ref: 50e4f5c7c24d0aea519007f8274f05bcd89997ad
dir: /src/zmath.h/
#ifndef __ZMATH__ #define __ZMATH__ #include "../include/GL/gl.h" #include "../include/zfeatures.h" #include <stdlib.h> #include <string.h> //For memcpy #include <math.h> /* Matrix & Vertex */ typedef struct { TGL_ALIGN GLfloat m[4][4]; } M4; typedef struct { TGL_ALIGN GLfloat m[3][3]; } M3; typedef struct { TGL_ALIGN GLfloat m[3][4]; } M34; #define X v[0] #define Y v[1] #define Z v[2] #define W v[3] typedef struct { TGL_ALIGN GLfloat v[3]; } V3; typedef struct { TGL_ALIGN GLfloat v[4]; } V4; void gl_M4_Id(M4* a); GLint gl_M4_IsId(M4* a); void gl_M4_Move(M4* a, M4* b); void gl_MoveV3(V3* a, V3* b); void gl_MulM4V3(V3* a, M4* b, V3* c); void gl_MulM3V3(V3* a, M4* b, V3* c); void gl_M4_MulV4(V4* a, M4* b, V4* c); void gl_M4_InvOrtho(M4* a, M4 b); void gl_M4_Inv(M4* a, M4* b); void gl_M4_Mul(M4* c, M4* a, M4* b); void gl_M4_MulLeft(M4* c, M4* a); void gl_M4_Transpose(M4* a, M4* b); void gl_M4_Rotate(M4* c, GLfloat t, GLint u); //int gl_V3_Norm(V3* a); //int gl_V3_Norm_Fast(V3* a); V3 gl_V3_New(GLfloat x, GLfloat y, GLfloat z); V4 gl_V4_New(GLfloat x, GLfloat y, GLfloat z, GLfloat w); GLint gl_Matrix_Inv(GLfloat* r, GLfloat* m, GLint n); /* static inline GLfloat fastInvSqrt(float x){ GLint i; GLfloat y; memcpy(&i, &x, 4); i = 0x5f3759df - (i>>1); //y = (union{GLint l; GLfloat f; }){i}.f; memcpy(&y, &i, 4); return y * (1.5F - 0.5F * x * y * y); } */ #if TGL_FEATURE_FISR == 1 /* inline GLfloat fastInvSqrt(float x){ union{GLfloat f; GLint i;} conv; conv.f = x; conv.i = 0x5F1FFFF9 - (conv.i>>1); conv.f *= 0.703952253f * (2.38924456f - x * conv.f * conv.f); return conv.f; }*/ //Defined behavior fastinvsqrt static inline GLfloat fastInvSqrt(GLfloat x){ GLint i; GLfloat x2; memcpy(&i, &x, 4); i = 0x5F1FFFF9 - (i>>1); memcpy(&x2, &i, 4); x2 *= 0.703952253f * (2.38924456f - x * x2 * x2); return x2; } #endif static inline int gl_V3_Norm_Fast(V3* a) { GLfloat n; #if TGL_FEATURE_FISR == 1 n = fastInvSqrt(a->X * a->X + a->Y * a->Y + a->Z * a->Z); //FISR if(n>1E+3) return 1; #else n = sqrt(a->X * a->X + a->Y * a->Y + a->Z * a->Z); //NONFISR if (n == 0) return 1; n = 1.0 / n; #endif a->X *= n; a->Y *= n; a->Z *= n; return 0; } #endif // __ZMATH__