feat: rework math files

- add SSE functions
- remove vec3 / mat3
This commit is contained in:
2025-06-10 22:57:31 +02:00
parent 35d7f0da36
commit 8e26c51370
8 changed files with 208 additions and 379 deletions

View File

@@ -1,33 +1,92 @@
#ifndef VECTOR4_H
#define VECTOR4_H
typedef struct
#include <stdlib.h>
#include <stdlib.h>
#include <string.h>
#if defined(__x86_64__) || defined(__i386__)
#define SIMD_X86
#include <xmmintrin.h>
#elif defined(__aarch64__) || defined(__arm64__)
#define SIMD_ARCH
#include <arm_neon.h>
#else
#endif
typedef union
{
float x, y, z, w;
} Vec4_t;
struct { float x, y, z, w; };
float data[4];
} Vec4f_t;
Vec4_t vec4(float x, float y, float z, float w);
static inline Vec4f_t vec4f_from_array(float *__restrict val)
{
Vec4f_t vec4;
memcpy(vec4.data, val, 4*sizeof(float));
return vec4;
}
Vec4_t vec4_add(Vec4_t v1, Vec4_t v2);
static inline Vec4f_t vec4(float x, float y, float z, float w)
{
return (Vec4f_t){x, y, z, w};
}
Vec4_t vec4_sub(Vec4_t v1, Vec4_t v2);
// (f, f, f, f)
static inline Vec4f_t vec4f_scalar(float f) {
Vec4f_t vec4;
Vec4_t vec4_scale(Vec4_t v, float scalar);
// store f x 4 in register
// add all register into data
#if defined(SIMD_X86)
__m128 scalar = _mm_set1_ps(f);
_mm_storeu_ps(vec4.data, scalar);
float vec4_dot(Vec4_t a, Vec4_t b);
#elif defined(SIMD_ARCH)
float32x4_t scalar = vdupq_n_f32(f);
vst1q_f32(vec4.data, scalar);
float vec4_len(Vec4_t v);
// add one by one each value to their specific address
#else
for (int i = 0; i < 4; i++) {
vec4.data[i] = f;
}
#endif
return vec4;
}
Vec4_t vec4_norm(Vec4_t v);
// (0, 0, 0, 0)
static inline Vec4f_t Vec4f_zero(void)
{
return vec4f_scalar(0.f);
}
Vec4_t vec4_lerp(Vec4_t a, Vec4_t b, float t);
Vec4f_t vec4f_add_r(Vec4f_t *__restrict out, Vec4f_t a);
Vec4f_t vec4f_add(Vec4f_t a, Vec4f_t b);
float vec4_angle(Vec4_t a, Vec4_t b);
Vec4_t vec4_proj(Vec4_t a, Vec4_t b);
// Vec4_t vec4(float x, float y, float z, float w);
Vec4_t vec4_refl(Vec4_t v, Vec4_t normal);
// Vec4_t vec4_add(Vec4_t v1, Vec4_t v2);
float vec4_dist(Vec4_t a, Vec4_t b);
// Vec4_t vec4_sub(Vec4_t v1, Vec4_t v2);
// Vec4_t vec4_scale(Vec4_t v, float scalar);
// float vec4_dot(Vec4_t a, Vec4_t b);
// float vec4_len(Vec4_t v);
// Vec4_t vec4_norm(Vec4_t v);
// Vec4_t vec4_lerp(Vec4_t a, Vec4_t b, float t);
// float vec4_angle(Vec4_t a, Vec4_t b);
// Vec4_t vec4_proj(Vec4_t a, Vec4_t b);
// Vec4_t vec4_refl(Vec4_t v, Vec4_t normal);
// float vec4_dist(Vec4_t a, Vec4_t b);
#endif // VECTOR4_H