div vector with another component-wise division: d = a / b
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*
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* @param[in] a vector 1
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* @param[in] b vector 2
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* @returns result = (a[0]/b[0], a[1]/b[1], a[2]/b[2], a[3]/b[3])
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*/
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CGLM_INLINE
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vec4s
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glms_vec4_div(vec4s a, vec4s b) {
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vec4s r;
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glm_vec4_div(a.raw, b.raw, r.raw);
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return r;
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}
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/*!
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* @brief div vec4 vector with scalar: d = v / s
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*
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* @param[in] v vector
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* @param[in] s scalar
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* @returns destination vector
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*/
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CGLM_INLINE
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vec4s
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glms_vec4_divs(vec4s v, float s) {
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vec4s r;
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glm_vec4_divs(v.raw, s, r.raw);
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return r;
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}
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/*!
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* @brief add two vectors and add result to sum
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*
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* it applies += operator so dest must be initialized
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*
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* @param[in] a vector 1
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* @param[in] b vector 2
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* @returns dest += (a + b)
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*/
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CGLM_INLINE
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vec4s
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glms_vec4_addadd(vec4s a, vec4s b, vec4s dest) {
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glm_vec4_addadd(a.raw, b.raw, dest.raw);
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return dest;
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}
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/*!
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* @brief sub two vectors and add result to dest
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*
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* it applies += operator so dest must be initialized
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*
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* @param[in] a vector 1
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* @param[in] b vector 2
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* @returns dest += (a - b)
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*/
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CGLM_INLINE
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vec4s
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glms_vec4_subadd(vec4s a, vec4s b, vec4s dest) {
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glm_vec4_subadd(a.raw, b.raw, dest.raw);
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return dest;
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}
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/*!
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* @brief mul two vectors and add result to dest
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*
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* it applies += operator so dest must be initialized
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*
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* @param[in] a vector 1
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* @param[in] b vector 2
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* @returns dest += (a * b)
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*/
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CGLM_INLINE
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vec4s
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glms_vec4_muladd(vec4s a, vec4s b, vec4s dest) {
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glm_vec4_muladd(a.raw, b.raw, dest.raw);
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return dest;
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}
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/*!
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* @brief mul vector with scalar and add result to sum
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*
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* it applies += operator so dest must be initialized
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*
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* @param[in] a vector
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* @param[in] s scalar
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* @returns dest += (a * b)
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*/
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CGLM_INLINE
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vec4s
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glms_vec4_muladds(vec4s a, float s, vec4s dest) {
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glm_vec4_muladds(a.raw, s, dest.raw);
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return dest;
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}
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/*!
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* @brief add max of two vector to result/dest
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*
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* it applies += operator so dest must be initialized
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*
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* @param[in] a vector 1
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* @param[in] b vector 2
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* @returns dest += max(a, b)
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*/
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CGLM_INLINE
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vec4s
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glms_vec4_maxadd(vec4s a, vec4s b, vec4s dest) {
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glm_vec4_maxadd(a.raw, b.raw, dest.raw);
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return dest;
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|
}
|
|
|
|
/*!
|
|
* @brief add min of two vector 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 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 (unidimensional)
|
|
*
|
|
* @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_uni(float edge, vec4s x) {
|
|
vec4s r;
|
|
glm_vec4_step_uni(edge, x.raw, 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 existin 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;
|
|
}
|
|
|
|
#endif /* cglms_vec4s_h */
|