recp/cglm
alt="Build Status">
🚀 Features
- scalar and simd (sse, avx, neon...) optimizations
- option to use different clipspaces e.g. Left Handed, Zero-to-One... (currrently right handed negative-one is default)
- array api and struct api, you can use arrays or structs.
- general purpose matrix operations (mat4, mat3)
- chain matrix multiplication (square only)
- general purpose vector operations (cross, dot, rotate, proj, angle...)
- affine transformations
- matrix decomposition (extract rotation, scaling factor)
- optimized affine transform matrices (mul, rigid-body inverse)
- camera (lookat)
- projections (ortho, perspective)
- quaternions
- euler angles / yaw-pitch-roll to matrix
- extract euler angles
- inline or pre-compiled function call
- frustum (extract view frustum planes, corners...)
- bounding box (AABB in Frustum (culling), crop, merge...)
- bounding sphere
- project, unproject
- easing functions
- curves
- curve interpolation helpers (SMC, deCasteljau...)
- helpers to convert cglm types to Apple's simd library to pass cglm types to Metal GL without packing them on both sides
- ray intersection helpers
- and others...
<hr />
You have two options to call a function/operation: inline or library call (link) Almost all functions are marked inline (always_inline) so compiler will probably inline. To call pre-compiled versions, just use glmc_ (c stands for 'call') instead of glm_.
#include <cglm/cglm.h> /* for inline */
#include <cglm/call.h> /* for library call (this also includes cglm.h) */
mat4 rot, trans, rt;
/* ... */
glm_mul(trans, rot, rt); /* inline */
glmc_mul(trans, rot, rt); /* call from library */Most of math functions are optimized manualy with SSE2 if available, if not? Dont worry there are non-sse versions of all operations
You can pass matrices and vectors as array to functions rather than get address.
mat4 m = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
glm_translate(m, (vec3){1.0f, 0.0f, 0.0f});Library contains general purpose mat4 mul and inverse functions, and also contains some special forms (optimized) of these functions for affine transformations' matrices. If you want to multiply two affine transformation matrices you can use glm_mul instead of glm_mat4_mul and glm_inv_tr (ROT + TR) instead glm_mat4_inv
/* multiplication */
mat4 modelMat;
glm_mul(T, R, modelMat);
/* othonormal rot + tr matrix inverse (rigid-body) */
glm_inv_tr(modelMat);Struct API
The struct API works as follows, note the s suffix on types, the glms_ prefix on functions and the GLMS_ prefix on constants:
#include <cglm/struct.h>
mat4s mat = GLMS_MAT4_IDENTITY_INIT;
mat4s inv = glms_mat4_inv(mat);Struct functions generally take their parameters as values and return their results, rather than taking pointers and writing to out parameters. That means your parameters can usually be const, if you're into that.
The types used are actually unions that allow access to the same data multiple ways. One of those ways involves anonymous structures, available since C11. MSVC also supports it for earlier C versions out of the box and GCC/Clang do if you enable -fms-extensions. To explicitly enable these anonymous structures, #define CGLM_USE_ANONYMOUS_STRUCT to 1, to disable them, to 0. For backward compatibility, you can also #define CGLM_NO_ANONYMOUS_STRUCT (value is irrelevant) to disable them. If you don't specify explicitly, cglm will do a best guess based on your compiler and the C version you're using.
🔨 Build
CMake (All platforms)
$ mkdir build
$ cd build
$ cmake .. # [Optional] -DCGLM_SHARED=ON
$ make
$ sudo make install # [Optional]Cmake options with Defaults:
option(CGLM_SHARED "Shared build" ON)
option(CGLM_STATIC "Static build" OFF)
option(CGLM_USE_C99 "" OFF) # C11
option(CGLM_USE_TEST "Enable Tests" OFF) # for make check - make testUse as header-only library with your CMake project
This requires no building or installation of cglm.
- Example:
cmake_minimum_required(VERSION 3.8.2)
project(<Your Project Name>)
add_executable(${PROJECT_NAME} src/main.c)
target_link_libraries(${LIBRARY_NAME} PRIVATE
cglm_headers)
add_subdirectory(external/cglm/ EXCLUDE_FROM_ALL)Use with your CMake project
- Example:
cmake_minimum_required(VERSION 3.8.2)
project(<Your Project Name>)
add_executable(${PROJECT_NAME} src/main.c)
target_link_libraries(${LIBRARY_NAME} PRIVATE
cglm)
add_subdirectory(external/cglm/)
# or you can use find_package to configure cglmMeson (All platforms)
$ meson build # [Optional] --default-library=static
$ cd build
$ ninja
$ sudo ninja install # [Optional]Meson options with Defaults:
c_std=c11
buildtype=release
default_library=shared
enable_tests=false # to run tests: ninja testUse with your Meson project
- Example:
# Clone cglm or create a cglm.wrap under <source_root>/subprojects
project('name', 'c')
cglm_dep = dependency('cglm', fallback : 'cglm', 'cglm_dep')
executable('exe', 'src/main.c', dependencies : cglm_dep)Swift (Swift Package Manager)
Currently only default build options are supported. Add cglm dependency to your project:
...
Package(
...
dependencies: [
...
.package(url: "https://github.com/recp/cglm", .branch("master")),
]
...
)Now add cgml as a dependency to your target. Product choices are:
- cglm for inlined version of the library which can be linked only statically
- cglmc for a compiled version of the library with no linking limitation
...
.target(
...
dependencies: [
...
.product(name: "cglm", package: "cglm"),
]
...
)
...Unix (Autotools)
$ sh autogen.sh
$ ./configure
$ make
$ make check # [Optional]
$ [sudo] make install # [Optional]This will also install pkg-config files so you can use pkg-config --cflags cglm and pkg-config --libs cglm to retrieve compiler and linker flags.
The files will be installed into the given prefix (usually /usr/local by default on Linux), but your pkg-config may not be configured to actually check there. You can figure out where it's looking by running pkg-config --variable pc_path pkg-config and change the path the files are installed to via ./configure --with-pkgconfigdir=/your/path. Alternatively, you can add the prefix path to your PKG_CONFIG_PATH environment variable.
Windows (MSBuild)
Windows related build file and project files are located in win folder, make sure you are inside cglm/win folder. Code Analysis is enabled, so it may take awhile to build.
$ cd win
$ .\build.batif msbuild won't work (because of multi version VS) then try to build with devenv:
$ devenv cglm.sln /Build ReleaseRunning Tests on Windows
You can see test project in same visual studio solution file. It is enough to run that project to run tests.
Building Docs
First you need install Sphinx: http://www.sphinx-doc.org/en/master/usage/installation.html then:
$ cd docs
$ sphinx-build source buildit will compile docs into build folder, you can run index.html inside that function.
How to use
If you want to use the inline versions of functions, then include the main header
#include <cglm/cglm.h>the header will include all headers. Then call the func you want e.g. rotate vector by axis:
glm_vec3_rotate(v1, glm_rad(45), (vec3){1.0f, 0.0f, 0.0f});some functions are overloaded :) e.g you can normalize vector:
glm_vec3_normalize(vec);this will normalize vec and store normalized vector into vec but if you will store normalized vector into another vector do this:
glm_vec3_normalize_to(vec, result);like this function you may see _to postfix, this functions store results to another variables and save temp memory
to call pre-compiled versions include header with c postfix, c means call. Pre-compiled versions are just wrappers.
#include <cglm/call.h>this header will include all headers with c postfix. You need to call functions with c posfix:
glmc_vec3_normalize(vec);Function usage and parameters are documented inside related headers. You may see same parameter passed twice in some examples like this:
glm_mat4_mul(m1, m2, m1);
/* or */
glm_mat4_mul(m1, m1, m1);the first two parameter are [in] and the last one is [out] parameter. After multiplying m1 and m2, the result is stored in m1. This is why we send m1 twice. You may store the result in a different matrix, this is just an example.
Example: Computing MVP matrix
Option 1
mat4 proj, view, model, mvp;
/* init proj, view and model ... */
glm_mat4_mul(proj, view, viewProj);
glm_mat4_mul(viewProj, model, mvp);Option 2
mat4 proj, view, model, mvp;
/* init proj, view and model ... */
glm_mat4_mulN((mat4 *[]){&proj, &view, &model}, 3, mvp);How to send matrix to OpenGL
mat4 is array of vec4 and vec4 is array of floats. glUniformMatrix4fv functions accecpts float as value (last param), so you can cast mat4 to float or you can pass first column of matrix as beginning of memory of matrix:
Option 1: Send first column
glUniformMatrix4fv(location, 1, GL_FALSE, matrix[0]);
/* array of matrices */
glUniformMatrix4fv(location, 1, GL_FALSE, matrix[0][0]);Option 2: Cast matrix to pointer type (also valid for multiple dimensional arrays)
glUniformMatrix4fv(location, 1, GL_FALSE, (float *)matrix);You can pass matrices the same way to other APIs e.g. Vulkan, DX...
Notes
- This library does not support double type... yet
- If headers are not working properly with your compiler, IDE please open an issue, because I'm using GCC and clang to test it maybe sometimes MSVC
TODO:
- [ ] Unit tests (In Progress)
- [ ] Unit tests for comparing cglm with glm results
- [x] Add version info
- [ ] Unaligned operations (e.g.
glm_umat4_mul) - [x] Extra documentation
- [x] ARM Neon Arch
Contributors
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License
MIT. check the LICENSE file
Package Metadata
Repository: recp/cglm
Default branch: main
README: README.md