Make MatrixToFloat and Vector3ToFloat reentrant

Besides making it thread-safe, it suppresses a GCC warning
when making them static inline in an upcoming patch.
This commit is contained in:
Ahmad Fatoum 2018-02-22 03:22:59 +01:00
parent a5881fb9cc
commit ed6962edd3
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GPG key ID: C3EAC3DE9321D59B
2 changed files with 53 additions and 27 deletions

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@ -338,6 +338,14 @@ typedef struct Matrix {
float m3, m7, m11, m15; float m3, m7, m11, m15;
} Matrix; } Matrix;
typedef struct Float3 {
float f[3];
} Float3;
typedef struct Float16 {
float f[16];
} Float16;
// Color type, RGBA (32bit) // Color type, RGBA (32bit)
typedef struct Color { typedef struct Color {
unsigned char r; unsigned char r;
@ -743,11 +751,17 @@ RLAPI Color GetColor(int hexValue); // Returns a C
RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
// Math useful functions (available from raymath.h) // Math useful functions (available from raymath.h)
RLAPI float *Vector3ToFloat(Vector3 vec); // Returns Vector3 as float array
RLAPI float *MatrixToFloat(Matrix mat); // Returns Matrix as float array
RLAPI Vector3 Vector3Zero(void); // Vector with components value 0.0f RLAPI Vector3 Vector3Zero(void); // Vector with components value 0.0f
RLAPI Vector3 Vector3One(void); // Vector with components value 1.0f RLAPI Vector3 Vector3One(void); // Vector with components value 1.0f
RLAPI Matrix MatrixIdentity(void); // Returns identity matrix RLAPI Matrix MatrixIdentity(void); // Returns identity matrix
#ifndef Vector3ToFloat
#define Vector3ToFloat(vec) (Vector3ToFloat_(vec).f) // Returns Vector3 as float array
RLAPI Float3 Vector3ToFloat_(Vector3 vec); // don't use, use above
#endif
#ifndef MatrixToFloat
#define MatrixToFloat(mat) (MatrixToFloat_(mat).f) // Returns Matrix as float array
RLAPI Float16 MatrixToFloat_(Matrix mat); // don't use, use above
#endif
// Misc. functions // Misc. functions
RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags) RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags)

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@ -100,6 +100,12 @@
float m2, m6, m10, m14; float m2, m6, m10, m14;
float m3, m7, m11, m15; float m3, m7, m11, m15;
} Matrix; } Matrix;
typedef struct Float3 {
float f[3];
} Float3;
typedef struct Float16 {
float f[16];
} Float16;
#endif #endif
// Quaternion type // Quaternion type
@ -156,7 +162,7 @@ RMDEF Vector3 Vector3Reflect(Vector3 vector, Vector3 normal); // Calculate re
RMDEF Vector3 Vector3Min(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components RMDEF Vector3 Vector3Min(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components
RMDEF Vector3 Vector3Max(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components RMDEF Vector3 Vector3Max(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components
RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycenter coords for p in triangle abc RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycenter coords for p in triangle abc
RMDEF float *Vector3ToFloat(Vector3 vec); // Returns Vector3 as float array RMDEF Float3 Vector3ToFloat_(Vector3 vec); // Returns Vector3 as float array
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Functions Declaration to work with Matrix // Functions Declaration to work with Matrix
@ -180,7 +186,7 @@ RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top,
RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Returns perspective projection matrix RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Returns perspective projection matrix
RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far); // Returns orthographic projection matrix RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far); // Returns orthographic projection matrix
RMDEF Matrix MatrixLookAt(Vector3 position, Vector3 target, Vector3 up); // Returns camera look-at matrix (view matrix) RMDEF Matrix MatrixLookAt(Vector3 position, Vector3 target, Vector3 up); // Returns camera look-at matrix (view matrix)
RMDEF float *MatrixToFloat(Matrix mat); // Returns float array of Matrix data RMDEF Float16 MatrixToFloat_(Matrix mat); // Returns float array of Matrix data
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Functions Declaration to work with Quaternions // Functions Declaration to work with Quaternions
@ -548,16 +554,19 @@ RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
} }
// Returns Vector3 as float array // Returns Vector3 as float array
RMDEF float *Vector3ToFloat(Vector3 vec) RMDEF Float3 Vector3ToFloat_(Vector3 vec)
{ {
static float buffer[3]; Float3 buffer;
buffer[0] = vec.x; buffer.f[0] = vec.x;
buffer[1] = vec.y; buffer.f[1] = vec.y;
buffer[2] = vec.z; buffer.f[2] = vec.z;
return buffer; return buffer;
} }
#ifndef Vector3ToFloat
#define Vector3ToFloat(vec) (Vector3ToFloat_(vec).f)
#endif
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module Functions Definition - Matrix math // Module Functions Definition - Matrix math
@ -993,29 +1002,32 @@ RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
} }
// Returns float array of matrix data // Returns float array of matrix data
RMDEF float *MatrixToFloat(Matrix mat) RMDEF Float16 MatrixToFloat_(Matrix mat)
{ {
static float buffer[16]; Float16 buffer;
buffer[0] = mat.m0; buffer.f[0] = mat.m0;
buffer[1] = mat.m1; buffer.f[1] = mat.m1;
buffer[2] = mat.m2; buffer.f[2] = mat.m2;
buffer[3] = mat.m3; buffer.f[3] = mat.m3;
buffer[4] = mat.m4; buffer.f[4] = mat.m4;
buffer[5] = mat.m5; buffer.f[5] = mat.m5;
buffer[6] = mat.m6; buffer.f[6] = mat.m6;
buffer[7] = mat.m7; buffer.f[7] = mat.m7;
buffer[8] = mat.m8; buffer.f[8] = mat.m8;
buffer[9] = mat.m9; buffer.f[9] = mat.m9;
buffer[10] = mat.m10; buffer.f[10] = mat.m10;
buffer[11] = mat.m11; buffer.f[11] = mat.m11;
buffer[12] = mat.m12; buffer.f[12] = mat.m12;
buffer[13] = mat.m13; buffer.f[13] = mat.m13;
buffer[14] = mat.m14; buffer.f[14] = mat.m14;
buffer[15] = mat.m15; buffer.f[15] = mat.m15;
return buffer; return buffer;
} }
#ifndef MatrixToFloat
#define MatrixToFloat(mat) (MatrixToFloat_(mat).f)
#endif
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module Functions Definition - Quaternion math // Module Functions Definition - Quaternion math