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699 changed files with 29626 additions and 61594 deletions

2
.gitignore vendored
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@ -362,5 +362,3 @@ MigrationBackup/
# Fody - auto-generated XML schema # Fody - auto-generated XML schema
FodyWeavers.xsd FodyWeavers.xsd
/UnitTest/Qt.x64.runsettings /UnitTest/Qt.x64.runsettings
/ArchitectureColoredPainting/ClassDiagram.cd
/ArchitectureColoredPainting/res/Shaders/Fxaa3_11.glsl

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@ -32,12 +32,12 @@
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<QtModules>core;xml;gui;svg;widgets;concurrent;core-private;gui-private;widgets-private</QtModules> <QtModules>core;xml;gui;svg;widgets;core-private;gui-private;widgets-private</QtModules>
<QtBuildConfig>debug</QtBuildConfig> <QtBuildConfig>debug</QtBuildConfig>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x64'" Label="QtSettings"> <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x64'" Label="QtSettings">
<QtInstall>5.15.2_msvc2019_64</QtInstall> <QtInstall>5.15.2_msvc2019_64</QtInstall>
<QtModules>core;xml;gui;svg;widgets;concurrent;core-private;gui-private;widgets-private</QtModules> <QtModules>core;gui;widgets</QtModules>
<QtBuildConfig>release</QtBuildConfig> <QtBuildConfig>release</QtBuildConfig>
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<Target Name="QtMsBuildNotFound" BeforeTargets="CustomBuild;ClCompile" Condition="!Exists('$(QtMsBuild)\qt.targets') or !Exists('$(QtMsBuild)\qt.props')"> <Target Name="QtMsBuildNotFound" BeforeTargets="CustomBuild;ClCompile" Condition="!Exists('$(QtMsBuild)\qt.targets') or !Exists('$(QtMsBuild)\qt.props')">
@ -61,14 +61,9 @@
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@ -77,7 +72,6 @@
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@ -110,17 +104,6 @@
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@ -140,11 +123,8 @@
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@ -166,23 +146,15 @@
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@ -207,42 +179,21 @@
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@ -257,9 +208,6 @@
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@ -270,9 +218,6 @@
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@ -302,12 +247,6 @@
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@ -65,24 +65,6 @@
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@ -94,18 +76,6 @@
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@ -162,6 +135,18 @@
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@ -171,6 +156,12 @@
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<Filter>Header Files\Editor\Element</Filter>
</QtMoc>
<QtMoc Include="src\Editor\EditorWidgetComponent\LayerCreateWidget.h">
<Filter>Header Files\Editor\Layer</Filter>
</QtMoc>
<QtMoc Include="src\Editor\RightBar\LayerTreeWidget.h">
<Filter>Header Files\Editor\Layer</Filter>
</QtMoc>
<QtMoc Include="src\Editor\EditorWidgetComponent\FillStyleWidget.h">
<Filter>Header Files</Filter>
</QtMoc>
<QtMoc Include="src\Editor\EditorWidgetComponent\LayerContainerListWidget.h">
<Filter>Header Files</Filter>
</QtMoc>
<QtMoc Include="src\Editor\ElementManager.h">
<Filter>Header Files\Editor\Element</Filter>
</QtMoc>
<QtMoc Include="src\Editor\Properties\CanvasPropertyWidget.h">
<Filter>Header Files</Filter>
</QtMoc>
<QtMoc Include="src\Editor\Properties\ProjectPropertyDialog.h">
<Filter>Header Files</Filter>
</QtMoc>
<QtMoc Include="src\Editor\Properties\ProjectPropertyWidget.h">
<Filter>Header Files</Filter>
</QtMoc>
<QtMoc Include="src\Editor\Properties\MaterialReplaceDialog.h">
<Filter>Header Files</Filter>
</QtMoc>
<QtMoc Include="src\Library\LibraryWidget.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</QtMoc> </QtMoc>
</ItemGroup> </ItemGroup>
@ -464,10 +341,6 @@
<None Include="res\Shaders\pageId_downsample.comp"> <None Include="res\Shaders\pageId_downsample.comp">
<Filter>Resource Files\Shaders</Filter> <Filter>Resource Files\Shaders</Filter>
</None> </None>
<None Include="res\Shaders\tone_mapping.comp" />
<None Include="res\Shaders\painting_shadow.frag" />
<None Include="res\Shaders\ssao.comp" />
<None Include="res\Shaders\ssao_blur.comp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<QtUic Include="EditorWidgetItem.ui"> <QtUic Include="EditorWidgetItem.ui">
@ -520,6 +393,15 @@
<ClInclude Include="src\Renderer\Painting\Element.h"> <ClInclude Include="src\Renderer\Painting\Element.h">
<Filter>Header Files\Renderer\Painting</Filter> <Filter>Header Files\Renderer\Painting</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="src\Editor\GraphicElement.h">
<Filter>Header Files\Editor</Filter>
</ClInclude>
<ClInclude Include="src\Editor\LayerManager.h">
<Filter>Header Files\Editor</Filter>
</ClInclude>
<ClInclude Include="src\Editor\ElementManager.h">
<Filter>Header Files\Editor</Filter>
</ClInclude>
<ClInclude Include="src\Renderer\Painting\LineTree.h"> <ClInclude Include="src\Renderer\Painting\LineTree.h">
<Filter>Header Files\Renderer\Painting</Filter> <Filter>Header Files\Renderer\Painting</Filter>
</ClInclude> </ClInclude>
@ -559,6 +441,9 @@
<ClInclude Include="src\Renderer\Preview\ElementRenderer.h"> <ClInclude Include="src\Renderer\Preview\ElementRenderer.h">
<Filter>Header Files\Renderer\Preview</Filter> <Filter>Header Files\Renderer\Preview</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="src\Editor\PixelPath.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\Renderer\IblUtils.h"> <ClInclude Include="src\Renderer\IblUtils.h">
<Filter>Header Files\Renderer</Filter> <Filter>Header Files\Renderer</Filter>
</ClInclude> </ClInclude>
@ -572,66 +457,12 @@
<Filter>Header Files\Editor\util</Filter> <Filter>Header Files\Editor\util</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="src\Editor\LayerStyle.h"> <ClInclude Include="src\Editor\LayerStyle.h">
<Filter>Header Files\Editor\Style</Filter>
</ClInclude>
<ClInclude Include="src\Editor\util\JsonUtil.hpp">
<Filter>Header Files\Editor\util</Filter>
</ClInclude>
<ClInclude Include="src\Editor\util\EncodeUtil.hpp">
<Filter>Header Files\Editor\util</Filter>
</ClInclude>
<ClInclude Include="src\Editor\GraphicElement.h">
<Filter>Header Files\Editor\Element</Filter>
</ClInclude>
<ClInclude Include="src\Editor\LayerManager.h">
<Filter>Header Files\Editor\Layer</Filter>
</ClInclude>
<ClInclude Include="src\Editor\PixelPath.h">
<Filter>Header Files\Editor</Filter> <Filter>Header Files\Editor</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="src\Editor\LayerWrapper.h">
<Filter>Header Files\Editor\Layer</Filter>
</ClInclude>
<ClInclude Include="src\ColorHelper.hpp">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\Editor\DataManager\ProjectDataManager.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\FluentMenuButton.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\Editor\Properties\PropertyWidget.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="resource.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\Renderer\Preview\PaintingRenderer.h">
<Filter>Header Files\Renderer\Preview</Filter>
</ClInclude>
<ClInclude Include="src\Editor\util\JsonMerger.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\FlowLayout.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\Renderer\RenderPass.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\Renderer\Shader.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<QtRcc Include="res\MainWindow.qrc"> <QtRcc Include="res\MainWindow.qrc">
<Filter>Resource Files</Filter> <Filter>Resource Files</Filter>
</QtRcc> </QtRcc>
</ItemGroup> </ItemGroup>
<ItemGroup>
<ResourceCompile Include="Resource.rc" />
</ItemGroup>
<ItemGroup>
<Image Include="res\images\icon.ico" />
</ItemGroup>
</Project> </Project>

View File

@ -1,97 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>EditorLayerInfoWidget</class>
<widget class="QWidget" name="EditorLayerInfoWidget">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>333</width>
<height>321</height>
</rect>
</property>
<property name="windowTitle">
<string/>
</property>
<layout class="QGridLayout" name="widgetLayout">
<item row="0" column="0" colspan="2">
<widget class="QtMaterialTextField" name="name">
<property name="readOnly">
<bool>true</bool>
</property>
</widget>
</item>
<item row="1" column="0" colspan="2">
<widget class="QtMaterialTextField" name="rotation">
<property name="readOnly">
<bool>false</bool>
</property>
</widget>
</item>
<item row="2" column="0">
<widget class="QtMaterialTextField" name="offsetX">
<property name="readOnly">
<bool>false</bool>
</property>
</widget>
</item>
<item row="2" column="1">
<widget class="QtMaterialTextField" name="offsetY">
<property name="readOnly">
<bool>false</bool>
</property>
</widget>
</item>
<item row="3" column="0">
<widget class="QtMaterialTextField" name="scaleX">
<property name="readOnly">
<bool>false</bool>
</property>
</widget>
</item>
<item row="3" column="1">
<widget class="QtMaterialTextField" name="scaleY">
<property name="readOnly">
<bool>false</bool>
</property>
</widget>
</item>
<item row="4" column="0">
<widget class="QtMaterialCheckBox" name="flipX">
<property name="text">
<string>水平翻转</string>
</property>
</widget>
</item>
<item row="4" column="1">
<widget class="QtMaterialCheckBox" name="flipY">
<property name="text">
<string>竖直翻转</string>
</property>
</widget>
</item>
<item row="5" column="0" colspan="2">
<widget class="LayerContainerListWidget" name="styleList" native="true"/>
</item>
</layout>
</widget>
<customwidgets>
<customwidget>
<class>QtMaterialTextField</class>
<extends>QLineEdit</extends>
<header location="global">qtmaterialtextfield.h</header>
</customwidget>
<customwidget>
<class>QtMaterialCheckBox</class>
<extends>QCheckBox</extends>
<header location="global">qtmaterialcheckbox.h</header>
</customwidget>
<customwidget>
<class>LayerContainerListWidget</class>
<extends>QWidget</extends>
<header location="global">EditorWidgetComponent/LayerContainerListWidget.h</header>
</customwidget>
</customwidgets>
<resources/>
<connections/>
</ui>

View File

@ -1,32 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>EditorSettingWidget</class>
<widget class="QWidget" name="EditorSettingWidget">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>400</width>
<height>300</height>
</rect>
</property>
<property name="windowTitle">
<string>Form</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout_2">
<item>
<layout class="QVBoxLayout" name="verticalLayout">
<item>
<widget class="QPushButton" name="backgroundColorButton">
<property name="text">
<string>设置背景颜色</string>
</property>
</widget>
</item>
</layout>
</item>
</layout>
</widget>
<resources/>
<connections/>
</ui>

View File

@ -1,76 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>EditorSettingWidget</class>
<widget class="QWidget" name="EditorSettingWidget">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>400</width>
<height>300</height>
</rect>
</property>
<property name="windowTitle">
<string>Form</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout_2">
<item>
<layout class="QVBoxLayout" name="verticalLayout">
<item alignment="Qt::AlignHCenter">
<widget class="QPushButton" name="backgroundColorButton">
<property name="sizePolicy">
<sizepolicy hsizetype="Fixed" vsizetype="Fixed">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="maximumSize">
<size>
<width>120</width>
<height>16777215</height>
</size>
</property>
<property name="text">
<string>设置背景颜色</string>
</property>
</widget>
</item>
<item alignment="Qt::AlignHCenter">
<widget class="QPushButton" name="renameButton">
<property name="sizePolicy">
<sizepolicy hsizetype="Minimum" vsizetype="Fixed">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="maximumSize">
<size>
<width>120</width>
<height>16777215</height>
</size>
</property>
<property name="text">
<string>设置项目名称</string>
</property>
</widget>
</item>
<item alignment="Qt::AlignHCenter">
<widget class="QPushButton" name="resizeButton">
<property name="maximumSize">
<size>
<width>120</width>
<height>16777215</height>
</size>
</property>
<property name="text">
<string>设置画布尺寸</string>
</property>
</widget>
</item>
</layout>
</item>
</layout>
</widget>
<resources/>
<connections/>
</ui>

View File

@ -41,7 +41,7 @@
<number>0</number> <number>0</number>
</property> </property>
<item> <item>
<layout class="QHBoxLayout" name="horizontalLayout_2" stretch="1,1,0"> <layout class="QHBoxLayout" name="horizontalLayout_2" stretch="1,1,1,1,1,0">
<property name="spacing"> <property name="spacing">
<number>0</number> <number>0</number>
</property> </property>
@ -49,7 +49,7 @@
<number>0</number> <number>0</number>
</property> </property>
<item> <item>
<widget class="FluentMenuButton" name="fileMenuButton"> <widget class="QPushButton" name="createButton">
<property name="minimumSize"> <property name="minimumSize">
<size> <size>
<width>80</width> <width>80</width>
@ -63,12 +63,12 @@
</size> </size>
</property> </property>
<property name="text"> <property name="text">
<string>文件</string> <string>新建</string>
</property> </property>
</widget> </widget>
</item> </item>
<item> <item>
<widget class="FluentMenuButton" name="projectMenuButton"> <widget class="QPushButton" name="openButton">
<property name="minimumSize"> <property name="minimumSize">
<size> <size>
<width>80</width> <width>80</width>
@ -82,7 +82,70 @@
</size> </size>
</property> </property>
<property name="text"> <property name="text">
<string>项目</string> <string>打开</string>
</property>
</widget>
</item>
<item>
<widget class="QPushButton" name="saveButton">
<property name="minimumSize">
<size>
<width>80</width>
<height>40</height>
</size>
</property>
<property name="maximumSize">
<size>
<width>80</width>
<height>16777215</height>
</size>
</property>
<property name="text">
<string>保存</string>
</property>
</widget>
</item>
<item>
<widget class="QPushButton" name="saveAsButton">
<property name="minimumSize">
<size>
<width>80</width>
<height>40</height>
</size>
</property>
<property name="maximumSize">
<size>
<width>80</width>
<height>16777215</height>
</size>
</property>
<property name="text">
<string>另存为</string>
</property>
</widget>
</item>
<item>
<widget class="QPushButton" name="closeButton">
<property name="sizePolicy">
<sizepolicy hsizetype="Fixed" vsizetype="Fixed">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="minimumSize">
<size>
<width>80</width>
<height>40</height>
</size>
</property>
<property name="maximumSize">
<size>
<width>80</width>
<height>16777215</height>
</size>
</property>
<property name="text">
<string>关闭</string>
</property> </property>
</widget> </widget>
</item> </item>
@ -115,9 +178,6 @@
<property name="currentIndex"> <property name="currentIndex">
<number>0</number> <number>0</number>
</property> </property>
<property name="tabsClosable">
<bool>true</bool>
</property>
<widget class="QWidget" name="tab"> <widget class="QWidget" name="tab">
<attribute name="title"> <attribute name="title">
<string>Tab 1</string> <string>Tab 1</string>
@ -134,13 +194,6 @@
</item> </item>
</layout> </layout>
</widget> </widget>
<customwidgets>
<customwidget>
<class>FluentMenuButton</class>
<extends>QPushButton</extends>
<header location="global">../FluentMenuButton.h</header>
</customwidget>
</customwidgets>
<resources/> <resources/>
<connections/> <connections/>
</ui> </ui>

View File

@ -37,68 +37,43 @@
</property> </property>
<item> <item>
<widget class="QWidget" name="MainWindow" native="true"> <widget class="QWidget" name="MainWindow" native="true">
<layout class="QVBoxLayout" name="verticalLayout_2" stretch="20,1"> <layout class="QVBoxLayout" name="verticalLayout_2" stretch="30">
<property name="leftMargin">
<number>0</number>
</property>
<property name="topMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
</property>
<item> <item>
<layout class="QHBoxLayout" name="horizontalLayout" stretch="0,7,4,3"> <layout class="QHBoxLayout" name="horizontalLayout" stretch="0,12,5">
<item> <item>
<widget class="QWidget" name="LeftBar" native="true"/> <widget class="QWidget" name="LeftBar" native="true"/>
</item> </item>
<item> <item>
<widget class="QScrollArea" name="scrollArea">
<property name="sizePolicy">
<sizepolicy hsizetype="Preferred" vsizetype="Preferred">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="minimumSize">
<size>
<width>0</width>
<height>0</height>
</size>
</property>
<property name="maximumSize">
<size>
<width>10801080</width>
<height>10801080</height>
</size>
</property>
<property name="widgetResizable">
<bool>true</bool>
</property>
<widget class="PreviewWindow" name="Preview"> <widget class="PreviewWindow" name="Preview">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>0</width>
<height>0</height>
</rect>
</property>
<property name="sizePolicy">
<sizepolicy hsizetype="Fixed" vsizetype="Fixed">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="minimumSize"> <property name="minimumSize">
<size> <size>
<width>0</width> <width>1080</width>
<height>0</height> <height>1080</height>
</size> </size>
</property> </property>
<property name="maximumSize"> <property name="maximumSize">
<size> <size>
<width>16777215</width> <width>1080</width>
<height>16777215</height> <height>1080</height>
</size> </size>
</property> </property>
</widget> </widget>
</widget>
</item> </item>
<item> <item>
<widget class="QWidget" name="RightBar" native="true"> <widget class="QWidget" name="RightBar" native="true">
<layout class="QVBoxLayout" name="verticalLayout_4" stretch="0,3,2"> <layout class="QVBoxLayout" name="verticalLayout_4" stretch="3,2">
<property name="spacing"> <property name="spacing">
<number>20</number> <number>20</number>
</property> </property>
@ -115,23 +90,27 @@
<number>11</number> <number>11</number>
</property> </property>
<item> <item>
<widget class="QLabel" name="LayerDisplayLabel"> <widget class="QTabWidget" name="DisplayTab">
<property name="sizePolicy"> <property name="minimumSize">
<sizepolicy hsizetype="Minimum" vsizetype="Minimum"> <size>
<horstretch>0</horstretch> <width>0</width>
<verstretch>0</verstretch> <height>0</height>
</sizepolicy> </size>
</property> </property>
<property name="text"> <property name="currentIndex">
<number>1</number>
</property>
<widget class="InfoDisplayWidget" name="LayerDisplay">
<attribute name="title">
<string>图层信息</string> <string>图层信息</string>
</property> </attribute>
<property name="alignment"> </widget>
<set>Qt::AlignCenter</set> <widget class="ElementPoolWidget" name="ElementDisplay">
</property> <attribute name="title">
<string>图元池</string>
</attribute>
</widget>
</widget> </widget>
</item>
<item>
<widget class="InfoDisplayWidget" name="LayerDisplay" native="true"/>
</item> </item>
<item> <item>
<widget class="LayerTreeWidget" name="LayerTree"> <widget class="LayerTreeWidget" name="LayerTree">
@ -147,20 +126,9 @@
<property name="accessibleName"> <property name="accessibleName">
<string/> <string/>
</property> </property>
<property name="iconSize">
<size>
<width>10</width>
<height>10</height>
</size>
</property>
<column> <column>
<property name="text"> <property name="text">
<string>图层名</string> <string>图层树</string>
</property>
</column>
<column>
<property name="text">
<string>关联图元</string>
</property> </property>
</column> </column>
</widget> </widget>
@ -168,39 +136,9 @@
</layout> </layout>
</widget> </widget>
</item> </item>
<item>
<layout class="QVBoxLayout" name="ElementBar">
<item>
<widget class="QLabel" name="ElementDisplayLabel">
<property name="text">
<string>图元</string>
</property>
<property name="alignment">
<set>Qt::AlignCenter</set>
</property>
</widget>
</item>
<item>
<widget class="ElementPoolWidget" name="ElementDisplay" native="true"/>
</item>
</layout> </layout>
</item> </item>
</layout> </layout>
</item>
<item>
<spacer name="horizontalSpacer">
<property name="orientation">
<enum>Qt::Horizontal</enum>
</property>
<property name="sizeHint" stdset="0">
<size>
<width>40</width>
<height>20</height>
</size>
</property>
</spacer>
</item>
</layout>
</widget> </widget>
</item> </item>
</layout> </layout>

View File

@ -1,87 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>LibraryWidgetClass</class>
<widget class="QWidget" name="LibraryWidgetClass">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>1124</width>
<height>695</height>
</rect>
</property>
<property name="windowTitle">
<string>Form</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout" stretch="0,1">
<item>
<layout class="QHBoxLayout" name="horizontalLayout">
<item>
<widget class="QComboBox" name="classComboBox">
<property name="minimumSize">
<size>
<width>0</width>
<height>30</height>
</size>
</property>
<property name="maximumSize">
<size>
<width>16777215</width>
<height>30</height>
</size>
</property>
</widget>
</item>
<item>
<widget class="QLabel" name="amountLabel">
<property name="text">
<string/>
</property>
</widget>
</item>
<item>
<spacer name="horizontalSpacer">
<property name="orientation">
<enum>Qt::Horizontal</enum>
</property>
<property name="sizeHint" stdset="0">
<size>
<width>40</width>
<height>20</height>
</size>
</property>
</spacer>
</item>
</layout>
</item>
<item>
<widget class="QScrollArea" name="scrollArea">
<property name="frameShape">
<enum>QFrame::NoFrame</enum>
</property>
<property name="frameShadow">
<enum>QFrame::Plain</enum>
</property>
<property name="lineWidth">
<number>0</number>
</property>
<property name="widgetResizable">
<bool>true</bool>
</property>
<widget class="QWidget" name="flowWidget">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>1106</width>
<height>639</height>
</rect>
</property>
</widget>
</widget>
</item>
</layout>
</widget>
<resources/>
<connections/>
</ui>

View File

@ -43,7 +43,6 @@
<item row="0" column="0"> <item row="0" column="0">
<widget class="QStackedWidget" name="stackedWidget"> <widget class="QStackedWidget" name="stackedWidget">
<widget class="EditorWidget" name="editorWidget"/> <widget class="EditorWidget" name="editorWidget"/>
<widget class="Library::LibraryWidget" name="libraryWidget"/>
<widget class="Renderer::RendererWidget" name="rendererWidget"/> <widget class="Renderer::RendererWidget" name="rendererWidget"/>
</widget> </widget>
</item> </item>
@ -63,12 +62,6 @@
<extends>QWidget</extends> <extends>QWidget</extends>
<header>Editor/EditorWidget.h</header> <header>Editor/EditorWidget.h</header>
</customwidget> </customwidget>
<customwidget>
<class>Library::LibraryWidget</class>
<extends>QWidget</extends>
<header>Library/LibraryWidget.h</header>
<container>1</container>
</customwidget>
</customwidgets> </customwidgets>
<resources/> <resources/>
<connections/> <connections/>

View File

@ -1,2 +1,2 @@
17876391417123941155.jpg paintings/4_L0/4_L0.json 0 0 1 1 17876391417123941155.jpg 0.json 0 0 1 1
11474523244911310074.jpg paintings/4/4.json 0 0 1 1 11474523244911310074.jpg 1.json 0 0 1 1

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file(GLOB ROOT_SOURCE *.cpp)
file(GLOB ROOT_INLINE *.inl)
file(GLOB ROOT_HEADER *.hpp)
file(GLOB ROOT_TEXT ../*.txt)
file(GLOB ROOT_MD ../*.md)
file(GLOB ROOT_NAT ../util/glm.natvis)
file(GLOB_RECURSE CORE_SOURCE ./detail/*.cpp)
file(GLOB_RECURSE CORE_INLINE ./detail/*.inl)
file(GLOB_RECURSE CORE_HEADER ./detail/*.hpp)
file(GLOB_RECURSE GTC_SOURCE ./gtc/*.cpp)
file(GLOB_RECURSE GTC_INLINE ./gtc/*.inl)
file(GLOB_RECURSE GTC_HEADER ./gtc/*.hpp)
file(GLOB_RECURSE GTX_SOURCE ./gtx/*.cpp)
file(GLOB_RECURSE GTX_INLINE ./gtx/*.inl)
file(GLOB_RECURSE GTX_HEADER ./gtx/*.hpp)
file(GLOB_RECURSE SIMD_SOURCE ./simd/*.cpp)
file(GLOB_RECURSE SIMD_INLINE ./simd/*.inl)
file(GLOB_RECURSE SIMD_HEADER ./simd/*.h)
source_group("Text Files" FILES ${ROOT_TEXT} ${ROOT_MD})
source_group("Core Files" FILES ${CORE_SOURCE})
source_group("Core Files" FILES ${CORE_INLINE})
source_group("Core Files" FILES ${CORE_HEADER})
source_group("GTC Files" FILES ${GTC_SOURCE})
source_group("GTC Files" FILES ${GTC_INLINE})
source_group("GTC Files" FILES ${GTC_HEADER})
source_group("GTX Files" FILES ${GTX_SOURCE})
source_group("GTX Files" FILES ${GTX_INLINE})
source_group("GTX Files" FILES ${GTX_HEADER})
source_group("SIMD Files" FILES ${SIMD_SOURCE})
source_group("SIMD Files" FILES ${SIMD_INLINE})
source_group("SIMD Files" FILES ${SIMD_HEADER})
include_directories(${CMAKE_CURRENT_SOURCE_DIR}/..)
if(GLM_STATIC_LIBRARY_ENABLE OR GLM_DYNAMIC_LIBRARY_ENABLE)
if(GLM_STATIC_LIBRARY_ENABLE)
add_library(glm_static STATIC ${ROOT_TEXT} ${ROOT_MD} ${ROOT_NAT}
${ROOT_SOURCE} ${ROOT_INLINE} ${ROOT_HEADER}
${CORE_SOURCE} ${CORE_INLINE} ${CORE_HEADER}
${GTC_SOURCE} ${GTC_INLINE} ${GTC_HEADER}
${GTX_SOURCE} ${GTX_INLINE} ${GTX_HEADER}
${SIMD_SOURCE} ${SIMD_INLINE} ${SIMD_HEADER})
endif(GLM_STATIC_LIBRARY_ENABLE)
if(GLM_DYNAMIC_LIBRARY_ENABLE)
add_library(glm_shared SHARED ${ROOT_TEXT} ${ROOT_MD} ${ROOT_NAT}
${ROOT_SOURCE} ${ROOT_INLINE} ${ROOT_HEADER}
${CORE_SOURCE} ${CORE_INLINE} ${CORE_HEADER}
${GTC_SOURCE} ${GTC_INLINE} ${GTC_HEADER}
${GTX_SOURCE} ${GTX_INLINE} ${GTX_HEADER}
${SIMD_SOURCE} ${SIMD_INLINE} ${SIMD_HEADER})
endif(GLM_DYNAMIC_LIBRARY_ENABLE)
else(GLM_STATIC_LIBRARY_ENABLE OR GLM_DYNAMIC_LIBRARY_ENABLE)
add_executable(glm_dummy ${ROOT_TEXT} ${ROOT_MD} ${ROOT_NAT}
${ROOT_SOURCE} ${ROOT_INLINE} ${ROOT_HEADER}
${CORE_SOURCE} ${CORE_INLINE} ${CORE_HEADER}
${GTC_SOURCE} ${GTC_INLINE} ${GTC_HEADER}
${GTX_SOURCE} ${GTX_INLINE} ${GTX_HEADER}
${SIMD_SOURCE} ${SIMD_INLINE} ${SIMD_HEADER})
endif(GLM_STATIC_LIBRARY_ENABLE OR GLM_DYNAMIC_LIBRARY_ENABLE)

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@ -1,539 +1,6 @@
/// @ref core /// @ref core
/// @file glm/common.hpp /// @file glm/common.hpp
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
///
/// @defgroup core_func_common Common functions
/// @ingroup core
///
/// Provides GLSL common functions
///
/// These all operate component-wise. The description is per component.
///
/// Include <glm/common.hpp> to use these core features.
#pragma once #pragma once
#include "detail/qualifier.hpp" #include "detail/func_common.hpp"
#include "detail/_fixes.hpp"
namespace glm
{
/// @addtogroup core_func_common
/// @{
/// Returns x if x >= 0; otherwise, it returns -x.
///
/// @tparam genType floating-point or signed integer; scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/abs.xml">GLSL abs man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<typename genType>
GLM_FUNC_DECL GLM_CONSTEXPR genType abs(genType x);
/// Returns x if x >= 0; otherwise, it returns -x.
///
/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
/// @tparam T Floating-point or signed integer scalar types
/// @tparam Q Value from qualifier enum
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/abs.xml">GLSL abs man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> abs(vec<L, T, Q> const& x);
/// Returns 1.0 if x > 0, 0.0 if x == 0, or -1.0 if x < 0.
///
/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
/// @tparam T Floating-point scalar types
/// @tparam Q Value from qualifier enum
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/sign.xml">GLSL sign man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> sign(vec<L, T, Q> const& x);
/// Returns a value equal to the nearest integer that is less then or equal to x.
///
/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
/// @tparam T Floating-point scalar types
/// @tparam Q Value from qualifier enum
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floor.xml">GLSL floor man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL vec<L, T, Q> floor(vec<L, T, Q> const& x);
/// Returns a value equal to the nearest integer to x
/// whose absolute value is not larger than the absolute value of x.
///
/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
/// @tparam T Floating-point scalar types
/// @tparam Q Value from qualifier enum
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/trunc.xml">GLSL trunc man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL vec<L, T, Q> trunc(vec<L, T, Q> const& x);
/// Returns a value equal to the nearest integer to x.
/// The fraction 0.5 will round in a direction chosen by the
/// implementation, presumably the direction that is fastest.
/// This includes the possibility that round(x) returns the
/// same value as roundEven(x) for all values of x.
///
/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
/// @tparam T Floating-point scalar types
/// @tparam Q Value from qualifier enum
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/round.xml">GLSL round man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL vec<L, T, Q> round(vec<L, T, Q> const& x);
/// Returns a value equal to the nearest integer to x.
/// A fractional part of 0.5 will round toward the nearest even
/// integer. (Both 3.5 and 4.5 for x will return 4.0.)
///
/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
/// @tparam T Floating-point scalar types
/// @tparam Q Value from qualifier enum
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/roundEven.xml">GLSL roundEven man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
/// @see <a href="http://developer.amd.com/documentation/articles/pages/New-Round-to-Even-Technique.aspx">New round to even technique</a>
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL vec<L, T, Q> roundEven(vec<L, T, Q> const& x);
/// Returns a value equal to the nearest integer
/// that is greater than or equal to x.
///
/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
/// @tparam T Floating-point scalar types
/// @tparam Q Value from qualifier enum
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/ceil.xml">GLSL ceil man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL vec<L, T, Q> ceil(vec<L, T, Q> const& x);
/// Return x - floor(x).
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/fract.xml">GLSL fract man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<typename genType>
GLM_FUNC_DECL genType fract(genType x);
/// Return x - floor(x).
///
/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
/// @tparam T Floating-point scalar types
/// @tparam Q Value from qualifier enum
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/fract.xml">GLSL fract man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL vec<L, T, Q> fract(vec<L, T, Q> const& x);
template<typename genType>
GLM_FUNC_DECL genType mod(genType x, genType y);
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL vec<L, T, Q> mod(vec<L, T, Q> const& x, T y);
/// Modulus. Returns x - y * floor(x / y)
/// for each component in x using the floating point value y.
///
/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
/// @tparam T Floating-point scalar types, include glm/gtc/integer for integer scalar types support
/// @tparam Q Value from qualifier enum
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/mod.xml">GLSL mod man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL vec<L, T, Q> mod(vec<L, T, Q> const& x, vec<L, T, Q> const& y);
/// Returns the fractional part of x and sets i to the integer
/// part (as a whole number floating point value). Both the
/// return value and the output parameter will have the same
/// sign as x.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/modf.xml">GLSL modf man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<typename genType>
GLM_FUNC_DECL genType modf(genType x, genType& i);
/// Returns y if y < x; otherwise, it returns x.
///
/// @tparam genType Floating-point or integer; scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/min.xml">GLSL min man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<typename genType>
GLM_FUNC_DECL GLM_CONSTEXPR genType min(genType x, genType y);
/// Returns y if y < x; otherwise, it returns x.
///
/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
/// @tparam T Floating-point or integer scalar types
/// @tparam Q Value from qualifier enum
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/min.xml">GLSL min man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& x, T y);
/// Returns y if y < x; otherwise, it returns x.
///
/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
/// @tparam T Floating-point or integer scalar types
/// @tparam Q Value from qualifier enum
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/min.xml">GLSL min man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& x, vec<L, T, Q> const& y);
/// Returns y if x < y; otherwise, it returns x.
///
/// @tparam genType Floating-point or integer; scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/max.xml">GLSL max man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<typename genType>
GLM_FUNC_DECL GLM_CONSTEXPR genType max(genType x, genType y);
/// Returns y if x < y; otherwise, it returns x.
///
/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
/// @tparam T Floating-point or integer scalar types
/// @tparam Q Value from qualifier enum
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/max.xml">GLSL max man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> max(vec<L, T, Q> const& x, T y);
/// Returns y if x < y; otherwise, it returns x.
///
/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
/// @tparam T Floating-point or integer scalar types
/// @tparam Q Value from qualifier enum
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/max.xml">GLSL max man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> max(vec<L, T, Q> const& x, vec<L, T, Q> const& y);
/// Returns min(max(x, minVal), maxVal) for each component in x
/// using the floating-point values minVal and maxVal.
///
/// @tparam genType Floating-point or integer; scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/clamp.xml">GLSL clamp man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<typename genType>
GLM_FUNC_DECL GLM_CONSTEXPR genType clamp(genType x, genType minVal, genType maxVal);
/// Returns min(max(x, minVal), maxVal) for each component in x
/// using the floating-point values minVal and maxVal.
///
/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
/// @tparam T Floating-point or integer scalar types
/// @tparam Q Value from qualifier enum
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/clamp.xml">GLSL clamp man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> clamp(vec<L, T, Q> const& x, T minVal, T maxVal);
/// Returns min(max(x, minVal), maxVal) for each component in x
/// using the floating-point values minVal and maxVal.
///
/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
/// @tparam T Floating-point or integer scalar types
/// @tparam Q Value from qualifier enum
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/clamp.xml">GLSL clamp man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> clamp(vec<L, T, Q> const& x, vec<L, T, Q> const& minVal, vec<L, T, Q> const& maxVal);
/// If genTypeU is a floating scalar or vector:
/// Returns x * (1.0 - a) + y * a, i.e., the linear blend of
/// x and y using the floating-point value a.
/// The value for a is not restricted to the range [0, 1].
///
/// If genTypeU is a boolean scalar or vector:
/// Selects which vector each returned component comes
/// from. For a component of 'a' that is false, the
/// corresponding component of 'x' is returned. For a
/// component of 'a' that is true, the corresponding
/// component of 'y' is returned. Components of 'x' and 'y' that
/// are not selected are allowed to be invalid floating point
/// values and will have no effect on the results. Thus, this
/// provides different functionality than
/// genType mix(genType x, genType y, genType(a))
/// where a is a Boolean vector.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/mix.xml">GLSL mix man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
///
/// @param[in] x Value to interpolate.
/// @param[in] y Value to interpolate.
/// @param[in] a Interpolant.
///
/// @tparam genTypeT Floating point scalar or vector.
/// @tparam genTypeU Floating point or boolean scalar or vector. It can't be a vector if it is the length of genTypeT.
///
/// @code
/// #include <glm/glm.hpp>
/// ...
/// float a;
/// bool b;
/// glm::dvec3 e;
/// glm::dvec3 f;
/// glm::vec4 g;
/// glm::vec4 h;
/// ...
/// glm::vec4 r = glm::mix(g, h, a); // Interpolate with a floating-point scalar two vectors.
/// glm::vec4 s = glm::mix(g, h, b); // Returns g or h;
/// glm::dvec3 t = glm::mix(e, f, a); // Types of the third parameter is not required to match with the first and the second.
/// glm::vec4 u = glm::mix(g, h, r); // Interpolations can be perform per component with a vector for the last parameter.
/// @endcode
template<typename genTypeT, typename genTypeU>
GLM_FUNC_DECL GLM_CONSTEXPR genTypeT mix(genTypeT x, genTypeT y, genTypeU a);
template<length_t L, typename T, typename U, qualifier Q>
GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> mix(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, U, Q> const& a);
template<length_t L, typename T, typename U, qualifier Q>
GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> mix(vec<L, T, Q> const& x, vec<L, T, Q> const& y, U a);
/// Returns 0.0 if x < edge, otherwise it returns 1.0 for each component of a genType.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/step.xml">GLSL step man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<typename genType>
GLM_FUNC_DECL genType step(genType edge, genType x);
/// Returns 0.0 if x < edge, otherwise it returns 1.0.
///
/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
/// @tparam T Floating-point scalar types
/// @tparam Q Value from qualifier enum
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/step.xml">GLSL step man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL vec<L, T, Q> step(T edge, vec<L, T, Q> const& x);
/// Returns 0.0 if x < edge, otherwise it returns 1.0.
///
/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
/// @tparam T Floating-point scalar types
/// @tparam Q Value from qualifier enum
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/step.xml">GLSL step man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL vec<L, T, Q> step(vec<L, T, Q> const& edge, vec<L, T, Q> const& x);
/// Returns 0.0 if x <= edge0 and 1.0 if x >= edge1 and
/// performs smooth Hermite interpolation between 0 and 1
/// when edge0 < x < edge1. This is useful in cases where
/// you would want a threshold function with a smooth
/// transition. This is equivalent to:
/// genType t;
/// t = clamp ((x - edge0) / (edge1 - edge0), 0, 1);
/// return t * t * (3 - 2 * t);
/// Results are undefined if edge0 >= edge1.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/smoothstep.xml">GLSL smoothstep man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<typename genType>
GLM_FUNC_DECL genType smoothstep(genType edge0, genType edge1, genType x);
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL vec<L, T, Q> smoothstep(T edge0, T edge1, vec<L, T, Q> const& x);
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL vec<L, T, Q> smoothstep(vec<L, T, Q> const& edge0, vec<L, T, Q> const& edge1, vec<L, T, Q> const& x);
/// Returns true if x holds a NaN (not a number)
/// representation in the underlying implementation's set of
/// floating point representations. Returns false otherwise,
/// including for implementations with no NaN
/// representations.
///
/// /!\ When using compiler fast math, this function may fail.
///
/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
/// @tparam T Floating-point scalar types
/// @tparam Q Value from qualifier enum
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/isnan.xml">GLSL isnan man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL vec<L, bool, Q> isnan(vec<L, T, Q> const& x);
/// Returns true if x holds a positive infinity or negative
/// infinity representation in the underlying implementation's
/// set of floating point representations. Returns false
/// otherwise, including for implementations with no infinity
/// representations.
///
/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
/// @tparam T Floating-point scalar types
/// @tparam Q Value from qualifier enum
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/isinf.xml">GLSL isinf man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL vec<L, bool, Q> isinf(vec<L, T, Q> const& x);
/// Returns a signed integer value representing
/// the encoding of a floating-point value. The floating-point
/// value's bit-level representation is preserved.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToInt.xml">GLSL floatBitsToInt man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
GLM_FUNC_DECL int floatBitsToInt(float v);
/// Returns a signed integer value representing
/// the encoding of a floating-point value. The floatingpoint
/// value's bit-level representation is preserved.
///
/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
/// @tparam Q Value from qualifier enum
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToInt.xml">GLSL floatBitsToInt man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<length_t L, qualifier Q>
GLM_FUNC_DECL vec<L, int, Q> floatBitsToInt(vec<L, float, Q> const& v);
/// Returns a unsigned integer value representing
/// the encoding of a floating-point value. The floatingpoint
/// value's bit-level representation is preserved.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToUint.xml">GLSL floatBitsToUint man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
GLM_FUNC_DECL uint floatBitsToUint(float v);
/// Returns a unsigned integer value representing
/// the encoding of a floating-point value. The floatingpoint
/// value's bit-level representation is preserved.
///
/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
/// @tparam Q Value from qualifier enum
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToUint.xml">GLSL floatBitsToUint man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<length_t L, qualifier Q>
GLM_FUNC_DECL vec<L, uint, Q> floatBitsToUint(vec<L, float, Q> const& v);
/// Returns a floating-point value corresponding to a signed
/// integer encoding of a floating-point value.
/// If an inf or NaN is passed in, it will not signal, and the
/// resulting floating point value is unspecified. Otherwise,
/// the bit-level representation is preserved.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/intBitsToFloat.xml">GLSL intBitsToFloat man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
GLM_FUNC_DECL float intBitsToFloat(int v);
/// Returns a floating-point value corresponding to a signed
/// integer encoding of a floating-point value.
/// If an inf or NaN is passed in, it will not signal, and the
/// resulting floating point value is unspecified. Otherwise,
/// the bit-level representation is preserved.
///
/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
/// @tparam Q Value from qualifier enum
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/intBitsToFloat.xml">GLSL intBitsToFloat man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<length_t L, qualifier Q>
GLM_FUNC_DECL vec<L, float, Q> intBitsToFloat(vec<L, int, Q> const& v);
/// Returns a floating-point value corresponding to a
/// unsigned integer encoding of a floating-point value.
/// If an inf or NaN is passed in, it will not signal, and the
/// resulting floating point value is unspecified. Otherwise,
/// the bit-level representation is preserved.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/uintBitsToFloat.xml">GLSL uintBitsToFloat man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
GLM_FUNC_DECL float uintBitsToFloat(uint v);
/// Returns a floating-point value corresponding to a
/// unsigned integer encoding of a floating-point value.
/// If an inf or NaN is passed in, it will not signal, and the
/// resulting floating point value is unspecified. Otherwise,
/// the bit-level representation is preserved.
///
/// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector
/// @tparam Q Value from qualifier enum
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/uintBitsToFloat.xml">GLSL uintBitsToFloat man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<length_t L, qualifier Q>
GLM_FUNC_DECL vec<L, float, Q> uintBitsToFloat(vec<L, uint, Q> const& v);
/// Computes and returns a * b + c.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/fma.xml">GLSL fma man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<typename genType>
GLM_FUNC_DECL genType fma(genType const& a, genType const& b, genType const& c);
/// Splits x into a floating-point significand in the range
/// [0.5, 1.0) and an integral exponent of two, such that:
/// x = significand * exp(2, exponent)
///
/// The significand is returned by the function and the
/// exponent is returned in the parameter exp. For a
/// floating-point value of zero, the significant and exponent
/// are both zero. For a floating-point value that is an
/// infinity or is not a number, the results are undefined.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/frexp.xml">GLSL frexp man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<typename genType>
GLM_FUNC_DECL genType frexp(genType x, int& exp);
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL vec<L, T, Q> frexp(vec<L, T, Q> const& v, vec<L, int, Q>& exp);
/// Builds a floating-point number from x and the
/// corresponding integral exponent of two in exp, returning:
/// significand * exp(2, exponent)
///
/// If this product is too large to be represented in the
/// floating-point type, the result is undefined.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/ldexp.xml">GLSL ldexp man page</a>;
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template<typename genType>
GLM_FUNC_DECL genType ldexp(genType const& x, int const& exp);
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL vec<L, T, Q> ldexp(vec<L, T, Q> const& v, vec<L, int, Q> const& exp);
/// @}
}//namespace glm
#include "detail/func_common.inl"

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@ -1,3 +1,6 @@
/// @ref core
/// @file glm/detail/_features.hpp
#pragma once #pragma once
// #define GLM_CXX98_EXCEPTIONS // #define GLM_CXX98_EXCEPTIONS
@ -248,7 +251,9 @@
#if(GLM_COMPILER & GLM_COMPILER_GCC) #if(GLM_COMPILER & GLM_COMPILER_GCC)
# if(GLM_COMPILER >= GLM_COMPILER_GCC43)
# define GLM_CXX11_STATIC_ASSERT # define GLM_CXX11_STATIC_ASSERT
# endif
#elif(GLM_COMPILER & GLM_COMPILER_CLANG) #elif(GLM_COMPILER & GLM_COMPILER_CLANG)
# if(__has_feature(cxx_exceptions)) # if(__has_feature(cxx_exceptions))

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@ -1,3 +1,6 @@
/// @ref core
/// @file glm/detail/_fixes.hpp
#include <cmath> #include <cmath>
//! Workaround for compatibility with other libraries //! Workaround for compatibility with other libraries

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@ -1,81 +1,107 @@
/// @ref core
/// @file glm/detail/_noise.hpp
#pragma once #pragma once
#include "../vec2.hpp"
#include "../vec3.hpp"
#include "../vec4.hpp"
#include "../common.hpp" #include "../common.hpp"
namespace glm{ namespace glm{
namespace detail namespace detail
{ {
template<typename T> template <typename T>
GLM_FUNC_QUALIFIER T mod289(T const& x) GLM_FUNC_QUALIFIER T mod289(T const & x)
{ {
return x - floor(x * (static_cast<T>(1.0) / static_cast<T>(289.0))) * static_cast<T>(289.0); return x - floor(x * static_cast<T>(1.0) / static_cast<T>(289.0)) * static_cast<T>(289.0);
} }
template<typename T> template <typename T>
GLM_FUNC_QUALIFIER T permute(T const& x) GLM_FUNC_QUALIFIER T permute(T const & x)
{ {
return mod289(((x * static_cast<T>(34)) + static_cast<T>(1)) * x); return mod289(((x * static_cast<T>(34)) + static_cast<T>(1)) * x);
} }
template<typename T, qualifier Q> template <typename T, precision P>
GLM_FUNC_QUALIFIER vec<2, T, Q> permute(vec<2, T, Q> const& x) GLM_FUNC_QUALIFIER tvec2<T, P> permute(tvec2<T, P> const & x)
{ {
return mod289(((x * static_cast<T>(34)) + static_cast<T>(1)) * x); return mod289(((x * static_cast<T>(34)) + static_cast<T>(1)) * x);
} }
template<typename T, qualifier Q> template <typename T, precision P>
GLM_FUNC_QUALIFIER vec<3, T, Q> permute(vec<3, T, Q> const& x) GLM_FUNC_QUALIFIER tvec3<T, P> permute(tvec3<T, P> const & x)
{ {
return mod289(((x * static_cast<T>(34)) + static_cast<T>(1)) * x); return mod289(((x * static_cast<T>(34)) + static_cast<T>(1)) * x);
} }
template<typename T, qualifier Q> template <typename T, precision P>
GLM_FUNC_QUALIFIER vec<4, T, Q> permute(vec<4, T, Q> const& x) GLM_FUNC_QUALIFIER tvec4<T, P> permute(tvec4<T, P> const & x)
{ {
return mod289(((x * static_cast<T>(34)) + static_cast<T>(1)) * x); return mod289(((x * static_cast<T>(34)) + static_cast<T>(1)) * x);
} }
/*
template<typename T> template <typename T, precision P, template<typename> class vecType>
GLM_FUNC_QUALIFIER T taylorInvSqrt(T const& r) GLM_FUNC_QUALIFIER vecType<T, P> permute(vecType<T, P> const & x)
{ {
return static_cast<T>(1.79284291400159) - static_cast<T>(0.85373472095314) * r; return mod289(((x * T(34)) + T(1)) * x);
}
*/
template <typename T>
GLM_FUNC_QUALIFIER T taylorInvSqrt(T const & r)
{
return T(1.79284291400159) - T(0.85373472095314) * r;
} }
template<typename T, qualifier Q> template <typename T, precision P>
GLM_FUNC_QUALIFIER vec<2, T, Q> taylorInvSqrt(vec<2, T, Q> const& r) GLM_FUNC_QUALIFIER tvec2<T, P> taylorInvSqrt(tvec2<T, P> const & r)
{ {
return static_cast<T>(1.79284291400159) - static_cast<T>(0.85373472095314) * r; return T(1.79284291400159) - T(0.85373472095314) * r;
} }
template<typename T, qualifier Q> template <typename T, precision P>
GLM_FUNC_QUALIFIER vec<3, T, Q> taylorInvSqrt(vec<3, T, Q> const& r) GLM_FUNC_QUALIFIER tvec3<T, P> taylorInvSqrt(tvec3<T, P> const & r)
{ {
return static_cast<T>(1.79284291400159) - static_cast<T>(0.85373472095314) * r; return T(1.79284291400159) - T(0.85373472095314) * r;
} }
template<typename T, qualifier Q> template <typename T, precision P>
GLM_FUNC_QUALIFIER vec<4, T, Q> taylorInvSqrt(vec<4, T, Q> const& r) GLM_FUNC_QUALIFIER tvec4<T, P> taylorInvSqrt(tvec4<T, P> const & r)
{ {
return static_cast<T>(1.79284291400159) - static_cast<T>(0.85373472095314) * r; return T(1.79284291400159) - T(0.85373472095314) * r;
}
/*
template <typename T, precision P, template<typename> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> taylorInvSqrt(vecType<T, P> const & r)
{
return T(1.79284291400159) - T(0.85373472095314) * r;
}
*/
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec2<T, P> fade(tvec2<T, P> const & t)
{
return (t * t * t) * (t * (t * T(6) - T(15)) + T(10));
} }
template<typename T, qualifier Q> template <typename T, precision P>
GLM_FUNC_QUALIFIER vec<2, T, Q> fade(vec<2, T, Q> const& t) GLM_FUNC_QUALIFIER tvec3<T, P> fade(tvec3<T, P> const & t)
{ {
return (t * t * t) * (t * (t * static_cast<T>(6) - static_cast<T>(15)) + static_cast<T>(10)); return (t * t * t) * (t * (t * T(6) - T(15)) + T(10));
} }
template<typename T, qualifier Q> template <typename T, precision P>
GLM_FUNC_QUALIFIER vec<3, T, Q> fade(vec<3, T, Q> const& t) GLM_FUNC_QUALIFIER tvec4<T, P> fade(tvec4<T, P> const & t)
{ {
return (t * t * t) * (t * (t * static_cast<T>(6) - static_cast<T>(15)) + static_cast<T>(10)); return (t * t * t) * (t * (t * T(6) - T(15)) + T(10));
} }
/*
template<typename T, qualifier Q> template <typename T, precision P, template <typename> class vecType>
GLM_FUNC_QUALIFIER vec<4, T, Q> fade(vec<4, T, Q> const& t) GLM_FUNC_QUALIFIER vecType<T, P> fade(vecType<T, P> const & t)
{ {
return (t * t * t) * (t * (t * static_cast<T>(6) - static_cast<T>(15)) + static_cast<T>(10)); return (t * t * t) * (t * (t * T(6) - T(15)) + T(10));
} }
*/
}//namespace detail }//namespace detail
}//namespace glm }//namespace glm

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@ -1,161 +1,130 @@
/// @ref core
/// @file glm/detail/_vectorize.hpp
#pragma once #pragma once
#include "type_vec1.hpp"
#include "type_vec2.hpp"
#include "type_vec3.hpp"
#include "type_vec4.hpp"
namespace glm{ namespace glm{
namespace detail namespace detail
{ {
template<template<length_t L, typename T, qualifier Q> class vec, length_t L, typename R, typename T, qualifier Q> template <typename R, typename T, precision P, template <typename, precision> class vecType>
struct functor1{}; struct functor1{};
template<template<length_t L, typename T, qualifier Q> class vec, typename R, typename T, qualifier Q> template <typename R, typename T, precision P>
struct functor1<vec, 1, R, T, Q> struct functor1<R, T, P, tvec1>
{ {
GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<1, R, Q> call(R (*Func) (T x), vec<1, T, Q> const& v) GLM_FUNC_QUALIFIER static tvec1<R, P> call(R (*Func) (T x), tvec1<T, P> const & v)
{ {
return vec<1, R, Q>(Func(v.x)); return tvec1<R, P>(Func(v.x));
} }
}; };
template<template<length_t L, typename T, qualifier Q> class vec, typename R, typename T, qualifier Q> template <typename R, typename T, precision P>
struct functor1<vec, 2, R, T, Q> struct functor1<R, T, P, tvec2>
{ {
GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<2, R, Q> call(R (*Func) (T x), vec<2, T, Q> const& v) GLM_FUNC_QUALIFIER static tvec2<R, P> call(R (*Func) (T x), tvec2<T, P> const & v)
{ {
return vec<2, R, Q>(Func(v.x), Func(v.y)); return tvec2<R, P>(Func(v.x), Func(v.y));
} }
}; };
template<template<length_t L, typename T, qualifier Q> class vec, typename R, typename T, qualifier Q> template <typename R, typename T, precision P>
struct functor1<vec, 3, R, T, Q> struct functor1<R, T, P, tvec3>
{ {
GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<3, R, Q> call(R (*Func) (T x), vec<3, T, Q> const& v) GLM_FUNC_QUALIFIER static tvec3<R, P> call(R (*Func) (T x), tvec3<T, P> const & v)
{ {
return vec<3, R, Q>(Func(v.x), Func(v.y), Func(v.z)); return tvec3<R, P>(Func(v.x), Func(v.y), Func(v.z));
} }
}; };
template<template<length_t L, typename T, qualifier Q> class vec, typename R, typename T, qualifier Q> template <typename R, typename T, precision P>
struct functor1<vec, 4, R, T, Q> struct functor1<R, T, P, tvec4>
{ {
GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, R, Q> call(R (*Func) (T x), vec<4, T, Q> const& v) GLM_FUNC_QUALIFIER static tvec4<R, P> call(R (*Func) (T x), tvec4<T, P> const & v)
{ {
return vec<4, R, Q>(Func(v.x), Func(v.y), Func(v.z), Func(v.w)); return tvec4<R, P>(Func(v.x), Func(v.y), Func(v.z), Func(v.w));
} }
}; };
template<template<length_t L, typename T, qualifier Q> class vec, length_t L, typename T, qualifier Q> template <typename T, precision P, template <typename, precision> class vecType>
struct functor2{}; struct functor2{};
template<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q> template <typename T, precision P>
struct functor2<vec, 1, T, Q> struct functor2<T, P, tvec1>
{ {
GLM_FUNC_QUALIFIER static vec<1, T, Q> call(T (*Func) (T x, T y), vec<1, T, Q> const& a, vec<1, T, Q> const& b) GLM_FUNC_QUALIFIER static tvec1<T, P> call(T (*Func) (T x, T y), tvec1<T, P> const & a, tvec1<T, P> const & b)
{ {
return vec<1, T, Q>(Func(a.x, b.x)); return tvec1<T, P>(Func(a.x, b.x));
} }
}; };
template<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q> template <typename T, precision P>
struct functor2<vec, 2, T, Q> struct functor2<T, P, tvec2>
{ {
GLM_FUNC_QUALIFIER static vec<2, T, Q> call(T (*Func) (T x, T y), vec<2, T, Q> const& a, vec<2, T, Q> const& b) GLM_FUNC_QUALIFIER static tvec2<T, P> call(T (*Func) (T x, T y), tvec2<T, P> const & a, tvec2<T, P> const & b)
{ {
return vec<2, T, Q>(Func(a.x, b.x), Func(a.y, b.y)); return tvec2<T, P>(Func(a.x, b.x), Func(a.y, b.y));
} }
}; };
template<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q> template <typename T, precision P>
struct functor2<vec, 3, T, Q> struct functor2<T, P, tvec3>
{ {
GLM_FUNC_QUALIFIER static vec<3, T, Q> call(T (*Func) (T x, T y), vec<3, T, Q> const& a, vec<3, T, Q> const& b) GLM_FUNC_QUALIFIER static tvec3<T, P> call(T (*Func) (T x, T y), tvec3<T, P> const & a, tvec3<T, P> const & b)
{ {
return vec<3, T, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z)); return tvec3<T, P>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z));
} }
}; };
template<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q> template <typename T, precision P>
struct functor2<vec, 4, T, Q> struct functor2<T, P, tvec4>
{ {
GLM_FUNC_QUALIFIER static vec<4, T, Q> call(T (*Func) (T x, T y), vec<4, T, Q> const& a, vec<4, T, Q> const& b) GLM_FUNC_QUALIFIER static tvec4<T, P> call(T (*Func) (T x, T y), tvec4<T, P> const & a, tvec4<T, P> const & b)
{ {
return vec<4, T, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z), Func(a.w, b.w)); return tvec4<T, P>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z), Func(a.w, b.w));
} }
}; };
template<template<length_t L, typename T, qualifier Q> class vec, length_t L, typename T, qualifier Q> template <typename T, precision P, template <typename, precision> class vecType>
struct functor2_vec_sca{}; struct functor2_vec_sca{};
template<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q> template <typename T, precision P>
struct functor2_vec_sca<vec, 1, T, Q> struct functor2_vec_sca<T, P, tvec1>
{ {
GLM_FUNC_QUALIFIER static vec<1, T, Q> call(T (*Func) (T x, T y), vec<1, T, Q> const& a, T b) GLM_FUNC_QUALIFIER static tvec1<T, P> call(T (*Func) (T x, T y), tvec1<T, P> const & a, T b)
{ {
return vec<1, T, Q>(Func(a.x, b)); return tvec1<T, P>(Func(a.x, b));
} }
}; };
template<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q> template <typename T, precision P>
struct functor2_vec_sca<vec, 2, T, Q> struct functor2_vec_sca<T, P, tvec2>
{ {
GLM_FUNC_QUALIFIER static vec<2, T, Q> call(T (*Func) (T x, T y), vec<2, T, Q> const& a, T b) GLM_FUNC_QUALIFIER static tvec2<T, P> call(T (*Func) (T x, T y), tvec2<T, P> const & a, T b)
{ {
return vec<2, T, Q>(Func(a.x, b), Func(a.y, b)); return tvec2<T, P>(Func(a.x, b), Func(a.y, b));
} }
}; };
template<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q> template <typename T, precision P>
struct functor2_vec_sca<vec, 3, T, Q> struct functor2_vec_sca<T, P, tvec3>
{ {
GLM_FUNC_QUALIFIER static vec<3, T, Q> call(T (*Func) (T x, T y), vec<3, T, Q> const& a, T b) GLM_FUNC_QUALIFIER static tvec3<T, P> call(T (*Func) (T x, T y), tvec3<T, P> const & a, T b)
{ {
return vec<3, T, Q>(Func(a.x, b), Func(a.y, b), Func(a.z, b)); return tvec3<T, P>(Func(a.x, b), Func(a.y, b), Func(a.z, b));
} }
}; };
template<template<length_t L, typename T, qualifier Q> class vec, typename T, qualifier Q> template <typename T, precision P>
struct functor2_vec_sca<vec, 4, T, Q> struct functor2_vec_sca<T, P, tvec4>
{ {
GLM_FUNC_QUALIFIER static vec<4, T, Q> call(T (*Func) (T x, T y), vec<4, T, Q> const& a, T b) GLM_FUNC_QUALIFIER static tvec4<T, P> call(T (*Func) (T x, T y), tvec4<T, P> const & a, T b)
{ {
return vec<4, T, Q>(Func(a.x, b), Func(a.y, b), Func(a.z, b), Func(a.w, b)); return tvec4<T, P>(Func(a.x, b), Func(a.y, b), Func(a.z, b), Func(a.w, b));
}
};
template<length_t L, typename T, qualifier Q>
struct functor2_vec_int {};
template<typename T, qualifier Q>
struct functor2_vec_int<1, T, Q>
{
GLM_FUNC_QUALIFIER static vec<1, int, Q> call(int (*Func) (T x, int y), vec<1, T, Q> const& a, vec<1, int, Q> const& b)
{
return vec<1, int, Q>(Func(a.x, b.x));
}
};
template<typename T, qualifier Q>
struct functor2_vec_int<2, T, Q>
{
GLM_FUNC_QUALIFIER static vec<2, int, Q> call(int (*Func) (T x, int y), vec<2, T, Q> const& a, vec<2, int, Q> const& b)
{
return vec<2, int, Q>(Func(a.x, b.x), Func(a.y, b.y));
}
};
template<typename T, qualifier Q>
struct functor2_vec_int<3, T, Q>
{
GLM_FUNC_QUALIFIER static vec<3, int, Q> call(int (*Func) (T x, int y), vec<3, T, Q> const& a, vec<3, int, Q> const& b)
{
return vec<3, int, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z));
}
};
template<typename T, qualifier Q>
struct functor2_vec_int<4, T, Q>
{
GLM_FUNC_QUALIFIER static vec<4, int, Q> call(int (*Func) (T x, int y), vec<4, T, Q> const& a, vec<4, int, Q> const& b)
{
return vec<4, int, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z), Func(a.w, b.w));
} }
}; };
}//namespace detail }//namespace detail

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@ -1,50 +0,0 @@
#pragma once
#include "setup.hpp"
#include <limits>
namespace glm{
namespace detail
{
template<typename genFIType, bool /*signed*/>
struct compute_abs
{};
template<typename genFIType>
struct compute_abs<genFIType, true>
{
GLM_FUNC_QUALIFIER GLM_CONSTEXPR static genFIType call(genFIType x)
{
GLM_STATIC_ASSERT(
std::numeric_limits<genFIType>::is_iec559 || GLM_CONFIG_UNRESTRICTED_FLOAT || std::numeric_limits<genFIType>::is_signed,
"'abs' only accept floating-point and integer scalar or vector inputs");
return x >= genFIType(0) ? x : -x;
// TODO, perf comp with: *(((int *) &x) + 1) &= 0x7fffffff;
}
};
#if (GLM_COMPILER & GLM_COMPILER_CUDA) || (GLM_COMPILER & GLM_COMPILER_HIP)
template<>
struct compute_abs<float, true>
{
GLM_FUNC_QUALIFIER static float call(float x)
{
return fabsf(x);
}
};
#endif
template<typename genFIType>
struct compute_abs<genFIType, false>
{
GLM_FUNC_QUALIFIER GLM_CONSTEXPR static genFIType call(genFIType x)
{
GLM_STATIC_ASSERT(
(!std::numeric_limits<genFIType>::is_signed && std::numeric_limits<genFIType>::is_integer),
"'abs' only accept floating-point and integer scalar or vector inputs");
return x;
}
};
}//namespace detail
}//namespace glm

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#pragma once
//#include "compute_common.hpp"
#include "setup.hpp"
#include <limits>
namespace glm{
namespace detail
{
template <typename T, bool isFloat>
struct compute_equal
{
GLM_FUNC_QUALIFIER GLM_CONSTEXPR static bool call(T a, T b)
{
return a == b;
}
};
/*
template <typename T>
struct compute_equal<T, true>
{
GLM_FUNC_QUALIFIER GLM_CONSTEXPR static bool call(T a, T b)
{
return detail::compute_abs<T, std::numeric_limits<T>::is_signed>::call(b - a) <= static_cast<T>(0);
//return std::memcmp(&a, &b, sizeof(T)) == 0;
}
};
*/
}//namespace detail
}//namespace glm

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/// @ref core
/// @file glm/core/dummy.cpp
///
/// GLM is a header only library. There is nothing to compile.
/// dummy.cpp exist only a wordaround for CMake file.
/*
#define GLM_MESSAGES
#include <glm/glm.hpp>
#include <glm/ext.hpp>
#include <limits>
struct material
{
glm::vec4 emission; // Ecm
glm::vec4 ambient; // Acm
glm::vec4 diffuse; // Dcm
glm::vec4 specular; // Scm
float shininess; // Srm
};
struct light
{
glm::vec4 ambient; // Acli
glm::vec4 diffuse; // Dcli
glm::vec4 specular; // Scli
glm::vec4 position; // Ppli
glm::vec4 halfVector; // Derived: Hi
glm::vec3 spotDirection; // Sdli
float spotExponent; // Srli
float spotCutoff; // Crli
// (range: [0.0,90.0], 180.0)
float spotCosCutoff; // Derived: cos(Crli)
// (range: [1.0,0.0],-1.0)
float constantAttenuation; // K0
float linearAttenuation; // K1
float quadraticAttenuation;// K2
};
// Sample 1
#include <glm/vec3.hpp>// glm::vec3
#include <glm/geometric.hpp>// glm::cross, glm::normalize
glm::vec3 computeNormal
(
glm::vec3 const & a,
glm::vec3 const & b,
glm::vec3 const & c
)
{
return glm::normalize(glm::cross(c - a, b - a));
}
typedef unsigned int GLuint;
#define GL_FALSE 0
void glUniformMatrix4fv(GLuint, int, int, float*){}
// Sample 2
#include <glm/vec3.hpp> // glm::vec3
#include <glm/vec4.hpp> // glm::vec4, glm::ivec4
#include <glm/mat4x4.hpp> // glm::mat4
#include <glm/gtc/matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale, glm::perspective
#include <glm/gtc/type_ptr.hpp> // glm::value_ptr
void func(GLuint LocationMVP, float Translate, glm::vec2 const & Rotate)
{
glm::mat4 Projection = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.f);
glm::mat4 ViewTranslate = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -Translate));
glm::mat4 ViewRotateX = glm::rotate(ViewTranslate, Rotate.y, glm::vec3(-1.0f, 0.0f, 0.0f));
glm::mat4 View = glm::rotate(ViewRotateX, Rotate.x, glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 Model = glm::scale(glm::mat4(1.0f), glm::vec3(0.5f));
glm::mat4 MVP = Projection * View * Model;
glUniformMatrix4fv(LocationMVP, 1, GL_FALSE, glm::value_ptr(MVP));
}
// Sample 3
#include <glm/vec2.hpp>// glm::vec2
#include <glm/packing.hpp>// glm::packUnorm2x16
#include <glm/integer.hpp>// glm::uint
#include <glm/gtc/type_precision.hpp>// glm::i8vec2, glm::i32vec2
std::size_t const VertexCount = 4;
// Float quad geometry
std::size_t const PositionSizeF32 = VertexCount * sizeof(glm::vec2);
glm::vec2 const PositionDataF32[VertexCount] =
{
glm::vec2(-1.0f,-1.0f),
glm::vec2( 1.0f,-1.0f),
glm::vec2( 1.0f, 1.0f),
glm::vec2(-1.0f, 1.0f)
};
// Half-float quad geometry
std::size_t const PositionSizeF16 = VertexCount * sizeof(glm::uint);
glm::uint const PositionDataF16[VertexCount] =
{
glm::uint(glm::packUnorm2x16(glm::vec2(-1.0f, -1.0f))),
glm::uint(glm::packUnorm2x16(glm::vec2( 1.0f, -1.0f))),
glm::uint(glm::packUnorm2x16(glm::vec2( 1.0f, 1.0f))),
glm::uint(glm::packUnorm2x16(glm::vec2(-1.0f, 1.0f)))
};
// 8 bits signed integer quad geometry
std::size_t const PositionSizeI8 = VertexCount * sizeof(glm::i8vec2);
glm::i8vec2 const PositionDataI8[VertexCount] =
{
glm::i8vec2(-1,-1),
glm::i8vec2( 1,-1),
glm::i8vec2( 1, 1),
glm::i8vec2(-1, 1)
};
// 32 bits signed integer quad geometry
std::size_t const PositionSizeI32 = VertexCount * sizeof(glm::i32vec2);
glm::i32vec2 const PositionDataI32[VertexCount] =
{
glm::i32vec2 (-1,-1),
glm::i32vec2 ( 1,-1),
glm::i32vec2 ( 1, 1),
glm::i32vec2 (-1, 1)
};
struct intersection
{
glm::vec4 position;
glm::vec3 normal;
};
*/
/*
// Sample 4
#include <glm/vec3.hpp>// glm::vec3
#include <glm/geometric.hpp>// glm::normalize, glm::dot, glm::reflect
#include <glm/exponential.hpp>// glm::pow
#include <glm/gtc/random.hpp>// glm::vecRand3
glm::vec3 lighting
(
intersection const & Intersection,
material const & Material,
light const & Light,
glm::vec3 const & View
)
{
glm::vec3 Color(0.0f);
glm::vec3 LightVertor(glm::normalize(
Light.position - Intersection.position +
glm::vecRand3(0.0f, Light.inaccuracy));
if(!shadow(Intersection.position, Light.position, LightVertor))
{
float Diffuse = glm::dot(Intersection.normal, LightVector);
if(Diffuse <= 0.0f)
return Color;
if(Material.isDiffuse())
Color += Light.color() * Material.diffuse * Diffuse;
if(Material.isSpecular())
{
glm::vec3 Reflect(glm::reflect(
glm::normalize(-LightVector),
glm::normalize(Intersection.normal)));
float Dot = glm::dot(Reflect, View);
float Base = Dot > 0.0f ? Dot : 0.0f;
float Specular = glm::pow(Base, Material.exponent);
Color += Material.specular * Specular;
}
}
return Color;
}
*/
/*
template <typename T, glm::precision P, template<typename, glm::precision> class vecType>
T normalizeDotA(vecType<T, P> const & x, vecType<T, P> const & y)
{
return glm::dot(x, y) * glm::inversesqrt(glm::dot(x, x) * glm::dot(y, y));
}
#define GLM_TEMPLATE_GENTYPE typename T, glm::precision P, template<typename, glm::precision> class
template <GLM_TEMPLATE_GENTYPE vecType>
T normalizeDotB(vecType<T, P> const & x, vecType<T, P> const & y)
{
return glm::dot(x, y) * glm::inversesqrt(glm::dot(x, x) * glm::dot(y, y));
}
template <typename vecType>
typename vecType::value_type normalizeDotC(vecType const & a, vecType const & b)
{
return glm::dot(a, b) * glm::inversesqrt(glm::dot(a, a) * glm::dot(b, b));
}
*/
int main()
{
/*
glm::vec1 o(1);
glm::vec2 a(1);
glm::vec3 b(1);
glm::vec4 c(1);
glm::quat q;
glm::dualquat p;
glm::mat4 m(1);
float a0 = normalizeDotA(a, a);
float b0 = normalizeDotB(b, b);
float c0 = normalizeDotC(c, c);
*/
return 0;
}

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/// @ref core
/// @file glm/detail/func_common.hpp
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
///
/// @defgroup core_func_common Common functions
/// @ingroup core
///
/// These all operate component-wise. The description is per component.
#pragma once
#include "setup.hpp"
#include "precision.hpp"
#include "type_int.hpp"
#include "_fixes.hpp"
namespace glm
{
/// @addtogroup core_func_common
/// @{
/// Returns x if x >= 0; otherwise, it returns -x.
///
/// @tparam genType floating-point or signed integer; scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/abs.xml">GLSL abs man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename genType>
GLM_FUNC_DECL genType abs(genType x);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> abs(vecType<T, P> const & x);
/// Returns 1.0 if x > 0, 0.0 if x == 0, or -1.0 if x < 0.
///
/// @tparam genType Floating-point or signed integer; scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/sign.xml">GLSL sign man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> sign(vecType<T, P> const & x);
/// Returns a value equal to the nearest integer that is less then or equal to x.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floor.xml">GLSL floor man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> floor(vecType<T, P> const & x);
/// Returns a value equal to the nearest integer to x
/// whose absolute value is not larger than the absolute value of x.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/trunc.xml">GLSL trunc man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> trunc(vecType<T, P> const & x);
/// Returns a value equal to the nearest integer to x.
/// The fraction 0.5 will round in a direction chosen by the
/// implementation, presumably the direction that is fastest.
/// This includes the possibility that round(x) returns the
/// same value as roundEven(x) for all values of x.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/round.xml">GLSL round man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> round(vecType<T, P> const & x);
/// Returns a value equal to the nearest integer to x.
/// A fractional part of 0.5 will round toward the nearest even
/// integer. (Both 3.5 and 4.5 for x will return 4.0.)
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/roundEven.xml">GLSL roundEven man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
/// @see <a href="http://developer.amd.com/documentation/articles/pages/New-Round-to-Even-Technique.aspx">New round to even technique</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> roundEven(vecType<T, P> const & x);
/// Returns a value equal to the nearest integer
/// that is greater than or equal to x.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/ceil.xml">GLSL ceil man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> ceil(vecType<T, P> const & x);
/// Return x - floor(x).
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/fract.xml">GLSL fract man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename genType>
GLM_FUNC_DECL genType fract(genType x);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> fract(vecType<T, P> const & x);
/// Modulus. Returns x - y * floor(x / y)
/// for each component in x using the floating point value y.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/mod.xml">GLSL mod man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename genType>
GLM_FUNC_DECL genType mod(genType x, genType y);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> mod(vecType<T, P> const & x, T y);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> mod(vecType<T, P> const & x, vecType<T, P> const & y);
/// Returns the fractional part of x and sets i to the integer
/// part (as a whole number floating point value). Both the
/// return value and the output parameter will have the same
/// sign as x.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/modf.xml">GLSL modf man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename genType>
GLM_FUNC_DECL genType modf(genType x, genType & i);
/// Returns y if y < x; otherwise, it returns x.
///
/// @tparam genType Floating-point or integer; scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/min.xml">GLSL min man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename genType>
GLM_FUNC_DECL genType min(genType x, genType y);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> min(vecType<T, P> const & x, T y);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> min(vecType<T, P> const & x, vecType<T, P> const & y);
/// Returns y if x < y; otherwise, it returns x.
///
/// @tparam genType Floating-point or integer; scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/max.xml">GLSL max man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename genType>
GLM_FUNC_DECL genType max(genType x, genType y);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> max(vecType<T, P> const & x, T y);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> max(vecType<T, P> const & x, vecType<T, P> const & y);
/// Returns min(max(x, minVal), maxVal) for each component in x
/// using the floating-point values minVal and maxVal.
///
/// @tparam genType Floating-point or integer; scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/clamp.xml">GLSL clamp man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename genType>
GLM_FUNC_DECL genType clamp(genType x, genType minVal, genType maxVal);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> clamp(vecType<T, P> const & x, T minVal, T maxVal);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> clamp(vecType<T, P> const & x, vecType<T, P> const & minVal, vecType<T, P> const & maxVal);
/// If genTypeU is a floating scalar or vector:
/// Returns x * (1.0 - a) + y * a, i.e., the linear blend of
/// x and y using the floating-point value a.
/// The value for a is not restricted to the range [0, 1].
///
/// If genTypeU is a boolean scalar or vector:
/// Selects which vector each returned component comes
/// from. For a component of <a> that is false, the
/// corresponding component of x is returned. For a
/// component of a that is true, the corresponding
/// component of y is returned. Components of x and y that
/// are not selected are allowed to be invalid floating point
/// values and will have no effect on the results. Thus, this
/// provides different functionality than
/// genType mix(genType x, genType y, genType(a))
/// where a is a Boolean vector.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/mix.xml">GLSL mix man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
///
/// @param[in] x Value to interpolate.
/// @param[in] y Value to interpolate.
/// @param[in] a Interpolant.
///
/// @tparam genTypeT Floating point scalar or vector.
/// @tparam genTypeU Floating point or boolean scalar or vector. It can't be a vector if it is the length of genTypeT.
///
/// @code
/// #include <glm/glm.hpp>
/// ...
/// float a;
/// bool b;
/// glm::dvec3 e;
/// glm::dvec3 f;
/// glm::vec4 g;
/// glm::vec4 h;
/// ...
/// glm::vec4 r = glm::mix(g, h, a); // Interpolate with a floating-point scalar two vectors.
/// glm::vec4 s = glm::mix(g, h, b); // Teturns g or h;
/// glm::dvec3 t = glm::mix(e, f, a); // Types of the third parameter is not required to match with the first and the second.
/// glm::vec4 u = glm::mix(g, h, r); // Interpolations can be perform per component with a vector for the last parameter.
/// @endcode
template <typename T, typename U, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> mix(vecType<T, P> const & x, vecType<T, P> const & y, vecType<U, P> const & a);
template <typename T, typename U, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> mix(vecType<T, P> const & x, vecType<T, P> const & y, U a);
template <typename genTypeT, typename genTypeU>
GLM_FUNC_DECL genTypeT mix(genTypeT x, genTypeT y, genTypeU a);
/// Returns 0.0 if x < edge, otherwise it returns 1.0 for each component of a genType.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/step.xml">GLSL step man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename genType>
GLM_FUNC_DECL genType step(genType edge, genType x);
/// Returns 0.0 if x < edge, otherwise it returns 1.0.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/step.xml">GLSL step man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <template <typename, precision> class vecType, typename T, precision P>
GLM_FUNC_DECL vecType<T, P> step(T edge, vecType<T, P> const & x);
/// Returns 0.0 if x < edge, otherwise it returns 1.0.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/step.xml">GLSL step man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <template <typename, precision> class vecType, typename T, precision P>
GLM_FUNC_DECL vecType<T, P> step(vecType<T, P> const & edge, vecType<T, P> const & x);
/// Returns 0.0 if x <= edge0 and 1.0 if x >= edge1 and
/// performs smooth Hermite interpolation between 0 and 1
/// when edge0 < x < edge1. This is useful in cases where
/// you would want a threshold function with a smooth
/// transition. This is equivalent to:
/// genType t;
/// t = clamp ((x - edge0) / (edge1 - edge0), 0, 1);
/// return t * t * (3 - 2 * t);
/// Results are undefined if edge0 >= edge1.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/smoothstep.xml">GLSL smoothstep man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename genType>
GLM_FUNC_DECL genType smoothstep(genType edge0, genType edge1, genType x);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> smoothstep(T edge0, T edge1, vecType<T, P> const & x);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> smoothstep(vecType<T, P> const & edge0, vecType<T, P> const & edge1, vecType<T, P> const & x);
/// Returns true if x holds a NaN (not a number)
/// representation in the underlying implementation's set of
/// floating point representations. Returns false otherwise,
/// including for implementations with no NaN
/// representations.
///
/// /!\ When using compiler fast math, this function may fail.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/isnan.xml">GLSL isnan man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<bool, P> isnan(vecType<T, P> const & x);
/// Returns true if x holds a positive infinity or negative
/// infinity representation in the underlying implementation's
/// set of floating point representations. Returns false
/// otherwise, including for implementations with no infinity
/// representations.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/isinf.xml">GLSL isinf man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<bool, P> isinf(vecType<T, P> const & x);
/// Returns a signed integer value representing
/// the encoding of a floating-point value. The floating-point
/// value's bit-level representation is preserved.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToInt.xml">GLSL floatBitsToInt man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
GLM_FUNC_DECL int floatBitsToInt(float const & v);
/// Returns a signed integer value representing
/// the encoding of a floating-point value. The floatingpoint
/// value's bit-level representation is preserved.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToInt.xml">GLSL floatBitsToInt man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <template <typename, precision> class vecType, precision P>
GLM_FUNC_DECL vecType<int, P> floatBitsToInt(vecType<float, P> const & v);
/// Returns a unsigned integer value representing
/// the encoding of a floating-point value. The floatingpoint
/// value's bit-level representation is preserved.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToUint.xml">GLSL floatBitsToUint man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
GLM_FUNC_DECL uint floatBitsToUint(float const & v);
/// Returns a unsigned integer value representing
/// the encoding of a floating-point value. The floatingpoint
/// value's bit-level representation is preserved.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToUint.xml">GLSL floatBitsToUint man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <template <typename, precision> class vecType, precision P>
GLM_FUNC_DECL vecType<uint, P> floatBitsToUint(vecType<float, P> const & v);
/// Returns a floating-point value corresponding to a signed
/// integer encoding of a floating-point value.
/// If an inf or NaN is passed in, it will not signal, and the
/// resulting floating point value is unspecified. Otherwise,
/// the bit-level representation is preserved.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/intBitsToFloat.xml">GLSL intBitsToFloat man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
GLM_FUNC_DECL float intBitsToFloat(int const & v);
/// Returns a floating-point value corresponding to a signed
/// integer encoding of a floating-point value.
/// If an inf or NaN is passed in, it will not signal, and the
/// resulting floating point value is unspecified. Otherwise,
/// the bit-level representation is preserved.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/intBitsToFloat.xml">GLSL intBitsToFloat man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <template <typename, precision> class vecType, precision P>
GLM_FUNC_DECL vecType<float, P> intBitsToFloat(vecType<int, P> const & v);
/// Returns a floating-point value corresponding to a
/// unsigned integer encoding of a floating-point value.
/// If an inf or NaN is passed in, it will not signal, and the
/// resulting floating point value is unspecified. Otherwise,
/// the bit-level representation is preserved.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/uintBitsToFloat.xml">GLSL uintBitsToFloat man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
GLM_FUNC_DECL float uintBitsToFloat(uint const & v);
/// Returns a floating-point value corresponding to a
/// unsigned integer encoding of a floating-point value.
/// If an inf or NaN is passed in, it will not signal, and the
/// resulting floating point value is unspecified. Otherwise,
/// the bit-level representation is preserved.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/uintBitsToFloat.xml">GLSL uintBitsToFloat man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <template <typename, precision> class vecType, precision P>
GLM_FUNC_DECL vecType<float, P> uintBitsToFloat(vecType<uint, P> const & v);
/// Computes and returns a * b + c.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/fma.xml">GLSL fma man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename genType>
GLM_FUNC_DECL genType fma(genType const & a, genType const & b, genType const & c);
/// Splits x into a floating-point significand in the range
/// [0.5, 1.0) and an integral exponent of two, such that:
/// x = significand * exp(2, exponent)
///
/// The significand is returned by the function and the
/// exponent is returned in the parameter exp. For a
/// floating-point value of zero, the significant and exponent
/// are both zero. For a floating-point value that is an
/// infinity or is not a number, the results are undefined.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/frexp.xml">GLSL frexp man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename genType, typename genIType>
GLM_FUNC_DECL genType frexp(genType const & x, genIType & exp);
/// Builds a floating-point number from x and the
/// corresponding integral exponent of two in exp, returning:
/// significand * exp(2, exponent)
///
/// If this product is too large to be represented in the
/// floating-point type, the result is undefined.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/ldexp.xml">GLSL ldexp man page</a>;
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename genType, typename genIType>
GLM_FUNC_DECL genType ldexp(genType const & x, genIType const & exp);
/// @}
}//namespace glm
#include "func_common.inl"

View File

@ -10,191 +10,191 @@
namespace glm{ namespace glm{
namespace detail namespace detail
{ {
template<qualifier Q> template <precision P>
struct compute_abs_vector<4, float, Q, true> struct compute_abs_vector<float, P, tvec4, true>
{ {
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v) GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const & v)
{ {
vec<4, float, Q> result; tvec4<float, P> result(uninitialize);
result.data = glm_vec4_abs(v.data); result.data = glm_vec4_abs(v.data);
return result; return result;
} }
}; };
template<qualifier Q> template <precision P>
struct compute_abs_vector<4, int, Q, true> struct compute_abs_vector<int, P, tvec4, true>
{ {
GLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& v) GLM_FUNC_QUALIFIER static tvec4<int, P> call(tvec4<int, P> const & v)
{ {
vec<4, int, Q> result; tvec4<int, P> result(uninitialize);
result.data = glm_ivec4_abs(v.data); result.data = glm_ivec4_abs(v.data);
return result; return result;
} }
}; };
template<qualifier Q> template <precision P>
struct compute_floor<4, float, Q, true> struct compute_floor<float, P, tvec4, true>
{ {
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v) GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const & v)
{ {
vec<4, float, Q> result; tvec4<float, P> result(uninitialize);
result.data = glm_vec4_floor(v.data); result.data = glm_vec4_floor(v.data);
return result; return result;
} }
}; };
template<qualifier Q> template <precision P>
struct compute_ceil<4, float, Q, true> struct compute_ceil<float, P, tvec4, true>
{ {
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v) GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const & v)
{ {
vec<4, float, Q> result; tvec4<float, P> result(uninitialize);
result.data = glm_vec4_ceil(v.data); result.data = glm_vec4_ceil(v.data);
return result; return result;
} }
}; };
template<qualifier Q> template <precision P>
struct compute_fract<4, float, Q, true> struct compute_fract<float, P, tvec4, true>
{ {
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v) GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const & v)
{ {
vec<4, float, Q> result; tvec4<float, P> result(uninitialize);
result.data = glm_vec4_fract(v.data); result.data = glm_vec4_fract(v.data);
return result; return result;
} }
}; };
template<qualifier Q> template <precision P>
struct compute_round<4, float, Q, true> struct compute_round<float, P, tvec4, true>
{ {
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v) GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const & v)
{ {
vec<4, float, Q> result; tvec4<float, P> result(uninitialize);
result.data = glm_vec4_round(v.data); result.data = glm_vec4_round(v.data);
return result; return result;
} }
}; };
template<qualifier Q> template <precision P>
struct compute_mod<4, float, Q, true> struct compute_mod<float, P, tvec4, true>
{ {
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& x, vec<4, float, Q> const& y) GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const & x, tvec4<float, P> const & y)
{ {
vec<4, float, Q> result; tvec4<float, P> result(uninitialize);
result.data = glm_vec4_mod(x.data, y.data); result.data = glm_vec4_mod(x.data, y.data);
return result; return result;
} }
}; };
template<qualifier Q> template <precision P>
struct compute_min_vector<4, float, Q, true> struct compute_min_vector<float, P, tvec4, true>
{ {
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2) GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const & v1, tvec4<float, P> const & v2)
{ {
vec<4, float, Q> result; tvec4<float, P> result(uninitialize);
result.data = _mm_min_ps(v1.data, v2.data); result.data = _mm_min_ps(v1.data, v2.data);
return result; return result;
} }
}; };
template<qualifier Q> template <precision P>
struct compute_min_vector<4, int, Q, true> struct compute_min_vector<int32, P, tvec4, true>
{ {
GLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2) GLM_FUNC_QUALIFIER static tvec4<int32, P> call(tvec4<int32, P> const & v1, tvec4<int32, P> const & v2)
{ {
vec<4, int, Q> result; tvec4<int32, P> result(uninitialize);
result.data = _mm_min_epi32(v1.data, v2.data); result.data = _mm_min_epi32(v1.data, v2.data);
return result; return result;
} }
}; };
template<qualifier Q> template <precision P>
struct compute_min_vector<4, uint, Q, true> struct compute_min_vector<uint32, P, tvec4, true>
{ {
GLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& v1, vec<4, uint, Q> const& v2) GLM_FUNC_QUALIFIER static tvec4<int32, P> call(tvec4<uint32, P> const & v1, tvec4<uint32, P> const & v2)
{ {
vec<4, uint, Q> result; tvec4<uint32, P> result(uninitialize);
result.data = _mm_min_epu32(v1.data, v2.data); result.data = _mm_min_epu32(v1.data, v2.data);
return result; return result;
} }
}; };
template<qualifier Q> template <precision P>
struct compute_max_vector<4, float, Q, true> struct compute_max_vector<float, P, tvec4, true>
{ {
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2) GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const & v1, tvec4<float, P> const & v2)
{ {
vec<4, float, Q> result; tvec4<float, P> result(uninitialize);
result.data = _mm_max_ps(v1.data, v2.data); result.data = _mm_max_ps(v1.data, v2.data);
return result; return result;
} }
}; };
template<qualifier Q> template <precision P>
struct compute_max_vector<4, int, Q, true> struct compute_max_vector<int32, P, tvec4, true>
{ {
GLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2) GLM_FUNC_QUALIFIER static tvec4<int32, P> call(tvec4<int32, P> const & v1, tvec4<int32, P> const & v2)
{ {
vec<4, int, Q> result; tvec4<int32, P> result(uninitialize);
result.data = _mm_max_epi32(v1.data, v2.data); result.data = _mm_max_epi32(v1.data, v2.data);
return result; return result;
} }
}; };
template<qualifier Q> template <precision P>
struct compute_max_vector<4, uint, Q, true> struct compute_max_vector<uint32, P, tvec4, true>
{ {
GLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& v1, vec<4, uint, Q> const& v2) GLM_FUNC_QUALIFIER static tvec4<uint32, P> call(tvec4<uint32, P> const & v1, tvec4<uint32, P> const & v2)
{ {
vec<4, uint, Q> result; tvec4<uint32, P> result(uninitialize);
result.data = _mm_max_epu32(v1.data, v2.data); result.data = _mm_max_epu32(v1.data, v2.data);
return result; return result;
} }
}; };
template<qualifier Q> template <precision P>
struct compute_clamp_vector<4, float, Q, true> struct compute_clamp_vector<float, P, tvec4, true>
{ {
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& x, vec<4, float, Q> const& minVal, vec<4, float, Q> const& maxVal) GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const & x, tvec4<float, P> const & minVal, tvec4<float, P> const & maxVal)
{ {
vec<4, float, Q> result; tvec4<float, P> result(uninitialize);
result.data = _mm_min_ps(_mm_max_ps(x.data, minVal.data), maxVal.data); result.data = _mm_min_ps(_mm_max_ps(x.data, minVal.data), maxVal.data);
return result; return result;
} }
}; };
template<qualifier Q> template <precision P>
struct compute_clamp_vector<4, int, Q, true> struct compute_clamp_vector<int32, P, tvec4, true>
{ {
GLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& x, vec<4, int, Q> const& minVal, vec<4, int, Q> const& maxVal) GLM_FUNC_QUALIFIER static tvec4<int32, P> call(tvec4<int32, P> const & x, tvec4<int32, P> const & minVal, tvec4<int32, P> const & maxVal)
{ {
vec<4, int, Q> result; tvec4<int32, P> result(uninitialize);
result.data = _mm_min_epi32(_mm_max_epi32(x.data, minVal.data), maxVal.data); result.data = _mm_min_epi32(_mm_max_epi32(x.data, minVal.data), maxVal.data);
return result; return result;
} }
}; };
template<qualifier Q> template <precision P>
struct compute_clamp_vector<4, uint, Q, true> struct compute_clamp_vector<uint32, P, tvec4, true>
{ {
GLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& x, vec<4, uint, Q> const& minVal, vec<4, uint, Q> const& maxVal) GLM_FUNC_QUALIFIER static tvec4<uint32, P> call(tvec4<uint32, P> const & x, tvec4<uint32, P> const & minVal, tvec4<uint32, P> const & maxVal)
{ {
vec<4, uint, Q> result; tvec4<uint32, P> result(uninitialize);
result.data = _mm_min_epu32(_mm_max_epu32(x.data, minVal.data), maxVal.data); result.data = _mm_min_epu32(_mm_max_epu32(x.data, minVal.data), maxVal.data);
return result; return result;
} }
}; };
template<qualifier Q> template <precision P>
struct compute_mix_vector<4, float, bool, Q, true> struct compute_mix_vector<float, bool, P, tvec4, true>
{ {
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& x, vec<4, float, Q> const& y, vec<4, bool, Q> const& a) GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const & x, tvec4<float, P> const & y, tvec4<bool, P> const & a)
{ {
__m128i const Load = _mm_set_epi32(-static_cast<int>(a.w), -static_cast<int>(a.z), -static_cast<int>(a.y), -static_cast<int>(a.x)); __m128i const Load = _mm_set_epi32(-(int)a.w, -(int)a.z, -(int)a.y, -(int)a.x);
__m128 const Mask = _mm_castsi128_ps(Load); __m128 const Mask = _mm_castsi128_ps(Load);
vec<4, float, Q> Result; tvec4<float, P> Result(uninitialize);
# if 0 && GLM_ARCH & GLM_ARCH_AVX # if 0 && GLM_ARCH & GLM_ARCH_AVX
Result.data = _mm_blendv_ps(x.data, y.data, Mask); Result.data = _mm_blendv_ps(x.data, y.data, Mask);
# else # else
@ -204,25 +204,25 @@ namespace detail
} }
}; };
/* FIXME /* FIXME
template<qualifier Q> template <precision P>
struct compute_step_vector<float, Q, tvec4> struct compute_step_vector<float, P, tvec4>
{ {
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& edge, vec<4, float, Q> const& x) GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const& edge, tvec4<float, P> const& x)
{ {
vec<4, float, Q> Result; tvec4<float, P> result(uninitialize);
result.data = glm_vec4_step(edge.data, x.data); result.data = glm_vec4_step(edge.data, x.data);
return result; return result;
} }
}; };
*/ */
template<qualifier Q> template <precision P>
struct compute_smoothstep_vector<4, float, Q, true> struct compute_smoothstep_vector<float, P, tvec4, true>
{ {
GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& edge0, vec<4, float, Q> const& edge1, vec<4, float, Q> const& x) GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const& edge0, tvec4<float, P> const& edge1, tvec4<float, P> const& x)
{ {
vec<4, float, Q> Result; tvec4<float, P> result(uninitialize);
Result.data = glm_vec4_smoothstep(edge0.data, edge1.data, x.data); result.data = glm_vec4_smoothstep(edge0.data, edge1.data, x.data);
return Result; return result;
} }
}; };
}//namespace detail }//namespace detail

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@ -0,0 +1,103 @@
/// @ref core
/// @file glm/detail/func_exponential.hpp
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>
///
/// @defgroup core_func_exponential Exponential functions
/// @ingroup core
///
/// These all operate component-wise. The description is per component.
#pragma once
#include "type_vec1.hpp"
#include "type_vec2.hpp"
#include "type_vec3.hpp"
#include "type_vec4.hpp"
#include <cmath>
namespace glm
{
/// @addtogroup core_func_exponential
/// @{
/// Returns 'base' raised to the power 'exponent'.
///
/// @param base Floating point value. pow function is defined for input values of 'base' defined in the range (inf-, inf+) in the limit of the type precision.
/// @param exponent Floating point value representing the 'exponent'.
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/pow.xml">GLSL pow man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> pow(vecType<T, P> const & base, vecType<T, P> const & exponent);
/// Returns the natural exponentiation of x, i.e., e^x.
///
/// @param v exp function is defined for input values of v defined in the range (inf-, inf+) in the limit of the type precision.
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/exp.xml">GLSL exp man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> exp(vecType<T, P> const & v);
/// Returns the natural logarithm of v, i.e.,
/// returns the value y which satisfies the equation x = e^y.
/// Results are undefined if v <= 0.
///
/// @param v log function is defined for input values of v defined in the range (0, inf+) in the limit of the type precision.
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/log.xml">GLSL log man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> log(vecType<T, P> const & v);
/// Returns 2 raised to the v power.
///
/// @param v exp2 function is defined for input values of v defined in the range (inf-, inf+) in the limit of the type precision.
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/exp2.xml">GLSL exp2 man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> exp2(vecType<T, P> const & v);
/// Returns the base 2 log of x, i.e., returns the value y,
/// which satisfies the equation x = 2 ^ y.
///
/// @param v log2 function is defined for input values of v defined in the range (0, inf+) in the limit of the type precision.
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/log2.xml">GLSL log2 man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> log2(vecType<T, P> const & v);
/// Returns the positive square root of v.
///
/// @param v sqrt function is defined for input values of v defined in the range [0, inf+) in the limit of the type precision.
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/sqrt.xml">GLSL sqrt man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>
//template <typename genType>
//GLM_FUNC_DECL genType sqrt(genType const & x);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> sqrt(vecType<T, P> const & v);
/// Returns the reciprocal of the positive square root of v.
///
/// @param v inversesqrt function is defined for input values of v defined in the range [0, inf+) in the limit of the type precision.
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/inversesqrt.xml">GLSL inversesqrt man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> inversesqrt(vecType<T, P> const & v);
/// @}
}//namespace glm
#include "func_exponential.inl"

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