125 lines
5.2 KiB
ReStructuredText
125 lines
5.2 KiB
ReStructuredText
|
.. default-domain:: C
|
||
|
|
||
|
Options
|
||
|
===============================================================================
|
||
|
|
||
|
A few options are provided via macros.
|
||
|
|
||
|
Alignment Option
|
||
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||
|
|
||
|
As default, cglm requires types to be aligned. Alignment requirements:
|
||
|
|
||
|
vec3: 8 byte
|
||
|
vec4: 16 byte
|
||
|
mat4: 16 byte
|
||
|
versor: 16 byte
|
||
|
|
||
|
By starting **v0.4.5** cglm provides an option to disable alignment requirement.
|
||
|
To enable this option define **CGLM_ALL_UNALIGNED** macro before all headers.
|
||
|
You can define it in Xcode, Visual Studio (or other IDEs) or you can also prefer
|
||
|
to define it in build system. If you use pre-compiled versions then you
|
||
|
have to compile cglm with **CGLM_ALL_UNALIGNED** macro.
|
||
|
|
||
|
**VERY VERY IMPORTANT:** If you use cglm in multiple projects and
|
||
|
those projects are depends on each other, then
|
||
|
|
||
|
| *ALWAYS* or *NEVER USE* **CGLM_ALL_UNALIGNED** macro in linked projects
|
||
|
|
||
|
if you do not know what you are doing. Because a cglm header included
|
||
|
via 'project A' may force types to be aligned and another cglm header
|
||
|
included via 'project B' may not require alignment. In this case
|
||
|
cglm functions will read from and write to **INVALID MEMORY LOCATIONs**.
|
||
|
|
||
|
ALWAYS USE SAME CONFIGURATION / OPTION for **cglm** if you have multiple projects.
|
||
|
|
||
|
For instance if you set CGLM_ALL_UNALIGNED in a project then set it in other projects too
|
||
|
|
||
|
Clipspace Option[s]
|
||
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||
|
|
||
|
By starting **v0.8.3** cglm provides options to switch between clipspace configurations.
|
||
|
|
||
|
Clipspace related files are located at `include/cglm/[struct]/clipspace.h` but
|
||
|
these are included in related files like `cam.h`. If you don't want to change your existing
|
||
|
clipspace configuration and want to use different clipspace function like `glm_lookat_zo` or `glm_lookat_lh_zo`...
|
||
|
then you can include individual headers or just define `CGLM_CLIPSPACE_INCLUDE_ALL` which will iclude all headers for you.
|
||
|
|
||
|
1. **CGLM_CLIPSPACE_INCLUDE_ALL**
|
||
|
2. **CGLM_FORCE_DEPTH_ZERO_TO_ONE**
|
||
|
3. **CGLM_FORCE_LEFT_HANDED**
|
||
|
|
||
|
|
||
|
1. **CGLM_CLIPSPACE_INCLUDE_ALL**:
|
||
|
|
||
|
By defining this macro, **cglm** will include all clipspace functions for you by just using
|
||
|
`#include cglm/cglm.h` or `#include cglm/struct.h` or `#include cglm/call.h`
|
||
|
|
||
|
Otherwise you need to include header you want manually e.g. `#include cglm/clipspace/view_rh_zo.h`
|
||
|
|
||
|
2. **CGLM_FORCE_DEPTH_ZERO_TO_ONE**
|
||
|
|
||
|
This is similar to **GLM**'s **GLM_FORCE_DEPTH_ZERO_TO_ONE** option.
|
||
|
This will set clip space between 0 to 1 which makes **cglm** Vulkan, Metal friendly.
|
||
|
|
||
|
You can use functions like `glm_lookat_lh_zo()` individually. By setting **CGLM_FORCE_DEPTH_ZERO_TO_ONE**
|
||
|
functions in cam.h for instance will use `_zo` versions.
|
||
|
|
||
|
3. **CGLM_FORCE_LEFT_HANDED**
|
||
|
|
||
|
Force **cglm** to use the left handed coordinate system by default, currently **cglm** uses right handed coordinate system as default,
|
||
|
you can change this behavior with this option.
|
||
|
|
||
|
**VERY VERY IMPORTANT:**
|
||
|
|
||
|
Be careful if you include **cglm** in multiple projects.
|
||
|
|
||
|
SSE and SSE2 Shuffle Option
|
||
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||
|
**_mm_shuffle_ps** generates **shufps** instruction even if registers are same.
|
||
|
You can force it to generate **pshufd** instruction by defining
|
||
|
**CGLM_USE_INT_DOMAIN** macro. As default it is not defined.
|
||
|
|
||
|
SSE3 and SSE4 Dot Product Options
|
||
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||
|
|
||
|
You have to extra options for dot product: **CGLM_SSE4_DOT** and **CGLM_SSE3_DOT**.
|
||
|
|
||
|
- If **SSE4** is enabled then you can define **CGLM_SSE4_DOT** to force cglm to use **_mm_dp_ps** instruction.
|
||
|
- If **SSE3** is enabled then you can define **CGLM_SSE3_DOT** to force cglm to use **_mm_hadd_ps** instructions.
|
||
|
|
||
|
otherwise cglm will use custom cglm's hadd functions which are optimized too.
|
||
|
|
||
|
Print Options
|
||
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||
|
|
||
|
1. **CGLM_DEFINE_PRINTS**
|
||
|
2. **CGLM_NO_PRINTS_NOOP** (use CGLM_DEFINE_PRINTS)
|
||
|
|
||
|
Inline prints are only enabled in **DEBUG** mode or if **CGLM_DEFINE_PRINTS** is defined.
|
||
|
**glmc_** versions will always print too.
|
||
|
|
||
|
Because **cglm** tried to enable print functions in debug mode and disable them in
|
||
|
release/production mode to eliminate printing costs when we do not need them.
|
||
|
|
||
|
**cglm** checks **DEBUG** or **_DEBUG** macros to test debug mode, if these are not working for you then you can use
|
||
|
**CGLM_DEFINE_PRINTS** to force enable, or create a PR to introduce new macro to test against debugging mode.
|
||
|
|
||
|
If DEBUG mode is not enabled then print functions will be emptied to eliminate print function calls.
|
||
|
You can disable this feature too by defining **CGLM_DEFINE_PRINTS** macro top of cglm header
|
||
|
or in project/build settings...
|
||
|
|
||
|
3. **CGLM_PRINT_PRECISION** 5
|
||
|
|
||
|
precision.
|
||
|
|
||
|
4. **CGLM_PRINT_MAX_TO_SHORT** 1e5
|
||
|
|
||
|
if a number is greater than this value then %g will be used, since this is shorten print you won't be able to see high precision.
|
||
|
|
||
|
5. **CGLM_PRINT_COLOR** "\033[36m"
|
||
|
6. **CGLM_PRINT_COLOR_RESET** "\033[0m"
|
||
|
|
||
|
You can disable colorful print output by defining **CGLM_PRINT_COLOR** and **CGLM_PRINT_COLOR_RESET** as empty macro.
|
||
|
Because some terminals may not support colors.
|