Apply consistent code formatting across the repo. Add clang-format and pre-commit hooks.

This commit is contained in:
Rob Armstrong
2025-03-27 10:30:07 -07:00
parent 2cd58fbc9a
commit ceab6e8bcc
782 changed files with 107230 additions and 106548 deletions

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@@ -21,7 +21,7 @@ For Linux:
For Linux aarch64(L4T):
-- Install GLFW3 library using "sudo apt-get install libglfw3-dev" this will provide glfw3
-- Install GLFW3 library using "sudo apt-get install libglfw3-dev" this will provide glfw3
-- install above will also provide libvulkan-dev as dependencies
-- Add Vulkan and GLFW3 libraries directories to LD_LIBRARY_PATH
-- Pass path to vulkan sdk while building 'make VULKAN_SDK_PATH=<PATH_TO_VULKAN_SDK>', VULKAN_SDK_PATH in this scenario is typically "/usr"

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@@ -34,4 +34,3 @@ Download and install the [CUDA Toolkit 12.5](https://developer.nvidia.com/cuda-d
Make sure the dependencies mentioned in [Dependencies]() section above are installed.
## References (for more details)

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@@ -29,114 +29,155 @@
// Converts radians to degrees.
#define radiansToDegrees(angleRadians) (angleRadians * 180.0 / M_PI)
typedef float vec3[3];
static inline void vec3_add(vec3 r, vec3 const a, vec3 const b) {
typedef float vec3[3];
static inline void vec3_add(vec3 r, vec3 const a, vec3 const b)
{
int i;
for (i = 0; i < 3; ++i) r[i] = a[i] + b[i];
for (i = 0; i < 3; ++i)
r[i] = a[i] + b[i];
}
static inline void vec3_sub(vec3 r, vec3 const a, vec3 const b) {
static inline void vec3_sub(vec3 r, vec3 const a, vec3 const b)
{
int i;
for (i = 0; i < 3; ++i) r[i] = a[i] - b[i];
for (i = 0; i < 3; ++i)
r[i] = a[i] - b[i];
}
static inline void vec3_scale(vec3 r, vec3 const v, float const s) {
static inline void vec3_scale(vec3 r, vec3 const v, float const s)
{
int i;
for (i = 0; i < 3; ++i) r[i] = v[i] * s;
for (i = 0; i < 3; ++i)
r[i] = v[i] * s;
}
static inline float vec3_mul_inner(vec3 const a, vec3 const b) {
static inline float vec3_mul_inner(vec3 const a, vec3 const b)
{
float p = 0.f;
int i;
for (i = 0; i < 3; ++i) p += b[i] * a[i];
int i;
for (i = 0; i < 3; ++i)
p += b[i] * a[i];
return p;
}
static inline void vec3_mul_cross(vec3 r, vec3 const a, vec3 const b) {
static inline void vec3_mul_cross(vec3 r, vec3 const a, vec3 const b)
{
r[0] = a[1] * b[2] - a[2] * b[1];
r[1] = a[2] * b[0] - a[0] * b[2];
r[2] = a[0] * b[1] - a[1] * b[0];
}
static inline float vec3_len(vec3 const v) { return sqrtf(vec3_mul_inner(v, v)); }
static inline void vec3_norm(vec3 r, vec3 const v) {
static inline void vec3_norm(vec3 r, vec3 const v)
{
float k = 1.f / vec3_len(v);
vec3_scale(r, v, k);
}
static inline void vec3_reflect(vec3 r, vec3 const v, vec3 const n) {
static inline void vec3_reflect(vec3 r, vec3 const v, vec3 const n)
{
float p = 2.f * vec3_mul_inner(v, n);
int i;
for (i = 0; i < 3; ++i) r[i] = v[i] - p * n[i];
int i;
for (i = 0; i < 3; ++i)
r[i] = v[i] - p * n[i];
}
typedef float vec4[4];
static inline void vec4_add(vec4 r, vec4 const a, vec4 const b) {
typedef float vec4[4];
static inline void vec4_add(vec4 r, vec4 const a, vec4 const b)
{
int i;
for (i = 0; i < 4; ++i) r[i] = a[i] + b[i];
for (i = 0; i < 4; ++i)
r[i] = a[i] + b[i];
}
static inline void vec4_sub(vec4 r, vec4 const a, vec4 const b) {
static inline void vec4_sub(vec4 r, vec4 const a, vec4 const b)
{
int i;
for (i = 0; i < 4; ++i) r[i] = a[i] - b[i];
for (i = 0; i < 4; ++i)
r[i] = a[i] - b[i];
}
static inline void vec4_scale(vec4 r, vec4 v, float s) {
static inline void vec4_scale(vec4 r, vec4 v, float s)
{
int i;
for (i = 0; i < 4; ++i) r[i] = v[i] * s;
for (i = 0; i < 4; ++i)
r[i] = v[i] * s;
}
static inline float vec4_mul_inner(vec4 a, vec4 b) {
static inline float vec4_mul_inner(vec4 a, vec4 b)
{
float p = 0.f;
int i;
for (i = 0; i < 4; ++i) p += b[i] * a[i];
int i;
for (i = 0; i < 4; ++i)
p += b[i] * a[i];
return p;
}
static inline void vec4_mul_cross(vec4 r, vec4 a, vec4 b) {
static inline void vec4_mul_cross(vec4 r, vec4 a, vec4 b)
{
r[0] = a[1] * b[2] - a[2] * b[1];
r[1] = a[2] * b[0] - a[0] * b[2];
r[2] = a[0] * b[1] - a[1] * b[0];
r[3] = 1.f;
}
static inline float vec4_len(vec4 v) { return sqrtf(vec4_mul_inner(v, v)); }
static inline void vec4_norm(vec4 r, vec4 v) {
static inline void vec4_norm(vec4 r, vec4 v)
{
float k = 1.f / vec4_len(v);
vec4_scale(r, v, k);
}
static inline void vec4_reflect(vec4 r, vec4 v, vec4 n) {
static inline void vec4_reflect(vec4 r, vec4 v, vec4 n)
{
float p = 2.f * vec4_mul_inner(v, n);
int i;
for (i = 0; i < 4; ++i) r[i] = v[i] - p * n[i];
int i;
for (i = 0; i < 4; ++i)
r[i] = v[i] - p * n[i];
}
typedef vec4 mat4x4[4];
static inline void mat4x4_identity(mat4x4 M) {
typedef vec4 mat4x4[4];
static inline void mat4x4_identity(mat4x4 M)
{
int i, j;
for (i = 0; i < 4; ++i)
for (j = 0; j < 4; ++j) M[i][j] = i == j ? 1.f : 0.f;
for (j = 0; j < 4; ++j)
M[i][j] = i == j ? 1.f : 0.f;
}
static inline void mat4x4_dup(mat4x4 M, mat4x4 N) {
static inline void mat4x4_dup(mat4x4 M, mat4x4 N)
{
int i, j;
for (i = 0; i < 4; ++i)
for (j = 0; j < 4; ++j) M[i][j] = N[i][j];
for (j = 0; j < 4; ++j)
M[i][j] = N[i][j];
}
static inline void mat4x4_row(vec4 r, mat4x4 M, int i) {
static inline void mat4x4_row(vec4 r, mat4x4 M, int i)
{
int k;
for (k = 0; k < 4; ++k) r[k] = M[k][i];
for (k = 0; k < 4; ++k)
r[k] = M[k][i];
}
static inline void mat4x4_col(vec4 r, mat4x4 M, int i) {
static inline void mat4x4_col(vec4 r, mat4x4 M, int i)
{
int k;
for (k = 0; k < 4; ++k) r[k] = M[i][k];
for (k = 0; k < 4; ++k)
r[k] = M[i][k];
}
static inline void mat4x4_transpose(mat4x4 M, mat4x4 N) {
static inline void mat4x4_transpose(mat4x4 M, mat4x4 N)
{
int i, j;
for (j = 0; j < 4; ++j)
for (i = 0; i < 4; ++i) M[i][j] = N[j][i];
for (i = 0; i < 4; ++i)
M[i][j] = N[j][i];
}
static inline void mat4x4_add(mat4x4 M, mat4x4 a, mat4x4 b) {
static inline void mat4x4_add(mat4x4 M, mat4x4 a, mat4x4 b)
{
int i;
for (i = 0; i < 4; ++i) vec4_add(M[i], a[i], b[i]);
for (i = 0; i < 4; ++i)
vec4_add(M[i], a[i], b[i]);
}
static inline void mat4x4_sub(mat4x4 M, mat4x4 a, mat4x4 b) {
static inline void mat4x4_sub(mat4x4 M, mat4x4 a, mat4x4 b)
{
int i;
for (i = 0; i < 4; ++i) vec4_sub(M[i], a[i], b[i]);
for (i = 0; i < 4; ++i)
vec4_sub(M[i], a[i], b[i]);
}
static inline void mat4x4_scale(mat4x4 M, mat4x4 a, float k) {
static inline void mat4x4_scale(mat4x4 M, mat4x4 a, float k)
{
int i;
for (i = 0; i < 4; ++i) vec4_scale(M[i], a[i], k);
for (i = 0; i < 4; ++i)
vec4_scale(M[i], a[i], k);
}
static inline void mat4x4_scale_aniso(mat4x4 M, mat4x4 a, float x, float y, float z) {
static inline void mat4x4_scale_aniso(mat4x4 M, mat4x4 a, float x, float y, float z)
{
int i;
vec4_scale(M[0], a[0], x);
vec4_scale(M[1], a[1], y);
@@ -145,45 +186,54 @@ static inline void mat4x4_scale_aniso(mat4x4 M, mat4x4 a, float x, float y, floa
M[3][i] = a[3][i];
}
}
static inline void mat4x4_mul(mat4x4 M, mat4x4 a, mat4x4 b) {
static inline void mat4x4_mul(mat4x4 M, mat4x4 a, mat4x4 b)
{
int k, r, c;
for (c = 0; c < 4; ++c)
for (r = 0; r < 4; ++r) {
M[c][r] = 0.f;
for (k = 0; k < 4; ++k) M[c][r] += a[k][r] * b[c][k];
for (k = 0; k < 4; ++k)
M[c][r] += a[k][r] * b[c][k];
}
}
static inline void mat4x4_mul_vec4(vec4 r, mat4x4 M, vec4 v) {
static inline void mat4x4_mul_vec4(vec4 r, mat4x4 M, vec4 v)
{
int i, j;
for (j = 0; j < 4; ++j) {
r[j] = 0.f;
for (i = 0; i < 4; ++i) r[j] += M[i][j] * v[i];
for (i = 0; i < 4; ++i)
r[j] += M[i][j] * v[i];
}
}
static inline void mat4x4_translate(mat4x4 T, float x, float y, float z) {
static inline void mat4x4_translate(mat4x4 T, float x, float y, float z)
{
mat4x4_identity(T);
T[3][0] = x;
T[3][1] = y;
T[3][2] = z;
}
static inline void mat4x4_translate_in_place(mat4x4 M, float x, float y, float z) {
static inline void mat4x4_translate_in_place(mat4x4 M, float x, float y, float z)
{
vec4 t = {x, y, z, 0};
vec4 r;
int i;
int i;
for (i = 0; i < 4; ++i) {
mat4x4_row(r, M, i);
M[3][i] += vec4_mul_inner(r, t);
}
}
static inline void mat4x4_from_vec3_mul_outer(mat4x4 M, vec3 a, vec3 b) {
static inline void mat4x4_from_vec3_mul_outer(mat4x4 M, vec3 a, vec3 b)
{
int i, j;
for (i = 0; i < 4; ++i)
for (j = 0; j < 4; ++j) M[i][j] = i < 3 && j < 3 ? a[i] * b[j] : 0.f;
for (j = 0; j < 4; ++j)
M[i][j] = i < 3 && j < 3 ? a[i] * b[j] : 0.f;
}
static inline void mat4x4_rotate(mat4x4 R, mat4x4 M, float x, float y, float z, float angle) {
static inline void mat4x4_rotate(mat4x4 R, mat4x4 M, float x, float y, float z, float angle)
{
float s = sinf(angle);
float c = cosf(angle);
vec3 u = {x, y, z};
vec3 u = {x, y, z};
if (vec3_len(u) > 1e-4) {
vec3_norm(u, u);
@@ -204,29 +254,34 @@ static inline void mat4x4_rotate(mat4x4 R, mat4x4 M, float x, float y, float z,
T[3][3] = 1.;
mat4x4_mul(R, M, T);
} else {
}
else {
mat4x4_dup(R, M);
}
}
static inline void mat4x4_rotate_X(mat4x4 Q, mat4x4 M, float angle) {
float s = sinf(angle);
float c = cosf(angle);
static inline void mat4x4_rotate_X(mat4x4 Q, mat4x4 M, float angle)
{
float s = sinf(angle);
float c = cosf(angle);
mat4x4 R = {{1.f, 0.f, 0.f, 0.f}, {0.f, c, s, 0.f}, {0.f, -s, c, 0.f}, {0.f, 0.f, 0.f, 1.f}};
mat4x4_mul(Q, M, R);
}
static inline void mat4x4_rotate_Y(mat4x4 Q, mat4x4 M, float angle) {
float s = sinf(angle);
float c = cosf(angle);
static inline void mat4x4_rotate_Y(mat4x4 Q, mat4x4 M, float angle)
{
float s = sinf(angle);
float c = cosf(angle);
mat4x4 R = {{c, 0.f, s, 0.f}, {0.f, 1.f, 0.f, 0.f}, {-s, 0.f, c, 0.f}, {0.f, 0.f, 0.f, 1.f}};
mat4x4_mul(Q, M, R);
}
static inline void mat4x4_rotate_Z(mat4x4 Q, mat4x4 M, float angle) {
float s = sinf(angle);
float c = cosf(angle);
static inline void mat4x4_rotate_Z(mat4x4 Q, mat4x4 M, float angle)
{
float s = sinf(angle);
float c = cosf(angle);
mat4x4 R = {{c, s, 0.f, 0.f}, {-s, c, 0.f, 0.f}, {0.f, 0.f, 1.f, 0.f}, {0.f, 0.f, 0.f, 1.f}};
mat4x4_mul(Q, M, R);
}
static inline void mat4x4_invert(mat4x4 T, mat4x4 M) {
static inline void mat4x4_invert(mat4x4 T, mat4x4 M)
{
float s[6];
float c[6];
s[0] = M[0][0] * M[1][1] - M[1][0] * M[0][1];
@@ -266,10 +321,11 @@ static inline void mat4x4_invert(mat4x4 T, mat4x4 M) {
T[3][2] = (-M[3][0] * s[3] + M[3][1] * s[1] - M[3][2] * s[0]) * idet;
T[3][3] = (M[2][0] * s[3] - M[2][1] * s[1] + M[2][2] * s[0]) * idet;
}
static inline void mat4x4_orthonormalize(mat4x4 R, mat4x4 M) {
static inline void mat4x4_orthonormalize(mat4x4 R, mat4x4 M)
{
mat4x4_dup(R, M);
float s = 1.;
vec3 h;
vec3 h;
vec3_norm(R[2], R[2]);
@@ -289,7 +345,8 @@ static inline void mat4x4_orthonormalize(mat4x4 R, mat4x4 M) {
vec3_norm(R[0], R[0]);
}
static inline void mat4x4_frustum(mat4x4 M, float l, float r, float b, float t, float n, float f) {
static inline void mat4x4_frustum(mat4x4 M, float l, float r, float b, float t, float n, float f)
{
M[0][0] = 2.f * n / (r - l);
M[0][1] = M[0][2] = M[0][3] = 0.f;
@@ -304,7 +361,8 @@ static inline void mat4x4_frustum(mat4x4 M, float l, float r, float b, float t,
M[3][2] = -2.f * (f * n) / (f - n);
M[3][0] = M[3][1] = M[3][3] = 0.f;
}
static inline void mat4x4_ortho(mat4x4 M, float l, float r, float b, float t, float n, float f) {
static inline void mat4x4_ortho(mat4x4 M, float l, float r, float b, float t, float n, float f)
{
M[0][0] = 2.f / (r - l);
M[0][1] = M[0][2] = M[0][3] = 0.f;
@@ -319,7 +377,8 @@ static inline void mat4x4_ortho(mat4x4 M, float l, float r, float b, float t, fl
M[3][2] = -(f + n) / (f - n);
M[3][3] = 1.f;
}
static inline void mat4x4_perspective(mat4x4 m, float y_fov, float aspect, float n, float f) {
static inline void mat4x4_perspective(mat4x4 m, float y_fov, float aspect, float n, float f)
{
/* NOTE: Degrees are an unhandy unit to work with.
* linmath.h uses radians for everything! */
float const a = (float)(1.f / tan(y_fov / 2.f));
@@ -344,7 +403,8 @@ static inline void mat4x4_perspective(mat4x4 m, float y_fov, float aspect, float
m[3][2] = -((2.f * f * n) / (f - n));
m[3][3] = 0.f;
}
static inline void mat4x4_look_at(mat4x4 m, vec3 eye, vec3 center, vec3 up) {
static inline void mat4x4_look_at(mat4x4 m, vec3 eye, vec3 center, vec3 up)
{
/* Adapted from Android's OpenGL Matrix.java. */
/* See the OpenGL GLUT documentation for gluLookAt for a description */
/* of the algorithm. We implement it in a straightforward way: */
@@ -385,20 +445,26 @@ static inline void mat4x4_look_at(mat4x4 m, vec3 eye, vec3 center, vec3 up) {
mat4x4_translate_in_place(m, -eye[0], -eye[1], -eye[2]);
}
typedef float quat[4];
static inline void quat_identity(quat q) {
typedef float quat[4];
static inline void quat_identity(quat q)
{
q[0] = q[1] = q[2] = 0.f;
q[3] = 1.f;
q[3] = 1.f;
}
static inline void quat_add(quat r, quat a, quat b) {
static inline void quat_add(quat r, quat a, quat b)
{
int i;
for (i = 0; i < 4; ++i) r[i] = a[i] + b[i];
for (i = 0; i < 4; ++i)
r[i] = a[i] + b[i];
}
static inline void quat_sub(quat r, quat a, quat b) {
static inline void quat_sub(quat r, quat a, quat b)
{
int i;
for (i = 0; i < 4; ++i) r[i] = a[i] - b[i];
for (i = 0; i < 4; ++i)
r[i] = a[i] - b[i];
}
static inline void quat_mul(quat r, quat p, quat q) {
static inline void quat_mul(quat r, quat p, quat q)
{
vec3 w;
vec3_mul_cross(r, p, q);
vec3_scale(w, p, q[3]);
@@ -407,23 +473,30 @@ static inline void quat_mul(quat r, quat p, quat q) {
vec3_add(r, r, w);
r[3] = p[3] * q[3] - vec3_mul_inner(p, q);
}
static inline void quat_scale(quat r, quat v, float s) {
static inline void quat_scale(quat r, quat v, float s)
{
int i;
for (i = 0; i < 4; ++i) r[i] = v[i] * s;
for (i = 0; i < 4; ++i)
r[i] = v[i] * s;
}
static inline float quat_inner_product(quat a, quat b) {
static inline float quat_inner_product(quat a, quat b)
{
float p = 0.f;
int i;
for (i = 0; i < 4; ++i) p += b[i] * a[i];
int i;
for (i = 0; i < 4; ++i)
p += b[i] * a[i];
return p;
}
static inline void quat_conj(quat r, quat q) {
static inline void quat_conj(quat r, quat q)
{
int i;
for (i = 0; i < 3; ++i) r[i] = -q[i];
for (i = 0; i < 3; ++i)
r[i] = -q[i];
r[3] = q[3];
}
#define quat_norm vec4_norm
static inline void quat_mul_vec3(vec3 r, quat q, vec3 v) {
static inline void quat_mul_vec3(vec3 r, quat q, vec3 v)
{
quat v_ = {v[0], v[1], v[2], 0.f};
quat_conj(r, q);
@@ -431,11 +504,12 @@ static inline void quat_mul_vec3(vec3 r, quat q, vec3 v) {
quat_mul(r, v_, r);
quat_mul(r, q, r);
}
static inline void mat4x4_from_quat(mat4x4 M, quat q) {
float a = q[3];
float b = q[0];
float c = q[1];
float d = q[2];
static inline void mat4x4_from_quat(mat4x4 M, quat q)
{
float a = q[3];
float b = q[0];
float c = q[1];
float d = q[2];
float a2 = a * a;
float b2 = b * b;
float c2 = c * c;
@@ -457,10 +531,11 @@ static inline void mat4x4_from_quat(mat4x4 M, quat q) {
M[2][3] = 0.f;
M[3][0] = M[3][1] = M[3][2] = 0.f;
M[3][3] = 1.f;
M[3][3] = 1.f;
}
static inline void mat4x4o_mul_quat(mat4x4 R, mat4x4 M, quat q) {
static inline void mat4x4o_mul_quat(mat4x4 R, mat4x4 M, quat q)
{
/* XXX: The way this is written only works for othogonal matrices. */
/* TODO: Take care of non-orthogonal case. */
quat_mul_vec3(R[0], q, M[0]);
@@ -468,18 +543,20 @@ static inline void mat4x4o_mul_quat(mat4x4 R, mat4x4 M, quat q) {
quat_mul_vec3(R[2], q, M[2]);
R[3][0] = R[3][1] = R[3][2] = 0.f;
R[3][3] = 1.f;
R[3][3] = 1.f;
}
static inline void quat_from_mat4x4(quat q, mat4x4 M) {
static inline void quat_from_mat4x4(quat q, mat4x4 M)
{
float r = 0.f;
int i;
int i;
int perm[] = {0, 1, 2, 0, 1};
int *p = perm;
int perm[] = {0, 1, 2, 0, 1};
int *p = perm;
for (i = 0; i < 3; i++) {
float m = M[i][i];
if (m < r) continue;
if (m < r)
continue;
m = r;
p = &perm[i];
}

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