Rebuild trinity visualizer from bare SDL and OpenGL to using Raylib. Added Code for serial parsing on linux. Current functionality reads incoming quaternion packet data coming in over serial and displays the values and also visualizes with a cube, connect and disconnect is implemented. Essentially rebuild the functionality of the old version with added linux support.
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/// @ref core
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/// @file glm/detail/func_geometric_simd.inl
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#include "../simd/geometric.h"
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#if GLM_ARCH & GLM_ARCH_SSE2_BIT
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namespace glm{
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namespace detail
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{
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template<qualifier Q>
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struct compute_length<4, float, Q, true>
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{
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GLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& v)
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{
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return _mm_cvtss_f32(glm_vec4_length(v.data));
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}
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};
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template<qualifier Q>
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struct compute_distance<4, float, Q, true>
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{
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GLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& p0, vec<4, float, Q> const& p1)
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{
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return _mm_cvtss_f32(glm_vec4_distance(p0.data, p1.data));
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}
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};
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template<qualifier Q>
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struct compute_dot<vec<4, float, Q>, float, true>
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{
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GLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& x, vec<4, float, Q> const& y)
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{
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return _mm_cvtss_f32(glm_vec1_dot(x.data, y.data));
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}
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};
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template<qualifier Q>
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struct compute_dot<vec<3, float, Q>, float, true>
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{
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GLM_FUNC_QUALIFIER static float call(vec<3, float, Q> const& a, vec<3, float, Q> const& b)
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{
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vec<4, float, Q> aa = xyz0(a);
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vec<4, float, Q> bb = xyz0(b);
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return _mm_cvtss_f32(glm_vec1_dot(aa.data, bb.data));
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}
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};
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template<qualifier Q>
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struct compute_cross<float, Q, true>
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{
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GLM_FUNC_QUALIFIER static vec<3, float, Q> call(vec<3, float, Q> const& a, vec<3, float, Q> const& b)
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{
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vec<4, float, Q> aa = xyzz(a);
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vec<4, float, Q> bb = xyzz(b);
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__m128 const xpd0 = glm_vec4_cross(aa.data, bb.data);
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vec<3, float, Q> Result;
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Result.data = xpd0;
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return Result;
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}
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GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b)
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{
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vec<4, float, Q> Result;
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Result.data = glm_vec4_cross(a.data, b.data);
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return Result;
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}
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};
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template<qualifier Q>
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struct compute_normalize<4, float, Q, true>
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{
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GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)
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{
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vec<4, float, Q> Result;
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Result.data = glm_vec4_normalize(v.data);
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return Result;
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}
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};
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template<qualifier Q>
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struct compute_faceforward<4, float, Q, true>
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{
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GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& N, vec<4, float, Q> const& I, vec<4, float, Q> const& Nref)
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{
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vec<4, float, Q> Result;
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Result.data = glm_vec4_faceforward(N.data, I.data, Nref.data);
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return Result;
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}
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};
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template<qualifier Q>
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struct compute_reflect<4, float, Q, true>
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{
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GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& I, vec<4, float, Q> const& N)
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{
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vec<4, float, Q> Result;
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Result.data = glm_vec4_reflect(I.data, N.data);
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return Result;
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}
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};
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template<qualifier Q>
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struct compute_refract<4, float, Q, true>
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{
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GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& I, vec<4, float, Q> const& N, float eta)
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{
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vec<4, float, Q> Result;
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Result.data = glm_vec4_refract(I.data, N.data, _mm_set1_ps(eta));
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return Result;
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}
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};
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}//namespace detail
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}//namespace glm
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#elif GLM_ARCH & GLM_ARCH_NEON_BIT
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namespace glm{
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namespace detail
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{
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template<qualifier Q>
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struct compute_length<4, float, Q, true>
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{
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GLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& v)
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{
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return sqrt(compute_dot<vec<4, float, Q>, float, true>::call(v, v));
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}
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};
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template<qualifier Q>
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struct compute_distance<4, float, Q, true>
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{
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GLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& p0, vec<4, float, Q> const& p1)
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{
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return compute_length<4, float, Q, true>::call(p1 - p0);
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}
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};
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template<qualifier Q>
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struct compute_dot<vec<4, float, Q>, float, true>
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{
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GLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& x, vec<4, float, Q> const& y)
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{
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#if GLM_ARCH & GLM_ARCH_ARMV8_BIT
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float32x4_t v = vmulq_f32(x.data, y.data);
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return vaddvq_f32(v);
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#else // Armv7a with Neon
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float32x4_t p = vmulq_f32(x.data, y.data);
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float32x2_t v = vpadd_f32(vget_low_f32(p), vget_high_f32(p));
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v = vpadd_f32(v, v);
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return vget_lane_f32(v, 0);
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#endif
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}
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};
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template<qualifier Q>
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struct compute_normalize<4, float, Q, true>
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{
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GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v)
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{
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float32x4_t p = vmulq_f32(v.data, v.data);
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#if GLM_ARCH & GLM_ARCH_ARMV8_BIT
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p = vpaddq_f32(p, p);
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p = vpaddq_f32(p, p);
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#else
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float32x2_t t = vpadd_f32(vget_low_f32(p), vget_high_f32(p));
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t = vpadd_f32(t, t);
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p = vcombine_f32(t, t);
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#endif
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float32x4_t vd = vrsqrteq_f32(p);
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vec<4, float, Q> Result;
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Result.data = vmulq_f32(v.data, vd);
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return Result;
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}
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};
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}//namespace detail
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}//namespace glm
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#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
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